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Make Your Move 6 - Nothing Gold can Stay

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BombKirby

Smash Journeyman
Joined
Oct 15, 2006
Messages
287
"Now if we assume that there is an infinite number of alternate universes, that means there's also an infinite number of Sakurais, which means that there's an infinite number of Brawls, which means that every character who has ever existed will somehow make it into Brawl!"

One little problem....

"Actually, Matsuhiro Sakurai has been around the block quite a bit...he directed the first two Smash Bros. games and has been working with HAL since the early 90's. Unless you meant that Smash Bros. would be the first of his franchises...which I actually think it is." - Sakurai Facts (website)

the FIRST two

He just made the website this time. XD
 

Lord Sakurai

Smash Cadet
Joined
Oct 30, 2008
Messages
52
« Sakurai joins the Brawl! He is Entertainer! »​

Sakurai is the mastermind behind the Kirby and Super Smash Bros. series. Sakurai is a very funny individual based on the countless "That's What She Said" moments that appear on the Dojo, the fact that we have THREE Landmasters, and the inclusion of tripping. In this moveset, Sakurai keeps his humor and uses moves that are completely random and give him a fighting style of his own. Sakurai was born in Branson, Missouri and grew up on a farm that bred chickens. Sakurai then was drafted into the Vietnam War. The things he saw there are what made him CRAAAAAAAAAAAZY. Sakurai was eventually taken prisoner and was held captive for half the war. Also taken captured were Sakurai's comrades: a hulking man named Damien Delano Daniels, John Kirby, and Meta Knight. The four stuck together until Sakurai escaped the prison and sought refuge on an abandoned island in the Pacific. Sakurai was eventually found 20 years later and brought back to civilization. Having trouble adjusting to modern life, Sakurai broke into a zoo and attempted to free all the animals to make Missouri more like a jungle. Sakurai was eventually caught and sentenced to ten years in prison, where he rose to the tops in a notorious gang. After Sakurai was let out, he spent most of his time fighting down by the docks for dollops of shaving cream. Sakurai was eventually noticed for his fighting talents and began competing in professional boxing matches. Sakurai ultimately became the World Heavyweight Champion only to lose it after a five year reign to Ivan Drago. Today, Sakurai's glory from his fighting days has scored him numerous products and toys. Sakurai even has his own sitcom, "Hanging with Mr. Sakurai", where he takes the role of a single father struggling to make ends meet in a post apocalyptic Los Angeles.

◄SPECIAL ABILITY►: Designer's Block - When Sakurai is on the field, a strange thing happens. This change is seemingly unnoticeable...until a character grabs the smash ball. Once a character activates his or her Final Smash, the change happens. Instead of the Final Smash starting, a Landmaster falls to the ground. The character looks at the Landmaster in confusion and gives Sakurai an angry look, demanding an explanation. Sakurai then does the "How do I shot web?" hand gesture with his eyes closed and replies with "I dunno, lol. Got a better idea?"
The color of the landmaster is based on the original color scheme of the character ( Yoshi = Green, Mario = Red, etc.). A handy chart o' landmasters is located below. The properties of said Landmaster depend on the character selected, for all the characters are divided into the three Landmaster groups:

Falco-style Landmaster (high jump/low attack power): :diddy:, :gw:, :popo:, :jigglypuff:, :kirby2:, :luigi2:, :metaknight:, :olimar:, :pikachu2:, :pit:, :squirtle:, :shiek:, :sonic:, :toonlink:, :yoshi2:, :zelda:, :zerosuitsamus:

Fox-style Landmaster (all around/average) : :falcon:, :link2:, :lucario:, :lucas:, :mario2:, :marth:, :ness2:, :peach:, :ivysaur:, :samus2:, :rob:

Wolf-style Landmaster (high attack power/low jump/small duration): :bowser2:, :dk2:, :ganondorf:, :ike:, :dedede:, :charizard:, :wario:

:rob:: ROB is special in terms of his Final Smash activation. When ROB activates his Final Smash, nothing happens for a short time. ROB has super armor during this waiting period and stands on the field confused. Suddenly, parts rain down onto the field and begin to attach themselves to ROB, much to his surprise. When the transformation is complete, ROB has been turned into a Landmaster. When the Final Smash is over, the parts disappear.

:snake:: Snake's Landmaster is special in both appearance and properties. When Snake activates his Final Smash, a large helicopter appears and drops an army tank on to the field.
Snake gives Sakurai an angry look, and Sakurai then does the "How do I shot web?" hand gesture with his eyes closed and replies with "I dunno, lol. Got a better idea?" The properties of the tank are that it shoots exploding missiles instead of lasers, which would give the tank even more firepower than a Wolf Landmaster, and that it has a poor jump and can't hover in the air.



¤>>>STATS<<<¤​

Size: 6/10
Sakurai is a tall fighter, being a bit shorter to Captain Falcon.

Weight: 6/10
Sakurai is a little above average weight, but not by much.

Walk: 4/10
Sakurai dances forward a little slower than normal speed.

Run: 9/10
Sakurai rushes forward at a high pace.

Traction: 3/10
Sakurai has poor traction when running.

Power: 8/10
Sakurai has great strength and good KO potential. Sakurai uses random moves to score KO's.

First Jump: 6/10
Sakurai has an average first jump.

Second Jump: 8/10
Sakurai has a great second jump.

Crouch: 10/10
Sakurai has an amazing crouch.

Falling Speed: 5/10
Sakurai falls at about average speed.

Crawl: Yes
Wall Cling: No
Wall Jump: No
Glide: No


¤>>>BASIC ANIMATIONS<<<¤

Standard Pose: Sakurai stands on the battlefield dancing wildly, enjoying himself in light of all the fighting. He dances just like this except he has a huge grin on his face and a suggestive look in his eyes.

Idle Pose: Sakurai stops dancing for the power of rock has gotten a hold of him! Sakurai takes out a pair of sunglasses and begins to air guitar furiously!

His face looks similar to this :

Walking: Sakurai steps forward slowly, still dancing his heart away.

Running: Sakurai stops dancing and he begins to jog forward, not too fast and not too slow.

Dashing: Sakurai runs like a lunatic. He takes big crazy steps and it looks like his feet move faster than the top portion of his body. He looks slanted and his head and arms dangle about. He has a creepy smile on his face.


Crouching: Sakurai drops down with a large thund and gets his body down. Sakurai instantly has a Vietnam War flashback and dons a camouflage army helmet and gains a small walkie-talkie on his hip. If left alone for a while, Sakurai reaches for his walkie-talkie and begins speaking into it saying, "The enemy has me surrounded. Charlie tripped into a landmine, and now there's Charlie everywhere. CHARLIE!!!!!"

First Jump: Sakurai takes a leap forward and spreads his limbs out like a cat at the peak of it.

Second Jump: Sakurai takes a great jump and spins like a top as he does so.

Shield: Sakurai holds both his hands in front of him as he looks the other way, cowering in fear.

Spot Dodge: Sakurai jumps back in fear of the blow. His face shows a sense of relief.

Roll: Sakurai puts his feet together and holds out his arms. Sakurai then spins forward.

Air dodge: Sakurai twists in midair to avoid the attack.

Asleep: Sakurai collapses to his knees and a bottle of alcohol appears in his right hand. Sakurai's face hits the floor and his butt points upward. He then mumbles something about buttered goats.

Dizzy: Sakurai balances on the tip toes of his left foot. He spins around like a top with his right leg slightly out like he's kicking. Sakurai's eyes are the classic anime swirly eyes @_@.


¤>>>STANDARDS<<<¤

Standard Combo - Sakurai Combination
At the start of his combo, Sakurai lifts his right hand a quickly slaps forward for a measly 2% damage with almost no knockback. For the second hit on this combination, Sakurai lifts his left hand and does a palm strike forward. He aims to hit with the bottom of his palm to shove the opponent forward. The second hit causes 2% damage. With the final hit of the combo, Sakurai takes out a little suction cup gun from his pocket and aims it forward with his right hand. After a very short amount of time, Sakurai pulls the trigger and the suction cup dart is released. The dart flies for a good distance, about a quarter of a stage builder block forward before hitting the ground. If it hits, it causes 3% damage with almost no knockback. The dart has a 15% chance of hitting the opponent’s face dead on. If this happens, the character will try to pull the dart of his or her face and the player must button mash to do so. It’s not that hard to pull it off. The last hit of this combo has little starting and ending lag.


Dash Attack- Coffee Time!
Sakurai takes out a nice hot cup of coffee and continues running for a brief period of a quarter of a second. The coffee is obviously hot; it leaves a small trail of steam as Sakurai goes about. Now, as fate would have it, Sakurai trips and falls to the ground quickly, spilling his beloved coffee in the process. The hot coffee goes flying out, having the range of a Battlefield platform and scalding whoever is unfortunate enough to be in range. Sakurai weeps a little and enters his grounded state where he can use a get-up attack or roll to stand back up. The coffee does 10% damage with good knockback. This move is based off the real Sakurai tripping and spilling coffee all over the brawl servers, which explains why it's so laggy and why it's down so often.

¤>>>TILTS<<<¤

Side Tilt: Peanut Butta Slap!- Sakurai quickly takes out a full jar of Momma Sakurai Peanut Butter from his left pocket with his left hand. The jar, strangely enough, is already open. How did Sakurai keep the peanut butter in the jar without it spilling...? Anyway, Sakurai shoves his right hand into the jar and attempts to grab as much peanut butter as possible. After about a quarter of a second, Sakurai takes his hand out of the jar and yells, "PEANUT BUTTA SLAP!" and slaps with his peanut butter covered hand. If it hits an opponent, the opponent receives 10% damage with minor knockback and a face full of peanut butter. The move has little starting and some ending lag. There's also a secret to this move. If you use this move without a target, Sakurai simply slaps air and, what's this? The peanut butter slops onto the floor of the playing field. This happens about 15% of the time. If an opponent treads over the peanut butter, their walk and run speed is lowered by one level for 10 seconds because the peanut butter makes their shoes stick to the floor. The lag of the opponent’s first jump is also increased and the overall height is decreased as well. An opponent with a watchful eye will notice the peanut butter on the floor and carefully walk up to it and eat it. The peanut butter heals about 3%.


Up Tilt: Blendy Storm - A small company of blenders flies out from the left side of Sakurai's suit after he lifts his arm and parts them. They fly above him in a circle, damaging any characters in range, before swirling back around Sakurai's rear and returning to the safety of his suit, this time the right side, which is held open for them by Sakurai (2-3%, multiple hits). The blenders have a comedic appearance, having two poorly drawn eyes and a smiley face.
As it sounds, this move has tons of lag on it, and leaves Sakurai open to attack from the sides throughout most of it. There's also very little knockback from the blenders, though they can draw an opponent in front of Sakurai if said enemy is caught in the swarm as it circles around Sakurai's back, potentially leading into a smash. Emphasis on the lag though, as it is very, very substantial. The move has great vertical range, and good range to the sides (while the blenders are on each side, that is) though. R.I.P Chief "Tankra" Mendez.


Down Tilt: Splash Jump- Sakurai drops down onto his side and holds his hands as fists near his chest. His eyes are closed and his mouth is round like an "o". He then begins to chant "karp, karp, magikarp" , flops his body around, and somehow manages to jump a short distance from this position. This has little starting lag. Sakurai then comes back down and resumes his "idle" pose for this move, which is flopping around saying "Karp". Sakurai stays in this position as long as you hold your control stick down. If you press the A button as soon as Sakurai hits the ground, he jumps back up a little higher than before. This time, however, he falls down faster, making a higher jump a little harder. This continues until the player fails to hit the A button on time, which is when he starts all over. The maximum height is quadruple Ganon's height, which takes five jumps and is almost impossible. The move deals 7% damage with little knockback no matter the height.

¤>>>SMASHES<<<¤

Forward Smash: BEAR BLASTING - Sakurai turns sideways and lifts his arms out with his hands fisted. His elbows are slightly bent. This takes little time, roughly a quarter of a second. The amount of time Sakurai spends in this position depending on the amount of time you decide to charge it. When Sakurai finally pulls his arms toward him (creating a pelvic thrust), he lets out a guttural scream. When his arms reach his hips, radioactive bear-heads come shooting from Sakurai's crotch. The number of bear-heads, the damage, and the knockback depend on how long you charged the move.

If you C-Sticked this move or barely charged it, a single normal colored bear-head shoots out. It deals 16% damage with little knockback. It's not too bad, but it's better if you charge it. This has bad range, the bear-head comes out only a little in front of Sakurai.

If you charge it just a little bit, two bear-heads shoot out: a normal colored one and a blue one. The blue bear-head comes out after the normal one and is slightly bigger than the normal one. If the opponent is in the range of the normal one, they suffer 3% damage and are pushed to the blue one for some extra damage. The blue bear-head itself deals 18% damage with ok knockback. The move has ok range and comes out about normal range.

If you hold it to until the midway point or a bit more, three bear-heads shoot out: the normal one, the blue one, and a red one. Again, the red bear-head comes out after the first two and is bigger than the blue one. The opponent suffers 6% damage if they are in the normal one's range and are pushed through the first two heads. The red bear-head causes 20% damage with good knockback. The move kills at around 200%. The move has good range, about a battlefield platform.

If you charge it all the way, you are rewarded with the fourth bear-head. The first three shoot out and a big green one comes out last. It's pretty big and has a good hitbox. If the opponent passes through the first three bear-heads, they receive 9% damage. The green bear-head deals 22% damage with great knockback. The move kills at around 150%. The move has great range and travels about one and a half stage builder blocks.



Up Smash: Banana Beam - Sakurai tilts his head up quickly and closes one of his nostrils for the start of this move. When the move is released, bananas come out? That's right; Sakurai shoots bananas from his nose. It's an old trick he learned in the Boy Scouts. The number of bananas that shoot from Sakurai's nose depends on the time you spend charging the move. The very minimum of charge time only allows Sakurai to shoot 3 bananas. Wait, what's this? Sakurai grabs the last banana and eats it to heal 1% damage. Sakurai chews his banana quickly and throws the peel on the floor creating a banana peel item. Sakurai shoots eight bananas maximum, but he eats the last one thus making only seven damaging ones. Each banana deals 4% damage with flinching knockback. If the opponent is right next to Sakurai when he uses this move, the foe is lifted up like Ivysaur's special. Only the last banana has any knock back. The knockback is pretty good and can KO, but this move should be used for some damage racking.

Down Smash: Fishing - Sakurai turns to face the camera and gains a fishing hat. A small hole soon appears in front of Sakurai. Sakurai quickly takes out a fishing pole and begins to stick bait onto the hook. The bait is a chunk of fish that's reddish pink and has some silver skin left on one side. All of this happens almost immediately has almost no lag. The amount of bait Sakurai adds to the hook depends on the time you charge it. Sakurai used to be a world class fisherman and toured the world catching salmon and halibut. He was the lead fisherman on the S.S. Sakurai until it crashed into some rocks, leaving Sakurai stranded. While on the island, Sakurai created an imaginary friend named Wilson from a volley ball to combat the loneliness. After about five years on the island, Sakurai and Wilson created a raft to get back to the mainland. Sadly, a storm brewed during their journey. Sakurai and Wilson struggled to stay afloat during this terrible storm. The tsunami then hit the raft, separating Sakurai and Wilson forever. To this day, Sakurai waits at the harbor every afternoon hoping that Wilson will come drifting in. Wilson? Wilson? WILSOOOOON!! When ready, Sakurai casts his reel into the hole and waits patiently. This is where the starting lag is. The move has a lot of starting lag and is comparable to DeDeDe's forward smash. After that same amount of time passes, the fishing pole bends slightly indicating a catch. Sakurai reels in his catch and looks at it happily. The fish Sakurai catches depends on the amount of bait he put on; more bait catches bigger fish. The three fish Sakurai can catch are: Magikarp, Swordfish, Shark, and he can also catch Whale. No matter what sea creature Sakurai catches he always lifts the fishing pole above his head and twirls it around like a mace. After about three or four spins, the creature lets go of the hook and disappears.

Magikarp: If you C-Stick this smash or barely charge it, Sakurai only sticks a tiny piece of bait on the hook. A Magikarp is attracted to the bait and bites. Magikarp is kind of a small fish, being the size of about Kirby. Sakurai swings his pole and the magikarp around to hit enemies. The magikarp deals about 20% damage with ok knockback.

Swordfish: If you charge this smash a little bit more, Sakurai manages to put another chunk of bait on his hook. This time a good sized swordfish bites on to the hook. The swordfish is roughly Bowser's width and not very tall, making it a pretty good size hitbox. The actual "sword" of the fish itself is actually one and a half times Bowser's width which makes it larger than the fish itself. The body of the fish deals 20% damage with good knockback. The "sword" of the fish deals 22% damage and great knockback if it's tipped like Marth's sword. Hitting a foe with the sword isn't that hard, but getting a tip hit is something to be proud of.

Shark: If you charge this to the midway point, Sakurai gets three chunks of bait on the hook. Sakurai must be a talented fisher because a shark has just grabbed the smashball hook! The shark is slightly larger than the swordfish and is exactly Bowser's width and a little bit taller than the swordfish. The shark flails on the hook furiously; it desperately tries to get off. The shark deals 26% damage with great knockback.

Whale: If you charge it ALL THE WAY, Sakurai puts four chunks of bait on his hook. This time a large whale is attracted to the hook. The whale looks similar to Wailord. Strangely, Sakurai is still able to spin the whale above his head as fast as he did the other sea creatures. The whale is huge; its height is the same as Bowser's and it's twice Bowser's width. The whale is a humongous hit box that deals 32% damage with devastating knockback. Sadly, with the large amount of starting lag and the charge time, you'll rarely even see the whale in a battle.

¤>>>SPECIALS<<<¤

Neutral Special: TIER PUNCH -
Sakurai bends his knees slightly while he brings his right fist backwards to charge a punch. A yellow-green circle of energy surrounds Sakurai at this point. Dark green energy begins to form around the fist he pulled back. Sakurai then yells, "LOL TIERS!" and punches forward with the fist releasing a spew of green energy. The whole move takes about one second. Veteran smashers will notice that that animation looks very similar to the N64's Falcon Punch, which can be seen here. This move is faster than a Falcon Punch, and it has less ending lag (about one second). What makes this move so special? Well, the amount of damage and knockback depends to the opponent's tier position. Of course Sakurai doesn't want to hurt his precious top tiers because those are the one he favors the most. The higher tier the opponent is, the less damage and knockback they get. SS and S tier get 10% damage with no knock back. A and B tiers receive 15% damage with little knockback. C and D tiers receive 20% with ok knockback. E and F tiers receive 25% damage with good knockback. G tier receives 30% damage with great knockback.

Side Special: Sakurai Uppercut -
Sakurai suddenly gets a sick look on his face and looks as if throw up any minute. Sakurai then sort of leans over with his head down and his hands on his stomach. All this takes little time and is barely noticeable. Suddenly, Sakurai lifts up his head to face forward and...a fist comes out? A reddish pink fist comes out of Sakurai's mouth and does an uppercut, revealing an arm. The uppercut comes out quick and deals 20% damage with great knockback, making it an excellent kill move. This kills around 100%, it's crazy. Yet it seems broken, doesn't it? Well, here's the catch: the fist that comes out of Sakurai's mouth is his own fist. That's right, Sakurai can come out of his skin. The only bad part about this is that it takes a while for him to do so. It's a technique that's been handed down from generation to generation in the boy scouts. After the uppercut, Sakurai's arm stays in the uppercut position for about half a second. Sakurai's other arm then comes out from his mouth and he takes off his skin. Sakurai now looks kind of like this:
Sakurai stands over his skin and you can mash the A button twenty times to make Sakurai reach down and put his skin on like a suit. You can also...play as Skinless Sakurai? That's right; Sakurai's skinless form is an alt version of Sakurai complete with his own moveset. Sakurai’s basic animation and stats are carried over to this form. Sadly, Sakurai takes double damage from attacks due to his muscles being uncovered. Also, Sakurai's new moveset only contains two moves. So what's the point of turning into Skinless Sakurai? He's incredibly strong and can score some early K.O.'s. Be careful about using Skinless Sakurai though. Sakurai's skin stays in a small pile on the field until either Sakurai decides to put it on or...the enemy eats it. The opponents can walk over to Sakurai's skin and mash the A button to take bites from Sakurai's skin. If the enemy takes ten bites, Sakurai’s skin becomes unable to be worn and you’re stuck as Skinless Sakurai until you lose a stock. If this happens, you should go over to your skin and at least try to eat some of it so it won’t be a complete waste. The skin heals 2% per bite.

Forward Smash: Leg Stretch-
Sakurai lifts up his right leg and lets it hang there. When you're finished charging, Sakurai stomps the ground viciously and his part of his leg goes through the ground. A tiny bit later, Sakurai's leg shoots up from the ground in front of him and basically kicks the opponent. Sakurai's leg always shoots up from the ground up to the same height (about Mario's height). Unlike Regular Sakurai's Smashes, Skinless Sakurai's smashes don't need charging to be powerful. This deals 20% damage with good knock back if C-Sticked and 30% damage with great knockback if charged all the way. The move also has little starting lag and some ending lag. This makes a great kill move.

Down Smash: Arm Explosion-
Sakurai turns and faces the camera with his arms held out. Sakurai’s arms then start bulging and the bulge begins to move down Sakurai’s arms. When the bulges reach Sakurai’s fists, they shoot out and an explosion is heard. Sakurai regenerates new fists. The distance Sakurai’s fists shoot out depends on the amount of time the move was charged. C Sticking this move will cause the fists to go about a Battlefield platform and deal 25% damage with good knockback. Fully charging this move will causes the fists to travel half the distance of Final Destination and deal 32% damage with great knockback.

Up Special: Captain Sakurai-
When activating this move, Sakurai continues falling for one second, though it's slower than his regular falling speed. During this second, Sakurai yells out, " I MUST RECOVER!" and takes out his trusty blanket "Binky". Binky is a light blue blanket with a small picture of a duck on it. Sakurai then begins to tie Binky around his neck so that it will function like a cape. When he finishes tying the blanket, Sakurai lets out a high pitched "HYYAH!" like Mario does when he activates his Final Smash. Sakurai then gains free flight for two seconds. Sakurai flies Super Man and at a speed slightly faster than Pit. This makes Sakurai's recovery one of the best in the game, but it has a slight downside: Sakurai can't cancel out the flight and must finish the whole two second flight. This means that, while flying, Sakurai is totally defenseless to opponents. Sakurai can be spiked and hit further as he tries to get back to the stage. At the beginning of this move, an angelic chorus sings, "You must recover!" and a golden light shines on Sakurai.

Down Special: Chicken Laz0r-
Sakurai takes out a rubber chicken and holds it by the body and the neck like a gun. After about half a second of starting lag, a purple orb of energy starts to grow in the rubber chicken's mouth. After about a quarter of a second more, Sakurai fires the chicken laz0r at the opponent and a comedic cluck is heard. The length of the laz0r depends on the charge the chicken has gathered. The chicken charges when Sakurai is on the ground and it takes about a minute to fully charge. A fully charged laz0r will travel 3/4 of the way of Final Destination and the minimum will be just in front of Sakurai. The laz0r always has the same width no matter the charge, which is the same as a fully charged R.O.B laser. If an opponent is hit (only one opponent can be hit by the beam), an X-ray of his or her body is seen through the laz0r.The X-ray is then swallowed by the purple energy. They receive 10% damage with no knockback. When the laz0r dissipates, a chicken stands where the opponent was. SAKURAI JUST TURNED THE CHARACTER INTO A CHICKEN =O!!!1!1! As a chicken, the opponent gets new stats and a tiny new moveset, which can be seen in the Appendix at the end of this set. The chicken is white and live action, meaning it looks just like a real chicken. This move is intended to cripple the opponent because Live Action Chicken is horribly light, small, has little strength, and no K.O. moves. Sounds broken, right? Wrong. The chicken's poor stats are balanced by super buffs in other stats. The chicken is amazingly fast when it moves and is even faster than Sonic at top speed. The chicken also has amazing traction and superb jumps. Sakurai will have trouble trying to catch Live Action Chicken to do damage and get a K.O. The transformation lasts ten seconds.

¤>>>AERIALS<<<¤

Neutral Aerial: *Eats YOUR Toaster*-
All toasters toast toast. Sakurai reaches into his suit pocket and takes out YOUR toaster. Sakurai then turns to face the camera and holds YOUR toaster in front of him with his two hands. Sakurai then begins biting the toaster, sending out a storm of sparks and little pieces of metal. The sparks deal 4% damage with flinching knockback and the metal pieces deal 5% with flinching knockback. It seems underpowered but the sparks/pieces come out really close to each other and the opponent is very likely to be hit by at least three. That's not all that happens though. About 25% of the time, four pieces of toast fly out from the toaster and encircle Sakurai. The pieces of toast deal 12% damage with ok knockback. Another 5% of the time something different happens. A single piece of toast flies upward and is intercepted by Sakurai's mouth. He eats the piece of toast and heals 10%.

Forward Aerial: Knee of Injustice-
Sakurai curls up for a split second at the start of this move. Sakurai then uncurls his body and has his right knee forward to hit the opponent. While his knee is out, Sakurai turns his head to the camera and says, "LOLKNEE!" This move is basically Captain Falcon's FAir. Why? Sakurai has always loved the knee of justice but was self-conscious about putting himself in Melee and decided that the only character to move would fit was Captain Falcon. For Brawl, Sakurai got over his fear and included himself in the game complete with the knee of justice, but it has a small twist to distinguish itself from Captain Falcon. The Knee of Injustice is ridiculously easy to sweet spot and difficult to sour spot. Think of the Knee of Justice's sweet and sour spots being switched. The Knee of Injustice deals 19% damage with great knockback, just like the Melee knee. There's a twist, though. Miraculously, Sakurai saw that this move was broken and tried his best to balance it. The move decays really fast and its power is halved after three uses. The move can't be refreshed by using other moves and only refreshed after a stock loss. This leaves the user with a great question: To Knee or not to Knee?

Backward Aerial: Get Crazy with the Cheez Whiz-
Sakurai reaches into his suit pocket and takes out a can of spray cheese called "Cheez Whiz". Sakurai then turns around and fires the cheez at the opponent. The cheez travels a good distance (about two Battlefield platforms). If an opponent is hit in the air, they become entangled with the cheez and become unresponsive to commands. This leaves them only one option: to fall; this isn't a guaranteed K.O, however. The opponent can button mash to try and free themselves of the horrible cheez. This is certainly do-able since the characters fall slower than they normally would. There's also a secret use for this move. If Sakurai lands while in the middle of this move and you hold down the A button, Sakurai will continue to spray the cheez. If an opponent is hit, they are entangled and have to button mash just like the air. This isn't the only use for this move on the ground, though. If the cheeze misses and hits the floor, it begins to pile up. If you stop piling up the cheez, you have one minute to continue before the cheez begins to disappear. What's the point of stacking up the cheez? Two things can happen if you get enough cheez: Abe Lincoln or the Leaning tower of Pisa.

The Leaning Tower of Pisa takes about three seconds to build and stands at a little more than Ganondorf's height, which is a good size height. This tower acts as a barrier towards projectiles and attacks and can receive 30% damage before it comes crashing down. Sakurai's attacks go through the tower, which is a great way to limit the opponent’s attacks and to go on the defensive. Characters can stand on the top of the towers without knocking it down.

A smash size replica of Abe Lincoln takes about five seconds to make. Abe is about the size of Snake and is really thin. One Sakurai finishes up, Abe comes to life...and he's ANGRY! Honest Abe takes out the famous machete he used to free America in the Revolutionary War (only this time it's made of cheez). Lincoln swings his machete wildly and runs back and forth a distance of two builder blocks to the left and right of him. He paces at about Mario's run speed. A collision with Abe deals 18% damage with good knockback. Sadly, Abe dissolves after thirty seconds.

Up Aerial: Missile Frenzy-
Sakurai looks up with rage at the opponent. A line is seen on Sakurai's face, splitting it into left and right halves. Sakurai's left face half begins to...start moving upward? THAT'S RIGHT! DYNAMIC PLOT TWIST of Lemon! Sakurai is actually a robot sent from the year 2099 to capture all of Earth's supply of Gummy Worms. Sakurai then unexpectedly fell in love with the present day Sakurai and they both traveled to Nevada to get married. A little known fact about Sakurai is that he doesn't age. Future Sakurai then used his built-in time machine to transport another Sakurai from the year 2045 and cheated on present Sakurai with him. Present day Sakurai soon found out and challenged future Sakurai into a fight. But enough talk, have at you! When Sakurai's left half is completely lifted, three missile compartments become visible in his head. After a brief moment, the missiles fire out of Sakurai's head in a fan pattern. The missiles fly at the same speed as Snake's side special. There's something special about these missiles, though: They're heat-seeking missiles. This means that they are drawn to characters and fire attacks. The missiles aren't affected by reflectors and they also stick around if a character tries to air dodge them. The only thing that will thwart the missiles is something that would be impossible to figure out without this set: don't move. If your character doesn't move, his or her internal heat stays the same and the missiles don't lock on. This can be dangerous in mid air depending on the opponent's recovery. The missiles deal 12% damage each with ok knockback. The missiles explode by themselves if they don't find a target within five seconds.

Down Aerial: Foul Blade-
Sakurai digs into the front part of his pants takes out an impressive looking blade. Upon closer examination, it is revealed that it is Ganondorf's sword! Sakurai took it away from Ganon fearing that it would endanger Meta Knight’s position as top tier. Sakurai looks at the sword disgustedly. The move has some starting lag as Sakurai looks over the deadly weapon. After about a quarter second, Sakurai decides that the sword is rubbish and tosses it over his shoulder. The sword falls at the same speed as Fox and is a big hitbox. If the opponent is hit by the sword, they receive 35% damage with great knockback. If the opponent is Ganondorf, he is automatically K.O.'d. The sword itself is not that difficult to dodge and should be easy to dodge after some practice. If the sword misses, it either falls to the floor and shatters or falls off-screen. Thus, Sakurai can only use this move once per stock.

¤>>>THROWS<<<¤

Grab
Sakurai grabs in front of him with a tiny rag of chloroform in one hand.

Pummel -Cheese Grater
Sakurai takes out a normal cheese grater and passes it over the opponent's face. As it grates the opponent's face, sparks fly out from the grater. Each grate deals 3% damage with no knockback. This pummel deals more damage than others, but you can only use it a few times on an opponent since it takes a lot of time.

Forward Throw-Rock 'em, Sock 'em Sakurai
Sakurai releases the opponent and gets into sort of a boxing stance with his knees slightly bent and hands in front oh his face. The opponent, not wanting to be branded a coward, does the same. After about a quarter of a second, Sakurai's and the opponent's hands start to move back and forth. This is the cue that both players should start to button mash and twirl the control stick. As the players button mash, the two fighter's arms start delivering punches to each other. A small damage percent counter appears in the middle of the two fighters and starts to count up as the players button mash. The faster the players button mash, the faster the percent damage will rise. After about two seconds, the player who button mashed the fastest wins and delivers a crushing uppercut to the loser. The loser's head then rises up on a ladder then comes back down as they are sent flying. The opponent receives the damage percent that was in the middle of the two players, delivering massive damage and knockback if both opponents try hard to win. This move can also hurt Sakurai greatly if the player is bad at button mashing.


Back Throw -SHOOP DA FOOT!
Sakurai himself around while holding the opponent, then turns the opponent around so that their back is turned to Sakurai. Sakurai then takes out a red handkerchief and ties it over the opponent’s eyes, blindfolding them. Sakurai then grabs the opponent by the shoulders and starts spinning them around. The opponent spins faster and faster until they are a whirling tornado. As a tornado, they start to travel a small distance away from Sakurai (about three or four steps). As they travel, Sakurai lifts up his right leg and holds it out pointing to the opponent. Sakurai's leg begins to grow dark and swell to about double its size. Sakurai's leg then becomes completely black and two eyes sprout at the shin. A big red mouth starts to appear on Sakurai's toes and it starts charging its laser. Sakurai then yells, "SHOOP DA FOOT!" and releases his foot's laser. The laser is cyan and is about the height of Kirby. Other opponents can be hit by the laser, too. The laser hits the opponent, who is basically still spinning, and continues to travel horizontally until it goes off-screen. As soon as it hits the end of the screen, it dissolves. The ending lag on this move basically depends where you are on the stage when you use it. The laser deals 12% damage with good knockback.

Up Throw -INFLATION!
Sakurai turns the opponent around so that their back is facing Sakurai. Sakurai then seems to look for something on the back of the opponent's head. Suddenly, he finds it. The thing Sakurai was looking for was a small plug. Sakurai then opens the plug and begins to blow air into the opponent with his mouth. ZOMG, BRAWL CHARACTERS ARE ACTUALLY BALLOONS. Sakurai blows air into the opponent for half a second, which double's the opponent's size. Sakurai then releases the opponent and the opponent starts to float delicately upward. The height of the ascent depends on the damage the opponent has. This move can actually K.O. enemies by taking them above the blast line at around 180%. Once the height has been reached, the opponent gains control of their character again. The opponent can now cruise left or right for two seconds. The speed of flight is very slow, comparable to Jigglypuff's run. If an opponent is hit in the inflated state, they lose their air and fall to the ground. This does no damage.

Down Throw -SACK YOUR EYE
Sakurai sticks out his index and middle finger and uses that to poke the opponent's eyes. He pokes twice, hoping to really blind them. When Sakura pokes for the first time, the screen flashes black suddenly. The second time, however, the screen goes black for about a second and a half. The move continues while the screen is black and the opponent cannot escape. The two pokes deal minor damage, about 2% each poke. When the screen fades back to normal, the opponent is seen on the floor grabbing his crotch in pain. Sakurai stands over him and (laughs) while he looks at his hand (read Warlord's story mode for the back story. It's the part with Sakurai and Raiden). The unseen grab does 10% damage with no knockback, but rather has the opponent on the floor. BUT WAIT, THERE'S MORE! This throw has absolutely no effect on female characters. Instead, a loud slap is heard when Sakurai attempts to make the grab. The slap deals 12% damage and good knockback to Sakurai, making this move useless against female characters.

¤>>>FINAL SMASH<<<¤
META KNIGHT'S REVENGE

What will Sakurai's Final Smash be? Will in involve tripping? What about Landmasters? You don’t have time to ponder such questions, as Sakurai has just grabbed a Smash Ball! Sakurai starts off his Final Smash by taking a huge leap into the background. A small floating platform appears and Sakurai lands on it. As soon as Sakurai lands on the platform, the bland grey platform comes to life! The platform becomes just like a disco floor: the whole thing is separated into squares and each square independently flashes randomly flashes green, red, orange, blue, and white. Sakurai stands facing the camera with his hands at his side and legs kind of wide. Sakurai then reaches into his suit pocket and takes out...a boom box. Sakurai turns the boom box on and lifts it above his head. This song then replaces the current song on the stage. Sakurai's head starts bobbing to the beat and a green glow stick necklace suddenly appears on his neck and a green glow stick in each hand. What's this? Sakurai is not alone! Kirby, King DeDeDe, a Waddle Doo, and a Waddle Dee come out from behind Sakurai and join him. Kirby holds a pink glow stick in each hand, DeDeDe holds a blue one in each hand, the Waddle Doo holds yellow ones, and the Waddle Dee holds orange ones. The Kirby characters take their positions in a line: Waddle Dee, Kirby, Sakurai, DeDeDe, and Waddle Doo. They all begin to dance just like this:
But wait, how's this damaging? Well, have you noticed anything missing? About six seconds after Sakurai activated his Final Smash (during which all of the above happens...), a dark costumed Meta Knight makes his entrance on stage. The Meta Knight is always dark colored. If a dark colored Meta Knight is already on screen, that Meta Knight turns into a different color temporarily. There's something special about this Meta Knight, however. Its computer AI has received a massive upgrade...the Meta Knight plays EXACTLY like Mew2King. For those of you who don't know, Mew2King is an amazing brawl player who mains Meta Knight. He has won several tournaments and is considered one of the best players around. To top it off, Meta Knight is invincible. Opponents can only try to run as invincible Meta Knight hunts them down. Here are some M2K videos to let you know how scary that is:
1
2
3
While Meta Knight does the dirty work, Sakurai and the Kirby characters rave and cheer for their comrade. The whole final smash lasts twenty seconds with six being the introductory animation rave.

¤>>>EXTRAS<<<¤
¤>>>EXTRA ANIMATIONS<<<¤

UP TAUNT- *FACEPALM*
Sakurai suddenly facepalms and expresses extreme disappointment toward the opponent’s performance. BEHOLD. THE ULTIMATE INSULT.
SIDE TAUNT- RAISE THE ROOF!
Sakurai can't stop the music inside of him! Sakurai does the raise the roof motion and yells, "The roof is on FIYAH!!"

DOWN TAUNT- DO THE MONKEY!
Sakurai yells out, "Do the Monkey with me! C'mon!" and starts to do the monkey. For those of you who don't know what that is, Sakurai sort of bends his knees and holds out his arms with his hands as fists. He then moves the right hand up and the left one down, then vice versa. He does this for a second. If the audience is cheering for Sakurai, the Miis on the Wii console rush in, crowd around Sakurai, and join him in doing the Monkey. This makes the taunt half a second longer. For those of you who still don't get it, Sakurai does the dance at :22.
ENTRANCE- IM A G I N A T I O N
Sakurai comes on stage dressed as Spider-man and riding in on Nessie, the Loch Ness Monster. The Loch Ness Monster glides on a huge rainbow which hits the stage. While riding, Sakurai holds a fermented bottle of Heinz Ketchup in his hand, which indicates that he and the big blue plesiosaur are both drunk out of their minds. Sakurai then jumps of the monster's back and rips the Spider-Man suit, revealing his normal suit. Nessie then glides back down the rainbow and disappears.

VICTORY THEME-

http://www.youtube.com/watch?v=6OFP8fQ7R-E

VICTORY POSE 1- YOGURT CAT
Sakurai appears with his precious cat Mittens. The cat is the same one you see in Pokemon Stadium 2's ice cabin. Sakurai is on his knees and kneeling next to the cat, which is on his right side. A huge tub of plain yogurt is on the other side of Sakurai. Sakurai then digs his hands into the tub and pulls out as much as he can. Sakurai then starts to rub the yogurt all over the cat and massage the yogurt into it. Sakurai has a gleeful look on his face and the cat stares confused at the camera.

VICTORY POSE 2- PIZZA TIME!
Sakurai appears shirtless and with a large Kirby face painted on his stomach. A large pizza box is seen next to him. Sakurai reaches into the pizza box and takes out a slice of pizza. The greasy pizza has pepperoni and mushrooms on it. Sakurai then starts to feed pizza to the Kirby face by putting the pizza into the folds of his stomach. Sakurai mashes the folds together to make Kirby "chew". Sakurai then begins to repeat, "Om nom nom nom". Sakurai suddenly realizes the camera is focused on him and drops the pizza. He then tries to justify his actions by saying he "needs to do this for work".

VICTORY POSE 3- SUDDENLY, COCKS
Sakurai stands majestically with his hands at his hips and his legs wide apart. Sakurai then senses something...something that doesn't seem right. Sakurai drops his epic pose and turns around-but it's too late. The camera leaves the players and moves toward a small series of rolling hills. The hills then seem to tremble and a huge stampede of cocks is seen approaching the players at a break neck pace. The music then changes to
"Ride of the Valkyries" as the cocks are seen running. The camera then moves back to the players and Sakurai stands there in awe, paralyzed by fear. The ground starts to shake, which is a sign that the cocks are getting closer. Sakurai then makes an attempt to warn the losers, pointing to try and make them turn around. Sakurai's attempts are futile and the losers continue clapping as usual...until it's too late. As the cocks arrive, they hit the losing characters like a brick wall, knocking them upward as if the had over 200% damage. Sakurai then attempts to make a run for it, but he is soon sent flying as well. The cocks then knock over the camera and break it, turning the screen into static. Note: This whole thing can be skipped at any time.

VICTORY POSE 4- JUMP AROUND
Sakurai's victory music changes for this pose and becomes "Jump Around". For the first seven seconds, the camera is pointed toward the sky and slowly moves right as if searching for something. When the siren kicks in, the camera focuses on Sakurai, who loses control. Sakurai begins dancing wildly, which looks like the following gif:

VICTORY POSE 5- BUFFALO BILL DANCE
Instead of Sakurai's usual victory theme, Goodbye Horses plays. When the victory scene starts, an extreme close up of Sakurai's lips are seen. Sakurai then starts to put on lipstick and asks, "Would you do me? I'd do me. I'd do me. I'd do me hard." The camera then zooms out to show Sakurai opening his suit and dancing about just like in this video at :33. The losers look at Sakurai with shocked expressions.

VICTORY POSE AGAINST CAPTAIN FALCON- **** TIME!
Sakurai has his back to the camera and is seen putting on his suit. Sakurai's hair is a bit messy and he takes care in buttoning his suit up. Sakurai then appears to be fixing his time, taking it of then putting it back on again. Captain Falcon is seen on the floor in front of Sakurai. The Captain looks to be in very bad shape: his clothes are semi-ripped, the falcon on his helmet appears to be falling off, and there is a crack on the visor. Captain Falcon lies on his side, curled up in the fetal position and slightly weeping. Sakurai then audibly zips up his pants and puts his hair back in place. Sakurai then turns around and the AWESOME face is photoshopped on his head. Sakurai poses with his legs wide apart and holds up a "V" sign.


VICTORY POSE AGAINST META KNIGHT- MOURNING SAKURAI
Sakurai appears on his knees, cradling a badly wounded Meta Knight in his arms. Meta Knight's mask has cracks on it, his cape is ripped, the sword is dull, and Meta Knight's eyes are not visible through the mask which indicates they are closed. Sakurai sobs as he gently rocks Meta Knight, hoping to revive the blue puffball. Suddenly, two eyes glow faintly through the mask. Sakurai smiles as he continues to rock Meta Knight.

LOSS POSE - SUPER DELICIOUS TURKEY LEG
Sakurai appears dressed as a SUPER DELICIOUS TURKEY LEG and claps for the winner. After a while, Sakurai pulls out a gravy boat and pours it in his mouth.
¤>>>KIRBY HAT<<<¤
Kirby gains Sakurai's hair and a miniature suit to go with it. Kirby also gains the powerful Tier Punch. Quite stylish, yes?

¤>>> Snake Codec Conversation <<<¤


Snake: So, Otacon, can you tell me more about this guy? He seems like he's not playing with a full deck. Bear Heads shoot from his crotch for Christ’s sake...
Otacon: You mean you don't know who that is, Snake? That's Sakurai. He fights by using bizarre moves to cripple his foes. Radioactive Bear heads are just the tip of the iceberg. Sakurai also uses fish, blenders, toasters, and even peanut butter and spray cheese. Sakurai's fight style is completely random and deserves to be in a class all by itself. You really never know what he's going to do.
Snake: Something's really wrong with this guy. I mean, he can't even stand still and he runs like he's ill in the head. He really creeps me out.
Otacon: Don't underestimate him too much, Snake. Sakurai can be really powerful when pushed. Also, try not to insult him too much. After all Sakurai is the creator of the Kirby series and the Smash Bros. franchise. He's the one who made you so broken!
Snake: Huh. That's really nice of him considering the fact that we were bound to meet in the field of battle. I have to think of some way to thank him...
Otacon: Have his babies!
Snake: ...What?
Otacon:

-End Transmission-

¤>>>ASSIST TROPHY - O.J. SIMPSON<<<¤
O.J. Simpson bursts out of the Assist Trophy case and simply stands there, taking a good look around the battlefield. It turns out that O.J. Simpson and Sakurai go way back and have been friends since meeting in a frat house is college. Ever since then, Sakura and O.J. have kept close and still remain friends to this day. After looking around for a bit, Simpson yells out, "I'm going to kill you all!" and takes out a long kitchen knife. Simpson either locks on to the opponent with the lowest damage or to the nearest female. Simpson runs to them, slashing wildly as he does so. Other opponents can be hit by the wild slashing. When Simpson reaches his target, he stabs once to stun and then takes one final and powerful stab. The stab deals 25% damage with amazing knockback. Simpson then tosses the blade and leaves behind a bloody glove. Simpson then exclaims "Now I'm going to find the REAL killers!" and gets into his white bronco. The bronco moves at a slow speed and deals 10% damage with ok knockback as it travels to the side.


¤>>>ALTERNATE COSTUMES<<<¤


-Default (Blue Team): Sakurai wears a blue suit and blue pants.
-Money Sakurai (Green Team): Sakurai's suit and pants are a dark green. His suit has little golden dollar signs printed on it. His inner shirt has a black “S” on it and, when combined with his tie, makes a big dollar sign.
-Baron Von Pancakes (Red Team): Sakurai dresses up as his alter-ego, Baron Von Pancakes! The Baron sports a brilliant red blazer with matching pants, black shoes, and a fake moustache. Pancake's inner shirt bears the Soviet symbol.
-Pimp Sakurai (Purple): Sakurai wears a purple suit and purple pants with some fancy leopard print shoes.
-Elegant Sakurai (White) - Sakurai dresses in all white.
-Death Sakurai (Black)- Sakurai dresses in all black and has a black carnation clipped to his suit.

-Alternate Form:
(Blame Emergency...)
-Atlernate Form 2:
(Blame MT...)
-Alternate Form 3:
(Blame Agi...)
-Alternate Form 4:

-Alternate Form 5:
(Blame Khold...)

¤>>>APPENDIX<<<¤


LIVE ACTION CHICKEN

¤>>>STATS<<<¤​
Size: 3/10
Live Action Chicken is a bit smaller than Kirby.

Weight: 1/10
Live Action Chicken is very light.

Walk: 10/10
Live Action Chicken paces forward rapidly.

Run: 11/10
Live Action Chicken is blindingly fast and even faster than Sonic.

Traction: 10/10
Live Action Chicken has excellent tractions and quickly stops.

Power: 2/10
Live Action Chicken is very weak due to being built for speed.

First Jump: 10/10
Live Action Chicken has an amazing first jump.

Second Jump: 10/10
Live Action Chicken has an amazing second jump and rivals Yoshi's.

Crouch: 3/10
Live Action Chicken has a good crouch.

Falling Speed: 3/10
Live Action Chicken is very floaty due to being very light and covered with feathers.

Crawl: No
Wall Cling: No
Wall Jump: No
Glide: No


¤>>>BASIC ANIMATIONS<<<¤

Standard Pose: Live Action Chicken simply stands there, moving very little.

Idle Pose: Live Action Chicken sticks his head under his wing and scratches his feathers.

Walking: Live Action Chicken paces forward, his head bobbing just like a pigeon’s.

Running: Live Action Chicken paces forward faster.

Dashing: Live Action Chicken runs rapidly while flapping his wings. A small trail of feathers follows him.

Crouching: Live Action Chicken just sits down as if laying an egg.

First Jump: Live Action Chicken takes a huge leap.

Second Jump: Live Action Chicken takes another huge leap.

Asleep: Live Action Chicken sits down and tucks his head on his back.


¤>>>MOVESET<<<¤

A COMBO: PECK-
Live Action Chicken pecks forward with his beak, doing tiny damage in the process. The move deals 1% damage per hit with little knockback. The move has no starting or ending lag and can be held down.

Down Special: EGG LAY-
Live Action Chicken sits down....and lays an egg. Amazing isn't? No? Well...can you lay an egg? If done on the ground, the move is worthless since Live Action Chicken can't pick up any items. If done in the air, the move has almost no ending and starting lag, but what can that do? The point for this move is to have sort of a defense if the enemy decides to chase you. You jump and fire eggs at them while they're under to deal some damage. Every once in a while, Live Action Chicken lays a Golden Egg. The golden egg behaves just like a bomb, dealing 20% damage and good knockback to the victim. Regular eggs deal 5% damage with little knockback. Remember, Live Action Chicken is NOT meant for offence.

Down Tilt: SACK OF CORN-
A large burlap sack appears in front of Live Action Chicken. Live Action Chicken stares at it for a while, then he knocks it over by head butting it. The sack spills and covers two battlefield platforms distance with corn. If an opponent is directly in front of the sack, this deals 5% damage with little knockback. This move has some starting lag and little ending lag. An opponent is more likely to trip if he treads on the corn. That's not all though. Live Action Chicken can use his A attack while on the corn to peck and eat some of it. Each peck heals 1% damage and the whole area takes twenty pecks to eat. Every five pecks, a quarter of the area disappears. This has a slight twist though. If you stand and eat the corn, Live Action Chicken is open to all sort of attacks, some of which could be deadly.

VICTORY THEME-
http://www.youtube.com/watch?v=gH8ea0M-r8o&feature=channel_page

VICTORY AND LOSS POSE- CONFUSION
Live Action Chicken stares blankly at the screen and occasionally scratches his feathers.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Dude...Sakurai's on SWF?! Who knew?

Sir, is BombKirby's comment true?

And please comment on your relationship with Sundance.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
Why, Isnt that a Brilliant, In-character self-insert Sakurai! It is an honor to have the director of ALL THREE (im looking at you Bombkirby) Smash Brothers games here in MYM, this was MUCH better than that broken Metaknight set you posted.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
Dingodile was fun to read, although I find it strange that his Up Air hits below him. (This is a very minor, petty complaint that I only brought up because I'm semi-OCD. Feel free to ignore it.)
Oh, I thought that too, don't worry, but I felt it was more justified for being the button it was for at least moving him in that direction. Still, perfectly valid point you've got there. (Thanks for acknoweleding the existence of the set.)

Dingodile was a great read. I love how you made the bazooka more powerful at close range, just like a real one. The down special was also pretty clever.


I'm not sure I entirely understood the overheating system, you never mention if it recharges over time or not. Also, can you use the crystals in midair? Otherwise solid. The foreground moves were an interesting touch, although I'd wish that the Up Smash had one shot in the foreground, and one not, or some other way to do damage other than trying to fake out your opponent into dodging. Also, I would have preferred your "throw" to be a pummel and have more throw options; even though you had a strong reason to do it that way, standard throws would have been nice.

Playstyle is massive, and I love how you made a character who's playstyle isn't PRESSURE PRESSURE PRESSURE PRESSURE CONTROL PRESSURE PRESSURE. (looks at Magnezone <_<) Match-up section is massive too, a nice touch. Great set on your part, as usual as I've seen.
Ironic that Smady thought the playstyle was actually smaller then normal. I thought I made it clear that it recharged over time, though, as otherwise, his recovery would suck rather then being so good. I never directly stated it, but I thought it sort of went without saying, y'know?

I probably won't do another moveset with this brand of throws any time soon. Don't worry. . .Except this certain one that I'm planning. It should be rather obvious if you take a look at my signature. . .

Anyway, glad you liked it. That playing against was a big thing I was going for with this set.

Is the side special really that OOC? Look at the guy. He's a freaking monster. Down special was the entirety of his playstyle. Of course, if you don't like that concept, you won't like the set. Plain and simple.

So long as you rank him above Ludicolo, though, it's not a total loss with how he was recieved with you. Ludicolo feels rather weak in comparison to the others, in hindsight.

When people comment on it instead of the current set(s)

Dingodile: I personnaly remember playing a Crash game once in my llife, though i forget all the characters but Crash and Aku Aku and im not sure it was on MY PS1. That doesnt matter know, since THIS SET IS GREAT! Certainly on par with Sloth in my book, but i prefered Envy over Sloth so its certainly not your best. It is obviously a step up from the over-detailed to the max Cortiny. I just love all of the creative attacks and the generic ones, because I feel there is too much pressure to be completely original on EVERY MOVE, cause then All sets would be an In-character Sakurai. The FSmash overheat effect is the most original Suicide attack ive seen in MYM.

As for my sets in case you all are wondering, Im making Doc Robot from Megaman 3 and a secret moveset that I WILL NOT DROP because a lot of work is put into it.
Indeed. While I used to have far too many suicide KOs, it's nice that I finally got one that actually fit into a playstyle well, for once. Heh. . .Strange to think of that my two Crash sets are so uncomparable. The definition of readability and unreadable. Envy's turning out to be better recieved then I expected, if so many people are placing him up so high. I certainly feel better about him then Ludicolo, though. Glad you still liked Dingo, of course.

"Now if we assume that there is an infinite number of alternate universes, that means there's also an infinite number of Sakurais, which means that there's an infinite number of Brawls, which means that every character who has ever existed will somehow make it into Brawl!"

One little problem....

"Actually, Matsuhiro Sakurai has been around the block quite a bit...he directed the first two Smash Bros. games and has been working with HAL since the early 90's. Unless you meant that Smash Bros. would be the first of his franchises...which I actually think it is." - Sakurai Facts (website)

the FIRST two

He just made the website this time. XD
Look at Sakurai's post and self insert moveset a couple posts up above mine. He's clearly insane. How is any of this relevant? He's allowed to break the barrier of logic.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Vaporeon



The Water Evolution

Vaporeon is the Water evolution of the ubiquitous Eevee, who has seven potential evolutions. You get this one by giving Eevee a Water Stone.

Vaporeon - pronounced Vuh-POR-ee-on, not Vapor-ee-on - is one of the stronger "Eeveelutions", with a great HP total and good Special Attack. Apart from the standard set of water-based moves, he also has access to the peculiar Acid Armor, which causes him to melt into a puddle of water and sharply raises his defense.

In Brawl, he brings the same tactic. His playstyle is defensive and based around tanking the opponent's hits through a variety of shielding water techniques. He also has a quasi-mechanic, or at least motif or sorts, based around puddles - maybe you can guess at it already.


Stats

  • Weight ~ 8
  • Power ~ 5
  • Movement ~ 6
  • Fall ~ 7
  • Traction ~ 2
  • Attack Speed ~ 4
  • Jump ~ 6

Vaporeon is deceptively heavy, the main thing he has going for him. He falls at the speed of the typical heavyweight but also has decent enough jumping and running, as any of the cat-like Eeveelutions do. On the flip side, his attacks are laggy enough and mostly lack firepower, and he slips all over the place - although never trips. I've decided tripping doesn't exist anymore.


Specials

Neutral Special ~ Water Gun ~ This is both chargeable and storable. Vaporeon charges by leaning back from a sitting position. Max charge is about 1.5 seconds, at which point the stream of water will be comparable to Mario's, albeit thicker as a visual effect. Again, like Mario's (or Squirtle's), this causes knockback without damage and has its primary use as a way of gimping.

The only real difference is that this one leaves behind a two-thirds-of-a-platform-sized puddle if the stream lands somewhere on solid ground (drop-through platforms do not count) and if you'd charged the full 1.5 seconds. This small, unobtrusive puddle doesn't seem like a threat, and it really isn't on its own. It vanishes after thirteen seconds, a goodly amount of time.


Side Special ~ Froth ~ Vaporeon jolts his head forward and spews a thick, white blob of foam. This is hardly a very mobile fluid, so it simply accumulates in front of him, forming a blob the size of Kirby that pops away to nothing after three seconds. This attack has a bit of lag on either side. The foam itself clings to any foe who passes through it or even makes slight contact, almost completely halting their movement until it pops.

The other effect this has, in addition to turning the water within Vaporeon to foam, is turning any puddles directly in front of him into the very same foam. In general, one puddle from Water Gun makes a Mario-sized blob of foam; since puddles can and will overlap, this can result in a whole lot of foam and thus in making movement very difficult.


Up Special ~ Vaporize ~ As the attack sounds, Vaporeon lets out a small, melodic bark - wait, isn't he a cat? - and turns into a small cloud of steam that drifts upward. Brief lag at the beginning. This advanced Acid Armor is weak as a recovery, as Vaporeon's movement is quite slow; you can, however, control whether it moves to the left or right slightly by tilting the control stick. The recovery lasts for up to two seconds - you decide by holding the B Button - at which point he reforms suddenly and with a small flourish, dealing out 6% and minimal knockback to any foes who are too close for comfort. Note that at maximum, your upwards recovery is about equivalent to Falco's, not too impressive - but at least you're ungimpable.

If used on the ground, in addition to Vaporeon's turning to mist, any puddles within one platform of him will vaporize as well, drifting at exactly the same speed and making it very easy for you to hide in them and make the foe lose track of where you're going to reappear. These mists, unlike you, will drift right off the top of the screen.


Down Special ~ Acid Armor ~ Vaporeon shakes like a wet dog, then appears to simply melt into a bluish puddle. In this state, he can creep along like a slow crawler to either direction, almost unnoticable if you have other puddles on the ground around you. He can't be dealt knockback while he's in this state, but note that he can take damage from especially low-sweeping attacks. Hence why you need other puddles to hide yourself in.

After either three seconds or you press B again, Vaporeon will reappear, much more quickly than he melted. As he does so, he'll thrash about slightly, dealing 8% and enough knockback to KO at 150%. A solid sneak attack, and well worth relying on at higher %s.


Standards

Jab ~ Tail Whip ~ Vaporeon whirls and gives foes directly ahead a mighty buffet of his tail, dealing a solid 10% with equally solid knockback. This attack is fairly laggy, as it may sound.

Jab - Second Hit ~ Aqua Tail ~ If the second hit is executed during the start-up of the first, Vaporeon's tail will extend in the final hit by almost twice its length, turning at least half of water as it goes. It deals 6%, considerably less, and has reduced knockback, but the tail sloshes onto the ground at the end, forming a puddle. Vaporeon quickly sprouts a new watery tail.

Dash Attack ~ Waterskate ~ Vaporeon leans back, skidding to a stop. Huh. Well, it's a quick and efficient way to cancel a dash without the lag of his bad traction. However, if you hold the A button, even as he leans back, Vaporeon's legs and bottom half will turn into water, and he'll slide forward, borne on his self-contained puddle. This goes on for about the length of a platform and he'll go an additional half a platform for every puddle he passes through. Foes he comes into contact with will be dragged along and dealt consecutive hits, a maximum of 10%, taking puddles out of consideration. There's noticable ending lag to this variant, though.

The combination of the two results in Vaporeon's approach being highly unpredictable; he can either shorthop into an aerial, slide forward, or skid to a stop and use any other ground attack.


Tilts

Forward Tilt ~ Aqua Jet ~ Vaporeon hops back slightly, then hurtles forward, shrouded in water that seems to come from his very body. He shoots forward one platform, then rolls out of his waterball (like fireball, get it?). This movement is incredibly quick and has high priority, although it has that dang start-up and end lag. The point here is simply to move around the stage quickly and keep the opponent on their toes, ever unsure of your next move.

Up Tilt ~ Geyser ~ Vaporeon taps one foot against the ground twice. Precisely one second later, a geyser the height of two Ganondorfs shoots out of the ground directly below where he used this attack. This geyser dissipates right after reaching its max height, which it attains quickly. It deals exaggerated upwards knockback and 8%, and leaves behind a puddle after use.

If Vaporeon hasn't moved out of the way after activating the attack, it'll carry him upwards perfectly, making this a split-second dodge of sorts that chains into a nice Down Aerial or something of the sort.


Down Tilt ~ Aqua Ring ~ Vaporeon, from his sitting position, mewls serenely (now he's a cat again...). A perfect bauble of swirling, slightly glowing water materializes around him - this takes almost a second, though. This bauble will constantly heal him, 2% each second, and have no other visible effect until it vanishes eight seconds later.

However, if Vaporeon uses Acid Armor to turn into a puddle while surrounded by Aqua Ring, that bright, glowing water will become a puddle as well, simply lying there like any regular puddle, with the same thirteen-second lifespan. It can be manipulated like any other puddle. Unlike other puddles, Vaporeon standing in it will heal him for 2% every second. If the foe is unable to effectively get you out of it, you can potentially heal 26% just by lingering in it.

This is one of Vaporeon's most important attacks; every tank needs a way to heal.


Smashes

Forward Smash ~ Brine ~ After charging by leaning back slightly - as in several other attacks, making for good mindgame potential - Vaporeon spits out a small spray of briny water. This is quite small and isn't focused at all, instead making a thinly spread sheen of water that shoots forward quite a ways before falling to the ground and vanishing altogether. This has okay knockback if the foe is right beside you, but beyond there only deals the damage, a nice 15%. Not too laggy an attack with fine disjointed priority.

The main purpose of this attack, its redeeming feature, so to speak, is that the brine contains salt, and this lingers after the water has vaporized. In other words, any puddles within range are turned to briny puddles (with the exception of the unchanging Aqua Ring puddle). These can be used in all the same ways by Vaporeon, but deal 2% per half a second when a foe stands in them. If you make enough puddles, this can instantly make simply standing around quickly lethal to the foe.


Up Smash ~ Aurora ~ Yes, it is an ice attack, but it's also one of Vaporeon's signatures, ever since way back when. As you charge, Vaporeon sits back and the sky goes slightly darker. When the attack is actually used, Vaporeon looks up plaintively and a large, rainbow-colored light is suddenly seen moving about two Ganondorfs above. This light merely glimmers once before fading again, making a very short hitbox, but it's fairly big, as wide as a platform and tall as a Mario. It deals 14% with okay to good upwards knockback, and is one of Vaporeon's most reliable KO options.

If there are any vapors above when Vaporeon uses these, they'll be chilled just enough to reform into puddles, and fall groundward. Used in conjunction with Vaporize on the ground and with Mist (see below), this means more puddles for you to play around in.


Down Smash ~ Whirlpool ~ Vaporeon begins to run around in circles as though he were chasing his tail (ah, so he is a dog?), whipping up a sort of vortex of water. This pulls foes in while you charge, so the longer the better. Upon release, it materializes fully and swirls mightily around Vaporeon; it'll no longer have any pull, so you'd better hope you'd already caught them. It deals multiple hits of 2%, up to a maximum of 26% - fantastic total, no? Vaporeon is immobile - but protected - for its duration, which is almost two seconds. There's a bit of wind-down.

If Vaporeon is standing in a puddle when he starts using this attack, the swirling waters will be considerably thicker, making a bigger hitbox - instead of just poking out from either side of him, they'll extend noticable to either side, taking up about a third of Battlefield.


Aerials

Neutral Aerial ~ Dive ~ Vaporeon turns suddenly into water once more, and plummets - this is like a stall-then-fall minus the stall. Notably, though, you can use your Up Special out of this, making it a good way to dodge edgeguarders if you're way up high. You can also press A again to cancel it. Contact with the blob of water deals consecutive hits and drags the foe along with you; this can be used a Vaporcide. If you hit the ground while in this state, you'll go directly into an Acid Armor, so be aware and prepared, and make full use of this excellent mindgame.

Forward Aerial ~ Mist ~ Leaning back to signify the start-up, Vaporeon lurches forward and exhales a fine cloud of mist, the length of a platform and of significant height. This mist has little purpose beyond obscuring the stage effectively if repeatedly short-hopped, and dissipates after eight seconds. Its other purpose, of course, is to be situated properly overhead for a nice Aurora to turn it into free puddles. One Mist is equal to one puddle. It has low lag on either side, and the act of exhaling it also has slight "go away" knockback, rather like Water Gun.

Back Aerial ~ Hydro Cannon ~ Vaporeon leans over backwards to the point where his head is facing directly behind him, and then suddenly shoots a powerful burst of water out of his mouth. This is angled slightly downward and highly gravity-affected; it'll hit ground about a platform back. If it hits someone along the way, great, because it has good knockback - angled downward and great for backward gimping - and deals 14%. It also creates a puddle! What's not to like? Well, that laggy start-up and wind-down, really. In addition, if you hit ground while using this attack, Vaporeon will land on his back, resulting in even more lag as he flails about and scrambles to his feet.

Up Aerial ~ Quick Attack ~ Vaporeon suddenly and without warning shoots upward for about one body length, moving in a blur. Contact with his moving body during this time deals 8% with okay knockback. Pretty boring, yes? Not at all! This attack can be chained spectacularly, with its low lag, and every usage after the first can be directed more effectively, although only the first deals damage, and only the first can be directed on an upward angle. In addition, each burst of speed is shorter than the last, and if you don't input the button immediately after the last use, it fails. All this results in an interesting exercise for button mashers and not all that useful an attack for the rest of us.

Down Aerial ~ Water Pulse ~ Vaporeon turns upside down and spins around once, creating a small suction effect but also giving the attack some noticable lag. After this start-up, he pulses once, radiating both water and concentrated energy. This deals 16% to anyone near him - pulled in, say, by the start-up - and 6% to anyone within a platform. It also creates a smaller puddle directly beneath him as he falls.

The wave of energy doesn't stop there, though, even if it is invisible. It radiates outwards and pushes each puddle away about the distance of half a platform, although it stops short of making them slide off of the stage. This is best used when short hopped to manipulate the water you've got on-stage and maybe push briny puddles into foes who think they're out of range.


Grab & Throws

Grab ~ Water Absorb ~ Vaporeon makes a grabbing gesture with his paw. Very short range. Fortunately for you, if you hold down the Z button after the little grab, every puddle on the stage will begin to slide toward Vaporeon at a decent clip, dragging enemies with them. If they come within grabbing range, he'll repeat his halfhearted paw gesture. Maybe this time he'll succeed. Once they're grabbed, he'll pin them by standing on them with his two front paws, and his pummel is an exhalation of mist to the foe's face that deals 1% - bad pummel.

Forward Throw ~ Surf ~ Vaporeon liquifies himself, then hurtles forward in the form of a small wave, carrying the foe with him and dealing cumulative damage. After a platform's movement or he reaches the edge, he'll stop abruptly and the foe's inertia will carry them away instead. Notable among his throws, as the wave grows larger for each puddle it passes through, resulting in more damage and knockback but consuming the puddle. Minimum damage is 8% and each puddle makes it deal an extra 2%. With three puddles, knockback is great for a throw. No puddles, it's subpar.

Back Throw ~ Thwack ~ Vaporeon steps off of the foe and takes one step forward. The foe is now in his prone position, while Vaporeon is still executing the attack. Pressing B at any point causes a brief flicker of super armor - perhaps to prevent a prone attack - while pressing A or Z makes him use the actual attack, a mighty buffet of his tail that deals 14% and has good knockback. It's all mindgames, here, as both you and the foe have to try to bluff the other out into making the first move. Rolling away is a bad idea for them, as Vaporeon's tail extends in such a scenario to chase them, and will hit them automatically.

Up Throw ~ Bubble ~ Vaporeon blows a rather large bubble onto the foe, making them go floating happily up, up and away into the clear blue sky...

This might not be so happy and carefree for them, though, as they have to button mash to get out and take 3% every half a second while they're in there. Lighter characters float up more quickly; at very high %s when it's hard to button mash out, this is a KO move against some of them.


Down Throw ~ Drown ~ How malignant. This attack only works if there's a puddle beneath the foe; Vaporeon swings his tail at them to flip them over, then stands on the back of their head to force their face into the water. This deals a rather disappointing 10%, but it has a long duration and should be pretty devastating to their spirits. More importantly, it can potentially be used as a chainthrow... provided you have enough puddles, as the foe will be shot ahead just enough to prevent you from reusing the same puddle for your gristly work.

Super Attack

Super Attack ~ Rain Dance ~ Yes, this is one of those upgrade SAs that Junahu despises. Vaporeon hops about jauntily, mewling, and some clouds form quite suddenly and begin to pour out rain. In addition to just being a fun visual effect, this creates an abundance of puddles all throughout the stage, and they're practically inexhaustible. Hide amongst them, turn them all to Brine, all to Foam, drown foes in them... your call. It rains for ten seconds and the puddles linger for ten seconds more after that, although they're no longer inexhaustible. Use these wisely, and quickly, because they all vanish after 13 seconds, lest we forget.

Playstyle

Vaporeon's not complicated, really. Make lots of puddles, survive longer than you have any right to, finish off.

Since we're here for elaboration, though, let's start with surviving. Vaporeon's heavy by trade, but he's also a big target, so he has to rely on his many defensive options. Although they may not be as over-the-top as Shellder's are, he's still quite capable of evading foes through uses of Aqua Jet, Dive, Quick Attack, and Geyser. Combined use of all these make what appears to be a character of middling speed as difficult to catch as a raindrop. In addition, you should put plenty of stock in disappearing entirely; provided enough puddles, turning to mist or water are both nigh infallible ways of vanishing for a while, and suddenly a large character is as tricky to find as a bubble in a waterfall.

And in the meanwhile, you've got Aqua Ring. Never underestimate just how vital this attack is. Whenever you get a moment alone, activate it, and don't be afraid to turn it into a puddle, although you had best be ready to protect your right to stand on it if you do so.

As for actually generating puddles, well, you can really take your pick. Half of his aerials and more of his ground attacks help you make these, although perhaps the most unexpected way is to create Mist and Aurora it into water. Never forget that you can also move it around the stage surprisingly well through combined use of Water Absorb and Water Pulse. You can put it wherever you need, be it farther away or right beside you.

When it comes time to KO - and I'm not covering how to rack up damage, as Vaporeon has plenty of that if you actually read it - you've got to be clever. Still focus on your puddles and try to get as much damage as possible for an easier KO. Vaporeon's throws are good choices, as is Hydro Cannon. You'll also be scraping some cheap KOs from Water Gun gimp and the Dive Vaporcide. And an Aurora juggle is always a good way to make the foe feel sloppy and lull them into making a mistake.

Vaporeon's not complicated; he's simply bringing a piece of himself with him to the battlefield. You're out of your element, but you don't have to be, since you carry it with you wherever you go. Fish out of water, indeed.


Animations

Idle ~ Vaporeon swishes his tail about from time to time, but otherwise stands fairly straight.

Walk ~ Coolly stalks forward.

Run ~ Vaporeon begins to bound forward, tail waving up and down as he goes. In case you're not realizing yet, these are pretty dull animations, hence why they're at the end of the moveset.

Crouch ~ Vaporeon sits back and his hind legs and relaxes, as in the picture way above.

Dizzy ~ Vaporeon staggers about a bit and then collapses onto his back, eyes spinning.

Sleep ~ He curls up and goes to sleep, using his own tail as a pillow.


 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Jolteon



The Lightning Evolution


Jolteon is the Lightning evolution of the ubiquitous Eevee, who has seven potential evolutions. You get this one by giving Eevee a Thunderstone.

Jolteon is marked mostly for his all-impressive speed, one of the highest speed stats in the game and easily the highest of the "Eeveelutions". In terms of attacks, he has the standard lightning attacks, along with, strangely enough, the Fighting-type Double Kick and the Bug-type Pin Missile.

In Brawl, he's reliant on a simple mechanic. See, Jolteon generates his electricity by collecting negative ions from the atmosphere and then filtering them through his fur, or something like that. When he joins the fray, he only has access to the bulk of his thunder attacks after he's stocked enough static - which is to say, five seconds.

What this means is that Jolteon's playstyle is incredibly halting and comes in spurts. When he hits the battlefield, his fur is flat against him - over five seconds, static begins to crackle around him and his fur begins to stand on end. Only after five seconds, after he's fully charged, can he use most of his attacks. Unfortunately, they cause him to expend his charge, so you have to wait for another five seconds - and so on it goes.


Stats


  • Weight - 3
  • Run - 9
  • Power - 4
  • Attack Speed - 7
  • Traction - 4
  • Jump - 4
  • Fall - 7

Jolteon is certainly one of the lightest and least defensively oriented "Eeveelutions". His run, however, is one of the fastest in the game, just a twitch above Falcon's, putting him second after Sonic himself. He's about average in almost all other departments, although his attacks are almost as quick as he is and he falls a fairly good speed.


Specials


Neutral Special - Thundershock - Jolteon lowers his front paws, snarling, and a thin bolt of lightning snakes its way out and away from him. You control its trajectory, and it moves roughly at the speed - and with the manueverability - of a PK Thunder; the difference, of course, being that Thundershock is constantly connected to Jolteon. If any part of the line of lightning touches somebody, it surrounds them and repeatedly electrocutes them, dealing four hits of 4% each over the course of 1.5 seconds. As soon as it connects, Jolteon is free to move around, so take advantage by either following up on a stunned opponent - but with a weak attack - or simple sitting there and waiting for your charge to accumulate again. This attack is a bit laggy.

Side Special - Pin Missile - Jolteon raises his hackles and strikes an aggressive pose, all hairs standing on end - this gives it noticable start-up. From this position, you tap B to fire small pin missiles, which are actually little needles of fur infused with static; quick tapping results in many shooting forward at all different trajectories. These travel directly forward for the length of half of FD, unaffected by gravity and each dealing 2% in shocking damage with a flinch effect. You can use this indefinitely, but be aware that if you use it for a full two seconds without pause, it'll have serious repercussions for the rest of your stock - namely, since you have less fur to collect static in, it will take one full second longer for you to charge fully. And this counter accumulates.

In other words, although it may be tempting to just stand there shooting pin missiles, but every time you do it for two seconds, it makes charging take longer. On the bright side, this is one of the rare attacks that works even when you're not charged with negative ions.


Up Special - Magnet Rise - Jolteon begins quaking slightly as he pulls a concentration pose. After this brief moment of lag, he begins to rise slowly; you have control over his horizontal movement, but not vertical; that one's constant. This lasts for 1.5 seconds before the magnetism lets up and Jolteon plummets, and it's ridiculously easy to gimp and only has the recovery potential of Falco's Up B at most.

That's what happens if he's uncharged, anyway. If he's charged himself, though, the movement is much quicker and more sudden; it has the same duration, but it's harder to gimp and goes as high up as Game and Watch's with more horizontal control. Of course, this exhausts his charge; from now on, assume that every attack exhausts it, unless I mention specifically otherwise.


Down Special - Static - Jolteon leans forward a bit and scuffles his paws back and forth on the ground in front of him. Simple animation, comes out quick, not all that noticable. This lasts for as long as you hold B or until you're fully charged. What it does, of course, is halve the five seconds required for Jolteon to collect his ions, and therefore this attack is what you should be doing whenever you're not being attacked or are attacking. Of course, it's pointless if you ARE charged, but chaining together nice long-range thunder attacks and Static in between is a great strategy against slower opponents who can't come in quickly enough to punish you.

Standards


Jab - Double Kick - Ninja Jolteon whirls rapidly, stands on his front paws, and kicks out once or twice directly in front of him. Two-hit jab, rolled together since they're the same, comes out very quickly. Both hits deal 4%, and the second one has the standard knockback for the final hit of a jab. Also notable that this can be used to cancel a dash; simply release the control stick and you can go straight into this by simply flicking A. This allows for a great approach, since, to remind, Jolteon has a lightning-quick dash. Otherwise boring attack that fits into his playstyle as a rare way to hit foes without relying on being fully charged.

Dash Attack - Dropped Charge - Out of his frantic run, Jolteon goes into a leap; this carries him the length of a platform a good height off the ground. Along the way, he drops a small ball of electricity; this hits the ground halfway through the jump and bursts into a makeshift cage of lightning, dealing three hits of 4% and then okay knockback. This is a great approach, too, as it's hard to read and hard to punish unless you hit Jolteon while he's still in the air but also in front of you, and that's not easy either, since Jolteon's so lightning-fast.

If this carries you accidentally off a ledge, you regain control after the aforementioned distance, although since your charge is gone, I wouldn't bet on you successfully recovering.


Tilts


Forward Tilt - Thunder Fang - Jolteon opens his mouth wide and... well, okay, since his mouth is so small trying to physically bite would be futile. Instead, he courses all his electricity to his head and the lightning forms a pair of fangs, then chomps down. Still has short range, but at least they're actual fangs and not just Jolteon's little mouth. I guess that's the proof that he's really a cat. Anyway, the fangs deal out 13% and temporarily stun the foe in place, making it easy to follow this up with a combo... well, a Double Kick, since you have no charge. Or a Static, I guess.

This attack is only interesting because of its ramifications if it misses; a disappointed Jolteon allows the closed lightning fangs to fall to the ground, where a small shiver of electricity courses rapidly through the stage. Anyone standing on solid ground when this passes them is also temporarily stunned, so even if you can't get them close enough to hit with this admittedly laggy attack, there's a point.


Up Tilt - Storm Approaching - Jolteon seats himself and looks straight up. If he's allowed to stay in this position for a full second, a small grey cloud will form two Ganondorfs above him. This cloud doesn't really do anything and vanishes after fifteen seconds if you don't follow up. Use this attack again while you're in roughly the same spot and the cloud will grow bigger. Once again, you have 15 seconds to follow up. If you manage to do this five times, the cloud will cover a good portion of the stage and more than half of smaller stages, and it'll begin to rain.

The main effect that rain has is causing all lightning-based attacks used in it to have doubled range, speed, or hitbox, depending on the attack. This is a pretty massive buff for Jolteon, but you deserve it if you pulled all of that "charging" off.

The other thing that happens is the occasional thundercrack dealing 18% and good knockback. Now, lightning tends to strike the highest point of the stage, and that can include Jolteon, so try to get your foe up there and stay as low as you can yourself. The lightning will usually hit platforms if there are any, but it's rather unpredictable at the best of times and the only way to be completely safe is to crouch and crawl about. Since you're Jolteon, you have a vague shot at occasionally outrunning the lightning, but in general it's safer not to risk it.

This attack doesn't require you to be fully charged, which is lucky, because otherwise pulling it off five times would cost you at least 25 seconds and five potentially powerful attacks.

The thunderstorm lasts ten seconds, ten glorious seconds.


Down Tilt - Infuse Ions - Jolteon snarls once and ducks low to the ground as he forces all the lightning out into his fur. He begins to flash slightly, brimming with electricity. For the following eight seconds, any direct contact with a foe deals 5% and minor knockback; this has low priority, as one would assume, but never underestimate the incredible damage-racking capacity of this attack. Since Jolteon's so incredibly quick, it's pretty easy to charge right into the foe and jump to follow them and chain together contact after contact, using the brief hitstun to follow up. This is Jolteon's one true combo, but it's a doozy, since it's all one attack. No other attacks can be used while this is in effect, but you do accumulate a new charge after exhausting the old one when you first use this. There's slight start-up.

Smashes


Forward Smash - Charge Beam - Jolteon charges by preparing his charge for the Charge Beam as long as he's fully charged. Now you can charge after charging as long as you're charged before you charge. Basically, the attack itself is a single bolt of lightning that emits from Jolteon's head and traces an arced path through the air in front of him, at last planting itself about one platform ahead. This bolt deals 13-18% and has short upwards knockback with long hitstun. The one (and vital) twist is that this attack does not exhaust your charge. You need to be charged to use it, but immediately after it, you can use another lightning-based attack. This, like Down Tilt, allows for Jolteon to toy with a rare combo, and single-handedly atones for Charge Beam being one of your weaker options.

Up Smash - Discharge - Jolteon doesn't change his animation at all. He simply lets loose a small wave of electrical energy right from his core. This has a very short hitbox that's right up next to his, but it has surprisingly good priority. The wave is small and has a short duration, but it's very impressive, dealing out 21% and good knockback. The main purpose you'll be using this for is as yet another option out of your lightning dash. Keep the foe on their toes, but don't use this casually; it misses fairly easily, and you don't want to squander your stockpiled ions. Charging this attack increases hitstun.

Down Smash - Missile Shower - Jolteon charges this smash by ducking down slightly and raising his fur on end if it isn't already. Then he shakes wildly like a dog (I thought we'd just agreed he was a cat...), spraying pin missiles all around him, each dealing 2% and flinch. There's a storm of these going only a bit to either side and even going straight up. Unlike those in his Forward Special, these are completely gravity-affected, and as they hit the ground, they stick in it for three seconds longer before vanishing, making a small field of tiny needles that stun at the drop of a pin (missile). Charging this attack increases the number of hairs that fall out. You can count on racking up about 21% with this laggy smash if you manage to pull it off properly, and potentially even more. Notably, this does not require a full charge, like all pin missile attacks.

Aerials


Neutral Aerial - Thunderball - Jolteon wraps himself into a tight ball of prickly hairs and spins rapidly and repeatedly. Pikachu rip-off, one might cry. Well, almost. Jolteon excretes electricity from all his pores as he does this, coating him in it and turning him quite literally into a thunderball with supreme priority; this takes a short moment to get to, though, so he's not invincible right off the bat. Contact with him, however, deals an impressive 14% with pretty good knockback. This would be spammable if you could use it more often than every five seconds, or 2.5 at best.

This attack has a long duration and is unlikely to end before Jolteon hits the ground, what with his considerable fall speed.


Forward Aerial - Magnet Paws - Jolteon extends both paws just past his face, all the while channelling ions to them. After this brief start-up, they begin to radiate an intense electromagnetic force, drawing foes to them. You still have complete control over Jolteon's aerial movement, as though he were falling normally, and the force is strong enough to completely control that foe's aerial movement, so basically you can drag them along with you. If you stop and let them reach your paws - and they don't outprioritize you - they're dealt a powerful shock with small knockback but 18% in damage. This attack is cancelled when you hit the ground or press any button.

Obviously, aside from its use when jumping toward a foe - small hitbox but difficult to escape from, and damage output - this can be used quite effectively to Jolticide, considering his impressive fall speed. Just be forewarned that it's predictable and also that you can easily whiff it if the foe uses their midair jump in time. As a final note, you can rely on this in doubles or to deliver foes to stage hazards.


Back Aerial - Thunder Wave - Ninja Jolteon strikes again!... Actually, he just appears to. Jolteon suddenly bursts into what appears to be a generic backwards kick, but he's actually firing a circular wave of focused ions directly behind him. This is such an unreliable attack, since the wave is small... but the pay-off is grand. If anyone takes a direct hit from the wave, if in the air, they go into complete freefall - no second jump, no Up B, nothing. If you hit someone stationary on the ground, they'll be briefly stunned instead. This attack is surprisingly lagless and the wave goes on for about half the length of FD, so don't underestimate Jolteon's gimping, even if it can only come once every five seconds at most.

Up Aerial - Quick Attack - Jolteon suddenly and without warning shoots upward for about one body length, moving in a blur. Contact with his moving body during this time deals 8% with okay knockback. Pretty boring, yes? Not at all! This attack can be chained spectacularly, with its low lag, and every usage after the first can be directed more effectively, although only the first deals damage, and only the first can be directed on an upward angle. In addition, each burst of speed is shorter than the last, and if you don't input the button immediately after the last use, it fails. All this results in an interesting exercise for button mashers and not all that useful an attack for the rest of us. This attack requires no charge to be activated.

Down Aerial - Thunderbolt - Jolteon lags up for a second as he stalls in midair - then he looses all the electric energy he has in him in the form of a massive thunderbolt that drops down at an incredible speed. This attack has lag, of course, but the bolt deals 21% and good knockback, so the fact that it's easily predicted shouldn't dissuage you from it.

What should is the fact that it completely depletes the electricity in both Jolteon and even the very air around him - charging up to full power takes twice as long immediately after using this attack (unless, of course, you cut that with Static). Still, such a powerful attack should never be underestimated.


Grab & Throws


Grab - Attract - Jolteon strikes a low pose and snarls, as he does for so many attacks. Very angry creature, he is. Anyway, any foes a bit under a platform ahead of him are suddenly caught up in an immense magnetic attraction, and as if grabbed by an invisible hand, they are pulled directly into Jolteon's looming claws... er, paws. Pummelling has him wildly scratching at the foe and can be tapped for maximum effect; if you tap well, you can rack up 4-14% on them, depending on their current %. This grab is difficult to escape from, as grabs go, due to the magnetic attraction Jolteon is still exercising on the foe.

And note that, most unfortunately, even Jolteon's grab requires a full charge and automatically exhausts it. Hey, what can I say? You don't get a long-range, long-duration, nigh-lagless, invisible grab and an effective pummel for free.


Forward Throw - Acrobatics - Ninja Jolteon whips the foe across the face with a front paw (6%), standing wobbling on his back paws, then whirls and pulls a cartwheel away from them, catching them in the chin with a back paw as he does so (5%). Two-hit throw, and it's possible to escape the second hit at higher %s if you DI well. Pretty dull throw in everything but the most amusing animation.

Back Throw - Zap Cannon - From the blast zone of the direction Jolteon is facing, a massive ball of crackling thunder rushes toward him and his foe. Its vertical movement is largely erratic, so you'll have to wrangle it with your control stick to properly land it on the foe you're holding and any others in an FFA. Upon contact, it deals 15% and some pretty hefty knockback to them, while leaving Jolteon unscathed; that's if you manage to control it and land it.

But the thing here, of course, is that this requires you to be fully charged, and your charge is drained when you use the grab... so the chances of you fully recharging WHILE holding them are incredibly low. It's likely to happen, even with his prolonged grab, only at very high %s when you have every right KOing them. Best of luck to them then, though.


Up Throw - Crackle Out - A small knot of electricity forms directly in front of Jolteon for the briefest of moments, dealing 10% and tiny upwards knockback with long hitstun. This attack does NOT require you to be charged; however, sapping the atmosphere of ions directly does have a steep price. For the remainder of his stock, it takes Jolteon 0.5 seconds longer to reach his full charge; from 5 to 5.5, and so on for each consecutive use.

Although that would be expected to automatically invalidate this as an option, this is a chaingrab. You can go to town, racking up damage with it, but you're going to pay for it later on, when you're rubbing your paws on the ground, desperately trying to use any electric attack you can get your hands on.


Down Throw - Missile Crisis - Jolteon leaps up slightly and spins, raining Pin Missiles down on the hapless foe. This deals damage that directly corresponds to how quickly you can button mash, for a maximum of 16% or a minimum of 3%. No knockback, but Jolteon ends up with his back to the foe and unable to properly punish; it's back to square one. This throw has a fairly long duration that definitely helps with recharging while they're unable to hit you.

Super Attack


Super Attack - Tempest - In a rather simple SA, the storm that Jolteon can summon himself with his Up Tilt forms overhead, this time covering the entire stage. In addition to the expected boost it gives to the range of Jolteon’s lightning attacks, the air is so supercharged that he doesn’t have to wait to charge before attacking. Lightning bolts still strike the stage and the Brawlers at random, but if they happen to hit Jolteon, they’re merely absorbed, and deal no damage. This period of violent danger lasts only 12 seconds, so make the most of it; it’s certainly great for those who aren’t quite skilled enough to pull off the necessary Up Tilts to summon the storm in a serious bout.

Playstyle


Jolteon's a tough character to get used to, and nobody would fault you for giving him a pass altogether. Most Brawlers are based on momentum, on combos, or on controlling the stage, and Jolteon's gameplay has none of that. There's no momentum when you're regularly completely deprived of attacks.

The payoff, of course, is that the attacks themselves are so varied as to be completely unpredictable and also, for the most part, individually overpowered. Jolteon can bring a tremendous amount of damage in a short period of time, and he has no shortage of both gimp attacks and good old-fashioned KO moves.

The thing you have to figure out, of course, is how to attack. Do you attack as soon as you hit the five-second mark and become fully charged, and risk being predicted and countered? Or do you wait, feinting with some dashes in and out, testing the waters and choosing the opportune moment to strike? Best go for a combination. Be sure you have an opening and that they're not just going to shield. If they're staying far away, where they think themselves safe, use some long-range attack - maybe Thundershock? - and quickly use Static while they're still too far to punish to charge yourself again.

Charging is a constant uphill battle. Jolteon has his immense speed to evade, and he has a few damage-racking Pin Missile attacks, and he has Double Kick, and that's just about it. His tiny movepool while charging does him no favours, so try to make every lightning attack count and put as much distance between you and them, so as to better charge one up again.

One attack that should never be neglected is Storm Approaching. The best chances you'll get to use this will come when the foe is hanging back, fearing your charge - feint by running in and out and then try to pull off your Up Tilt. It's tricky to do it the five times required to start a storm, but your chances of landing a KO will be monumentally increased.

Instead of talking about how to KO, I'd rather discuss approaching, since it's far more important to Jolteon. You approach when he's charged and you have a plethora of options. You can hyphen-smash, you can do a running Double Kick AND follow it up with a lightning attack, or you can jump right over them and electrocute them with your dash attack. Remember that the foe will be edgy from having to deal with fighting a tide, and if you rush headlong at them even before you're fully charged, there's a good chance they don't realize it and panic. You can land an easy Double Kick, and hopefully by then you'll be fully charged and can try something considerably stronger.

Jolteon is like an unexpected thunderstorm. Moments of safety, interrupted by flashes of intense danger; this is how Jolteon must be played to succeed. A thunderstorm doesn't need momentum to wreak havoc; all it needs is for its occasional thundercrack to be devastating enough to make the seconds that follow too sparse to pick up the pieces.


Animations


Idle - Ever watchful, Jolteon is stiff and wary. Once in a while, he sits and starts scratching at his face with a back paw like a dog trying to get rid of a flea.

Walk - Jolteon methodically creeps forward. The hunter at work.

Run - Jolteon bounds forward like a lightning bolt, or, to be less topical, like an arrow fired from a bow. It's hard to even make him out, so frenzied and speedy is he.

Crouch - Jolteon seats himself on his back paws and begins trembling slightly from anticipation and amped-up energy.

Dizzy - Jolteon staggers a bit, then falls head over heels in a heap of spiky fur.

Sleep - Finally letting down your guard, eh? Jolteon sleeps on his back, legs sticking up amusingly.


 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Flareon



The Fire Evolution

Flareon is the Fire evolution of the ubiquitous Eevee, who has seven potential evolutions. You get this one by giving Eevee a Fire Stone.

Flareon's specialty among the Eevee evolutions is his impressive Attack power. Combined with his decent Special Attack, it makes him one of the most offensivel-oriented of the whole bunch, and certainly the one most reliant on close combat. Sad to say, though, that he has no remotely unique attacks, instead bearing the standard firecat learnset.

So in Brawl, he has to instead rely on his "flame sac" to succeed. This organ in his body apparently heats to over 1650° before battle, or 3000°, depending on who you ask. When he joins the fray, he's very much reliant on regulating his body heat through surrounding himself with fire and both spitting and absorbing it.

He starts a stock at 2000°. If he cools down below 1000°, his fire attacks will flounder spectacularly, turning into pathetic wisps of ash. If he heats above 3000°, he'll start taking damage constantly, his internal heat consuming even him. You usually want to be as close to 3000° as possible without going over. Of course, these values are imaginary; it's not like there's a counter or anything. I'm just using numbers to give you a clearer idea of the mechanic.

Below 1000°, he looks bedraggled and dim.
1000° to 2000°, he looks slightly weary, panting a bit.
2000° to 3000°, he looks pretty much normal.
3000° or higher, he's shining with an intense flame and emanates steam, as well as leaving small embers behind him when he walks, a mere visual effect.

Flareon loses heat constantly, about 500° to five seconds.


Stats

  • Power ~ 8
  • Weight ~ 5
  • Jump ~ 5
  • Run ~ 6
  • Fall ~ 4
  • Attack Speed ~ 4
  • Traction ~ 6

Flareon's stats are incredibly average and decent all-around. Like all "Eeveelutions", he has okay jumping and running, like any good cat... fox. He's fairly light, although has enough bulk to still be heavier than others, falls fairly slowly, and doesn't slide excessively (never trips, though). The only aspect in which he's at all interesting is in his impressive power.


Specials

Neutral Special ~ Ember ~ Flareon coughs up a small fireball with only a spot of lag. It soars slowly, highly gravity-affected, on the angle you aim it at; be it straight up or forward for a maximum distance of a platform and a half. Along the way, it deals 4% with slight fiery knockback. When it hits the ground, though, it bursts into a small fire that crackles warmly where it stands for three seconds, dealing decent if unimpressive upwards knockback and 7% to anyone but Flareon to touch it.

Sitting in this fire will cause Flareon's body temperature to rise dramatically; one full second makes it go up by about 500°, so you can potentially really make your temperature skyrocket through this. More importantly, this attack can be used even when your temperature falls below 1000°. Such a small fireball, even a cooled Flareon can spew it; this will be your most important way of heating your body much of the time, and it's almost spammable. Take full advantage.


Side Special ~ Overheat ~ Flareon crouches slightly, giving this move significant lag... then he bursts in a thick gout of flame that radiates outwards like a wave, going the distance of a Smart Bomb in every direction before fading, and along the way dealing 22% and heavy knockback. Beastly attack with only a hint of forewarning.

Of course that's broken, though. If this attack is used when Flareon is beneath 3000°, it'll require massive exertion, dealing him 20% into the bargain and also bringing his inner flame all the way down to a miserable 0°. If he is over 3000°, however, and already overheating, this attack will simply release that excess of heat and bring him down to a cool 2000°. Best used when you've overheated and are dealing damage to yourself.


Up Special ~ Mirage ~ Flareon strikes a celestial pose and the very air around him seems to distort and shift - and he flickers and vanishes. You control the movement of this mass of shimmering air ever so slightly, although it tends to move diagonally upwards and toward the stage. Passing through the foe with this mass deals out multiple small fiery hits. Notably, it continues on even after Flareon reappears, which is after either two seconds or you press B again. He reappears in the exact same pose and only a bit after his mirage vanishes.

If used on the ground, it's much the same, except that it by default travels horizontally, and you only control whether it moves very slowly or only slightly slowly. All the same, since your mirage lingers after the heat wave carries the real you away, it's one of Flareon's rare mindgames.


Down Special ~ Fire Eater ~ Flareon draws the heat out of the very air by sucking in his breath. This has the rather unimpressive effect of reheating him for 500° or so with more lag than the more useful Ember.

More significantly, if there is any sort of fiery trap or static effect in front of Flareon - one platform ahead, at the most - he'll suck it up when he draws in his breath. This includes his own self-made traps as well as those of other characters, like Heat Man and his Hot Feet. The amount his body heat increases corresponds directly to the size of the quenched blaze; eating Jafar's Path of Flame heats him up 1500°, for instance, while eating one of Heat Man's Hot Feet tracks only gives him about 250°.


Standards

Jab ~ Swat ~ Flareon lifts a paw, then brings it down roughly. This has just as puny range as you'd think, and is more laggy than such a weak attack should be anyway. It deals 2% and has knockback that pulls the foe right up close to you.

Jab - Second Hit ~ Blaze Carapace ~ Flareon strikes a pose like an angry cat - you know the one, all the hair standing on end and yowling. He erupts briefly into flame, his eyes becoming pure white and malignant. This is nearly lagless and very powerful for a jab, dealing 12% and good enough knockback. Of course, to get to this low-range low-priority but otherwise excellent attack, you have to first land the pathetic Swat.

Dash Attack ~ Flame Wheel ~ Flareon quickly spits out a ring of fire, which whirls in the air directly in front of him as he runs. This ring is fairly small, just a bit bigger than Flareon, and deals 6% with some pretty weak downwards knockback if anyone comes into contact with it accidentally.



Whether or not they do, right after summoning the ring, Flareon abruptly halts in his tracks, strikes a pouncing pose (see above), and leaps through it. Contact with Flareon during this time deals out 11% and solid knockback, equivalent to the dash attacks of the heavyweights. Unfortunately, as he jumps through it, Flareon's fur catches on fire. For the next five seconds, he'll look like some sort of hellhound (now he's a dog again? I thought we agreed he was a cat... fox), eyes blazing and fur entirely on fire. Direct close contact with him will deal 5% and set knockback, and he won't lose any body heat until it fades away. The ring hangs in midair for five seconds as well, free to be eaten or used as an obstacle.


Tilts

Forward Tilt ~ Will-o-Wisp ~ Flareon blows out a small, ghostly-looking bauble that appears to made of particularly light fire. This is actually a startlingly quick attack. The will-o-wisp hovers in the air a bit off the ground, drifting back or forward slowly, for about eight seconds before blinking out of existence. You can have any number of these, and should, as contact with any one of them deals 1% and a fiery flinch. For a foe surrounded by these, there's really no way to effectively move about, and that should make it pretty easy to execute one of your stronger attacks.

Up Tilt ~ Lava Plume ~ Flareon seats himself, facing the screen, and begins to blow a thin stream of fire directly above him. He continues to do so for as long as you hold down the attack input. This stream is weak at the base but begins to split apart into a plume at the top, about a Ganondorf and a half up, and at that point, it can repeatedly juggle a trapped foe with multiple hits of 3%. Against fastfallers, this can go on infinitely... Except that this attack takes up an incredible amount of heat. Flareon loses 500° for every second he uses it, approximately. You can theoretically rack up around 40% with this, but you'll end up completely lacking heat and therefore easy pickings. Of course, the exception to this is when he's aflame from his dash attack, so chain those two attacks together for all they're worth.

Down Tilt ~ Molten ~ Flareon points his head at the ground directly in front of him and exhales a thin but highly concentrated stream of fire. This attack has a duration of almost one second, during which time contact with the fire deals multiple but powerful hits of 3% each.

More significantly, if he pulls it off entirely, the ground right in front of him is incredibly hot, and will deal and opponent to step onto it 5% per half a second. Meanwhile, if Flareon stand directly on top of it, he'll replenish 500° every half a second. This is the fastest way you have to heat your precious... uh, flame sac.


Smashes

Forward Smash ~ Fire Blast ~ This is THE fire attack, so of course Flareon can wield it. While charging, he merely sits down and his fur begins to stand on end. When you release, he launches forward a mighty puff of fire and smoke roughly in the shape of a gingerbread man. This is about as tall as Ganondorf and moves at the speed of his run.

This is probably your best KO move, as it has impressive knockback (but only deals 13%, strangely enough) and also has the range of Battlefield. It's quite laggy, although not as much as Dedede's or Ike's, of course. In addition, this attack has the tendancy to consume any other fire it passes through, be they will-o-wisps, embers, or Flame Wheels, and grow from them, making it even more powerful - but also depriving you of your precious traps. Charging this attack affects its maximum range.


Up Smash ~ Napalm ~ As you charge, Flareon goes into the same sitting position as the smash above. Then he spits a small blob of flame straight up. It goes up anywhere from three Ganondorfs to six, even right off the blast zone, although it'll come back all the same. To toggle its explosion, you need to hit the A button again - you can move in the meanwhile, but don't use the attack button until you're ready to blow it up. That tiny blob erupts into a vast sprinkling of embers that rains down all throughout the stage, practically lighting it on fire; it's like a firecracker, really. Every ember deals 4% and is a weak spike, and there's about eight of them closely packed together; by the time they hit the ground, they've spread enough to cover most of the stage. This is a great manuever for edgeguarding, but it's really one of the laggier Smashes.

Down Smash ~ Eruption ~ Flareon scratches away at the ground as he charges, apparently digging; the actual attack is a massive explosion of lava that consumes even Flareon. The chunks of lava solidify in midair after the initial explosion and land around Flareon in the form of Kirby-sized rocks, anywhere from two to five of them. The explosion itself deals 24% and has nice upwards knockback, and a fairly big hitbox, too, but be forewarned that this Smash is incredibly laggy. The chunks of rock each deal heavy knockback if they hit anyone on their downwards arc, but only deal 11%; at lower %s, you can theoretically chain both hits for a fantastic 35%.

After the rocks land on the ground, they crumble after five seconds; in that time, if you breath fire on them with Ember or Molten or any attack of the sort, they'll turn into puddles of magma - these fade equally quickly, so the only use you're going to get out of them is eating them for a fairly harsh increase in body temperature. Just don't overheat.


Aerials

Neutral Aerial ~ Frustration ~ Flareon spins rapidly in midair, wreathed slightly in fire. What's this? A generic normal-type attack in MY Flareon moveset? Say it isn't so! Well, it isn't. This attack's damage and knockback output is completely dependant on his percentage. At 100% or higher, this deals 17% and a big hit with KO potential. At 200% or higher, it's a fantastic KO move. At 0%, it only deals 6% and small set knockback. As to why this fits so snugly into his playstyle, never forget that you can overheat yourself purposely in order to deal yourself damage quickly. Even barring that, this is a nice close-combat option, and useful shorthopped.

Forward Aerial ~ Alight ~ Flareon takes a moment of lag as he breathes a puff of flame onto his own paw, then he thrusts it forward as though he were going for a high five. If he actually connects with this laggy, small-hitbox attack, the foe will take a set amount of knockback - not far - and be lit completely on fire. This will make them run uncontrollably and also deal 4% per second; the only ways to get rid of the fire are repeatedly crouching or repeatedly rolling, the former being considerably quicker than the latter. As a general rule of thumb, it takes eight crouches to get rid of the fire entirely, good news for Kirby and very bad for poor ol' Dedede. Remember, though, that this attack is incredibly inaccurate...

Unless you're already aflame from jumping through a Flame Wheel. Then there's no start-up, since, of course, you're already burning. You're still going to have trouble landing it, but at least you can quickly chain it together.


Back Aerial ~ Fire Fang ~ Our favorite firecat/hellhound flips over to be on his back in the air, then suddenly clamps down his teeth as flames emanate from them. This has a disappointingly small and low-priority hitbox, so it's most likely to be landed from a short-hop. If you do land it, though, it pays off; Flareon clambers onto their back in a quasi-grab, clinging to their neck with his teeth and dealing 12%. After two seconds of clinging, you both hit the ground, you Flaricide, or they button mash you into freefall, Flareon lets go. During the bite, he's sapping their precious body heat and converting it into his own, like some heat vampire. Two seconds makes an impressive 1000° stolen. Aside from heating up Flareon, this takes away the fire from any attacks that opponent tries to use for the next ten seconds, making this simply fantastic in certain matchups.

Up Aerial ~ Quick Attack ~ Flareon suddenly and without warning shoots upward for about one body length, moving in a blur. Contact with his moving body during this time deals 8% with okay knockback. Pretty boring, yes? Not at all! This attack can be chained spectacularly, with its low lag, and every usage after the first can be directed more effectively, although only the first deals damage, and only the first can be directed on an upward angle. In addition, each burst of speed is shorter than the last, and if you don't input the button immediately after the last use, it fails. All this results in an interesting exercise for button mashers and not all that useful an attack for the rest of us.

Down Aerial ~ Flare Blitz ~ Flareon turns upside down and plunges - yes this is another stall-then-fall. This suicide tackle has Flareon glimmering with flames as he goes; you yourself regulate how many flames by tapping the A button as he goes. The more you tap, the fierier he gets; this effects how much damage he deals, but you don't want to go crazy, as the exact amount of damage he deals out, he also receives. You can get up to 28% realistically, but be sure that's what you want before you go all kamikaze. The knockback isn't downward, while we're at it, so it can't be used to Flaricide, but it's still substantial.

If you're alight beforehand from jumping through a Flame Wheel, there's no need to tap; it automatically deals 26% on contact.


Grab & Throws

Grab ~ Fire Spin ~ Flareon sits and begins to exhale a thin, snake-like stream of fire that slowly twists forward. It goes about twice as far as Yoshi's before letting up if it didn't catch anyone; however, if it does make contact, it quickly pulls the foe back, wrapping as it goes, and Flareon continues breathing fire until they're completely encased in a swirling shell of flame.

Pummel ~ Flamethrower ~ Flareon blows some additional fire into the shell for as long as you hold A, dealing a stacking amount of damage, starting with 1% per half a second and doubling each additional second. This is a hard grab to break out of, as grabs go, so if you focus on pummelling at a higher %, you can rack up about 14%.

Throw ~ Headbutt ~ Sorry to disappoint, but Flareon's throws are quite simple. After sealing the foe away, Flareon can either pummel or move around at will, although he can't use any attacks. What he can do is jump at the fireball - containing the foe - to essentially headbutt them in the opposite direction as though they were a beach ball. You can move directly under them to hit them straight up, or jump from above to smash them into the ground - just be aware that after headbutting, the fiery shell fades almost immediately. The knockback on this is never too great, but whatever you do deals out a nice 12%, and you have great control over the angle they go flying at.

In FFAs or doubles, be aware that anyone else colliding into the fiery shell - or if you launch it at them - will be dealt 6% and bounced away with fiery knockback.

You don't HAVE to hit them, though. If you simply stand within half a platform of the Fire Spin - with them inside - you'll regain your body heat, 250° per half a second. Try to get as much heat out of the bargain before headbutting them away.


Super Attack

Super Attack ~ Sunny Day ~ Flareon looks skyward plaintively and mewls once. Suddenly, a massive ray of sunlight catches the stage, illuminating every corner - what a nice, sunny day! While this is ongoing, Flareon's body heat is automatically kept at 2900°, so you can spam Overheat all you want, and attack away without, for once, worrying about keeping your temperature up. This is not as epic a boost as some other receive, so it lasts a full 30 seconds before the sunlight fades.

Playstyle

Flareon IS complicated. He has a variety of ways to deal out almost unfair amounts of damage, he has a plethora of KO moves - some with good range - he can rig the stage in his favor through multiple attacks, he has good aerial mobility, his stats are all at least average. What does he NOT have going for him? Well, you know that already - he's limited by the temperature of his body.

To make things quite clear, if you ever let that visual effect go to the lowest, you're almost guaranteed to be KO'd. The only ways to replenish yourself after that are weak Fire Eaters and well-aimed Embers, and even those are pretty unreliable, considering most of your moveset is neutered. You lose access to every fire attack, and that leaves you with just about nothing, and easy picking for even Pikminless Olimar. Never let that happen.

Instead, you need to keep regulating things. Always watch Flareon for the telltale signs of cooling; the drooped tail, the panting. If that happens, begin heating up as soon as you get the chance. Spew some fire attacks if you must, get yourself some breathing space, and then eat the fire you just generated. Try to shorthop Fire Fang, that's always a good idea, and what could be more offensive than sucking the opponent's, not blood, but heat?

But if you're not careful, you'll end up on the other side of the spectrum, overheating and taking constant damage. Now, this state can have its advantages as well - Frustration becomes mightier, and the almighty Overheat becomes actually plausible as something other than an endgame quasi-suicide killer. But always remember that Flareon is none too heavy, and his recovery leaves him quite vulnerable at the end, so he's not at all difficult to KO himself.

I don't need to discuss his KO options because he has so many of them. He's a real powerhouse, Flareon; all of his Smashes are quite ridiculous and two of them can KO reliably if you land them. If they're a nimble character you can't get your paws on, figuratively, don't hesistate to Alight them; inexperienced players will immediately crouch to get it off and leave themselves open, while more wily players will let it deal them some additional damage to avoid a KO move taking them in the face. Enough extra damage and you can start relying on Flareon's quicker KO moves; say, his Jab, or Frustration.

Playing with Flareon is playing with fire. It's fickle and dangerous, and you have to always pay attention to the flames, stoking them and covering them in turn, to prevent them from either spreading beyond their limits or guttering out altogether.


Animations

Idle ~ Flareon paws at the ground a bit and looks rather dainty. At times he sits a bit, looking around innocently.

Walk ~ A prim stalk forward, Flareon looks both dignified and like a predator.

Run ~ Flareon rushes forward wildly, his hair standing on end. So much for poise.

Crouch ~ Flareon sits on his back legs and licks at a paw occasionally.

Dizzy ~ Flareon staggers about for a moment, then simply collapses onto his front paws, where he pants.

Sleep ~ Flareon curls himself up into a cuddly little ball. What heartless villain could hurt something like that? A thin line of steam rises from his nostrils... on second though, maybe best to strike now...


 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Espeon



ζζ The Psychic Evolution ζζ


Espeon is the Psychic evolution of the ubiquitous Eevee, who has seven potential evolutions. You get this one levelling up an Eevee who loves you during the day.

Espeon, like most Psychic-types, specializes in a gargantuan special attack stat; he shares this trait with another "Eeveelution", but he also has a good speed stat. His attacks are mostly the standard Psychic-type attacks, culminating in the mighty Future Sight, but he also wields the healing move Morning Sun, the reverse of Umbreon's Moonlight.

In Brawl, Espeon brings his peculiar ability to see the future in the form of one of his specials and a whole host of other attacks. He has no overriding mechanic, but his playstyle is highly based around reading the opponent's movement and countering with powerful attacks that need to be properly timed.


ζζ Stats ζζ


  • Weight ~ 5
  • Run ~ 5
  • Fall ~ 4
  • Traction ~ 3
  • Power ~ 7
  • Attack Speed ~ 6
  • Jump ~ 8

Espeon has two things going for him - his powerful attacks and his excellent jumping prowess. Borne on psychic energy, he soars in his jumps, and falls slowly to boot. Best stay up there, because his run isn't noteworthy and he slides around like any good Psychic-type. His other stats are just about average, although his reasonable speed peeks through in his none-too-laggy attacks.


ζζ Specials ζζ


Neutral Special ~ Confusion ~ Espeon's eyes glow white, as an area the length of a platform and the height of Ganondorf ahead of him starts to twist and warp, for as long as hold the B button. Anyone who runs in this area disappears in a flash, then reappears, teleported, the same distance behind Espeon with 15% on them. This area also teleports moving stage obstacles and moving traps/static effects to behind Espeon. A simple attack that is truly exemplary of Espeon's reactionary playstyle, and also one that is most useful for foiling approaches. However, this attack does have some nasty start-up and wind-down, and Espeon is vulnerable from behind and above.

Side Special ~ Prophecy ~ Espeon's eyes glow white. Immediately following this, you have to input any attack - you can do aerials by press Y or X then using the attack, although no matter what you do, Espeon stays still and calm. If the attack you input is the same as the next attack used by the nearest foe, Espeon shines brightly and deals 15% to them while healing the same amount. This attack is difficult to use - provided you don't have a Sixth Sense at work (see below) - but the reward is quite something, a 30% damage swing. Quite a handy play when they're recovering, since you can safely assume they're going to use Up B.

Up Special ~ Foresight ~ Espeon's eyes flash white once, with little lag. In precisely five seconds, he'll be teleported onto the nearest ledge at the time he used this attack. This recovery is quite straightforward, but unless your timing is truly something else, it's one of the riskiest in the game. The only way you're going to reliably pull this off is by baiting the foe into coming in. It's all about reading the flow of battle, and staying absolutely safe; it's better to use this at every available moment once you reach a higher %. Beware, though; if there's a foe already on the ledge, this recovery will flounder.

Down Special ~ Sixth Sense ~ Espeon's eyes glow white. This attack has a miniscule hitbox that is actually exactly one platform's length ahead of Espeon - a tiny white twinkle of light, low to the ground. If the foe is hit by this slightly laggy attack, something very strange happens.

An exact but translucent replica of the foe is created, overlapping them. Now, bear with me - it's this incorporeal replica that they control, and they can still use attacks and do anything they could normally do. The real version of themselves follows precisely, but a bit more than half a second behind. The replica is made of energy alone and can't actually hit you with its attacks, but it also can't be hit. If the real one is hit, the replica is dealt the same knockback, but moves twice as quickly to again regain its spot a half second ahead.

I earnestly hope you follow, because it's really quite simple; now you can see every attack that they're going to make, before they actually make it. This is absolutely vital to Espeon's game, because of how many attacks rely on you predicting their next move.

This schism of sorts afflicts them for a full thirteen seconds, or until they're KOed, whichever comes first.


ζζ Standards ζζ


Jab ~ Twinkle Toes ~ Two-hit jab; Espeon's eyes glow white and a small twinkle appears directly in front of him. If any foes if there, any and all movement is completely stopped; attacks are cancelled, as are rolls and the like and so on. This is fairly quick, although the hitbox is tiny. Second hit, Espeon suddenly turns his head skyward, and the momentarily paralyzed foe is catapulted up. I say catapulted in the loosest sense here, because the knockback is not all that impressive. 7% is dealt in the second hit, and none in the first.

Dash Attack ~ Shatter ~ Espeon's eyes flash white briefly. This attack does nothing else... unless you run into a shielding foe as you do it. In this case, Espeon freezes up suddenly, glaring at the shield, and cracks it with a look, leaving the foe immediately dizzy. Exemplary of Espeon's style in that it requires good prediction - or maybe just a Sixth Sense.

ζζ Tilts ζζ


Forward Tilt ~ Future Sight ~ Espeon's eyes flash thrice, giving this attack some lag, but the reward is great if you pull it off. In precisely ten seconds, the space Espeon was standing on when this attack was used will erupt in a burst of white psychic energy, dealing 19% with excellent knockback. To work, this attack requires you to force the foe into that corner before the eruption takes place.

Up Tilt ~ Wish ~ Espeon's eyes flash thrice, giving this attack some lag, but the reward is great if you pull it off. In precisely ten seconds, the space Espeon was standing on when this attack was used will erupt in a burst of twinkly, starry energy. If anyone's standing right in the middle of it all, they'll be healed for 20%, an impressive sum. The thing with this attack is that it's a perfect mindgame with Future Sight, making it quite impossible for the foe to know whether or not they want to fight for the spot after your eyes flash three times.

Down Tilt ~ Cloudy Horizons ~ Espeon's eyes flash thrice, giving this attack some lag, but the reward is great if you pull it off. In precisely ten seconds, the space Espeon was standing on when this attack was used will erupt in a burst of either white psychic energy or twinkly, starry energy, either dealing 22% with excellent knockback or healing for 25%. This has the twofold effect of being higher-risk higher-reward, and of being completely and utterly random. Boo to random effect, you say? Nay! If YOU don't know what the effect is going to be yourself, then there's no chance of the foe reading your movements properly. You don't ever have to use this if you dislike chance, but the fact that you have it is enough to make your own movements regarding the attack a weak indicator.

ζζ Smashes ζζ


Forward Smash ~ Psywave ~ Espeon's eyes glow while he charges. After brief lag, Espeon launches forth from his mind circular rainbow waves of energy that starts out small and grows. The longer you charged, the more waves come out, anywhere from two to six. Each wave deals 4% and has the flinch effect. This attack has an increased effectiveness if used against a foe trying to approach from the air, as the upper edge of the final wave has a small sweetspot that deals sharp upwards knockback. You're unlikely to connect with this part unless you use it against a shorthopping foe.

Up Smash ~ Trick Room ~ Espeon's eyes glow white as he charges. When you release, he turns his head sharply up. If there's a foe using an aerial within a rough radius somewhere above you, they'll be abruptly frozen in place, and hover there immobile for anywhere from one to three seconds. During this time, you can attack them directly, but they have constant super armor. Use the chance to rack up as much damage as possible. This attack requires you to properly read the way an opponent approaches from above.

Down Smash ~ Danger Zone ~ Espeon's eyes glow... PINK while he charges. Didn't see that one coming, did you? Anyway, upon releasing the charge, a bubble of purplish psychic energy forms behind Espeon, expanding to about the size of a crate (only circular). This zone fades after one second of slow expanding. Thing is, it's in the background, not in the foreground. It only connects against dodging or rolling foes, dealing an impressive 16-23% and good knockback. This attack's main use is that of any good down smash; to repel those pesky flies who are rolling around you and preventing you from properly landing a hit.

ζζ Aerials ζζ


Neutral Aerial ~ Time Games ~ Espeon's eyes flash white. You tilt the control stick up or down in this period of time. If you tilted it up, any "future" attacks - his tilts, in other words, and his recovery - will occur two seconds more quickly. If you tilted down, they'll occur after two seconds longer. This simplistic attack is your best way of manipulating the very fabric of time and throwing your opponents off, although it has a spot of lag.

Forward Aerial ~ Gravity ~ Espeon's eyes flash and he extends a glowing paw. Contact with this small hitbox causes the opponent to abruptly plummet, pulled down by the inexorable force of gravity; it lets up only once they hit a solid surface and crouch once. This deals 12%. Although this attack is too laggy to be effectively used to gimp, it's worth a shot from time to time, especially if you have an Up B about to go off, as you'll be safe even if you miss.

Back Aerial ~ Mirror Coat ~ Espeon's eyes flash white. If he's hit directly by an aerial, the knockback, damage, and any additional effects are all reflected back at the attacker instead. This attack causes Espeon to go into freefall after using it, so time it right or you'll regret it; if they simply neglect to use an aerial, land and hit you with a smash while you're vulnerable, things will get very unpleasant for you.

Up Aerial ~ Quick Attack ~ Espeon suddenly and without warning shoots upward for about one body length, moving in a blur. Contact with his moving body during this time deals 8% with okay knockback. Pretty boring, yes? Not at all! This attack can be chained spectacularly, with its low lag, and every usage after the first can be directed more effectively, although only the first deals damage, and only the first can be directed on an upward angle. In addition, each burst of speed is shorter than the last, and if you don't input the button immediately after the last use, it fails. All this results in an interesting exercise for button mashers and not all that useful an attack for the rest of us.

Down Aerial ~ Teleport ~ Espeon's eyes flash white as he looks down slightly. If there's a foe directly beneath him, they'll be automatically teleported straight down with an additional 10%, providing there's a solid surface somewhere beneath them; no cheap gimps for you with this. If there's no foe, then the attack has a secondary plan, albeit more laggy; Espeon teleports himself directly down, providing there's a solid surface. This attack seems a bit superfluous but actually has its primary use as a way to move either yourself or the foe into the line of fire of one of your future attacks, depending on which one it is.

ζζ Grab & Throws ζζ


Grab ~ Delayed Hold ~ Espeon's eyes flash white. In precisely five seconds, any foe standing where he was when this was used will suddenly be immobilized by an immense psychic force, providing Espeon is standing within one platform of them. As his pummel, his eyes flash (shock and gasp!) and 2% is put onto the foe as the psychic forces gripping them give them a squeeze.

Forward Throw ~ Eternity ~ This throw fails entirely unless timed for the precise moment when the foe would break away from Espeon. If the timing is right, as they begin to slide away, Espeon simply raises a paw and the foe is pulled in again and dealt 5% - put right back into a grabbed position. This is, of course, limited to a maximum of five repetitions, but even getting that many is basically impossible, since the foe can influence how quickly they break away by tapping at a certain speed. The only way you're going to reliably get them is if a Sixth Sense is active. All the same, this is a great way to rack up the damage, since you can pummel away and then catch them with this.

Back Throw ~ Psychic ~ Espeon's eyes flash white and the foe is suddenly lifted by his psychic force and tossed overhead and back. This has disappointingly low knockback, but deals 13%. Hey, you have to forgive me him one generic attack - they can't all be mindbogglers.

Up Throw ~ Reverse Gravity ~ The foe is launched upwards slightly and dealt 8%. For the following five seconds, they cannot touch ground; whenever they almost do, they suddenly repeat their first jump and go back up. This ensures that they both can't move around quickly and that they have to approach you with an aerial, and of course, Espeon's got a few attacks for countering those...

Down Throw ~ Containment ~ Espeon gives the foe a small mental shove, making a slightly larger gap between them. Then... nothing. For two seconds, Espeon just sits there, eyes glowing, and the opponent is held in place. Very straightforward, and its use is quite obvious; to reliably hold the opponent in the line of fire of a Future Sight, or keep them out of the way while you sit in front of a Wish.

ζζ Super Attack ζζ


Super Attack ~ Horoscope ~ Espeon's eyes flash white, of course. Every opponent freezes in place. You can't attack them; all you can do for the next ten seconds is run around, setting up Wishes and Future Sights with halved lag. None of them begin to count down until those ten seconds are up and play resumes. Of course, this makes for a seemingly unimpressive Super Attack... but if you did it properly, the whole stage will erupt in a maelstorm of energy as soon as the prerequisite ten additional seconds are up - or less, if you use some Neutral Aerials.

ζζ Playstyle ζζ


Espeon is VERY complicated, so much so that he'll turn many players off immediately. The fact of the matter is, he has very few truly relevant attacks, and people aren't used to that. Everything you need to properly play Espeon is contained in his Specials and his Tilts - everything.

Sixth Sense is your most important attack, of course. With one of those online, you can basically see every move the foe is going to make before they make it, and this allows you to properly respond with the correct counter or dodge. This also extends to your offensive - if you've grabbed them while you have Sixth Sense, you can potentially keep reeling them in and racking up more and more damage. Or you can wait until they're about to use a shield and dash at them. It's all about reading their movements, and this makes it almost absurdly easy.

Your tilts are also three vital tools in your arsenal. The mindgames afforded by the three of them - and in fact, the mindgames afforded by the whole character, since almost every attack has the same animation - allow you to pull off cheap KOs and heal yourself with abandon, sometimes both at once. Of course, first you need to put the foe where you want them to be. Deceptively, then, one of Espeon's main priorities should be stage control.

Racking up damage is a weakness for Espeon. He has a great air presence, with good jumps and long air time, but his aerials are, for the most part, not reliable damage-dealers (unless you've already immobilized them with an Up Smash). Thing is, unless you're controlling the tide of battle completely, you're going to have a tough time turning things around. I'd put much stock in Prophecy, which makes for a large damage swing if properly used. Obviously, the best way to way to use it is by "cheating" with your Sixth Sense.

The KO is just as obvious; Future Sight, Future Sight, Future Sight. This is a KO move that doesn't need hoops to be jumped through for it to succeed; all you really need, really, is the occasional stroke of luck and the occasionally inattentive foe. Or you can rely on your own skill by guessing where the foe is going to be when the attack finally hits.

Espeon is inscrutable, but he can have a great sense for where the tide of battle is headed. He must make his predictions carefully, gauging time and space, and reinforce his mastery over all dimensions.


ζζ Animations ζζ


Idle ~ Espeon is sitting by default, facing the screen slightly, his tail slowly swishing through the air.

Walk ~ He gets up and moves forward slowly but deliberately.

Run ~ Espeon runs with a kind of subtle grace, almost sauntering as he rushes forth.

Crouch ~ Since his idle pose is already a sitting stance, he lies down for his crouch, making it quite low, especially for one of the Eeveelutions.

Dizzy ~ Espeon goes back into a sitting stance and closes his eyes tightly, forcing the sense of nausea out of mind through sheer force of will.

Sleep ~ Once more, exactly the same as his idle pose, but with closed eyes.


 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Umbreon


The Dark Evolution

Umbreon is the Dark evolution of the ubiquitous Eevee, who has seven potential evolutions. You get this one by levelling up an Eevee who loves you during the night.

Umbreon is clearly the most defensive of the "Eeveelutions". His best stat is special defense, followed closely by regular defense. His learnset tends to lend itself toward status-afflicting moves, although he also wields the mighty Moonlight, a healing attack that's especially effective at night.

In Brawl, he brings the darkness with him; the stage alternates between day and blackest night. After twenty seconds of daylight, night falls, completely obscuring the stage with the exception of the foe, who glows in the faint moonlight. Umbreon is completely invisible in the blackness, but the vague outline of the stage can be seen, preventing foolish suicides on anyone's part.

Night lasts ten seconds before the sun shines again, and the stage goes back to normal. This continues cycling regardless of Umbreon being KO'd, although in FFA, if he's finished off, the cycle stops.

In night you have the greatest power, but more on that is contained in the attacks themselves.


Stats

  • Weight ~ 7
  • Power ~ 3
  • Run ~ 4
  • Attack Speed ~ 8
  • Fall ~ 3
  • Traction ~ 7
  • Jump ~ 6

Umbreon's "big stat", so to speak, is the speed at which his attacks come out. Most of them are largely lagless, which is fortunate, because they also lack firepower. He turns smoothly, is fairly heavy, and falls slowly, so most of his stats are in his favour.


Specials

Neutral Special ~ Pursuit ~ Umbreon tenses, then darts forward, homing onto foes and slamming into them, wreathed in dark energy. If there's no foe within a platform and a half of him in any direction, this attack does nothing. The contact deals 11% and has only small knockback; this can be outprioritized easily, but at least it's lagless.

If you hit an opponent's back with this attack, the damage is increased to 18% and the knockback is more reasonable. This is mostly useless in day, when all eyes are on Umbreon, but once night falls, this becomes a fantastic way to reliably hit the foe even though you can't see yourself. It also adds a level of stealth to his game, as getting behind the foe for maximal payoff becomes an intriguing diversion.


Side Special ~ Toxic ~ Umbreon's skin can excrete an incredibly potent toxin, all sources agree, so this attack, common to all Pokemon, is especially fitting for him. Without any real lag, Umbreon begins to drip a dark purple poison that's almost invisible against his black fur, and especially by night. For the next five seconds, he's coated in this. If any foe were to land an attack on him, they'd be BADLY POISONED. This causes them to take damage every second, increasing by double each time: 1%, then 2%, then 4%, then 8%... This obviously gets insane very quickly, so it's lucky for them that it's possible to get rid of the affliction by simply moving around a lot. If they just run, jump, and spin the control stick, it should wear off within three seconds... but who's to say Umbreon will let them do that? This is a great way to rack up damage and only one status affliction in his bag of tricks. Since it's different from regular poison, both can be stacked onto a foe at the same time.

Up Special ~ Faint Attack ~ Umbreon fades and then vanishes entirely. Now, you control an entirely invisible Umbreon. You don't get to recover automatically, but the dark powers that be grant Umbreon a second midair jump, which, combined with his disappearance, makes him very hard to gimp. He can't use any attack, sadly.

When you press any attack button, however, Umbreon reappears, radiating darkness. This is a short close hitbox that deals 9% with fairly short knockback. If you fail to do this, Umbreon reappears automatically after three seconds and can't use the attack again for another ten, so be sure you break out before it's too late. If you're hit while shrouded, you reappear and the recovery is squandered.


Down Special ~ Glow ~ Umbreon turns slowly to face the screen and the rings on his body briefly glow brighter, revealing his position if he's cloaked in night. You regain control almost instantly, and continue to glow for one second. This lagless attack is mostly useless in the harsh light of day - and maybe even unnoticable - but at night, it's your most important tool. Use it to remind yourself of where you are, then disappear back into your shroud and continue hunting your vulnerable quarry. Remember Umbreon's Pokedex information:

"It hides silently in darkness and waits for its foes to make a move. The rings on its body glow when it leaps to attack."


Standards

Jab ~ Synchronize ~ Umbreon's outline pulses once. Anyone right up against him is dealt 6% and weak set knockback. More importantly, all negative status effects afflicting Umbreon are also granted to the foe, and all positive status effects on them are also gifted to Umbreon. If they're on fire, or they can temporarily fly, or have buffed themselves in any possible way, you get it until theirs runs out. If you've been shrunk, or cursed, or are fighting Spadefox, you pass yours on to them. That'll teach him to disable your (and now his) darkness attacks!

Dash Attack ~ Night Slash ~ Umbreon continues running, but traces three large black gashes in the air beside him as he goes. These come out quickly and are each about as long as half a platform; contact with him while he's slashing dishes out 11% and small upwards knockback.

This attack is much more potent when used at night, as its name would suggest. Suddenly it's a kill move, dealing 17% with good knockback, and they'll never see it coming.


Tilts

Forward Tilt ~ Confuse Ray ~ Umbreon lowers his head slightly as the ring on his forehead flashes once. This causes a small burst of light directly in front of him that obscures both him and the target for the briefest of moments, and will leave them CONFUSED. Confusion lasts anywhere from 3 to 9 seconds, and has two effects.

1) The control stick is reversed; left is right and up is down, etc, etc.
2) Attacking has a 25% chance of backfiring on them and causing them to simply deal 7% and set backwards knockback to themselves.

Confusion is highly useful at first, but the more they're afflicted with it, the greater their chance of snapping out of it early, so do not overuse.


Up Tilt ~ Dark Void ~ Umbreon sits and raises his head as a small vortex of darkness materializes a bit above him. This void lingers for one second before fading; any foe who is unfortunate enough to come into direct contact with it takes several small hits and brief knockback on the last; more importantly, when they hit the ground, they will be ASLEEP. This lasts only a brief period of time, of course, but it can be employed either as a stalling technique or in the black of night - when they can't see where you or the void are - to chain into a finisher.

Down Tilt ~ Into Smoke ~ Umbreon sits for his crouch, and this attack has no discernible animation. If Umbreon is hit within half a second of using this attack, however, he'll simply dissolve into a puff of black smoke. He'll reappear directly behind the foe who attacked him unsuccessfully; they're hopefully lagging from failing to hit him, and can be punished with a status condition or, by night, a KO move. Note that he still takes the damage from the attack, however. This is especially useful at night because it makes it impossible to tell where Umbreon is; the black smoke is invisible then, as he is, and there's only a quiet whishing sound effect to indicate that they did, in fact, hit you.

Smashes

Forward Smash ~ Shadowshift ~ Umbreon leans slightly down, as though getting ready to pounce... only then, he instead sinks into a black pit that materializes beneath him spontaneously. He reappears anywhere from one platform ahead to 2.5 platforms ahead, from a second pit - which one it is depends on how long you charged. This is quite sudden and hard to predict, since there's little warning. The dark holes linger on the stage for three seconds more, and can be used by Umbreon to reverse the movement - or, alternately, if a foe steps into one of them, they'll reappear by the other just as you would.

Aside from the obvious use to get out of the way of an approach and to better sneak about the stage, this is incredibly useful by night, when you use this when you see that they're headed in your general direction. They'll accidentally step in it and reappear right next to you, where you can easily pounce on them.


Up Smash ~ Dark Pulse ~ Umbreon sits down during the charge, facing the screen, and looks straight up. A column of blackest darkness suddenly forms directly above his head, the height of a Ganondorf and around the same width - this is pretty laggy, really, which is unusual for Umbreon. The column deals out 14% and has average knockback that doesn't KO until much higher %s. As he does this, a smaller quantity of darkness radiates out to either side, dealing 6% and making the foe FLINCH repeatedly; this causes them to, just as it implies, flinch regularly for the next four seconds. Great stalling technique, as it really debilitates any offensive they would want to make for the next few seconds.

This attack takes on a different use when night falls, as its lag is severely cut; there's no need to summon dark when it's all around you. This makes it a great attack to use when the foe is trying to camp out on small platforms above you, thinking themselves safe from the fury of your Dash Attack.


Down Smash ~ Punishment ~ This is THE KO move of Umbreon. It has some pretty massive lag, unfortunately, so you're unlikely to pull it off unless it's night or the foe is very far away when you start - AND they're playing a slow character. For this attack, Umbreon ducks down low while glowing a bit with some black light. If you manage to finish the animation, the closest foe begins to smoke slightly, a purple smoke. They continue to steam for one to three seconds, taking damage all the while, then they explode, with variable results.

The amount of damage racked up by the miasma and the amount of knockback they take in the explosion are both directly connected to the number of status conditions they're afflicted by when you first press the attack input. If they have three or more - good luck - they'll take about 18% and high knockback. If they have none, the attack does 5% and flinches them. The best way to use this attack is to slam on a bunch of status afflictions just before it goes dark with your speedy attacks, then quickly hide in a corner of the stage and pull this off.


Aerials

Neutral Aerial ~ Curse ~ Umbreon barks sharply (clearly a dog we have here) and a strange sound effect plays as Umbreon and any foe within the radius of a Smart Bomb of him both shimmer once, warping oddly. This has negative status effects on both the foe and Umbreon. The foe is now CURSED, and will take 5% every 2.5 seconds for the next ten seconds; you'll rack up an impressive total of 20% providing Umbreon isn't KO'd in the interim. Umbreon, meanwhile, is FATIGUED from the spell, and moves at a sluggish halved pace for those ten seconds.

Of course, were you to use your Jab directly after this, things might begin to get a bit unfair, what with Umbreon's many ways to move around without physically moving...


Forward Aerial ~ Penumbra Ring ~ Umbreon blows out a massive smoke ring, about as high as a Ganondorf and a half. It moves forward quickly for almost one platform, then slows down and vanishes before it hits two platforms ahead. If it passes around any foe, they'll be POISONED, and take 2% every second for the next eight seconds. Bear in mind that the smoke ring is incredibly inaccurate unless you time it just so it catches a recovering foe, and also that it deals no knockback. On the other hand, you should also bear in mind that by night, all smoke is nigh on invisible.

Back Aerial ~ Payback ~ Umbreon stiffens, looking slightly over his shoulder; unlike most of his attacks, this has a fair bit of lag. After that, though, the attack has a duration of one second, which is fair considering Umbreon's long fall time. If he's hit by an opponent's attack during that time, he'll seemingly burst into a cloud of purple darkness energy, dealing out 14% and okay knockback as he does so. He reforms on the ground directly beneath where this was employed, making it a risky move if you're trying to gimp; it's not truly an Umbracide, but you can certainly construe it as such. Another reactive/defensive attack that's best used in the night just after Glowing to reveal your position. Only a fool hunts the hunter.

Up Aerial ~ Quick Attack ~ Umbreon suddenly and without warning shoots upward for about one body length, moving in a blur. Contact with his moving body during this time deals 8% with okay knockback. Pretty boring, yes? Not at all! This attack can be chained spectacularly, with its low lag, and every usage after the first can be directed more effectively, although only the first deals damage, and only the first can be directed on an upward angle. In addition, each burst of speed is shorter than the last, and if you don't input the button immediately after the last use, it fails. All this results in an interesting exercise for button mashers and not all that useful an attack for the rest of us.

Down Aerial ~ Moonlight ~ Umbreon drops, leaving faint echoes of himself behind as he goes; this looks quite ethereal and ominous. As he goes, he's essentially untouchable, being completely transparent and passing through foes and drop-through platforms. Once he hits ground, he goes directly into a seated position, and looks upward, glowing with a ghostly light. If he does all this uninterrupted, he'll heal 10%. This attack is monumentally more useful by night, when the light of the actual moon hits the stage briefly at the end of the attack and heals Umbreon for 25% instead. This does give away your position, but hey, that much healing is nothing to scoff at.

Grab

Grab ~ Claws of Night ~ Umbreon cannot grab by day. At night, however...

This grab is extraordinarily simple, and sad to say Umbreon has no throws. For this, Umbreon simply lets slip a low purr (I thought he just barked a moment ago?). The foe has the briefest moment during which he can jump or maybe dodge to avoid the grab. No matter where Umbreon was, a black, skeletal hand that seems to be made of darkness grips the foe tightly by the head. It's impossible to pinpoint what direction it came from, as, if you miss, they'll never notice it anyway. Everything's dark, remember, except for the faintly glowing foe, so the hand is visible once it grabs them.

In any case, after they've been ensnared, Umbreon can move about freely and attack as normal. They have to button mash and get out as soon as possible, or you'll have time to Glow to find yourself and to hit them with a high-power Night Slash or Punishment.


Super Attack

Super Attack ~ Dawn of the Eternal Night ~ Umbreon lifts his head and howls mournfully as night falls instantly. As the name would suggest, this is a long, long night, lasting a full 25 seconds. And... that's all there is to it. You get a prolonged period of time to strike fear into the heart of opponents and to take advantage of the shroud afforded you.

Playstyle

Umbreon's a difficult character to figure out. He has two prerogatives; infecting the foe with as many status conditions as possible, and surviving until night falls, as he's almost completely incapable of finishing foes off until then. Because of this unique combination of goals, Umbreon's playstyle is incredibly defensive.

Well, let's start with the status conditions. You have a ton of them, and even more at your disposal if the foe wields them, too; Synchronize is a powerful weapon, not only when you've Cursed yourself into fatigue and want to share your pain with the foe. Half of your afflictions cause large amounts of damage to pile up on the foe, while the other half limit their movement in some way; these two compliment each other perfectly, and Umbreon is very much based on momentum; you manage to fatigue them or make them flinch repeatedly, and you'll certainly have a chance to also confuse them of poison them - or badly poison them, still better. Umbreon's attacks are lightning quick and come out of nowhere.

You're also a master of moving around the stage. Umbreon can teleport and vanish and reappear and warp with the best of them, and properly chasing him down is a real challenge, as just when you think you've got him, it may turn out that he's read your movements and countered, and will either explode in a puff of smoke or turn out to BE smoke.

And then night falls. It doesn't last long, but the carrion feeder by day becomes the vicious hunter by night. Where they're exposed to you by the light they shine with, you're completely shrouded in blackness, one of the safest places to be. You can remind yourself of where you are and avoid unhappy suicides by Glowing, and if they find that a good moment to try to turn the tables on you, why, those same counters that were handy defensive ploys by day become lethal tools that lead into the successful killing strike. Most often, this will be an Dark Pulse or a Night Slash, the latter of which can be chained into perfectly from any attack that causes the foe to either miss you entirely or to be immobilized.

You're a creature of the night, and you have to be aware that only in the blinding darkness can you truly be safe. Once the sun sinks, the wolves begin to howl, the bats to swoop and the hyenas to loom in the dark. You are the predator.


Animations

Idle ~ Umbreon is calm and still, almost unmoving. Eerie.

Walk ~ One foot in front of the other, Umbreon creeps forth.

Run ~ Umbreon breaks into a silent, menacing run; not at all clumsy, he approaches his prey.

Crouch ~ For his crouch, Umbreon sits tall and turns toward the screen slightly. He flattens his ears slightly and listens to the sounds around him.

Dizzy ~ Bested at last, Umbreon trembles slightly as he lowers his head and clenches his eyes and teeth shut, trying to control his center of gravity.

Sleep ~ His crouch position, but with eyes closed. You can never really be sure, though... Note that Umbreon can use his Jab even while asleep, although the animation is changed.


 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Leafeon



The Plant Evolution


Leafeon is the Grass evolution of the ubiquitous Eevee, who has seven potential evolutions. You get this one levelling up an Eevee while near the strange Mossy Rock in Eterna Forest.

Leafeon's powerhouse stat is, rather surprisingly, his defense - a frail little thing he seems to be, no? But he also has an impressive attack stat, making him less specialized than certain other "Eeveelutions". He doesn't have any truly unique attacks all his own, preferring to wield a large number of leaf-based plant-type attacks.

In Brawl, Leafeon brings his habitat with him. All that is really known about him is that he can use photosynthesis, and since that doesn't lend itself to a moveset, he has no overriding mechanic, not really. He does, however, have a huge variety of plant-based traps. Yes, Leafeon is a blatant trap character; what of it?

Note that Leafeon can not damage his own plants, not even accidentally.


Stats


  • Weight ~ 4
  • Power ~ 6
  • Attack Speed ~ 6
  • Run ~ 7
  • Traction ~ 8
  • Fall ~ 3
  • Jump ~ 4

As Eeveelutions go, one might think Leafeon got the short end of the stick, as his "specialty stat" is his traction, hardly a useful stat compared to weight or attack speed. When you look closer, though, you see that the only subpar stats Leafeon has are his weight and jump, and neither is all that important in the long run; he has a variety of defensive tools to show off his big defense stat, and doesn't have a need to spend a lot of time in the air.


Specials


Neutral Special ~ Razor Leaf ~ Leafeon shakes his head playfully from side to side, as though trying to get rid of an irksome fly. A small cloud of razor-sharp leaves are shaken out and slowly sink to the ground, spinning slightly as they go. There are about eight of these, and they surround Leafeon quite effectively; each causes a flinch and deals 3% if they make contact with a foe.

In addition to those generated directly by Leafeon, this causes every plant in the immediate radius - a platform in any direction - to generate several of their own. How many is specified within the attack itself; the veritable storm of Razor Leafs Leafeon can create providing the proper set-up is quite staggering, and his most effective damage output mechanism. It's also great for defense, since going through a swarm of flinch-inducing obstacles is never easy.


Side Special ~ Leaf Shield ~ If there are any Razor Leafs near Leafeon when this attack is activated, they begin to spin rather quickly around him, making a shield that ranges from impenetrable - if, say, you get all 8 or even more - to flimsy, if you only manage to capture one. This attack has no animation but comes out fairly quickly, and affects all leafs within a platform to either side (standard Roolian mesurement, SRM). As usual, they vanish when they connect with a foe or are hit by a higher-priority attack, but they do make for a paper shield for a while. They all wilt after seven seconds if they haven't been used, however, and you can't use Razor Leaf again while you have leaves already swirling around you.

Up Special ~ Petal Dance ~ Leafeon mewls (so this one's a cat, got it) and a flower blossoms from the nearest ledge. Big flower, juts out at an angle and droops slightly at the end. This can be used as a platform for you, although it extends only about one platform away from the ledge, and hardly any further down, so it won't help you unless you need a small horizontal boost. It remains attached to the ledge for an additional two seconds, during which time it's impossible for anyone to grab it.

Pressing B again, however, will cause the flower to apparently burst, sending all its large petals out into the deep. These scatter quite quickly, but can all be used as miniature platforms; beware, though, as they're so light that they disintegrate if you stand on them for more than half a second. If used properly, you can recovery from obscene distances with this.


Down Special ~ Tree of Life ~ Leafeon scuffles at the ground in front of him rapidly, apparently digging a small hole and burying something; this takes about one second, and can only be used on solid ground. This buried seed sprouts - after five seconds - into a small, vulnerable bud that can be destroyed merely by running over it, so you should protect it with your life. This seedling grows constantly and visibly, and after three seconds, it's a tiny tree with the beginnings of leaves, and cannot be crushed. It can, however, be destroyed if 20% is dealt to it.

Another five seconds after that - and we're now at 13 seconds into the tree's life - it's grown into a tree as tall as Ganondorf, although it's still quite thin. At this point, it sprouts its first leaves, and if Razor Leaf is used, it drops three. It can be destroyed if 30% is dealt to it - any earlier damage doesn't count toward this total.

After still another seven seconds, it has become much thicker - as thick as a crate - and grown to be twice Ganondorf's height with thick branches and many leaves. In addition to dropping eight leaves if you use Razor Leaf and no longer being destroyable, two jutting branches, one on each side, are thick enough to serve as small drop-through platforms. The tree is now impassable; you'll have to go over it to get through.

The tree continues to expand and get higher and higher, and a third branch sprouts eventually. Precisely 35 seconds after the seed was planted - and fifteen after it reaches its final stage - its leaves begin to turn yellow and orange and fall, obscuring vast areas of the stage as they go. Using Razor Leaf while they're dropping off in swatches causes ten of them to turn into razor hitboxes each time you use it - which will probably only be once, since they fall off unsettlingly quickly.

Five seconds after this begins, the tree is dead and bare. It shrivels slightly and is no longer impassable, and its branches occasionally break off, so they're unreliable platforms.

Finally, after ten seconds of sitting in the background - and 50 seconds after the seed was planted - the tree uproots and tumbles over onto its side. It decomposes almost instantly, leaving a tract of especially fertile soil behind for the next three seconds. Any seeds planted in this fertile zone sprout twice as quickly, although their growth is the same as ever.

This tree, quite aside from providing many Razor Leafs, platforms for you to use, a defensive wall, and an upgrade to the next seed you want to plant, has more purposes in its various stages of life, which are outlined in the relevant attacks below.


Standards


Jab ~ Lawn ~ Leafeon lifts a paw and curiusly taps it down right in front of him. His verdance causes a small - half a platform or a bit less - patch of grass to sprout from that space of ground. This attack is quite spammable, although it doesn't double up if you use it in the same place and it wilts after six seconds.

Aside from allowing you to crouch in it and appear almost invisible, the grass impedes movement, cutting run times for non-Leafeon characters in half. Every patch of grass also generates one Razor Leaf upon command. Lastly, it lends to the concentration of plant life enormously, which comes in handy for certain other attacks (see below).

Grass grows twice as tall if this attack is used in an area of fertility created by a fallen Tree of Life.


Dash Attack ~ Leaf Blade ~ From his playful dash, Leafeon barks sharply (dog, didn't I tell you?) and continues on, with a slight quirk - any floating Razor Leaves he passes begin to chase after him, and to remind, he runs quickly. This allows you to move your leaves around the stage and maybe even slam them all into a foe at once, if they allow you to run right past them. The leaves stop following as soon as you stop running, but you can turn, and on a dime, and they'll continue on behind you. Use this to feint when you've almost reached a foe and the leaves may hit them as they turn.

Tilts


Forward Tilt ~ Snarl of Vines ~ Leafeon scuffles at the ground and buries multiple tiny seeds, which takes almost a second. These sprout after ten seconds, and out come about three vines, wrapping themselves around any plant life within one platform quite comfortably. The best thing to latch onto is obviously one of the branches of a Tree of Life, since that will make them last a while and also lets them spread out nicely, but they can hang off of just about anything, even a Lawn, although that's not preferable. If they have the choice of various targets, they'll choose the one with the longest lifespan every time, and they also tend to pick different targets if they can.

The vines mostly just dangle there if they're left alone, although they do have sticky ends that can accidentally grab onto a passing foe, making them unable to run past the maximum - and quite short - length of the vine until they can rip it by attacking it like a Pikmin. There are other attacks, however, that make vines considerably more dangerous.

Vines wilt after ten seconds.


Up Tilt ~ Sunflower ~ Leafeon scuffles at the ground and buries a single seed, which takes almost a second. This seed sprouts after six seconds into a small sprout that needs to be protected, as, like the Tree of Life, it can simply be trampled underfoot. Four seconds after that, however, it grows suddenly into a sunflower that's a bit taller than Ganondorf, and blooms spectacularly. This sunflower generates two Razor Leafs upon command. More significantly, it constantly gathers sunlight in its wide flower, resulting in an influx of energy that occasionally visibly retreats to the ground in the form of little green motes. If Leafeon collects these motes, he'll be healed for 5%; this can happen every three seconds, so it's quite a potent healing mechanism.

The sunflower can be shredded if 25% is dealt to it. If not, it lives for fifteen seconds, 25% healed at maximum. However, the sunflower is self-perpetuating. If it isn't destroyed during its lifespan, it drops a seed as it wilts, which will sprout in the expected six seconds into a brand new sunflower.

You can have any number of these, and if you properly harvest and nurture your sunflower fields, the bounty will be great. You reap what you sow, basically.


Down Tilt ~ Vine Whip ~ Leafeon barks once happily. This attack does nothing if you have no vines on the stage. If you do, the vine nearest to the foe lashes out at them, going to its maximum length of about 1.5 platforms and shooting itself in whatever angle is necessary. The hit is quite powerful and deals 12% with knockback that KOs only at very high %s - in other words, average. This can potentially be chained as the foe is knocked out of the range of one vine and straight into that of another.

Smashes


Forward Smash ~ Shrubbery ~ Leafeon charges by scuffling at the ground, and buries a seed, just as in so many other attacks. This one, however, sprouts after a mere three seconds into a fully-fledged bush, about the size of a party ball. How verdant it is directly corresponds to how much you charged; it can generates anywhere from three to seven leaves, although for the upper end, you'll need to fully charge, and it's quite a slow smash to begin with.

The bush also can be used by Leafeon as a hiding place. If a foe makes the mistake of trying to pass through it, they'll get stuck for one second, protruding at an odd angle from the bush. This is a great opportunity to use Razor Leaf, as they're likely to be hit by all the leaves the shrub can produce.

The bush loses its leaves and dies after twelve seconds.


Up Smash ~ Magical Leaf ~ If there are any leaves drifting with one platform of you, they'll begin to flash a rainbow of colors and hurtle upward quickly. These hypercharged leaves deal 5% instead of 3% and actually each deal half-decent to decent knockback, depending on your charge time. This smash isn't really laggy, and good thing, too, because otherwise you'd be hard-pressed to pull it off before your leaves hit the ground. This is a great way to poke out at foe who are camping on platforms high above where you can't plant anything.

Down Smash ~ Stinging Nettle ~ Leafeon buries a seed in an animation identical to that of his Forward Smash. After about eight seconds, it sprouts, growing within seconds into a squat little tree, about as tall as Bowser and quite wide, with sharp dangling branches and dark leaves. This tree is quite dangerous, and is probably the closest thing Leafeon has to a classical trap. Coming into direct contact with one of its two to four sharpened branches causes poisoning, 3% per second until the foe moves about enough for it to wear off; if they run headlong, it should stop after two seconds. Fortunately, you have grasses and bushes to impede their movement and prevent them from running headlong!

The stinging nettle is a great target for vines, as the branches are quite small and allow the vine to have a greater maximal length. It generates only two leaves, but these notably are darker than the norm and deal 4% poison damage instead of 3% regular damage.

The nettle decomposes after fifteen seconds, so it's got quite a long lifespan.


Aerials


Neutral Aerial ~ Energy Ball ~ Leafeon opens his mouth and forms a small green ball of energy in it; he then coughs it up and allows it to spin around him rapidly. Contact with the spinning sphere of doom causes all manner of flora to sprout on the hit foe, severely slowing them temporarily. Knockback here is nothing special. This attack only has a spot of lag and is quite a good idea for protecting your plants; it spins for one second before vanishing. Note that if you have any leaves already spinning around you, they'll get picked up by the Energy Ball and lend their damage to its total, so it can be quite a potent damage output mechanism.

The size and strength of the energy ball depends entirely on how much plant life there is on the stage when you use it. In this, a Tree of Life counts as two, but everything else, from the tallest sunflower to the slightest patch of grass, is equivalent. If you have about five plants, the energy ball will be quite huge and deal 15%. If you have more than eight, it'll cause the flora that blooms all over the opponent to four seconds instead of two.


Forward Aerial ~ Tumbleweed ~ Leafeon spits out a seed on a slight upward angle; this sprouts while it's in midair and is a swirling tumbleweed the size of Kirby before it reaches the ground. This one rolls along the stage, unheeding, and trips foes as it passes them. It rolls right off the side of the stage if not stopped by a wall or maybe a Tree of Life; however, it doesn't wilt, so it can live for quite a long time if you manage to block it on both sides. Attaching a vine to it is usually a bad idea, but on the bright side, it lets you move your Vine Whips around at will. A tumbleweed generates one leaf, surprisingly enough. This attack has a little lag.

Back Aerial ~ Photosynthesis ~ Leafeon stalls-then-falls, temporarily taking the form of a cluster of green bubbles of energy. He goes on something of a backward arc, so be careful lest you KO yourself with this. If he hits anyone along the way, they'll be sent into freefall, so this can potentially be a Leaficide.

When Leafeon hits the ground, he instantly takes the form of a plant. It could be a small tree, a patch of grass, or a vine - it's different every time. Obviously, if you have no plants already, it's clear that it's you, and even though you have the form of a plant, you still take damage and any knockback makes you transform back to your normal state. If you DO have other plants, though, this can quite suddenly become a powerful mindgame. If they charge in to attack that suspicious bush, it may turn out to be a real bush. You can escape this form by pressing any button, or by simply waiting three seconds.


Up Aerial ~ Quick Attack ~ Leafeon suddenly and without warning shoots upward for about one body length, moving in a blur. Contact with his moving body during this time deals 8% with okay knockback. Pretty boring, yes? Not at all! This attack can be chained spectacularly, with its low lag, and every usage after the first can be directed more effectively, although only the first deals damage, and only the first can be directed on an upward angle. In addition, each burst of speed is shorter than the last, and if you don't input the button immediately after the last use, it fails. All this results in an interesting exercise for button mashers and not all that useful an attack for the rest of us.

Down Aerial ~ Nature Power ~ Leafeon looks down and smiles, barking playfully. This attack's effect depends on the concentration of plant life in the area beneath you. If there are no plants, nothing happens. If you have one, Leafeon drops a small seed that sprouts into something at random after its expected gestation period; it can be anything but a Tree of Life. If you have two plants, Leafeon turns a backwards flip, thwacking out at foes with his leaflike tail and not only dealing 13% with good downwards knockback, but also creating one leaf. If you have three or four plants, Leafeon Power Whips downwards with a thick vine; great range and good damage output, 16%, with unpredictable knockback.

If you have five or more plants, Leafeon barks and they all grow slightly taller or wider or stronger. This speeds up the growth of a Tree of Life, makes Nettles more likely to connect, makes grass still taller and easier to hide in, makes bushes bigger obstacles, makes tumbleweeds quicker, makes sunflowers absorb more sunlight and therefore heal you for more, and makes vines longer, every one of which are large boons. If you manage to get enough plants to pull off this final option, the results should quite quickly grow out of control.

This attack has some start-up.


Grabs & Throws


Grab ~ Frenzy Plant ~ This attack only works if Leafeon is standing in front of one of his plants, because he'll be using it to grab and to throw. Different plants grab and throw in different ways, so I'm splitting them up.

Tree of Life Grab ~ Leaf Cage ~ If you're in front of a fully grown Tree of Life, it'll simply shudder slightly, dislodging a massive cloud of leaves. These swarm in front of Leafeon and move forward slowly; if they happen to surround a foe, they'll completely encase them and then slowly move back to just in front of Leafeon. You have no throws with this grab; instead, use their moment of weakness to plant some fresh seeds. Quite fitting grab for the granddaddy of all plants. The trapped foe takes 2% a second from the whipping leaves inside, and can struggle out like from any grab. Using Razor Leaf during this time causes the leaf cage to generate two leaves of its own.

Lawn Grab ~ Blades of Grass ~ If you're just behind or standing on a patch of grass, it'll abruptly grow a good distance, becoming razor sharp along the way. If it manages to impale a foe, they'll be held there until they can struggle out. The blades deal 12% when they impale someone.

Since one patch of grass is too small to catch many foes, there's a quirk to this grab. If you've got an interrupted stretch of grass from diligent planting, it'll all grow, not just the patch you're standing on. The grass retracts after the foe struggles out.


Sunflower Grab ~ Seed Flare ~ If you're in front of a sunflower, it'll merely drop a seed. If this seed hits a foe, you have two options. Immediately press B to cause the seed to abruptly burst, like a Deku Nut, sending the foe into a dizzy stance and leaving them open for punishment... OR you can press A to cause it to sprout roots and begin growing out of the opponent's head. This WILL grow into a full-fledged sunflower provided enough time, but it doesn't heal them; instead, it saps their energy at the same rate it would otherwise replenish yours. In addition, like any sunflower, it drops a seed of its own if it survives its full lifespan, and it's rather hard to attack the head of something that's attached to you.

Quite aside from being very gruesome, this throw is a great way to propagate your sunflowers, although, notably, it has small range, directly in front of Leafeon.


Vine Grab ~ Power Whip ~ This is perhaps [COLOR="9FF33"]the most basic grab, as it has four throws. A vine lashes out and wraps itself around the foe, the pulls them in right in front of you. Forward Throw is a back-legged kick that deals 10% and minor knockback. Back Throw causes the vine to throw them like a pitcher, then Leafeon to spit an Energy Ball after them; this deals 7-15%, depending on how many plants you have. Up Throw causes the vine to hold them directly above Leafeon, who makes a single sharp blade of grass grow out from beneath him and jab the foe. That deals 11% and okay upwards knockback. Down Throw is a simple chuck from the vine at the ground beneath it, looks quite painful. That deals 7% and has little knockback, but can potentially combo into an Energy Ball.[/color]

Shrubbery Grab ~ Rapid Growth ~ If you're in front of a bush, it'll suddenly start to expand as though swelling; it's really only moving into the foreground, but let's not quibble. This essentially just makes it temporarily bigger and therefore makes it more likely for it to catch a foe and get them stuck inside it.

Stinging Nettle Grab ~ Wood Hammer ~ Like the Whomping Willow out of Harry Potter, the nettle keels over, trying to crush foes beneath its bulk. If it does, this effectively impales them, causing them to take 4% a second until they can break out of it. Quite brutal the damage mechanism, as would be expected from the poisonous plant.

Tumbleweed Grab ~ Leaf Storm ~ Call this the suicide grab, or perhaps the most dangrous grab of all. If you happen to be standing in front of a tumbleweed, it'll simply rush forward at twice its usual speed. If it touches a foe, instead of tripping them, it'll encase them completely and continue rolling. Of course, the foe can tap to escape it, but if they don't, they're liable to go right over the ledge along with the tumbleweed. This is pretty easy to see coming, but if you have several tumbleweeds and they're at a higher %, it's a great way to KO.

Super Attack


Super Attack ~ Autumn ~ Leafeon faces the screen as a sudden breeze hits the stage, bringing with it... a whole cloud of orange-red leaves, yes. You have ten seconds to play around with more leaves than you could ever want or need. Make them all run into the foe and rack up tons of damage. Use Magical Leaf and go for the KO. Or just stand there, and let the leaves slowly drift into the foe on their own, that's quite likely to happen too. Play in the leaves to your heart's content.

Playstyle


Playing Leafeon is all about patience, timing, and control. You have to spend every moment thinking about the best place to plant something - and about what to plant at what time, too. To have a successful harvest, first you need to plant your crops and tend them. Damaging and KOing are secondary concerns.

Usually what you'll want to start with is a Tree of Life. It's the big one, the one that not only becomes a huge obstacle but also provides you with a fresh bounty of many leaves and leaves behind fertile soil for the rest for your plants when it finally collapses. However, you have to remember that the Tree of Life, of all plants, is the most vulnerable until it grows to a reasonable size, so you'll have to either protect it or disguise it. Sometimes it's better to start with some Lawn and some Shrubberies, and hide your Tree of Life by surrounding it with all manner of difficult tangling plants. A few vines can work wonders.

If you manage to get off two or more Trees of Life, well, you're pretty much set. The catastrophic amount of leaves that you'll soon be privvy to should bury the foe in a deluge of damage quite quickly, and slow them enough for you to continue planting. Vines are usually how you'll be KOing, although Leafeon has trouble with that either way.

Here's the ticket: you don't need to KO. Once you've got a certain number of plants, you're so well protected that you can just take it easy, slowly racking up more and more damage and constantly planting new shields. Sunflowers are another vital defensive tactic, since a well-placed one at the center of an impassable tangle will very quickly refresh you and make up for the early game, when you're likely in for quite a beating.

And once you've got a nice little jungle going, you've got any number of options. You've got powerful Energy Balls, you've got versatile grabs, you've got defense, you've got offense, you've got damage, you've got healing, you've even got high vantage points. You're in control here, and anyone else is the stranger in a strange land.

You reap what you sow, as the old adage claims. Nurture your plants, care for them and protect them, and in time they'll do the same for you. When that happens, the foe will be overwhelmed by your bountiful harvest.


Animations


Idle ~ Leafeon is constantly scuffing about, batting with his paws at this or that, ever jubilant and serene.

Walk ~ He walks forward fairly slowly, always looking around with rampant curiosity.

Run ~ Leafeon bounds forward happily, like Bambi or something. Something very happy, I don't know, I'm just filling up space so that this isn't just one line like all my other animations.

Crouch ~ Leafeon ducks down playfully into a pouncing position. This is actually important in that it gives him good cover when he's hiding in the tall grass.

Dizzy ~ Poor little Leafeon can't seem to get a good footing, and ends up falling in an undignified heap.

Sleep ~ Leafeon curls up and goes to sleep, his face covered by his leaflike tail.


 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Glaceon



The Ice Evolution


Glaceon is the Ice evolution of the ubiquitous Eevee, who has seven potential evolutions. You get this one levelling up an Eevee while near the strange Icy Rock somewhere in the eternal snowstorm.

Glaceon's top stat is his Special Attack, a trait which he rather unfortunately shares with Espeon. The main difference between the two is that Espeon's backup stat is his Speed, while Glaceon has a solid defense - fitting for an Ice-type. In terms of attacks, he doesn't particularly distinguish himself, favoring a wide variety of Ice staples.

In Brawl, Glaceon brings the biting cold with him. Many of his attacks are based around chilling the foe - if the chill effect stacks up three times, the foe begins taking 2% per second, and if it stacks up to five, they're frozen in a Freezie-style ice block for about three seconds, although this of course resets their "chill meter". This rather simple motif is at the heart of Glaceon's passive/aggressive gameplay; he has few attacks that actually deal damage, preferring to focus on his basic objective.


Stats


  • Weight - 6
  • Power - 4
  • Attack Speed - 5
  • Fall - 8
  • Run - 4
  • Traction - 7
  • Jump - 4

Now, Glaceon REALLY gets the short end of the stick in terms of stats. His weight is a tad above the norm for the Eeveelutions and he doesn't slip much, since he lives his whole life on treacherous icescapes. Other than that, everything is slightly tipped against him. His specialty stat is, in point of fact, more of a weakness - his huge fall speed. The virtues of being a fastfaller are debatable.


Specials


Neutral Special - Icy Wind - Glaceon barks, his profile perfectly silhouetted as a gust of wind tears across the stage at the speed of the average run, starting from the blast zone behind him and working its way across. This wind extends about as high as Mario, although there's a small warm area right up against the stage that allows some characters to duck under it. If they fail to evade it, the wind chills the foe, going part of the way towards frostbite and freezing - see above. This attack has notable start-up lag and is quite basic, but due to its long duration and range, it's undeniably useful.

Down Special - Snowsquall - Glaceon strikes a pouncing stance and a great pile of snow falls from the sky above and lands in a heap directly in front of him; it's about the width of a platform and as high at its highest point as Mario. If it happens to land on anyone - unlikely, as it's laggy and predictable - they'll be entombed until they can struggle their way out. They take 8% when it lands on them and for every second they spend buried, they'll be chilled once.

The snow pile melts after ten seconds.


Side Special - Snowball - Glaceon begins using his paws to create snow and then bunch it up in snowball form; this takes almost a second, sadly, as the snow needs to be both summoned and molded. Once he's done, you press any button to make him toss it up slightly, then again to make him whip his tail around, using it like a baseball bat to thwack it forward. Your timing has to be good here, and the angle and speed you hit it at both greatly influence its trajectory. With good enough aim, you can snipe off any part of the stage with this fast-moving projectile; getting hit by it deals 5%, slight downwards knockback, long hitstun, and one chilling factor.

But there IS a way to circumvent the massive start-up; using this attack while standing behind a snow pile. Suddenly you don't have to create your snow; it's all right there for you. You still have to have good timing to throw it up and then hit it forward, but now it's both quick and almost spammable. Each snowball you make from it makes the snow pile slightly smaller; after you make six, it'll be gone entirely.


Up Special - Sleet - Glaceon causes a patch of air directly under him to freeze in a Freezie-style ice block; this falls at the expected speed for one of them, but it can strangely be footstooled. Since Glaceon has such a huge fall speed, this allows him to quite effectively bounce off of it... sort of. Okay, it's a pretty bad recovery, and that in general is not one of Glaceon's stronger points. However, be aware that this can be used as a kind of strange gimp, by dropping this chunk of frozen air onto recovering foes. It doesn't deal damage, but it may well impede their own recovery.

If this is used on solid ground, this attack does nothing (sob).


Standards


Jab - Icicle Spear - Glaceon taps one foot in front of him, then steps back slightly. Almost right after, a large jagged icicle, as tall as Mario, bursts out of the ground there, dealing 5% and slight backwards knockback. This jab has five hits, each of which is an additional icicle bursting out of the ground just behind the one before. These icicles melt almost as soon as you quit the jab. This attack is unexciting, although it marks one of Glaceon's many good ranged options and is especially handy against frozen foes, since they'll be juggled perfectly from one icicle to the next.

Dash Attack - Frozen Fur - Glaceon yowls and every fur he has stands on end and glitters, turning him into a kind of hedgehog made of icicles. If he comes into contact with a foe, they'll be impaled by multiple icy hairs, and will be chilled every second until they can roll around and attack enough to shake the hairs off. The actual contact has slight "back off" knockback. This attack is fairly quick but obviously has subpar range and priority.

Tilts


Forward Tilt - Frostbite - Glaceon chomps down in front of him, an unimpressive move, considering how "vicious" his "fangs" are. However, it's a fairly quick attack, and the payoff is great if he connects; the foe will be chilled not once but three times, and therefore sent automatically into a frostbite state (taking 2% per second) is they weren't at all chilled yet, or likely frozen altogether if you'd already chilled them a bit.

If you have a snow pile in front of you when you use this, you're likely to grab a mouthful of snow, making your inner temperature still cooler and powering up this attack next time you use it, chilling them by four factors instead of three. This can only be upgraded in this way once.


Up Tilt - Sap Cold - Glaceon leaps up slightly. This is a quasi-grab; if he lands on a foe when he comes back down, which is quickly, he'll latch onto their back and either chill them or steal any cold in their body.

If the ensnared foe has no chill thus far, Glaceon gives them a bite to the neck - like a cold vampire! - and chills them twice. If they DO have chill, his bite will instead drain it out of them! How helpful! The return of cold into his body heals Glaceon for 5% for each chill factor he absolves the foe of. Once the attack is done, he leaps off and back slightly.


Down Tilt - Ice Carvings - Glaceon stands up straight and completely freezes himself, turning himself into a bright and shining ice sculpture. In this state, he has super armor. You can cancel out by pressing any button or simply wait four seconds for it to wear off.

If he's attacked with direct contact, or even touched, while in this state, he'll take the damage, but the foe will be immediately frozen in the same way, in mid-attack. Unlike you, they can't break out at will and they can't freeze anyone who attacks them, although they do have super armor. The point, of course, is to burst out after freezing them and then to chill them for everything you've got. If they're frozen in a Freezie ice block while frozen over in an ice sculpture, they carry over two chill factors even after they thaw, making it that much easier to freeze them again.


Smashes


Forward Smash - Glacial Wall - Glaceon's charge is the attack itself. He goes into a pouncing position and a large chunk of ice, higher than it is wide, rises slowly out of the ground in front of him. It's sloped on one side, the side away from him, and can be as tall as Mario to as tall as Bowser, so it makes for good cover against projectiles. Even at minimum charge, it's a laggy Smash attack, and it has no real purpose other than making it very difficult for foes to approach Glaceon. It melts after six seconds.

Therein lies the move interaction. If you drop a Snowsquall right on top of the Glacial Wall with good aim, the result is a torrent of snow sliding right off the wall in the form of an Avalanche. This rushing snow pulls foes with it effectively and deals 3% each second. It may be easy to dodge by simply jumping, and it may not be a very large avalanche, but it remains a good KO method, especially against frozen foes who can't dodge.


Up Smash - Aurora Beam - A thin crescent of Aurora light forms above Glaceon as he sits and looks upward. When the smash is released, the wave shoots outward, spreading and then dissipating after about two platforms in each direction. Contact with the admittedly brief hitbox of the wave of light deals 14% and surprisingly good knockback. The light shoots out at a good speed to a blinding speed, depending on how long you charged for. Quite aside from looking beautiful, this is one of Glaceon's rare KO moves and works very well at discouraging aerial approaches, although it's notably laggy.

Down Smash - Snowman - Glaceon appears to be sweating something white... which quickly completely covers him, and reveals itself to be a thick coating of snow. Glaceon is encased completely in it, with two small black rocks for eyes, looking quite comical. This attack has a duration of one to two seconds, depending on charge time. During this time, Glaceon simply sits there, all jubilant in his little snowman. Attacking him while he's in this state causes him to collapse into a pile of snow like that in his Snowsquall, then quickly burst out of it and take a small leap back; it also causes the foe to be chilled.

The aggressive properties of this attack come into play if Glaceon isn't attacked - at the end of the attack, you can press any button to burst out of the snowman in a burst of snow in all directions, dealing good knockback and chilling the foe. You can, of course, choose to press nothing, since that'll make the wind-down less laggy.


Aerials


Neutral Aerial - Cold Breath - Glaceon begins to exhale a thick stream of concentrated cold air, then pulls a flip, making it hit all around him in a manner most comparable to R.O.B's, although it extends somewhat further. This chills the foe by two factor and Glaceon's spinning body, if it happens to make contact, deals 7% with decent knockback.

More relevantly, using this attack beside a melting Glacial Wall or a melting Snow Pile will cause it to recongeal and reform. To be sure, the attack is laggy, but being able to reuse your precious stage obstructing obstacles and make fresh Snowballs and Avalanches is no laughing matter.


Forward Aerial - Ice Beam - Glaceon takes a moment to prepare, then fires directly forward a lightning-quick beam of cold energy. It travels out incredibly quickly and is more like a laser, so you'll need good aim and timing to properly pull it off, what with its start-up and Glaceon's fastfalling. Contact with this highly powerful beam, however, deals out three chill factors and has halfway decent knockback on a diagonal trajectory. Use of this attack on a foe trapped in an ice block will coat the ice block with slightly more ice, trapping them for an additional 0.8 seconds, a bit shorter than the attack itself lasts. All the same, the combination of juggling with this with increased freeze time makes it a good way to KO a frozen foe.

Back Aerial - Ice Tail - Glaceon's tail begins to glow brightly, and he brings it down like a whip behind him, dealing out 10% with good downwards knockback. This attack seemingly has little to do with his playstyle, since it does damage instead of chilling and provides him with a good KO method, but it's too laggy to be used reliably and the hitbox is too small to be used regularly.

Using this attack on a foe suffering from frostbite, however, causes them to take 3% a second instead of 2%, and then 4% next time you hit, and so on. Once you've landed this, it may be a better idea NOT to use any chilling attacks, and just let the damage stack up on its own.


Up Aerial - Quick Attack - Glaceon suddenly and without warning shoots upward for about one body length, moving in a blur. Contact with his moving body during this time deals 8% with okay knockback. Pretty boring, yes? Not at all! This attack can be chained spectacularly, with its low lag, and every usage after the first can be directed more effectively, although only the first deals damage, and only the first can be directed on an upward angle. In addition, each burst of speed is shorter than the last, and if you don't input the button immediately after the last use, it fails. All this results in an interesting exercise for button mashers and not all that useful an attack for the rest of us.

Down Aerial - Powder Snow - Glaceon launches downwards a small puff of cold air, that chills foes as it passes through them and goes all the way down to the ground. Quite boring, seemingly.

Only when combined with a Snow Squall does this become impressive. If the puff of air hits a pile of snow, that snow pile will burst spectacularly, launching snow in all directions. These wayward chunks all deal solid knockback, albeit with no damage. The range of the chunks is such that anyone within a Smart Bomb's radius is likely to be hit by one of them at least.


Grab & Throws


Grab - Snowball - Glaceon grabs by merely swiping with a paw, so it's a short-range grab - but the payoff is quite something. If he catches a foe, he gives them a one-handed cuff and knocks them to the ground.

His pummel has him blowing a stream of snow onto the foe, and it requires you to spin the control stick rapidly. The foe can stop you by button mashing, so you better spin quickly. If they're faster, they'll be able to break out before being fully covered in snow. If not, you'll quickly encase them in a snowball.

From here, you can kick them forward or back by simply tilting the control stick. The foe rolls along in the snowball, their speed decided by their weight. They can mash their way out, but it's easier if they're a light character.

If they pass through any piles of snow on their way, the snowball grows larger and struggling out becomes considerably more difficult. If they hit any sort of wall, such as the steep side of a Glacial Wall, they take 12% from the impact and have long hitstun, but are saved from going over the edge. If, however, they pass over the sloped side, they'll go off of it as though it were a ramp, flying through the air and then picking up speed dramatically.


Super Attack


Super Attack - Blizzard - Glaceon jumps into the background and howls; a mighty blizzard is whipped up. The winds of the blizzard can blow from the left or the right; you control that by tilting the control stick. These winds are strong enough to seriously limit movement. You also control how powerful the reams of snow carried in are by pressing B to make them suddenly strengthen; getting buffeted by a powered-up wave of snow deals 9% and noticable knockback that, combined with the wind, can KO the foe altogether.

After ten seconds of snowy weather, Glaceon leaps back into the fray and the blizzard subsides. It leaves behind, however, two piles of snow on either end of the stage.


Playstyle


Glaceon's not good at KOing, nor does he have many attacks that deal damage. What he has is range, and his chill mechanic. The only way he can deal damage constantly is by hitting the foe with his cold, cold attacks and giving them a severe case of frostbite. Other characters win by beating on the foe, or by burning them, or by zapping them with electricity, or by hacking at them with swords. Glaceon wins by making it chilly out.

Controlling the stage is almost secondary, but you should never underestimate the power of a good pile of snow. It doesn't do anything on its own, but hiding behind one and tossing snowballs after foes is one of the best plays you can make, and don't even get me started on the power of an Avalanche, if you manage to pull it off. It's always better to have a pile of snow lying about, but it should not be your priority.

Your priority is keeping things very cold for the foe. You should be able to mostly stay at a distance and pelt the foe with chill effects, the most simple and efficient of which is his Icy Wind. Don't be afraid to get up close and personal if that's the only way to give them frostbite.

Usually, once they start taking 2% a second, it's time to start playing defensively. You don't have many ways to deal damage once they're frozen, so now if the time to rely on those attacks that make you invulnerable, or hard to hit, or simply too fast to compete with. You don't have many of those, as we all know, so you'll have to think on your feet. At a time like this, your Bair - Ice Tail - is going to be your most useful spacing tool, as no foe is going to want to increase the amount of damage they're taking each second and make your job even easier for you.

You can't drag it out forever, though; you can't simply wait for them to hit an obscene %, then finish them with something quick. You're just not agile enough for that. Once they're at a reasonable % or just aren't giving you any room to breath, chill them just a bit more and freeze 'em. Even if this doesn't give you an opportunity to go for the elusive KO, it will give you the time for a breather and a moment to think. It will also again open up all the attacks that chill them to you.

That's one way to play, of course, the cautious route. Glaceon can also play the uber-agressive, unstoppable juggernaut by repeatedly and forcefully hitting the foe with chilling attacks and trying to freeze them as often as possible. By staggering their momentum, you can, perhaps, create an offensive shield that's hard to match with the more careful style.

Playing Glaceon is wielding all the elements of the icescape. No one can venture out for too long, lest they be chilled to the bone, clamped by invisible jaws, or numbened by the sheer biting cold. You stay out for too long, your cold, dead body is liable to be discovered the next morning. Ice is not merciful, it's constant.


Animations


Idle - Glaceon is quite calm, occasionally shaking his head as though to shake off invisible snow.

Walk - A quiet prowl forward.

Run - Glaceon runs jubilantly, his big floppy ears swaying up and down as he goes. It's obviously not the fastest run, but it's not all that slow, either. This is an endearing animation with a long, needless description.

Crouch - Glaceon sits down on his hind legs and licks occasionally at a paw. Note that he emerges from a sitting stance to use his down tilt.

Dizzy - Glaceon careens about, teetering this way and that, but he doesn't quite lose his footing; Glaceon never loses his footing.

Sleep - Glaceon sleeps all stretched out, unlike most of its brethren.


 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Oh MY GOD THESE ARE AMAZING.

WOMBO COMBO!!! Sorry I just watched that movie like 12 times. 1 2 3 4 5 6 7 MOVESETS!! THIS IS AMAZING... I'll read the other ones now. I just finished vaporeon. Also why are they all guys? 0.o Anyway I need help with a set and I some one would like to help me a little bit PM me. Some one with the organization skills. Also double post? JK... Final smashes are meh but ok
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
*stands still and is shocked in awe*

This.... this I'm going to have to take my time with.
 
D

Deleted member

Guest
Wow....O_o

From a skim, they all look awesome...Even though i kind of told you i was going to make Umbreon and Espeon myself. *sigh*

I'm reading Umbreon first due to it being my favourite Pokemon bias :p I really like the Night mechanic and all...but still...you could have at least told me you were going to make him...:ohwell:

Oh well.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544
That's a... septuple posting?

Somebody forgot how to use the EDIT button.:p


I will have something to say about these sometime tomorrow later, when I finish reading them.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Reading through them all so far. Vaporeon seems really solid, straightforward; nothing to critique.

Jolteon's Charging mechanic confuses me, especially when you use language like this:

Jolteon charges by preparing his charge for the Charge Beam as long as he's fully charged. Now you can charge after charging as long as you're charged before you charge. (eight charges, two sentences, for those keeping score at home)

Yeah... No idea what you just said here. Like, at all.

EDIT: I just reread through some, and I think I get the mechanic, but seriously, clean up this part at least.




Still reading them: Flareon is decent, although the worst of the ones I read so far. The Flame Sac system seems OOC and unfitting, but that's my opinion; a lot of moves and tactics feel a little redundant. Espeon is absolutely insane, brilliant, creative, and completely impossible. Either I don't get the Sixth Sense, or its completely broken, or its breaking the laws of physics for the sake of gameplay, possibly all three. Still reading.


Umbreon needs to get rid of black text, otherwise good. Leafeon seems rather like a worse Jumpluff to me, its mostly what one would expect from a plant based character to me. Maybe I'm spoiled when it comes to plant mechanics from your Jumpluff, but nothing paticularly strikes out to me, except the grab, which is quite clever.


I like Glaceon, even though you utterly shamelessly stole Abomasnow's throw the throw is good. Nice playstyle for it too, although all the different ways to affect frostbite and chilling would be overwhelming to actually keep track of, its a good character.


All of them are great sets, although my eyes glossed over as I read them, so I'm probably missing some of the minutia you came up with, especially when it comes to Leafeon. Impressive feat there Rool.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
I hate you so much right now, K.Rool.
I also hate when people give comments that amount to "Oh my god, this is so long that I know it's good by only skimming it! But whatever...
I was using you to make me feel better about how much I'm procrasting with movesets (hey, K.Rool slacks off, I can too!) but you apparently were working on seven movesets at once... ugg. Anyway,

Vaporeon: I want to commend you for being able to think of original water-based attacks here. Water's been overused so much as a theme for sets, mostly back in MYM5, and you did a good job coming up with new ones. Granted, I would have preferred less moves using a FLUDD motif, but you did a splendid job coming up with original water-based moves... that said, Vaporeon is not without its flaws. The first one is the slightly unoriginal playstyle, which you admit yourself in the playstyle section. In essence, Vaporeon is a trap-based character (gasp) with all the interactions with his puddles. There's little to him beyond that, him being a power character without the power (which seems underpowered). It also seems like you added the mechanic booster final smash just to irritate Junahu. I still like Vaporeon, but it's not my favorite out of the Eevee-lutions.

Jolteon: I'm sorry to act insensitive, but this is really Electrode 2.0. The mechanic is very, very similar, and the only difference is that Jolteon doesn't need to be using a move to charge. However, Jolteon is able to use his Down Special to charge just like Electrode, alleviating most of the playstyle difference. You also don't detail the mechanic enough: Does he start charging again once he begins a move or once he ends it? What is his charge level at the start of match or stock? The bthrow adds some confusion to the mix, saying that it requires a full charge: doesn't every move require this? You also miss some crucial details in some moves. Of course I don't expect you to mention petty details like, say, priority, but: How fast does the bair beam move? Does the beam come out of his legs so this needs to be spaced properly? How big is the beam?... and all of this is for one move! Oh, and on the whole this is mostly balanced, but I have to mention how overpowered the dtilt is. Jolteon can dashdance at a massive speed to build up 50% or more while the foe can't do anything. I mean really... On the whole this is decent but it's my least favorite of the Eevee-lutions. Oh, and:

Darth Meanie said:
Jolteon's Charging mechanic confuses me, especially when you use language like this:

Jolteon charges by preparing his charge for the Charge Beam as long as he's fully charged. Now you can charge after charging as long as you're charged before you charge.

Yeah... No idea what you just said here. Like, at all.
I am in absolute agreement.

Flareon: Oh boy, a ripoff of Jolteon's mechanic which was a ripoff of Electrode already. It differentiates itself enough, though... This set has mass originality and it covers the details more than Jolteon, but what kills this Eevee-lution is the horrible balance. Flareon is completely and utterly broken. Granted, casuals might not be able to use him as well as possible, but in serious matches Flareon would be banned in an instant. Nearly all of his attacks involve regulating his temperature so it isn't really a big deal, and getting down to below 1000 is nowhere near as bad a threat as you say, him still having the Neutral Special to build up 1500 very easily since it's so quick. Passing that we get... Meta Knight, except he has no problem at all KOing. And the Side Special is worse than Mach Tornado- even with below 2000 this can alleviate any lead the opponent has and it isn't hard to get to a percentage where it's a guarunteed KO. This would probably be my favorite Eevee-lution if not for the balance, but it... isn't anywhere near that.

Espeon: At first this seemed more broken than Flareon. Imagine my surprise when it ended up as my favorite! This moveset has massive originality and playstyle, some of the greatest I've seen, and these are two of the most important categories, rivalling balance. The originality is so unique without being random, and the playstyle is so simple and so unique and ingrained that I can't believe nobody ever used it before. However, my earlier comment still stands; Espeon is slightly overpowered. Thankfully this isn't too bad due to how hard Espeon is to harness, but I would still recommend toning down the damage a lot on the specials (do you like 15 or something?) I would seriously main Espeon in a second and not just because I could win easily with him (though it's a component of it ;)).

Umbreon: "At first this seemed more broken than Flareon. Imagine my surprise when it ended up as my favorite! This moveset has massive originality and playstyle, some of the greatest I've seen, and these are two of the most important categories, rivalling balance. The originality is so unique without being random, and the playstyle is so simple and so unique and ingrained that I can't believe nobody ever used it before. However, my earlier comment still stands; Umbreon is slightly overpowered. Thankfully this isn't too bad due to how hard Umbreon is to harness, but I would still recommend toning down the damage a lot on the specials (do you like 15 or something?) I would seriously main Umbreon in a second and not just because I could win easily with him (though it's a component of it ;))."

...Indeed, this is the amount of deja vu I felt on Umbreon. All of the pros and cons to Umbreon are pretty much the same as Espeon- great originality and playstyle, hard to harness but broken once he is. I slightly prefer Espeon due to the fact that Umbreon's mechanic is slightly forced, but it's still a really cool thing to have.

Leafeon: Had this set been posted in MYM5 before movesets like Waluigi, Lemmy Koopa, The Kid, Metal Man and (my) Tingle I would have had nothing but praise for this, but now it seems like you're trying to play it safe with this Eevee-lution. He's a trap character, which gives him a playstyle and a wide range to go free, as well as being easily balanced. Really, I expect K.Rool to think of a better playstyle than this. The traps are more original than the usual fare and this is still fun, but... I still don't like it in particular.

Glaceon: Little to criticize here. This may be because I'm exhausted from reading all of these, but this is a solid moveset with no real cons. It unfortunately doesn't have anything too special going for it, but this is a very solid Eevee-lution and my second favorite after Espeon.

All of these Eevee-lutions are far from perfect, but the fact that they all remain interesting and they all have a unique playstyle (not so much with Leafeon) makes them all solid movesets. I have immense respect for you for putting them together, even if they all could have been better. I don't want you to do too much work, but I only want you to give them all their own uairs (it stopped being funny at around Flareon).
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
That's a... septuple posting?

Somebody forgot how to use the EDIT button.:p


I will have something to say about these sometime tomorrow later, when I finish reading them.
I most certainly did not. They're separate posts because they're separate movesets, sorry about that.

Reading through them all so far. Vaporeon seems really solid, straightforward; nothing to critique.

Jolteon's Charging mechanic confuses me, especially when you use language like this:

Jolteon charges by preparing his charge for the Charge Beam as long as he's fully charged. Now you can charge after charging as long as you're charged before you charge. (eight charges, two sentences, for those keeping score at home)

Yeah... No idea what you just said here. Like, at all.

EDIT: I just reread through some, and I think I get the mechanic, but seriously, clean up this part at least.
That part was a joke, man. I was poking fun at myself, and how much charging was involved in every attack description. The actual attack is described right after that.

Glad you like them so far, though.

I hate you so much right now, K.Rool. I was using you to make me feel better about how much I'm procrasting with movesets (hey, K.Rool slacks off, I can too!) but you apparently were working on seven movesets at once... ugg. Anyway,
;)

Vaporeon: I want to commend you for being able to think of original water-based attacks here. Water's been overused so much as a theme for sets, mostly back in MYM5, and you did a good job coming up with new ones. Granted, I would have preferred less moves using a FLUDD motif, but you did a splendid job coming up with original water-based moves... that said, Vaporeon is not without its flaws. The first one is the slightly unoriginal playstyle, which you admit yourself in the playstyle section. In essence, Vaporeon is a trap-based character (gasp) with all the interactions with his puddles. There's little to him beyond that, him being a power character without the power (which seems underpowered). It also seems like you added the mechanic booster final smash just to irritate Junahu. I still like Vaporeon, but it's not my favorite out of the Eevee-lutions.
He seems to be no one's favorite, and I admit he's not quite as adventurous as some of the others. My favorite thing about him - the one you don't mention - is the use of defensive attacks like Aqua Ring and how they tie in thematically with the puddle motif. But I'm not going to argue too much for this one, and I'm glad you liked him, anyway.

Jolteon: I'm sorry to act insensitive, but this is really Electrode 2.0. The mechanic is very, very similar, and the only difference is that Jolteon doesn't need to be using a move to charge. However, Jolteon is able to use his Down Special to charge just like Electrode, alleviating most of the playstyle difference. You also don't detail the mechanic enough: Does he start charging again once he begins a move or once he ends it? What is his charge level at the start of match or stock? The bthrow adds some confusion to the mix, saying that it requires a full charge: doesn't every move require this? You also miss some crucial details in some moves. Of course I don't expect you to mention petty details like, say, priority, but: How fast does the bair beam move? Does the beam come out of his legs so this needs to be spaced properly? How big is the beam?... and all of this is for one move! Oh, and on the whole this is mostly balanced, but I have to mention how overpowered the dtilt is. Jolteon can dashdance at a massive speed to build up 50% or more while the foe can't do anything. I mean really... On the whole this is decent but it's my least favorite of the Eevee-lutions. Oh, and:
:(

Jolteon is one of my personal favorites. The mechanic is only superficially similar to Electrode, since it limits him to attacking in waves, while Electrode can attack away and only has trouble KOing. Some of the things you mention were either too obvious or too irrelevant for me to mention, and some I just forgot. (sry)

He charges once the attack is input.

He starts at 0 charge, of course.

The BThrow is notable because your charge is expended when you use your grab, so it'll be tricky to hold on to them long enough to manage to fully recharge before they break away.

Balance and detail are trivialities that don't concern me unless they're dealbreaking, and it's shame that you found that they were in this case. The Bair, I thought, was mostly self-explanatory; small circular wave shoots out of his legs and travels backwards. I s'pose I could've mentioned how fast it travels, but...

Flareon: Oh boy, a ripoff of Jolteon's mechanic which was a ripoff of Electrode already. It differentiates itself enough, though... This set has mass originality and it covers the details more than Jolteon, but what kills this Eevee-lution is the horrible balance. Flareon is completely and utterly broken. Granted, casuals might not be able to use him as well as possible, but in serious matches Flareon would be banned in an instant. Nearly all of his attacks involve regulating his temperature so it isn't really a big deal, and getting down to below 1000 is nowhere near as bad a threat as you say, him still having the Neutral Special to build up 1500 very easily since it's so quick. Passing that we get... Meta Knight, except he has no problem at all KOing. And the Side Special is worse than Mach Tornado- even with below 2000 this can alleviate any lead the opponent has and it isn't hard to get to a percentage where it's a guarunteed KO. This would probably be my favorite Eevee-lution if not for the balance, but it... isn't anywhere near that.
Flareon's mechanic is seriously not at all like Jolteon's. In fact, I made Flareon before I made Jolteon.

The Neutral Special only saves you if the foe just sits there and lets you stand right in it. In a close-combat situations, and you having no access to your fire attacks, your chances of being able to set one up AND stand in it regularly are incredibly unlikely.

And the side special has significant lag, I say so myself. It's easy to block or dodge, and it's difficult to get to a situation when it doesn't totally debilitate your game anyway.

Sorry if I seem defensive. :cool:

Espeon: At first this seemed more broken than Flareon. Imagine my surprise when it ended up as my favorite! This moveset has massive originality and playstyle, some of the greatest I've seen, and these are two of the most important categories, rivalling balance. The originality is so unique without being random, and the playstyle is so simple and so unique and ingrained that I can't believe nobody ever used it before. However, my earlier comment still stands; Espeon is slightly overpowered. Thankfully this isn't too bad due to how hard Espeon is to harness, but I would still recommend toning down the damage a lot on the specials (do you like 15 or something?) I would seriously main Espeon in a second and not just because I could win easily with him (though it's a component of it ;)).
Excellent, thanks! Between you and me and everyone else reading this, Espeon was actually the one I had the most trouble with; glad he turned out good. I could tone down the damage, sure.

Umbreon "At first this seemed more broken than Flareon. Imagine my surprise when it ended up as my favorite! This moveset has massive originality and playstyle, some of the greatest I've seen, and these are two of the most important categories, rivalling balance. The originality is so unique without being random, and the playstyle is so simple and so unique and ingrained that I can't believe nobody ever used it before. However, my earlier comment still stands; Umbreon is slightly overpowered. Thankfully this isn't too bad due to how hard Umbreon is to harness, but I would still recommend toning down the damage a lot on the specials (do you like 15 or something?) I would seriously main Umbreon in a second and not just because I could win easily with him (though it's a component of it ;))."

...Indeed, this is the amount of deja vu I felt on Umbreon. All of the pros and cons to Umbreon are pretty much the same as Espeon- great originality and playstyle, hard to harness but broken once he is. I slightly prefer Espeon due to the fact that Umbreon's mechanic is slightly forced, but it's still a really cool thing to have.
Also excellent! What with this and Warlord's review, it seems Umbreon is fast becoming my frontrunner.

Leafeon: Had this set been posted in MYM5 before movesets like Waluigi, Lemmy Koopa, The Kid, Metal Man and (my) Tingle I would have had nothing but praise for this, but now it seems like you're trying to play it safe with this Eevee-lution. He's a trap character, which gives him a playstyle and a wide range to go free, as well as being easily balanced. Really, I expect K.Rool to think of a better playstyle than this. The traps are more original than the usual fare and this is still fun, but... I still don't like it in particular.
Hmmm. Alright, I guess. Plant-based traps was something I thought was pretty fresh, but if you say so...

Glaceon: Little to criticize here. This may be because I'm exhausted from reading all of these, but this is a solid moveset with no real cons. It unfortunately doesn't have anything too special going for it, but this is a very solid Eevee-lution and my second favorite after Espeon.
Oh, good. Glaceon was another I had trouble with, funnily enough. He doesn't have even half as much to work with as the first five, and doesn't have the more interesting elemental affinity of Leafeon.

All of these Eevee-lutions are far from perfect, but the fact that they all remain interesting and they all have a unique playstyle (not so much with Leafeon) makes them all solid movesets. I have immense respect for you for putting them together, even if they all could have been better. I don't want you to do too much work, but I only want you to give them all their own uairs (it stopped being funny at around Flareon).
Thanks for the commentary, Wiz! And the Uairs aren't supposed to be funny, they're supposed to be an excuse for making each of them one of their own that also makes sense thematically, since it's one of the few attacks they all can learn.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544
I most certainly did not. They're separate posts because they're separate movesets, sorry about that.
JK. It was just funny to me to scroll through the thread briefly.

Huh, K.Rool moveset
and another
and another
and another
and another
and another
and another
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Oh no, there's too much to read! I am aware of the update with Mighty Gazalle. I only notice the playstyle update. Could you tell us maybe specifically what you updated?

KRool has done a LOT of work. Congrats to him, he now has 8 sets in MYM6.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
KingK.Rool said:
The BThrow is notable because your charge is expended when you use your grab, so it'll be tricky to hold on to them long enough to manage to fully recharge before they break away.
The Neutral Special only saves you if the foe just sits there and lets you stand right in it. In a close-combat situations, and you having no access to your fire attacks, your chances of being able to set one up AND stand in it regularly are incredibly unlikely.
And the side special has significant lag, I say so myself. It's easy to block or dodge, and it's difficult to get to a situation when it doesn't totally debilitate your game anyway.
I'm sorry, I missed all of this stuff... you're right. I was kind of speed-reading them. :( The bthrow is still slightly confusing, but it's an apt punishment to speed-readers. I guess Flareon can still be slightly broken, but probably not.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Sorry for this random post, but I just want to say that I have a SM in development. I have posted the prologue. It is named "Falsehood Path". The link on user blog was accidentally named "Katapultar" though, a mistake on my behalf. Here is a post to it:

http://www.smashboards.com/news/blogs/135565/2182/katapultar’s-mym6-story-mode-falsehood-path

As said in the actual post, I will allow character requests and hope maybe people will give me some characters they want in.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Wow Rool. It takes some serious balls to post 7 movesets in a row. Partly because of the work involved. Partly because it's as much a parody of Multi-pokemon sets, as I ever hoped to see. But mostly, it's because, with one or two exceptions, no one will ever ever bother to read them all.
CONGRATULATIONS WIZZERD, YOU'VE BEATEN MY "NUMBER OF POKEMON SETS READ IN ONE SITTING" RECORD!
But, can I assume that the point of it was for us NOT to slog through all of them? I mean, the Eevee line of evolutions is all about choice, so obviously the point of 7 sets in a row is that we pick our favourite eevee's to read.

Obviously, I'm obligated to comment on the Eevee line, but I have other things to do first :p

!! Hold up! Where's Eevee in all this!?


Dingodile: Well done, Dingoldine is indeed impervious to pressure, and very much one of your best works to date. You're definitely improving now, and it's getting increasingly difficult for me to nitpick your movesets.

But I'm also starting to see some old Warlordian cliches;
(VV this isn't criticism, just observation VV)
Sets where there are long chains of moves devoted entirely to snaring an opponent into a specific KO move.
Devouring moves that are based on size so that combo-fodder characters can have a deus ex machina excuse for a good matchup.
Multiple suicide methods, and a playstyle that emphasises precious little else.

I'm not a fan of SD moves that can be used in any other situation that absolute desperation. You're implying that Dingodile wants to blow himself up, by emphasising it so heavily in his playstyle.

Oh yeah, and I'm sure you can abuse the overheating jetpack and stall underneath the stage for a significant amount of time
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Still reading them: Flareon is decent, although the worst of the ones I read so far. The Flame Sac system seems OOC and unfitting, but that's my opinion; a lot of moves and tactics feel a little redundant. Espeon is absolutely insane, brilliant, creative, and completely impossible. Either I don't get the Sixth Sense, or its completely broken, or its breaking the laws of physics for the sake of gameplay, possibly all three. Still reading.
I beg to differ! Flame Sac is weird, yeah, but it's literally pulled 100% from the only source material I have - his Pokedex entries. Just about all of them talk about how he can heat his flame sac to extreme temperatures and whatnot.

Glad you like (I think?) Espeon, although if you think that's insane, you should give Father Time a nice close look. ;)

Umbreon needs to get rid of black text, otherwise good. Leafeon seems rather like a worse Jumpluff to me, its mostly what one would expect from a plant based character to me. Maybe I'm spoiled when it comes to plant mechanics from your Jumpluff, but nothing paticularly strikes out to me, except the grab, which is quite clever.
Black text just HAS to stay! His color is black, after all, not grey!

As to Leafeon, it seems opinions are quite divided on him. Odd, considering he's supposed to be one of the most conventional/classical.

I like Glaceon, even though you utterly shamelessly stole Abomasnow's throw the throw is good. Nice playstyle for it too, although all the different ways to affect frostbite and chilling would be overwhelming to actually keep track of, its a good character.
I'm going to be totally honest; I never read Abomasnow. :embarrass:

All of them are great sets, although my eyes glossed over as I read them, so I'm probably missing some of the minutia you came up with, especially when it comes to Leafeon. Impressive feat there Rool.
Why thank you!

JK. It was just funny to me to scroll through the thread briefly.

Huh, K.Rool moveset
and another
and another
and another
and another
and another
and another
Heh, I know what you mean. That was completely what I was going for.

I'm sorry, I missed all of this stuff... you're right. I was kind of speed-reading them. :( The bthrow is still slightly confusing, but it's an apt punishment to speed-readers. I guess Flareon can still be slightly broken, but probably not.
That's totally alright, Wiz. The fact that you gave them all a real look excuses you from missing things here and there. Once more, it's appreciated. :bee:

Wow Rool. It takes some serious balls to post 7 movesets in a row. Partly because of the work involved. Partly because it's as much a parody of Multi-pokemon sets, as I ever hoped to see. But mostly, it's because, with one or two exceptions, no one will ever ever bother to read them all.
CONGRATULATIONS WIZZERD, YOU'VE BEATEN MY "NUMBER OF POKEMON SETS READ IN ONE SITTING" RECORD!
Very apt, as I'd expect. Yeah, spitting in the face of movesets like Steven (nobody will ever be blown away by one of those again, I think) was one of my goals. Showing that I'm not that concerned with reception was another.

Glad I succeeded in that. ;)

But, can I assume that the point of it was for us NOT to slog through all of them? I mean, the Eevee line of evolutions is all about choice, so obviously the point of 7 sets in a row is that we pick our favourite eevee's to read.

Obviously, I'm obligated to comment on the Eevee line, but I have other things to do first :p
If I were trying to make you slog through all of them, I would have combined them into one set. Obviously, commenting on as many as possible is appreciated, but yes, the idea was that everyone would find something for them among these. So far, it seems to be working.

And I look forward to your comments/critique/brutal analysis. ;)
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
Dingodile: Well done, Dingoldine is indeed impervious to pressure, and very much one of your best works to date. You're definitely improving now, and it's getting increasingly difficult for me to nitpick your movesets.
You were one of the people I was indeed hoping would like the set, and I'm glad the moveset scored with it's target audience. Now, if Krool could just get off his rear end and read the thing. . .

But I'm also starting to see some old Warlordian cliches;
(VV this isn't criticism, just observation VV)
Already answered these in the chat to you, but may as well get them down in writing.

Sets where there are long chains of moves devoted entirely to snaring an opponent into a specific KO move.
Dair to dtilt. Side special. 1 to 2 moves is a long chain? Noted.

Devouring moves that are based on size so that combo-fodder characters can have a deus ex machina excuse for a good matchup.
Devouring moves, sure, I've got plenty of those, but the last moveset of mine that really abused relying on the size of the enemy for it's effects was Al's fthrow way back when. Y'know, back when having a good match up against Meta Knight was actually original and surprising.

Multiple suicide methods, and a playstyle that emphasises precious little else.
Multiple suicide methods? Sure, though the side special's suicide is more of an obgliatory thing that would be awkward to not be there, considering what it's based off of. As for it not emphasizing much else. . .Psshaw. Nevermind those crystals and camping behind them like the ******* you are.

I'm not a fan of SD moves that can be used in any other situation that absolute desperation. You're implying that Dingodile wants to blow himself up, by emphasising it so heavily in his playstyle.


This is the main thing I can give you. It indeed is a bit strange to say the least, though considering how heavily it was implemented into Dingodile's playstyle there's little way around it. My take on Dingodile in the moveset was rather psychotic, what with the suicide bombing and the feral devouring.

Oh yeah, and I'm sure you can abuse the overheating jetpack and stall underneath the stage for a significant amount of time
Fix'd
 

Dokutayuu

Smash Apprentice
Joined
Oct 4, 2008
Messages
145
Location
UK - PAL territory!
Oh no, there's too much to read! I am aware of the update with Mighty Gazalle. I only notice the playstyle update. Could you tell us maybe specifically what you updated?
The playstyle section is entirely new and colour has been redone. Attacks have had missing info such as range and priority added. Acceleration time is now one second, dash attack, side and up special have been reworked. Final Smash is now different.

http://www.smashboards.com/showthread.php?p=8071035#post8071035

I kinda like Vaporeon, the puddle thing is clever.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Behold! Your master returns!

If you want an idea of what I was up to during my trip, check it out in the user blogs section.

I tried to play some catchup with the thread, but I don't know how I'll ever manage with the last page xD
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
JOLTEON
Jolteon honestly reminds me of MYM 4. Plenty of individual original attacks, certainly, but they’re not really linked together all that well, if at all. Of course, you try to pretend the problem isn’t there by letting the mechanic do the work for you, but I’d of liked to see more of a focus with the individual moves. The most we get for contributing to the playstyle is a couple moves that manipulate the mechanic and just making him good at everything essentially since he can so rarely attack.

Another issue that really bugs me is how such an original move as utilt can exist on such a boring button input. That’s another thing that makes this feel like a MYM 4 set. It was undoubtedly one of my favorite moves in the set and was the closest the moveset came to having a playstyle, but you downplayed it in the playstyle section and the fact you made it such a minor button input really shows how minor you thought it was. Like you with Envy’s zombies, I really would’ve liked to see that utilt be more of a focus.

Oh, and also, how can Jolteon’s uthrow chain grab when he requires a full charge to perform a grab? Of course, you can’t pick up on everything what with how quickly you’re making these guys, but I can’t believe nobody else noticed that yet.

Anyway, Jolteon does certainly have one thing going for him. . .He’s actually *gasp* balanced, something the other 3 Eeveelutions I’ve read so far (Yes, I read this after Espeon, commenting it first cause it’s more fresh in my mind) have severe problems with. His moveset is blatantly overpowered, sure, but when you can only use one of those attacks every 5 seconds, he has more an issue the other way around, if anything. Still, it’s not like you made him completely helpless when he was uncharged. Good job.

While I –do- prefer playstyle now, I’ve still got plenty of that MYM 4 spirit left in me too.
That is to say, I still like this moveset for it’s juicy individual attacks, but I prefer the playstyles of the other 3 Eeveelutions I’ve read thus far over Jolteon’s individual moves. It seems you’ve got a bit of every type of successful moveset in the Eeveelutions, really.

Oh, and I don’t see how Jolteon is remotely similar to Electrode either, Wizzerd. Electrode has to sit and charge, Jolteon charges up automatically. Electrode doesn’t instantly lose his charge, Jolteon does. While that does sound rather simple, they’d play nearly entirely differently, especially with Electrode’s heavy reliance on Explosion.

ESPEON
So I read this one next upon everybody’s recommendation, and I agree. It reeks of Father Time, but it’s thankfully not –quite- as blatantly un-Smash. One thing that this moveset inherited from Father Time, though, is moves that have no purpose but to interact with another, doing absolutely nothing otherwise. I’m all for move interactions, but I’d rather that nair actually have a purpose of it’s own as well. . .Oh wait nair is the only move like that in the set. Good, good. The other moves which are meant to specifically interact with another still are fun little moves all on their own, such as uthrow.

. . .Really, practically all the moves are connected to each other here, what with how they all have the same animation. Of course, it goes much deeper then that, but the sheer simplicity of the tilts having the same animation was a brilliant move, though I’m sure HR will still hate you for the dtilt anyway. In any case, the predicting playstyle is extremely interesting, and all the moves that make it all the easier are the icing on the cake. I didn’t think a move based solely off predicting foes would be possible (Pride), but you’ve sapped pretty much any and all potential there.

Of course, the real highlight of the moveset is sixth sense. While other moves are good at forcing foes into your (*shudder*) tilt traps or forcing them to use certain moves you want to, I’d never of been able to come up with a way to literally see the foes’ moves before they happen. It’s sickeningly simple, but it’s still so utterly brilliant. It’s quite possibly one of my most favorite moves ever. While not nearly as essential, I’m also pretty fond of the Prophecy, particularly in tandem with this move.

There’s really not much to critique here. The moves manage to be interesting throughout and the playstyle is extremely fluent, interesting, and unique – even more so then Umbreon, despite having more individual unique moves. Without a doubt, Espeon’s my favorite. Of course, he’s imbalanced as all hell, but aren’t all the Eeveelutions (Besides Jolteon, but he wasn’t a frontrunner among them anyway)? You might not want to give Espeon such a huge amount of time to see what the foe’s going to do with Sixth Sense. Once they’re hit by Sixth Sense, they’re nearly entirely helpless.

Overall, the moveset is what I’d hoped Father Time would be. It’s not as mind boggingly complicated as Father Time and you much more adequately explain what’s going on, so we actually have half an idea as to how he’d play. Easily one of my most favorite of yours. Sparkz insults your diety status with his moveset.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
JOLTEON
Jolteon honestly reminds me of MYM 4. Plenty of individual original attacks, certainly, but they’re not really linked together all that well, if at all. Of course, you try to pretend the problem isn’t there by letting the mechanic do the work for you, but I’d of liked to see more of a focus with the individual moves. The most we get for contributing to the playstyle is a couple moves that manipulate the mechanic and just making him good at everything essentially since he can so rarely attack.
Yeah, Jolteon was an attempt at making a playstyle more reliant on a mechanic than on the attacks. As you say, the idea was to make him good all around to compensate for his drawback. I never expected him to be one of the most popular, but I also think nobody can really object to him per se.

Another issue that really bugs me is how such an original move as utilt can exist on such a boring button input. That’s another thing that makes this feel like a MYM 4 set. It was undoubtedly one of my favorite moves in the set and was the closest the moveset came to having a playstyle, but you downplayed it in the playstyle section and the fact you made it such a minor button input really shows how minor you thought it was. Like you with Envy’s zombies, I really would’ve liked to see that utilt be more of a focus.
Huh, go figure; I didn't like the Up Tilt. In general I was trying to avoid any and all traps in this moveset - and, indeed, in Umbreon and Espeon as well - and, well, there's a limit to how much you can do, so I dabbled in a more major attack like that.

Oh, and also, how can Jolteon’s uthrow chain grab when he requires a full charge to perform a grab? Of course, you can’t pick up on everything what with how quickly you’re making these guys, but I can’t believe nobody else noticed that yet.
Oh, you're right. Mea culpa, I suppose.

Anyway, Jolteon does certainly have one thing going for him. . .He’s actually *gasp* balanced, something the other 3 Eeveelutions I’ve read so far (Yes, I read this after Espeon, commenting it first cause it’s more fresh in my mind) have severe problems with. His moveset is blatantly overpowered, sure, but when you can only use one of those attacks every 5 seconds, he has more an issue the other way around, if anything. Still, it’s not like you made him completely helpless when he was uncharged. Good job.
Oh, excellent. Although balance is never high on my list of priorities.

While I –do- prefer playstyle now, I’ve still got plenty of that MYM 4 spirit left in me too.
That is to say, I still like this moveset for it’s juicy individual attacks, but I prefer the playstyles of the other 3 Eeveelutions I’ve read thus far over Jolteon’s individual moves. It seems you’ve got a bit of every type of successful moveset in the Eeveelutions, really.

Oh, and I don’t see how Jolteon is remotely similar to Electrode either, Wizzerd. Electrode has to sit and charge, Jolteon charges up automatically. Electrode doesn’t instantly lose his charge, Jolteon does. While that does sound rather simple, they’d play nearly entirely differently, especially with Electrode’s heavy reliance on Explosion.
Well, exactly. Just as Junahu pointed out, the idea was to have something for everybody. Glaceon is the kind of mostly plausible character Ocon or Junahu might like. Vaporeon is heavy on move interactions. Leafeon uses traps and Espeon has the strongest concept, and so on.

ESPEON
So I read this one next upon everybody’s recommendation, and I agree. It reeks of Father Time, but it’s thankfully not –quite- as blatantly un-Smash. One thing that this moveset inherited from Father Time, though, is moves that have no purpose but to interact with another, doing absolutely nothing otherwise. I’m all for move interactions, but I’d rather that nair actually have a purpose of it’s own as well. . .Oh wait nair is the only move like that in the set. Good, good. The other moves which are meant to specifically interact with another still are fun little moves all on their own, such as uthrow.
To be honest, I never meant it to resemble Father Time, who I'd rather forget anyway. Thing is, the only thing Espeon's Pokedex entries agree on is that he's prescient. As to Nair, well, you caught me. I was quite out of ideas for that input and decided to make a rather generic enabler.

. . .Really, practically all the moves are connected to each other here, what with how they all have the same animation. Of course, it goes much deeper then that, but the sheer simplicity of the tilts having the same animation was a brilliant move, though I’m sure HR will still hate you for the dtilt anyway. In any case, the predicting playstyle is extremely interesting, and all the moves that make it all the easier are the icing on the cake. I didn’t think a move based solely off predicting foes would be possible (Pride), but you’ve sapped pretty much any and all potential there.
Heh, good to hear.

Of course, the real highlight of the moveset is sixth sense. While other moves are good at forcing foes into your (*shudder*) tilt traps or forcing them to use certain moves you want to, I’d never of been able to come up with a way to literally see the foes’ moves before they happen. It’s sickeningly simple, but it’s still so utterly brilliant. It’s quite possibly one of my most favorite moves ever. While not nearly as essential, I’m also pretty fond of the Prophecy, particularly in tandem with this move.
VERY good to hear. I loved that attack myself, since I was wondering how to have him see the future without breaking the laws of physics, and I think it's quite a sleek solution. I'm also glad everyone understood it, since, although it's a really simple concept, it's tough to describe.

I first considered making Prophecy and Sixth Sense the same attack; you had to prophesize correctly for Sixth Sense to turn on. I decided that putting my two best ideas into one attack was overkill, so I split them up.

There’s really not much to critique here. The moves manage to be interesting throughout and the playstyle is extremely fluent, interesting, and unique – even more so then Umbreon, despite having more individual unique moves. Without a doubt, Espeon’s my favorite. Of course, he’s imbalanced as all hell, but aren’t all the Eeveelutions (Besides Jolteon, but he wasn’t a frontrunner among them anyway)? You might not want to give Espeon such a huge amount of time to see what the foe’s going to do with Sixth Sense. Once they’re hit by Sixth Sense, they’re nearly entirely helpless.
Yeah, maybe. It's just balance, after all. :p

Overall, the moveset is what I’d hoped Father Time would be. It’s not as mind boggingly complicated as Father Time and you much more adequately explain what’s going on, so we actually have half an idea as to how he’d play. Easily one of my most favorite of yours. Sparkz insults your diety status with his moveset.
Heh, I'm loving how you declare one Eeveelution to be the best, then read another and change your mind immediately. That said, I think you've read the best of them, since Glaceon is what I consider the weakest and Vaporeon is hated by everyone. Flareon's pretty good, though, especially for a Fire-type.

And I completely forgot that Sparkz made Espeon. Man, that set was a while ago and had a ton of Pokemon syndrome...
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Espeon




Swim Time: 5/10. Espeon actually can stay in the water an average amount of time, despite being a cat.
Size: 4/10. Espeon is somewhat small.
Weight: 3/10. Espeon is also light too.
Running Speed: 7/10. Espeon is quite quick.
Traction: 7/10. Those claws really help in this department.
Power: 6/10. Espeon also has decent power.
Damage Racking: 8/10. Actual combos, and many a projectile.
KO Ability: 7/10. Many gimping and KO moves.
Attack Speed: 6/10. It can keep the hits coming as well.
Range: 6.5/10. Can’t touch this, na, na na na, na na, na na, Can’t touch... oh right, better stop.
Priority: 4/10. Below average.
Recovery: 1.5/10. Worse than Olimar’s, which is a big problem when compounded with low weight. Hey! I had to put a weakness in there somewhere!
Jump: 6/10. You know how high cats can jump...
Double Jump: 4/10. Even with psychic power helping it out, the second jump is mediocre.
Fall Speed: 4/10. When cats are falling from high spots, they stretch out all of their limbs, which creates a parachute-like effect, halving their fall speed. The same principle holds true here.
Crouch: 6/10. Cats can also crouch well too.
Crawl: Yes. Cats can crawl.
Wall Jump. Yes, but it isn’t particularly good.
Wall Cling. Yes. Hooray for claws!
Dash Dance: No.

Animations

Entrance Animation: Espeon comes out of an Ultra Ball.
When Hit: Espeon is cringing, and has eyes closed and a look of pain upon its face.
Idle: Espeon is just standing. Its tail will be twitching, and it will occasionally yawn.
Walk: Espeon is well..walking like a cat. Duh.
Run: Running...like a cat.
Crouch: Espeon is crouching, and looks like a cat about to pounce.
Roll: Espeon spins around while shifting into the background and moving forward. Looks like Roy’s roll from melee.
Jump: Enters the crouch position for a moment, and then leaps into the air like...a cat.(I seem to be basing a lot of this on cat movements, don’t I?)
Double Jump: Espeon’s gem glows for a short while, and then Espeon is launched into the air by its own psychic force creating an updraft around it. It also has the effect of pushing away enemies with the aforementioned wind.
Edge: Espeon has its claws dug into the ledge, and is just hanging there.
Helpless: Espeon is just flailing in midair while falling.
Fall: Espeon has all of its limbs stretched out, like a real cat falling.
Tumble: Just like helpless, but Espeon is spinning and isn’t upright and in control of the fall. Also, because cats always land on their feet, Espeon can get out of the tumble much faster than other characters.
Tech: Espeon instantly flips back on its feet.
Spot Dodge: Espeon sidesteps into the background for a short while.
Run Into Wall: Espeon runs into the wall, like a dog who skids on the floor into a wall, falls down, gets up, and then shakes its head.
Air Dodge: Espeon shifts to the side in midair. Is somewhat difficult to tell from regular falling.
Dizzy: Rather than get up and moan, it stands there, its head slowly swaying, with little ducks traveling in a circle around its head.
Sleeping: It curls up and goes to sleep.
Swimming: While floating lazily on its back, it is using psychic power to accelerate itself through the water.
Drowning: Espeon starts flailing in the water, and appears to be struggling to keep its head above water.
Shielding: Espeon uses Protect to create a force field around it. It is like Yoshi’s egg in that it doesn’t get smaller, just darker. However, Espeon can jump out of it like a normal shield. To make up for that, it fades faster than a normal shield when hit.
Tripping: Espeon’s feet slide out from under him, and he falls, lying on his side.
Lying on Back: Espeon is lying on its side, looking dead, but is breathing.

||||Moves||||

Button, move name, damage, angle of knockback, kill%

IMPORTANT! Backwards knockback means that the opponent is sent behind you, away from the way you are facing. Also, if I say that X attack is, say, 2 Espeons wide, it means 2 Espeons centered on Espeon, meaning only ½ an Espeon on each side. This only applies to when I use the word “wide”.


A. Tackle. 2%. 0 degree knockback. Can’t kill.

Appearance: Espeon tackles the opponent. It goes about as far as ½ a Bowser. It is very fast, but has a very small amount of lag as Espeon returns to its original position.

Uses: Either use this to follow up with the rest of the combo, or to interrupt an opponent. There are almost no uses of it apart from these.


AA. Bite. 3%. 30 degree knockback. Kills at 635%.

Appearance: Espeon bites the opponent. It has pathetic range, so it is a good thing that you are very close after Tackle. It is very fast, and has virtually no lag afterward.

Uses: Use after Tackle. That’s it.


AAA. Tail Whip. 1% per hit, 2% on the tip of the tail. 0 degree Knockback. Can’t kill.

Appearance: If you know what a “Rat Tail” is, then you will know what this looks like. Espeon turns around and whips the opponent with its tail very fast, like Diddy Kong, but instead of swinging his tail, he does something that is more like a rat tail. It can hit about 4 times per second, and starts up very fast, but has a small amount of lag afterward. It reaches about as far as Diddy Kong’s tail whip.

Uses: Either pin the opponent against a wall with it, or use it just to annoy enemies that you have interrupted with Tackle.


Dash A. Quick Attack. 7%, 4% at beginning of attack. 80 degree knockback. Kills at 410%, or 795% at beginning of attack.

Appearance: Espeon quickly accelerates to twice his normal running speed and continues on until he goes about as far as 2/5th of Battlefield. This move doesn’t hit as hard if the enemy is very close to Espeon, due to him not having any room to build up speed. This attack also does not stop at the edge, but will cause Espeon to slide off the edge like Mario’s cape dash trick Also, when Espeon skids to a halt, a large blast of wind that was pulled along in his wake overtakes him, and shoots forward, pushing all in its path. It acts like normal wind, covers an area about ½ of Battlefield by 2 Bowsers high, and pushes those closer to it harder, like normal wind. Espeon’s fur looks windblown as he stops. The wind does not appear when you dash off the edge. It starts up fast, but the skidding to a halt part is somewhat laggy at the end, although this is alleviated by the wind gust. Also, you can input almost any command while dashing, and it will cancel the attack and do the command while sliding forward about the length of 1/2 of a Battlefield platform. Also, you can crouch to stop without sliding. It is very similar to Fox and Falco’s illusion move.

Uses: This is a VERY versatile move to use. You can use this for a surprise attack, making an opening, approaching very fast, comboing at low% (but don’t overuse it, as your opponent will catch on and take advantage of the low priority)approaching while shielding, attacking while approaching, zipping off the edge to kill whoever is trying to get back to the edge,(but be very careful) using the wind gust to gimp foes with bad recovery, and using the wind gust to slow down or push away certain projectiles. USE THIS.


Trip A. Reflect. 6%. 0 degree knockback. Kills at 885%.

Appearance: As Espeon is lying down, suddenly a blue force-field/bubble appears around him, and Espeon springs to its feet. It is about 1.5 times as wide as Espeon, and is a half-sphere. It is almost instantaneous, and has a little lag afterward. The attack lasts for a little while, and goes away when Espeon gets up. It has a 25% chance of tripping the opponent as well. Also of note is that this move has amazing priority. It clanks with everything.

Uses: Use this for a safe get-up from tripping if the opponent always tries to attack you while you are down. Other than that, just roll away.


Lying Down A. Light Screen. 11% if all 6 hits connect. 15 degree knockback. Kills at 740%.

Appearance: As Espeon is lying down, suddenly a bunch of small, shiny, yellow hexagonal plate-like things appear in a half-sphere around him, and Espeon gets up. It is the exact same as Reflect, as far as dimensions and time go, but it looks different and it has average priority, and it can reflect projectiles. It looks like either Light Screen or Reflect in Pokemon XD Gale of Darkness, but I forgot which one.

Uses: Use this only if the opponent is stupid enough to just stand there next to you while you are lying down.


Ledge Attack under 100%. Take Down. 6%. 45 degree knockback. Kills at 210%.

Appearance: Espeon pauses on the edge for just a moment, and then, using the edge, vaults itself forward in a high speed tackle. It goes about the distance of Bowser lying down. If Espeon hits the opponent, there will be an explosion where you hit them, and you will bounce back slightly like peach bomber in melee. However, if you don’t hit anything, you will fall on your side and suffer about 1.5 times the lag of a missed peach bomber(brawl) while you get up.

Uses: Don’t use unless the opponent is incredibly stupid and just stands near the edge waiting to get hit. Any intelligent opponent will jump up and punish your lag when you miss. Don’t use.


Ledge Attack over 100%. Grass Knot. 11%. 45 degree knockback. Kills at 134%.

Appearance: Espeon appears to just stay on the edge, but he summons a bunch of grass out to about 1.5 times as far as the distance of Bowser lying down, which coils around the opponent’s feet and trips them. It actually happens quite quickly, and, at the same time, Espeon does the usual Take Down move, slamming into the opponent which just fell on their butt. Take Down does slightly more damage in this attack. Yay! Now you don’t have to worry about opponents who shield-grab or attack you when you come back up onto the edge! However, the jump-and-punish strategy still works on this move.

Uses: Same as above. You may be able to hit shielding opponents with this once or twice thanks to the element of surprise, but they will catch on quickly.


||||Tilts||||


Down Tilt. Cut/Covet(Cut normally, Covet when the opponent is holding an item). 5% for Cut, 9% for Cut’s sweetspot, 2% for Covet. 55 degree knockback backwards normally, 20 degree knockback sweetspotted, stun for Covet. Kills at 215% normally, 145% sweetspotted, can’t kill.

Appearance for Cut: Espeon reaches forward and claws the opponent in the face. Ouch! If you pause and zoom in, you can see Espeon’s claws. It extends about as far as Diddy Kong’s Ftilt. It comes out at a reasonable speed, and has little lag afterwards. The sweetspot is the front of Espeon’s paws, where the claws are.

Appearance for Covet: Espeon reaches forward and steals the opponent’s item, while at the same time zapping them with a small psychic shock. It stuns them like Falco’s laser, to prevent them from striking back. It reaches as far as Cut, and takes the same amount of time.

Uses for Cut: Use this as a combo move. The regular hit sets them up perfectly for Facade, and the sweetspot is great for canceling a Quick Attack into something else. You can also throw this out to interrupt your opponent, its above-average priority helping out here. Lastly, a sweetspotted Cut can be used as an unorthodox KO tool if the opponent manages to survive to that %.

Uses for Covet: Mostly, you will be using this to steal Diddy’s bananas, ROB’s gyros, and Snake’s grenades. With the grenades, you can use Psychic afterwards for the ultimate improvised attack. Also, in FFA’s, with items on, this can be useful. That’s about it.


Forward Tilt. Return. 2% to 10%. 45 degree knockback. Kills from 925% to 125%.

Appearance: Espeon charges forward, like the Take Down move. When he hits an opponent, hearts go flying, like peach bomber. He charges about 1 Bowser forward. If he misses, the lag is about the same as a whiffed peach bomber. Espeon bounces back a little bit when he hits someone, not nearly as much as peach bomber. It starts up in an average amount of time, but has some lag if you miss. The equation for this move’s power is as follows.
Amount of time in match/5 = x. x is the time interval for each power level. The numbers are as follows.
L1=2%, kill at 925%.
L2=4%, kill at 725%.
L3=6%, kill at 525%.
L4=8%, kill at 325%.
L5=10%, kill at 125%.
On matches w/o time, it counts as L3.
So, let’s try this out, shall we? Let’s try an 8 minute match. 8 min/5 = 1 min, 36 sec. Now, we just add. 0:00 to 1:36 = L1, 1:36 to 3:12 = L2, 3:12 to 4:48 = L3, 4:48 to 6:24 = L4, and 6:24 to 8:00 = L5.


Uses: Overall, this is a rather weak move, but it can be used for following up with Zen Headbutt. Just don’t use it very much, unless it is L5. Then, it can be used for some damage racking, comboing at low%, getting some breathing room, and possibly even KOing.


Up Tilt. Hidden Power. 3% to 17%. Varies.

Appearance: Espeon does one of 17 different attacks, with different size, priority, sweetspots, knockback and damage. WARNING! THIS WILL BE A LONG AND BORING SECTION WITH MATH EQUATIONS AND LISTS! SKIP IF YOU ARE EASILY BORED OR WANT TO GET TO THE REST OF THE MOVES! Now that we’ve got that out of the way, on to the math. This equation uses 4 variables, which are opponent, stage, the opponent’s color(A number 1 through 12), and a randomly generated number 1 through 17. The stage and enemy numbers are determined by the amount of letters in the name. Lower number of letters = lower number. If multiple names have the same amount of letters, then it is sorted by alphabetical order, with the lower # going to the one that is closer to aaaaaaaaaa. So, each stage and character number doesn’t change the one that it goes to. 75m will always have a value of 1. The different forms of Spear Pillar count as different stages, and all custom stages have the same number. Mushroomy Kingdom 1 and 2, Samus/Zamus, Zelda/Sheik, and Squirtle/Ivysaur/Charizard all have different numbers. So, the stage can be a number 1 through 45, and the opponent’s character can be a number 1 through 40(Remember, Espeon is included) stage # - character # = x. Convert x to its absolute value. Now you should have a number 0 through 44. If the number is divisible by 4 without a remainder, then divide the number by 2.5 and round. If the number has a remainder of 1, then it has a value of 4, r2 has a value of 7, and r3 has a value of 10. If the number is 0, than keep it as is. Now, you should have a value of 0 through 18. If your value is 5, 4, 3, or 2, then add your opponent’s color value. Now, your number should be 0, or a number 3 through 18. If your number is 0, than it is now 14. If your number is 18, 17, 16, or 15, then subtract the opponent's color value. You should have a number 3 through 17. Your number after all of these steps is the amount of damage that you will do with Hidden Power. The randomly generated number is the type of the attack. The knockback is a function of the power. If it says that a certain move kills at 100%, then the kill% is found out by inverting the percentage of full damage that hidden power is, moving the decimal place over 2 spots to the left, and multiplying that by the kill%, and add that # to the kill %. If it does full damage, then keep the kill % as is. Time for a demonstration! Let’s use the 100% value as our base kill%, and 12 as our power. 12/18 = ~71/100, 71%, inverted is 29%, move decimal to get the value of .29, 100 x .29 = 29, 29 + 100 = 129%. Done.
Bug: Espeon summons 5 Combees, which swarm around him. Starts with some lag, but has almost no lag at the end. Each bee stuns briefly. The last one knocks them at a 50 degree angle. Kills at 144%.

Dark: Espeon dims the screen a lot, and totally blacks out a small circle around him. Anyone in the circle is hit, and takes 70 degree knockback backwards. Starts with some lag, none while finishing. Screen goes back to normal. Kills at 164%

Dragon: Espeon roars, causing a shockwave to travel upwards. Shockwave has 60 degree knockback. Kills at 93%. Has some lag while starting and ending.

Electric: Espeon launches a lightning bolt upward, looking like thunder in reverse. Has 85 degree knockback backward. Has no lag while starting, but a little lag while finishing. Kills at 115%.

Fighting: Espeon attacks the closest person. He charges at them, punches them twice, kicks them once, and slams them upward with his tail. Has very little lag starting, and little while finishing. Each hit does very slight set knockback. The final hit knocks them upward at a 80 degree angle. Kills at 120%.

Fire: Espeon fires a blast of fire up, which slowly expands and eventually vanishes. Close up, it does full damage and knockback, but near the end, it only does half damage and knockback. It has some lag at the beginning, but little at the end. Has 75 degree knockback backwards. Kills at 88%.

Flying: A whirlwind appears around Espeon, about the same size and appearance as Clefairy’s whirlwind in melee. Has little lag at the beginning, and very little at the end. Multihit. Has 70 degree knockback. Kills at 125%.

Ghost: Espeon dims the screen, like Dark, and laughs evilly, while a Gastly appears and chases the closest opponent, doing damage and knockback when it connects. Comes out instantaneously, and ends with some lag. Has 50 degree knockback, and kills at 155%. Espeon is vulnerable while Gastly is out.

Grass: Several thorny vines come out of the ground, and wave around above Espeon. They hit 4 times total. Has little lag starting and ending. Has 60 degree knockback backwards, and kills at 133%.

Ground: The ground around Espeon shakes, looking exactly like Charizard’s down smash. It is even the same size. Has very little lag starting, but some while ending. Has 65 degree knockback, and kills at 149%.

Ice: Espeon fires a blizzard above him. It is the same as the Ice Climber’s blizzard, but it is aimed upward. Multihit. Has 75 degree knockback. Kills at 141%. Has very little lag starting, and none while finishing.

Normal: Espeon jumps a short distance into the air. Starts quickly, has some lag as Espeon falls back down. 90 degree knockback. Kills at 165%.

Poison: Espeon jumps up, avoiding the toxic water that just appeared on the ground underneath him. The water is a cloudy purple color and hurts. Has very little lag while starting, and very little while Espeon teleports back down. Has 55 degree knockback backwards, and kills at 149%.

Psychic: Espeon teleports a short distance into the air, with small purple orbs orbiting him, like Tabuu’s attack on a smaller scale. It can hit up to 6 times, with each orb stunning briefly. The last one does 55 degree knockback, and kills at 171%. It starts up instantaneously, and has no lag when you teleport back down.

Rock: Espeon has a large rock appear in front of him(where did he get it?), and launches it up into the air. The rock falls back down. If an opponent has the rock land on them, they will take 1.5 times the damage and knockback. The rock shatters, and 5 pieces fly away, each doing .2 times the damage and knockback. The attack has a little lag at the beginning, and some at the end. It does 65 degree knockback backwards. It kills at 123%.

Steel: Espeon takes an old, abandoned, rusty bicycle(Wha?), and tosses it in the air. It is the same as Rock, even down to the parts flying everywhere, and the damage multipliers. However, it has little lag while starting, and none while finishing. It kills at 127%, and has 85 degree knockback backwards. Also, this looks a little like Misty’s bike after it got fried. I wonder....

Water: Espeon fires a powerful stream of water into the air, knocking opponents upward, with 80 degree knockback backwards. It starts instantaneously, and has very little lag at the end. It kills at 117%.

Uses: Due to the complexity of this move, just try using it as the first attack against the foe to see what it is. All attacks can be used differently, but as a rule of thumb, low damage ones can be used as damage rackers, hitting the opponent multiple times before they can get out of range, or not used at all. Medium power ones can be used for following up with combos afterward. Finally, high power ones can be used for racking up damage just by connecting, and certain ones can be used for killing.(Dragon and Fire mostly) Overall, this is an unpredictable move, and can be either perfect for the situation or a waste of a move. Good luck with this!


Smashes


Down Smash. Confusion. 14% to 20%. 35 degree knockback. Kills from 112% to 84%.

Appearance: Espeon spins around, gem glowing, and then, a bluish psychic aura envelops Espeon, which is about 1.3 times wider than Reflect, meaning, after some math, that it is about 1/2 an Espeon wide on either side. It is still a sphere though. This move hits 8 times, doing damage with each hit, and lasting for 1 second. It has some lag at the beginning, but not that much, and larger than usual lag at the end. The duration of the attack increases to 1.5 seconds when you hit a foe with it, like Pikachu’s down smash.

Uses: This move can either be used for punishing, killing, playing keep away, and intercepting assaults. All in all, quite versatile. You can use this to kill at medium percentages, or you can throw this out to create a pseudo-wall to protect you for a second, or you can use this to create an unpleasant landing for anyone using stall-then-fall moves above you, trying to hit you. Only high priority moves can hit through this, making it a much less annoying version of mach tornado. An indispensable weapon in Espeon’s arsenal.


Forward Smash. Last Resort. 1% to 56%. 45 degree knockback. Kills from 999% to 15%.

Appearance: The same as Take Down, but it goes 1.25 times as far, and has starting lag as long as the amount of time for Dedede's Fsmash(Total, not startup). Otherwise, it is the same as Take Down. The equations for the damage and knockback are as follows.(Oh great, more math) The damage uncharged is equal to your damage divided by 3. This is capped at 40% uncharged. Fully charged, it does 1.4 times the damage. The knockback is equal to 999 - your damage x 9.5. Fully charged, it does 1.5 times the knockback. An easier way of finding out the fully charged kill% is to multiply the kill% by 3/4. The knockback is capped at 20% kill uncharged. So, the more damage that you have, the more lethal this move is. Time for some equations! 20% = 7%, kills at 809%
40% = 13%, kills at 619%
60% = 20%, kills at 429%
80% = 27%, kills at 239%
100% = 33%, kills at 49%

Uses: Use this move sparingly. Only try to land it if you are good at predicting which way the opponent will go. If you can land Dedede’s forward smash consistently, you are good to go. It can be used for damage above about 60%, and can be used for killing when you are above 95%. You should never use this below 50%. Exceedingly deadly when you are above 90%, but be careful. If you miss at those percentages, the opponent WILL kill you. A high risk, high reward move.


Up Smash. Secret Power. Varies. 90 degrees. Varies.

Appearance: This move turns into a different attack depending on which stage you are on. On with the list!

75m, Mario Bros. 12% to 17%. Kills from 148% to 111%.
A fog of pixels appears around Espeon, being the same size as Psychic. This hits 9 times, and has little lag at the beginning and end.

Battlefield, Bridge of Eldin, Castle Siege, some forms of Delfino Plaza, Luigi’s Mansion, Mushroomy Kingdom I and II, New Pork City, Pokemon Stadium 2 Ground Form, Spear Pillar, WarioWare, Yoshi’s Island Brawl, the Fire, Ground, and Water forms of Pokemon Stadium, Hyrule Temple, and Custom stages. 18% to 24%. Kills from 88% to 66%.
Espeon quivers for just a moment, and shifts to the side as he makes a giant spire of rock crash up from the ground. It is as wide as Espeon, and as tall as Squirtle’s up smash. Be careful not to sidestep into the enemy’s attack! It comes out in a slightly larger than normal amount of time, but has a lot of lag as the spire slides back into the ground.

Some forms of Delfino Plaza, Hanenbow, Pirate Ship, the sea form of The Summit, and Jungle Japes. From 16% to 22%. Kills from 124% to 93%.
Espeon looks upward, and a geyser of water with infinite downward range, about as wide as Espeon, shoots upward from off the bottom of the stage, going up until it reaches Espeon. Can only hit foes either overlapping you, or below you. Little lag starting, but a decent amount while finishing.

Distant Planet, Green Hill Zone, Mario Circuit, Green Greens, Pokemon Stadium Grass Form, and Yoshi’s Island Melee. 12% to 17%. Kills from 136% to 102%.
Looks the same as Hidden Power Grass. It even hits 4 times and is as tall. The same amount of lag, too. The only differences are that it does different knockback and has a different trajectory.

Noirfair, Brinstar. 16% to 22%. Kills from 100% to 75%.
The exact same as the water one, but it does more knockback. It also uses lava/acid instead of water.

The Summit Normal and Sliding forms, and Pokemon Stadium 2 Ice Form. 18% to 24%. Kills from 76% to 57%.
Instead of a spire of rock, Espeon summons several tall icicles, which stick out of the stage and impale the foe. It is like the ground attack in lag and height, but it is 1.5 times as wide. Very deadly.

Final Destination, Flat Zone 2, Frigate Orpheon, Halberd, Lylat Cruise, Pictochat, Pokemon Stadium 2 Normal, Electric, and Flying forms, Port Town Aero Drive, Rumble Falls, Shadow Moses Island, Skyworld, Smashville, Big Blue, Corneria, Onett, Pokemon Stadium Normal Form, and Rainbow Cruise. 0%. Can’t kill.
Espeon looks down very fast, like Squirtle’s up smash, and a large gust of wind shoots upward, with infinite vertical range. Charging increases the horizontal range, from only above Espeon to 3 Bowsers wide. The whole gust acts as powerful wind, like that found at close range to most windy attacks. It has some lag for the beginning and cooldown. It can be used to kill opponents off the top of the screen above you, and it is especially deadly on the Pokemon Stadium 2 Flying Form stage.

Uses: This move is mostly used for kills. This is a good move to hyphen smash, or DACUS. Mostly you will be using the Ground Form, but when you are using other forms, surprise opponents with their unique ranges. This should be kept fresh as a KO move, and used as your main killing smash. The Air Form is unique, and can and should be used whenever the opponent is off the screen above you to get a kill at any %. This is a very good move, and is a great KO move despite its many variations.


||||Aerials||||


Nair. Iron Tail. 7% normal, 12% sweetspotted. Varies. Kills at 197% upwards, and 126% upwards sweetspotted. The other kill%s I can’t give you, because of the varying trajectories, but the speed of the opponent after the hit is the same, regardless of direction. So, it is the same attack, but in different directions.

Appearance: Espeon does a frontflip/backflip/twist and slams the opponent with its glowing tail in a direction which is determined by the position of the opponent relative to Espeon. It can be in 8 directions, which are above(90 degrees), below(90 degrees downward), in front of(0 degrees), behind(0 degrees backward), above and in front of(45 degrees), above and behind(45 degrees backward), below and in front of(45 degrees downward), and below and behind(45 degrees downward and backward). It has a sweetspot at the tip of the tail, and it has some lag starting, and little finishing. During the starting lag, Espeon stalls in midair for a moment, and you can press a direction to shift Espeon in that direction slightly. You should use this trick to hit an opponent with the sweetspot. The attack has length a little longer than Mario’s bair. Although Espeon brings his tail around, the hitbox is only out for a brief time while swinging. This doesn’t hinder hitting with the attack, but it does keep you from, say, hitting an opponent above you with the downward version.

Uses: This move has several uses, and the most notable ones are: using the upwards ones for killing, using the sideways versions to get an opponent off the edge, and using the downward ones as a ferocious edgeguarding tool. They are very good spikes, and the downagonal(new word!) ones can’t be meteor canceled. Their above average range helps them to cut through up-b’s, but there are 2 big problems with using this to spike. First, it has a decent amount of startup as far as aerials go, and second, you can’t go out too far. You have to do this within a certain distance of the edge to get back with double jump, or else you will have to use your recovery, which should NEVER be used. Despite these limitations, this move is quite good, and gives opponents another move to be careful of, especially off the edge.


Dair. Rain Dance. 12%. 90 degrees downward. Kills at 153%

Appearance:. Espeon spins around, with a ring of water around him. The ring is 2 Espeons wide, and ½ an Espeon tall, and has little starting and ending lag. Also, the screen dims slightly.
Uses: You can use this move as a spike to edgeguard. Due to the horizontal range, you can short-hop this near the edge to kill opponents who don’t try to grab the edge from below. A typically typical spike.


Uair. Sunny Day. 12%. 90 degrees. Kills at 153%.

Appearance: Espeon does a flip, with a column of fire around him. It is as wide as ½ an Espeon, and is 1 Espeon tall, both above and below him. It has the same lag as Rain Dance. After that, the screen brightens up.

Uses: Use this as your aerial attack when high up. It has all of the uses of a normal up air. It is a typically typical move.

Bair. Facade. 8%. 45 degrees. Kills at 141%.

Appearance: Espeon shifts back into the foe, looking very similar to Lucario’s Bair. It has slightly less range than that move. It has about the same lag as Toon Link’s Bair.

Uses: Due to the knockback, and the angle, you can chain this like Toon Link’s Bair. You can also do a(rather low priority and range) Wall of Pain. Also, this is your bread and butter attack for combos. This is a very useful aerial, and is probably the most used out of all of them.


Fair. Zen Headbutt. 6% normally, 16% when sweetspotted. 60 degrees normally, 20 degrees sweetspotted. Kills at 545% normally, 88% sweetspotted.

Appearance: Espeon leans backward, and then rams its head forward. This move is quite laggy, as laggy as Mario’s Fair for starting, but finishes rather quickly. Espeon moves forward a little bit during the attack. It has range roughly equal to Zelda’s lightning kick. For most of the attack, it is weak, but at the end, at the gem, it is very powerful. This is a difficult move to hit with, but there is massive payoff when it connects. For some reason, this move reminds me of the Knee of Justice.

Uses: This move is a KO move, pure and simple. A unsweetspotted one can be followed up by Iron Tail or Facade, but is pretty much worthless. A sweetspotted one can deal good damage, and kill. This is(yet another) great killing move. However, it is somewhat tricky to land. It is similar to hitting with Zelda’s lightning kick in melee. Never forget that you have this!


||||Grabs ||||


Grab. Attract.

Appearance: Espeon does an adorable look, and the opponent stays where they are, with a “that kitty cat is so cuuute!” look on their face. It has about the same size and lag as Dedede’s grab. If you grab another Espeon, then there will be hearts floating up from the other Espeon.

Uses: (Facepalm) If you looked at this hoping to find the use for a grab, then you are pathetic. Shouldn’t you know what you can use a grab for!


Grab A. Mud Slap. 4%.

Appearance: Espeon kicks mud into the opponent’s face. This takes as long as ROB’s grab attack. This attack significantly reduces the opponent’s grab time, which is why it does that much damage. After all, would you adore a kitty that just kicked mud into your face?

Uses: Only use once, and only if the foe is above 50%. Not recommended.


Down Throw. Dig. 8%. 75 degrees. Kills at 360%.

Appearance: Espeon burrows underground at a rapid speed, staying under for a moment. Right as the enemy snaps out of the effects of Attract, Espeon erupts out of the ground underneath them, doing damage and sending them upwards. When he does this, there is a cloud of dust that hangs around the spot where he came out for about 1 second. Espeon launches a little bit into the air, coming down quickly. This attack has a large amount of lag as Espeon digs and stays under, but there is little ending lag.

Uses: This move sends the opponent into the air, which can be used for comboing. Also, you can chain-grab fast falling characters with this, but not very long. It usually ends at 20%. A useful grab.


Up Throw. Swift. 3% for throw, 5% for stars, 8% total. 90 degrees for throw, stun for stars. Throw kills at 730%. Stars can’t kill.

Appearance: Espeon flings the opponent into the air with psychic power, and shoots them with 6 stars, with the same size, speed, and lag as Staryu’s swift attack. This tosses the opponent high into the air, like Fox’s up throw. At higher percentages, the opponent can DI out of the way of the stars. There is some lag starting, but very little finishing.

Uses: There are some uses, like attacking the opponent in the air, but otherwise, this is an inferior throw. Dig is better.


Back Throw. Future Sight. 10%. 35 degrees backward for throw, 70 degrees for attack. Throw can’t kill, but the attack kills at 255%.

Appearance: Espeon’s gem glows for a split second, and then he flings the opponent backward(psychic power) with set knockback the distance of ½ of Ness’s forward throw. Wait! That did no damage! But never fear, 15 seconds later, the opponent is hit by a psychic blast, seemingly out of nowhere. The attack isn’t stackable, so you have to wait for them to get hit until you can put another attack onto them. It has the same lag as Swift.

Uses: This is a throw that is either excellent or horrible depending on who you ask. The opponent doesn’t take any damage, and they are out of your grab, so some might choose to eschew this in favor of something like Dig or Toxic. However, if you use this, it can strike at a convenient time. It is always great when this hits right before they try to kill you, or in the middle of being comboed, and puts fear into the heart of the opponent. Overall, this is a good throw, but it is up to you whether to use it or not.


Forward Throw. Toxic. 10% total. 45 degrees. Can’t kill.

Appearance Espeon sprays the opponent with purple sludge at the same time that he uses psychic power to toss the opponent forward with set knockback equal to Ness’s forward throw. It does 1% per second, for 12 seconds. It has lag equal to Swift.

Uses: This move is used for damage, pure and simple. You can also use it to get the opponent off the edge. Overall, Dig is better, because at least you can follow that up with another move. However, it is far from worthless.


||||Specials||||


B. Psybeam. 4%. Varies. Upward form kills at 750%.

Appearance: Espeon shoots a beam of psychic energy forward. It looks the same as Gamyga’s blast, but smaller. It has the same lag and interval between shooting times as Pit’s arrows. It travels slightly slower than them though. What makes this move unique is being able to aim it. You can aim it up, down, sideways, or diagonally. When it hits an opponent, they go flying in the direction that you were aiming. So, if you were aiming sideways, then they would have 0 degree knockback.

Uses: This is one of Espeon’s best moves. Whenever you are at a distance, use and abuse this. It is your main projectile. It is quite good when they are at a distance, as it knocks them backwards, and you can also hit aerial enemies with ease. You can also fire this over the edge to gimp foes easily. USE THIS.



B Down. Psychic. Varies. Varies. Varies.

Appearance: Espeon has pretty colors appear around him for a short while, looking like he got a smash ball, doing nothing. But, when a projectile hits him,(counts as any hitbox that is completely separated from the character that is using it) then he will do some neat stuff. All attacks go very fast, except for the water one.

Fire: Espeon spins the fire around him, making a fire tornado. Is 2 Espeons wides and 4 tall. Multihit.

Item: (Anything that is solid) Espeon tosses it back at the foe, 1.5 times as fast.

Explosion: Espeon puts a sort of a psychic cage around it, open at one end, so when it explodes, it acts more like a rocket with the engine pointed at the opponent.

Energy: Espeon fires a beam of white light at the opponent about as wide as a Ray Gun shot. You can aim it up, down, sideways, or diagonal.

Ice: Creates a blizzard in front of him. Same dimensions as the Ice Climber’s blizzard. Multihit.

Aura: Fires a shockwave of blue energy at the opponent. Aimable. 1 Bowser tall.

Electricity: Espeon absorbs the shock, and is able to walk around afterward. If you pause and zoom in, you can see that his hair is sticking up, and little bolts of lightning are crackling around in his fur. When you get within about the radius of one Battlefield platform, Espeon will automatically discharge all that static on the opponent in the form of a lightning bolt that never misses.

Gas: Espeon enshrouds himself in it, forming a circular cloud around him about 4 Espeons wide. Any opponent that enters this cloud will be taking 3% per second. It goes away after the opponents have taken the full quota of damage or Espeon is K.O.d. No knockback.

Water/Oil: Espeon unleashes a wave as tall as Bowser, and traveling 1.5 times as fast as Piplup in the direction that he is facing. When it hits an opponent, it falls down on them, doing damage. It ends at the end of the platform.

The window for these are very small, you only having about half the time of Lucario’s double team to pull this off. When one is absorbed, you wait for 1/4 of a second to absorb another one, allowing you to absorb rapid-fire projectiles. The attacks discharge automatically. You can absorb stuff in the air as well. The damage done is 1.25 times the amount of damage absorbed. The knockback is 1.25 times the knockback of the projectile, and the trajectory is the same as the attack absorbed. You can also absorb certain stage hazards as well, but I am to lazy to include that list. This is long enough already.

Uses: If you can master the timing of this, use this any time a projectile comes your way. Eventually, your opponent will be too scared to use any projectile at long range, and you can Psybeam the heck out of them without fear of retaliation whenever they are at long range. It is also very flashy as well. Great for combo videos! USE THIS.


B Up. Hyper Beam. 24%. Varies. The upward one can kill at 66%.

Appearance: Espeon leans back a little, and after a pause of about the lag of Dedede’s forward smash, Espeon fires an enormous multicolored energy blast with infinite length, and about as tall as Bowser. It lasts half as long as the laser on Spear Pillar. It stops when it hits a wall. It can also be aimed, just like Psybeam, but in any direction and the knockback is dependent on the direction as well. There is also the Spear Pillar static where you will fire as well. It sounds like the most broken move in the game, right? WRONG! With good timing, it can be shielded, and it has enormous lag/recharge time afterward. 1.5 times as long as Jigglypuff’s rest, to be exact. If they shield, or if it misses, or even if it kills, you will be hit with a fully charged(fill in name of powerful attack here), which is bad, and renders it virtually useless. For recovery, it launches you in the opposite direction that you are aiming, as far as a mostly charged Diddy Kong rocketbarrel blast. This would be a great recovery, if not for the horrible lag afterward.

Uses: There is only 1 practical use for this. Use it when recovering. Not to recover, no no. Use this to kill the edgeguarder. You will die afterward, guaranteed, but you were going to die anyways. Make it count. First, if they are hanging on the edge, toss a Psybeam or Shadow Ball over there to get them off. If they are on the stage, then use Signal Beam. Now, blast them. Some good places to aim for are above them, and at the edge. If you get good enough with this, then they will be very afraid to try to edgeguard you.


B Side. Shadow Ball. 3% uncharged, 13% fully charged, 16% explosion. 55 degrees. Kills from 885% to 114%. 101% for explosion.

Appearance: It is the exact same as Lucario’s aura sphere as far as lag and size and charging time and speed. The only difference is that you don’t see the Shadow Ball when charging, and that it sends you farther backwards when used in midair. It also always flies straight and is dark purple instead of blue. Also, if you shoot a Shadow Ball with Psybeam, it explodes, with range about half as big as a Blast Box explosion .

Uses: It has the same uses as aura sphere, but is outclassed at long range by Psybeam. It is hard to hit a foe with the explosion, but has great payoff if you can have it connect. Also, you can use the recoil from an aerial Shadow Ball as a recovery when you are high up.


Final Smash. Giga Impact. 42%. 45 degree knockback. Kills at 31%.

Appearance: Once you press B, Espeon is still, and you control a little targeting crosshair. You can move it around at about the speed of the Dragoon crosshair, and press A to have Espeon charge toward that spot. Espeon has super armor while you are aiming, and if you haven’t pressed A after 7 seconds, then it automatically fires straight up. Once you press A, Espeon charges toward the target with a whitish-blue aura around him, like the falling stars in the PK Starstorm, at the speed of bunny hood sonic’s run. If an item, the stage, or another player gets in the way, then they will be hit instead. It is slightly homing. Once Espeon hits the target, there is a very big explosion, they go flying, and Espeon bounces backwards. Then Espeon uses Protect for the 2 seconds that it takes to charge back up. The only problem with this Final smash is that it can only hit one player. So, it acts like a cross between Dragoon, Quick Attack, and PK Thunder Missile.

Uses: Kill whoever you want to.


Up taunt. Morning Sun.
Espeon becomes very still and peaceful looking, and a beam of sunlight lands on it.


Side taunt. Flash.
Espeon makes a flashy light show of pretty colors appear around him.


Down taunt. Growl.
Espeon lets out a large roar.


Victory 1.
Espeon curls up and falls asleep.


Victory 2.
Espeon is levitating rocks above his head, spinning them around. He is apparently enthralled.


Victory 3.
Espeon fires Hyper Beam at the camera, turning the screen to static. You can still see the results and stats. You can also go back to the character select screen.


Loss.
Espeon claps, with 2 large hands made out of psychic energy.

Colors.
Normal
Shiny Espeon. ITZ GREEN!
Espeon in an Umbreon suit.
Espeon with a wizard hat.
Espeon with sunglasses where the lenses are little suns. Depending on your opinion, this is either the best one, or it makes Espeon look like a mentally handicapped beachgoer. Your choice.
Espeon with Jigglypuff's crown. Did Espeon use Covet to get it?

Kirby hat. Kirby copies Espeon’s ears and tail. Kirby copies Psybeam too.


Playstyle. Furious Feline.
Espeon is deadly in any hands, and you should abuse that fact. You can rack up damage and kill in record time, but you can also be killed easily. There are a few tricks to survive, like DI’ing upward to recover with Shadow Ball, but one of the most important parts is taking Azen’s words deeply to heart, and DON’T GET HIT! With that abysmal recovery and weight, you can't afford to. You need to learn defense to be a good Espeon player. The ease with which you can be KO’d is not pretty, so you need to learn to dodge, and shield a lot. One of the most important parts of Espeon's game is its projectiles, and knowing when to use each one. The foe will be forced to do something about the barrage, and they have 2 options. Spam back(Use Psychic) or attack at close range, which Espeon likes. Should they attack at close range, use one of your fast moves to interrupt them, and start a vicious chain of attacks. Once they are at high damage, use one of your plethora of finishing moves to kill them. The gimping game should not be overlooked for killing either. Between Iron Tail, Rain Dance, Psybeam and Signal Beam, foes should be very afraid offstage. The playstyle of Espeon is quite similar to Fox in Melee, as far as attacking intelligently goes. Espeon is lethal in the right hands, but excersise caution, as the next player who is good at defending can destroy most inexperienced Espeons. Oddly enough, defense more than offense seperates the mice from the men. Now get out there and slaughter the competition, but do it with caution.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
K.Rool's Espeon > SparkZ's Espeon that Khold reposted

And yes, I have read Espeon so I can say that with confidence. Seriously, 6th Sense and Prophecy were two of the coolest concepts for moves I've ever seen. The tilts which are so important to his playstyle were very interesting indeed, especially since it was a very valid use of "two moves which start the same for mindgames." Instead of making the DTilt a random stronger version of the other two tilts, why not give it a new, third effect to make your opponent have to guess even more what might happen! Something like a wierd status change that can potentially be useful or harmful depending on the circumstances.

The playstyle itself was indeed very cool. It was like Gwen from MYM5 but with even more emphasis on both Espeon and his opponent reading each other's minds. It's like the very incarnation of mind-games, making him a very interesting character if he were actually on Brawl's roster.

So yeah, great work, and hopefully I'll get a comment on Umbreon soon since he's my favorite Eeveelution. =D
 

Koppakirby

Smash Cadet
Joined
Aug 13, 2009
Messages
52
Based on K. Rool's Eveelutions.

Music while you read:
Ice Path: http://www.youtube.com/watch?v=ALBTQMzD2so
Trainer Battle 5: http://www.youtube.com/watch?v=JUYxlW7wEEY&feature=related
Lance/Red Battle: http://www.youtube.com/watch?v=90ixY6Da0g8&feature=related
Gold/Silver Rival: http://www.youtube.com/watch?v=dAbz_HPMA9k&feature=related
Dragon's Den: http://www.youtube.com/watch?v=vDqZ7beNzyU&feature=related
Ruins of Alph: http://www.youtube.com/watch?v=Iz8NqZ4nZPM&feature=related


Delibird


The Delivery Pokemon



Delibird is the Delivery Pokemon, a dual Ice-Flying type usually found on mountain peaks. Delibirds Can only learn the unique move 'Present' on their own, but can learn a very good range of various other moves as well. Delibird is used for delivery purposes, but is also a decent fighter. It has been known to share food it keeps curled in it's tail with lost travelers.

Delibird is a agile flying type, and has some powerful ice and fighting type moves thrown in. It's signature move, present, will be used as well. Delibird is ready to brawl, with an impressive arsenal of attacks.

Stats


• Weight ~ 3
• Run ~ 6
• Fall ~ 5
• Traction ~ 7
• Power ~ 4
• Attack Speed ~ 5
• Jump ~ 5
• Wall Jump: Yes
• Wall Cling: No
• Fly: Yes
• Float: No
• Crouch: Yes
• Crawl: No

Delibird is a fairly light Pokemon with a okay speed and good attack speed. It can also fly, which is a plus. He has fairly average stats in the other categories. He's pretty average except for speed.

Mechanics

1. Flight
Delibird's flight is very similar to Pit's, it's Up Special, Fly, will bring you into a Pit-like flight, but it has a gimmick that will explained there.
2. Food Storage
Delibird's Down Special, Food Storage, allows him to pick up food items near him and use them later. More information on this in the Down Special.
3. Vital Spirit
Delibird cannot fall asleep. That's final.
4. Rain Dance
Delibird's Neutral Aerial, Rain Dance, can make the floor slippery underneath him and sets up for his Down Throw.

Specials



Neutral Special ~ Present
Delibird pulls a glowing white ball out of his bag. He'll throw it, doing 5% damage if it connects. The longer you hold be the farther it will go. It won't vanish after hitting the ground or opponent though. After 3 seconds of sitting on the ground, it will do one of either two things, which each have of 50% chance of happening. It could explode, doing 15% percent damage with a large hitbox and knockback. Or, it could turn into an apple, which eaten recovers about 8% HP


Side Special ~ Blizzard
Delibird will lift both his arms up high, creating a blizzard of snowy projectiles. This attack will last as long a you hold the special button and side direction. Delibird will shoot out multiple snowy projectiles at a extremely fast rate. Each of these snowy projectiles do 2% damage, but they usually hit in groups of 5, and you can have an endless stream. They go about the length of two Olimars before vanishing. There's a 17/128 chance that it will freeze an opponent like a Freezie does.


Up Special ~ Fly
Delibird will flap his arms violently and take off into a 7 second flight at longest. It's unlimited flight, which functions like Pit's flight and his Up-special, but after Seven second Delibird will look on to the nearest opponent and dive bomb in his or her direction sometimes into the KO zone. Dive Bomb does 12% damage.


Down Special ~ Food Store
Delibird is known to keep food stored within it's tail. With this move, that's exactly what it does. When this move is used near a food or health recovery item, Delibird stashes it. It can hold up to 5 of them before it can't pick up any more. When using the move anywhere else(After stocking at least one food peace) it will use a random food item picked up and heal with it, unless there was only one, then it will use that one. If there is no food stocked, it will not do anything.

Standards



Jab ~ Quick Attack
This jab hits with unfathomably quick speed. However it has very little range and has to be used very close to the opponents, but is very easy to rack up damage with this move and linking other moves to this one. In This attack Delibird performs a tackle technique, but quickly returns to his original spot. 3%

Dash Attack ~ Ice Punch
Delibird stumbles forward, his hand glowing and then jabs his fist forward, sparkling with frost. This ice attack can really flinch an opponent, and it has a very low(5/128) chance of freezing them. This attack does 6% damage.

Tilts


Forward Tilt ~ Hidden Power
Delebird will suddenly glow brightly and fire a barrage of ice-flying mini-meteors in front of him that travel the length of1.5 Pikachus. Normally, this would do 8% damage, but depending how much damage Delibird has taken, it will do more. If the damage is over 25, it will do 13% damage, if over 50 it will do 18% damage, Over 75 it will do 23% and so on.

Up Tilt ~ Secret Power
Delibird glows and fires a short-range beam into the air. Depending if the stage is Normal, Whimsical, or Sci-Fi, it will have different effects and damage count. Fire(10%), Confetti(7%), and Electricity(13%) respectively. Regardless, it will always have small knockback and a medium hitbox.

Down Tilt ~ Frustration
Delibird's brow furrows and it stomps around and throws a tantrum out a anger. The more times your Delibird has been KO'd, the more damage this does. It starts at 10%, but when KO'd it will increase by 5%! The more times KO'd, the more lethal the attack.

Smashes



Forward Smash ~ Sludge
Delibird spits a blob of purple gunk from his mouth that slows the opponent and causes persisting damage like a Lip's Stick. 2% damage for 10 seconds after being hit with this sludge. The Longer this attack is charged, the more distance the blob will cover. The blob itself does 7%.

Up Smash ~ Thief
Delibird swings his bag-like tail upward, knocking them away and knocking any items(Including Dragoon Pieces) out of their hands, ready for Delibird to pick up. Explosives knocked out of hands will explode upon hitting anything. 9% damage.

Down Smash ~ Future Sight
Delibird sits down quickly and glows blue. Then gets up. In 7 seconds, the closest opponent to him at that time(Unless KO'd) will be hit by a small explosion attack. This attack has good knockback, but a small hitbox and can be airdodged. This attack also has TWO SECONDS of startup lag.

Aerials


Neutral Aerial ~ Rain Dance
Delibird does a shuffling motion with his feet and a cloud appears under him, making it rain on the spot underneath him for 10 seconds. This will make that spot wet, allowing Delibird's down throw and a slippery spot on the rained area. The water will remain for 20 seconds after the rain stops, so get moving if you want that down throw! Also, this attack doesn't do any damage.

Forward Aerial ~ Rapid Spin
Delibird starts to spin very quickly, and moves forward. This attack can knock opponents away. Also, if the opponent is at least Ganondorf in weight, this attack is also good for racking up lots of damage. 8%

Back Aerial ~ Recycle
Delibird will suddenly back flip, delivering a kick to the opponent that does the exact damage of the last offensive item you used. If you have not already used an offensive item this attack will do no damage at all.

Up Aerial ~ Attract
Delibird will lift up his hand with a pink heart emerging from it. This attack does 7% damage but if the opponent is a female, then when landing on the floor, the victim will be stunned, allowing you to attack her freely.

Down Aerial ~ Pluck
Delibird swipes downwards, plucking any items the victim was holding(Including weapons, but not badges) and taking them for itself. The attack will fling the opponent upwards if not holding anything. 9%.

Grab & Throws


Grab ~ Tail Trouble
Delibird twirls his tail up and lashes it in front of him, entangling the enemy in it. He then hoists the enemy's back onto his knee. This grab has decent range.

Pummel ~ Brick Break
Delibird raises his flipper and brings it down with a powerful destructive force onto them.This pummel is unique in having the ability to charge. The longer you gold the attack button, the more damage it does. However, the enemy can escape, so be weary. No charge is 3%, full charge is 9%.

Forward Throw ~ Ice Throw
Delibird's hand radiates with cold power as he grabs the opponent's chest/arm and hurls them forward with an icy blast.

Back Throw ~ Water Pulse
Delibird launches the opponent into the air slightly with a blast of water, then fires a small water blast to knock the opponent backwards. The second hit can be dodged. First hit is 5%, second is 8%.

Up Throw ~ Ice Beam
Delibird hurls the opponent skyward with both arms, then fires a small white beam from it's mouth at the opponent. This beam is what really does the damage. It does 14% AND has a 25% chance of freezing. However, it can be dodged and it very small.

Down Throw ~ Splash
This attack can only be used on a spot that Rain Dance has wetted, or in water. Delibird will jump onto the opponent and splash water on him/her, finishing off with a body slam, which will knock them in the direction Delibird was facing. First hit is 7%, each splash is 2%, and the slam is 5%. If not used in water, this move will only do the starting 7% before ending.
Final Smash


Final Smash ~ Focus Punch


Delibird grabs a smash ball and starts to build energy. This attack will have a small startup time, but for good reason. Delibird then punches forward, with a huge explosion of energy from it's fist. The attack has a hitbox the size of 1.5 Bowsers. A direct hit from this will do a whopping 35% damage! And indirect attack will do 20%.

Playstyle


Delibird is a very defensive character, Well, no. Not really. Let me put it this way. Delibird is very good at defending. Don't get what I mean? I'll explain here.

Delibird's moves are decent, but they do have good knockback on most of them. That means that if you want to stay away from danger, until your opponent's weak, you have dive in there and hit them with a powerful attack right off the bat. Coupling this technique with Blizzard or Present(If it explodes) is a good tactic to keep the opponents off your back.

If fighting a female opponent, let me suggest this strategy; Attract combined with Sludge and Blizzard or a Grab and Throw. This will rack up lots of damage and leave the opponent open for other attacks, or even hurdling off the stage.

If the opponent is not female, Toxic is still a good weapon. After hitting with Toxic, grab and get in as many Brick Breaks as possible. Also, try to do this on a spot you hit with Rain Dance and use Splash. That will really damage your opponent.

Delibird can be tricky, but the right combination of moves can result in a powerful character with his ups and downs which make him unique and fun to play.

Animations


Idle ~ Delibird holds his bag/tail underneath is arm, and happily wiggles his arms and opens and closes his beak.

Walk ~ Delibird waddles forward,

Run ~ Delibird closes his eyes and dashes forward, waving his arms.

Crouch ~ Delibird wraps himself up inside his tail/bag.

Dizzy ~ Delibird closes his eyes and holds his head, unbalanced.

Extra Stuff


Up Taunt
Hops up and down and says 'Deli!'

Down Taunt
Delibird pulls out a glowing orb, then puts it away.

Side Taunt
Delibird hops and flies in place, cooing 'Delibird!'

Symbol: Pokeball

Victory Theme
Standard Pokemon Victory Theme

Victory Pose 1
Delibird walks through a fierce Blizzard.

Victory Pose 2
Delibird Eats an apple and announces "Deli! Deli!'

Victory Pose 3
Delibird is flying, does a loop, then lands.

Defeat Pose
Stands and claps, hopping occasionally.

Entrance
Released from Pokeball.

Trophies

Delibird
Focus Punch
Present

Stickers

Delibird (Medium)
Delibird (Small)
Present (Small)

Alt costumes

Default
Shiny(Purple)
Yellow Clothed
Green Clothed
Reversed Colors
Blue Colors

Selection Sound
Delibird says his name, followed by a little Jingling Bell.

Kirby Hat
Kirby gains a sack/tail, beak, dark circles under his eyes, and Delibird's fur on the top of his head, except pink.

SSE Role
Pokemon Trainer and Lucas encounter Delibird at the end of the Ruined Zoo, who has been locked inside a cage by the Primids. The camera pans and Delibird's name is displayed, and Lucas unlocks Delibird's cage, and he joins them in their quest,

Delibird sticks around with those two for a while, but after Galleom explode, Delibird is suddenly knocked out of Meta Knight's grip by a laser blast from grounded Primids, and sent tumbling down to the ground and into subspace.

Kirby, Ness, Luigi, and Dedede will find Delibird's trophy in a icy part of Subspace, and revive him. Delibird thanks them but their fun is cut short by the arrival of Giovonni, the Team Rocket Leader. He joined the Subspace Army and sends out Shadow Clones of Pikachu, Lucario, and all of Pokemon Trainer's Pokemon. After defeating all of them, he falls down into a dark abyss. Delibird then helps them find the rest of the trophies and beat Tabuu.

Codec
Snake: Mei Ling, what is this thing?
Mei Ling: Describe it for me, Snake.
Snake: It's red and white, and looks like a bird.
Mei Ling: That's Delibird Snake, the Delivery Pokemon. He keeps presents, food, and deliveries curled up in his sack-like tail! Isn't he the cutest?
Snake: I'm a little more worried about those explosions from his 'gifts'.
Mei Ling: That present attack can either explode or heal, Snake. It's like the Chinese Proverb 'One cannot refuse to eat just because there is a chance of being choked.'
Snake: Got it.

Please Comment and Reveiw.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
And I look forward to your comments/critique/brutal analysis. ;)
oh-hohohoho! I did say I would read and comment on the Eevee line..

Eeve-evolutions:
The eeveelutions are the poster boys of their respective elements. Get an Eevee, and you have your pick of 7 different elements.
In the games, this pokemon represented your second "starter" choice. After playing through much of the game with the starter you picked "because it looked cool", getting an Eevee allowed the player to make a more informed decision about what kind of elemental pokemon they really want. To me at least, evolving my eevee was a pretty big decision, one that had a lasting impact on how I chose to play the game.

Through reading your movesets, I realised that the eeveelutions don't just BELONG to various elemental types, they quintessentially ARE various elemental types.
Vaporeon flows from state to state like water to vapor.
Jolteon moves and attacks in frightful spurts, like the crack of a thunderbolt.
Flareon, like fire, ebbs and grows and consumes, like a living creature unto itself.
Espeon predicts and controls the future, attacking by understanding the opponent's psychological state.
Umbreon, as a creature of the night, brings to life our uncertainties and fears. The worst thing about darkness, is not knowing what lurks in it.
Leafeon is a growing threat, and every bit of that pun is intended.
Glaceon is a constant, unrelenting burden, bearing down on the foe like a snow drift (and also rips quite a large page of ideas straight from Abomasnow)
Individually, these sets are disjointed, flawed and out of character. But together, they ARE the eevee line. Yet again, you show your propensity for making small consessions in order to snag the bigger picture. And this time it's a bloody big picture!

I'm not exactly sure how much foresight you put into this endeavor, but I don't think I can overstate the importance of these sets for MYM.

And no, I will never ever refer to, or comment on these as individual sets. To me, the eeveelutions are all one endeavor.
 
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