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Negative Man is an optional boss from the Japan only MOTHER 3. In all honestly Negative Man has good reason to be so negative; he’s incredibly, incredibly weak. He rarely attacks in game and when he does, he only deals about 1-2 points of damage (Your HP by this time is in the hundreds). Spending most of his time whining and sobbing, it’s almost sad to beat the poor guy up. Oh, and he’s joining the Brawl I guess, probably not gonna win but…eh.
Wow. No wonder he’s so negative…look at those crappy stats! Jeez, why would you even use this guy? You must be a major pessimist about your Brawl skills…or maybe you think you’re so good you can play as such a lousy character? So what DOES this guy have going for him? Well he’s fairly heavy so it’ll probably be fairly hard to knock him off the stage…his attacks come out slow (surprised?) but they can only do a bit of damage. As a random animation note, Negative Man is always in his hunched over position; he walks/runs by crawling and when he uses downwards moves he stoops down even lower. Just so you know, damage racking as Negative Man is hard...KO’ing however is also tricky…of course why not just choose Meta Knight? You’d probably win with him instead of this guy…
Not-So-Specials
Neutral Special: No Way To Win…
Negative Man mutters, “There’s just no way I can win…” Any enemy radius slightly greater than that of Sing will immediately turn a bluish color. It seems that either Negative Man’s negativity is contagious…or much more likely they feel bad for the poor guy. Regardless, this has a very useful effect…whenever the opponent tries to attack Negative Man while they’re colored blue, they’ll instead spin around before they hit him leaving them attacking the air. Guess they just couldn’t go through with it huh? Regardless, this effect only lasts for five seconds…pretty short time…and they could just hit you with down airs…what a useless attack…oh, and to make it even worse this does no damage or knockback. And one more thing…you also have to wait until he finishes saying his line for it to take effect…
Side Special: Same Old Same Old…
Negative Man mutters quietly, “It’s always the same…” This move looks and acts very similar to his Neutral Special…how lazy huh? Anyway…when you use this move, any opponent within range will turn pale…for the next eight seconds, the opponent can only use the attack they last used before being hit by this attack. So if the opponent used a Side Smash (whether it connected or not), they can only use Side Smash for the next eight seconds. This move does no damage or knockback and just like the Neutral Special, you have to wait until he finishes his line. Maybe you could…I dunno? Combine this with the Neutral Special so that they can only hit you with Side Smashes that won’t connect? Nevermind…I’m sorry, I shouldn’t have ever suggested that…
Up Special: The End…I Know It…
Seemingly stopping his rapid fall speed, Negative Man mutters, “I’m nothing but a worthless protoplasm…” At this, the entire stage turns a slight gray color and the stage itself begins to tilt slightly in the direction of Negative Man! It seems like the stage itself is trying to help him recover! Whether you recover or not is ultimate up to you though…I mean, you could try and grab the ledge…but someone might be on it. You could always just let yourself fall…I mean, you’d lose the match but at least you’re over with, right? Anyway…this move moves the stage just far enough so that Negative Man can barely grab the edge, obviously this means that he's easy edge guarding bait. The stage will reset back to normal once you’ve touched down.
Down Special: Something In My Eye
I’m not crying…there’s just something in my eye! Oh who am I kidding…Negative Man loses it, he has a complete and total breakdown and begins to bawl right in the middle of the battle! Sinking down even lower, Negative Man covers his head with his hand and begins to sob. This causes two streams of tears to pour out on either side of Negative Man (going a maximum distance of a Bowser length away). So what does this do besides make you look really stupid? Well tears are slippery obviously…what? You say I just made that up…well…yeah…I did but…it’s a cool move! Okay, it’s not…like Negative Man’s other specials, this attack doesn’t do any damage or knockback…but anyone to step on the tear streams trips making them vulnerable to Negative Man’s altering moves (Neutral and Side Special). After sitting up, Negative Man will wipe his eyes, giving this move some end lag. The streams of tears only last eight seconds.
Neutral Combo: Crying Your Eyes Out
Negative Man raises his hands over his eyes and sits up slightly straight, bawling into his hands. Tears will fly from between his fingers reaching a distance of Falcon’s jab before vanishing. These tears only do 1% and flinching knockback but what did you expect? They’re tears. They are however the same tears from the Down Special; if you use this attack while you have a stream of tears around you, the stream will be replenished for another five seconds.
Dashing Attack: No Get Away!
Negative Man’s feeling pretty daring with dashing at his foe! Totally out of character. Realizing his silly mistake, Negative Man spins around, throwing his arms behind him as he turns around. Getting hit by Negative Man’s arms deals 4% and low knockback, but this attack is fairly lagless and will leave you running away from the opponent. An excellent hit and run even if it wasn’t intentional…not sure how far you’ll get with Negative Man’s speed though…
Side Tilt: Useless
Negative Man wretches his head backwards and then slams it against the ground before him dealing 4% to himself. If he hits an opponent in the process, they’ll take 4% and moderate knockback. Mild start up lag but no ending lag…surprising range on this one too…just don’t abuse it or you’ll end up killing yourself…
But wait! There’s a little more to this move than meets the eye! Once used, the stage will shake! Any opponents standing on drop-through platforms will fall through them as if they were pitfall’d! This is an excellent use of the move in case an opponent is simply hiding out of reach due to Negative Man’s inability to jump…poor guy…
Up Tilt: Mortified
Negative Man looks up only to see his foe coming at him from above! What does he do? Panic of course. Covering his eyes with his left arm, Negative Man wildly flails his right arm over his head from right to left dealing four small hits. Each hit does 2% and very little knockback…fortunately it’s got very little lag on both ends and good priority/range due to his long arms (about Lucas’ height upward). Use it to save your hide from aerial attacks…or…ya know? Die from them.
Down Tilt: The Agony
Negative Man begins to weep softly as he clenches his hands into fists. This, although inadvertently, pulls the ground beneath the opponent towards Negative Man, managing somehow to yank the opponent closer! This is a great set up for his mood altering attacks and such. This move has infinite range in the direction Negative man is facing…but obviously only affects enemies on the ground. Quite a good way to stop campers from laser spamming Negative Man from afar…not much else you can do against them really. Repeatedly tapping the input will cause Negative Man to keep sobbing and keep pulling the opponent closer. The opponent is pulled at a rate of one Pokeball width per tap of the command. Very little lag on either end but again, no damage or knockback.
Side Smash: Mercy! I Give!
Raising his hands into the air, Negative Man quickly begins to bow repeatedly at his opponent’s feet as he begs for mercy…how sad. Providing the opponent is close enough (same range as the Up Tilt), Negative Man will smack the opponent with his hands as he bows three times. This deals 2% per hit (3% charged, what a difference…) and flinching knockback until the final hit which does mild knockback. Sadly, this is also his strongest Smash attack…
Up Smash: Breakdown
As the move charges, Negative Man leans downwards, sobbing into his hands. Once the attack is released, Negative Man thrashes his head backwards, tears streaming from his eyes. Laggy on both ends and relatively short ranged, it’ll be a miracle if you managed to land this. Fortunately it has high priority so you can use it to defend yourself from aerial foes. This attack deals 9% uncharged and 12% charged with moderate knockback.
Down Smash: Meaningless
Reaching down, Negative Man picks up a singular grain of sand/dirt from the stage. The then mutters to himself as the attack charges “Life is but a moment, a meaningless grain of sand…” before dropping the grain of sand and violently sweeping his hands across the ground before him as he whips around. This sprays up a large amount of sand/dirt that strikes opponents before Negative Man and leaves them in a shortened shield break animation (that lasts only a second and a half). This deals no damage but stuns the opponent long enough for a follow up attack…if only Negative Man weren’t so useless he could actually follow this attack up with something…shame this leaves him turned around…
Neutral Air: Obligatory Spin
Negative Man gives a weak little semi-circle spin, weakly hitting before him and behind him at the same time. This attack causes only 2%...and it's pretty slow cause he's not really trying...I dunno...maybe it has some use...or not..
Forward Air: Melancholy
Negative Man gives a weak little slap forward. What a wuss huh? Yeah. This does 1% and actually pulls the opponent closer...guess it's not exactly what Negative Man had in mind huh? Again...really useless...
Back Air: Why Me?!
Violently thrashing backwards, Negative Man smacks the opponent with his head! This actually damages Negative Man for 3% but causes the opponent to instantly enter a freefall; pretty useful...kinda...sorta...
Up Air: Quick Attack
Negative Man looks upward, throwing his hands into the air above him with a cry of "I wish -I- had a quick attack! But no!" This attack does 4% and minimal knockback...it's got good range though I guess...
Down Air: Goodbye Cruel World
Stick his arms out to both sides, Negative Man smashes his head with both fists, dealing a solid 10% to himself. He then rockets towards the ground in an unconcious state (he falls faster than a metal Ganondorf). Any opponent in the way of him as he falls receives 6% and low knockback...at least you're on the ground now, right? Right? Still useless though...
Well this is sad…Negative Man convinced me that it wasn’t worth doing aerials for him…he’ll never leave the ground on his own will anyway so what’s the point…? I mean…he can’t jump so his aerials would just seem silly and forced…so I decided not to include them anyway…not like anyone’s gonna read this set anyway let alone vote for it…what’s the point even?
Grab: Negative Man reaches forward weakly. A pretty pathetic grab…it’s laggy but it has some range…you’re gonna be punished if you miss though. After grabbing his foe, Negative Man pulls them closer and puts his head on their shoulder. Negative Man’s grab is also slightly harder to escape than other characters.
Pummel: Sob
Negative Man begins to sob on the opponent…that’s it. Unlike most pummels (but like most of Negative Man’s moves) this pummel does no damage…however, as he does it, the opponent begins to turn a blackish color. If you manage to tap the button 25 times before the opponent breaks free, they’ll become just as depressed as Negative Man. Providing they’re not hit, they’ll simply walk straight off the edge! This is Negative Man’s prime KO method…however their damage percent will have to be fairly high for Negative Man to hold onto them that long…good luck building up damage…
Forward Throw: You Don’t Care…
Negative Man stares at his foe for a while, a serious yet heartbroken look on his face. After a moment, he shoves them forward muttering, “You don’t care…nobody does…” This deals 6% and low set knockback…it can also be a chaingrab if you combine it with the streams of tears and the down tilt although it's pretty situational.
Back Throw: Leave…
Negative Man releases his foe and points backwards saying, “Just leave me…everyone else does…” The opponent then casually walks past Negative Man…but they feel a pain in their heart…guilt? Obviously. This causes 5% and pretty much non-existent knockback. It does however leave them right behind Negative Man…you could maybe…ya know? Use his other moves like the Side Special and Neutral Special? Maybe? Nevermind…
Up Throw: None
Negative Man doesn’t have an Up Throw, there’s no up side for Negative Man. Needless to say this does no knockback or damage. On the plus side…wait, there isn’t a plus side…there never is…
Down Throw: Downtrodden
The opponent apparently sees it Negative Man’s way and crouches down with him entering their crouched stance. They’re stuck in this stance for a second and a half making it more than punishable…if only Negative Man could punish them with something. This however does no damage or knockback…big surprise huh?
Negative Man got the Smash Ball?! There must be some mistake…how’d you screw up that badly that you let this failure get it? Well regardless, he’s glowing…With a tap of the B button, Negative Man moans, “Just get rid of me now…” The moment he finishes this sentence…he vanishes. Minus one stock. He then respawns (unfortunately for him). So a self-destructive Final Smash for this negative guy…well…there is ONE positive to it. The opponent’s are so guilt ridden that they all take an additional 50% instantly. This is great for landing your KO pummel on them so don’t look a gift horse in the mouth…even if it is a pretty lame horse…
So you chose to play as Negative Man huh…? Big mistake. All the playstyle in the world isn’t gonna help you here…I mean…maybe you can win somehow but like…I don’t see how really…
Well if you want to TRY and win…I suppose I can give you some tips. Negative Man is about stalling the opponent with his Neutral and Side Specials. The Neutral Special makes it so that all attacks that hit to the left or right side will hit away from Negative Man. If your opponent tries a front smash, they’ll end up swinging opposite of where Negative Man is. Same for fair, bair (when approaching backwards obviously), forward specials, grabs and any other tilts that may have hitboxes that hit the front (Your up tilt Mr. Snake). Needless to say this is…surprisingly…good. Your opponent will be forced into the air to attack with dairs and such. Obviously though, the Neutral B isn’t easy to land considering the line he has to say first. This is why you trip them (down special) or stun them (down smash/down throw). The mindset with Negative Man? It’s easy to bring them down to your level with down attacks!
Once the opponent becomes reluctant to attack due to the Neutral Special, the Side Special will force them into using moves they don’t want to; THIS is when you start adding up damage. If your opponent tries to retreat, yank them back to you with the down tilt and tear trails Remember! Down keeps you up!
Playing against Negative Man might as well be a guareteed victory. All you have to do is hit him once and then stall. Easy as that. If you lose to Negative Man…well…just give up gaming forever. Please.
Fun set is fun to make! I made this in about two hours (2:30am to 4:30am)...it's a psuedo-joke set but I actually put some good ideas into it really...just make sure not to put your srs business caps on before you read it; it's just for fun really. Now I'm gonna go sleep because I'm really tired...Also, my apologies about Miyamoto-san; I wanted this sucker up tonight and obviously people aren't gonna be awake at 5:00am >.>;
Really, though, he was kinda funny, and there were a few good ideas in there (Side, Neutral Special). I would love to play as him, if only to **** with other people via Neutral and Side Special. Also, the set does seem extremely in-character. On a more negative note, in the overview, you say he's got a few options for KO'ing, but I'm only seeing one (Pummel). The lack of Aerials I can understand, but no Up-Throw seems like a cop-out.
Also, without being ale to jump, I think the only way you'll ever be using his "Super" Attack is if you get a Pity Final Smash. Fitting.
Those were the two ideas that came to me really and I enjoyed writing those the most. The Up Special I also found quite funny...it's like the stage is just as depressed as he is xD
Oops! That's the fault of making a set in two hours, you leave silly stuff like that in. I originally intended for him to have slow yet powerful attacks knockback wise then changed about mid-way through! Thanks for catching that for me
Indeed it is. My apologies for that. I couldn't think of anything really and didn't want anything uplifting in this set so I just made it a joke, another downside of making a set at 2:30 in the morning ;D
I didn't actually think about that but you're entirely right! I forgot Pity Final Smashes exist! Anyway, thanks for giving my not-so-serious-yet-kinda-serious set a read! I hope you enjoyed it! Now go eat some comfort food after reading that depressing thing! ;D
This set was just too epic and entertaining to read xD
Seriously, Neutural Special and Side Special were genuinley awesome moves, and many of the A moves were still enjoyable just because of his lulzy (depressing?) animations. This was also one of the few movesets in which the writing style and presentation actually enhanced the set for me, good job!
I mean...this set is crap...why the heck did you even bother making it...it's even worse than your MYM2 sets...negative super vote for sure...
I have come across this thread by a fellow co worker. Looking through the thread, I am upset that I haven't seen any more my works yet in here. Despite that, I will look at this thread with great interest, just to see what you can do with some of my characters.
Emergency is an extremely self-loathing MYMer who has low self-esteem. In all honestly Emergency has good reason to be so negative; he’s incredibly, incredibly weak. He rarely attacks in game and when he does, he only deals about 1-2 points of damage (Your HP by this time is in the hundreds). Spending most of his time whining and sobbing, it’s almost sad to beat the poor guy up. Oh, and he’s joining the Brawl I guess, probably not gonna win but…eh.
Wow. No wonder he’s so negative…look at those crappy stats! Jeez, why would you even use this guy? You must be a major pessimist about your Brawl skills…or maybe you think you’re so good you can play as such a lousy character? So what DOES this guy have going for him? Well he’s fairly heavy so it’ll probably be fairly hard to knock him off the stage…his attacks come out slow (surprised?) but they can only do a bit of damage. As a random animation note, Emergency is always in his hunched over position; he walks/runs by crawling and when he uses downwards moves he stoops down even lower. Just so you know, damage racking as Emergency is hard...KO’ing however is also tricky…of course why not just choose Meta Knight? You’d probably win with him instead of this guy…
Not-So-Specials
Neutral Special: No Way To Win…
Emergency mutters, “There’s just no way I can win…” Any enemy radius slightly greater than that of Sing will immediately turn a bluish color. It seems that either Emergency’s negativity is contagious…or much more likely they feel bad for the poor guy. Regardless, this has a very useful effect…whenever the opponent tries to attack Emergency while they’re colored blue, they’ll instead spin around before they hit him leaving them attacking the air. Guess they just couldn’t go through with it huh? Regardless, this effect only lasts for five seconds…pretty short time…and they could just hit you with down airs…what a useless attack…oh, and to make it even worse this does no damage or knockback. And one more thing…you also have to wait until he finishes saying his line for it to take effect…
Side Special: Same Old Same Old…
Emergency mutters quietly, “It’s always the same…” This move looks and acts very similar to his Neutral Special…how lazy huh? Anyway…when you use this move, any opponent within range will turn pale…for the next eight seconds, the opponent can only use the attack they last used before being hit by this attack. So if the opponent used a Side Smash (whether it connected or not), they can only use Side Smash for the next eight seconds. This move does no damage or knockback and just like the Neutral Special, you have to wait until he finishes his line. Maybe you could…I dunno? Combine this with the Neutral Special so that they can only hit you with Side Smashes that won’t connect? Nevermind…I’m sorry, I shouldn’t have ever suggested that…
Up Special: The End…I Know It…
Seemingly stopping his rapid fall speed, Emergency mutters, “I’m nothing but a worthless protoplasm…” At this, the entire stage turns a slight gray color and the stage itself begins to tilt slightly in the direction of Emergency! It seems like the stage itself is trying to help him recover! Whether you recover or not is ultimate up to you though…I mean, you could try and grab the ledge…but someone might be on it. You could always just let yourself fall…I mean, you’d lose the match but at least you’re over with, right? Anyway…this move moves the stage just far enough so that Emergency can barely grab the edge, obviously this means that he's easy edge guarding bait. The stage will reset back to normal once you’ve touched down.
Down Special: Something In My Eye
I’m not crying…there’s just something in my eye! Oh who am I kidding…Emergency loses it, he has a complete and total breakdown and begins to bawl right in the middle of the battle! Sinking down even lower, Emergency covers his head with his hand and begins to sob. This causes two streams of tears to pour out on either side of Emergency (going a maximum distance of a Bowser length away). So what does this do besides make you look really stupid? Well tears are slippery obviously…what? You say I just made that up…well…yeah…I did but…it’s a cool move! Okay, it’s not…like Emergency’s other specials, this attack doesn’t do any damage or knockback…but anyone to step on the tear streams trips making them vulnerable to Emergency’s altering moves (Neutral and Side Special). After sitting up, Emergency will wipe his eyes, giving this move some end lag. The streams of tears only last eight seconds.
Neutral Combo: Crying Your Eyes Out
Emergency raises his hands over his eyes and sits up slightly straight, bawling into his hands. Tears will fly from between his fingers reaching a distance of Falcon’s jab before vanishing. These tears only do 1% and flinching knockback but what did you expect? They’re tears. They are however the same tears from the Down Special; if you use this attack while you have a stream of tears around you, the stream will be replenished for another five seconds.
Dashing Attack: No Get Away!
Emergency’s feeling pretty daring with dashing at his foe! Totally out of character. Realizing his silly mistake, Emergency spins around, throwing his arms behind him as he turns around. Getting hit by Emergency’s arms deals 4% and low knockback, but this attack is fairly lagless and will leave you running away from the opponent. An excellent hit and run even if it wasn’t intentional…not sure how far you’ll get with Emergency’s speed though…
Side Tilt: Useless
Emergency wretches his head backwards and then slams it against the ground before him dealing 4% to himself. If he hits an opponent in the process, they’ll take 4% and moderate knockback. Mild start up lag but no ending lag…surprising range on this one too…just don’t abuse it or you’ll end up killing yourself…
But wait! There’s a little more to this move than meets the eye! Once used, the stage will shake! Any opponents standing on drop-through platforms will fall through them as if they were pitfall’d! This is an excellent use of the move in case an opponent is simply hiding out of reach due to Emergency’s inability to jump…poor guy…
Up Tilt: Mortified
Emergency looks up only to see his foe coming at him from above! What does he do? Panic of course. Covering his eyes with his left arm, Emergency wildly flails his right arm over his head from right to left dealing four small hits. Each hit does 2% and very little knockback…fortunately it’s got very little lag on both ends and good priority/range due to his long arms (about Lucas’ height upward). Use it to save your hide from aerial attacks…or…ya know? Die from them.
Down Tilt: The Agony
Emergency begins to weep softly as he clenches his hands into fists. This, although inadvertently, pulls the ground beneath the opponent towards Emergency, managing somehow to yank the opponent closer! This is a great set up for his mood altering attacks and such. This move has infinite range in the direction Emergency is facing…but obviously only affects enemies on the ground. Quite a good way to stop campers from laser spamming Emergency from afar…not much else you can do against them really. Repeatedly tapping the input will cause Emergency to keep sobbing and keep pulling the opponent closer. The opponent is pulled at a rate of one Pokeball width per tap of the command. Very little lag on either end but again, no damage or knockback.
Side Smash: Mercy! I Give!
Raising his hands into the air, Emergency quickly begins to bow repeatedly at his opponent’s feet as he begs for mercy…how sad. Providing the opponent is close enough (same range as the Up Tilt), Emergency will smack the opponent with his hands as he bows three times. This deals 2% per hit (3% charged, what a difference…) and flinching knockback until the final hit which does mild knockback. Sadly, this is also his strongest Smash attack…
Up Smash: Breakdown
As the move charges, Emergency leans downwards, sobbing into his hands. Once the attack is released, Emergency thrashes his head backwards, tears streaming from his eyes. Laggy on both ends and relatively short ranged, it’ll be a miracle if you managed to land this. Fortunately it has high priority so you can use it to defend yourself from aerial foes. This attack deals 9% uncharged and 12% charged with moderate knockback.
Down Smash: Meaningless
Reaching down, Emergency picks up a singular grain of sand/dirt from the stage. The then mutters to himself as the attack charges “Life is but a moment, a meaningless grain of sand…” before dropping the grain of sand and violently sweeping his hands across the ground before him as he whips around. This sprays up a large amount of sand/dirt that strikes opponents before Emergency and leaves them in a shortened shield break animation (that lasts only a second and a half). This deals no damage but stuns the opponent long enough for a follow up attack…if only Emergency weren’t so useless he could actually follow this attack up with something…shame this leaves him turned around…
Well this is sad…Emergency convinced me that it wasn’t worth doing aerials for him…he’ll never leave the ground on his own will anyway so what’s the point…? I mean…he can’t jump so his aerials would just seem silly and forced…so I decided not to include them anyway…not like anyone’s gonna read this set anyway let alone vote for it…what’s the point even?
Grab: Emergency reaches forward weakly. A pretty pathetic grab…it’s laggy but it has some range…you’re gonna be punished if you miss though. After grabbing his foe, Emergency pulls them closer and puts his head on their shoulder. Emergency’s grab is also slightly harder to escape than other characters.
Pummel: Sob
Emergency begins to sob on the opponent…that’s it. Unlike most pummels (but like most of Emergency’s moves) this pummel does no damage…however, as he does it, the opponent begins to turn a blackish color. If you manage to tap the button 25 times before the opponent breaks free, they’ll become just as depressed as Emergency. Providing they’re not hit, they’ll simply walk straight off the edge! This is Emergency’s prime KO method…however their damage percent will have to be fairly high for Emergency to hold onto them that long…good luck building up damage…
Forward Throw: You Don’t Care…
Emergency stares at his foe for a while, a serious yet heartbroken look on his face. After a moment, he shoves them forward muttering, “You don’t care…nobody does…” This deals 6% and low set knockback…it can also be a chaingrab if you combine it with the streams of tears and the down tilt although it's pretty situational.
Back Throw: Leave…
Emergency releases his foe and points backwards saying, “Just leave me…everyone else does…” The opponent then casually walks past Emergency…but they feel a pain in their heart…guilt? Obviously. This causes 5% and pretty much non-existent knockback. It does however leave them right behind Emergency…you could maybe…ya know? Use his other moves like the Side Special and Neutral Special? Maybe? Nevermind…
Up Throw: None
Emergency doesn’t have an Up Throw, there’s no up side for Emergency. Needless to say this does no knockback or damage. On the plus side…wait, there isn’t a plus side…there never is…
Down Throw: Downtrodden
The opponent apparently sees it Emergency’s way and crouches down with him entering their crouched stance. They’re stuck in this stance for a second and a half making it more than punishable…if only Emergency could punish them with something. This however does no damage or knockback…big surprise huh?
Emergency got the Smash Ball?! There must be some mistake…how’d you screw up that badly that you let this failure get it? Well regardless, he’s glowing…With a tap of the B button, Emergency moans, “Just get rid of me now…” The moment he finishes this sentence…he vanishes. Minus one stock. He then respawns (unfortunately for him). So a self-destructive Final Smash for this negative guy…well…there is ONE positive to it. The opponent’s are so guilt ridden that they all take an additional 50% instantly. This is great for landing your KO pummel on them so don’t look a gift horse in the mouth…even if it is a pretty lame horse…
So you chose to play as Emergency huh…? Big mistake. All the playstyle in the world isn’t gonna help you here…I mean…maybe you can win somehow but like…I don’t see how really…
Well if you want to TRY and win…I suppose I can give you some tips. Emergency is about stalling the opponent with his Neutral and Side Specials. The Neutral Special makes it so that all attacks that hit to the left or right side will hit away from Emergency. If your opponent tries a front smash, they’ll end up swinging opposite of where Emergency is. Same for fair, bair (when approaching backwards obviously), forward specials, grabs and any other tilts that may have hitboxes that hit the front (Your up tilt Mr. Snake). Needless to say this is…surprisingly…good. Your opponent will be forced into the air to attack with dairs and such. Obviously though, the Neutral B isn’t easy to land considering the line he has to say first. This is why you trip them (down special) or stun them (down smash/down throw). The mindset with Emergency? It’s easy to bring them down to your level with down attacks!
Once the opponent becomes reluctant to attack due to the Neutral Special, the Side Special will force them into using moves they don’t want to; THIS is when you start adding up damage. If your opponent tries to retreat, yank them back to you with the down tilt and tear trails Remember! Down keeps you up!
Playing against Emergency might as well be a guareteed victory. All you have to do is hit him once and then stall. Easy as that. If you lose to Emergency…well…just give up gaming forever. Please.
NEGATIVE MAN: Pretty Good Set, MT, especially for 2 hours. The absence of Pity Final Smash usage was a bit dissapointeing, but It's still one of the best serious joke sets ever (up there with Sakurai)
Plorf, why did you do that? Emerge is awesome (H).
Emergative Man(What?):
This set is as worthless as a protoplasm. If you read this, go blow up your limbs. It is so sad that you would make such a worthless set as this. In fact, it's so stupid, I know the good people of MYM will banish you for it's worthlessness.
Is he gone? I really enjoyed this set. I honestly I hoped I started a trend of doing sets for obscure MOTHER characters with Guardian Digger, because this set rocks! It's got some really clever ideas in it, but all your sets do. Negative Man is a really fun jokeset, and It's a really fun regular set as well. If there's a award for best obscure character moveset, this is right up there! 7/10.
[size=+2]Negative Man[/size]
Negative Man was a great set to read due to the writing style, which was rather inviting. He looks like cheese. There's not much to say about the set at hand, but the aerials were more enjoyable than aerials. This set itself is actually voteworthy, though in real brawl I wouldn't play as him cause he's negative and he can't jump.
This set was just too epic and entertaining to read xD
MISSHUN COMPRETE! [/Fox again]
Seriously, Neutural Special and Side Special were genuinley awesome moves, and many of the A moves were still enjoyable just because of his lulzy (depressing?) animations. This was also one of the few movesets in which the writing style and presentation actually enhanced the set for me, good job!
I'm glad you liked it! Much like the Recap this was a product of me not sleeping much! I tried to go for negativity while managing to state the moves still, glad it worked out!
NEGATIVE MAN: Pretty Good Set, MT, especially for 2 hours. The absence of Pity Final Smash usage was a bit dissapointeing, but It's still one of the best serious joke sets ever (up there with Sakurai)
Up there with Sakurai? Impressive! I'm glad you enjoyed it! Thanks for the comment ; )
In all seriousness guys, let's try to be a bit more comment-oriented. I, for one, would like to post a moveset on the next page. Negative Man. He's kind of underpowered, obviously. I'd never heard of him until now, but it honestly looks pretty fun and might be able to fit into Brawl somehow. I very much like the pummel, yes.
Thanks for the comment Plorf, yeah, he was meant to be underpowered but I still tried to make him (comically) viable.
Is he gone? I really enjoyed this set. I honestly I hoped I started a trend of doing sets for obscure MOTHER characters with Guardian Digger, because this set rocks! It's got some really clever ideas in it, but all your sets do. Negative Man is a really fun jokeset, and It's a really fun regular set as well. If there's a award for best obscure character moveset, this is right up there! 7/10.
Hah! Thanks for your comments KK! Yeah, I'm quite a big fan of the Mother series so I wanted to make a Mother set eventually...since you're also a fan of the series, I'll let you in on this one (and everyone else for that matter)...I'll be making Ness in MYM7
[size=+2]Negative Man[/size]
Negative Man was a great set to read due to the writing style, which was rather inviting. He looks like cheese. There's not much to say about the set at hand, but the aerials were more enjoyable than aerials. This set itself is actually voteworthy, though in real brawl I wouldn't play as him cause he's negative and he can't jump.
Thank you! I'm really glad this moveset is getting such great reception considering how fast I pulled it together! I had a lot of fun doing this one so I hope you all enjoyed reading it!
Attributes:
• Lightweight
• Speed (Ike)
• Low Knockback
Equipment:
• No Reflector, no Blaster.
• Ninja Stars with Bombs Built in.
• Self-Designed Blade.
Notes:
• Leon takes an extra 0.25% damage per hit. (Due to the frail body of the chameleon)
• One eye always stays fixed on the closest enemy, the other will watch the second closest enemy, item, or enemy projectile. Both eyes will follow the enemy if just Leon and them.
• Second Jump is just as high as the First Jump.
• Small recovery range.
• Longest Grab Range in game.
Grab:
• Leon shoots his tongue out at a fast speed.
• Tongue is same length as Leon’s body.
• If the end of the tongue hits the opponent the opponent is drawn towards Leon and grabbed.
• Tongue Grab can be used at 45° degree angle (diagonal) and a 90° degree angle. (straight up)
• As a part of Leon the tongue can be damaged. When the end of the tongue is struck, either Leon will clutch his mouth and be temporarily stunned or be unable to use his tongue grab for a small amount of time, restricting his to using his hands for a grab.
Air Grab:
• When using his tongue in the air, Leon is pulled towards the opponent, instead of the opponent being pulled toward Leon.
• When Leon reaches the opponent he finishes by slashing the opponent with his blade, launching the opponent forward.
• The farther Leon is pulled toward the opponent the stronger the attack and the more knockback is dealt.
• Tongue can be used to grab ledge while in the air.
Dash Grab:
• While running Leon will spin around and extend his tail to grab the opponent.
• If the tail makes contact the opponent will be pulled slightly towards and around Leon, grabbed and spun to the opposite direction. (It’s a grab that spins the opponent around to the other side)
Roll Dodge:
• Leon executes a quick tuck-and-roll type maneuver.
Spot Dodge:
• Adding to the assassin personality and another unique move to Leon’s move set.
• Leon stops moving and flashes slightly. If struck by an enemy projectile during this he will lean out of the way quickly. If struck by an enemy player directly during the animation Leon will disappear and reappear directly behind the opponent and do a normal spot dodge. (to protect from down smashes or etc.)
Air Dodge:
• Very short spin around.
• Back Air Dodge changes direction Leon is facing. (Ex. Right to Left, Left to Right)
Cliff Attack:
• Leon thrusts up and kicks forward with his leg sliding away from the ledge.
Ground Recovery Attack:
• After being knocked down, while getting up Leon will quickly strike both left and right with his blade.
Specials
Neutral Special:
• Leon pulls a ninja star from his belt and throws it towards the enemy.
• When an opponent is hit the star sticks to them.
• A small light in the middle of the star will begin to blink. It will get faster until it explodes after about three to four seconds, causing little knockback. This provides a temporary stall which can give Leon just enough time to get an attack in.
Down Special:
• Leon pauses for a second and renders himself invisible.
• Invisibility lasts up to 15 seconds, until hit, or until the player hits Down B a second time.
• Knife and ninja stars are his personal weapons and will cloak with him unless thrown.
Side Special:
• Only special cloned from the other Star Fox characters.
• Leon draws his knife into striking position, and then uses Illusion to propel himself forward using the speed to deliver a powerful blow at the end of the Illusion. (High Knockback)
• Shortest Illusion distance of the Star Fox characters.
• Slowest preparation.
• Fastest Illusion speed.
• Strongest of the four by far.
• When used in the air, the end swing gives Leon extra forward momentum. (Good side recovery)
• Opponents within the Illusion are sent straight up, opponents at the end are shot diagonally.
Up Special:
• Leon takes his knife and spins around in circles propelling himself diagonally.
• Very short recovery distance, but good for racking up damage on opponents.
• For use when an opponent is edge hogging where his tongue won’t grab.
• (Maybe not the best idea for his recovery move, but I’m open to suggestions)
Normal Moves
Neutral Ground Attack (A-A-A-A-A): Five hit combo. Leon jabs twice with his left hand, punches once with his right hand, kicks the opponent up with his right leg, then slams the opponent back into the ground by kicking downward with the already raised leg. The opponent bounces off the grounds, which can set them up for an air attack. (Can be interrupted mid way to follow through with a Forward Tilt, with little pause between.)
Forward Tilt (→A-A-A): Three hit combo with decent knockback. Leon slashes to the left once, rotates wrist and slashes back to the right, and finishes with a forward uppercut style stab.
Up Tilt (↑A): Leon performs a quick front flip, extending his tail out to hit all within range. Can hit opponents at any angle around Leon.
Down Tilt (↓A): While crouched, Leon will quickly roll forward. Pros: Good range and Leon’s back spikes have a sweetspot to do more knockback. Con: Otherwise low knockback.
Dash Attack: While running, Leon will hock his head back and then forward, stopping and opening his mouth to spray acid. The move has a slow start up, but will push an enemy player (like Mario’s F.L.U.D.D) while doing decent damage, without giving the opponent an extra recovery. (For example it won’t bring an opponent out of the helpless state.)
Forward Smash (→A): Leon will strike forward with his blade. Little stall if the attack misses. If the attack hits it will pause slightly and Leon with thrust is blade upward and spin in the air. There is a risk of using this attack on an enemy that has little damage percentage as Leon is spinning after the attack the opponent could follow up with an aerial attack.
Up Smash (↑A): Two hits. Leon will strike upwards to his left, then back to his right. No horizontal range, only vertical. Quick and with good knockback.
Down Smash (↓A): Only normal move cloned from a Star Fox character. Leon will strike low to the right and left with his blade. Like Wolf, but slightly faster with less knockback.
Neutral Air (A): Double Meteor Smash. Quickly putting his head down and jutting his spiked back forward, Leon will perform a mid-air front flip, while extending out his right foot. Opponents behind and above Leon will be kicked away, while any opponents underneath or behind Leon will be struck by Leon’s back spikes. If the move is used directly in front of an opponent in the air, Leon’s spikes will shoot the opponent downward. In Addition, if the spikes miss, the opponent can also be spiked downward (with less knockback) when his right foot comes around.
Forward Air (→ or ←A): Leon quickly strikes to the left and back to the right. It doesn’t do a lot of damage or much knockback, but can set the opponent up for another attack.
Up Air (↑A): Leon flips over and kicks upward with both feet, does great knockback but takes many frames to get back to the upright position, leaving him wide open if he misses.
Back Air (← or →A): Leon spins around with his arm half-way out holding his blade in his hand backwards driving it into an opponent directly behind him. Very quick move with good knockback that can be performed several times in the air.
Down Air (↓A): Leon bends one leg in and holds the other out while he kicks downward and an angle. The attack does barely any knockback, but has only two to four frames of landing animation that DO NOT have to be played before he can do something else. Like Sonic’s down air but no stall at the beginning, less knockback, and no landing stall.
Forward Grab Throw: Leon slices the opponent forward with is blade, with just enough of a pause afterword to prevent chain-grabbing.
Up Grab Throw: Leon launches the opponent into the air with an upward slash, at an angle that prevents chain-grabbing. Leon can move forward and grab the opponent in the air if the opponent is not quick enough.
Back Grab Throw: Leon take the arm (or head, depending on the character) of the opponent, turns around and pulls them against his back and pulls them over his shoulder/head rolling over them on the ground, dealing damage with his back spikes.
Down Grab Throw: Leon whips his tail around the opponent in front of him and swings them around him and throws them backwards at a downward angle into the ground or off an edge. (When an opponent is close to an edge, Leon can use the dash grab to turn them around and then throw them off the edge to their death.)
Negative Man AKA CheeseMan AKA Spongebob's evil twin:
I like the set. I really did, it's joke over tone hid a serious set inside. It was a over all set that was fun to read, and worth reading.
Leon
From what I saw from the user blogs, this set is completely unchanged. It's single color of white doesn't hurt the eye's and looks very lazily put together.
Negative man: Welcome to the Wispa club. Have a free vote, from me. Yeah, pretty lame comment... how dipressing But lack of aerials is as blatant a cop out as you can get. Please add some, then strikethrough them.
Negative Man is a well done set. The constant depressed tone, being greatly underpowered and a minimalist organization really feel like Negative Man. The musical choices are all catchy and enjoyable to read with, not to mention fitting.
On the subject of attacks, I find the Specials and especially the throws wonderfully creative and fun to picture in my head. Every attack that isn't creative is entertaining enough to keep the reader's attention, which is preferable to trying to squeeze out some unfitting and complex attack. Like Junahu, I suggest you give him some Aerials to complete the set, even if you just cross them out and put the explanation at the end of it. Overall, I like Negative Man and plan to give him a vote because of how well executed he is.
I was told I could ignore the gentleman's rules. (D)
"Today, the veggies and fruits...tomorrow, trees, flowers, grass...even fungus!"
Eggplant Wizard
~---Background---~
Your average vegetable-based opponent, Eggplant Wizzeards were a constant source of annoyance in the original Kid Icarus for the NES. Not only did they have high HP and often come in groups, their eggplant projectiles caused Pit to turn into an eggplant himself, making him unable to attack. Notably, Eggplant Wizard appeared as a lackey of Mother Brain in the campy 1990s cartoon Captain N: The Game Master, him tossing his usual eggplants and occasionally using eggplant-based machinery. This moveset is mainly based upon his game incarnation. In Smash, he is just as persistent and irritating of an opponent as he always has been...
~---Statistics---~
Priority~6 Power~5 Range~5 Recovery~5 Size~5 Attack Speed~4 Movement Speed~4 Fall Speed~3 Weight~3 Traction~2 Wall Jump: No Wall Cling: No Crawl: No Glide: No
You can't really expect a sentient vegetable to have the greatest statistics. Eggplant Wizard is at first glance an average character, him having gratingly average power, range, recovery and size, and his priority goes a little above par, but he has some stats that stick out as bad and drag him down, most importantly his speed and weight. So what does Eggplant Wizard have going for himself? I don't know, what?
~---Eggplanted!---~
This is what saves the Eggplant Wizard from low to garbage tier. A good amount of Eggplant Wizard deal low damage and knockback, instead steadily turning the opponent into an eggplant. As an eggplant, opponents can move at the speed of Jigglypuff's walk, run and dash and dodge regularly, but they can't attack (Nor recover) at all. Their weight also decreases to a little below Jigglypuff's. Of course, Eggplant Wizard can't turn the opponent into an eggplant all at once. Attacks only partially transform an enemy into an eggplant, either 1/8 or 1/4 or what-have-you of the way until a full eggplant state. On top of this, each eggplanting attack causes a lessening in the same attributes, them losing movement speed and weight such that their movement speed and weight would be fully lessened by the time they're fully transformed.
Still, each individual eggplanting effect wears off after thirty seconds. For example, if you 1/4 eggplant the opponent, they'll lose 1/4 of their eggplanting 30 seconds later unless otherwise noted, so you have to be efficient with your eggplanting. Opponents also lose all eggplant effects upon being KOd.
The little eggplants beneath each move, made by Smash Daddy (thanks ^_^) denote the strength of each eggplant effect.
~---Special Attacks---~
~--Down Special~Eggplants in Formation
Eggplant Wizard places one of his classic eggplants on the stage with his magic, him taking almost no time at all. Think a quick jab or tilt. Eggplants can (Theoretically) remain onstage for the entire match, them having an infinite lifespan, but having a mere 5 stamina. This means that it isn't too difficult to dispatch of them though the Eggplant Wizard has some tools to defend them with... Still, they come down with very little lag, so what's the point? The amount of eggplants which can be positioned varies depending on stage size; Battlefield allows only one but New Pork City and 75m allow for a massive seven, it obviously fluctuating in between.
By imputting this move like a Smash Attack, Eggplant Wizard can rotate a cursor appearing above a single one of these eggplants, selecting them for what's to come. Pressing B out of a shield deselects an eggplant entirely.
If Eggplant Wizard uses an eggplant-based attack while an eggplant is selected... the hitbox is that eggplant. For example, with his Neutral Special, Eggplant Wizard can toss an eggplant from somewhere else on the stage. This greatly adds to Eggplant Wizard's playstyle, allowing him for awesome stage control. How moves work when used from an eggplant is detailed after each move.
~--Special~Eggplant Toss
This is Eggplant Wizard's trademark (read: only) attack from Kid Icarus. Eggplant Wizard leans back slightly with a single eggplant in his hands, and tosses it in a diagonal arc. In fact, this move is quite similar in animation to Yoshi's Egg Toss, albeit with slightly more lag, less range and more limited aimability (by about a sixth each way). On contact, instead of dealing damage or knockback, this begins to turn the opponent into an eggplant!
This is somewhat tricky to land, being a rather laggy projectile without much range, but it's probably Eggplant Wizard's most accessible tool for eggplanting the opponent. Many other eggplanting attacks are even more difficult to land or don't cause significant eggplanting. Just like in Kid Icarus, Eggplant Wizard's going to throw a hell of a lot of eggplants.
~--Side Special~Eggplant Limbs
Eggplant Wizard holds his staff to his side like a baseball bat before swinging it forward, it being possible to angle the swing upwards or downwards by up to 45 degrees. This has negligible startup lag, but the ending lag approaches half a second on a miss. This only deals 8% with below average knockback, so it isn't really worth it, though it reflects projectiles if nothing else.
If Eggplant Wizard outprioritizes a jointed or disjointed move with this (which isn't hard, the priority is amazing), the opponent takes a brief stun (just as long as the ending lag, you can't punish it), and the part of their body outprioritized turns into an eggplant, shaped just like they were before but purple. This is an eggplant effect in the sense that it can stack on others, but it doesn't prevent attacking. Instead, attacks using the transformed part of the body will have 50% more lag and 25% less damage and knockback. Characters reliant on one hitbox, like sword users, can't have their entire movepool removed at once, however. If a part of the body is used for more than 50% of attacks, it requires two hits from this to be transformed, the effect not taking place until then. This effect remains for only 15 seconds, so be careful! The eggplanting effect depends on how large the outprioritized part of the body was, varying from 1/16 to 1/2 depending on size, though disjointed hitboxes don't count towards this.
One of Eggplant Wizard's most useful tools. Using this move, Eggplant Wizard can selectively remove the vital parts of an opponent's playstyle, this being most effective against moves that stay out for a while, like the dreaded Mach Tornado. Still, it's hard to land against other attacks, but once you land this Eggplant Wizard can generally whale on the opponent for a good bit of time.
~--Up Special~Eggplant Floor
Eggplant Wizard lifts his staff upwards, summoning a small eggplant zephyr, it being mobile in any direction at a high speed, similar to Sonic in his Final Smash, though it can halt in place. It disappears after two seconds, or once the B button is pressed again. He doesn't fall in midair and has super armor while using this.
If Eggplant Wizard presses the B button on an area of the stage, an area of 1.5X Bowser around it turns into a chunk of eggplant, and a part of Eggplant Wizard's will, remaining for five seconds. During this period, all ledges on it can only be grabbed by the Eggplant Wizard, and more importantly, they have a massive magnetism effect, being automatically grabbable from up to 1.5 Stage Builder Blocks away. Eggplant Wizard also has a wall cling and infinite wall jumps on eggplanted areas of the stage. While on top of them, he can even use a crawl on the level of Yoshi's in speed and lowness to the ground.
Eggplant Floor is somewhat tricky to use, and it's difficult to recover with it on flat stages like Pokemon Stadium 2 (though it's ridiculously easy on stages like Yoshi's Island), but what makes it so great is the sheer safety of it. While customers with quick and powerful recoveries like Jigglypuff and the legendary Meta Knight can build up a bit of damage on Eggplant Wizard as he does this, but generally Eggplant Wizard gets a whole lot of mobility and unpredictability out of this. Mix up grabbing the ledge with wall clinging and wall jumping and this can take Eggplant Wizard far.
This causes a slight eggplant effect if used on the opponent, but this is rather predictable and shieldable.
~---Standard Attacks---~
~--Neutral Attack~Eggplant Wart
Eggplant Wizard makes a close-ranged tapping motion with his staff. This is surprisingly laggy for a jab, having a duration of around half a second, and can be crouched under, but deals 3% as well as makes a large purple wart the size of a Pokeball on the head of the opponent. This counts as an eggplanting effect, but it doesn't lower the opponent's movement or attack speed, simply stacking for when they're fully turned into an eggplant. It wears off after only fifteen seconds, however.
The wart can be removed by attacking it like a Pikmin, it having a mere 5 stamina. However, if the wart is destroyed in a second or less, it bursts on the opponent, dealing them 8% with flinching knockback, so this isn't so easy to get rid of. Still, the opponent should get rid of it quickly, as any attacks hitting the wart deal 1.5X damage and knockback, though removing its stamina. All in all, Eggplant Wart is a fairly useful move, and it isn't nearly as useless as many other jabs.
~--Dash Attack~Levitation
Eggplant Wizard lifts up from the ground the distance of a Pokeball for brief startup lag, being able to continue floating forward at ¾ his regular dash speed until the A button is released, at which point he lowers to the ground with just as little lag. However, there's little reason you'll want to be using this instead of dashing regularly, as Eggplant Wizard moves even slower than normal and has only a little priority without dealing damage or knockback, though he can slip over low attacks like Down Tilts. This can outprioritize certain weak projectiles, if nothing else.
The attack is not the point, however... if Eggplant Wizard has an eggplant selected with his Down Special, the eggplant levitates as well and moves forward at the same speed as Eggplant Wizard. By simply tilting the Control Stick Eggplant Wizard can only turn himself around so him and the eggplant can oppose each other, but by tapping it they both turn around, making this a highly useful way of repositioning eggplants. Still, the eggplant has no priority unlike Eggplant Wizard, hits knocking it away as normal, so try to be unpredictable as you move the eggplant. One of Eggplant Wizard's most important attacks.
~---Tilt Attacks---~
~--Forward Tilt~Staff Poke
Eggplant Wizard holds his staff between his fingers and quickly pokes forward with it and slides it back. This has nearly no lag, good range, can be aimed and deals a decidedly broken 18% with surprising knockback which can serve as an emergency KO move- so what's the downside?
Staff Poke has very little priority. It's even outprioritized by the ambient priority of the opponent's body- that is, the attack is immediately outprioritized when it connects. Well, how the hell can it be landed, then!? The bodies of opponents no longer have ambient priority when eggplanted. That means that this can only land if it hits an eggplanted part of the opponent's body. It needs to be at least 1/2 eggplanted, however, so it won't work when the opponent is barely eggplanted- this is better on regional eggplanting effects. Fortunately this can be aimed up to 45 degrees in either direction so it isn't too hard to land it in the right place. Overall, a nice attack which should see a good amount of use.
~--Up Tilt~Eggplant's Grasp
Eggplant Wizard balances his staff on a finger above himself, for an animation and hitbox sort of like Marth's Up Smash. However, this isn't nearly as useful, the good range being negated by the poor damage (A mere 6%) and knockback, low priority and surprising ending lag. It could still be moderately useful for anti-air, though Eggplant Wizard has better ways of doing this...
If Eggplant Wizard has an eggplant selected, at the same time as the move, it turns into a hand the width and double the height of Bowser, which quickly reaches upwards before slamming down, dealing an impressive 15% with a powerful meteor smashing effect. This is positively amazing for anti-air should the opponent happen to be right above an eggplant (and it isn't too hard to reposition yourself to one, or even quickly summon one!), but the eggplant hand has surprisingly low priority, and shorter customers can crouch/idle right under it! Still, Eggplant's Grasp is an excellent way of making sure opponents don't escape from Eggplant Wizard's grasp, and he needs to be in control. All the time.
~--Down Tilt~Eggplant Swipe
Sort of like Ike's Down Tilt, Eggplant Wizard does a swipe over the ground. This is a touch more laggy then even Ike's, and only deals 6% with flinching knockback (though it does have a tripping effect), but it turns the opponent's legs into twin eggplants. This counts towards eggplanting, but not to a massive degree (it varying depending on limbs size). Instead, the eggplant limbs remain for thirty seconds, quadrupling random tripping during the period!
Of course, random tripping is nowhere near as common as the tourneyf*gs like to say... this is still moderately useful though...
~---Smash Attacks---~
~--Forward Smash~Sacred Flames
First, Eggplant Wizard claps his hands twice, instantly removing all eggplant effects on the opponent (closest one if FFAs). The two claps are executed in the span of half a second. This is painful, but on eggplanted opponents... Right after the second clap, a disjointed blast the size of Eggplant Wizard explodes immediately in front of his body, staying out for a fair bit of time (almost half a second!) before disappearing, making this fairly easy to hit with. This has very little startup and ending lag, but it has a moderately lengthy duration.
The strength of the blast depends on the amount of eggplant effects on the opponent removed by the clap. This does a base 5% to 11% with only below average to average knockback that won't be KOing anytime soon, but each 1/16 of an eggplant effect adds 2% and an iota of knockback to the blast. This maxes out at a meaty 37% to 43% with knockback that's practically an OHKO, sure to finish off the opponent. However, despite the power, if Eggplant Wizard misses with this or it doesn't manage to KO upon landing, he's pretty much screwed over, as his KO moves beyond this are very... meh. For this reason, you don't want to spam this move: use it intelligently, and wait for a lot of eggplant effects, which make it both easier to land and more powerful when it does, before letting it loose.
~--Up Smash~Eggplant Pop
Eggplant Wizard raises his staff to the air for brief startup lag of about a third of a second. Directly after, each and every one of his eggplants explode in a gooey mass covering an Olimar each. You can't select eggplants to explode specifically, this destroying all eggplants. The hitboxes stay out as low priority disjointed hitboxes for a brief period, dealing 3% to 7% each with fairly weak knockback... But the knockback can be stacked. Each eggplant explosion has rather high hitlag, and if you land a clump of eggplants on the opponent it can stack reasonably high, even being able to KO eventually!
This is Eggplant Wizard's emergency KO move should he screw himself over by missing his Forward Smash (aside from his unreliable Down Aerial). And it being for emergencies only, it's an unreliable one: predictable, shieldable, rather weak and removes all of Eggplant Wizard's vital eggplants across the stage. Only have this in the back of your mind until you mess up a Forward Smash, and even then you might be better off doing the whole tedious process of eggplanting again or trying a Down Aerial.
~--Down Smash~Eggplant Demon
Eggplant Wizard summons a bulbous eggplant to stare at as he charges (or channels a selected eggplant), him having some significant but not crippling startup lag as he summons it. During the charge, tilting the Control Stick causes the eggplant to flash a different color as long as it is held- red if held left, green if held up or down and blue if held right- it automatically flashing green if no direction is held.
Upon release, two eerie eyes, a crooked mouth, and stubby wings sprout on the eggplant. The eggplant then gnashes its teeth, flying out of Eggplant Wizard's grasp, homing in on the nearest enemy or targetbox at the speed of Bowser's slow dash. It has very limited AI, it homing in on things like Waddle Dees and items, and it flies right into attacks. It also has a rather poor grip on the air, so you can bait it offstage to make it fly off. On contact with an opponent, the eggplant demon explodes, dealing 6% with weak knockback in the opposite direction it connected on (for example, connecting at the top results in a weak meteor smash). This also causes a weak eggplanting effect, though it's nothing special, only 1/16. In any case, eggplant demons disappear after three seconds (which is longer than it might seem in Smash), them disappearing in a gooey explosion. They also can be destroyed by removing their 5 stamina.
For every third of a second the eggplant was flashing red, the eggplant becomes more powerful, dealing an extra 4% with a little more knockback, and being knocked up a level of eggplanting every full second (1/16 to 1/8 to 1/4). For every third of a second it was flashing green, it becomes faster, reaching Meta Knight's dash speed in midair after a full two seconds, which isn't amazing but still a big improvement. Finally, for every third of a second flashing blue, it becomes more durable, gaining 2 stamina every third of a second as well as gaining another half-second of lifespan, eventually gaining 14 stamina with 6 seconds of lifespan.
Eggplant Demon is a move that allows a lot of potential for creativity. Gimp a recovery with an eggplant near the ledge. Stop an approach with a closer one. Find a safe place to camp and send the demons off to safely eggplant. You'll be using this move a lot, so it's best to familiarize yourself with the myriad of uses.
~---Aerial Attacks---~
~--Neutral Aerial~Eggplants in Orbit
Eggplant Wizard does a sweeping motion around his body, somewhat similar to Ike's Neutral Aerial, and almost as laggy. However, it isn't nearly as powerful, dealing a disappointing 8% with low set knockback. It's not much for power, but it can edgeguard a little, right?
Here's where it gets interesting. If the hitbox touches any eggplants positioned by a Down Special, they immediately begin rotating around Eggplant Wizard at the speed of Diddy Kong's dash, remaining in the same distance from Eggplant Wizard they were when made to circle for a constant radius. For example, connecting with the end of his staff makes the eggplant whirl around with a radius of his staff. They have the same low stamina as always, but they can stay rotating around him forever. Pressing A again allows him to do the same motion, so he can theoretically have infinite eggplants rotating around himself, but since they are so easy to dispatch of, this isn't happening anytime soon.
So what's the point of having eggplants in orbit? Still being Down Special eggplants, Eggplant Wizard can select them with his Down Special/out-of-shield Neutral Special, them becoming the hitbox. Since they constantly whirl around, this allows for fancy mindgames, and allows for easy coverage of every angle. The orbiting eggplants can even be used as miniature meatshields, though given how weak they are this isn't reccomended. Overall, Eggplants in Orbit is one of Eggplant Wizard's best move, and a vital one to his playstyle. Eggplant Wizard should generally consider this move whenever he places and eggplant.
~--Forward Aerial~Eggplant Beam
Eggplant Wizard takes an eggplant
ZOMG prop!
and intensely stares at it for significant startup lag before the eggplant bursts and creates an oscillating beam of miniature eggplant clones, curving up at the end. Think Charizard's Flamethrower with eggplants instead of fire, held for almost a second. This also has very similar range to Flamethrower. It deals multiple hits for up to a meaty 18% with a nice eggplanting effect at the very end, it being highly difficult to DI out of. However, the startup lag makes this borderline unusable... But if Eggplant Wizard has an eggplant in orbit from his Neutral Aerial in orbit, the startup lag is cut in half. It's still significant, but this turns the move into a highly effective damage dealer, probably one of Eggplant Wizard's best.
~--Back Aerial~Tap of Life
Eggplant Wizard turns around and does a modest tapping motion with his staff, sort of like his jab. It's also got an awkward hitbox, hitting diagonally up and behind Eggplant Wizard, and there's a little startup lag as well. This doesn't deal flinching or knockback, only healing the opponent for 5%. You don't want to use this on opponents, so it's only useful in doubles, right? Wrong. Eggplant Wizard can use this to heal his eggplants, them regaining 5 stamina in the process, and having their stamina permanently buffed by 5 more stamina, for a potential maximum of 20 stamina. Still, this is hardly an amazing move. They're still easy to destroy, and this -IS- rather awkward to hit with. You couldn't quite say it sucks, though...
~--Up Aerial~Eggplant Juggler
Eggplant Wizard takes two eggplants and begins to juggle them, as long as the A button is held. Every third of a second, one of the eggplants makes an arcing motion going a Kirby above Eggplant Wizard, him agily catching it as it falls. Each eggplant is a projectile dealing 7% with poor knockback, though there are two of them so this can connect multiple times. Still, this is far from a menacing move given the low priority of the eggplants (though they are projectiles, so Eggplant Wizard isn't hurt if they're outprioritized).
If Eggplant Wizard has eggplants in orbit from his Neutral Aerial, they each fall into Eggplant Wizard's juggle as they pass him, them immediately beginning to be used in the juggle! Eggplant Wizard also will accomadate for them in his juggle, throwing his eggplants faster so they all are thrown at the same rate.
The exact formula is r=2/3s/(2+e), where r is the rate of juggling, s is a second and e is the amount of eggplants added.
This makes this a lot more usable as a damage dealer and KOer, though this always has a bit of lag to it plus poor priority.
~--Down Aerial~Staff Spike
Eggplant Wizard does a thrusting motion with his staff straight downwards. This is fairly laggy on both ends, but deals... 6% with a very week meteor smashing effect, on the level of a footstool jump! However, this move becomes more powerful when used on an eggplanted opponent. For every 1/8 they are eggplanted, this does an extra 2% and the meteor smash becomes a little more powerful. On a fully eggplanted opponent, this deals an impressive 22% with a ridiculously powerful meteor smash, on the level of Ganondorf's murder stomp if a little weaker, sure to KO anyone offstage. However, this is always quite laggy and awkward to hit with. Not all that useful of a move...
~---Grab Attacks---~
~--Grab~Mystic's Bond
Unique name aside, this is a standard-issue grab. Eggplant Wizard simply steps forward slightly and grasps his hands together. However, this has poor range, around that of the Ice Climber's grab, and it's rather sluggish for a grab... But if Eggplant Wizard misses with this, a third of a second later, each of his eggplants onstage grasps forward, them having a grab with the speed and range of Dedede! However, they won't throw: Eggplant Wizard has to come manually grab them out of the eggplant, and they can possibly button mash out by then. If you don't want to waste time on shenanigans, his dash grab is below average speed and range wise as well but it's a good bit more usable.
~--Pummel~Eggplant Stare
Eggplant Wizard stares into the eyes of his opponent briefly, dealing 1%. However, this isn't very spammable at all, almost as slow in execution as Bowser's! Best skip to the throw, right?
~--Forward Throw~Chow Down
Eggplant Wizard detaches his jaw and opens it up to nearly the size of his body before swallowing the opponent, chewing on them a few times before spitting them out. This has a long duration, so it's bad for FFAs. Eggplant Wizard chomps three times, dealing 2% each time, and healing him of the same amount, putting him 12% ahead of the opponent! However, this causes the opponent to lose 1/4 of their eggplanting, which is actually quite a bit. This might see some use early on the match before eggplanting significantly, as it still damages and heals the same amount even if the opponent isn't eggplanted at all, but only then, as you need to get to eggplanting soon enough.
~--Back Throw~Set Stun
Eggplant Wizard roughly pulls the opponent behind himself and taps them with his staff. This does a mere 1% (!!!), but it actually causes a nice bit of hitstun that could lead into some eggplanting... theoretically, as the hitstun isn't that great. However, for every 1/4 the opponent is eggplanted, the opponent recieves another Falco laser worth of hitstun, maxing out at an impressive 1.5 seconds, ideal for eggplanting, making this a slippery slope for the opponent in terms of eggplanting. They're ungrabbable during the histun, so don't think this can chaingrab (That's the Down Throw).
~--Up Throw~Eggplant Transferral
Eggplant Wizard lifts the opponent aloft, balanced on his staff, and Eggplant Wizard and the opponent suddenly flash purple. This has a ridiculously quick duration, it being ideal for FFAs. This gives the opponent 1/8 of eggplanting, but it drains Eggplant Wizard of 4%- apparently he's transferring his eggplant nature! This may not sound ridiculously useful, and it truly isn't; however, this can be moderately useful to get eggplanting rolling.
~--Down Throw~Eggplant Chaingrab
Eggplant Wizard places a palm onto the face of the opponent, before popping them up at a diagonal angle with 5% in a short animation. This is only useful to get rid of a grabbed opponent, really... But if used on an eggplanted opponent, the knockback is straight vertical. It's possible for Eggplant Wizard to quickly regrab for a chaingrab that works up to 50% on most characters. However, this removes 1/16 of their eggplanting, which isn't too bad, but prevents Eggplant Wizard from becoming the next King Dedede or Ice Climbers.
~---Relevant to Playstyle Situational Attacks---~
~--Eggplant Floor Ledge Attack~Slipping In
This is a situational attack relevant to playstyle. If you absolutely must you may skip the rest, but this one is vital.
If Eggplant Wizard uses his ledge attack on a ledge turned into an Eggplant Floor with his Up Special, he kicks the ledge and slips right into it with little lag. He appears as a shadow inside the eggplanted area, being able to be moved around in it with the maneuverability of Lucas's PK Thunder (the projectile, not the recovery). By pressing A, Eggplant Wizard abruptly pops out of the ledge, on exactly the same vertical plane he was on. His body is a hitbox dealing 8% with average upwards knockback. This is an attack mainly useful for unpredictability. It can even star KO in certain circumstances, though this is an emergency maneuver.
If he's still in the ledge when it transforms back into its non-eggplanted state, he respawns at the top of the stage, not losing a stock but with 10% more damage. That isn't too good...
~---Situational Attacks---~
~--Ledge Attack Under 100%~Graceful Rise
Eggplant Wizard gracefully balances himself on the palms of his hands and does a handstand into a flip onto the ledge. This is a twinge lengthy for a situational attack, but it deals an impressive 12% and knockback that actually knocks the opponent behind Eggplant Wizard, off the ledge. Still, the poor priority prevents this from being amazingly useful.
~--Ledge Attack Over 100%~Eggplant Rise
This is the same in animation to Eggplant Wizard's Ledge Attack Under 100%. However, the animation is twice as long and deals half damage and knockback, meaning it isn't nearly as useful... But if there's an eggplant within a Stage Builder Block of the ledge, it transforms into a hand that lifts Eggplant Wizard up and makes it as quick as his Ledge Attack Under 100%! However, it's just as weak, and this won't stack, not going over the speed of the previous situational.
~--Downed Attack~Eggplant Servants
A cloud of small, winged eggplants, the sizes of mosquitos, swarms around Eggplant Wizard for about half a second in a radius of King Dedede, him rising in the middle of it. These deal multiple hits for up to 12% and is highly difficult to DI out of, so this is a great damage dealer, and it's a shame that it can only be used after being downed... But it has zero priority, and the entire attack is cancelled if it's outprioritized, though Eggplant Wizard still rises. Doesn't look so good anymore, does it?
~--Flipped Attack~Eggplant Juices
This is a strange one... a crack opens up in Eggplant Wizard's back, and a puddle of purple slime oozes out of it with little lag, covering the area of a Donkey Kong before disappearing, Eggplant Wizard flipping up agily on the puddle. It only deals 4%, exclusively to grounded opponents, but puts the opponent into their flipped state! Use this against a Rool set and they can't even get back up!
~--Tripped Attack~Split
Another strange one... Eggplant Wizard abruptly tears into two halves with his magic, which fly up and whirl around in the area Eggplant Wizard tripped for half a second before reforming into Eggplant Wizard. His body halves are a hitbox each dealing a nice 6% and below average knockback. However, this has a long duration for a situational attack and the priority is only average.
~---Final Smash ~ Makeshift Eggplant---~
Eggplant Wizard got the Smash Ball! Yeah, good luck with that; you can't eggplant a Smash Ball... Anyway, Eggplant Wizard lets out an eerie chuckle before instantly reaching his hand the distance of a Battlefield platform. If any one opponent is caught in the hand (and only one), they are dragged back in the hand and absorbed into Eggplant Wizard's heart... If you miss with this, it doesn't proceed, but if you do, the Final Smash continues...
The opponent is released from Eggplant Wizard's heart as an eggplant. They still keep their natural attributes, being squished and squeezed; for example, Kirby is a pink and squishy eggplant with a cartoon face on his stalk. They remain in this state for fifteen seconds, and during this state, Eggplant Wizard's eggplants are all replaced by the eggplanted opponent. This makes their hitboxes twice as big, and knocks up their eggplanting level by one stage, from 1/16 to 1/8 to 1/4 to 1/2 to 1. This makes it MUCH easier to fully eggplant the opponent, especially since a competent Eggplant Wizard will have plenty of eggplanting done on the foe by now. When he tires of them, he can toss them offstage to KO them. When the Final Smash ends, opponents retain their eggplant characteristics gained from it, but the opponent turned into the eggplant goes back to their normal state... Perhaps an ally would be willing to lend a hand?
Oh no, another unique Final Smash. I can hear Rool moaning already.
~---Playstyle---~
Left to his own devices, Eggplant Wizard is truly a garbage tier worthless character. He's got punishability, low power and sluggishness that can practically be overcome by anyone from Meta Knight to Ganondorf. What makes Eggplant Wizard special is his ability to drag his opponents down to his level. Even a mere Captain Falcon can overcome a Ganondorf.
The first thing to learn about Eggplant Wizard is how to extend his grasp across the stage: whether it be through spacing, placement or stage control. No, not with traps, you imbecile! With his Down Special, Eggplant Wizard can efficiently attack nearly as well without battle presence. However, he has a highly limited number of eggplants to distribute across the stage, and limited movement of them with his Dash Attack. The problem is not if you can place them, as they come down with practically no lag at all, but where to place them in the first place. You could put them by ledges for easy edgeguarding, but no coverage of the stage itself. Place them on a platform for coverage from above for juggling, but little potential below. Or you could just place them so that you can do all of this, but not excel.
For this reason, stage selection is absolutely vital to Eggplant Wizard. Stages all have different layouts and allotted eggplants, and you want to find the ones that best allow for coverage. The small scale and relative complexity of Battlefield, for example, is difficult for Eggplant Wizard, but he handles just fine on stages like Yoshi's Island, where he's allotted three to dole out on the platforms. You'll want to figure all of this out for yourself, and develop your own layouts and methods. It can take Eggplant Wizard far.
While Eggplant Wizard can survive fine and good at a range directing his eggplants, he'll need to come up and approach before he can do much damage racking or KO at all. Still, you shouldn't be doing this at the start of a match. On his own Eggplant Wizard has NO approaches, and what are you going to try when you get up there anyway? Eggplant Wizard is very vulnerable at close range. This means that Eggplant Wizard has to drag the opponent down before he tries an approach: that is, eggplant them.
The easiest way to get the ball rolling with eggplanting is Eggplant Toss. It has range and speed, and it borders on spammable. It's not too easy to land, but much easier than many other attacks, and it actually causes decent eggplanting unlike moves like Up Special. Eggplant Toss is a truly useful move to Eggplant Wizard, so it's good to familiarize yourself with its use.
After landing a couple of Eggplant Tosses, things start getting much simpler. Now that the opponent is losing their attack speed and movement speed, landing attacks becomes much, much easier. It starts paying off to risk attacks like Side Special that cause a lot of eggplanting with a lot of risk, as an eggplanted opponent can't punish you all too well. This is where it becomes a slippery slope for the opponent; the more eggplanted they are, the easier it is to do it further. By the time they're half eggplanted, they're practically fully eggplanted.
Once the opponent is fully eggplanted, Eggplant Wizard will probably have a good bit of damage on his meter. That's no big deal. He can now rack it up easily now. Does he have damage dealing capability? Hell no. He never does. This just allows him to damage deal with little to no trouble. This part of a match is rather simple. Just land a bunch of attacks on the opponent. Which don't matter, as long as you can land them. Don't worry about eggplanting anymore either. You would do well to mix in a couple of eggplanting effects, to prevent them from escaping from it, but you get a massive thirty seconds and you can easily renew it. He can rack up the damage just as easily when you're 7/8 instead of full.
It might be worthwhile to chaingrab in this state, but be careful what you wish for. This might build up damage, but it might also backfire on you, leaving the opponent with more damage but un-eggplanted- which is bad. If you need a KO when the clock is running out, a chaingrab is an idea by all means (and this happens a good bit with Eggplant Wizard), but when it isn't, you're much better off doing it moderately slow but safe.
And then comes the KO. This makes or breaks Eggplant Wizard. His big KO move is his Forward Smash, which has a lot of variables to it. You have to take into account the opponent's weight, damage percentage, eggplanting and position into account to figure out if it can KO, no easy task. This is why you want to rack up a good amount of damage before attempting this. Even at high percentages it can still be dodged by eggplanted opponents. You'll want to be unpredictable with it, mindgame, lead into it with a Backward Throw, whatever it takes to land it properly and fully: because if you don't, you're screwed over. Miss a Forward Smash and you can only attempt a KO with Up Smash (yeah, good luck with that), or build up your opponent's eggplanting all over again.
All in all, Eggplant Wizard's biggest advantage is his sheer control over the flow of the match. Removing the opponent's power, covering up areas of the stage, getting rid of attacks altogether: remember, you're the driving force behind the match, and you never want you nor your foes to forget it. Once you excel at everything, no easy task, Eggplant Wizard's victory is assured. Up to that point, you won't be able to win; Eggplant Wizard is truly a character who either wins or loses dramatically, bouncing all over the tier list with the whims of his players.
~---Matchups---~
~--Sloth~20/80
Sloth laughs in the face of Eggplant Wizard's pathetic attempts to slow him down with eggplanting. Sure, he's slow. What else is new? He's so laggy already that it doesn't even make an impact. Even if he lands a couple less attacks, Sloth has such a long lifespan for each stock that there's no difference in the end. In the meantime, Eggplant Wizard can't do the same to Sloth. Damage racking isn't too difficult once you get past Sloth's powerful, ranged moves with Eggplant Wizard's poor methods of approach. In any case, Eggplant Wizard has little hope of ever KOing Sloth in the end. He might be able to land lots of eggplanting on Sloth, even if it doesn't really make a difference ordinarily, but he's going to have a boulder up, and since boulders can't be eggplanted, Eggplant Wizard's most powerful move in terms of launch power is nullified and he's going to have a hell of a time getting it off the stage. In the end, Sloth KOs Eggplant Wizard very fast, and Eggplant Wizard KOs Sloth very slowly.
~--Hades~35/65
Once Eggplant Wizard gets Hades significantly eggplanted, he goes down with little to no fight. Hades has the unfortunate combination of a large size with relatively low weight, and he's already easy to combo, so once he's all eggplanted Hades has lost a stock. Still, Hades puts up a hell of a fight before this. Pain and Panic can generally be sent out to dispose of any spare eggplants placed around the stage, and since they can be disposed of so quickly, there's no risk of him getting bored. His traps lock off parts of the stage to eggplants as well. Most notably, his Up Special heals him of 1/16 of eggplanting every second he's in it. This isn't too much, but it's a definite problem for Eggplant Wizard. In general, once Hades is fully eggplanted Eggplant Wizard gains a huge advantage, but this won't be happening anytime soon.
~--Spadefox~55/45
This is Eggplant Wizard's first advantage, but it's hardly a large one. In general, Spade's lack of good approaches means that he has trouble getting up close to Eggplant Wizard so he can't space his Eggplant Toss too well, and Eggplant Wizard can gain a good bit of momentum out of his eggplanting on him. Still, Spade has a couple of ways of preventing this. Unintelligent Design makes Eggplant Wizard unable to eggplant for 5 seconds, and Lustful Drain recovers Spade of 1/4 worth of eggplanting. Still, these are small eggplants in comparison to the fact that Spade can get even more momentum on Eggplant Wizard with his status effects and combos. In the end, Eggplant Wizard can mostly nullify Spade's momentum with his own, and his ease of eggplanting Spade gives Eggplant Wizard an advantage, though hardly a large one.
~--Bubbles~65/35
At first glance, Bubbles has the advantage on Eggplant Wizard. Her mechanic makes her difficult to hit and eggplant, right? Wrong. Her movement speed will be nullified by eggplanting, and Eggplant Wizard still can throw his eggplants straight forward, turning this into a disadvantage. On the bright side, this stops the Bubbles player from SDing too easily, but will any competent Bubbles main do this anyway? In any case, one eggplant generally removes a good bit of Bubbles's game. It destroys her chaingrab due to her moving slowly and having a laggier grab/throw. Still, Bubbles can now focus on damage instead of controlling herself, which is a plus, and notably her Up Tilt is now difficult to DI out of since she isn't moving the hitbox so much. Overall, Eggplant Wizard has a significant advantage in that he can land his eggplants and that they go far, but Bubbles has a myriad of smaller advantages to keep this matchup in check.
~--The Count~70/30
The Count has a lot of trouble getting that all-important grab in on Eggplant Wizard. If he sends out Zondark, Eggplant Wizard will fully eggplant him in a flash due to his large size and slow attacks. This leaves The Count with no option but to grab him manually, which is practically impossible, especially coupled with the slowing effect of eggplanting (and he'll be eggplanted quickly given his size). The Count is going to need to be very, very careful with Zondark. Still, once The Count manages to get that grab in he'll have an easy time getting more, since Eggplant Wizard is so bad at close range before eggplanting, and once he takes over his body with a pummel The Count will steadily start eggplanting Eggplant Wizard- and, ironically, he isn't very good at stopping this.
~--Zant~60/40
While Zant can finish off Eggplant fairly easily once he starts bringing his twilight into a mass, Eggplant Wizard efficiently stops him from doing so; eggplanting severely hurts Zant's "pester with projectiles" strategy, and more notably, placing eggplants all over to disrupt Zant's twilight makes things difficult for him. Still, pestering with projectiles will work up until that point. Eggplant Wizard's lack of general defenses makes him easy to keep away so that he doesn't put his eggplants down in the first place! In the end, Eggplant Wizard disrupts the flow of Zant's playstyle, but he can keep up easily enough.
~---Stages---~
Eggplant Wizard is affected a whole lot by stage choices. Given that he has to dole out a limited amount of eggplants onto large stages, where and how he places them are vital. Given this, this stage section shows the best ways of doling out eggplants for maximum coverage of a stage. Purple circles are eggplants and arrows are the areas they can cover with Eggplant Toss. The box on Smashville marks how the platform will move so that the eggplant's area changes. These aren't to scale, and apologies for my horrendous photoediting skills... 9_9
Yoshi's Island
Maybe the platform ghosts stretch it out, maybe it's the platform on top, but for some weird reason Eggplant Wizard is allotted a massive three eggplants. With this setup, Eggplant Wizard can easily cover the whole stage. There are a couple of blind spots, however. The very center can't be hit, but this is hardly a big deal, as it's a very small area. Beyond that, the very edges can't be hit, but why would you want to hit there anyway? The low ceiling is coverable anyway so it's hardly a big deal. Anyway, this setup allows for offense, defense, edgeguarding and KOing fairly easily, and it's a shame that how cramped the stage is prevents this from being Eggplant Wizard's best stage (that's Smashville).
Battlefield
Yoshi's Island got three eggplants, but somehow Battlefield got one. Maybe because it's so tiny... Anyway, the one eggplant Eggplant Wizard gets here is hardly enough. It can only cover the center of the stage, and Eggplant Wizard is forced to bop it along with his dash attack awkwardly to wherever he needs it. This only covers the stage itself, and it's impossible to edgeguard. The platforms are safe zones to the very ends as well, and staying on them allows easy telegraphing of ranged Eggplant Tosses. I guess you could say that Battlefield is a good Eggplant Wizard counter.
Smashville
Smashville isn't all that small, it allows three eggplants and the moving platform that with only one eggplant Eggplant Wizard can cover the entire stage is a nice bonus. Of course, you get three, so what am I talking about? In any case, Smashville is easily Eggplant Wizard's best stage. The stage itself is covered all of the way, there being NO blindspots until the platform scrolls off all the way. The edge isn't fully coverable, but at some points it is due to the moving platform, and Eggplant Wizard isn't meant as an edgeguarder in any case. Maybe if Animal Crossing actually had a character they would be of a lot of help too...
Final Destination
Final Destination easily rivals Battlefield for Eggplant Wizard's worst stage. The stage is large enough, so it can allow for spacing, but this is a double-edged sword, as Eggplant Wizard gets only one eggplant! This single eggplant is best off in the center, leaving the edges vulnerable and no potential for edgeguarding. Shuttling around the single eggplant with a dash attack is very, very common. Maybe you'd be better off forgetting your Down Special here seeing how horrible it is on Final Destination, the supposed most neutral stage in the game.
~---Extras---~
Up Taunt
Eggplant Wizard juggles around a few eggplants with his hands before putting them away into the depths of his robe.
Side Taunt
Eggplant Wizard takes an eggplant... and eats it!
Down Taunt
A single eggplant flies out of Eggplant Wizard's robe, seemingly of its own accord. Eggplant Wizard stares at it for a moment, it flopping out of his hand with a noticeably dulled color in a moment.
Up Victory Pose
Eggplant Wizard is the sole player on the victory screen, preening over his fingernails. There are, however, a couple of eggplants scattered across the stage...
Side Victory Pose
Eggplant Wizard pulls out an eggplant remote controller and presses the single button furiously. A moment later, his space pod from Captain N rams him off the screen.
Down Victory Pose
Eggplant Wizard is holding his hand up in the air, a couple of eggplants slowly circling in midair. He looks at the screen and chuckles.
Loss Pose
Eggplant Wizard claps for the victor, looking a little sullen. If you wait ten seconds at the victory screen, you can see all the other players of the match turn into eggplants, making Eggplant Wizard let out an evil laugh...
Victory Music
If Meta Knight can have his own victory tune, so can Eggplant Wizard! His is the opening riff of the Kid Icarus: Of Myths and Monsters boss theme, playing until about 0:03 here.
Alternate Costumes
Eggplant Wizard has some fairly unique alt costumes, each affecting which vegetable is at the end of Eggplant Wizard's staff, as well as the ones he uses for his moves...
Eggplant
Red Pepper
Pumpkin
Cabbage
Radish
Squash
Kirby Hat
Kirby gains a cute little hat that looks like the top half of an eggplant. He can use Eggplant Wizard's Neutral Special, Eggplant Toss, for the same effect. Kirby won't be able to eggplant in any other way, but this is still useful as a way for Kirby to KO more easily.
Codec Conversation Snake: What's this small guy doing here, and why is he wearing purple makeup? Is this some kind of cultist? Otacon: Snake, that's the Eggplant Wizard. He's a mystical sorcerer with dominion over eggplants. Snake: What's the use of "dominion over eggplants", anyway? Otacon: Well, he can toss eggplants out of nowhere that transform others into eggplants when they touch flesh... Snake: I don't see what's so scary about being transformed into an eggplant. I'm kind of hungry, maybe I'll snack on that eggplant lying down over there... Otacon: Snake? Snake? SNAAAAAAAKE!
I made a typo it seems. Any ways, your respone seems you wanted people to have their eye's bleeding from reading the set. Was that your purpose in the first place? If so, God help us.
"and looks very lazily put together." Lazily put together? It's completely organized and extremely detailed.
It's not organized, extremely detailed or user friendly. It looks like it was copy pasted out MS word. It's also pretty generic to boot as well, but who am I too point out fingers.
Eggplant Wizard
His playstyle looks decent and all sorted out, so that's a good thing. I don't know what to say about it, but it looks long and complicated without diving into the whole set itself. A nitpick that nobody cares about is the slight annoyance of using attack names rather than "F-tilt" or "D-throw"
I've got my next moveset ready, Banette, so I'll wait a bit later on for the good oppurtunity (With all the thread activity going on, I may not have to wait long). You can relieve yourself right now that's it's not a Bobobo set.
Before you read this Darkslash, should I make it all colorful?
"Because Soulless posted on my wall and not this thread, and his VM is closed, I shall address his concerns in here. " I posted there because I was unaware this thread was for the discussion of entries.
"Really, it seemed like a 2 hour rush job to me, considering this day of age of the contest. You didn't even bother to at least add some color to it." I wrote it over the span of 3 days (because I have a life =/) and I did not make it for the contest, I had no idea there was even a contest until someone told me in my blog.
"It's not organized, extremely detailed or user friendly. It looks like it was copy pasted out MS word. It's also pretty generic to boot as well, but who am I too point out fingers." I agree to disagree. And thats a good observation, I did orginally write it in MS Word. (for which the text was black on a white background, making it easier to read)
"I made a typo it seems. Any ways, your respone seems you wanted people to have their eye's bleeding from reading the set. Was that your purpose in the first place? If so, God help us." Well I'm not here to accomodate you. If you find it so hard to read it, then copy it, change the color yourself or don't bother.
"Also I see no knife, only a claw." The knife was only a representation of the shape of his blade, not what it would look like. I could not find an accurate picture on the internet to match.
Eggplant Wizard
His playstyle looks decent and all sorted out, so that's a good thing. I don't know what to say about it, but it looks long and complicated without diving into the whole set itself. A nitpick that nobody cares about is the slight annoyance of using attack names rather than "F-tilt" or "D-throw"
I've got my next moveset ready, Banette, so I'll wait a bit later on for the good oppurtunity (With all the thread activity going on, I may not have to wait long). You can relieve yourself right now that's it's not a Bobobo set.
Thanks for the comment, Katapultar. That's something I worried about, actually. I'll try and be more consistent with them in my next set (which is probably MYM7).
I think your attack on Leon is a bit ridiculous, Slash, especially considering that, y'know, you haven't made a set yourself since before the dawn of time. I find the set perfectly easy to read and to be a fine implementation of the character into Brawl, even though MYM is used to a heavier dose of creativity.
"I made a typo it seems. Any ways, your respone seems you wanted people to have their eye's bleeding from reading the set. Was that your purpose in the first place? If so, God help us." Well I'm not here to accomodate you. If you find it so hard to read it, then copy it, change the color yourself or don't bother.
Yes, I'm quite fond of my sardonic comment. Maybe THAT'll teach you... *shakes fist*
But seriously, all spite aside, I've read the set. It's quite a canny moveset; making the Tilts simplistic is one move I've adopted from Junahu because it just makes so much sense, so it's nice to see some awareness of that in someone else's set. And the eggplant-based playstyle is just so cool; you avoided props so, so well, and kept him utterly focused. I don't think anyone else could have pulled it off so well. Eggplant Wizard's uniqueness and eccentricity puts him head and shoulders above your other sets and really cements you as one of the top MYMers nowadays. (CLAP)
It can't all be good, though, and I've noticed something disturbing in your writing style:
On top of this, each eggplanting attack causes a lessening in the same attributes, them losing movement speed and weight such that their movement speed and weight would be fully lessened by the time they're fully transformed.
And another:
Eggplant Wizard summons a bulbous eggplant to stare at as he charges (or channels a selected eggplant), him having some significant but not crippling startup lag as he summons it. During the charge, tilting the Control Stick causes the eggplant to flash a different color as long as it is held- red if held left, green if held up or down and blue if held right- it automatically flashing green if no direction is held.
This is just an awful grammatical quirk. It took three contests for Warlord to cut back on it, and just then Kupa started up. Now you? Seems like every rising MYMer goes through a period when they mimic Warlord in everything. This set desperately wants more semi-colons and less "him having"s and "it having"s.
So now that we've covered THAT sorry business, other complaints... let's see... um, your damage %s are a bit skewed - 18% is not all that much or even very impressive. Uh... nope, that's all I got. A good job very well done. And I love the SA. (FLIP)
Yes, I'm quite fond of my sardonic comment. Maybe THAT'll teach you... *shakes fist*
But seriously, all spite aside, I've read the set. It's quite a canny moveset; making the Tilts simplistic is one move I've adopted from Junahu because it just makes so much sense, so it's nice to see some awareness of that in someone else's set. And the eggplant-based playstyle is just so cool; you avoided props so, so well, and kept him utterly focused. I don't think anyone else could have pulled it off so well. Eggplant Wizard's uniqueness and eccentricity puts him head and shoulders above your other sets and really cements you as one of the top MYMers nowadays. (CLAP)
It can't all be good, though, and I've noticed something disturbing in your writing style:
On top of this, each eggplanting attack causes a lessening in the same attributes, them losing movement speed and weight such that their movement speed and weight would be fully lessened by the time they're fully transformed.
And another:
Eggplant Wizard summons a bulbous eggplant to stare at as he charges (or channels a selected eggplant), him having some significant but not crippling startup lag as he summons it. During the charge, tilting the Control Stick causes the eggplant to flash a different color as long as it is held- red if held left, green if held up or down and blue if held right- it automatically flashing green if no direction is held.
This is just an awful grammatical quirk. It took three contests for Warlord to cut back on it, and just then Kupa started up. Now you? Seems like every rising MYMer goes through a period when they mimic Warlord in everything. This set desperately wants more semi-colons and less "him having"s and "it having"s.
So now that we've covered THAT sorry business, other complaints... let's see... um, your damage %s are a bit skewed - 18% is not all that much or even very impressive. Uh... nope, that's all I got. A good job very well done. And I love the SA. (FLIP)
Don't worry about it. I just start to get discouraged by getting one comment in 12 hours when Negative Man, a self-acknowledged for-fun set got 7 by my count. (Not that I'm trying to blame you, MT, you said some words in the chat and promised to comment when you wake up).
I hate writing style. Still, definitely something I could fix. And... uh... maybe 18% isn't so much, I can fix that... well, I'm glad you liked it. And glad you liked the "SA", as I was worried that it would be kind of a slouch in comparison to the Final Smashes of my other retro folk and Paper Mario.
"Because Soulless posted on my wall and not this thread, and his VM is closed, I shall address his concerns in here. " I posted there because I was unaware this thread was for the discussion of entries.
Read the rules. Also on your page there was discussion, it should of been obvious.
"Really, it seemed like a 2 hour rush job to me, considering this day of age of the contest. You didn't even bother to at least add some color to it." I wrote it over the span of 3 days (because I have a life =/) and I did not make it for the contest, I had no idea there was even a contest until someone told me in my blog.
So let me guess, you spent about around 1 hour a day making it? Doesn't even matter if you didn't make it for the contest or not, still looks sloppy.
"It's not organized, extremely detailed or user friendly. It looks like it was copy pasted out MS word. It's also pretty generic to boot as well, but who am I too point out fingers." I agree to disagree. And thats a good observation, I did orginally write it in MS Word. (for which the text was black on a white background, making it easier to read)
Yea, Smashboards uses Grey/Black backgrounds and white text. Becuase you know MS word= Smashboards
"I made a typo it seems. Any ways, your respone seems you wanted people to have their eye's bleeding from reading the set. Was that your purpose in the first place? If so, God help us." Well I'm not here to accomodate you. If you find it so hard to read it, then copy it, change the color yourself or don't bother.
That's not how a contest works. The participants judge on how the set looks. A white wall of text screams "I'M LAZY" and hurts the eyes.
"Also I see no knife, only a claw." The knife was only a representation of the shape of his blade, not what it would look like. I could not find an accurate picture on the internet to match.
Darkslash, hush. Accept that some people just want to have fun and would rather not be criticised. Plus I don't want this to end up as a pointless "back-and-forth" flamey debate, that would be in violation of the gentleman's rules.
Eggplant wizard: The eggplant and eggplanting mechanics were not particularly easy to follow, and the side-special barely made any sense until the third time I read it. But they do come together in a unique way, and I have to admit I was entertained by the sheer number of eggplants and eggplant references in the set. The whole thing feels so obsessed with eggplants that it's impossible to hate, even with all the off-putting grammer (as Rool pointed out)
And now for pointless complaint list;
Is there any logic to how many eggplants a stage can have? It just seems you have these arbitrary limits in order to give him definite counterpick stages
I'm not seeing how is down-throw could ever lead to the foe becoming un-eggplanted. After all, a single pummel would negate the effect of down-throw. In fact, after the chaingrab, the foe could end up more eggplanted than they were to start off with.
I wish Up-smash would have a hitbox for when there aren't any eggplants to explode. I'm a stickler for regular attacks that become situationally unusable
Eggplant wizard: The eggplant and eggplanting mechanics were not particularly easy to follow, and the side-special barely made any sense until the third time I read it. But they do come together to give him a fairly unique style, and I have to admit I was entertained by the sheer number of eggplants and eggplant references in the set The whole thing feels so obsessed with eggplants that it's impossible to hate, even with all the offputting grammer (as Rool pointed out)
And now for pointless complaint list;
Is there any logic to how many eggplants a stage can have? It just seems you have these arbitrary limits in order to give him definite counterpick stages
I'm not seeing how is down-throw could ever lead to the foe becoming un-eggplanted. After all, a single pummel would negate the effect of down-throw. In fact, after the chaingrab, the foe could end up more eggplanted than they were to start off with.
I wish Up-smash would have a hitbox for when there aren't any eggplants to explode. I'm a stickler for regular attacks that become situationally unusable
Yeah, the set's difficult to follow. Always been one of my weaknesses... and the complicated mechanic didn't really help...
The limits on eggplants is so that Eggplant Wizard can't cover the whole stage. I wanted there to be some strategy with placing eggplants instead of placing them whenever you need them. Still, you're right that I wanted to have an element of stage choice there.
Good god, the thing about the Down Throw is not a pointless complaint at all. o_o I'm so glad you noticed it. I'll add a generic punch to the pummel, pronto.
He will have eggplants down nearly all the time, but you're right.
EGGPLANT WIZARD: Pretty good stuff here, Wiz. Ive never played a Kid Icarus game (but there's SO MANY to choose from lol) but i know plenty about the character. The mechanic and effects are unrealistic for Smash, and i love it (H). I also enjoy your little jab at ZOMG PROP syndrome seems to have. In Character-ness > Creativity/Originality > having minimal props. I really like this set more than your other sets this contest, Wiz, so keep this up when youre a leader.
EGGPLANT WIZARD: Pretty good stuff here, Wiz. Ive never played a Kid Icarus game (but there's SO MANY to choose from lol) but i know plenty about the character. The mechanic and effects are unrealistic for Smash, and i love it (H). I also enjoy your little jab at ZOMG PROP syndrome seems to have. In Character-ness > Creativity/Originality > having minimal props. I really like this set more than your other sets this contest, Wiz, so keep this up when youre a leader.
Banette is the Marionette Pokemon, the evolution of Shuppet in the 3rd Gen. It used to be a doll but after it was trashed, it was given life by vengance. Banette sticks pins into it's body like a voodoo doll to gain cursed power and seeks the child who disowned it when it was a doll. Since Banette was a doll beforehand, it can be presumed that Banette came first in the Sinnoh region, then made Shuppet, whom became more Banette. Banette itself thrives on grudges and vengance.
Banette brings this same vengance into Brawl. When foes beat it up too much, Banette exacts it's grudge on the foe, giving them the pain. This doll is light though, and lives on with curses, so your average little doll may haunt you from afar, even if you're not there. In a small summary, you could say it's just karma.
Neutral Special:Karma: Banette extends it's arms in a normal grab manner. Upon touching a foe, Banette holds them as if it were hugging them as a pin appears behind Banette, spearing through Banette and the grabbed foe. Banette and the foe have their damage percentages shared evenly (Say the foe has 180% and you have 60%, both players will have 120%. Odd numbers will added onto Banette), as well as the foe taking set knockback 2 SBB. Very low start-up lag, low end lag.
Banette's only real way to damage a foe. Of course, since Banette gets KOed easily, it's game is based on countering that problem, as well as the rest of Banette's moveset focusing on allowing itself some hurt.
Side Special:Cursed Red Pin: Banette pulls out a red pin and stabs itself through the chest(?), doing 1% to itself. The pin will stay through Banette's body for 20 seconds before falling out, all foes' attacks doing double damage but half knockback to Banette. Banette must wait 5 seconds after the pin falls out to use this attack again. Average start-up lag, very low end lag.
Using this attack again while Banette has a red pin in it's body will cause Banette stab itself with another red pin, doing another 1% to itself. This pin resets the timer of the first, as well as stacking the effect on foes, now doubling the effect of the previous affliction (If a foe's move was doubled to 30% by the first pin, it will now do 60%). Banette will have to wait for 10 seconds to use this attack again. High start-up lag, low end lag.
This is the one move you should use at the start of the match. While it would seem that no difference has been made to Banette in terms of taking double damage but half knockback, Banette can survive for slightly longer, as well as rack up a lot of damage on itself. Using this attack with some of Banette's other attacks will allow you to get the most out of this attack.
Up Special:Grudge Release: Banette's mouth opens, releasing a blood red version of itself right above it. For 3 seconds (Extended by 1 second for each 80% Banette has) while the physical Banette stays still (Falling momentum halted if in mid-air), you can control this red Banette, though it has an infinite number of jumps, it is invincible and it cannot use any attacks, as well as taking 2% per second for touching a foe. Pressing B during control of the red Banette will make it vanish, the real Banette re-appearing in it's place in helpless. Banette's normal body has Super Amour, but taking 20% (Increased by 1% for each 10% Banette has) will destroy the red Banette and make the real Banette fall helpless. Average start-up lag, no end lag.
Banette's basic recovery is rather gimpable, but at higher damage percentages can be rather broken. You really just want to use this as a recovery and nothing else, because Banette's aerials are more suited to anti-gimping.
Down Special:Shanman: Banette summons a doll of the foe furtherest away from it. Banette will continuously hold the doll out until you tap B, Banette putting the doll away. Bringing and putting the doll away has low start-up lag. While the doll is out, you can tap the control stick in any direction, causing Banette to shake the doll in that direction for a duration of 1/2 of Wario's D-Smash. The foe who resembled the doll suffers knockback in the direction Banette shaked the doll, killing at 200%. A shake has average start-up lag, low end lag.
This attack is completely different if Banette has any pins in it's body from the Side Special. Banette will pull out a doll normally, then remove the pins from it's body and thrust them into the doll. The affected foe takes 1-2% with knockback upwards killing at 100-60%, based on if Banette used 1 or 2 pins for the attack. Banette also cannot use it's Side Special for 10 seconds. High start-up lag, average end lag.
When you're ready to kill a foe, you can use this move. No matter the version, the affected foe can simply perform a well-timed dodge to escape their fate, then punish Banette's end lag. This case becomes much worse if Banette decides to use the second version of this attack, as it no longer has the protection of it's Side Special. A high-risk, high reward move that should be used against campers. It's also one of Banette's many ways to encourage an attack from a foe.
<-STANDARDS AND TILTS->
Standard: Give me your Hate: Banette performs a quick swipe forward. The swipe has average priority, low range, healing the foe 10% with low hitstun. Banette also does 10% to itself upon a successful hit providing the foe healed a whole 10%. Very low start-up and end lag.
A basic move for swatting foes away, though the effect of this attack is what you want, because it allows you to get back a little bit of damage from the foe after you've used a Neutral Special on them. The only good reason to do this is if the foe has too much damage on them and you want to save the damage for the next stock, since Banette's kill moves can kill at a decently low damage percent.
Dash Attack:Ghost Move: Banette flys forward (much like Mewtwo's dash) 1/3 Final Destination at MK's dash speed while being transparent. Banette is invincible in this state and it upon touching a wall, it will end up on the other side of the wall unless it leads off stage. Very low start-up lag, average end lag.
As a bonus option, by tapping B anytime, Banette will attempt it's Neutral Special in a normal dash-grab style, though the attack will end during this time.
Banette's getaway move, even it sometimes needing to get away from a foe if it's in peril or needs to set up a move, which indeed is useful against trappers or on large stages.
F-tilt:Safety Pin: Banette quickly embraces as a pin suddenly pops out of Banette's stomach. The tip of the pin has low priority, average range, doing 0% with knockback killing at 100%. Low start-up lag, very low end lag.
A move that serves little else other than a safe option for Banette to KO foes once the time is right. The attack can be foreseen be foes who time it right, but overall it's an option that should be considered.
U-tilt:Pin Preservation:
Banette flinches for a short moment (Similar to being attacked). Banette has Super-Amour during the attack, it's body doing 1% with average hitstun upwards. Low start-up lag, average end lag.
While containing pins from your Side Special during this attack, the pins in Banette's body will vanish. Using this attack again during that time will bring them back with the same timer as before (How long they will last).
A move that serves little else than to preserve your Side Special pins so they don't go to waste all of a sudden from a foe not attacking you. You may have to go through an attack to do so, but the preservation of your pins is very well worth thinking about as to how to use them.
D-tilt:Hair Lash: From it's crouching position, Banette turns it's head around quickly so that it's hair lashes forward in front of it. The hair has low priority, great range, doing 0% with set knockback diagonally 2 SBB. Low start-up lag, very low end lag.
A pitifully basic move, but it's useful for it's range, and once you hit the foe, you can either get into the air to attack or be attacked, or just use it as a spacing move since damage doesn't apply. Banette can get a few options out of using this move.
<-SMASHES->
F-Smash:Pin Filled with Hate: Banette holds a large black pin in a position as if it was going to stab it's own back. After charge, Banette slowly thrusts the pin through it's body, doing 1-3% to itself. The tip of the pin has average priority, bad-great range and doing 2-5% with knockback straight back killing at 65-35%. High start-up lag, average end lag.
Banette's best kill move. This attack is a great option to use if you can't afford to damage yourself too much, though the lag of this attack is risky to Banette, and the range is terrible unless you charge it up.
U-Smash:Grudge: Banette faces the camera while being surrounded by red aura. After charge, Banette is enveloped in the aura, intensifying if Banette is more damaged (Visual effect). This aura lasts for 6-24 seconds, and upon Banette being KOed while this effect is in, it will respawn with the same damage percentage that it had when it was KOed and it's attacks do more knockback, killing at 10% less (This effect will not stack if used multiple times) for the rest of it's new stock. Low start-up lag, average end lag.
A neat move to, should you get enough space, use. Best used on the killing stage of Banette's game when things get a bit riskier, because it's basically Banette insurance, and the extra knockback is nothing to scoff at either.
D-Smash:Empathy: Banette summons a doll of one of it's foe (In multiplayer, the winner will be picked), holding it while sending a blood red aura through it. After charge, Banette completely crushes the doll with it's hands. Ranging thorugh the whole stage, the foe who resembled the doll during this time will suddenly be transformed into a doll version of themselves for 7-21 seconds. They are perfectly normal (aside from visual), though their attacks don't do knockback or hitstun. Each hit on Banette from that foe will reduce the timer as a doll by 1 second. Low start-up, high end lag.
The one move that works perfectly with the Side Special, a mindgame for the Down Special, and is absolutely vital to Banette's game. Being able to use this attack and hit the foe from anywhere is a great thing, though foes can easily spot-dodge the attack since it is so laggy and punish Banette in the process. You will want to try and pull this move off during the course of the match if you want to survive, as well as being an excellent approach move for the Neutral Special or one of your kill moves.
<-AERIALS->
N-air:Slow Curse-The Green Pin: Banette quickly flinches as a pin enamating green aura appears through it's body. The pin stays in Banette and can be released by using this move again, the pin slowing Banette down by 1/2 while it is in Banette. Very low start-up lag, no end lag.
This move mostly serves as an invitation for the foe to combo a slowed down Banette, yet has other uses such as extending spot-dodging time. Just remember to remove the effect when attacking. Oh, this move also interacts with some of Banette's other attacks below.
F-air:Cursed Pins: Banette quickly places it's hand on it's chest, then swiping it directly in front of it. The arm has low priority, bad range, doing 0% with knockback killing at 400%. Low start-up lag, very low end lag.
This move's true purpose is when Banette has a pin (or 2) from it's Side Special or N-air in it's body, a Banette sized purple aura appearing right in front of Banette. This aura has infinite priority, doing 1% with knockback killing at 140% (Lowered by 30% for each extra pin). The current pins in Banette's body vanish after the attack's execution, following the rules of the Side Special restriction if Banette used any pins from there for this attack. No start-up lag, average end lag.
Banette's attack for smacking combo-ers right in the face, especially doing well against enemies who try to gimp you as a surprise attack: Allow foes to damage you, then hit them with this near lagless attack to KO them. Genius.
U-air:Deathly Prescence:
Banette's eyes glow blood red as 1/2 a Smart Bomb blast around Banette glows red. Foes in this area take hitstun from very low to extereme based on how long Banette hasn't used any moves before using this attack. No start-up lag, low end lag.
Banette's best tool in the shed for an anti-gimping option, and probably the move that makes some gimping tactics unable to work on Banette. It doesn't really flow with Banette's other attacks all that well, though if you let your foe attack you like some sort of training dummy, then who knows, maybe you can KO them in the air yourself with your F-air.
B-air:Hair Whip: Banette lowers it's head (An animation similar to Ness' U-air), it's dangling hair whipping at the same time in a half-moon arc. The hair has low priority, great range, doing 1% with knockback upwards killing at 170%. Very low start-up and end lag.
One might percieve this move as generic, though it's a fast kill move that can be used against gimpers or foes above you. For an attack, this is one of Banette's best options. Though this move feels a bit like an U-air.
D-air:Yarn Ball: Banette enters an animation similar to the N-air before falling straight down at Sonic's dash speed exactly 3 SBB, having Super Amour during the fall. Low start-up lag, no end lag.
Upon Banette touching the ground during this attack, it suffers no lag, and can use 1 attack during the exact time it hits the ground (A ground attack), not succumbing to the effects of the N-air if it is active. The button command must be made before touching the ground.
This attack only mostly serves as a mindgame for the N-air and as a way to fall to earth more quickly and safely, since you would want to either use a Grab or Smash attack from here, but it depends on the foes' position. The Super Amour allows you to pierce through anti-air foes and then attack them from ground.
[SIZE=+5]<-GRAB/THROWS->[/SIZE]
Banette attempts to reach forward with both of it's arm, having a slightly short grab range much like it's Neutral Special. Generic grab lag.
Pummel:Reassure: Banette squeezes the foe tightly. The next time Banette uses the D-Smash, the foe's timer as a doll is inceased by 2 seconds if hit by the D-Smash within the next 30 seconds. Banette using this throw on a foe already affected by the D-Smash increases their current timer by 2 seconds. Slow pummel.
Damage is too good for Banette to be able to casually dish out, so instead it supports one of Banette's most important moves. You won't get many out at all since the foe most likely will be on 0%, and it's not very useful once you have damaged the foe.
F-throw:Living Voodoo Doll: Banette tosses the foe forward, doing 0% with knockback killing at 300%. No throw length.
Banette having pins in it's body from it's Side Special and N-air causes it to remove the pins from it's body, doing 1% to itself for each, then stabbing it's foe with them. The foe takes 1% for each pin with knockback killing at 120%, this being reduced by 20% for each extra pin used for the attack (Green reduces it by 50%). Banette cannot use Side Special or N-air for 8 seconds, providing the corresponding pins were used for this throw. Average throw length.
This move much ressembles the Down Special, being a diffrerent version of it. Banette could simpily give itself 100%, then use it's Neutral Special so that both characters would have at least 50%, grab the foe and then kill them with this move, though remember that to do this, you must do it at half speed due to the N-air effect. If you are near the edge or are up against a light foe, you can even go lower. This mostly keeps Banette at a relatively safe damage percent and allows it to kill.
B-throw:Pain and Hate Abosrber: Banette turns around with it's held opponent, then a blood red aura seeps out of the foe and into Banette. The foe is now fully healed (At 0% now), Banette taking damage equal to the amount the foe healed, as well as the foe being released right next to Banette without any knockback or hitstun. Banette cannot grab for 2 seconds after using this throw. Long throw length.
This move is pretty much useless in a 1v1, but it is quite ideal in FFAs and friendly fire team battles, wasn't it's throw length so long. The fact that the foe is released without any knockback or hitstun makes as a nice way to force the foe to attack you. The grab time limit balances the throw so that you cannot infinitely stall with a chain-grab.
U-throw:Hate Synchro: Banette lets go of the foe, both characters staying still for 1 second. During this time, you can tap a single attack input for the foe to perform the attack on the spot after the second is up, though Banette cannot move until it has been hit by the move and the move must be one that Banette can be hit by, otherwise it will not work.
A decent way to force your foe to hit you. The foe most likely won't combo after the attack, but being able to get hit by any attack you want is quite a good versatile tool.
D-throw:Pinning the Blame: Banette pulls the last pin to be placed inside it's body out, doing 1% to itself, then painfully pushes it through the foe's body, staying there, being removed from Banette. Average throw length.
The pin pushed into the foe has a different effect based on which one was pushed in:
A green pin (N-air), halves the foe's speed for 9 seconds before falling off, but Banette cannot use it's N-air during this time and must wait for 5 seconds before being able to use it again.
A red pin (Side Special) stays in the foe for 7 seconds before falling off. During this time, damage done to Banette by the foe will be added to the foe's damage percentage the next time Banette uses it's Neutral Special on that foe. Banette's Side Special effect is negated during this time (It would only really count if Banette had 2 red pins in it's body upon using this attack), it cannot use it's Side Special as well and afterwards it must wait 10 seconds to use it again.
A move that perhaps has a bit too much versatility, though both effects allow Banette to get the time to hit the foe with a D-Smash fairly easily. The green pin effect is quite a cheap tactic, though it's hard enough being able to grab a foe at half speed, so abuse it if you can. If you do try to use the red pin effect, then you should combo it with the U-throw to get the foe to use a good damage racking move, but you won't have the Side Special in effect however.
<-FINAL SMASH: SELF HARM->
Banette stabs itself with a giant pin through the head, then throws it away, doing 200% to Banette and ending the 2 second animation. Surprisingly, Banette is not invincible during the animation. One second after the animation, providing Banette wasn't harmed during then, the foes' damage percentage starts to rise 5% per second, and if they reach the same or more damage than Banette currently has, they will suffer an instant KO that's completely unavoidable. TO avoid this, they need to try to damage Banette so that it's damage percentage reaches 500% or KO it, which will stop the foes' damage percentage from rising.
Yeah, mechanic boosting Final Smash and all (I believe Junahu does not like them). This FS can be rather lethal in Banette's favour, as you can either use a Neutral Special or stall. Stalling is probably better, as you can save your damage for the foes' next stock. The best thing about this FS is that it can turn the game into absolute mass panic.
Banette has a slightly different case to other characters in terms of playstyle. It has a good set of kill moves, but a few problems: Banette's stats are lousy and it's damage racking skills are very poor, in fact, it can barely damage at all by normal means. That's why the Neutral Special is vital, Banette having one common goal in mind: to give itself a lot of damage and survive. Banette can survive by putting a few negative effects on the foe that at the same time help it build it's damage, even from a distance!
At the start of the battle, using the Side Special should be the first thing you want to do. This protects Banette from being KOed easily, the first pin is near impossible to impede. You can use the second as well, which despite it's lag, serves as an invitation to lure your foe to attack you, which is exactly what you want. Just be absolutely sure that you can get the foe to damage you within the time the pins stay on you.
Now that the first part's complete, now you want the foe to attack you. You will have to be careful, as you want the foe to inflict as much damage as possible on you without them KOing you. Banette of course, has it's ways of making it's foes hurt it, though it will get KOed easily without extra support along with the Side Special: Remember, foes will be able to KO Banette just as soon with their moves even with Banette's Side Special (You should know why this happens), so you should be using Banette's D-Smash for the best support. The D-Smash, ah, here we have a move that's pretty much absolutely important for Banette because of the protection it offers. It's a predictable move, and plays as a decent mindgame with the D-Special, though situation-wise, the foe will know which one you will use. To actually use this move, Banette has some ways to stop foes from spot-dodging, such as the D-throw, though you will have to rely on the lag of the foes' moves at best.
So now that you have given yourself enough damage as you feel is right, you can try to approach the foe to get a Neutral Special in. Banette has little to help it do this but it's D-Smash. Foes can easily dodge this move as said above.
Once you have succeded in inflicting the Neutral Special on the foe, you can start to KO them: In one blow. Luckily Banette doesn't have any trouble doing this, especially if the foe is affected by the D-Smash. Banette has a good set of kill moves, such as it's Down Special, which can be high risk-high reward. There's also the F-Smash for that case. As good of a kill move as they can be however, you always have safer moves to use, especially if Banette has a lot of damage. Keeping it safe at this point is the one thing you should be trying to do, as the game can get quite risky. Yet to aid in this, there is a nifty option: let your foe attack you so that you're sent up in the air (or use D-tilt), providing that you can survive, let them try to KO you offstage, but use you U-air on them and counter with a well placed F-air to KO them. This only shows how neat Banette's offstage game is if played correctly.
In multi-stock matches, Banette doesn't need to worry about re-building it's damage percentage once it KOs a foe, as it will have half of the damage it inflicted on the foe by using the Neutral Special. In fact, if Banette has enough damage on it, it can use the Neutral Special on the foe again right after they respawn!
Overall, Banette's has a rather focused playstyle. It's abilities are poor at the start of battle, always having to rack damage on itself and use certain survival methods, but once it gets it's damage high enough and prevents foes from killing it due to it's weight, it can become a deadly force in battle that can continuously KO as long as it has the right amount of damage.
Gluttony’s one of seven homunculi named after the seven deadly sins from the FullMetal Alchemist series. Despite being the stupidest character, having a brain the size of a grape fruit, Gluttony’s quite possibly the most powerful, even greater then his creator. Yeah, he has power. What else is new of a guy with his build? But he’s also one of the faster homunculi. His intelligence leaves him to be somewhat of an overgrown baby, constantly being herded around by Lust, but once he’s let off the leash and given a taste of his target there’s no stopping him.
SPECIALS
Neutral Special
-5%
per second
Outrage
Gluttony extends out his rib cage from his insides to become even more handsome then he already is, then fires out a gigantic beam from it. The blast does 10 hits of 1% and flinching per second with infinite priority. The beam is almost as tall as Gluttony is and reaches out as far as Battlefield and can be held infinititely. The fact you can come in and out of the move very quickly only further secures Gluttony’s rightful place in god tier. To get out of this foes have to DI to the edge of the (very long) beam, meaning this racks up more damage at close range rather then being a camping tool.
But of course, it’s not that easy. While Gluttony has all the power in the world, he’s not nearly smart enough to use it and must be provoked first, hence his obligatory mechanic: Hunger. Many of his regular moves increase the mechanic, while other moves that tap into his inner rib cage such as this use it up (He can't use moves if he doesn't have the minimum requirement). There’s a convenient little “hunger meter” under his percentage to help you keep track of it. In this move, Gluttony’s hunger goes down at half the rate the foes’s percentage goes up.
[10% per second]
Side Special
+ Variable
Devour
Ah yes, the obligatory Warlordian Wario Chomp clone. For the most part all properties are identical to said move, though this raises his hunger at half the rate he deals damage (So he’ll get roughly 5% hunger per chomp). The move can devour projectiles like Wario’s chomp, but Gluttony knows no limits. He can eat anything. ANYTHING. He’s only Gluttony incarnate, after all. Lasers, Gordos, fireballs, whatever you’re in the mood for. Eating explosive items WON’T give Gluttony lag or damage, either, unlike those other pathetic chomp moves. Eating projectiles increases your hunger as much as the projectile would normally damage you.
If you input the move as a smash attack, Gluttony will puke out a projectile he’s devoured, starting with the most recent. It has identical properties as if the foe had used it on you (You can even aim projectiles normally), so essentially all camping against Gluttony does is give him ammo. As if that wasn’t enough, Gluttony can devour traps, minions and what have you then puke them back out to convert them to his cause.
[Variable Damage]
Up Special
-10%+
Mendez’s
Rib Stack
Gluttony turns to face the camera and brings out his rib cage, then extends it downwards, off the bottom of the blast zone if there’s no ground available. This takes 10% hunger right off the bat, and from here you can extend Gluttony up as far as you like by holding up on the control stick, provided you have enough hunger. Every Ganondorf Gluttony goes up costs him 5% hunger, so this is the main thing you’ll have to invest your hunger into. Always keep some in reserve lest you be left without a recovery. If you –do- have the hunger though, this all happens near instantly, leaving you with a near unstoppable recovery.
[0%]
Down Special
+3%
per second
Drooling Anticipation
Gluttony’s eyes go blank and his arms limp as he drools, resembling a zombie as he stares down the foe. This creates a drool puddle the width of Kirby in front of him that causes tripping. The puddle lasts for 5X as long as Gluttony drools over it and he gains 3% hunger for every second he stands there drooling. Gluttony can only have one drool puddle out at a time.
[0%]
STANDARDS
Neutral Attack
Bluff
Gluttony puffs out his stomach to make it stick out even more then it already does. The move works like a counter in that if a jointed melee attack hits Gluttony from the front he won’t take any damage or knockback and the foe will just bounce off Gluttony’s flab and take the knockback of their own attack. There’s little lag to enter the stance and you can hold it for as long as you like.
[0%]
Dashing Attack
+5-15%
Skid
Gluttony skids to a stop with very little lag. With no hunger the move comes out instantly but has no form of hitbox. At higher hunger levels, Gluttony takes longer to skid to a stop due to hunger increasing his movement speed (At minimum it’s Ganondorf’s, at max it’s Zamus’). As he skids, he causes rubbish to be knocked up from the ground in front of him, creating mass tiny disjointed hitboxes that do 1% and flinching, 0-20 depending on Gluttony’s hunger. Once the foe gets hit by one of the particles, they’ll be unable to DI out of the move as Gluttony skids forwards. The particles of rubbish pile up as Gluttony goes, ultimately making a small stack of rubbish at the end of the attack. If a foe got dragged along in the particles, they’ll be crushed under the rubbish stack at the end.
After finally skidding to a stop, Gluttony chows down on the tower of rubbish to restore anywhere from 5-15% hunger based off the size of it. If he gets interrupted before eating it all, the rubbish vanishes early, though if the foe was caught in the initial attack they won’t be able to move until you eat the stack on top of them.
[0-20%]
Forward Tilt
+7%
Sucker Thrust
Gluttony sticks his arm into his mouth and sucks on it, getting a taste of himself and increasing his hunger by 7%, then flings his arms forwards. His arm reaches out slightly less then Bowser’s ftilt with bad priority, doing a mere 6% and weak set knockback. The move is thankfully fast, though the main attraction is that a bunch of drool will get flung forwards off of Gluttony’s sticky arm. It’s essentially identical to a FLUDD blast, but you have to use it on the ground immediately after charging. This can build hunger and get more space at the same time, and if any of the drool you fling forwards happens to land on a drool puddle it’s duration will be increased by 3 seconds.
[6%]
Up Tilt
+1%
per second
Bloodhound
Gluttony looks upwards and lets his tongue lap out, sniffing the air. This causes a cartoonish scent trail to come out from the closest enemy and make it’s way to Gluttony’s nose over the course of a second no matter where the foe is. Once Gluttony and the foe are connected by the trail of scent, you regain control of Gluttony and gain 1% hunger per second as Gluttony constantly smells the foe. This can theoretically last forever, but the foe can break the scent trail by moving out of range of the trail (Further away then they were when the move finished).
This gives the foe one of two options – retreat to break the scent trail or approach to prevent Gluttony from getting up his hunger via other moves. They can’t stop you from doing both, so it’s a win-win situation. Still, you’ve got to time the move properly in order to get much use out of it – an ideal time would be after you knock the foe off the stage.
[0%]
Down Tilt
+12%
Self Indulgence
Gluttony goes through the start-up lag of his ftilt with an identical animation and gains 7% hunger like usual, but he seems to of gotten too much of a taste for his arm and chomps the whole thing off. This gives him another 5% hunger, but of course deals 15% to Gluttony as he yelps out in pain. Thankfully, homunculi such as Gluttony have the ability to regenerate infinitely and Gluttony regenerates his arm after chomping it off to heal himself of the damage. If a foe attacks Gluttony during this time, that damage will also be healed and Gluttony will take no knockback, somewhat like Counter. Eating your arm also gives you a “projectile” to fire via Side Special with properties similar to Peach’s turnips.
This is a very fast way to gather resources for your hunger and Side Special and if timed properly can be used when the foe’s right in your face. . .Just be cautious of foes interrupting the move before the regenerating or else you’ll take their attack AND the 15% self damage.
[0%]
SMASHES
Forward Smash
-30%
Impale
Gluttony brings out his rib cage, then impales his ribs into the ground. He proceeds to bring his ribs up out of the ground ever so slightly in front of where he impaled them, then repeats the process across the stage. When the ribs come up from the ground, they’re a grab hitbox, and every time the ribs go into the ground in their wavy pattern with someone grabbed they deal 5% to the victim. This has very little lag, but lasts an eternity. If the platform is long enough you can do this up to the end of Final Destination and deal up to 40% to the foe (The grab is inescapable) if you grabbed them at the start.
This deals large damage and gets you breathing room to get your hunger back up for when the foe approaches once more, but is highly punishable and very predictable at long range. The move has the added bonus of destroying underground traps Gluttony can’t devour such as Snake’s mines. Charging the move makes the actual move be performed more quickly to remove the punishability, but charging makes you punishable anyway.
[5-40%]
Up Smash
-10-25%
Absorb
Gluttony brings out his rib cage, turns to face the camera, then leans over backwards so he’s facing upwards and sucks, the eye in his belly pulsing violently. This is essentially a vertical inhale (Dedede Neutral B), but the range is near doubled. Should anyone come in contact with your stomach, the eye will glow red and shoot the foe upwards for 20% and knockback that KOs at 120%. This move can be held as long as you want for no hunger penalty and can be canceled quickly, but there is a bit of lag to start it up.
During charging, Gluttony extends his ribs upwards on either side of him. He can extend them to be as high as triple Ganon’s height, and they act as solid walls. This prevents foes from DIng away to the sides to escape the suction and can absolutely slaughter aerial approaches if used properly. Just make sure you trap them inside the suction’s range rather then blocking them out. . .
[20%]
Down Smash
+1-12%
Rocky Road
Gluttony hefts up a massive chunk of the stage from the ground as large as he is in front of him, then embraces it and starts devouring it as you “charge”. The rock absorbs all attacks, and Gluttony can get up to 12% hunger if he devours the entire rock undisturbed. Spamming this move raises Gluttony’s hunger slightly faster then drooling, but having a drool puddle is better then just a bit more hunger. . .Though unlike when drooling, you have some actual defense as you work your hunger thanks to the big rock in front of you.
Nothing happens after the charge if you “fully” charge it, but if you release the move early Gluttony chucks the rock forward to deal 20-10% and knockback that kills at 120-180%. The lag on the move is pretty hefty at first, but the hitbox is so huge it hardly matters. With a smaller rock Gluttony’s chewed down to size, hurling it forward is much simpler.
[20-10%]
AERIALS
Neutral Aerial
Ball of Fat
Gluttony brings in his legs and extends out his arms as rapidly spins around. His hands are a grab hitbox, constantly circling around the ball of fat that is Gluttony as he spins around. You can hold the move as long as you like, but upon release Gluttony throws any foe he’s caught in the direction his hands are currently facing for 11% knockback that kills at 180% (Lower if you throw them downwards). Very little lag to come in and out of this stance, but Gluttony’s arms spin around rather slowly in a predictable clockwise pattern. By default Gluttony’s arms start in front of him, but if you tilt a direction after inputting nair you can start them wherever you want.
[11%]
Forward Aerial
Shoulder Crush
Picture Wario’s fsmash in the air, but with roughly half the power (12%) and no superarmor. Give the move a bit of starting lag, now remove the ending lag and add that to the duration of the move. During the move’s duration, you can tilt Gluttony in any direction as much as you wish to change the location of the hitbox/the direction of the knockback. A decent enough gimper.
If you use this on someone standing on the ground, they’ll get crushed against your arm and become a cartoonish pancake briefly before reforming, though this just does an extra 3%. If you hit someone standing on a drool puddle, though, the foe will stick to your arm thanks to the drool trapped in pancake form. You can’t do anything to hit them at all like this, but you’re free to do whatever while they have to button mash out. The longer the puddle had left to last the longer it takes to escape. You’re free to go off to make a new drool puddle and build your hunger or go suicide with them stuck to you. Whatever suits your fancy.
[12-15%]
Back Aerial
-4%
Clamp
Gluttony turns around in mid-air and brings out his rib cage, then clamps his cage together for 7% and knockback that kills at 200%. Very little starting lag, duration, and range with disjointed priority. The move has a decent bit of end lag, but you’re allowed to use the move again during it (It won’t turn around Gluttony around when used in this manner). Considering this move pushes back Gluttony a third of a Battlefield platform, this can be used for horizontal recovery.
[7%]
Up Aerial
+5%
per second
Cling
Gluttony chomps upwards with small range and average lag to cling onto the foe’s leg. This can be out-prioritized, but if the move connects the fall speed of the two characters combine, though the foe keeps control of the aerial DI. Gluttony can’t be knocked off the foe while he’s clinging onto their leg in the air due to superarmor. Dair him all you want, you’d be better off recovering. Gluttony gains 5% hunger per second and deals 5% per second he’s clinging to the foe, though it hardly matters seeing this is a suicide KO move.
If you land on the ground with this the foe will stomp down on top of Gluttony as he gets crushed underneath their boot for 10% and gets forced into his down state, meaning the move has the potential to backfire. This is best combated by making your drool puddle right next to the edge to leave them nowhere else to land, in which case the foe will trip and Gluttony won’t get stomped on.
[5% per second]
Down Aerial
-10%+
Rib Cage
The initial animation and lag of this move is completely identical to your up special, but he brings out even more ribs then he does normally to support himself (Which you can see if you turn the camera via pausing). These extra ribs turn the two towers of ribs coming down from you into solid walls. This makes the move into an exceptional gimper, especially if you trap someone between the two walls in the “cage”. . .But it’s an excellent suicide gimper, as Gluttony will slide down his ribs after 3 seconds. During these 3 seconds you can increase or decrease your elevation like the Up Special as well as make use of your Neutral Special.
When he –does- slide down he has superarmor and his body is a spiking hitbox that does 20% as he goes, so if the foe hasn’t gotten up to Gluttony to escape out the top of the rib cage (Wall kicking/clinging is very useful here) yet, they’ll always die first.. . .If they don’t dodge. . .Which they probably will. . .That is, if you don’t push them down to the bottom via Neutral Special.
[20%]
THROWS
Grab
-5%
per second
Rib Extension
Gluttony brings out his rib cage, then extends it out as far as you wish. He can twist his ribs in any way you so wish and they move quite quickly (Mario’s dash) to try to grab foes. Unlike characters with similar grabs, Gluttony can snap all his ribs instantly back to himself with nearly no lag by pressing the grab input again, though he loses 5% hunger per second while he has his rib cage out in this manner. Once you’ve grabbed someone, you can either bring the foe up to you to perform your throws or continue extending your rib cage away from yourself to try and position the foe off the blast zone/under the stage for a KO (Though the foe will escape until you get a good 150% or so).
[0%]
Pummel
+3%
per second
Drooling Anticipation
This enables you to use your down special while you have a foe in your grasp. This version only increases the amount of time a puddle will last by double the duration you drool to make abusing grab releases a bit harder (Pummel, they escape, trip on the puddle, regrab). . .If you’re in the middle of nowhere, this won’t last for long at all if the foe’s percentage isn’t high, but if you grab the foe over a drool puddle you’ve already made you can have a lot of fun abusing grab releases to build up your hunger before the puddle finally expires.
[0%]
Forward Throw
+5%
Gravedigger
Gluttony chomps forward down into the ground for 5% hunger, then throws the foe into the hole and pukes the ground back on top of them to seal them underground. The foe takes 3% a second while underground, but this is twice as easy to escape as the regular grab and there’s zero grab escape lag. While this doesn’t give you much time to get up your hunger, the fact you get hunger right off the bat is a plus. More importantly, though, this makes the foe all too easy to impale with an fsmash as the ribs go underground.
[3% per second]
Back Throw
+6%
Disarm
Gluttony turns around with the foe in his grasp, then chomps at them. This deals 10% and knockback that KOs at 250% to the foe, as well as increasing his hunger by 6%. Very standard throw. It’s only against characters who constantly have weapons out that this move serves much of a notable purpose, such as Link. Against such characters, Gluttony will eat the foe’s weapon rather then chomping at them, doing no damage to the foe. This causes the foe to be unable to use any of their attacks involving the weapon until they force Gluttony to cough it up by dealing 10% to him or grabbing him. Characters who lose all their attacks from this (The FE Lords) are left with nothing but a generic grab.
Up Throw
+4%
Lick
Gluttony licks the foe from bottom to top like a dog greeting its master, flinging them upwards with his tongue at the end of the move for 8% and upward knockback that kills at 180%. You can tilt the throw so that you fling the foe at upward and forward/backward diagonal angle. This move increases Gluttony’s hunger by 4%.
Now then, this throw covers the foe in drool for 10 seconds. Whenever the foe tries to dash in their drool covered state, they’ll trip. While when you angle the move (To knock the foe away) the knockback isn’t as good, the fact the foe will have to walk back to you rather then dashing will give you much more time to go about your business.
[8%]
Down Throw
-1%
per second
Shish Kebab
Gluttony impales the foe with a single rib to deal 5%, then releases his grip on the foe. He keeps the single rib extended to hold the foe down as he’s free to move normally. The foe can escape with grab difficulty and takes 1% per second. They’ll instantly be released instantly if Gluttony’s hunger runs out, going down at the same rate their damage goes up. This is best used to get some distance between you and the foe, then drool to gain hunger faster then you’re losing it. If you have enough hunger you can always just unleash an Outrage blast on the foe for some free damage, too. This cannot be used to chain grab due to foes laglessly escaping Gluttony’s rib.
[5% +1% per second]
FINAL SMASH
The screen zooms in on Gluttony’s belly as his rib cage opens up even wider then usual and Gluttony laughs maniacally. After zooming out, he starts sucking foes towards his stomach to devour them. The suction goes across the entire stage and is 1.5X as powerful as Dedede’s inhale. This lasts for either 5 seconds or until all foes are devoured.
If Gluttony devoured anyone, the stage changes to the inside of Gluttony’s stomach, an endless, pitch black realm. Foes are unable to see anything at all here in this generic walk off stage. Foes take 3% every second they’re on the ground and zombies like those created by a certain homunculus will come in from the sides of the stage regularly. Gluttony can tilt the stage left or right with the joystick to try to knock foes off the walk off edges, and considering the foes can’t see anything they’ll have no idea which way to go to avoid it. After 10 seconds, Gluttony will puke the foes up off the top boundary for an undodgable 30%, though this simply causes them to be spat back out on the main stage next to Gluttony rather then KOing them. Once the Final Smash is over, Gluttony’s hunger maxes out.
[Variable Damage]
PLAYSTYLE
Despite Gluttony’s surprisingly high attack speed and awkwardly low power, he’s at his best when played defensively. You’ll want to pick a spot on the far side of the stage to hunker down and make a drool puddle, then just build up your hunger and increase the duration of your drool puddle, responding to the foe as necessary. Camping against Gluttony is futile and if the foe tries to set up anything of their own Gluttony can just eat/impale the traps. This leaves the foe with little other option but to approach Gluttony and try to pressure him. The battle is strictly on his terms.
Once the foe approaches, you still have methods for building up your hunger while defending yourself against pressure. The most obvious thing to do is to take advantage of your drool puddle with mass grab releases or crush a foe into it with your fair, but you have plenty of methods to mix things up with moves such as dtilt, neutral A, and your throws. Some of your better methods of acquiring hunger require you to already have some hunger in store, meaning that things become easier and easier as you go. The start of the battle is when you’re most vulnerable, if only for your lack of recovery.
Once you have some hunger and the foe insists on staying in your face, you can use your fsmash (Set-up by your bthrow if needed) or neutral special to force them back away while finally dealing some meaty damage to the foe. Using them in this fashion allows you to build more hunger to replace some of what you’ve lost, while if you just suddenly use all your hunger up recklessly you’ll find it much harder to get back up again. Use your hunger conservatively and never pass up a chance to build it up more or to make more space between you and the foe.
When it comes time for the KO, Gluttony finds trouble scoring KOs in the traditional manner unless the foe insists on approaching from the air, in which case his usmash is a possibility. While Gluttony can’t KO until high percentages, he’s more then capable of pushing the foe off the stage a decent distance (His grab’s a great choice) so that he can gimp them (Or get a long ranged utilt in early on in the match). Pretty much any of his aerials save bair will get the job done once the foe’s off stage, though dair should be saved for when you’re a stock ahead or the final stock, generally.
Gluttony likes as generic a stage as possible to work with, none other then good ol’ Final Destination. Battlefield and Smashville give platforms for foes to easily go over his long ranged neutral B and fsmash and those cursed moving stages can get rid of his precious drool puddle.
MATCH-UPS
Gluttony
40/60
King Dedede
Dedede can chain grab Gluttony like anyone else who isn’t a combo whore just fine, but considering Gluttony has no reason to ever budge from his drool puddle Dedede’s chain grabbing session will get interrupted as he trips over it. Gluttony can always devour Dedede’s hammer with his bthrow to take away a good chunk of his moveset, but most of Dedede’s good moves (His grab game, utilt, bair) will remain in-tact anyway. Dedede is completely unphased when caught in Gluttony’s rib cage (dair) due to his many jumps, and even if Gluttony sends down a beam at him he can abuse the superarmor on up B to get up out of the rib cage and make it back to the stage. In general, Dedede’s incredibly hard to gimp, which will make like considerably harder for Gluttony. While Gluttony will rack up Dedede’s damager faster if all goes well, if Dedede manages to catch you away from your drool puddle and grab you just once he’ll easily catch up.
Gluttony
50/50
Arthas
Arthas is one of the very few trap characters who can resist Gluttony’s reign of terror against them – his traps are built in the background, safe from the fat bastard. If Gluttony goes about his normal conservative playstyle, he’ll find himself drowning in a sea of Abominations and Frost Wyrms before the fight’s over. That said, Arthas is very vulnerable to gimping (He can’t even grab the ledge), one of your specialties, so it’s not like you can’t pressure him, you just simply have to mix up strategies a bit. Neutral Special is an extremely useful tool for Gluttony in this match-up to roast Arthas, his Acolytes, and his army all at once. Before Gluttony can do any of this, though, he needs at least –some- hunger, seeing he still needs to get back to the stage after gimping Arthas. These intervals of time are what gives Arthas enough breathing room to function.
Gluttony
90/10
Bubbles
Bubbles’ constant movement gives Gluttony ridiculous amounts of time to do whatever he wants. Sure, she’s going the correct direction (Towards Gluttony) half the time, but the other half of the time she’s being forced to flee from him. Sure, once Bubbles sets up some walls and turning poles she can prevent this, but Gluttony can casually go eat them to keep her hopelessly walking back and forth and then resume building his hunger. Once he’s got his hunger up, Neutral Special racks up absolutely ridiculous damage when Bubbles is coming towards you. Seeing Bubbles can’t DI backwards to get out of the beam, you can hold it as long as you want to get as much damage as you desire until your hunger runs too low.
Gluttony
55/45
Hades
Early on in the match Hades will find using his mechanic annoyingly difficult, as Gluttony will show little concern in getting Hades’ damage up and instead will focus on building his own mechanic, meaning Gluttony has the possibility of getting an early lead. While some of Hades’ traps such as dsmash prove futile, Hades’ usmash is very useful in that if Gluttony eats it he’ll still get warped above Hades anyway. Hades’ grab is also a big highlight for him if you can manage to grab Glutony from across the stage while he’s building hunger, and seeing Gluttony doesn’t want to pressure Hades he won’t get punished for it. If Hades can get Gluttony away from his precious drool puddle, he can rack up some decent damage on him as he hastily runs back to his precious trap. Hades damage racks slightly better then Gluttony, and in the KO phase Gluttony won’t get any suicide KOs once he gets ahead thanks to Hades’ mechanic. In the end, though, Gluttony ultimately pulls ahead in the KOing phase due to Hades’ recovery being easy to gimp while Hades has more trouble KOing Gluttony traditionally thanks to his weight.
Gluttony
50/50
Zant
Gluttony can devour Zant’s various stage alterations with little problem and even Zant’s projectiles to spit back at him, but Zant has many of his own ways to re-reflect the projectiles back at Gluttony, meaning the game can ultimately end up a match of pong. Ultimately both characters will relax and build up their respective mechanics, though Glutony will be maxxed out before Zant is. If you’ve saved any projectiles from earlier in the fight, you can bait Zant out by spitting them back out at him here, seeing he can’t reflect them or make any of his own while in his twilight zone. When Zant comes up close to approach, send him back via neutral special/fsmash. Sure, Gluttony can get up some damage at this point, but he’ll either use up all his hunger and become vulnerable or retreat to go make more hunger, during which time Zant will finish enveloping the entire stage in twilight. Once Zant has no more set-up to do he can not only catch up in damage racking but get far into the lead what with his combo heavyweight status. . .Though Gluttony still kills far easier. Sure, pushing Zant back off stage to gimp may be harder with some moves in twilight, but his grab is entirely unaffected, allowing you to place Zant wherever you please. A very heated match-up to be sure.
Gluttony
25/75
Spadefox
Right off the bat, Spade robs Gluttony of his precious mechanic. It’s still possible for Gluttony to play defensively with his drool puddle, though, seeing he can get it up before Spade hits him with ftilt. The ftilt only prevents the creation of new drool puddles, you’re still allowed to increase the duration of your existing one. You can take away a good portion of Spade’s attacks with your bthrow by devouring his scythe, but he still has plenty of magic to hit you with. Without hunger, Spade racks up damage on Gluttony much, much better, and while Gluttony’s gimping game is still decent Spadefox’s recovery is respectable anyway. Spade will have trouble KOing Gluttony thanks to Gluttony able to block off his Down Special, his only true KO method, but Spade can just lock Gluttony’s bthrow with his usmash/uair combo anyway.
Gluttony
45/55
Wheel Gator
Thankfully for Wheel Gator Gluttony can’t do a thing about his precious mud hole, and the fat lard has trouble getting the reptiliain Maverick out of his face early on due to his alternative grabs beating out his counter-style moves. Gluttony can still put up some resistance with his own grab which beats out Wheel Gator’s grabs due to being disjointed, but this costs him hunger, which he has precious little of at the start of the match, and seeing he has no other real option leaves him rather predictable. Wheel Gator will struggle to get Gluttony to come into his precious mud-hole due to him refusing to budge from his own trap, but Wheel Gator will get far enough ahead in damage percentage that he’ll still ultimately get the win, but it’s far from impossible for Gluttony to play defensively enough to stay out of the hole long enough to get up his hunger despite being pressured. Once he gets up his hunger, KOs come easy to Gluttony against Wheel Gator’s “meh” recovery.
Gluttony
55/45
Negative Man
Gluttony’s drool puddles and Negative Man’s tears have an awkward sort of priority against each other that out-prioritize one another. You use one of the traps over the other and they’ll dissipate. Considering Gluttony invests so much time into one little drool puddle while Negative Man can cry crocodile tears more casually, this is good news for the pessimistic block of cheese. Gluttony is particularly vulnerable to Negative Man’s Side Special if he can hit one of his counters or moves without a hitbox meant for hunger, though considering Negative Man has little other option it’s rather predictable. . .Which is why Negative Man trips Gluttony first with his tears. It’s surprisingly easy to catch Gluttony with this then other characters due to him not concerning himself with you and trying to build his hunger, leading to one of Negative Man’s best match-ups. . .On the ground. Gluttony eats depressed blocks of cheese for breakfast in the air, Negative Man’s recovery being laughably easy to gimp. You don’t even have to leave the stage or edge-hog him. A casual ftilt is all you need, seeing his recovery just BARELY puts him in range of the ledge.
Gluttony
50/50
Anne
Anne can destroy Gluttony’s precious drool puddle by taking a picture of it, but considering Gluttony’s always right next to the damn thing he can just casually step in front of it to hog the picture to prevent her from destroying it. That said, Gluttony will find it very annoying to rack damage on Anne due to her taking pictures of him using harmless hunger building moves then forcing Gluttony to repeat them. This not only helps her get damage early on, but can force Gluttony to repeat a move like fsmash later on to use up more hunger. . .This is all fine and good, but Gluttony can turn the tables with a casual bthrow to devour Anne’s camera, robbing her of her recovery and her main means of resistance. Anne can still pressure with some of the faster moves she has left to get the camera back, but the moment she gets knocked off the stage without it she’s as good as dead. Considering Gluttony will badly want to get a bthrow off, though, his grab is very predictable, leaving Anne’s grab-counter to be incredibly useful. It can really go either way.
I assume you're just being sarcastic, because I'm sick of number stats. We're at the point where we can get a decent handle on the character just by reading the attacks. The fact he missed them out indicates that his stats are mostly stereotypical heavyweight (plus the introduction implies quite a lot about his abilities)
Incidentally, Gluttony is everything I like about MW sets. Deliberate, organised and confident enough to not just blurt everything that's cool about him out at once. Reading him is mostly like reading a short story, complete with its own twists and turns and even a pay off at the end.
*insert complaints at a later date... if I ever have any*
Screw the gentleman's rules, I have a green phallic symbol!
WARNING: THE FOLLOWING IS A MOVESET FOR A PHALLIC LOOKING PLANT-GOD-THING. IF YOU'RE A WUSSY CONSERVATIVE WHO CAN'T HANDLE SUCH IMAGERY, DON'T SPEND TOO LONG LOOKING AT THE PICTURES.
"Who dares call to me....? Ah, I see you place little value on your life.....
I am Mara. I will lend you my power for the moment."
MARA
8=========BACKGROUND=========D
In Buddhist myth, Mara is also known as "The Evil One". Feeling threatened by the enlightenment the Buddha was trying to bestow upon humanity, he attacked the Gautama when he was meditating beneath the bo tree. He was defeated when the Buddha simply touched the tips of his fingers to the earth, whereupon all the gods descended in a tremendous roar to pay homage to him. Though Mara was defeated that time, he still lingers in the world, hoping to seize the souls of the dying.
Originated in Sri Lankan Buddhism, a demon who was riding Girimehkala tried to stop Siddharta Gautama from reaching enlightenment through meditation. The most common story depicts Mara using his beautiful daughters in an attempt to tempt the Buddha; he later marched his demonic army to scare him, however this ended in failure for Mara.
Also, he looks kinda like a pingas, lol.
Although Mara technically originates from Buddhist mythology, his moves and appearance are taken from his more infamous roles in the Shin Megami Tensei series.
More specifically, this is his more common "Chariot" form, in which Mara chills out in his gold chariot, which he continues to roll around in even when fighting in smash.
8===SIZE-10/10=D
HUEG LIEK XBOX 8===WEIGHT-10/10=D
XBOX HEUG 8===WALK-5/10=D
Technically it's more like a "roll" but whatever. 8===SPEEDWALK-7/10=D
Speedroll? 8===RUN-9/10=D
Being a giant dong, Mara certainly gets around. (HA!) 8===TRACTION-2/10=D
Chariots aren't well known for being easy to control. Just ask those poor ancient Romans. 8===POWER-8/10=D
Typical heavyweight stuff. 8===ATTACK SPEED-3/10=D
Unfortunately, Mara suffers from some pretty piss-poor(HA!) attack speed. Such is the fate of a typical heavyweight. 8===RANGE-9/10=D
This Mara's size is the exact inverse of your Mara. Meaning he's really, really big. Big size means big attacks. 8===PRIORITY-9/10=D
While it kinda varies at times, Mara mostly superb with Priority. 8===FIRST JUMP-2/10=D
Ever tried getting a chariot to jump? Believe me, it ain't easy. Luckily, Mara is powerful enough to at least get it slightly off the ground. 8===SECOND JUMP-2/10=D
No, this isn't one of those magical flying chariots, so no luck for you. 8===FALL SPEED-9/10=D
XOBX GEUH 8===CROUCH-0/10=D
He has none 8===TETHER RECOVERY-7/10=D
Mara makes up for his poor jumping prowess with a rather decent tether recovery, thanks to his testi-I mean, tentacles.
Gameplay-wise, Mara has a pretty awkward design. He's essentially a gigantic reproductive organ riding in a chariot. This obviously doesn't make for a traditional character, so Mara takes some definite getting-used-to. His controls are pretty slippery, and he flows pretty clunkily in battle, like an old Jalopy. Aside from his obvious movement issues, Mara is a very large target, about a chunk bigger than Bowser. Perhaps not the largest character in MYM, but he's certainly up there.
One thing that's good to know though, is that Mara can take a LOT of damage. Normally, you'll find this guy getting KO'd at around 300%, which at least tries to make up for his challenged mobility. And even then, he has a load of defensive techniques that make getting him off the stage all the more challenging. It's best to use Mara's amazing defense to your advantage, lest you fail miserably.
Something that looks like a simple "Counter" type move, but has some unique properties;
Mara takes up an erect stance(HA!), and does the typical "Counter Flash" signal. But what makes this move odd is that it has a startup time of .7 seconds, a woefully long time to raise a simple counter.
Well that's not what this is for. This counter simply isn't meant to take advantage of the heat of battle; it's a lot more situational, meaning you'll rarely get an experienced smasher to fall for your little trick. It's best to use this on recovering/charging enemies. In addition, as the name implies, this move will not absorb projectile attacks. And for characters without projectiles, it doesn't absorb more "special" attacks like Falcon Punch.
But for those occasional moments you manage to get your opponent to fall for your trap, not only will you not take any damage, but you'll get healed by about half of the damage you were supposed to receive.
For example, if an opponent hits you with a move that deals 20% damage, and you manage to absorb it, you'll take no knockback and get healed by 10%.
Additionally, your opponent will be pushed back(but not knocked back) by 1/3rd of a battlefield platform, giving you enough breathing room.
And you'll need that breathing room, because this move has ending lag of .5 seconds. Not too bad, but still an obvious risk.
SIDE- POWER CHARGE
For this charge-based move, you need to get some momentum going. When you activate this move, Mara automatically starts moving forward at the speed of his speed walk and starts to glow, signifying that he's charging something. You can still turn and use your dash attack(more on that later) while charging, but you can't jump. Once you press side-B again, Mara will unleash his attack: a full-on bull charge.
Mara starts charging at twice the speed of his run (which to say, is really, really fast. About the speed of Sonic.) During this charge, Mara has super-armor. Each hit from this raging boner (HA!) deals 5% damage. What, you think that's pretty low? Well, this is a multiple-hitting attack, and at full charge, hits 5 times! Not to mention that if you manage to connect all the hits while still keeping a close range, Mara will catapult the foe behind him with his head! This deals an extra 10% damage, meaning if all goes according to plan, you'll deal 35% damage!
Of course, there are some drawbacks; Mara's lack of attack speed comes to kick him in the balls (HA!) again. Fully charging this move takes 5 seconds. Basically, the length that you charge it is roughly equivalent to how many hits this move will do. (Example, charging it for 3 seconds makes this move last as long as to only deal 3 hits.) Not to mention Mara is completely defenseless while charging this move, meaning fully charging this move is harder than it seems, especially since you have the added factor of actually having to move around the stage to charge. Also, the charge doesn't save up like Samus' or DK's charge attacks.
But if you can get all this out of the way, you'll have a pretty mighty move on your hands, if you know how to use it.
DOWN- FIRE AMP
With startup lag of .2 seconds, Mara starts charging an aura of fire around him. This aura is pretty much the same size as Mara's body and causes 4% damage every time an opponent makes contact with it, and has low disjointed priority. Think of a giant-sized version of the tower of fire made by Ness/Lucas' PK fire, and you get the idea.
But unlike PK fire, the knockback is a bit stronger here, meaning you can only get about 2-3 hits in per attack. Even if you perform this on a wall, the opponent will fly to the opposite direction, getting in about 4 hits at most.
And even then, if you keep on holding this move for 10 seconds, Mara will explode dealing10% damageto both himself and his opponent, with medium knockback. After Mara explodes, he'll start to glow red for 10 seconds.
So why such an underpowered move? Well there's a couple of good reasons:
This is pretty much Mara's quickest move, in a moveset filled with pitifully slow attacks. As an attack, this is mainly used to rack up damage, and should be used as such. Given Mara's gigantic mass, it's hard to miss with this attack at close range, making it a lot more valuable than it appears.
However, this move also serves other purposes as well. Remember that whole thing with Mara glowing red after exploding I mentioned? Well it's used in other parts of his moveset, specifically every move that involves fire.
UP- GO FOR THE THROAT
Oh what, like you didn't expect this move from a mile away?
Anyway, Mara takes out his tentacles/tails and makes an upward slope with them. Halfway through, the slope will start to decline, until it hits the ground. The declining slope will slightly home in on your opponent.
Basically, he makes an Arc with them. This arc is about 1 battlefield platform long, with the tip being on the very end.
The whole animation for this move is1.5 seconds.
Even though this move seems to have a long amount of range, the attack will only go in effect if the tip of Mara's tentacles hits the opponent.
When they do, Mara will grab the opponent by the throat!
Once you have your foe by their throat, you can do 2 things:
1- Move the control stick to slam your opponent in any direction. You can slam them within 1.5 stage builder blocks, each slam doing 9% damage. Every slam has about .3 seconds of lag in between.
2- Press the B button again to send a small wave of fire coursing through his tentacles. It's pretty similar to Joseph Joestar's Hermit/Hamon attack in JJBA; keep on mashing B to send fire, the lag is only limited by how fast your fingers are. Each wave does 2% damage normally, and 5% damage if you're glowing red. The average gamer will get 4-5 waves in at most.
This move is great for building up damage, even though it's a bit tricky to pull off. Under the right circumstances, this move is great for constantly pressuring and annoying your opponent. Overall, just be a complete **** with this move. (HA!)
Oh, and this move is also a Tether Recovery. Simply use it in midair, and the tentacles won't go in an arc.
Rather it will just stretch out, straight and diagonally, similar to Ivysaur's up B. Somehow getting hit by these aerial tentacles deals 9% damage.
8===STANDARDS=D
NATURAL- WARTS
Upon pressing A, Mara bends his head down and starts to moan in pain as a giant blister forms on his head. This blister then shortly pops in a small gooey explosion. Press A again, and another blister forms and pops! Keep on pressing A, and warts will completely infest Mara's head, popping at relatively sped up intervals.
The range of each popped blister is pretty short, and deals 8% damage and low knockback to opponents. This move is a lot slower than most continuous Natural Combos, just being a bit faster than Bowser's AA. The priority on this move is pretty high for a Natural though, being about tilt-level.
DASH- BASH
While Mara's going at full speed, the blades on the front of his chariot will dig into the ground. This will cause Mara to do a 180° drift with his chariot. (Or a half-donut, if you prefer.) Of course, the main point of this move is to whack your opponent with the backside of the chariot. The attack deals 14% damage and medium horizontal knockback. It has high priority, and is technically a disjointed attack.
Of course, one other thing to keep in mind is that this move turns Mara around, yet another slight hit to Mara's already-poor controls. However, he'll still keep a steady speed, making it a good defensive move while dashing around the stage.
Also, this is the only move Mara can use while charging his Power Charge, making it your only line of defense while charging the attack up. It's not too reliable though, since it has .4 seconds of startup lag, where Mara is completely vulnerable, so use sparingly.
8===TITLS=D
FORWARD- PRIMAL FORCE
Mara briefly points forward with one of his stubby hands; shortly after, the blades on the front of Mara's chariot will shoot out. They go pretty far, about 2 battlefield platforms(oy vey...) long. While startup lag for this move is pretty bad, about 2 seconds total, what makes up for it is this projectile's unique properties. The blades are attached to the chariot via retractable chains, similar to a harpoon. After about 2.5 seconds of being on-stage, the blades and chains will retract back onto his chariot. (Which takes 1 second)
Now what's cool is that while this move is supposed to have bad startup, the lag for Mara pointing forward is almost nonexistant, like a normal character's Jab. It really only takes 2 seconds for the blades themselves to shoot out. Mara is pretty much free to move around when they're shooting out, when they're simply on stage, or when they're retracting.
The chains still follow the basic laws of physics, meaning you can drag it around while it's out, and it'll hang over edges. (This makes it Mara's main form of edgeguarding, since he's terrible at doing it normally.) The blades also do various damage, depending on what state they're in:
-Getting hit by the blades while they're shooting out deals 12% damage with medium horizontal knockback.
-Touching the blades while they're lying on the stage or being dragged deals 5% damage per hit and little knockback.
-Touching the blades while they're retracting deals 10% damage with meduim vertical knockback.
The priority for this move as a whole is infinite for, well, obvious reasons.
DOWN- TAIL SWISH
As stated before, Mara cannot crouch. It wouldn't really do much if he could anyway. Nevertheless, his Dtilt still attempts to make up for it; For this move, Mara leans down and hangs his tentacles out of the backside of the chariot. He then rotates the chariot 360°s. As you'd expect thus far, the lag for this attack isn't so stellar. While it has relatively average startup time, the entire duration of this attack is 1 second, and has some slightly sluggish ending lag. Basic affair for Mara.
Since this is a 360° attack, Mara's tentacles will hit both sides of him: Specifically, it hits behind him, in front of him, and behind him again. Each hit deals 9% damage with medium upwards knockback. The priority is somewhat mediocre and isn't disjointed like his Dash attack, due to him attacking with his tentacles and not his actual chariot.
Also, this attack brings him slightly closer to the ground than usual, being his only alternative to ducking if he really needs to. Extremely basic move otherwise.
UP- UNNURI NO WA
Mara's main line of defense against those pesky aerial foes and occasionally projectile spammers. Mara will use his tentacles to flip himself upside-down, the back wheels of his chariot facing the top. Those wheels will start to spin and spin in place at a fast rate. Anyone who makes contact with these wheels receives 2% damage each hit, with minimal knockback, making each barrage with this move last as long as 6 hits.
But wait, there's more! You can keep on mashing A while holding Up in order to keep the wheel spinning. Keeping the wheel spinning for 3 seconds has a strange effect; after keeping it spinning for 3 seconds, all airborne projectiles will slowly get sucked into the wheel. To be specific, the direction of every projectile will be influenced by the location of the wheel, it's influence becoming stronger the longer it's held.
Holding it for about 8 seconds will eventually cause the influence to reach it's maximum, and all airborne projectiles become sucked into it like a black hole. Of course, you probably won't have that much time to make it that far, as Mara's obviously still open to any other attack.
Getting a projectile sucked into the wheel completely negates it, even if it's an explosive. This doesn't work on items though, but character-based items like turnips and grenades still get effected.
The startup lag for this move is .7 seconds, typically painful lag, all but the norm for Mara. However, it's ending lag is much shorter, almost instant. Priority is high and disjointed.
8===SMASHES=D
FORWARD- HADES BLAST
During this move's charging animation, Mara starts to pulsate violently(Ha?) as a small red ball of energy forms on the tip of his head (Fine, his urethra). Once the charging ends, Mara will completely straighten himself horizontally and fire a giant red and black beam from the tip of his head. No, there isn't anything wrong with his nutbladder, this is actually one of Mara's most vital moves.
Said beam is almost as tall as Mara himself, and it's range depends on how long you charged it:
-0~24%: goes .5 Battlefield platforms(oy vey) long
-25~49%: goes 1 Battlefield platforms long
-50~74%: goes 1.5 Battlefield platforms long
-75~99%: goes 2 Battlefield platforms long
-100%: goes 2.5 Battlefield platforms long
And as such, the total charge time for this move is 5 seconds long. The beam doesn't last on screen for long,(approx .5 seconds) so there's a low chance of it hitting more than once. But in return, it deals 20~35% damage with above average to high vertical knockback and infinite priority.
But of course, such an amazing move doesn't come without it's flaws. While the time it takes to charge is instant, the time in between releasing A and the beam firing is exactly 1 second. Basically, his attack speed is a complete Jerk(HA!) to him at all times.
DOWN- MARAGIDYNE
For this charging animation, Mara clenches up as small streams of fire course throughout Mara's body. Upon release, Mara will go into a "battle cry" pose and roar loudly. Exactly 1 second upon release, a giant ring of fire forms around Mara, causing 19~25% damage and high vertical knockback to any foe unlucky enough to be around Mara at the time. This attack has infinite priority and lasts for 1 second before stopping.
So kind of an unspectacular move, no? Well, there's more to it than this.
Remember how performing Fire Amp 10 seconds in a row causes you to glow red? Well, this is that effect's main usage.
Performing this move while Red will change this move completely; it will turn this move into MARALAGIDYNE, and it gets one hell of a boost in return. As a matter of fact, Maralagidyne is THE most powerful attack in Mara's moveset. And for a good reason too.
Maralagidyne is twice as large as Maragidyne,(and thus, 2 1/2 times wider than Mara himself), is twice as tall as Mara, and deals 40~50% damage with extremely high vertical knockback. The thing can kill at about a mere 20%! If you can somehow manage to pull this move off, you're opponent best watch his behind.(HA!) However, doing this move completely drains your red glow, obviously.
UP- SPIRIT DRAIN
Hey look, a move that derives itself from the actual mythical Mara!
Mara will instantly spit out a seed from it's mouth.(It goes about 1-3 battlefield platforms(oy vey) ahead of him, depending on how long you charge it). Assuming the seed landed on the ground, it'll just kinda lie there for 5 seconds. After those 5 seconds, the seed will sprout into a giant flower with....a beautiful woman inside? Why, it's one of Mara's daughters of course! The same daughters he used to tempt Gautama Buddha with!
Mara's daughter will stand there for 3 seconds, until disappearing back into the ground. If she makes contact with any foe, she'll embrace and kiss the opponent. Of course, as you should know, she's actually sucking the life out of them.
Getting smooched by this evil b*tch deals 10-15% damage.... which is then added on to Mara's health. Yes, Mara drains your health with this move, how cruel.
Mara can only have 1 seed/daughter out on the field at one time, if you really needed to know.
8===AERIALS=D
NAIR- WHITE SMOKE
While in the air, Mara breathes a white(HA!) puff of smoke, about the same size as a fireball. This puff of smoke stays airborne, but slowly homes in on the opponent, at about half the speed of Bowser's walk....if he could fly and stuff, and has medium priority. This attack has pretty average startup lag. One cloud can be out at a time, and lasts on-screen for 4 seconds.
If a foe makes contact with this cloud, they won't take damage, but rather a Random effect with happen to them, with varying amounts of rarity:
-Common: Opponent will trip
-Common: Opponent will get dug into the ground
-Common: Opponent will get flower on his/her head
-Uncommon: Opponent will shrink
-Uncommon: Opponent will turn invisible
-Uncommon: Opponent will fall asleep
-Uncommon: Opponent will freeze
-Uncommon: Opponent will heal 25%
-Rare: Opponent will become dizzy
-Rare: Opponent will grow
-Rare: Opponent will get bunny ears
-Rare: Opponent have reversed controls
-Rare: Opponent cannot attack for 5 seconds
-Super rare: Opponent will teleport to a random area on the stage
-Super rare: Opponent will become invincible
-Super rare: Opponent wont be able to dash for 5 seconds
-Ultra rare: Opponent will turn into Mara
Use at your own risk.
FAIR- BLIGHT
With short amounts of startup lag, Mara ferociously bites in front of him. This bite has average priority, and brings him forward a small bit. It deals 6% with average knockback, and would be a pretty average move if it weren't for one factor: poison. This move has a 15% chance of poisoning the opponent. When an opponent is poisoned, they'll continuously take 5% damage every second for 5 seconds, meaning this move will occasionally do 31% damage! It's a basic, yet certainly deadly move, and should be avoided by any possible opponents.
BAIR- UZUMAKI
The back wheels on Mara's chariot stick out slightly and start to spin at a fast rate. This does something very special.
No, not really. It just does 4% multi-hitting damage and little knockback upon contact with a foe, with medium disjointed priority. Sorry Junahu.
DAIR- MYRIAD ARROWS
Kinda-sorta what it says on the tin: Mara makes exactly 20 arrows appear diagonally-below him. The arrows stay in the air for 1 second until shooting down, dealing 1% damage each, with no knockback. The arrows have incredibly low priority and are blocked easily, but there sure are a lot of them, making this move easily spammable. Good luck trying to get high enough for all the arrows to hit properly though.
UAIR- ENDURE
Mara clenches together and hardens(HA!) himself. 1 second into the attack, Mara will appear to turn into stone. At this state, he'll fall to the ground twice as fast, and cannot get out of this state unless he touches the ground.(So don't even think about using it offstage.) In return, getting hit by Mara in this state deals 8% damage with medium horizontal knockback. He also has infinite priority, meaning he can't be attacked like this. Great move for defense, but obviously suffers from poor startup time.
8===THROWS=D
GRAB- SIBABA
This is kinda unique for a grab: Mara will shoot out a green blob of goo in a short arc in front of him. It's a completely disjointed grab, like a tether-grab, minus the tether or any real grabbing.
Anyway, if this goo lands on an opponent, it will spround long vines, binding the opponent in place.KINKY. Once the opponent is binded, two of Mara's daughters will pop out of the ground and embrace the opponent lovingly. No matter where Mara is on the stage at the time, Mara will simply face the opponent. Not run up to them, just face them. Moving the control stick in any direction at this point will initialize the attack.
One thing strange about Mara's throws is that none of them do damage. They all simply cause an effect; Like white smoke, but more controlled.
PUMMEL- DISTRACTIONS
Mara's daughters hug the opponent tightly, for 2% damage.
FORWARD- MAKAJAMON
Mara's daughters turn into skeletons, and the opponent is tossed forward as a red aura floats around the opponent. In this state, the opponent cannot use Special or Smash attacks for 10 seconds.
BACKWARD- DEKAJA
Mara's daughters melt into slime, and the opponent is tossed a short distance backwards. A Blue aura forms around the opponent afterwards. In this state, the opponent's attack and defense is lowered by 50% for 10 seconds.
DOWN- XEROS BEAT
Mara's daughters dissolve into darkness, and the opponent is tossed down. A black aura forms around the opponent afterwards. In this state, the opponent turns invisible and has their controls reversed for 10 seconds.
DOWN- DETAIN
Mara's daughters crumble into dirt, and the opponent is tossed a short distance upwards. A green aura forms around the opponent afterwards. In this state, the opponent cannot dash for 5 seconds.
8===FINAL SMASH=D
THE TOWER
Mara summons some of his buddies from The Tower Arcana.
A giant tower shown above appears in the background of the stage, while various monsters appear from it.
First, Seth swoops in and creates 3 small-but strong twisters in the general location of your foes. Each tornado does 10% damage with medium upwards knockback.
After Seth does his thing, Bishamonten jumps onto the scene and uses Akasha Arts, which causes Bishamonten to teleport repeatedly near an opponent and slash them with a sword, which does 8% damage each, with medium horizontal knockback. He does this 4 times, to which Yo****sune appears on the scene. He uses Hassou Tobi, which causes 8 various slash-marks to appear on the screen at once. Each one of these 8 slash marks hits 8 times, dealing 3% damage each hit, ending with medium vertical knockback.
And if you managed to dodge that (and even if you didn't), Shiva finally appears. He appears in the background, as a giant figure behind The Tower. He uses Megidolan, causing the ground to shake 3 times, between 1 second intervals. Getting hit by Shiva's earthquake causes 25% damage, with high vertical knockback.
Once that's over, a giant bolt of lightning will hit The Tower, destroying it and ending the Final Smash.
Mara is totally not a blatant tank at all. Nope, not whatsoever.
In all seriousness, Mara is quite intimidating to play at first, due to his clunky controls and slow attacks. But in the right hands, Mara can grow to be a raging beast.
His attacks, while slow, are extremely powerful and versatile. Mara can find his way out of any situation; Among those, one of his most valuable has to be Fire Amp, just because it's his only really quick attack, and is his few lines of defense against setups that can really screw him over. Mara has an oddly low amount of super armor, meaning he's easily comboed by faster opponents. Mara may have some lifelines, but it's best to keep a controlled distance from your opponent in order to really rack up the damage.
Mara can break under pressure far to easily, so it's best not to get too panicked over his flaws. A good strategy is to simply overwhelm your opponent with Mara's arsenal. For example, use Spirit Drain to keep the opponent on their toes, and constantly pressure them with Sibaba. If you're feeling risky, keep the opponent guessing with White Smoke; or if your aren't as confident, rain on them with Myriad Arrows.
While charging up Fire Amp is tempting, don't overuse it unless you're really sure it'll work. Not only does completely charging it up take a long time, you'll also gather attention from your opponent, who'll do their best to stop you from charging it above everything else.
Mara has many defensive maneuvers to get out of some serious heat, but they aren't entirely reliable block-this-attack-free cards. They have the obvious issue of startup lag, which is prevalent throughout all of Mara's moves, but especially bad here. Absorb Physical is pretty situational, but not entirely useless; it's a great way for punishing reckless opponents for completely rushing you. Additionally, some of Mara's moves make up for his lack of maneuverability. For example, using Primal Force on an edge is a great alternative to an edgeguard, as long as your timing is good.
So basically, Mara takes some getting used to, and probably isn't for people who just can't play tanks. He requires a good combination between offense and defense, as well as utilizing his bag of tricks to great effect. One should also get good timing down, and try not to take the obvious route. Try to keep it unpredictable, and get the opponent on their toes. Thrust the great rod of courage into the deep, dark hole of challenge, and you shall succeed....maybe.
UP- Mara's daughters pop inside of Mara's chariot and stroke him gently. Mara likey.
SIDE- A slow stream of green liquid streams out of the tip of Mara's head. Mara puts on a strained-looking face.
DOWN- The back of Mara's body starts glowing blue, as Mara puts on an extremely painful-looking face. After a bit, a giant burst of green liquid shoots out of the tip of his head, and Mara sighs in relief.
VICTORIES
1- Mara is shown out of his chariot, while a group of unknown cultists bow down to him.
2- A group of cultists attempt to summon Mara, only for Mara to be summoned in his incomplete form, as shown in MST3. In anger, he eats the cultists whole.
3- Mara gathers a bunch of virgin women in his tentacles. After a while, Mara soon sucks the life out of them, reducing them to dust.
LOSE POSE- Mara doesn't appear in the background, but rather, a faceless, shining human figure made of pure light sits cross-legged, his left hand on his lap and palm facing upwards, while resting his right hand on his right knee, fingers touching the ground.
OTHER THINGS
ICON- 女神
転生
KIRBY HAT- Kirby gets a small, makeshift toy chariot around his waist. He gets access to Mara's Absorb Physical.
CODEC-
PRESS SELECT Snake: ...... Mei Ling: Watch out Snake! That's-! Snake: No. Mei Ling: Huh? Snake: No, no. Just, no. I give up. Mei Ling: B-but Snake...! That's the god of- Snake: No. I don't care what you say, or whatever that thing really is. That's a giant ***** riding in a chariot. I refuse to accept it as anything else. Mei Ling: But...But Mara is- Snake: Nope, no. Zip it. That's a giant *****. End of story. Mei Ling: ......Ah, whatever.
I understand that comments are becoming nil to make way for new pages, though I am not understanding total. Anyway Speedwagon's too afraid to read your sets and mine (It comes to no surprise since they are all graphic), so I'll read them for him:
Speedwagon told me I could skip Gluttony because he would eat me and there was a MYM5 version of the set, though he looked pretty cool because of his rib cage. Though I don't like being watched by so many Gluttonies on the same page. Not a serious comment, though the set is annoying to read, it almost like we have to take common sense from the MYM5 Glut set.
I'll say that Mara though is funny, but in a perverted way. Some of his moves are explained in awkward ways, especially the Neutral Special. Some of the moves as well have too much lag. Mara has daugters?
PINGAS is the best thing that's been posted on this page in humour.
If you're wondering why my comments are crazy, it's because I looked into Pennywise's deadlights and became insane, so excuse me.
Right away, the mechanic is awesomesauce. Slowly giving your enemy the ultimate debuff is a fun concept, and the ways you work it into his moves is unique and more varied than I originally predicted. Beyond that, there were plenty of creative moves in their own right with his eggplant magic (best element ever!) and lots of clever interactions between them, especially the various ways you can manipulate his netural special eggplants. My favorite move had to be the DSmash. Custom charge bonuses? Epic.
The playstyle is simply amazing. A character who is garbage tier normally, but instead of buffing himself with his mechanic, he just debuffs the opponent to his level. There are so many interactions and techniques he has to achieve this goal. While controlling the stage with eggplants isn't exactly an original concept in itself, you took things a step further with the differing stage "ammo" and the detailed stage strategies (I love those charts). Seriously, The simple fact that you made stage selection an emphasis to his playstyle adds so much depth to him and would give him a more developed meta-game than a lot of these one-dimensional "playstyles" we see in MYM.
If there's one thing to criticize, it would have to be the balance. It's all fine and good until he gets to KOing. After all the work he has to go through to get the enemy to KO percents to begin with, he only really has one chance to KO with the FSmash, and he has to go through all sorts of set-up and mind-games to get it to work. If he had some ok gimping moves this wouldn't be a problem, but as is he simply has to work so much more than the rest of the cast to get anywhere.
But don't let that get you down, as I said this is a superb moveset and easily your best. I'm seriously considering super voting this thing, I love it so much. Make more sets like this plz. :3
Bannete, Gluttony, and Mara commentary to come later. Hopefully (h)
EW: Well it was a very lengthy read, which I feel could have been shorter, or easier to read if you highlighted main parts. It took me a while to understand some of your moves, but once I git it you had a great mechanic put in place. I don't see anyone really turning into an eggplant mostly because I think you can just avoid eggplant wizard from afar. This moveset a little hard on my eyes because of the length, but I like the layout. The eggplant icons were a nice touch. I think if eggplant wizard were a character he would be low teir, just because of how much trouble it is for him to KO. Unless I missed something really big to say other sie ( don't blame me if I did )
Bannete: You have an interesting thing going for you in this set, and I think you did catch all the Pokemon's traits. The pins were nicely adapted into the majority of the moves, and I liked how they worked with the down throw. Adding commentary at the end of each move made the pieces fit well together. I usually don't like short entries for each move, but everything looked well so kudos to you >_>. This is my favorite from all your sets.
Gluttony: Was he made to be god tier, or am I just over estimating him. The hunger meter was a nice touch, but there were so many attacks that increase his meter that I begin to wonder if it was even needed to have a meter. I'm guessing you would have a high hunger meter with all the attacks your doing. The organization felt better as I read the set, but I'm sad that I see know stats, but you still had time to make match ups but no stats