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Davidreamcatcha
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  • Oh... uh, right. I could swear I had a good reason for doing that, so I'm going to leave it like that for now even if I can't for the life of me remember what it was.

    And if the result is you going with a name as ridiculous as Knot-Tying Heffalump, it's all worth it. Just imagine if these sets turned out well and Knot-Tying Heffalump became some sort of a frontrunner! Seeing Warlord put "Knot-Tying Heffalump" at the top of his SVs would be the ultimate conclusion of everything I've done in MYM.
    And here I thought you just drove a ridiculously hard bargain. In that case, I'm gonna start scheming. First I need to do some serious commenting to get my brain in the right gear, and then we'll go from there.
    What about Hunny Pot Genie? Surely that counts as both a Hunny Pot and a Heffalump? In which case along with Ominous Hunny Pot Chorus and Walking Hunny Pot I only need to find one more Hunny Pot to fill my quota.
    Even if I do actually do the SM (Which I am leaning more towards), feel completely free to rip off that Toy Story idea. I'm pretty sure I decided I was going to cut that part out.

    So does that mean chapter 1 of your own SM's going well?
    So -now- of all times you see fit to hunt down my RP Buddy? How are you going to spamlink the place now?

    Whether or not you're in xat though, I must congratulate you on your accomplishment.

    As far as SMs, I am largely torn over whether to do Pokemon MYM or Paradox to the point I can't get any work done on either, and instead just work on my sets.
    D
    Even though you "left" the community, would you still be up for a MYMer interview?
    When did we decide they were called Ominously Singing Hunny Pots? Personally, I'd rather go with Pushy Hunny Pot Chorus. And maybe they're just the thing to recover after my so-so Duck Twacy showing...
    (CRS) Well, it's too late now anyway. Warlord thinks I should flesh out my Hunny Pot concept into a full set. What say you?
    Down Special - Sticky Situation
    The Walking Hunny Pot pours a character-width amount of honey onto the stage with twice as much lag as it takes to plant a C4. Characters who happen to walk over the sticky substance are forced to jump free by mashing the input, as they are glued to the spot otherwise. Items, including Walking Hunny Pot's lid, are glued down as well; considering Walking Hunny Pot enters a spazzed-out, self-destructive rage when his lid is removed, ensuring his opponent cannot get close to the edge to chuck it away by sealing them down may very well be a smart tactic. If used in midair, Walking Hunny Pot drops the honey from above, with it creating the trap upon landing, but being a decent gimping tool as an additional feature. He must ration his uses of the move, though, considering he can have three puddles out at once, and each use of the move subtracts from his already puny weight. Using the input next to an existing puddle will cause him to scoop up the honey with half the lag it took to produce it; honey does not vanish automatically, making this strategy more viable if WHP chooses to use it.
    Down Special – Honey Spill

    The Walking “Hunny” Pot spills out honey down onto the stage. The pot can walk while using the move, spilling out as much honey as it likes. Foes can eat a Kirby width of honey by standing still and pressing A to heal themselves of 5%. If they dash, they’ll slide in a typical slip’n’slide fashion along the honey trail.

    If you cover 75% or more of the stage in honey, you will lure heffalumps and woozles to the stage. Many of the heffalumps directly use honey as ammo, inhaling said honey and shooting it out their trunks. If you attack a minion that’s eating honey (Including you, the hunny pot), they’ll slide along the honey, taking horizontal knockback and becoming solid, making a good gimping tool.

    And oh god I’ve run out of time I had a better idea than minions involving foes having to run off the honey like Bowser Jr. but eating the honey off rather than walking it off but no time to edit it formally.
    Down Special (-) Bad Dreams

    The Walking Hunny Pot opens up and collapses onto its side, spewing all of its honey hunny across the stage! The puddle is about the length of two platforms and this move can be used in the air to potentially coat platforms in the air as well as swaths of the stage.

    Once the hunny is splattered, the actual pot can move at twice its previous speed but only half its previous weight. Walking through hunny slices every character's speed in half and makes it impossible to jump - that means you, too, hunny pot! Fortunately, almost all of the Hunny Pot's moves involve it opening up and some Heffalump or Woozle-shaped summon spilling out, dancing around a bit, and then hopping back into the top of the pot after three seconds. While the entire stage is coated, upon using any such move you can quickly manuever an invisible cursor to choose precisely which splotch of honey will be the location where your nightmare summons spawn. After they've lived their short - but productive! - lives, they hop back into the top of the Hunny Pot (that's how you'll clean up the stage, bit by bit). And the foe can't even go up into the air to escape it! Now that's a dream worthy of Daffy Duck!
    Hey, kiddo. If you're all through playing the too-dignified-for-you game, it's time for Survivor.
    Welcome aboard, me hearties. So, ye've come to join me crew of mains, eh? Well, first thing yeh got to know about yer dear ol' captain here is that he don't take bilge from nobody. He'll blow yer bleedin' gums off with Big Bessie, me cannonball-firing hunk of iron he keeps stored right there on center stage. This scurvy cannon will tan your hide with ball after ball, until yer back's to Davy Jones' locker, down near the edge of the ship. Unless yer tryin' to hop overboard in fear, ye'd best put yer damn hands on the deck away from the ledge. Of course, I'll be doin' me worst to keep you near the point of no return with me balls of steel. Ye'll be walkin' the plank eventually, just ye wait!

    Meanwhile, I'll be diggin' for me buried treasure all over this here island, spreadin' coins all over the place. Tryin' to steal me precious booty? Yer greed will only cause yeh to slip in me cannon's path, or right into the pit I dig. If I get yeh in me clutches, I can also give yeh a trial by fire. Try swordfightin' me with the sword I'll hand yeh and I'll slice yeh to ribbons! Polly here on me shoulder will guarantee my victory, givin' me loyal suppor...YARR, WHAT THE BLOODY HELL? Polly be flying overhead, dropping deuces all over the damn stage. Ah well, anything to keep yeh in harms way, either bein' blasted toward walkin' the plank in a barrage of balls or into me cannon itself, which'll do the job just handy on its own. Arr, it's a wonderful life, the pirate's life!
    PIRATE PLAYSTYLE

    Tethering a foe to your anchor is the best way to keep them occupied while you bury your treasure. Once said treasure is buried, things become far simpler, as you will no longer be weighed down by it. True, you'll be slightly less heavy, but your attack speed will immensely improve along with your movement speed due to no longer hauling it around. If the foe escapes from their anchor tether early, you can bury the foe in the pity you made rather than your treasure.

    Once you're nice and fast, you can pressure the foe as much as you please with your new overly fast moveset. Take a drink from a keg of beer to even further improve your close combat options, as your drunkeness causes you to automatically weave in and out of the background while still attacking. Your various background hitting and shield pressuring moves are useful, certainly, but simply pestering the foe isn't all that useful if you ever want to actually finish them. Attacking the anchor they're tethered to is the best option for actually killing them - knock it off the stage and they'll sink with their ship.

    Considering the foe can attack their anchor as well to knock it back to the center, simply pressuring the foe will rarely allow you to move the anchor itself - as you can't move the anchor -and- pressure the foe at the same time. Your parrot companion, though, will systematically echo any noises you make. Several of your more generic attacks are good for throwing in a token "Arr" and what have you, but you can potentially start singing a pirate song if you use your Down Special while already drunk. The parrot will create various wind hitboxes automatically while on your shoulder as it echos everything you do on a 10 second loop. Combine it with your Side Special which has the parrot temporarily go off and create an actual damaging hitbox, and you've got a way to occupy the foe while you go to move the anchor. In the early stages of the game when you just want to damage rack, throwing the anchor in a hole and burying it is a great idea for tons of easy damage racking as the foe loses the ability to get off the tether. . .Just keep in mind you'll have to pay the price later when you have to dig up the hole to KO them.
    Side Special ~ Sweet Dreams

    Wart chuckles to himself momentarily before firing a stream of small, frothy bubbles out of his mouth for half of a second. This has a range comparable to Squirtle's uncharged Water Gun, but a very different effect. Opponents hit by the bubbles will fall into a deep trance, similar to the trance Mario himself was in at the beginning of SMB2! The screen goes fuzzy, and both Wart and the opponent are transported into a Dream Land version of the stage they are playing on - other opponents can still be seen as hazy images, and they can fight each other even as Wart unleashes a nightmare on his latest victim.
    Forward Special - Tongue

    Wart blinks hard and sticks his tongue out. The tongue juts outward 1.5x as far as Yoshi's, and much like Yoshi, will latch onto anything it clings to and reel it in. Howver, Wart's tongue only pulls enemies in at Ganondorf's dash speed; he's not too musclye-y. If the foe comes within a Kirby-width of Wart (they can hit him away to defend themselves, though hitting Wart won't automatically break the tongue-tether, just lengthen it), then he'll swallow them, dealing 20% and spit them upward with powerful knockback that can KO as low as 80%. Foes inside bubbles are pulled in at the same rate, and are also helpless to defend themselves against Wart. If he hits a minion with his tongue, then they'll be almost instantly reeled in, swallowed, and spat upward as a projectile that deals 8% and decent upward knockback.
    Down Special - P-p-p-p-pickles

    Pickle**** begins to edge backward at Ganondorf's walking speed, dropping pickles on the ground as he does so. The pickles are evenly spaced out, with 0.5 Stage Builder Units between each pickle. Pickles can be eaten by Pickle**** (or other fighters) to restore 5% damage, just like all food. Yum! The pickles are quite slippery, however, and it will take foes a bit longer than you would expect to pick them up and eat them, resulting in enough lag for Pickle**** to get an opening. Foes can walk over pickles, but cannot dash over them; attempting to do so will cause the foe to trip, as they would on a banana peel, and the pickle to slide forward slightly.

    Pickles are a true pain in the neck for foes because eating them is laggy - and attempting to use a standard attack when right next to one will cause the foe to eat it. Their banana peel properties lso come in handy.
    Forward Special ()

    Pickle**** draws his guns! Bang, bang! He fires twice forward generically, each shot being slightly aimable. You can delay the second shot by holding down the button, or speed it up by very quickly tapping it. Each bullet does 4% but some really solid hitstun and supreme priority that instantly interrupts whatever the foe was doing.

    Down Special () Vat of Brine

    Picklepuss pulls out his vat and plops it down in front of him. It's about the size of Mario and cracks into many pieces, causing a wave of bring to go shooting in either direction Marill-style if it's dealt 30%.

    While he's standing within half a platform of it, any attacks that uses guns will have him draw pickles from the vat for the attack instead. Bang, bang! These pickles still fire bullets, in true-blue cartoon fashion, but the main difference is that they're also throwing items that he can launch as soon as he's done the actual shooting animation. As throwing items they deal an impressive 15% on contact, so they can be chained very nicely into the destruction of the vat and a potential sweeping KO.
    Side Special - Walking Stick

    Dr. Jekyll takes three steps backward, sweeping his walking stick gently back and forth across the floor in front of him as he goes. This hitbox is instantaneous and continuous, dealing 4% and tripping on contact; if the foe tries to roll toward him out of their trip, they're liable to just get hit again, so this either forces them into the air or opens a wide gap.

    But Mr. Hyde takes three rapid steps forward, and instead of sweeping his walking stick, he swings it madly before him as he goes, dealing multiple hits of 5%, the last of which deals out plants the foe right at his feet if they haven't DI'd correctly.

    While this attack is ongoing, if Jekyll/Hyde transforms (which can be timed and delayed in various ways), it'll instantly change its effect from one to the other; if this is timed correctly, you can move seamlessly from a retreat into a madcap offensive, or from a berserker assault into an effective spacing move. Of course, later in the game Hyde will struggle to ever regain his true self, so you'll be primed for the more offense-oriented charge forward.
    Side Special - Transformation

    Jekyl goes to drink his potion to "transform" into Hyde. While this changes his idle stance to make it clear which of the two characters he is, his moves don't have their animations changed, so so long as he stays on the offensive there's little indication outside a power boost to his attacks. This only lasts for 10 seconds. While Jekyl can immediately drink another potion to transform into Hyde, the more he spams the transformation the longer of a cooldown he gets before he can use it again. However - if Jekyl inputs this move as a smash, he will simply empty the bottle and not drink it, though it will still look as if he is. This lets Jekyl pressure the foe to make them run away, thinking that he's Hyde, when in reality he's just stalling so that he can truly become Hyde again soon.
    Down Aerial

    Staying in the same position as when the move is performed, Xigbar turns upside down and is suspended there. In this position, he can walk and perform ground moves, although the input for Up and Down moves is reversed; likewise, pressing up will cause him to crouch. Pressing down will make him exit the position. Xigbar will also be knocked back into his normal state when an opponent successfully hits him with a knockback-dealing move.
    Up Special - Jump
    Mario jumps upward the same height he normally does. This move cannot be used if Mario is in the air.
    (HIPPO)
    PLANKTON'S DSPEC: WHAT I LEARNED IN BOATING SCHOOL IS...


    Plankton laughs diabolically, before being squashed by Spongebob sitting at a school desk. Spongebob starts writing a paper for school, with every other character on-screen chanting "WHAT I LEARNED IN BOATING SCHOOL IS..." repeatedly. The stress becomes too much for poor Spongebob, and his hand starts to cramp. Cramping now being a contagious STD, all the other fighters then fall down in pain, clutching their hands. This does 121% damage without knockback. Everything returns to normal, as Plankton went to college.

    BLANKITY... BLANKITY... BLANK
    Up Special: Time Travel Car

    Doc Brown summons his Delorean DMC-12 before going back 10 seconds into the match. It’s a fairly laggy move, so Doc must make space in order to use it, but if he pulls off something particularly exceptional odds are he’ll want to relive the moment. While everything goes back to how it was 10 seconds ago, the damage percentages and stocks stay the same. This is also the primary way of recovering Doc has.

    60 second move.
    Neutral Special - Pictures! Pictures of SPIDER MAN!

    JJJ takes out a camera and snaps a picture. The foe must be on the same vertical position as JJJ and can't be farther than 3 platforms away. All this does is a bit of stun to the foe, more based off how close they are. This move does have superarmor and can act as somewhat of a counter. . .

    If you get a picture of the foe smacking you, congrats, you're golden. You see, JJJ doesn't come to the fight alone - his entire workforce is in the background at the presses, and he regularly calls them out for various attacks. If you input up like a SSE door next to the printing machine, you'll give your most recent photo to the machine to get it printed en mass. If you get an incriminating photo of the foe and print it, you'll be able to summon a cop to aid you against the foe. Cops have 40 stamina, a 5 platform range gunshot that deals 13% and decent knockback, and can cuff foes for a nice tether grab (Though they have no throws).

    There's no limit to how many cops you can have on screen, and all of the employees you summon to the field and the various cops can be used as victims in your photo shoots as well - get a picture of the foe smacking them, then print it to summon more police. May as well make use of those incompetent employees.
    D
    JJJ Neutral Special - Get Me More Photos!

    JJJ points forward, and anyone within a considerable range will have JJJ yell the classic line, "You! Get me photos of Spider-Man!" The opponent will then be given a camera from JJJ. What does this do? Now the opponent must take a picture of...well Spider-Man. Spider-Man will suddenly be swinging about the stage (though he won't really do anything), and he'll keep moving at a considerable range until the opponent takes a picture. The opponent's neutral B will be replaced with a Camera shot that will take a picture within 2 stage builder blocks forward. You managed to take a photo of Spidey, and bring it back to JJJ by pressing special again, both the opponent gets "payed" with 20% health recovered. However, JJJ will yell at the opponent again, so they'll be stunned for 3 seconds, allowing JJJ to attack! If the opponent refuses to take a picture, the opponent will suffer 10% damage every 10 seconds, until 30 seconds have past and he gets "fired."
    Down Special - Employee Summon

    In 99% of those old cartoons with Pete, Mickey, Donald, and Goofy ended up having Pete as their boss in some sort of oddjob. For this move, Pete summons of them at random, with the differences between them being miniscule and me not having enough time to type them in 5 minutes. Each have 40ish stamina and 2 or so attacks that deal 10ish% and average knockback.

    The catch is that they're employees, not minions - they're far from loyal to Pete. Considering Pete is too much of a tightwad to actually pay them or anything, what you have to do to earn their loyalty is to threaten them into working for you. They'll quit after 15 seconds of you not interacting with them, never to come back again for the rest of the stock. While you can just attack them, this diminishes their already fairly low stamina, and once one of your employees dies you can never get him back for the rest of the stock. Pete's Fsmash that has him puff up and yell out "BOO!" enables you to scare your employees into submission without damaging them, that being the primary use of the move considering it just pushes foes otherwise.

    One of the main reasons Pete needs his employees is his grab-game lets him grab multiple foes, and he can use his employees to smack the actual enemy with if he grabs both the foe and an employee.
    Neutral Special - Bowl of Fat
    Pete extracts a simple bowling ball and tosses it across the stage, it being Kirby-sized and rolling at Mario's dash speed off the opposite side of the stage. The ball deals 9% and knocks the feet out from under opponents, putting them in their tripped state. He bowls with fairly low lag, allowing him to toss a ball at opponents rather frequently, although only one ball can remain onstage at a time. Pete can angle his toss slightly up or down; if he angles the move slightly down or more, the ball will bounce a variable number of Ganondorfs off the ground, catching opponents in the air and putting them in a footstool effect.

    Now, if Pete charges the input, he'll charge forward himself, rolling along the ground as a ball of fat. Opponents who come into contact with him now become trapped in his folds, suffering 5% per second and having to mash out with double grab difficulty. Pete can now roll right into the inflatable hot tubs he can produce; if he lands in one, he not only gains the ability to repeatedly knock the opponent around in the bouncy tub for extra damage, but splash water all over the place, washing away any opponent traps in his way. Of course, he can also bowl right off the stage when he's damaged his opponent, as a spiteful character. His first bowl sets up the second perfectly.
    Down Special O-O What in the world is a roooooster?

    As Tux N' Tails has no idea what a rooster might be, he has a tendancy to sleep in! He's rich, obviously, and rich people don't wake up early to till the soil or whatever Applejack does when she awakes at the crack of dawn. He's also a douchebag, and therefore disinclined to break his own back on anybody else's behalf.

    And so in this attack Tux N' Tails lays himself down to sleep and has a nice snooze; he heals 3% every second. While sleeping on the job might be a stupid way to handle a Brawl, Tux N' Tails is rich enough to get away with it. If you cover yourself in coins from his NSpec, the foe will have to actually sift through all the gold and jewels in a futile quest to dig up that slothful miser and force him to fight like a man, or pony or horse or whatever he's supposed to be.
    Neutral Special: Christmas Sled
    First an aside about the mechanic, every character has a mini Christmas tree in the background along with three presents under it, while the Grinch has a mini cave where he wants to transport the presents. If the Grinch manages to steal (item pickup) these presents, then the opponent will die stamina style. Now, pulling this input out will cause his modified Christmas sled to appear, which he can ride around Wario-dash attack style. Contact with the sled does 18% and good knock back, and he can control it with the control stick. To get off, simply press the input again. Now, you CAN steal all the presents one by one and try to do it like that, however in order to maximize your efficiency, you need to put them onto the sleigh and use that, as the presents are crate weight, virtually indestructible, and you're quite slow carrying them normally. Thankfully, the BF platform width sleigh is solid, and you can simply drop the presents onto your sleigh like a normal item, and ride it to the cave for a much faster delivery. However, beware that the opponents can get on and ride your sleigh as well, (they have to taunt to do so) making this a tug of war. Only one sleigh is allowed at a time, it moves at Pika's run. Lag is low, using this in front of your cave with presents on the sleigh will cause you to deposit the presents inside, but the opponent can enter SSE door style to retrieve a single present.
    Neutral Special - Santa's Slay Sled

    The Grinch takes out his sled. On its' own, it functions as a barrel item that can be stood on top of as wide as Ganon is tall and a Kirby tall. Knocking it into characters is hardly all that useful seeing they can do the same to you, but the Grinch can press A next to a rope on the sled to grab it (Nobody else can), then can throw it out by inputting A and any direction. If it comes into contact with anyone, they will be grabbed by a loose end on the other rope, being bound to the sled. They can get off the sled by dealing 20% to the part of the rope bound to the sled, but you're obviously not going to let them do that. You can whip them with your ftilt to make them run in the other direction, as well as put your bag full of Christmas goodies (projectiles and traps you've absorbed in it) on top of the sled to make it far too heavy for them to move around - and more importantly on top of the part of the rope they need to attack, forcing them to knock them off.

    You also of course can Summon Max with your Side Special and hook him up to the sled, then whip him to have him carry you around while you throw stuff out of your sack at foes.
    Neutral Special ~ Tractor Beam

    With a small amount of input lag as Roswell's gun glows green, Roswell grasps it (the gun, that is) in both hands as he fires a green beam forward, which gets slightly larger with distance. This beam travels infinitely far, and pulls foes towards Roswell at Kirby's walk, for a character of average weight. While not particularly useful on its own regard, as it leaves Roswell fully open to attack, it's an essential spacer to eventually abduct the opponent's stunned body via the mothership.
    Neutral B - UFO

    The Alien summons his UFO from the top blast zone, it coming down to his location at Sonic's dash speed. The alien can board and get out of the UFO at will, and it moves about at Captain Falcon's dash speed with the alien inside it - with horrible traction/turning lag making it about as difficult to control as Pikachu's Final Smash. Hitting the foes with the sides of the saucer does damage based off momentum, up to 10% at max speed after a second of going in one direction, and the UFO reflects all projectiles. If you go fast enough to tilt the UFO, you can cause the side of the UFO to dig into the dirt if you're grounded as it goes, shooting up mass projectiles that deal 3% and flinching. The UFO has 40 stamina and runs out of fuel in 10 seconds.

    Pressing B while inside the saucer will cause it to abduct whatever is underneath it - the UFO must be at least 2 Ganons above whatever it intends to abduct so you can't just hover directly over something. The abduction beam sucks foes up into the saucer at the speed of Jigglypuff's falling speed and is as wide as Bowser, reaching all the way to the ground. The UFO can still move horizontally while it has the abduction beam out, but not vertically, able to move to catch foes trying to escape the beam, and his alien minions can also assist him in this endeavor. If the UFO successfully sucks the foe up, it's an insta KO.
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