Entrance.
Neutral special -Unite Gun: Can be charged, but the charge cannot be held (greninja neutral B). has 3 charge levels
basic--> rapid fire--> super scope
basic: a regular shot
rapid fire: fires 3 shots like in unite stinger.
Super scope: fires a high damage explosive shot
Custom neutral 1: no charging but higher damage and reduced endlag
custom neutral 2: much faster charge but lower damage. super scope does not explode
side specials are all different unites/unifies
red throws a unite morph forward at a low range. will fall if there is no platform below it (to prevent edgeguarding)
the first 2 work like ROB's gyro and remain in place after being thrown. hit multiple times instead of once
Side special 1-claws. freezes at higher %
Side special 2- naginata cant freeze but reflects projectiles and does high damage at the tips
3 however does not stay in place
Side special 3 -Voomerang. Vorkens boomerang. moves forward normally but then comes back.
Down special- Unite Spring: spring in a direction dealing damage and becoming immune. second use becomes Unite Ball works similar to wario's bike but very little damage or knockback but you also take very little damage or knockback.
Custom down 1 leaves lingering hitbox after the special ends. No ball and larger endlag
Custom down 2 spring is slower and does more damage. ball becomes spiked and increases damage but does not give resistanec buffs.
Up special: Unite Glider- look at the graph of Cos(x) on the interval [2.5,2*pi] deals damage and rises after a short fall
has generic recovery customs. highre damage less height and the opposite
Jab writes itself.
ftilt- a 2 punch combo
up tilt: a double claw swipe
Down tilt- claw swipe with both claws. Starts with claws together than swipes outward.
Up air -spins gun cowboy style then fires a shot. (During spin the gun has a hitbox) shot is a projectile
Down air- uses the hammer and slams down. the hammer itself does the highest damage and breaks shield but red does have a hitbox as well.
Fair- quick aerial punch combo. Gives horizontal movement
Nair - wonderful rising sword. holds sword out while doing flips. multi-hit
Bair- slashes with the sword behind him horizontally. very small vertical hitbox but decent damage
Dash attack- wonderful stinger for hand
Down smash-wondeful cyclone for hand
F smash- a brutal punch. Think mii brawlers forward smash.
Up smash- unite rocket. More charge is more height
grab is unite whip. has a tether
grab pummel
Down throw- uses unite drill on an opponent lying down. breaks shield of other enemies (like ryu's up throw)
alternatively uses whip and slaps them while they are down
Up throw wonder rising
forward throw- thrust with the hammer into a baseball style swing
back throw- pushes them behind him before smashing him with hammer
Final smash- engage unlimited form! All morphs become larger increasing the hitbox and damage. Up air becomes the super scope for all shots and fires an explosive shot. While dashing, rainbows follow