Everybody lies.
Dr. House
Statistics
Size - 8
Weight - 6
Aerial Movement - 5
Fall Speed - 5
Traction - 5
Ground Movement - 4
Jumps - 5
Specials
Neutral Special - Diagnostic Conversation
House brings out a cellphone and dials his diagnostic team before raising the phone to his ear. This is an incredibly quick process, much quicker than I described it. Once he dials the number, he begins discussing the foe with the diagnostic team; any psychological illnesses they might have, witty remarks about them, etc. House will talk to his team for 5 seconds, he can cancel at any time by pressing the input again. He can attack and move normally as he talks, so no real reason for you to cancel it exists.
Now, what is House doing here? During the move, House analyzes the foe. He watches their every move, pondering. What the foe does during these five seconds is key to House's gameplan; are they acting defensive or offensive?
If the foe is acting defensive, House concludes that they are cowards and hangs up. If the foe is acting offensive, he claims they are extremely brash before hanging up. House will simply hang up if the foe mixes their playstyle between the two during this time.
Now, what do these conclusions mean to the foe? You'll see soon enough...
Note: In FFA, House will target the foe closest to him.
Up Special - Vicodin
House gains superarmor as he extracts a bottle of Vicodin, plopping a single pill into his mouth, the superarmor slips away once he places the pill in his mouth.
This pill, this one pain-reliever, is one of the few sources of happiness in House's life. Once he downs it, he feels completely revitalized; both of his jumps are restored, his speed is doubled and he only takes half the stun he would normally take for the next 5 seconds. Quite powerful, yes? House can only pop a pill every 15 seconds, we wouldn't want him to overdose, would we? If House is next to an ally, he will reluctantly give him them a pill. If they double tap the up special input while they have a pill, they will gain the buffs from the Vicodin. Why would House give his ally one of his few sources of happiness? When you want to survive, sometimes you'll do crazy things.
Side Special - Offensive Approach
Changing approach is something doctors perform a lot, when confronted with a new probem or when performing surgery a doctor can change his approach in seconds. House uses that here, as he begins looking at his wrist and tapping his foot. As soon as he enters this lagless pose, he will begin quietly counting down to himself, from 0 to 30. The counting is done at a rate of one number for every .50 seconds. House can count for 30 seconds before he is automatically. House can shield to retain the count, much like Giant Punch. He will lose count if he is attacked as he counts or if he cancels into an attack. House can crouch during this move, though he can't use his crawl.
If House double taps the input or counts to 30, House cracks his knuckles with the lag of Ganon's forward tilt. Once the seconds you have counted pass, House will enter an automatic offensive mode, changing most of his moves to be much more offensive.
This might need some explaning. Lets' say House counted to 12 seconds; after House exits this pose, he can move and attack as normal. However, after 12 seconds, he will change into offensive mode. House obviously can't start this countdown again while he is waiting for the 12 seconds to pass.
Using this while House is in offensive mode will have him transition into his normal mode. Obvious usage is to take down those foes you have forced to be defensive, yes?
Down Special - Defensive Approach
House performs his side special.
No, seriously. This is identical to the side special with a major exception: House will transition himself into a defensive mode once he has completed the countdown.
One of the most obvious things here is how the dspec and sspec look identical, making for some interesting mindgames with two seperate countdowns. There is also an interaction for this: if House presses the dspec input while performing sspec, or vice versa, he will take .50 seconds to transition to the other countdown.
On that note, if House is attacking in offensive mode, and automatically switches to defensive mode in the middle of the attack, he will continue the attack in defensive mode. The same goes for transitions from defensive to offensive. This allows you turn your extremely offensive maneuvers into a defensive maneuver in the blink of an eye.
Standards
Jab - Cane Movement
If House is in ofensive mode, he will walk 3 Battlefield Platforms forward. As he walks, he swings his cane back and forth on the ground in front of himself before he grinds to a halt. The cane swinging deals multiple hits of 3% (5% if in offensive mode) damage to the foe, dragging the foe with House. If they choose not to DI, they will be knocked to the ground in front of House, allowing him to follow this up with a low hitting move.
If he inputs this while in defensive mode, House will walk 3 Battlefield Platforms backwards, sweeping his cane along the ground in front of himself. The cane is a hitbox dealing 5% (8% if in defensive mode) to foes who are hit by it. This also causes foes who attempt to it hit to trip. If the foe attempts to roll at House directly out of their trip, who is to say they just won't roll into the cane again? This creates a very effective spacer against the foolish foe, or forces them into an aerial approach.
In normal mode, he can walk in either direction, which can be determined in the very short startup. However, he will not deal any damage to foes who come in contact with him during this time. He can, however, use this straight out of the countdown and continue to count as he walks to space. Alternatively, you can mindgame into thinking you're in one of the two modes when you're just normal House.
If you can time this correctly with side special, you can easily turn House's assault into a spacer or vice versa.
Forward Tilt - Cane Spacer
In normal mode, House grasps his cane and hoists it in midair, pushing it forward a Battlefield Platform. This deals no damage, but turns the cane solid, any foe or ally who is hit while he is pushing the cane forward will be pushed a Battlefield Platform away. They can also use it as a platform during the brief time he has it out, but House can hold the cane out indefinitely. Certainly could work wonders in team matches, where you could give a small platform if your ally needs a boost...
In offensive, House pushes the cane with much more force, actually dealing 6% damage. House can angle the cane during the startup, this comes with an interesting side-effect. If House strikes the foe's neck with his cane, he will strike a pressure point, causing them to fall down and enter prone for a second or so. This works wonders with his various prone abuse if House can angle it so it hits the foe's neck (in the case of some characters, just below their head).
In defensive, House will push his cane forward, only to bring it in front of himself, grasping it in both hands as a sort of barricade. In this stance, House can angle his body. This is beneficial, as the cane acts a shield for House, alebit it covers a small area. While it's hot, he can angle the cane to ensure projectile protection and whatnot. House stays in this stance, unable to attack, until he presses any button. This causes him to shove the cane forward, shoving a foe hit by it 3 Battlefield Platforms forward.
Up Tilt - Cane Sweep
In normal mode, House sweeps his cane above his head, covering both decent vertical and horizontal ranges with it. If anyone comes into the path of the cane, House makes sure it gets caught onto something on the character (clothing or something). When he catches the foe, he has 2 seconds to launch them in any direction, if you do not do it within this timeframe, House will take temporairy stun and the foe will break free. House can catch allies and launch them as well.
In offensive, House will swing the cane more harshly, covering the same area. If the foe gets hit, House will grab them with the cane and launch them down to the ground, acting as a grab hitbox that deals 8%. They are in prone for about... .10 seconds, so you're going to want to be quick and follow up.
In defensive, House will sweep the cane in a more calm manner. This actually causes a small wind hitbox around the cane, pushing anyone in the range of the cane away from himself. This, obviously, acts as a decent spacer. However, they will remain the air as they're pushed, unlike most of his other spacers.
Down Tilt - Cane Stomp
In normal mode, House lowers his cane to the ground in an actual attack for a change. Albeit, this has such a poor hitbox that it really doesn't help him all that much. It does deal decent knockback and 5% to foes actually hit by the small hitbox, making a decent GTFO or a setup for your ftilt.
Should House press the input as he is lowering his cane, he pushes the cane down into the ground. In this state, it is about as tall as Pikachu and acts as a solid wall, meaning foes are unable to walk or roll past it. They can jump on it, though. House cannot use any cane-based attacks while he has it buried in the ground, and can extract it by using any standard next to it. If the cane somehow goes offstage, by a scrolling stage or something, he will automatically gain a new cane. This does allow House to gain some more defense, as his crouch (which has him go Snake-style) gain let him hide behind the cane quite nicely to get some counting time in.
In offensive mode, House stomps his cane in a much more offensive manner, dealing 8% and some small knockback. He deals 10% to foes lying on the ground, allowing House to rack some great damage against those foes he has grounded. This is a bit laggier than his normal mode, however.
In defensive mode, House lowers his cane in an even harsher manner than his offensive mode. If he hits the foe, the cane hits their feet and buries them in the ground, dealing 4%. The foe must stand still for a moment to get their feet out without any harm. If they attempt to dash, they will trip, but get out of the ground.
Dash Attack - Cane Push
House hunches over a slight bit before he uses his cane to give him a slight bit of a jump, moving a Ganondorf off the ground. If he was in the middle of walking or dashing, he will transfer his momentum into the jump. He does no damage to foes, but will push his foot onto anyone's head he comes in contact with, giving him yet another boost upwards. He can do this to allies in team matches as well.
In offensive mode, House hunches over and uses his cane to boost himself off the ground, lunging at the foe. Pressing the input causes him to drop to the ground instantly, entering prone if he misses. If he hits the foe, he grabs them and pushes them down to the ground, dealing 5%. If the foe is already on the ground when he uses this, he will push them into the ground, pitfalling them for half the normal pitfall duration.
In defensive, House hunches over and lets his cane drag along the ground. While this reduces his speed a bit, it creates a dirt trap as he moves. The dirt causes anyone with a high speed to pratfall, meaning they must walk or crawl across it. Anyone who trips into it will fall in face-first, facing twice the pratfall duration. He can also use this in combination with USpec to increase his speed, so as to cover the stage in dirt traps. This works well with your jab, as you can easily force foes to trip into the dirt and face a bit more prone than normal. The dirt trap lasts for about 8 seconds.
Smashes
Forward Smash - Punch
House will allow you...to throw the first punch.
Don't want to take him up on this offer? Your choice.
In normal mode, House leans back and rears back for a mighty punch. He punches forward with all his might, dealing 8-15% and good knockback if the foe is right in front of it. The range doesn't extend very far, meaning it's best used against foes getting in your space. All of the punches share the same startup animation, despite your current mode.
In offensive mode, House's punch executes slightly faster. Instead of punching at first, however, he stumbles forward at his dash speed for 1-3 Battlefields, depending on charge time. If he comes into the path of his foe during the time, he will punch them downward, sending them into prone and dealing 10-18%. This deals no knockback, however, and House will stumble and enter prone if he doesn't come into contact with the foe.
In defensive mode, House's punch executes slight slower than his normal punch. However, he gains superarmor all during the charging phase, not allowing him to be knocked out of this attack. Once he hits the foe, he deals 6-12% damage and delivers stun to them for 1-3 seconds, depending on charge. Naturally, if he times it to change to this mode as he charges, he can trick the foe into thinking he's using one of the two other punches, only to deliver a superarmor-powered punch. Of course, you can just retreat...
If House's mode is changed as he is throwing a punch, or during the end lag, he switches punches. Your obvious starter is defensive, given he can just punch them out of their stun.
Down Smash - Smoke Bomb
This is one of House's few moves that isn't changed by offensive/defensive mode. House pulls a grenade from his coat, pulling the pin with his teeth and tossing it at the ground.
As soon as the grenade hits the ground, a thick smoke leaks from the grenade, following House around. The smoke is the size of Ganondorf and the width of Bowser and is thick as most MYM smokes are, nothing is able to be seen through it. The smoke follows House's movement for about 5 seconds, allowing him to spread the smoke in key portions of the stage. Having Vicodin activated certainly benefits you here, as you can spread more smoke around in a shorter amount of time, to make bigger smoke fields or to heal allies in a great space. After the smoke stops following him around, the smoke lingers for about 5-12 seconds, depending on charge time.
Certainly you could move into the fog with House's jab, but the obvious usage of this is to add to your playground of mindgames. Who's to say that the foe would ever suspect a transformation while in the smoke? Even then, you could easily mindgame the foe into thinking you're going to transform in the smoke, making them extremely paranoid. You can also leave your cane in there, not allowing the foe to move past your wall as you rear back for an FSmash.
Up Smash - Flashlight
Once again, one of the few moves not affected by House's "modes".
House extracts a custom-built flashlight and adjusts the brightness as you charge it, the same one he used to make a co-worker puke in
Risky Business. This flashlight has 160 LEDS, each sending lights of a different wavelength to the target's eyes, triggering their autonomic nervous system, the effects being more severe the brighter the light is. House likens the effect to "being on a ship in bad waters".
For this move, he automatically shines the flashlight above himself, releasing a cone of light as wide and as tall as Bowser exactly 1 Kirby in front of the flashlight. While this is primarily upwards, House can angle this during the actual move as though it were a Cracker Launcher. If House shines this on a mid-air foe, they act as though they were footstooled, making for a good anti-air.
If House can keep the light shined on the foe for 2 seconds, with the foe facing the light, their autonomic nervous system will be triggered. This causes them to turn their back to the screen for a second, puking in the background and being dealt 8-14% damage. The puke stays on-stage for 10 seconds, and is purely cosmetic unless it's dodged into, causing them to trip. House keeps the flashlight out for 4 seconds, meaning you have to be careful using this, as you are easily punishable.
House has uses for this in both modes. In defensive, he can cause them to puke as they're attacking, giving him time to get away and set up a dash attack trap, among other things. In offensive, House can use this on a prone foe to add to their suffering, as well as creating puke that will cause them to trip if they attempt to dodge House's attacks.
Grab-Game
House attempts a grab, bending downwards before reaching upwards. This allows him to grab prone or grounded foes, he can grab foes standing normally, but it's slower to do so. As soon as House grabs the foe, he brings out a generic bottle of pills and smirks at the foe.
Note, none of House's throws deal knockback, instead releasing them right in front of the doctor once they're over. House can be easily punished by this if he isn't careful.
Back Throw - Defensive Modification
House plops open the bottle of pills, shoving a pill down the foe's throat. Note that all of House's throws share this same animation, making it near-impossible to tell the effects of the pills House is prescribing you.
What are these drugs, you might ask? Why, they're behavior modification pills, of course! If House hasn't diagnosed the foe with up special, these pills have no effect outside causing the foe to let out a mild cough and be stunned in place for a brief moment (dealing 3% damage). If House has diagnosed his "patient" as being overly offensive, the pill forces them to act defensive; the foe cannot perform any motion that would be deemed as offensive or face 20% damage and some light hitstun. This change lasts 8 seconds, the foe is able to act completely normal during once their time is up. They also become immune to the pills for 8 seconds after the pills have passed. What is determined as "offensive" and "defensive" is judged on a character-to-character basis.
Forward Throw - Offensive Modification
This is almost identical to House's bthrow, except with the opposite effect: offensive characters will be forced to act defensive or face the same damage. All other properties are the same.
These are House's favorite ways to get inside the head of his "patient"; screwing with their very mind and making them into something they're not, something he can defeat. Force those defensive trap-layers to move on the offense or face damage, force those offensive MYM6 Combo Characters to camp, waiting for House to make his approach. Really, who's to say House will ever make that approach?
Down Throw - Aerophobia
House extracts another pill and forces it down the foe's throat, before releasing them.
Now, the foe seems to have no difference in any sort of w...Wow, that air sure looks a lot more intimidating, doesn't it? While the foe is affected by these pills, any height gained by jumps or recovery will be cut in half. Any aerial used will have 2x the normal landing lag as well. Naturally, this works well with any of House's mode: they can become subject to House's mad offensive rush or be tossed into a dirt trap quite easily.
Up Throw - Terraphobia
This is almost identical to House's dthrow, however, the foe will find their ground-based attacks become slower and slower...they'd much rather take to the air, where their jump and recovery height has been doubled. Naturally, House can damage rack them quite nicely up in the air, but it's much more selective than the dthrow.
Pummel - Detox
House extracts a scapel and turns the foe and himself, making his own back face the screen so you can't see anything happening. House begins the surgical procedure of detoxification, removing all those harmful status effects from their body. The procedure lasts about 3 seconds, after which the foe is released from their grab. All buffs and debuffs that the foe is currently facing are removed once the grab is complete.
However, House can easily mindgame the foe by tapping A during the surgery. Once he releases the foe, they will still have all status effects, meaning that they can easily attempt to fight, only to be affected by their debuffs.
House can perform the surgery on an ally if he grabs them (and yes, he can grab them), which can be useful for relieving their debuffs. One last note: yes, House can stack throw effects on the foe.
Aerials (which suck, as usual)
Neutral Aerial - Begin with a Spin
House reaches one forward and faces his cane hand towards the screen, before he spins about in place (almost akin to a slower Mario down special). If anyone comes into contact with his hand during this time, House grips onto to them and holds them in front of them. In this stance, they are essentially a meatshield for House, at least until they manage to buttonmash out with average grab difficulty.
House can move back and forth with someone shielding him, and can toss them in any direction by pressing A, provided they don't button mash. Note: House goes into helpless when they button mash out.
On of the more notable effects here is with allies, if they are attacked, they will not be knocked away or be dealt any hitstun if they are in House's grasp. Considering how quick it is to get someone grabbed, House can easily protect his ally from getting knocked away.
In offensive mode, House extends both palms out and spins, dealing 7% damage and low knockback if the foe is caught within his grasp. This has next to no ending lag, meaning it has the potential to be a great damage racker when shorthopped.
In defensive mode, House performs the same spin as normal mode. However, here he simply tosses the foe downwards, just in position for a footstool. Useful enough when he needs a bit of an extra boost, I suppose.
Down Aerial - Coat-Tails
House faces the screen and removes his coat, before holding it above his head as though it were a makeshift parachute. This surprisingly works rather well for the doctor, as his fall speed is slown by 1/4 until you press the input again. House can move from side to side in this stance, obviously. Your primary strategy, however, is to start a midair countdown from this stance or resume a grounded one as you stall. You can move back and forth regardless of whether you have a countdown going, and can cancel out of it by dodging, as per usual. If House is hit while in this stance, he hastily puts his coat back on.
In offensive mode, House removes his coat before throwing it forward in a tether grab, of which can be angled during the startup. If House's coat touches anything, it will catch onto them, causing House to become tethered to his foe. The foe must stay idle for about a second to remove the tether, which causes House to fall into helplessness. Of course, they can't remove it while they're being attacked...fortunately for them, the tether is very fickle and will come apart after 3 seconds regardless of their involvement, causing House to fall into helplessness.
In defensive mode, House chooses to remove his coat and sweep it in the air like a cape. If the foe gets caught by this, they get tangled in the coat, having to button mash out. House still has a grasp on the other end of the coat, however, and can drag the helpless victim around while he has them in his grasp. He can also attack while he has it, obviously.
Back Aerial - Behind you!
In normal mode, House simply strikes his head back, almost entering a laying down pose as he headbutts the foe. This deals about 6% damage and quite a bit of backwards knockback, acting as a simple damage option for the good doctor. This can hit allies as well, meaning you can launch them backward for a fast moving aerial attack. Despite all the good things this move has, House doesn't have any super human head strength, and takes about .10 seconds to rub his head if he successfully hits someone.
In offensive mode, House doesn't bother lying on his back as he simply performs the most dramatic defense method he can possibly thing of: he strikes his foot backwards, attempting to kick the foe in the nuts. If this actually his a foe in their lower area, they cringe in pain for a second or so, allowing House to turn around and start to follow up.
In defensive mode, House stretches his arms out, laying on as his back as he begins a dramatic stall and fall, dealing 5% to anyone hit on his way down. This is, obviously, his main way of getting himself back down to the ground, but it can also work quite well if a foe is trying to attack from under. If you want to drag the foe downward, you can tether them with dair and use this to bring them down quite nicely.
Forward Aerial - Sweeping
House begins sweeping the air in front of himself with his cane, as though it were a broom. If he does not have a cane due to dtilt, this is a simple haymaker that deals 8% in all modes. Now, when House sweeps in normal mode, foes are swept along with the movement of his cane if they are hit by it, dealing 5 hits of 1% or so. When House lets go of the cane after a second, or by pressing the input early, the foe will DI in the direction they were being swept in. Good get-away tool.
In offensive mode, House's sweeping is a bit harsher as he sweeps the cane faster, dealing rapid hits of 2%. House's arm is a bit more extended than the other modes, meaning he is able to catch further off foes. Your primary use of this, however, is for quick shield damage. You can easily give your foe the choice to shield or to take the hit, and you can quickly remove the option of dodging by backing into an area where puke is.
In defensive mode, House sweeps the cane in a much more deliberate manner, dealing 1% hits, but holding the cane out for about 3 seconds, of which he can use to catch the foe and drag them down to the ground.
Up Aerial - Catch!
In normal mode, House throws his hand above himself in what seems like an attempt to catch someone. Albeit, it is. If anyone comes in contact with House's hand during this time, he grabs them and tosses them upwards! ...Another tossing move, Dave? C'mon, you can't be serious. Don't you get it by now? House has been tossing his allies up on the stage so he can get them to
star KO the foe! Why the hell else would he give them his Vicodin?
In offensive mode, House does attempt to perform that stereotypical "drag them down" throw that we've all seen too much of. If he succeeds in pulling the foe down to his level, he will headbutt them for 8% damage and good knockback, being a decent killer at high percents.
In defensive, House will grab the foe and immediately lie down on his stomach, riding the foe down to the ground. Foes can button mash to take control, riding House downwards, meaning it can turn into a button mashing battle between the two. Whoever is on the bottom when they meet the ground will find themselves entering prone.
Final Smash
House falls asleep...oh no, it looks like he's having another one of those
zombie fantasies...
House wakes up, startled. There seem to be no differences...is the screen darker or is it just me? Suddenly, the undead rise from the ground! About 4 zombies appear at first, each being identical to Romero's zombies, however, there is one key difference: the moment anyone is converted, they lose a stock and respawn. This doesn't apply to House, who will lose a stock and cause the final smash to end instead of respawning. 1 more zombie will spawn every 5 seconds, meaning the stage will eventually be over-run.
Fortunately, House comes prepared for the zombie apocalypse. His defensive mode now has his cane become the
axe cane. This cane deals double the damage, as well as double knockback if it hits the foe's head. If it hits a zombie's head, it is instantly cut off.
Offensive mode? Well, you get the
shotgun cane. Every single time House makes a move with his cane, bullets are fired that act identically to every other shotgun ever in MYM. You can easily swap between the two to go from long ranged goodness to axing the foe.
In addition, House has prepped himself to undo the zombies! You can now grab Romero's zombies and detox them with your pummel to convert them into one of the humans from Romero's side special. This will also cause your ally or the foe to stop converting.
House snaps out of the fantasy after 30 seconds, or upon losing a stock.
Extras
Up Taunt- Confidence
House takes his cane and raises it over his shoulder, smirking at the foe.
Side Taunt- Return to the classics!
House facepalms, regaling in the stupidity of his opponent.
Down Taunt- Denial
House glares at the foe, simply stating "It's. Not. Lupus."
Victory Pose 1- Martini
House raises a martini glass, turning to the foes and raising the glass before downing it.
Victory Pose 2- The Reason You Suck Speech
House snaps at the foes, turning to them and yelling. "Maybe the reason you can't beat me is because
YOU SUCK!"
Victory Pose 3- Diagnosis
House raises his hand to his chin, speaking in a dry voice. "I think I've found an accurate diagnosis for you: you're a dou
che."
Victory Theme - Titular Theme
Isn't it obvious? The
end segment of the House theme,
Teardrop, is played to celebrate the doctor's victory.
Credits Theme - Revenge of the Titular Theme
The
European version of the House theme is played.