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Make Your Move 12: Now with accurate title! MYM12 is closed! MYM 13 is Open!

lordvaati

Smash Master
Joined
Jul 7, 2006
Messages
3,148
Location
Seattle, WA
Switch FC
SW-4918-2392-4599
MONA



The hipster Teen from the Warioware series has come to Join the Brawl! as a big admirer of Wario(for some reason), she emulates most of what he does, but brings her own unique twists to the table! now what should she wear today....

Stats

Size: 5.5/10
weight: 5/10
Falling speed: 5/10
walk speed:6/10
Run speed: 6/10
Power: 5/10

Costuemes

Outfit 1: her bsic outfit, as shown above

outfit 2: Musician Mona outfit


outfit 3: same as above, but with Vanessa color alts.(Green hair, and purple dress)

out fit 4&5: her wario outfit alts.


Mona also has a Tether grab.

Ground attacks

Neutral combo: Mona slaps the enemy twice, then winds up and hits them with a kick. 3% from slaps and 4% from the kick.

Dash attack: Mona rushes at the foe ans does a kick attempt, but trips backwards. does 9% damage on contact, good knockback.

F-Tilt. Mona does a lunging punch at the foe. mediocre range. 6% damage.

D-tilt: Mona crouches and forward leg sweep. does 7% damage. contact with knees(sweetspot) causes them to trip.

U-tilt. Mona does an upward uppercut. 9% damage, good knockback.

Up smash: Mona Pulls out her cheerleading baton and spins it upwards. hits multiple times for 2% damage per hit. the longer it is charged, the longer she spins her baton.

F-Smash: Mona pulls out her Guitar and hits the opponent. good range, does 12-20% damage with great knockback.

D-Smash: Mona does a crouching splits attack, a la Fox and Falco's D-Smash. 9-17% damage, good knockback.

Aerials

N-air: doing a diaganal twist in the air, Mona hits the foe with her hair. 9% damage, average knockback.

U-air: Mona pulls out a Fronk and smacks the enemy above with it. 13% damage.
[/IMG]
Fronks were hurt during the use of this move.

F-air: Mona does a qick 3 hit combo in the air. 4% per kick.

B-air: Mona pulls out her music partner Art and smacks the enemy from behind. 15% damage. Art is fine, though.

D-air: Mona does a diving kick in a strait downward motion. the move is a Meteor smash. deals 11% damage.

Grabs
with her Grab, Mona pulls out Pyoro and grabs the enemy using his tounge. the lentgth is slightly shorter then toon link's chain.

neutral attack: latched on, Pyoro chews on the foe. does 3% damage per hit.

Forward throw:pyoro eats the foe, before belching them back out. 95 damage, good knockback.

Back throw: Mona plulls Pyoro over her head in a curved rainbow shaped motion, and the enemy gets slammed on the other side by his tounge. 12% damage.

Up hrow: Pyoro eats the foe, then mona kicks him up in the air, making him spit them out.12% damage.

Down Throw: Pyoro eats the enemy, then Monathrows him on the ground and stomps on him. 14% damage.

Specails

Neutral B: Strange toss

With this move, Mona chucks a Fronk at the enemy. the scred thing will run in a straight movemnt forward, doing 4% on contact. only 1 Fronk can be thrown at a time.

Side B: Mona Scooter


the basic system is the same as Wario's Bike, however unlike him she cannot pick up hr scooter once she gets off it-instead she jut leaps back on and proceeds to ride it again. hitting A on the scooter makes her leap off giving her an extra jump in the air. the scooter can break apart and the peices can be used as weapons. 10% damage on contact.

Up B: Mona Twist

Mona does a midair spinning motion upwerds with herarms spread out. it goes up a short height hwever, so be wary when using it for recovery. each hit does 2%-the total damage is 22%.

Down B: Job Shift

Mona's ultimate trump card. always busy, she even shifts jobs during Battle! She strikes a pose with her fingers and her currnet outfit changes to a new one chsen at random. this is best used to get th right job for the ituation! here are the rules:
-this move can only bedoneon the ground.
-as stated, each of Mona's jobs are chosen at random.

-each job is Part time: youcan stay in her new form for a max of 30 seconds. when the time is gone, that form can no longer be ued for the rest of the match

-hitting Down b again in her job form switches her back to normal mona. whatever remaining tme on the form you shift out of remains when you use it again.


the best way to use this is to shift form, then shift back when you are done with that form before the timer runs out on it. here are her forms:

Cheerleader mona


Stats:
Size:5.5/10
Weight: 2/10
falling speed:3/10
Walkspeed: 6/10
Running speed:6/10
Power: 4/10
1st jump: 9/10
2nd jump: 8/10

-in this form, strange toss get changed to her throwing a football. she throws it in a curved motion which travels farther the longer the B button is held. does 7% on contact.
-has the highest jump of her forms.
-in the slowest falling of her forms
- her up smash does 2% more dmage in this form.
-mona twist goes up higher in this form.


Explorer mona

Stats:
size: 5.5/10
Weight: 9/10
falling speed: 7/10
Walk speed: 3/10
run speed: 4/10
power: 7/10
1st jump: 4/10
2ndjump: 5/10
-Strange toss gets changed to throwing a torch. the torch hits the ground and leaves a trail of fire(think castlevania's holy water for example.) does 8% damage with torchcontact,the fire doe 2%.
-Mona's Tilts and aerials get an increase in knockback
-this form is mona' heaviest form-making her harder to knock offstage.
-with her F-tilt,she hits the enemy with a microphone attached to a wire. covers good distance. damage is the same.
-when using Mona twist, mini gold coins scatter around her, oing 1% damage per hit.


Pizza delivery Mona

Stats:
Size:5.5/10
weight:5/10
walkspeed: 9/10
Running speed:9/10
power:6/10
1st jump: 6/10
2nd jump: 5/10

-strange toss has her throwing pizza Boxes. the projectile sare large, but slow and do 8% damage. fully charged,she throws an open box which does 4% damage,but traps the enemy in place(think Pitfall seed).
-this is mona's fastest running and walking form.
-however, in this form Mona has the worst trction in the game-even worse then Luigi.
-Mona Scooter does 5% more damage and is twice it's speed in this form.
- mona's dash attack s changed to her stopping and making skid sparks with her rollerblades(think Bridget's KMH attack from GG.) damage is the same, but knockback is greater.


Final Smash: Joe and the Gang
Htting a switch on her watch, she calls Joe to comeon his mini plane to pck her up. She then flies around the stage, muchlike Diddy's FS, and firesitems at the stage. after wards a number roulette appears next to her symbol that goes through1-3. hitting the A button stops the spinning and it lands on a numer, whichfire an item at the foe.

- if it lands on 1, Mona's Elephant shoots out a Pitfall seed on the feild.


if it lands on 2, Mona's Pig shts a Soccer Ball onto the feild. contact cause the same knockback as a a normal Soccer Ball.


-if it lands on 3, mona's Monkey throws a Banana peel on stage, which of course causes tripping.


once fired wheel begins spinning again, allowing you to launch more projectiles.

after 15 seconds, the FS ends, and Mona falls fromwhere she i at. make sure not to fly too far!

Other

Taunts:
up taunt Mona makes a rude face at the opponent.
side taunt: Mona pulls out her guitar and takes a strum on it.
down taunt: Mona looks at her clock and says, "Hurry Up!"

Entry: She rides on the stage with her Scooter. as a pun of her character, she is always the last character to make an entrance.

Symbol: the "W" symbol for wario Universe. has the same victory theme as well.

Victory actions: Mona only has one victory action-however, it's diffent on all her forms.

Normal Mona: Mona, Joe, and her animals celebrete her victory.

Pizza Delivery Mona: She rides into the fornt view, and does a V symbol.

Cheeleader Mona: She performs an athletic move ending with doing the splits(ow!)

Explorer Mona: she stares at a golden teakettle in her hands and wondert if it will sell for a high price.

Trophy description:
A young girl from Diamond city, Mona is one of the Members of wario's gang who joined his company Warioware inc to help him sell games for money(mostly for himself.) She is a big admirer of Wario and attracted by his bad attitude ways. she has done various jobs over the years, such as a waitress, Gelato server, musician, explorer, and Cheerleader. fed up with his laziness and him hogging the cash, she along with the other characters left Wario to go work at Diamond Software which is owned by her boss Joe.

more to come soon!
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
I'd rather not be a sheep and join in with the whole mini charade, but I'm kinda uninspired at the moment....so yeah. In any case, I'm totally gonna describe what "I" would do if I was in the world of Smash, not what you'd think I'd do or any of that crap.

....


I think I'll use this image to describe what I'd be like if I was in Brawl, because I'd need it in order to be able to do what I'd want to do....



Unlike everyone else, I'd aim to actually HELP....but I'm only gonna appear if a Lucky Star character picks up my Assist Trophy, to which they have a rather high chance of summoning from there; the current characters who have movesets from that series would include Konata Izumi, Ayano Minegishi and Yukari Takara, but there'll obviously be more to come as time passes...:awesome:

I'm most certainly not gonna try and appear as anything too scary to these characters, which is why I appeared as a handsome devil of a fellow, were I to say so myself. Well, in any case, once I am summoned from the Assist Trophy in a manner that I'd assume to not be a stylish one aside from eccentric Konata, I'll float beside my summoner like a stalking phantom of sorts and make my presence known by uttering a line of "Japanimation is the one, and ONLY truth." or "Your kind can vanish for all I care!" if one of my darlings would happen to be going up against a character from one of those pathetically imposing Western Cartoons or American characters like Darth Vader, Pennywise and what not; that's short enough to tell others of my persona and motives, and every AT in Brawl does it, right?

For the most part I'll simply follow my precious Lucky Star character in hopes that they'll be able to defeat all those other non-Japanese or Nintendo characters; of course I'm invincible for the most part, but I'll be willing to use my honest-to-Haruhi estimated power of 100HP worth to protect my darlings from any damage they'd take, whether it be from projectiles, traps, melee attacks, even grabs! I'll simply take all the punishment the enemy would dish out, while my friend will be able to capitalize on my use as a decoy...look, I know most characters from Lucky Star probably aren't like that, but its a pretty good chance, and its all in the player who's using them! Aside from that, I'm also able to hold an item by friend is holding, which they can give me by standing in place for 1.5 seconds; I could even hold Ayano's Rirattanu for her and massively punish enemies who try to attack me! If she'd want it back however all she has to do is stand in place without an item for a second and I'll give her precious toy back to her, as much as I'd like to keep it for myself to add to my collection of Lucky Star merchandise. And while it'll be unlikely for my friend to be KO'ed whilst I'm around, I'd gladly sacrifice my life to preserve their stock and buffs they had beforehand if they would end up dying somehow.

Like all Assist Trophies however, my time is limited to that of around 15 seconds, and once that time has come I'll vanish, but not before placing a particularly long onion in the hands of my friend or right in front of them/at the nearest ground of the stage if they happen to already be holding an item. From there, they can use this onion as a battering item and throw it, though exactly how powerful it is to say....a Beam Sword, will depend on how much HP I was able to reserve; at 100 the weapon will be twice as powerful as the aforementioned item, at 50 it'll have the same power, 25 is half and so on - this basically means my friend will be rather encouraged to reserve my health to some degree in order to have themselves a more powerful weapon afterwards, with it being somewhat easier for someone like Ayano to be able to pull this off due to she not being so much of a fighter as she is a pacifist; with my onion leak she'll actually be able to fight back and score some easy KOs!

The leak in question also has some special properties to it; it cannot be taken off the character who's holding onto it, nor can it be knocked out of them. Even more special than that is a special "Moe Meter" that appears next to that character's HUD; it is small pink bar shaped like a love heart that fills up in a clock-wise type manner as your character takes damage: depending on how moe the Lucky Star character in question is, their bar will fill up more quickly than other characters! While the bar will take any bit of damage the character's taken during the stock before I gave them the leak, said bar will unfortunately vanish with my darling when they were KO'ed, something I truly did try to prevent! In any case, the less damage a character has to take before they have their moe bar filled, the more moe they are!

Konata's moe bar will fill up upon taking 150%.
Ayano's moe bar will fill up only upon taking 75%....this also counts any damage she's managed to heal off with her items, so she'll be getting this maxed out quite easily!
Yukari's moe bar will fill up upon taking 245%, which is a bit of a stretch; she probably won't survive that long, unfortunately.

Once the more bar is filled up to the max, the screen will darken and suddenly the character will glow with a pink aura reminiscent to that of the Smash Ball! From here, the individual girl will realize this via Smash Logic and be able to perform a powerful attack by pressing B, just like with a Final Smash! This song here will play the very moment you activate what is in fact the...



MOE BEAM!

Okay, technically the designated girl doesn't go about the move in the exact manner depicted in the picture, but rather in their own way, with they having complete invincibility for the whole time:


Being as eccentric and willing as she is Konata will fully embrace the dynamics of magical girl genre and what not by holding out the onion leak like a staff whilst it charges the pink energy of moe, starting off "Moe..."; she continues to charge energy into the leak for 1.5 seconds before suddenly yelling "BEEEEEEEAM!" as the leak suddenly fires out a concentrated beam with power more lethal than Deoxys' Hyper Beam as the attack goes through walls! Anyone struck by the beam can pretty much consider themselves dead as punishment for trying to take down a Lucky Star character, though other anime characters will be able to resist half of the attack's damage (anime schoolgirl characters and other characters that can be considered "moe" take 1/3 of the damage), while American character instantly lose 2 stock for being KO'ed by this attack!

Ayano is far more preserved than Konata, and perhaps a bit of a shrinking violet in this situation; she'll hesitantly hold out the staff in front of her, which has the rather unique effect of causing Rirattanu to be imbued with the power of moe and instantly yet comically grow to the size of Giga Bowser! If a foe happens to be near or holding the stuffed toy when he grows they'll be knocked away at 1.2X the rate of a bumper...but that's not all! Rirattanu will then glow pink, and fire out 4 pink beams as large and powerful s the ones in Spear Pillar from his body in an X-shape, with these having the same damaging variants as Konata's version except they'll actually heal off any of Ayano's allies for whatever damage they would cause. Once the attack is complete Rirattanu will return back to normal and Ayano will most likely be able to go and pick him up...or she could simply use this attack again.

Childish, mischievous Yukari uses the leak like a toy compared to the others and waves it around whilst prancing around like a ballerina of sorts, which only causes strange, flashing pink energy balls as large as a Party Ball to travel towards any items and ledges on the stage and overshadow them. At first, they simply sit there and do nothing for as long as they need to, but if a foe touches an item or ledge affected by the energy their clothes will magically transform into the likes of a nurse or sailor outfit! Essentially, they're forced to prance around in girly clothes and have lose a lot of their American amour or gain something necessary for the case of characters who don't wear clothes; non-anime characters will have all their stats and power halved through this predicament, while American/non-Japanese characters will have their stats and power quartered! On, and the latter is suddenly considered to be an abomination of sorts, which gives them horrible luck in the ways of Assist Trophies, tripping, and makes their chances of making a crate/item capsule explode when they poke it nearby explode! These de-buffs last for the rest of the match or until Yukari KO'ed twice, so basically if you've been forced to cosplay against your will and you're an American character you might as well give up. Like, really.



Each character can keep on using the Moe Beam over and over for as long as they have the leak. But then again, if they lose it via their stock they can simply get another Assist Trophy and I'll come back to help them! Awesome, no?
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
BOSS: MR. LUGGS



Stamina: 500
Stock: 4

This fight takes place in the same room where you had to fight Hannibal and Cranky as Q, meaning there’s a gigantic table platform in the middle with food on it you can eat. If you try to eat any of the food, though, Luggs will go into a rage and spam Comet Belch en mass.

Attacks:

Comet Belch:
Luggs vomits up a flaming meteor at you the size of Wario, dealing 15% and knockback that kills at 80%. It’s a fairly easily dodged attack, but if you eat any of the food on the table he’ll spam this attack up to 20 times in very quick succession based off how little health he has left. Dodging them in one spot is impossible, meaning you’ll have to constantly run. If you reach theh end of the stage and he’s still vomiting, though, dodging the comets becomes very problematic. These comets burn through the sides of the table, so don’t think you can hide up against the table.

Inhale: Luggs turns to face the camera and inhales. If he sucks you up, he spits you up off the top of the screen for 35% and knockback that kills at 60%. Thankfully, running against the pull is pretty easy to do and thus you can avoid Luggs with little problem, but the catch is he’ll suck up all the food on the table, healing himself. There’s a good bit of starting lag to this attack, so when you see the telegraph for the move go to eat as much food as you can to steal some of the healing from him. There’s enough food on the table at the start to heal up to 100%.

Ectoplasm: Luggs puke up some ectoplasm at you. Luggs can only use this move after he’s eaten some food – he can use it up to 10 times in quick succession if he ate a full table full of food, but he can fire one less projectile for every 10% worth of food he didn’t eat. If he hits you with one of these projectiles, you’ll be stuck in in the gooey puke in a grab hitbox, and Luggs will proceed to spam Comet Belch at you until you escape with you unable to move. While you can dodge all of these projectiles fairly easily, once they land they form a gooey trap that lasts for 10 seconds as wide as Wario, and if you step in it your feet get caught in it. Having to constantly jump when running across the stage to avoid these can be very difficult, especially if you’re in a rush to avoid some Comet Belch spam from Luggs after you tried to steal some of his food.

Waiter Ghosts: After Luggs inhales all of the food on the table, Waiter Ghosts will keep coming until they bring enough food to heal 100%. It takes 20 seconds for them to fully refill the table, and if you hit them they’ll instantly die along with their food. Of course, hitting the waiters also pisses Luggs off and causes him to spam Comet Belch as if you ate some of his food.

Scalding Breath: Luggs hovers over to the side of the screen and inhales slightly for some telegraphed starting lag, then exhales a gigantic cone of bad breath that will easily blow you off the side blast zone if you’re at the same height as he is. During the starting lag Luggs levitates up and down to get at the same vertical position as you, and if you hide next to the table the wind effect just goes under it. It’s fairly easy to avoid. . .But if he breathes the bad breath on the food, then it becomes unedible to you, causing you to take half a second of stun and 5% when eating.

Ghostly Hand: Luggs approaches you, ghosting through the table to get close enough to you if necessary, then ghosts his hand through your belly and pulls out any food you’ve eaten, then eats it himself. This heals him for the same value as the food you’ve eaten while hurting you for half as much as the food healed. Luggs rarely attempts this attack at random, and usually goes for it after you get stuck in some Ectoplasm.

Possession: Luggs possesses the table and causes it to float upwards. If you don’t get on the table, you’ll die, as the stage scrolls upwards far enough to create a bottom blast zone and make the table the only solid ground. Once up here, Luggs will tilt the table back and forth, causing any Ectoplasm on the table to slide to and fro (He’ll only do this if there is ectoplasm on the table) and quite possibly hit you. It also causes any food on the table to slide off, but Luggs typically only uses this attack after he’s done some inhaling. Luggs also sometimes entirely rotates the table – if you’re standing on the table when this happens, you’ll get KO’d. When the attack ends Luggs leaves the table as the screen scrolls downwards to the normal position.

Belly Trampoline: Once Luggs has eaten 200% worth of food, he will be fat enough in order to use this attack. He uses it at the end of the Possession attack when the table falls back down to the ground, and goes to catch you with his belly to bounce you back up. He’ll keep catching you forever until you deal at least 25% to him, after which he gets knocked downwards. . .But you take double the knockback of the attack you hit him with upwards, so you have to just poke Luggs with repeated light attacks before he finally lets you down if you don’t want him to kill you.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
BOSS: YETO



Attacks:

Soup:
Yeto attempts to grab you, then throws you into his pot of soup for 10%. Instant KO. Yes, really. Sound fun? It is, but his is very telegraphed (Though the actual grab is fairly quick) so it’s not –terrible-.

Horse Saddle: This attack, on the other hand, is quite fast and hard to see coming. Yeto takes off the horse saddle that he for some reason wears as a hat and smacks it over top of your character for 15%. You have to button mash it off with double grab difficulty, and until you get it off all attacks with upward hitboxes will be blocked by the saddle, you won’t be able to jump, and your movement speed is halved. This makes getting grabbed a much larger possibility. . .

Soup Drink: Yeto goes to drink his soup. This is actually what KOs you when you get thrown into the soup into the soup meaning it’s possible to get out before you get KOd. This heals Yeto of a massive 100 stamina, 50 more if he manages to drink you in addition to the soup. Considering he goes to do this a lot, you’re capable of interrupting it, or else the boss fight would last forever. However; if you do interrupt it Yeto will spit out the soup on you from the force of your attack. This is very fast and difficult to dodge unless the attack you were using has next to no end lag, doing a meaty 22% (Though not much knockback).

Stomp: Yeto jumps in the air and stomps down hard, dealing 30% and pitfalling you if you fall under his feet. If you’re on the ground when he comes down, you’ll take high hitstun. The force of Yeto’s stomp also causes some icicles to fall from the ceiling which spike you down onto the ground for 18%, making you vulnerable to the earthquake effect.

Headbutt: Yeto headbutts forward onto the ground. His head deals 40% and massive knockback, though it’s pretty easy to avoid. What’s more of a concern is that Yeto’s horse saddle hat will go flying off his head (Assuming it’s still there) and ricochet off the edges of the screen. Contact with it causes it get stuck on you like the traditional attack as well as making you take 20%.

Shake: Yeto picks up his soup and turns to face the camera, then starts waddling sideways in your direction, shaking the massive bowl of soup to make it’s contents fly all the way to the ceiling before coming back down into the bowl. The soup does 22% and upward knockback as it goes up, but the knockback changes to spike you into the bowl as it comes back down. If you ever get caught in the soup, Yeto will of course perform soup Drink before putting the soup back in it’s initial position.

Pepper: Once Yeto goes down to 25% for the first time, he looks as if thinking briefly. “Unh, where Yeto put the pepper, unh?”. He scratches his head as he walks out of the arena, then comes back with a pepper shaker, finally having found the blasted thing. He’ll shake it in your face to create a cloud of pepper that deals 30 hits of 1% and flinching over a single second before going over to put some into the soup. He’ll keep doing it forever if you leave him alone, and every second he puts pepper into it increases the amount of stamina the soup will heal him by 30. You obviously have to interrupt it, but when you do the pepper shaker will fly into one of his nostrils, causing him to sneeze, doing ridiculously large pushback near instantly that’ll blow you off screen if you don’t get behind him. On rare occasions he’ll take out the pepper again and repeat the attack, but you should hopefully finish him before then.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
cccccccombo breaker, also MYMini #1

Kholdstare


Kholdstare has entered the Brawl! Oh no!

Khold is just your good ol' boy from south Georgia, at least on the surface. But within him lies many demons. It has been said he himself is the ninth circle of hell in flesh. But enough on that. Khold enters the fray standing in front of the player that summoned him. He faces them and attempts to make chit chat, talking about various things like beer, trucks, finding crippled love, ect. No matter what the summoner does, he gets in their way. As in, between the foe and the summoner. This is not a bad thing, as you will soon find out.

When the foe attacks Khold, Khold will turn quickly, saying, "Ah, what the hell?" and notice the foe. It seems that he was completely oblivious there was a fight going on. After taking a moment to examine the foe, and evil grin comes across his face.



Khold will then grab the foe, locking them in an unbreakable grip. All his workout on the farm has strengthened his muscles to perfection. Plus you gotta have a good grip to catch a greased-up hog. When Khold has the foe in his grip, he says, "You sure got a pretty mouth..." and utters a laugh that will give anyone goosebumps. He takes out his toy and waves it in their face. He tells them, "This here baby was designed especially by me after I got a hold of me some of that rare Australium. You'll feel a little pain." and shoves it up their poop chute. On maximum setting.

The toy has other properties than sensual pleasure, however. To any foe, it will make them develop feminine features- most notably breasts, a fine body, and long hair. If they're already in this state, good! Oh, and if they don't have a, uh, external reproductive tool, they will grow one. Khold likes versatility and the best of both worlds.

This diminished state the foe finds themselves in will allow Khold (and the summoner) to take "advantage" of them. Think what you want to. For legal reasons (I'm looking at you, mods), I will let your mind fill in the blanks. I'll just say that grabs are much more effective when they are in this state. Statistically, their speed is halved as they can't get used to the new body. Their attack damage and knockback is also halved. This happens for ten seconds until it wears off.

There's also a situation that happens if the summoner happens to hit Khold before the foe. Khold will look shocked, and say, "Oh, you're hankering for a spankering? I'll oblige. Do what you want, partner, I can go both ways," and sticks the toy up his patootie. I'm avoiding the four letter a word. Khold will change into the goddess (or god, I'm not judging anyone) of the summoner's dream- for instance, Mario would get scantily-clad Peach, Link would get frisky Zelda, Bobby "Dave Killer" Arrow (coming soon to a thread near you) would get Succubus Hanako Pony. You're welcome.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Yet another 15 minute hippo set

Slugworth


Neutral Special

Slugworth takes out a handful of money and leaves it on the stage. Anyone who picks it up heals 10%, but Slugworth himself can not pick it up.

Side Special

Slugworth plants a small mine on the ground next to him. The mine deals 10% and average knockback if someone steps on it.

Up Special

Slugworth lunges through the air in a stunning feat of acrobatics he should not be able to perform. Deals 11% and average knockback, sends into helpless.

Down Special

Slugworth calls in a small child, and asks him to get a gobstopper from the opponent. The child will follow the opponent around, grabbing onto them so the foe has to shake them off with grab difficulty. Deals 3% per second. After the kid is shaken off he disappears.

Jab

Slugworth takes out a pistol and fires. Deals 5% and flinching knockback.

Forward Tilt

Slugworth stares into the opponent's soul. Trips and deals 7%.

Up Tilt

Slugworth swings a briefcase overhead. Deals 10% and knocks the foe to the ground.

Down Tilt

Slugworth kicks the foe, dealing 6% and low knockback to standing foes and slidding foes in prone back 2 battlefield platforms.

Forward Smash

Slugworth takes out a time bomb from his briefcase and sets it on the ground. This explodes after 10 seconds, deals 22%-28% and KOs very early.

Up Smash

Slugworth tosses his briefcase up in the air, dealing 14%-20% and knockback that doesn't KO until very late to foes who are hit. Also makes papers fall everywhere, which trip the foe. The papers cover an area varrying on charge. Putting a Time Bomb in a paper pile hides it.

Down Smash

Slugworth stomps down on the foe, dealing them 13%-19% and average upwards knockback. If a foe is in prone, they are trapped and must escape with grab difficulty.

Neutral Aerial

Slugworth punches forwards, dealing 8%. Lingers for half a second afterwards.

Forward Aerial

Slugworth swings his briefcase in front of him, dealing 12%. Papers will then fall out and stun any foes below that they hit.

Back Aerial

Slugworth kicks behind him, dealing 6% and low knockback.

Up Aerial

Slugworth fires a pistol upwards, and afterwards the shot falls towards the ground. Deals 8% and average knockback, even on the fall.

Down Aerial

Slugworth kicks downwards, dealing 9% and a weak spike.

Grab

Slugworth puts his hands on the foe's shoulders.

Forward Throw

Slugworth asks the foe for the gobstopper. If he asks 5 times the foe gives it to him, healing Slugworth 20% and buffing his attacks for the rest of the stock by a bit.

Back Throw

Slugworth throws the foe behind him, leaving them in prone.

Up Throw

Slugworth tosses the foe upwards before firing at them, dealing 10% and average upwards knockback.

Down Throw

Slugworth clobbers the foe over the head with his briefcase, causing them to fall over and get covered with a pile of papers. They take 12% and have to escape the papers with grab difficulty.

Final Smash

Slugworth pulls out a bazooka and fires 6 rockets dealing 20% and knockback that KOs at 60%.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
ZASALAMEL




Zasalamel is a character from Soul Calibur 3 and 4, randomly getting cut in 5 despite making more sense to be there story-wise than anyone else. Not even his scythe moveset made it into the game!

Storywise, Zasalamel is an ancient man who discovered the secret of reincarnation, causing him to reincarnate infinitely with all of his knowledge (And apparently the same body). Eventually, though, Zasalamel grew tired of his immortality and wished for it to end, considering his existence boring and meaningless. Unfortunately, he could not figure out how to undo the “curse” of his immortality, and dedicated the meat of his now endless life in finding a way to end his curse. Upon learning of Soul Edge, Zasalamel deems that it’s the best shot he’s got, considering its’ near unlimited power. . .Throughout his debut in Soul Calibur 3, Zasalamel is the primary antagonist, eventually gaining the power of Soul Edge and becoming Abyss.

In his Soul Calibur 4 ending, Zasalamel gets a vision of the (modern-day) future and eventually decides to not stop his suicidal rampage, wanting to live to see said future. He actually does so (Making his absence from SC5 even more awkward) and seems to be perfectly mentally stable in said future. In SC3, due to his status as the main antagonist, Zasalamel ends up having to fight himself due to the designers seemingly being lazy, but when combined with his SC4 ending, implies some sort of inner turmoil for Zasalamel. Zasalamel’s “duplicate” even outright mocks his desire for peace in death.

STATS


Traction: 8
Size: 8
Weight: 7.5
Jumps: 6
Aerial Control: 5
Aerial Speed: 5
Ground Movement: 5
Falling Speed: 4

It’s a fighting game character. No bloody gimmick stats. If I were Junahu, this is the part where I’d be saying he’s immune to non-knockback based kills due to his immortality.

SPECIALS


SIDE SPECIAL – CLOCKWORK




This is a storable charge move, meaning all one input will do is cause Zasalamel to circle his hands in a magicy fashion around a small portal, getting larger and larger as Zasalamel charges it. Upon releasing the charge, Zasalamel will resummons the portal before one of his signature cogs will roll out of the portal before said portal vanishes. Based off whether you input the move as a smash or not, the cog will roll forwards at either Ganon or Mario’s dashing speed. Regardless of how fast you launch the cogs, they will eventually run out of momentum and come to a complete stop. If launched slower, after 3 platforms. If launched faster, 5.

If you get hit by the front of a cog as it’s moving forwards, whether or not you’re Zasalamel, you take varying damage based off the speed of the cog. Ganon speed deals 10% and knockback that kills at 135%, while Mario speed deals 16% and knockback that kills at 95%. Now, the main thing that makes the cogs only being a hitbox from the front relevant is the fact that the cogs are solid. What the charging does is increase the size of the cogs, anywhere from Bowser’s size all the way to the size of a bloody Smart Bomb Blast – so big that Bowser can stand in-between two teeth of the cog. To fully charge the cog, you have to charge for 2.5X as long as DK's Neutral B.

If attempting to stand on top of a cog that’s rolling forwards, you’ll constantly be getting pushed towards the front of the cog at the speed that the cog’s going. This can be easily circumvented by simply dashing in the opposite direction if the cog is small enough, but if the cog is big, then you can actually stand in-between two “teeth” of the cog, meaning you’ll have to jump backwards to constantly stay on top of the cog. Thankfully, only the end of the teeth are hitboxes and only as they’re pointing in the direction the cog is going, so you can get in-between the teeth if you want the cog to simply drop you off on the bottom/loop you back up to the top.

The cog can take knockback, being as heavy as Bowser at 0% as far as launching the thing but enabling you to build up the momentum of the cog if you attack it from behind. If you somehow attack it from the front, the inverse is true, though you’d better have some disjointed attacks to work with if you don’t want to get hit by the cog.

You are not allowed to charge this move when you have a charged cog in existence, but you can still launch as many uncharged cogs as you like. If your charged cog is big enough (Say, 60% charge), then when a small cog comes into contact with it the cog will start rotating around the bigger one, the smaller one’s teeth dipping into the bigger one’s holes. This makes a great tool to assault people with on the opposite side of a cog. If the bigger cog is on the ground (Very likely) and the smaller cog spins all the way around to get on the ground in front of the bigger cog, the bigger cog will simply smash the smaller cog, causing it to lose one fifth of its’ momentum.

DOWN SPECIAL – REVENANT




Zasalamel animates up his revenant out of the ground, complete with clothing and blades for whatever reason. He moves about briskly for a skeleton at Luigi’s dash speed, retaining some of his skill from his past life, and can be summoned fairly quickly. The revenant has a rather paltry 35 HP, but upon death just collapses into a pile of bones before reviving 4 seconds later Dry Bones style. To kill the revenant for good, simply knock them off the edge of the stage – he only weighs as much as Mario at 50%.

The Revenant has 3 attacks. The first is a good range melee attack that involves a couple slashes of their blades, dealing 5 hits of 2% and flinching over a brief period. The second is a downward slash that knocks foes into prone with bad range, dealing 7%. The third is the most common attack and will be used whenever the foe is 1-1.5 platforms away, involving the Revenant leaping forward a platform, raising his blades up behind his head before slamming them down in front of him, dealing 13% and knockback that kills at 125% in a laggy fashion in comparison to their other fairly fast attacks.

Revenant is a fairly un-notable minion by himself, and his use only really come into play with a cog out. If the Revenant is in-between the teeth of a cog, they have two walls protecting them from knockback, meaning foes must knock them out of a single opening to kill them. His low range downward slash obviously becomes more effective here due to the lack of range, but before we proceed allow me to explain how prone works on the spinning cog. Foes will fall over while in prone wherever gravity would realistically involve them falling to as the cog moves about to change the position of the “walls”/the portion of the cog the foe’s in goes against the ground. They will take 5% each time they slam against a cog tooth/the ground, even if they’re rolling to get up, though they’ll never take any stun.

The leap enables the Revenant to actually move between gaps in the cog at will, as the Revenant will always aim the leap so that it lands inside another gap in the cog. The Revenant is not stupid enough to attempt to leap at somebody who is blocked off by a combination of the cog and the ground, and will instead wait for the cog to bring them up into the air and give it an opening.

The revenant is a specific entity – Zasalamel can’t simply summon as many as he wants, but he can resummons his minion once he dies. Inputting Down B when the Revenant is already alive will cause the Revenant to swap between guarding his position, only attacking foes that come within a platform of him, or actively chasing enemies.

UP SPECIAL – TELEPORT


Zasalamel performs a standard teleport, poofing out of existence. Unfortunately for him, he’ll poof back into existence once you stop holding down B or 2 seconds pass. During this time, you can move around the location where Zasalamel will appear via the control stick, said location moving about at Mario’s dash speed. This has some annoying starting lag, but no ending lag at all to enable Zasalamel to immediately act once he gets to his intended destination. Coupled with no ending lag, this move does not put Zass into helpless, him simply restricted to one use per trip to the air.

Zasalamel can move through solid surfaces just fine with this move, making this move relevant outside recovery as a means of transportation around Zasalamel’s wheel. This enables you to either close the gap between you and the foe if on opposite ends of the cog or visa versa to flee. Just keep in mind that you can’t use it for fleeing if the foe is directly in your face due to starting lag – you have to do it a bit in advance as they’re about to reach you.

NEUTRAL SPECIAL – KAFZIEL’S WILL




Zasalamel lets go of his scythe completely as it levitates in place in front of him. You now gain the ability to use any of Zasalamel’s scythe based moves while channeling the scythe (The vast majority of his non special moves), moving the scythe around at half Zasalamel’s dashing speed, the same jumps, and half the falling speed, though at the penalty of Zasalamel becoming stationary. Obviously foes attacking the scythe will not damage Zasalamel, but they can deal it knockback, it only weighing as much as Jigglypuff at 50%. “KOing” the scythe proves useless, though, as even then Zasalamel can effortlessly resummon it. Inputting Neutral B or Shield will cause Zasalamel to exit this stance and resummon his scythe at his side with minimal lag.

Zasalamel himself has a single personal action while in this stance – while he can’t attack, he can still teleport about, enabling him to effectively play keep away while the scythe pesters his enemies.

To prevent this all from being obnoxiously broken, if foes grab the scythe they’ll wield it as the scythe must escape at grab difficulty. This replaces their jab, ftilt, dash attack, and fsmash with Zasalamel’s. They cannot perform their throws on the scythe, but can throw it like an item, it being as powerful as a Home-Run Bat when thrown. Zasalamel can still exit the stance to resummons his scythe at his side, but this gives foes a way to directly force Zasalamel to do so.

STANDARDS


NEUTRAL ATTACK – HANDLE STAB


Zasalamel butts with the handle of his scythe at a downward angle, aiming for the foe’s shins and causing them to trip into prone for 6%. Prone abuse ahoy!

Before we even get to the moves that actually abuse prone, if a cog rolls over a prone foe it will deal damage to them, as well as preventing them from doing anything during the brief interval where it does so. Cogs not big enough for foes to be in-between the teeth deal 10% as they roll over foes, while each individual “tooth” of a bigger cog deals 7% as it goes over the foe. If the cog happens to lose all of its’ momentum as it/one of the teeth is on top of a prone foe, it will grab them with them having to escape at grab difficulty, taking 1% every half second.

FORWARD TILT – REEL IN


Zasalamel slams down the head of his scythe a platform in front of him before dragging it along the ground back to himself. The initial slam deals 7% and fair stun, while there are 7 more hits of 1% and dragging knockback afterwards. This move can hit foes who are attempting to roll up from prone, and the disjointed nature of this attack will also beat more get-up attacks. All this without ever letting them get up from said prone state!

Wherever the scythe head lands, Zasalamel will drag it across all the ground in-between himself and the foe. This means that Zasalamel can scrape against the side of a cog tooth. If he grabs a prone foe with this, they’ll remain in prone no matter what surfaces Zasalamel drags them across to boot before being brought to Zasalamel’s feet. This will also work on foes who are hanging onto a ledge, dragging them up onto the stage and into prone.

DOWN TILT – DECAPITATE


Zasalamel lowers the head of his scythe to the ground, then swings his scythe upwards, dealing 8% and vertical knockback that kills at 157%. Keeping in mind that cogs can take knockback, if your cog is small enough Zasalamel will be able to position his scythe under it before launching it skyward.

If this is used on a foe in prone (And this –cannot- hit a foe rolling to get up), you’ll grab them with the first portion of the move. Zasalamel will then put his foot on the back of the foe in a Warlordian fashion before moving his scythe so that it’s positioned under the foe’s neck (One of his throw animations in his source material). Zasalamel has three “throw” options from this stance, by inputting forward, back, or up. All three of them deal a meaty 16%, but the “uthrow” deals vertical knockback that kills at 115% while the fthrow and bthrow simply have Zasalamel lift the foe with the scythe before flipping them over either behind or in front of him. This leaves the foe in prone, but can be teched. Teching is all well and good, but any move that says that it can hit a foe rolling up from prone can also hit a foe rolling up from a tech. If said move leaves them in prone at the end, it will also leave a teching foe in prone.

UP TILT – DRAG DOWN


Zasalamel reaches up with his scythe at a diagonally upward angle before forcefully jerking it backwards. This deals 7% and will inevitably ground foes, but the move also does horizontal knockback that will send foes sliding along the ground behind you, KOing at 160%. This doesn’t put them in prone or anything, but if you have a wall behind you in the form of a cog tooth they’ll essentially be pinned against the wall until their knockback “runs out”. If you have no idea what I’m talking about, think about when you’re on the bottom part of Hyrule Temple, then knock somebody at 200% upwards – they just sort of magically float against the giant wall above them for a time due to there being so much knockback that they can’t actually take.

Now, if foes want to get out of this stun early when they reach higher percentages, they can simply just tech. We’ve already gone over how teching is bad.

DASHING ATTACK – SCYTHE DRAG


Zassalamel simply drops his scythe head to the ground next to him as he runs in a keep on truckin’ dashing attack (This move does not stop his dash and can be caneled into and out of at will). While this slows Zasalamel’s dashing speed to a 4/10, it creates a constant hitbox a Kirby behind him that deals constant hits of 1% and dragging knockback, an average of 5% per second. This hits through invincibility frames from rolling like the ftilt, leading for basic prone abuse.

This has an interaction with smaller cogs rather than bigger ones, for a change. On a small cog, Zasalamel’s scythe will scrape against the backside of the cog if he’s running to keep on top of it. This will cause the cog to slow by 1/5th of its’ speed per half second.

SMASHES


FORWARD SMASH – OVERHEAD SWING


Zasalamel does a rather awkward heavyweight slam of his scythe, lifting it over his head before slamming it to the ground three quarters of a platform in front of him. In true heavyweight fashion, Zasalamel’s scythe head gets embedded in the ground for the end lag, making it rather severe. On contact, the scythe head deals 25-35% and knockback that KOs at 120-75%. If the foe is in prone (And this move hits foes rolling up from prone), they will get impaled (Zasalamel actually impaling people in his source material) by the scythe head rather than taking knockback in a grab hitbox. They cannot escape the grab normally, and instead automatically escape once the ending lag of the move has passed as Zasalamel slowly and painfully brings his scythe out of the foe, causing them to take an additional 6% during the end lag.

If this move is used in such a way that the scythe head hits in-between two cog teeth in front of Zasalamel while he is standing between two other cog teeth, then during the end lag where Zasalamel would normally “pull his scythe up out of the ground”, something different happens. Instead, Zasalamel will put his foot up against the cog tooth in front of him, then pull with his scythe from the opposite side of the cog tooth. This can either boost or slow down the momentum of a cog based off which direction you’re facing and which way the cog’s rolling. This is better at slowing down a cog than building up momentum, able to slow a cog’s momentum by 60% during the duration of the end lag no matter what. If you use this on a cog that has come to a complete stop, the cog will roll forwards at .85x Ganon’s Dashing speed initially before coming to a stop after 2.5 platforms.

UP SMASH – ABYSSAL SCYTHE


Zasalamel swings his scythe above his head in an arc that you’ve seen characters like Ike do for their usmashes. The range is more exaggerated due to Zasalamel’s weapon of choice, as per usual. This covers half a platform on either side of Zasalamel above him, reaching up to a Ganon above him at the peak of the arc. Contact with the scythe deals 18-30% and knockback that kills at 130-85%. Unlike the utilt, this fantastic anti air option actually knocks enemies upwards.

Of course, there’s more to the move than anti-air/dealing vertical knockback. If this move reaches half charge, Zasalamel’s scythe will gain a fiery aura – much like how charging most Soul Calibur moves does in the game, though Zasalamel actually knows fire magic so it makes some degree of sense. In any case, the purpose of these flames is that a fiery trail will be created in the arc that Zasalamel swings his scythe. These flames deal 5% and weak set upward knockback. The flames linger in place for 10 seconds with no regards for such trivial things as the laws of gravity. While the fire has no “falling speed”, it can be pushed around by any wind hitboxes.

The flames will ignore cogs or any other solid objects that attempt to pass them, meaning if there’s nothing between you and the foe but a cog tooth this has two tactical advantages. First the flame trail created obviously defends you from above for the immediate present, though foes can fastfall through it while air dodging (Which nets you a free hit). Secondly, if the foe is approaching you in the same direction the cog is going, the cog will end up moving so that the fire is above the foe rather than you.

For the sake of continuity with Soul Calibur, the fiery version goes through shields, but to hit a shielding enemy they either have to be on a platform above you or right in front of you.

DOWN SMASH – THE VOID


Zasalamel summons the void from his SC4 Critical Finish in one of his few non Special/non scythe based moves. The portal will begin pulling in everything not named Zasalamel after he summons it for 10 seconds after it’s summoned. The void is Bowser sized, and will pull things towards itself at speeds varying based off weight. Mario is pulled in at Ganon’s dash speed-Luigi’s, Bowser and Bowser sized cogs are pulled in at Ganon’s walk-Ganon’s dashing speed, and max sized cogs are not pulled in at all. The pull reaches half of Battlefield on either side of the void.

If someone or a minimum size cog comes into contact with a void, they’ll get sucked into it before getting shot at the nearest solid object or other foe with knockback that kills at 150%, dealing 10% to themselves and whatever they hit on contact. Be wary that portals can be attacked as you get sucked into them (Or just hit with projectiles), and they only have 10 stamina.

Cogs that are bigger than minimum size will not get absorbed by the void, the portion that comes into contact with the portal simply passing through it as the cog continues rolling along. This means that if the cog is big enough, it will largely be unaffected by the portal or even at all while foes will still get sucked towards the portal – quite awkward if there’s a cog tooth in the way. Foes who are being constantly sucked against a cog tooth either must tech as they first come into contact with it or DI upwards to get sucked towards the portal if they can’t outrun the pull. Prone foes can also of course be sucked, even if rolling up due to the nature of wind hitboxes. If a foe is in-between you and a portal, they can be used as obstacles to prevent foes from reaching you.

If usmash flames are present, the void will suck them in at Captain Falcon’s dash speed if they’re within range before shooting them all out at the same speed. The flames are all shot out at different (Not random) angles, and they now vanish on contact with anything with the ground/foes. If a foe is somehow overlapping the void as the flames all get shot out, they’ll get hit by all the flames at once, taking 35% if the void inhaled all the flames from a usmash.

AERIALS


NEUTRAL AERIAL – SCYTHE SPIN


Zasalamel turns to face the camera and starts spinning his scythe around in a common Brawl multi-hit nair. This deals 30 hits of 1% over a second, but the hits deal more than just flinch, pushing foes away to the edge of the hitbox rather quickly. The move won’t stop if Zasalamel hits the ground, making this move very appealing if you catch the foe in-between two cog teeth with it. Under normal circumstances, they can just DI out of the one opening. . .Try catching them on the underside of the cog, though, where the ground blocks what would otherwise be their only escape.

Used in the middle of usmash flames, the flames will spin around with Zasalamel’s scythe for the first half second of the move, making the first 15 hits impossible to shield (A normal shield –can- barely survive all 30 hits). Afterwards, all of the flames will get shot out at different non-random directions, getting shot out at Mario’s dash speed. Like when shot out by a void, they now vanish on contact with the ground or a foe. If the foe has somehow not DI’d away from the center of the hitbox, they’ll be immediately hit by all of the flames at once.

FORWARD AERIAL – SWING


Zasalamel brings his scythe behind his back with one arm, fully extended out, before swinging it forward in a very exaggerated motion, reaching a full platform ahead. If the scythe hits, it will deal a meaty 13% to the foe, but instead of dealing knockback the scythe impales them. Zasalamel then proceeds to swing to the victim’s opposite side with the full length of his scythe, extending out his legs in a kick afterwards that deals 10% and knockback that kills at 155% to outside foes as he gets shot forwards with slight forwards momentum.

If the initial swing of the scythe hits a solid object, Zasalamel will latch onto it with his scythe before swinging through the foreground/background to get to the opposite side of said object if traveling a platform will cover the distance. This enables Zasalamel to attack a foe with a cog tooth in-between him and them, or just a plain smaller cog. Note that if a giant cog is turning and Zasalamel grabbed onto a cog tooth, he’ll always swing to be on the opposite side of the tooth, meaning this is a good way to attack a foe when the portion of the cog you’re on is about to transition between being horizontal/vertical.

The kick at the end can be boosted in power by momentum. While Zasalamel has no immediately obvious ways to get momentum, if you use this on a cog that’s traveling very quickly you’ll gain said momentum when you swing off of it.

BACK AERIAL – HANDLE SLAM


Zasalamel holds his scythe in front of him, then kicks off the handle and gives himself a slight magical push to propel himself 2 platforms backward at Pikachu’s dash speed. Zasalamel turns around after kicking backwards very quickly, doing so in one fluid motion, before holding the handle of his staff out in front of him as he gets shot through the air. This causes the handle to deal 10% and knockback that KOs at 140%. The magic push at the start is actually a wind hitbox with point blank range, pushing anyone back in contact with it a Bowser width. A fairly bland move used for either approaching or fleeing under most circumstances.

If a foe comes at you with some form of momentum, AKA they took knockback from a revenant/cog or you hit them with the scythe then teleported it back to your hand, the move changes. The foe will get “grabbed” by the scythe handle, their arms and legs flailing forward towards Zasalamel as their torso gets pushed in the way Zasalamel is going. Foes take 13% immediately from this, and 3% per half second they remain “grabbed” as they lose all their momentum. Zasalamel gains the ability to angle the move once he “grabs” someone like this, and if he angles them towards the ground before they escape the move they will enter prone and take another 7%. The fact this move is aimed diagonally downwards towards the ground and has minimal landing lag helps.

UP AERIAL – ON THE RISE


Zasalamel tucks in his legs and extends out his scythe before doing a somersault, spinning around in mid-air, doing a single full 360 spin. Contact with the scythe deals 8% and knockback that is specifically vertical (Though can be angled to the left or right based off where you hit the foe), KOing at an awkwardly high 215%. This move has exceptionally high hitstun, making the low knockback good for juggling. Aside from standard fare damage racking, juggling a foe like this can be a good way to bring them to a cog that’s come to a stop. In fact, the knockback is –so- pitiful, that at extremely low percentages foes won’t get out of the stun until they hit the ground. Considering the move’s awkward duration, this makes the move function as somewhat of a reset early on in the game.

DOWN AERIAL – SPELLBOUND


Finally we get to another move that isn’t scythe based – for good reason, as if the scythe could do this Zasalamel could effortlessly gimp foes from the comfort of the stage. For this move, Zasalamel simply conjures up some blue arcane symbols the size of Wario below himself, which vanish before the end lag arrives. Upon contact with these symbols, foes will take 5% and enter their reeling until they button mash out at half grab difficulty, with a minimum amount of time for foes to spend reeling of half a second. If they come into contact with the ground while in reeling, they’ll take another 5% and enter prone, though this can be teched like whenever else a character enters reeling.

GRAB-GAME


GRAB – IMMORTAL GRASP


Zasalamel grabs the foe with his hand, holding onto his scythe with the other for a above average range (Read: It has any range at all) but below average speed grab.

PUMMEL – GOLDEN EYE


Zasalamel jabs his foe’s eyes with the handle of his scythe over a laggy half second, dealing 3% and causing the foe to hold their eyes in pain briefly for .3 seconds. If they escape the grab during this time, they’ll still be in this lag rather than the usual grab escape animation, making foes have to choose carefully when to escape the grab. This is less gimmicky when viewed in the context of the two characters standing on a spinning cog, as the foe will have to choose to either take the lag or to escape the grab when the cog is as a disadvantageous position for them.

FORWARD THROW – SPINNING SLASH


Zasalamel does a very clean horizontal sweep of his scythe at the foe, dealing 8%, horizontal knockback that KOs at 150%, and causes them to spin around rapidly – this is an actual “status effect” (Hitstun animation more like it) from Soul Calibur, and many of Zasalamel’s moves cause this in particular. Here foes will spin around for 2 seconds, and their attacks will reach out to both sides of them in what’s actually a pretty blatant buff, though they can only move at Ganon’s walking speed during this time and cannot jump. More importantly, though, if foes are hit by –any- non-projectile attack while spinning (Which they will reflect), they will enter prone. This attack is actually more useful without the context of a cog, as it gives you a chance to retreat and hit them with an attack like ftilt from a distance.

BACK THROW – SPINNING LAUNCHER


Zasalamel impales the foe on his scythe, dealing 7%. He then proceeds to spin around with his scythe fully extended for a few rotations before the foe slips off and gets shot behind where Zasalamel was originally facing, taking knockback that KOs at 130%. If the foe comes into contact with a wall, they will be forced to take the rest of their knockback against the wall if they don’t tech like in the utilt. Aside from this, Zasalamel’s “end lag” involves him continuing to spin around, a hitbox to all that deals 13% and knockback that kills at 95%. This hitbox is already present four outside foes as soon as Zasalamel starts the move, him able to move back and forth at Ganon’s walking speed. This is good for FFA/3v1 purposes obviously, but is more relevant if you use this in an enclosed space to hit them with the throw again.

UP THROW – HOIST


Zasalamel directly throws the foe lightly upwards before catching them on the head of his scythe, dealing 7%. He then hoists the scythe upwards, dealing the foe knockback that KOs at 175%. Zasalamel will then use levitation magic to bring up four Kirby sized rocks from the ground before firing them at the foe at Sonic’s dash speed, each one after the other. Not all four can be dodged, and shielding obviously does not exist in the air. Each rock deals 6% and metetor smashes foes into their reeling states, where they must tech the landing or be forced into prone.

DOWN THROW – BACKHAND


Zasalamel does a dismissive backhand to the foe, knocking them into un-techable prone and dealing 7%.

PLAYSTYLE SUMMARY


The two biggest things that should come to mind for Zasalamel’s playstyle are obviously the gigantic cog, but also the less flashy prone abuse. Said prone abuse must be used by itself at times as Zasalamel either has to charge up his Side Special, or work towards rolling an existing cog that’s come to a stop towards the foe/off the edge to summon another one. When you’re not on a cog with the foe, the most useful tool for prone abuse is the ledge. Not only is it a “wall”, but if foes actively try to avoid getting there you can use your uair/dair/uthrow to force them in that direction, less they hit the ground and enter prone. Obviously, in the event they do reach the ledge, you can predict it rather than trying to hit them on their way there and scrape them up off the ledge with ftilt. The ledge being such a double edged sword for the foe makes them practically lost puppies in which way they choose to roll up from prone.

A better element in your basic prone abuse game, though, is animating your scythe. Zasalamel himself can essentially function as another “wall”, and he can teleport around to change his position while the scythe is hitting the foe. If you predict they’re going to roll towards Zasalamel, all the golden eyed man has to do is snap his fingers and the scythe will show up within his grasp. The Revenant works in a similar manner to Zasalamel even when the scythe is not animated, as Zasalamel tells the Revenant to stay put at specific points.

Once you get a wheel of good size and have already rolled it towards the foe and they’re on the opposite side, you can simply bring them back to it with the prone abuse methods just described, or you can simply use fsmash/dsmash to roll the wheel at them again. You have very few means of camping and can only summon a single Revenant who’ll stay nice and snug on the cog once you tell him to, so you’re better off rolling the wheel towards them than just trying to force an approach.

Once you get them on a cog, it massively boosts your prone abuse game by limiting where the foe can roll to, as well as making walls which you can generally easily attack over/transverse across. The Revenant is far better in the context of being on a cog as he’ll be less likely to get himself killed, and the fact they’re trapped between a bunch of solid objects makes them less likely to fall over the edge, making him require less babysitting. Dragging a foe to a portion of the cog with revenants can be done with ftilt, or you can simply block the foe off from proceeding further along the cog with a utilt or usmash, stalling them long enough for the Revenants to reach that portion of the cog. If the foe’s going to get away, be sure to send a smaller cog after them – it can reach them even if they’re on the opposite side of the cog.

Something I’ve yet to introduce is the possibility of rolling a cog off the edge. While standing on the cog will refresh all jumps and Up Specials, if foes are on the bottom they’ll generally find it quite difficult to approach over the cog, and moves like usmash that are meant to prevent foes from scaling your cog become even more relevant here. Zasalamel can even attempt to use his prone abuse game on the side of the cog to delay the foe. . .But Zasalamel’s not in this for any suicide KO – he can easily reach the top of the cog with Up Special then make it back to the stage after the foe’s fate is sealed. If the foe has a shot at making it back, you can always send your scythe after them to finish them once you've made it back to the stage. This is of course just a potential KO method – Zasalamel is capable of damage racking to very high percentages with his elaborate prone abuse, and from there pretty much any move can net him the KO.

BOSS MODE



With Soul Edge in his possession, Zasalamel transforms into Abyss – a much less generic version of Inferno. This is triggered automatically when you pit 3 people on a team against Zasalamel. Below is a list of changes that I will put into collapse tags for your convenience. The only changes from the usual bosslist copypasta are he’s only 20/10 weight, and he can be knocked into prone but has broken get-up attacks/rolls.

  • Abyss’ weight is brought up to a 20/10, quite low in comparison to most Warlordian bosses. This is due to the fairly campy nature of this boss and his good recovery.
  • Abyss can be grabbed, but takes no hitstun from throws or grab releases whatsoever.
  • Abyss takes 80% of the regular hitstun a regular character does. If you hit him while he’s already in hitstun your attack will deal no hitstun whatsoever. If you do something like a multi-hit move, be aware that Abyss will become entirely immune to hitstun for 5 seconds if he is forced into it 4 or more times within 5 seconds. He is also entirely immune to hitstun from moves that only flinch and deal no knockback until he reaches 90%.
  • Abyss takes no knockback from set knockback moves under 100%, a quarter of their knockback under 200%, half their knockback under 300%, and so on.
  • Abyss can’t be pitfalled, frozen, and is immune to other similar status effects. Due to the increasingly large amounts of sets revolving around prone, Abyss can be knocked into it, but his get-up rolls/attacks are insanely fast teleports.
  • Abyss can swim for 2x as long as a regular character, negative status effects last 50% as long on him, and requires 1.75x the normal amount of units on various KO mechanics (I.E. Valozarg’s corruption) to be KO’d. If a status effect lasts forever, it is only 50% as strong.
  • If Abyss is somehow forced into some sort of grab based situation where he must escape he escapes twice as quickly as a regular character. Yes, this includes actual grabs.

And here is the primary change log.

  • The cog is turned into a more menacing looking spiked ball that’s twice as strong as the cog. Small spiked balls have nowhere to stand on them without impaling your feet, unfortunately. You can stall stand in-between the spikes of a big one, though, and Abyss can charge these balls twice as fast as Zasalamel can charge cogs. Due to Zasalamel gaining Special Smashes, the speed of the spiked ball ball is chosen by how many times you tap B during the period of time when the ball comes out of the portal, it now able to reach up to Meta Knight’s dashing speed.
  • The spikes on the spiked ball can impale people if they are launched into them with decent speed. They will also impale foes who are simply standing on the ground if the spike is coming downwards. Foes impaled on a spiked ball must escape at triple grab difficulty, taking 2% per half second and 10-20% each time they get run over by the spiked ball based off the size of the ball.
  • The Revenant is replaced with more generic looking skeletons that wield scythes, having access to Abyss’ standards, though they do keep the leap attack from Zasalamel’s Revenant. Either way, they’re now even more effective tools for prone abuse, and summoning them is less laggy. Abyss can summon up to 6 skeletons at a time.
  • Abyss now has the option to delay all of his scythe moves by .3 seconds by holding the button. In the case of fsmash, it happens automatically as he charges it. If he chooses to do it, then a fire trail like the one in Zasalamel’s usmash will be created at whatever path the scythe goes throughout the move. Dashing Attack becomes significantly more useful now for creating trails of flame, and uair creates an aerial ring of flame. Charging scythes moves with flame also makes them impossible to shield.
  • Due to Zasalamel’s usmash now serving no particular purpose, it is replaced with Abyss’ levitation move. This creates a box shaped hitbox in front of Abyss as tall as Mario and as wide as a platform that shoots foes upwards with knockback that KOs at 70-30%. With knockback like that, who needs damage? If you use this underneath something solid, then they will splat against the solid object for 30-50% before falling back to the ground, entering into prone if they weren’t in it already. This unfortunately has just a tad too much lag to infinite, regardless of this obviously hitting through get-up attacks/rolling to get up from prone. This will shoot up flames to the top blast zone at Sonic’s dash speed.
  • The Neutral Special where you control the scythe has Abyss spin his scythe about like Zasalamel does in his nair. Abyss will keep doing this for as long as you hold B with a max duration of the usual second, having all the same effects as said nair. Once the time is up, Abyss launches his scythe in whatever direction you please, with varying speeds based off how long you spun the scythe around, Sonic’s dash speed at max. The scythe can start attacking the very milisecond it’s launched. If all you want is the scythe spin, you can cancel out of the move on demand.
  • Abyss can now use any of his non scythe moves while his scythe is out acting on its’ own, though he is restricted to his teleport for movement. His new usmash can affect his scythe, enabling him to push it around forcefully even after the initial launch. His grab in particular is useful, holding foes in place for the scythe to rip apart.
  • Due to Zasalamel’s nair having been put into Abyss’ Neutral B, he gets a new one. This move has Abyss lean back and extend out his arms before leaning forward, causing the nearest foe to suddenly get assaulted with a series of 35 hits of 1% and flinching. Dodging all of these hits is impossible due to how many there are, so either Abyss must be interrupted or you must shield the move. Even so, this move takes half of the average shield’s health up, so if Abyss spams this three (Due to shield regeneration) times and you can’t get to him there’s not much you can do. I don’t need to bother telling you about his ability to utterly **** shields with fire anyway.
  • Abyss’ dsmash voids prioritize shooting foes at each other above anything else. When foes first get sucked up, though, they must escape at grab difficulty before they get shot out, taking 1% per second until they do. If the foe fails to escape a void after 3.25 seconds, they will be insta KO’d as they are absorbed into the void.
  • Dair now puts foes into outright helpless and cannot be escaped, and they enter un-techable prone on contact with the ground.

Aside from his new usmash and nair, Abyss gains three extra inputs.

SPECIAL FORWARD SMASH – COSMIC ENBRYO


Abyss gets a new move in this form (Input undecided) that has him charge up a shadowy ball of energy in his hand before launching it forwards at Ganon’s dash speed. The shadow ball deals 6% and knockback that KOs at 180%. The ball rebounds off of solid objects and can be reflected by any attack. Each time the ball is reflected, the power and speed of it increases by 1.25X (With a 3% damage increase minimum).

Obviously you can just place it in-between two spikes for mass momentum to build up, but keep in mind it vanishes once it damages something and once the spiked ball rolls over the ball will just get launched away at nothing in particular. If foes hit the shadow ball to reflect it, it –can- damage you, so beware. . .Skeletons will be able to flawlessly reflect this projectile, and much of the risk of the move is destroyed if you simply bat at the projectile with your animated scythe rather than doing it personally. Abyss’ usmash can affect shadow balls, treating the projectile as if it was light as Jigglypuff.

SPECIAL UP SMASH – HELL PYRE


Abyss causes a Ganon sized fiery spike to come up out of the ground, retracting shortly after if it does not hit anything. If it connects, it deals 25-35% and knockback that kills at 120-80%. If you hit a foe in prone, they will be impaled and must escape at grab difficulty, taking 3% per half second until they escape. Yes, this move can cause even more spikes to come out of a spiked ball, if only temporarily, leaving minimal room to stand. Charging this move increases the distance away from Abyss the spike will come up out of the ground – half a platform to 3 platforms. If standing on a spiked ball, the spike will –always- come out of said spiked ball, even if it comes out on the complete opposite side of it as you.

SPECIAL DOWN SMASH – SOUL DEVOUR


Abyss fires a green orb out of the orb at his center. This orb will pursue the nearest foe, but will happily change targets if a different foe gets nearer. The green orb travels at the pathetic speed of Ganon’s walk, but on contact with a foe will deal 35-58% to them and heal Abyss for the same amount of damage as they let out a pained cry. The slow nature of this projectile makes it more of a trap than a projectile, and forces foe to constantly keep on the move. More than anything, it can dictate which way a foe has to roll as they get up from prone/tech, making things more predictable. The green orb can phase through objects, being invisible as it does so but still traveling at the same speed inside the object. This makes it particularly threatening inside a spiked ball, especially if the ball’s still turning – if the orb stays inside long enough, foes can lose track of it altogether, especially if there are multiple foes in different positions on the spiked ball.

BOSS PLAYSTYLE


Unlike Zasalamel, Abyss is given tools with which he can actually camp. Considering his relatively light weight and his vulnerability to grabs/prone, he’s somewhat forced to actually do so. In order to get time to build up a nice big spiked ball with three foes breathing down your neck, you’ll want to cover the stage in fire to overlap yourself with some hitboxes. When you have the spiked ball fully charged, don’t summon it just yet – throw out a dsmash void to shoot out all the fire en mass at foes!

Once you have the spiked ball, foes will generally having a hard time reaching you even if you’re just teleport spasming around the ball and spamming nair/Special Dsmash – nevermind the possibility of sending your scythe after them. In order to hunt you down at a reasonable pace, they’ll have to split up to leave you nowhere to teleport. Of course, every boss loves to split foes up, and considering Abyss’ minimal methods for outright locking foes out this is a pretty handy way of making them do so.

Abyss’ prone abuse game on a single foe is almost flawless if animating his scythe. Now Abyss serves as more than just a junction for the scythe to move to, but can actually attack himself. Most notable is Abyss’ special usmash, as it’s pretty blatantly his best way to temporarily disable a single foe and has superb range if charged. If that fails, the regular usmash can knock foes towards the spiked ball if nothing else. Things only get worse for foes when there are more skeletons, fire, and Special Dsmash orbs blocking their path than ever. Speaking of said Special Dsmash, it’s going to one of the main ways Abyss survives with his otherwise mediocre boss weight, so do your best to keep the action close to that green blob.

The regular Dsmash is a fine KO move at very high percents, but in the frantic pace of a boss match it’ll probably just be more of a miniature disabler for foes. The Special Fsmash, however, can kill very very early. In particular is when you get the shadowy projectile to bounce between two spikes en mass then camp nearby it – things can get outright evil in this scenario, though it’s quite risky considering if the foe attacks it you can take the hit and you’re somewhat frail. If you want to actively launch it at foes, all you have to do is send it out when not blocked by a spiked ball then play projectile tennis with your scythe. Abyss can either watch from the distance or use usmash to affect the projectile/scythe. . .Or just go for nair to prevent the foe from dodging it.

FINAL SMASHES


Zasalamel’s Final Smash is simply turning into Abyss for 20 seconds. Abyss’ Final Smash, on the other hand, has him summon Inferno. Inferno is a fiery version of a random character, mimicking their fighting style with identical stats on par with them, but having the ability to add Abyss’ fire effect to all of their attacks in the same way Abyss can. Inferno must be killed like a regular character, having no limit on how long he can stay out.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
HYPER_RIDLEY


HR comes out of the assist trophy and promptly jumps into the background, silently watching the match, staring at random players with his emotionless eyes. Even scoring epic KOs garners little more than a slight mechanical chuckle. If there are other background characters, such as Pokemon Trainer or Hugo, they'll shy away from him.

HR finally does something once 1 character starts to be ganged-up on by several others. This can be a character + Assist Trophy (others can spawn while HR is around), it can be 2 characters, it can be individual sub-characters of a Hugo set, ect. If the individual goes 10 seconds without avoiding damage from the offending parties, HR roars and fires a lighting bolt from his hands Palpatine style at the offenders. This ignores dodges and shields and deals 16% with a Zamus-style stun. Then HR calms down and disappears, finally.

HR is a semi-rare AT, but he has a 1% chance of appearing if any N88 movesets are in the match, and likewise if HR is in play then a hypothetical AT-N88 has a 1% chance of showing up. If HR is called into play with MYM6 Spadefox involved, and Spade is not using his 1v3 moveset, HR will immediately zap Spade and leave.
 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
MYMini#1!

>WARNING: GAMMA RAYS REDIRECTED
ACTIVATING SMASH ENGINE CONVERSION
314159265358979323846264338327950288419716939
BZHOING

…owwwww, my head. Well, at least I'm still in one piece and haven't turned into anything. Can anyone here check if I have extra limbs on my back or something?

Wait, isn't this…Battlefield?

Aw, nuts.



Prof. Peanut





1647444994943.png

Hmm, seems I'm an Assist Trophy for now. At least I won't get hurt (I think), and hopefully that data deconverter will have started up by itself and get me out of here soon. But while I'm here:

1647445018294.png

What? Of course that's the sound a machine makes when it materializes from nothing. I know these things.

Anyway, this here's a damage ratio calibrator, which lets me study the physics of Smash Bros. There's plenty of forces that aren't fully understood behind punching people and sending them flying really far, after all. When it shows up, which should be a few moments after I do, don't mind me as I walk around it while taking notes of this here Brawl. It's about as wide as a Battlefield platform, and a stagebuilder block tall, but it won't physically obstruct your battle.

That number on it is the current damage ratio of the fight. Why do I have that there, you ask? Well, when I need more test results on knockback, I like to whack adjust the machine on one side with a wrench in order to move that pointer on the measurement bar the other way. Respectively, the number will rise or fall depending on what the RNG decided when the machine first materialized, but it's really either the left or right side. And when the number changes, the actual damage ratio of the match changes along with it, altering the effectiveness of all knockback! In case you need a refresher, that value has a limit of either 0.5, which will let you survive a Home-Run Bat smash attack, or 2.0, which makes everyone as easy to KO as your average fighting alloy. Granted, I like to tweak it by 0.1 every now and then with my wrench, so you won't be hitting those extremes from my methods.

Of course, that means that this machine here can make your battle either much easier or more difficult for everyone- HEY! By Carver, don't hit the poor thing! Congratulations, you found out every 8% dealt to either side will adjust the damage ratio by 0.1, now leave my invention alone! What do you even gain from this? Either you increase everyone's survivability, or you make everyone even more fragile to knockback, so you'd need some really weird moveset to find either extreme advantageous-

KRKRKRKRSHHHHHHHRANG


…please tell me you didn't deal 100% to it. Now it's gone haywire, and that pointer's bouncing left to right like a paddle ball, with the damage ratio following suit. I sure hope you enjoy unreliable knockback on everything, because I estimate you'll have ten seconds of it before the thing explodes. See, if you just let me do my research, I'd be out of your battle after twenty seconds, and I wouldn't have to go make another calibrator (not that they're hard to make). Don't worry, the preset damage ratio will re-establish itself once I beam out of there. Of course, I'll also be gone once that machine goes-

BOOM


-and deals 20% while KOing anyone hit at 70%. Well, normally; who knows what the damage ratio will be left at when it explodes? And there's my way out of this Brawl, so later- VWIP
 
Last edited:

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,268
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Night's End Sorcerer


The magic wielding Night's End Sorcerer has joined the Brawl!

Statistics

Size: 7
Weight: 3
Ground Speed: 9
Air Speed: 5
Fall Speed: 3

Night's End Sorcerer is fairly tall, probably almost exactly the same height and general size as Marth, but he's a little lighter, in the range of Falco: A bad combination for survival, making him prone to taking care. He has great ground speed, however, just slower than Fox. He is also a bit floaty, which carries it's usual advantages and disadvantages. Although not put into numbers, Night's End Sorcerer also has fairly good jumps: His initial jump is pretty average, but his midair jump is one of the highest in the game, helping him to recover when his light weight fails him.

He can walljump, but he can't crawl or wall cling.

Specials

Neutral Special: Wisps

Night's End Sorcerer sends his hand forward, releasing out six ethereal and dark wisps forward, which float lazily and uneasily forward until they go about half of Final Destination, at which point they begin to travel in whichever direction they please unless they are not directed, generally staying somewhat close together but occasionally wandering away. These last until Night's End Sorcerer either dies or until he uses a move that gets rid of them.

These wisps do no knockback, damage or hitstun and act much as ghosts would: They will pass through objects, walls, the bottom of the stage and players harmlessly. It is fairly quick to come out, a bit laggier than Falco's blaster in both starting and ending lag.

Only six wisps can be summoned by any one Night's End Sorcerer at any time as well: It will almost always be the first move used because of this, similar to Olimar's Pikmin Pluck, when you revive from a death.

This move actually has another use once your wisps are summoned: Press the B button and Night's End Sorcerer will hold his arm up, palm open. Move the control stick in a direction while he is doing this and he will move his arm in that direction and close his palm, causing the wisps to move in that direction for a while, before returning to their lazy floating about. If you don't want to change the wisp's movements, simply release B and Night's End Sorcerer will lower his arm. This will also cause scattered wisps to get closer to each other, so you can use this to re-gather wisps that stray.

Both the wisp summoning and wisp movement changing of this move can be used in mid-air with no changes, making this fairly versatile.

This move forms the basis of much of Night's End Sorcerer's moveset, as the wisps are the primary basis of much of the moveset.

Side Special: Rising and Setting

Night's End Sorcerer stretches his arm out forward, palm open, creating a portal of darkness in front of him, roughly the size of those enemy-creating portals in the Subspace Emissary, a bit smaller though. Visually speaking, it's a bit different: It looks more like a patch of night sky, dark with flickering light, than pure darkness.

What this portal does depends on if it is empty or if it has stuff in it. If it is empty, it will stay out for about half a second and absorb any projectiles hurled at it, along with wisps. It deals no damage, knockback or hitstun, nor does it hit opponents, and you can hit it with physical attacks to make it last less time. It absorbs any type of projectile, with the exception of Pikmin.

If it's got stuff in it, though, then the portal will come out a bit slower and, instead of absorbing projectiles, will eject any projectiles it absorbed forward: It will also send wisps flying forward at 1.5x normal speed, though they will return to their lazy floating as they slow down, which they will do as they get further and further away. It takes about 3/4ths of Final Destination this time, though.

This move is a bit laggy at the start, moreso when it shoots out projectiles, but it has pretty good cooldown. It's more effective against enemies that have one big projectile, like Samus' charge shot, than those that like to pelt with little projectiles, such as Falco and Fox. It can be also used to hide Wisps and quickly shoot them out.

Up Special: Magical Dimension

Night's End Sorcerer glows with a dark power, clenching his fist...while at the same time, the wisps glow with this same power. And then, wham, he has teleported to the wisps position, appearing in a dark energy burst! The burst of energy from his appearance causes 3-5% damage, light knockback and very low hitstun even for Brawl.

This move has a bit of starting lag, but Night's End Sorcerer slowfalls while it is in use. Unsuprisingly, it is a recovery move, albeit a risky one: If your wisps are off the stage, you best hope that you can get them back on in time! Control of the wisps is vital to recovery, as well. If the wisps have strayed from each other, Magical Dimension will choose the closest applicable target to the stage.

This move is a bit easily guarded and you can gimp yourself, such as if your wisps are dead off the stage, but it's range is LIMITLESS: Theoretically, if you got your wisps far enough and got hit, you could teleport yourself from one blast zone to the other...but that is not very useful. Using it in mid-air, as with most recovery moves, makes Night's End Sorcerer helpless: So you can't keep sending out Wisps, then Teleporting for recovery.

Using this move will destroy all active wisps, so make sure to resummon them ASAP!

Down Special: Magician's Circle

Night's End Sorcerer raises his scythe, gather dark energy into it with a magical circle popping under him, before he slams the scythe handle-ways into the ground/air and the circle, causing every wisp on the field to explode!

This explosions do 8% damage for each wisp and some pretty strong, though not great, knockback. Generally speaking due to their floating and size, you'll only hit around 3 of these on your opponent with good combos, for a strong 24%. Boss-size characters really feel the burn from this attack though: It's not hard to hit 48% damage on, say, Duon. And if the wisps seperate from each other, this can hit a lot of places at once.

This move is probably the scariest move in Night End Sorcerer's arsenal, causing foes to keep track of the wisps, but also being VERY fun in 2v2 and FFA: The ability of a partner to box people in makes this a very deadly move and you can catch a lot of people in FFA with the explosion, ESPECIALLY if they are distracted by each other.

Despite the fact the starting sounds a bit fancy, it is actually performed pretty fast, but it has a bit of ending lag that makes it punishable. It is a very nice little combo move, though!

Ground Attacks

Dash Attack: Slide

Night's End Sorcerer goes into a quick slide from his running animation, leading feet first: But his scythe stays up, giving him a bit of a hitbox above him...and unfortunately, giving him a bit of a hurtbox above him, too.

The move goes on for a bit, making it a bit punishable, but it comes out pretty quick. It deals 7% damage but very low knockback: You use this for quick damage and just enough space to get a little breathing room from the opponent: If they are really close to some wisps, you might use this to knock them into it and make them fear some of your moves for it.

Jab Combo: Crescent Howler

A 1-2-3 combo, Night's End Sorcerer first does a quick punch, then swings his scythe from the bottom to the top(Thus hitting the opponent with the top part of the scythe), then brings down the scythe somewhat laggily for a tilt, similar to Ike's last hit, hitting the opponent with a crescent shaped slash. Overall, the attack does about 11% damage if it all hits, with pretty strong knockback for a jab.

This move has a few uses. A more obtuse and obscure one is to jab cancel and perform light jab locks on the opponent with just the first move: It won't last too long and you won't do much damage, but it can allow you to stall for the wisps to come over, making it a valuable little tool. It is also a decent damage racker and way to knock away the opponent, so you've got options after you land that first jab hit.

Unfortunately, that is this move's problem: While the second and third part of this attack have good range for a jab, the first hit is pretty pitiful range-wise, so it can be a bit hard to start up the jab-lock or the jab combo. The jab lock especially has problems with DI and Smash DI, which can't always be overcome. But where would the fun be if you always could overcome it?

Side Tilt: Whirlwind Slash

Night's End Sorcerer does a very quick spin, slashing his scythe when it gets to the forward part. This move comes out VERY quickly, but it is pretty weak, dealing just 8% damage before decay and only decent knockback. It also has very long range, a bit longer than Marth's sword, that combined with it's quickness makes it very much a "get off my back" type of move. Ending lag is not great, but it's not very fast, either.

Despite this, it's kill power is not great, it lacks great comboability out of it due to it's knockback not being low enough and it's very susceptible to move decay. It has another use, though: Specifically, after using this move, nearby wisps will be moved forward a little! This means it can be a useful little tool for spacing your wisps, but without altering their travelling path, as with the neutral special.

Down Tilt: Defeet

Night's End Sorcerer gives a sharp slice from the crouching position, dealing a decent 11% damage with exceedingly meh knockback. This move comes out a bit slow, but it's low ending lag lets you follow up with it quickly. It's a bit of an awkward move to use, though, lacking the speed of of the forward tilt, the versatility of the soon-to-be-seen up tilt or the jab locking abilities of the jab, though it is good to hit some crouching characters(KIIIIIIRBY!) and it can be used as a sort-of move against people recovering or tall characters from a platform.

Still, it's awkward to use, indeed...

Up Tilt: Lunar Crash

Night's End Sorcerer rears his scythe behind him, then slashes it overhead until it comes to rest in front of him. This move does 9% damage with some odd knockback properties: Specifically, anyone hit by this is dragged by the scythe and, basically, spiked hard in front of Night's End Sorcerer. On the stage, this causes the opponent to bounce against the stage and pop back into the air, though usually out of range of another Lunar Crash, but if you can use it juuuust at the edge of the stage, such as against a recovering opponent...

SMAAAAAASH!

It's a very strong spike!

However, while the range to hit the attack is superb, the fact it spikes only just in front of Night's End Sorcerer means unless you are right near the edge, you'll just get stagebounce. It's not the easiest to land...and the stage spike can be teched with VERY good timing, so the opponent has a few options on how to approach this move if they get hit and have quick fingers.

This move's long range makes it an excellent anti-air move, but it's strange hitbox properties can make it both awesome and annoying.

Side Smash: Tempest

Night's End Sorcerer rapidly spins his scythe in a circular motion in his hand, before coming down with it with a pretty powerful crescent-shaped strike. This move does pretty high damage for a forward smash, dealing about 19% damage uncharged(26% full charged) and excellent although not elite killing power. It's start-up lag, while noticeable, is not to the horrendous level of, say, Ike's forward smash, while it's ending lag is very average all around. However, it's reach isn't as good as, say, Marth's forward smash, or DeDeDe's, or Ike's, though it is still disjointed and decent enough. Just not enough to be said to be great.

It also has a sneaky side effect, though: See how Night's End Sorcerer spins it's scythe to charge? This has the effect of drawing in wisps from around the stage closer to him while he charges it. This makes it a great move for re-arranging your wisps in a more proactive manner, but also a pretty damn punishable one: Just charging your forward smash in the middle of everything is unlikely to be taken sitting down...unless the opponent can't respond, such as while recovering, of course.

Down Smash: Spinning Slasher

Night's End Sorcerer twirls in place, gripping his scythe somewhat close and letting the sharp end whack the opponent. This move deals three hits of 6%(three hits of 8% charged), the first two of which suck the opponent in while the third has stronger outside knockback. It is a viable KO move, but not great, and at higher damages can be DI'd out of.

This move has an alternative use similar to Tempest, specifically that it manipulates wisps, although only nearby ones. However, this does the opposite of Tempest: Any nearby wisps are dispersed away from Night's End Sorcerer, up and away(For example, a wisp to your left will be send up and left)! While Tempest is great for re-arranging your wisps to be closer, Spinning Slasher will re-arrange your wisps to be more spread. If you prefer your wisps so spread and less tight-knit, this move is effective for advancing that.

Up Smash: Rising Moon

Night's End Sorcerer rears back along with his spear, then gives a mighty swing above his head! This does a good 16% damage to the opponent will killing knockback, though it's not as strong as Tempest, it is still functional. This move starts up before, say, Tempest, but is not particularly fast, and it has a bit of ending lag, but not a cripplingly great amount. It is also disjointed and has a bit of range, though not a great amount, making it a very rounded move, but without a lot of strengths.

One of the key points of this move is that, while it is a killing move, it does not affect your wisps in any way: Want to go for a high damage/knockback move and not affect how your wisp's are moving? Feel free to use this move to send them flying into the air!

Aerials

Neutral Special: Scythe Orbit

Night's End Sorcerer holds his scythe close to himself and begins spinning it rapidly, dealing multiple hits of 1% with virtually non-existant knockback: You won't be hitting the opponent far even at 999%.

This move has no set time to when it stops, it will keep going as long as you hit the A button, until you get out of the air somehow, such as by falling to the stage or dying. It will always do a minimum of three hits though. Keep hitting that A button until they DI out or stop at a surprise point to punish with a quick move? It's your choice, really. It's a versatile yet not that great move, giving it an odd placement.

Down Aerial: Netherworld Slash

Night's End Sorcerer swings his scythe straight down as it glows with a strumming light, dealing 9% damage and actually knocking the opponent up and a little back. This move actually comes out pretty fast, with decent but not horrendous end lag, but it's damage is a bit subpar and it's knockback is sadly average...

But this move has a bit of a scary interaction with wisps! If you hit a wisp with the down slashing part of this attack, it actually explodes in a brilliant dark flash, visually similar to Magician's Circle. This explosion makes the slash do 13% damage and changes the trajectory of the knockback, turning it into a deadly powerful meteor smash! This can be a bit hard to do, however, as it requires the wisp in place. And, of course, the wisp is gone until the rest are gone, leaving you with 5 or less wisps...

It also has just a tad more ending lag, so be careful!

Forward Aerial: Harvest Moon

Night's End Sorcerer swings his scythe forward and down, as it glows with a soft, strumming light light. This move does 10% damage and decent launching ability, though I would not call it a kill move: Perhaps a good edgeguard tool would be more precise...unless you use it with the wisps. The move hits in front of him, of course, and a little up at the start/down at the end. Starting lag is existant but not long, relatively quick actually, while the ending lag plays a bit towards the slower side.

Hit wisps with this move and, yes, they will explode. Unlike with Netherworld Slash, though, the explosions are larger, expanding Harvest Moon's hitbox noticeably, and each one used adds 5% damage and good knockback to the move. Yes, if you got all six wisps and used this, you could potentially do 40% damage an great knockback...but it is so very difficult to do it is unlikely you can land it, the biggest reasonable amount is probably three. In addition, this move has a downside: The wisp explosions hurt you, too!

Yes, for each wisp explosion, you take 5% damage and some backwards knockback. At higher percentages or close to the blast zones, this can even kill you! This makes the move high risk, high reward combined with wisps: They air dodge it and you'll be the one who is hurting!

As with all wisp destroying moves, unless all six are destroyed, you cannot summon new wisps. So if you destroy a lot with this, you might want to use Magician's Circle to destroy the remainder and re-summon six fresh wisps.

Up Aerial: Lunatic Slicer

Night's End Sorcerer does a quick little upwards slice, which does 7% damage and subpar knockback, but hits pretty good up, making it an aerial anti-air move. Not exactly the most surprising, but the name isn't just lunatic for the moon pun: This move suffers reverse stale move negation, meaning it gets stronger the more you use it in your last ten times!

Thus, it encourages a little lunacy in the player that wants to use it, to blitz at the opponent and keep hitting them and hitting them with this, until they're a little starry pulp. Use it enough and it becomes a killing move on par with Fox's up aerial! A little move that can mess around with playstyles and lends itself to be a little anti-air with a twist, never arising beyond it's calling but not falling short.

Back Aerial: Dusk Cutter

Probably the simplest aerial of Night's End Sorcerer, as it has no real special properties to speak of, functioning primarily as a quick move and somewhat of a finisher. Coming out with lightning speed, Night's End Sorcerer slashes behind himself, dealing a mean 12% damage and knockback that can function as a killer later in a foe's life. It's ending lag is pretty bad though, so don't whiff this or let your opponent bait you into striking an air dodge with it, because you'll probably get punished: Especially scary against strong spikers like Ganondorf or people prepped for a Footstool.

This move, in a way, functions similarly to the Up Smash, but for aerials: With no special gimmick, it's that solid "old reliable" type, giving you an aerial for a lot of situations that, at the same time, can't be abused due to the ending lag.

Grab Game

Grab: Graveyard's Grip

Night's End Sorcerer grasps in front of him, clenching his fist to nab the opponent in front of him. It's range is pathetic, one of the lowest in the game and probably only a bit better than Ganondorf's...or, his normal grab range is, anyway.

You see, while Night's End Sorcerer has wisps out, when he attempts to grab, all of the wisps become grab hitboxes, as his control over them commands them to grip and bring the foe to him. This gives him a hella versatile grab range, though he still can only grab one person at a time: If his grab would nab two people at once, only the one closest to him is grabbed. Unfortunately, after a successful grab with the wisps, the wisps disappear bringing the foe to him, requiring a re-summoning of them. That's not TOO bad, though and they don't disappear if you grab them with your non-wisp grabbing.

Night's End Sorcerer's grab range still has some limitations, specifically it ONLY grabs pretty much right where the wisp is. So if you have six wisps floating around seperate, you have six grab hitboxes, but they are all very small. Keep them close together and they have a big grab hitbox...but you only have one because they are all together. I think the choice to be made here is extraordinary.

Yes, the wisps CAN grab people in the air.

Pummel: Using Your Head

Night's End Sorcerer headbutts the opponent, dealing 3% damage. A slow pummel.

Up Throw: Full Moon Fury

Night's End Sorcerer throws the opponent up, doing a 360 slash when he does, the visual circular effect of which brings to mind the full moon. The attack does 10% damage, but is also one of Night's End Sorcerer's main killing moves: Although not the greatest, it has good knockback and excellent knockback scaling, making it quite the viable killer off-the-top. It's knockback sends the opponent almost straight up. You can use this as an alternative to Magician's Circle as a wisp killing move, especially if there are only one or two Wisps on the opponent.

You cannot DI the throw to avoid the slash. Use this when you want to go for the kill and not damage and let loose the power of a full moon!

Back Throw: Half Moon Havoc

Night's End Sorcerer tosses the opponent backwards, before quickly doing a 180 slash, the result of which looks somewhat as if a half moon. It deals a great 14% damage, but it's knockback is pretty average. This is your damaging throw, meant to deal good damage once you get your opponent into your grasps. It's pretty good for this purpose, especially if you get some pummels in.

As far as throws go, not too much to say beyond that.

Forward Throw: Life Ejection

Night's End Sorcerer tosses the opponent straight forward, dealing 12% damage and set knockback. The set knockback means you can't chainthrow due to length, but the important part of this throw is that Night's End Sorcerer can move very fast after using it: A very effective combo, after using wisps to grab the opponent, is to immediately expel out some more wisps. The opponent then has to either jump away, approach or retreat, making it a great will disruptor.

Use this with a non-wisp grab and you can use the set knockback to hit foes into wisps for a Magician's Circle finisher or perhaps a quick re-grab, both of which can rack up damage very fast...but since the wisps will be gone, can't be spammed.

Down Throw: Crashing Moon

Night's End Sorcerer slams the foe against the ground, which deals 10% damage and has some strange knockback qualities, in that it does not knock the foe back at all: They are laid at your feet, hit into it in a techable manner. If they don't tech, they sit there prone, landing with a bit of lag. There isn't a lot of ending lag to this throw, so it has some good followup options, but no chainthrows on the prone guy.

You can place wisps to force techs in certain directions if you use this grab without the wisps but have them out, hit people who don't tech/roll and the like, but it's probably the least useful throw overall.

Final Smash: Night's End

A large pillar appears in the background of the stage as the scene turns to night, bats appearing all around, as Night's End Sorcerer hops onto the large pillar, evoking the image of the card as his scythe glows light with power. As he gathers power, the bats will attack foes, making quick swoops which deal 5% damage and fairly low knockback repeatedly for about three seconds. Unlike Centurions, the bats do not die when they attack or hit something, just coming around for another pass.

After gathering enough energy, which is at the end of the three seconds, Night's End Sorcerer lets out a massive downward-crescent energy slice, cleaving from one side of Battlefield of about just under the top platform's height to the other side, dipping down as it goes in the middle and rising at the ends as a slash would. This attack does 30% damage and huge knockback, though jumping timed well can dodge it...but the bats being able to catch you in hitstun and whack you means avoiding this is all about timing.

After this move is use, Night's End Sorcerer hops off his pillar and lands in the middle of the stage, the bats fleeing and the background regressing to normal.

The attack is truly majestic, wouldn't you agree?

Playstyle

Night's End Sorcerer's playstyle is, while avoiding the dreaded word "versatile", able to be played in different ways.

The first style is probably the one most people thought about, if I know you guys at all: A sort of camper/stage control person! And with Rising and Setting to grab projectiles and of course the Wisps + Magician's Circle to force the opponent around and the quick attacking F-Tilt, you can camp fairly well, though the lack of real projectiles may hurt you here. You even have a move that sort of rewards this kind of play: The up aerial, which if you use repeatedly will help you out!

However, it's a bit of a tradeoff, as a more camping Night's End Sorcerer is going to be less able to move their Wisps with their Forward Smash/Down Smash without leaving themselves vulnerable and the amount of jab lock combos they can pull off and otherwise pressure the opponent are more limited without being more aggressive(Though a hybrid camper/aggro stage controller is possible). The fact you are big and light, plus still vulnerable to more rapidfire projectiles(Fox is the worst, Falco can play around with smart play too). The camper, while not inferior or superior to a more aggressive type, definitely has some cons to him.

I personally prefer a more aggressive approach...but I like more aggressive characters on a whole, so BIAS~

With quick speed, the ability to set up Rising and Setting for projectile help and, for the most fun, the ability to use wisps to help control and corall the opponent with the ability to either Magician's Circle for el grande damage and kills or grab for damage/killing. Combined with things like jab locks to keep the opponent in place for wisps(Or a good ol' jab -> jab -> F-Tilt combo or even just the normal jab combo). It also has the bonus of being more readily able to move around the wisps and use the wisp-based aerials, as you will be using the Forward Smash/Down Smash more and be in better position for aerials.

The problems with an aggressive set exist as well. Since you'll be in battle more often, your light yet tall frame will be but to the fiery test more often, so dying might be a problem, even moreso than the camper. It also can be harder to use Rising and Setting due to positioning, you lose a lot of usefulness for the up aerial because you'll be using a lot of moves to hit it out of it's reverse stale move negation and whiffing with the wisps means more on this.

One other thing I want to talk about is Night's End Sorcerer being an excellent 2v2 partner: With the ability to set up projectile camps or, perhaps even more fun, absorb your partner's projectiles for later(Absorb a bunch of Falco's blasters and let them all loose at once later!) and the fact your opponent can help you direct opponent's into wisps, with lots of options when they do. Don't forget grab/throw into wisps by the teammate!

Matchups

vs. Sonic: 70-30 Sonic

Sonic is one of the most troublesome foes for a Night's End Sorcerer to face, even moreso the more defensive your Night's End Sorcerer is. With his speed, he can often dodge wisps far too easy for the liking of the Night's End Sorcerer player and he doesn't even have any projectiles for you to absorb! On the other hand, you're going to need to use your jabs and F-Tilt to get him fast: Be careful of his spin dash shrouding tricks, because your low life means you won't last long even against Sonic's anemic killing moves: The fact your wisps will probably be in place for recovery is good, but a good Sonic should be fast enough to get into place to hit you when you get back to the stage.

To face Sonic, you will have to be quick with your fingers, probably stick more to your jab combos and F-Tilt, aerials too perhaps, your smash attacks are probably a bit hard to land. You're probably going to want to use your wisps primarily for grabs and aerials, Magician's Circle won't be landing anything unless it's in a combo and with Sonic's speed it's going to be hard to get wisp combos with it done.

This matchup is harsh...but winnable. Do your best, young champion!

Vs. Samus: 70-30 Night's End Sorcerer

This is about the opposite of the Sonic matchup. Samus is fairly slow, so dodging the wisps is harder, and three of it's specials are Rising and Setting-able! The ability to grab Charge Shots if they fire them at the wrong time is a big boon, you can get in a lot of attacks or camp well, it's not a complex matchup to figure out why Night's End Sorcerer is good.

For Samus to win this matchup...try and use your quicker attacks, like your F-Tilt, and use the Charge Shot at Mid-Range or sooner or in some inescapable combo you may have. Surprisingly enough, your dash attack can be a big deal here. Try to abuse the fact Night's End Sorcerer can be easily gimped on recovery/is light for quick KOs before the wisps get ya.

~ Extras ~

These are all superflous extras...which I love to do! Feel free to read only if you want, they're not necessary.

Entrance: Night's End Sorcerer appears on a pillar with two bats next to him, sitting in a pose mirroring his card art, then hops off as the pillar disappears and the bats fly away, scythe at the ready.

Up Taunt: Night's End Sorcerer holds his scythe next to him, straight with the handle down and such, with his free hand over his eyes as if shading them from the sun as his cap blows dramatically.
Side Taunt: Night's End Sorcerer does some twirly tricks with his scythe before returning to battle readiness.
Down Taunt: A small bat flies around Night's End Sorcerer, which he talks to as it rotates around him before it flies off.

Defeat Pose: Night's End Sorcerer claps his hands while sourly looking at the screen.

Victory Pose 1: Night's End Sorcerer fancily spins his scythe in front of him, glint off of it making it glow a haunting white, before finally stopping, smirking happily.
Victory Pose 2: Night's End Sorcerer opens a portal from Rising and Setting behind him, jumps into it and disappears.
Victory Pose 3: Night's End Sorcerer stands with a cocky smirk, bats circling him.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Part 2


le shock! Junahu was only "pretending" to be a "bad" assist trophy. With the benefit of hindsight, plus the unwillingness to ever admit his fault, Junahu has suddenly morphed into something else entirely. He totally had this planned from the start, and you can't prove otherwise! :bee:
And if you don't like this Assist Trophy either, then.. double subversion! I totally intended that too! Something about parodying something... or whatever.
It's a Xanatos Gambit, baby!

The assist trophy acts just as it did before, hurking up delicious desserts for your consumptive needs.
Apparantly though, being a vector for healing items isn't "interesting" nor "inciteful". So, on the third blue moon of every year, when the Wii's internal date setting is Smarch 13th and the planets are aligned, Junahu will do something generically different.
Also, he won't do this thing unless you're super nice and 'believe in him'. You also have to renounce SmashDaddy and be playing on the Bunker Stage with Items on Max.
The thing Junahu does is randomly selected from the following list, because random things are the new cool thing to do;

  • Junahu Elder will take a photo of Junahu Jr, and save a screenshot of it to your Wii. The screenshot is purportedly pornagraphic in nature, and will brick your Wii if you even attempt to look at it.
  • Junahu Jr will explode with a retro "pew-pew-pew". Junahu Senior absorbs Jr's power to vomit out Cheesecake, and proceeds to do so for 10 seconds. These hypervelocity cheesecakes deal 13% damage and can KO from 60%. So watch out!
  • The Junahu siblings take a break to eat some chocolate. This makes them fat and Warlord like for the next 7 seconds, during which time they split up and individually attempt to do impossible things like stomp pits into existance, pummel KO the foe, and induce a slightly dumb looking status on the foe that forces them to depants themselves in public.
  • Oh hi Brawler people! The older Junahu girl finds a bow from nowhere. Would'ya believe it? But then she fires her younger sister outta that bow, like an arrow! Poing! She deals 20% damage, and waaay too much knockback. And the older sister will just walk over to where the younger one landed, and fire her again, and again, and again! Or at least until she misfires her offstage or something.
  • The Junahu sisters stop existing entirely. They explode and star KO themselves. The sexplosion is a OHKO to bystanders. The explosion also leaves behind 4 pokeball items, all Goldeen.
  • The younger Junahu girl summons a whirlwind of pretty petals, that are so complex in form and function that the Wii crashes. When you reset the Wii and restart the game, it will resume from right where it left off (minus the game crashing petals). In its place is a unique battering item called the Scythe. Wielding it only replaces your Down Smash, your jab, ftilt, dash attack and fsmash remain unchanged.
  • Both Junahu sisters split apart, and due to a family feud, join opposite teams as full participants. Here are their movesets
Junahu Elder:
Jab: That funky slap you see in the picture. Lotsa stun, highly spammable. The AI hates using this though
FTilt: Junahu shows a bit of leg, then kicks with it. Being near the leg as it glistens with sexiness actually stuns the foe
UTilt: Junahu snaps her fingers above her head. If it hits, the foe falls face first down in front of Junahu. That's a good look for the foe (YUM)
DTilt: Junahu thrusts her buttocks towards the foe, and heart shapes fire out. The hearts act as a short ranged projectile, but it's her hips that are the more potent hitbox. Forget "hitting that", in Soviet Russion, "that hits you"!
Dash: Junahu feigns tripping over, glomping the foe with her surprisingly weighty frame. It knocks the foe into prone, with Junahu lieing on top of them, only when she gets up can the foe do the same. If someone else tries to attack the foe during this time, they'll accidentally hit Junahu instead. Boo.
FSmash: Junahu progressively rips her blouse more and more as you charge the attack. Eventually this reveals nipples, and the whole match freezes. After a split second, every enemy, regardless of where they are, takes 14% damage and moderate upwards knockback. If Junahu releases the smash attack before it reaches full charge, she stores that level of charge for the next time she uses FSmash.
USmash: Junahu leaps into the air, striking an excited pose. This, for reasons that belong in MYM5, pushes nearby foes away magically.
DSmash: Tapping into her inner fetishist (like she wasn't already..) Junahu passes gas. This attack can be charged, and stored, indefinitely, gradually building up to be a screen clearing stinker. Farts also linger, dontcha know. I'll leave the specifics of that up to your imagination, as this input's description is already starting to ramble...
Grab: Junahu clutches the foe's crotch, even if the foe is Lucas.... actually.... ESPECIALLY if the foe is Lucas. Men have a harder time escaping this grab than women.
Pummel: This pummel is rated M for Masturbatory. Deals 2% damage
Down Throw: Junahu lays the foe down and then stands on their stomach. Some people like this apparantly. Junahu can use attacks whilst standing atop her foe, though nothing she can do will hurt the foe, until they escape from the grab alltogether.
Forward Throw: Junahu Throws forward. 12% damage. spacing knockback or somethin'
Backward Throw: Junahu Throws back. 14% damage. Causes the foe to wonder aloud why back throws deal more knockback.
Up Throw: Junahu Throws up. All over the foe's crotch. It's nasty and gunky and slows their movement for a while.
Nair: 11% Sex kick. Literally, she mimes an energetic mid-sex kick. She's had practice, so it's waaaay powerful.
Dair: Junahu attacks the foe with her buttocks again. If she lands on a prone foe's face, it's a OHKO. In any other situation, it's the lightest spike imagineable. 9% damage too, I think.
Bair: Locking her svelt legs around the foe behind her, Junahu drags them down with her. She can perform Fairs whilst having a foe trapped in her legs.
Fair: A multitude of punches angled downwards. It deals 3 hits of 4% and is in no way sexual at all, unless you like being punched.
Uair: Generic Flip Kick. 7% damage, join the club.
Neutral Special: Junahu eats a pie, quickly healing 5% damage. It also makes her somewhat fatter, making her stats more "heavyweight" and greatly buffing the damage on any attack that involves crushing the foe. Junahu loses the excess weight as time passes.
Forward Special: Shiek's chain whip attack. If you jiggle it around the foe, you can tie them up, making them incapable of input until they escape. (try knocking them prone and then sitting on their face during this time)
Down Special: Junahu's face flushes crimson red for a split second. Unless she is attacked, nothing happens. If she is, she explodes in a shower of blood and offal. This deals 12% and super high knockback, but renders Junahu rather useless for the 12 seconds it takes her to reassemble herself. During this time, you can spawn a pie on top of your remains with Neutral B, which others can eat to recover 4% damage.
Up Special: Junahu uses the charge from her Down Smash in order to fart propel her way to recovery. If you don't have any charge, Junahu can hold Up Special for half a second to squeeze one out.
Final Smash: Junahu runs up to her teammate. She then passionately kisses them, which transfers the Final Smash power to them. It also recovers 10% damage to both parties. Yum.

Junahu Jr:
Jab: Junahu holds her palms out in a defensive pose. If the foe was moving towards her, they trip over her useless hide.
Ftilt: Junahu performs a more proactive palm push, which trips foes moving away from her or standing still.
Utilt: Junahu kicks the smelly foe in the sack. This pops them into the air slightly, yet doesn't interrupt what they were doing.
Dtilt: her royal uselessness stamps on the foe's foot, but misses. Having sprained her leg from the effort, Junahu falls forward into prone, which deals 6% damage and decent knockback to foes still sticking around.
Dash: Junahu leaps up onto the foe's face, unfortunately glomping them with her pre-teen crotch. She immediately recoils away from the foe, because this is supposed to be the innocent and wholesome moveset. All in all, deals 8% damage and interrupts what the foe was doing, but can be ducked with ease. Actually, ducking this attack is the best outcome for her, because... leapfrog yay! Heals 20% damage if this happens.
Fsmash: Junahu yells out "Help!" because she's in peril. Freezes the foe in place for as long as the smash was charged. If she's not in peril, then Junahu suffers laggy lag instead.
USmash: Same as Junahu Elder's USmash, except cuter.
DSmash: Junahu digs a hole for her to bury her head in. Except she doesn't, because she inadvertantly made a pitfall trap instead and it instantly triggers on her, burying her.
Grab: Junahu latches onto the foe's legs, or their face, if they happen to be a Kirby or something. The foe can still move and attack, but can't hit Junahu
Pummel: Nuzzling her head against the foe's leg lower's their defensive walls, making them less capable of dealing damage (their damage lowers by 1% per pummel). This effect lasts until 3 seconds after the grab ends.
Forward Throw: Junahu says "why wub wou", and the foe is taken aback. Literally, they step backwards one step.
Backward Throw: Something similar happens, but in the other direction.
Upward Throw: Junahu starts climbing up onto the foe's shoulders, resulting in a similar situation and outcome to her Dash Attack.
Downward Throw: Junahu hacks at the foe's shins, making them trip and dealing 4% damage.
All Aerials except Uair: Junahu hugs the foe, dragging them down to fluffy bunny hell with her.
UAir: Generic flip kick. 7% damage, join the club.
Neutral Special: Junahu spawns a cute bunny rabbit that is super light and super adorable. It's strangely more capable offensively than Junahu herself. However, it only acts aggressively when Junahu is attacked. Three bunnies at once is the maximum.
Down Special: The game takes forever to load something, and pauses in the meantime. You can spam this all the time if you want, except you can't, because these are AI only sets.
Side Special: Junahu grabs the hand of the player in front of her, following that player around wherever they go until she decides to let go. Obviously intended to be used on her teammate, but the AI is kinda dumb, so she'll use it on anything that moves...
Up Special: If any bunnies are onscreen, they teleport under Junahu and explode, propelling Junahu up, and dealing 10% damage (per bunny) and KO knockback (ber punny) to nearby chumps.
Final Smash: Twist ending! The foe in front of Junahu is twisted into an impossible, 4 dimensional geometric shape. For the rest of their stock, the foe's hitboxes occupy completely random space relative to the foe's position onscreen. The foe's movement is also crippled.
  • The senior Junahu begins sparring with the younger one, who deftly ducks and weaves around her pawnches. Any foe who strays too close gets a face full of fist, sending them flying
  • Both sisters begin shouting the word "Battle" really loud, and this pushes foes away with a strong wind effect. This lasts until someone hits them with an attack in order to break their shout spam.
  • The elder Junahu dissolves into a black hole, which begins sucking everything towards it, including Junahu Jr, who is inevitably sucked in and crushed. Getting sucked in KOs the unlucky player, so... avoid it.
  • Both Junahu's call out "The truth is generic! Everyone be true!". For the next 10 seconds, only the A button works. If the sisters are struck by an attack, they'll lock even the A button from use for the 10 second period.
  • Junahu Elder begins riding Junahu Jr around in midair like a flying broom. If attacked, she drops cheesecakes for people to eat. Yummers.
  • Free Final Smashes for everyone! Everyone gets a Final Smash... unless their Final Smash was added to their movesets as an afterthought. In which case, those deadbeats lose a stock.
  • Junahu used Splash. But everything happened...
  • The elder Junahu runs up and attempts to grab the nearest foe, who she will then drain of their blood. The foe loses 15% health for every cheesecake they ate. The younger Junahu just curls up and takes a nap for 30 seconds.
  • A microcosm of ghostly Junahus crop up onstage. They mill around, doing nothing but obscure the action. Then a dragon appears and kills everyone
  • The younger Junahu sets up a little area of the stage within which players recover 4% damage per second. The elder one tries to grab foes who wander in there, preventing them from leaving
  • Both Junahus fuse together, taking the form of a gigantic leg, which then kicks the foes' collective *****. Essentially Master Hand, but in Foot form (Master Foot?)
  • Junahu Jr plants little seeds in the ground, which eventually grow to become random items. The elder Junahu is a jerk though, and poo-poos her sister's fun by digging up and eating all the seeds that are planted. Players can attack either sister to impede them.
  • The elder Junahu picks up her younger sister, and hurls her at the foe. The younger sister explodes on impact, dealing OHKO knockback within a short explosive radius.
  • Junahu Senior will explode with a "pew pew pew". Junahu Jr absorbs her ability to slap things, which she ineffectually attempts to do for 10 seconds
  • Both sisters dig underground. The entire stage then begins to shake, knocking foes around as if a Metagross was stomping about.
  • Junahu Jr stands Back2back with her elder sister. Painful music begins to play, and doesn't stop until the sisters are knocked offstage.
  • The younger Junahu reveals herself as the blatant Penny expy she really is. Her older sister humors this reveal by becoming Inspector Gadget. Penny and Inspector Gadget will then become combatants in the match until KO'd.
  • Junahu senior eats her younger sibling. This makes her more endowed somehow. Junahu then poses seductively for a while, leaving once the player has taken 5 screenshots of her.
  • Junahu and Junahu blow at the foe, creating a wind effect much like Whispy woods. If Whispy Woods is around, then the two sisters blow in the same direction as Whispy, pooling their blows together to make one epic gust.
  • The sisters both hug Pichu dolls. Cute
  • The elder sister performs a flying kick, whilst the younger fires an RPG into her sister's backside. This propels the flying kick to dangerous speeds, and causes it to auto home on the nearest foe (imagine the Hitmonlee Pokemon from the first Smash Bros)
  • Both siblings perform a generic, coordinated string of alternating punches, advancing forward with each attack. Functionally identical to a Piplup
  • The Match ends with the Junahu sisters victorious!
  • The younger sister runs towards the foe, throwing punches that have absolutely no effect. The older Junahu tries to make energy blasts from her palms, but they short out after only 1 SBU's distance, and deal a paltry 3% damage.
  • Everyone in the match magically picks up a smokeball. This happens every 5 seconds until someone hits both Junahu sisters.
  • Both sisters stalk their summoner (forgot this is an Assist Trophy, didn't you?), cheering them on with tinny, meek "yay"s. This actually reduces the lag on the player's attacks.
  • The Junahu's summon Toon Link to fight on their behalf.
  • Each Junahu individually turns into another random MYMer Assist Trophy. See? Mine's best because it has everyone else's in it!
  • The elder Junahu decapitates the younger one, and throws her bloodied head at the foe. This is pretty pointless, as it only deals 6% damage. The head gives a ¬_¬ look, to let everyone know how annoyed she is.
  • Both Junahus sprout wings and gain 20 mid-air jumps, which they use to jump up off the top of the screen. If you manage to attack either one before they leave, they drop a cheesecake for you.
  • Junahu Senior turns her younger sister to solid stone. This slab of Junahu is an impassible wall, but that doesn't stop the elder Junahu from pushing and pulling her stoned sibling around the stage. She might even push her offstage in order to gimp someone.
  • The Junahu's will both perform the generic and culturally offensive egyptian dance for a while. Super Mario Land music plays in the background, so it's not all bad...
  • The youngest Junahu is sacrificed in the name of resurrecting the last player who was KO'd. They return as a shambling AI controlled monstrosity, with halved movement speed, yet constant super armor. They last a scant 12 seconds before collapsing to pieces.
  • Granfaloon enters the match. Both Junahus feel little need to live anymore, and leap into the mass of corpses. Their screams of anguish are kind of cute, if you're into that thing.
  • The real life player's eyeballs fall out! Icky! Does this really happen? Dare you play enough to find out?
  • More coins drop for 15 seconds. If this isn't a coin match, the younger Junahu throws a tantrum, then OHKOs whichever player set the match's rules.
  • Nothing appears to happen, similar to how many of these other effects play out. However, the longer no one attacks the sisters, the stronger they become. Once attacked, they begin attacking everyone until KO'd (they use their movesets, and are aligned on a team together)
  • The older Junahu starts licking random opponents, which deals 2% damage and a little hitstun. It's not hard to keep her from licking you. The younger sister, for reasons unknown, explodes after 5 seconds, taking out a chunk of the stage, and any players who were stupid enough to stand there.
  • The Junahu sisters resume their normal schedule of vomiting cheesecakes at the players. These cheesecakes are different in that they explode when picked up, dealing 7% damage and coating the player in creamy cheese. The only effect this has is that when someone else grabs them, they will lick the player clean, healing themselves of 6% damage, but foregoing their chance at pummeling the player.
 

BKupa666

Barnacled Boss
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BKUPA666​


With a trademark Bowser laugh, BKupa666 falls from the sky, landing with a pitfalling thud after being summoned. Is he ready to kick some tail? You betcha...but not in the way you might expect. You see, he's got to warm up before he can start dishing out some real Kupa pain! To start things off, Kupa lumbers around the stage, spamming fireballs at random; each is Pokeball-sized and deals only 3%, but appear in large chunks that can overwhelm reade...err, combatants in mass. After seven seconds of pyromania, Kupa takes a new approach: he begins singing a catchy tune at random. Hmm, I wonder what inspired him...this produces a flurry of baritone music notes, which stun opponents, but deal no actual damage (due to Dave not existing in MYM5).

An additional seven seconds down the road, Kupa makes a new transition. He begins actively chasing down characters, performing a flurry of combo attacks one would never expect an AT of his size to attempt. Needless to say, his overpowered mess of mumbo-jumbo deals quite a bit of damage while knocking the opponent around the stage rather handily; this would be much less of a problem if Kupa could actually be attacked during this time. Now, seven seconds after this, nothing changes at all...the player may question whether or not the madness has ended yet.

To answer their question, they may wish to look under the stage, where a flurry of multicolored balloons float up from the bottom blast zone at a moderate pace, flickering in and out of the visible realm. Rather than release a puddle of blood harmlessly, it appears these colorful clown-props are filled with an explosive chemical! Touching a balloon deals 25%, with knockback that can KO well under 100%. The combo-crazy Kupa slowly fades into nothingness as the balloons continue off the screentop in their erratic pattern; sometimes when a balloon flickers, it is merely invisible, while other times, it may have completely vanished, unknowingly giving characters more space to dodge than they actually have. As the seven-second balloon phase fades away, Kupa lets out one final laugh; although his musical, multi-hitting side may have left the stage, he's still watching over the proceedings, just waiting until he's ready to jump back in with more madness than ever before...

...which will likely take a while. Kupa is a rare AT, if his massive screentime and deadly attacks didn't make it plain as day.
 
D

Deleted member

Guest
I can't believe I'm making this, but...

Special thanks to MarthTrinity (WARY)​

What the- Professional fighting game player, TWILT Wong has been summoned to the battlefield! That's right, known for placing extremely well in tourneys and making ridiculous comebacks, the 1st place Canadian Mahvel player, Smash Bros. scrub and SSF4 button masher is here! There's actually a pretty decent chance you'll see him as an assist trophy since he appears in quite a few tourneys.

If you do summon him, he'll quickly get out his arcade stick, and suddenly, another character will appear, and it looks like TWILT is actually playing as him. The 3 choices are completely random, but at the same time, the character TWILT is controlling seems to have ridiculously good AI. Yeah, I'm not kidding, he knows how to do every single combo possible without dropping it and knows every single kind of tech to get beat the opponent.

Luckily, there is a way to beat TWILT. If you can inflict 40% damage on the character TWILT is playing as, the character will be KOed, and TWILT will have "lost the match" and disappear. You can also attack TWILT himself as he's playing the character by hitting him just once. As a funny little thing, TWILT will get mad salty that you interrupted as he's playing the match, and disappear from the battlefield. Anyway, the 3 characters TWILT might play as...

If you see Ike coming out, TWILT will be playing Super Smash Bros Brawl. He's a complete scrub at this game, so he'll mainly be trolling around by spamming Ike's forward smash, but watch out for random back aerials. He fights for his friends after all. If you see Ken Masters coming, looks like TWILT's playing some Super Street Fighter 4. Like said before, he has really good AI, so he knows how to do a bunch of Ken's combos. He might pull out a random Shoryuken (up special) if you get too close though. Finally, if you see Dante, TWILT will be playing the game he's best at, Marvel Vs Capcom 3. TWILT can pull out these ridiculously flashy, but dangerous combos with this guy, so watch out.


*This mini is in no way an attack to Justin Wong, the person this mini is based on, in any way. I have nothing, but respect for the guy, so don't jump on me lol.
 

Rychu

Thane of Smashville
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3DS FC
1908-0105-4965
Getocoolaid

Geto appears as an Assist Trophy, popping out onto the battlefield and following whoever released him loyally. For a while, he stays fairly quiet, though will occasionally do annoying things to everybody in the match or play music only he likes. If the player he is following attacks him, he gets hurt and wanders on his own, doing increasingly annoying things to the people around him. Eventually, he gives a sigh, runs to the nearest opponent (or anyone in the match if you attacked him), and... Getocoolaid Getos them. He shoves his entire being up their rear end. All the way. It's quite horrifying. After the *** shove is complete, he walks out, everybody laughs and 25% damage is dealt to the Getoee. Fairly harmless.​
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
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Location
Australia
Night's End Sorcerer is an interesting, if not rather random character choice to do for a moveset; as mentioned in the chat the individual monsters do have quite a lot of potential, though its rather unhealthy of me to go and think about them a lot since it'll massively distract me from MYM. With that aside, there seem to be at least two choices regarding how one can go about making a moveset for an individual monster from a Trading Card Game: they can either borrow materials, card effects, from the game itself to create the character, or take directly from the character shown in the card via name and artwork and make something out of it. I see you've chosen to do the latter.

I'm quite surprised and somewhat impressed that you managed to make the entire set out of what is essentially nothing, with you only having made at least 2 direct references to actual cards by name-only.
Though I'm kinda surprised that you didn't implement Tempest Magician for the Final Smash considering how she is essentially a stronger version of Night End Sorcerer via common interpretation. Still, the Final Smash you've got is a pretty awesome one.
That, and you show a surprising amount of competence for what is your second moveset; alongside your presence in the chat, you're essentially a full-fledged member of this community in my eyes.

In this case, it seems you've decided to use the entirely-unknown-to-character concept of wisps and their manipulation for what appears to be a simple set to allow you to do simple yet effective things. You also seem to be quite conscious of smash-ness and gameplay effectiveness with your sets, to which simple yet competitive people are the types you'll probably appeal to most since you go in-depth about normal attacks and their uses compared to what we're normally used to; for that reason, I don't think this set will appeal to too many people in the community given how I doubt there are that many familiar with the card/character, though you do know what you're talking about for sure, and you've essentially taken a character out of the Yu-Gi-Oh world and turned him into his own character of sorts, which is pretty darn cool and it means people don't need to be familiar with the franchise of have gone into the depth that is the TCG to understand him. I'd say overall this is a pretty simple set that can easily be appreciated in its own right, though I was kinda "familiar" with the character beforehand and where he came from so I'm not sure how that'd play down with others not like me.
 

BKupa666

Barnacled Boss
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CHANTIQUE
The underlying sense of brutality throughout the set is quite admirable as far as characterization goes, but the smooth combination of Chantique’s disjointed whip and saber really gives the set its flavor. She is at her best when she is pushing foes around the battlefield, whether by forcing them over her ground barriers or cutting them off with a long-ranged whipcrack. The lightsaber reward she is able to gain by keeping control over it in a battle is a bit underwhelming, as throwing the weapon away at foes seems like a tactic she’d never attempt. It is forgivable to some extent, however, considering the suspension of the lightsaber to prevent foes from obtaining its benefits is a great implementation of the focal item. Not that much of this matters, considering the set most people seem to be dying to discuss is none other than…

KANG
Well, it’s no secret the reception for this set has been excellent so far, and for the most part, I must echo the praise. The minion army aspect I liked so much in Necromancer is present here, with the added nuance of interaction between the soldiers and the Growing Man; together, the soldiers help keep characters where Kang wants them onstage, while the Growing Man forces them back if they wish to cut him down to size.

Of course, tying this all together is the “convoluted” time mechanic, which really isn’t all that difficult to comprehend with your well-worded descriptions near the end, although I do feel as though the time-bending could contribute more to the set than it appears to. In a hypothetical match with three pairs of identical opponents facing two Kangs, his playstyle could pretty much turn out the same way without additional manipulation. In a sense, this devalues the mechanic’s uniqueness. Regardless, piecing all Kang has to offer together is no small feat, not to mention in the frame of a boss set. Recency bias or not, the set is well at home atop Warlord’s boss list.
 

FrozenRoy

Smash Lord
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Las Vegas, Nevada
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First off, Kat, I wanted to thank you a lot for commenting on my set: I thought it was actually a pretty helpful and informative comment. I wanted to actually comment a bit on some stuff in it.

The wisps, in a roundabout way, were actually inspired by Night's End Sorcerer's effect: I imagined them a bit like spirits, so by summoning them to the field, he is removing them from where they came: I.E. the Graveyard! It was something I wasn't sure I communicated well, but when I tried to put it into the set in too many terms, it looked clunky and wrong, so I figured people would have to gleam it. Rising and Setting was also though of as a "removal" kind of thing, but without any Graveyard.

I actually had a reason for not using Tempest Magician: While Night's End Sorcerer's scythe and bat appear in the card art, the one wielding them is actually Magical Exemplar: A card with a very easy combo using Night's End Sorcerer to get out. All three also happen to be TCG Exclusives, so almost assuredly, they were meant to go together, but with Magical Exemplar wielding Night's End Sorcerer's scythe and with the bats.
I'm also flattered you consider me a full-fledged member. XD It means a lot!

Thank you again for the wonderful comment. :)
 

ForwardArrow

Smash Ace
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Aug 17, 2011
Messages
503
You know what this is far too embarrassing to let continue to exist. Let's just delete it and move on.
 
Last edited:

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
NIGHT ELF SORCERER

The focal point of the set that you as a setmaker use to interact off of is quite clearly the wisps. These interactions serve little other than an attempt to make moves have gimmicks to try to be less bland. Being able to detonate wisps manually is a good idea, but what make the whole 2 moves that detonate them so bloody special? They’re just two among many scythe swings in the set. It might have been handled better if you said any scythe move detonates them, but then you’d lose the gimmick from 2 of your moves, yes? The two smashes that manipulate the position of the wisps also comes across as rather un-needed when you already have a very natural way of moving them about by simply pressing the Wisp input again – I want to be able to use my smashes without moving about the position of my wisps. This reminds me of the unnecessary clutter of basic actions doubling as minion movements from Amp.

The grab is where the wisp mechanic actually proves worthwhile outside of detonating all the Wisps at once and the portal recovery, coming across as a less awkward version of Octavia’s grab. The grab itself is great, but you emphasize moving about the individual wisps to make unique grab hitboxes – despite giving this character two smashes to move about Wisps, all of them move about pretty much all of the Wisps at once. It feels like a mistake to not let him position them individually.

You yourself downplay the wisps in the playstyle summary in favor of the scythe attacks, which are generally bland. It’s not impossible to have an array of melee attacks and not flow – I hopefully shouldn’t have to bring up names like Sayaka and Arbok for examples of offensive flow. Hell, you can even have a large quantity of melee moves in a more defensive set like Zasalamel and flow.

If there’s something you already –do- have this early in your career, it’s your writing style. You manage to sell out this set of bland attacks like almost no other could. You’re very good at outlining the specific uses of each move. . .But you’re more just going over what makes the moves not worthless, rather than their actual relevance to the character’s overall playstyle. To be fair, though, it’s hard to sell them as part of a playstyle which is rather weak to begin with.

For how blunt and soul crushing this comment is, I did read Scizor. I found it much worse than this set to the point I thought I’d be better off not commenting it. Some of the problems Scizor had feel averted in this set, though – for how quickly it’s made, the obvious improvement over Scizor is quite impressive. You’ve got a good head on your shoulders, FR, and I think you have plenty of potential to reach the higher ranks of MYMing.

VISION OF HOMESTUCK’S FANDOM

The writing style gets less distracting as you go along to the point it gets relatively enjoyable, and it rarely goes off on random tangents of pure writing that have nothing to do with anything (With the rather notable exception of dair), unlike Hazama. However, the writing comes across very thick in the Specials, particularly when going over the introduction to bleeding and God Tier. That, and the fact you can’t leave character makes all of these various things that I can only assume come from this universe are left as otherworldly objects to the outside viewer. I wouldn’t get rid of the writing style, just perhaps add a couple of brief notes in spoilers for things you couldn’t squeeze in. I’d rather not point you to one of my own sets, but JJJ is the only example that comes to mind.

The actual set is a good deal meatier than I’ve come from expect from you. Mello simply had minions which is one of the easiest things to reference to get flow going – this set has to come up with something less common while still doing some degree of flow. Just giving the foe a negative mechanic with bleeding isn’t what interests me (Though what you do with dthrow is rather cool), it’s more-so the blood pact that makes the self damaging moves much more interesting. Of course there’s filler, though the set mocks it enough that I’m less agitated by it than most others.

GULDO

As I was previewing the Coachman, I made many recommendations. You agreed to most of them, but didn’t seem to actually change much based off of them. Of course the remaining set is quite tacky, but that’s a lesser concern of mine so much that it doesn’t even flow all that much to start with. The KO mechanic is largely only linked by minions bringing foes into the Coachman to have a drink, and the coach is barely involved at all. Having a mobile camping platform feels like an obvious way to go, but the Coachman has a distinct lack of projectiles. I guess he can stay on the coach and run it around as he has his minions attack, but seeing his minions never come back once killed having them attack solo is a rather poor idea. The addition of a generic projectile might’ve helped this set go places, but as is the Coachman is busy doing a bunch of incredibly awkward melee moves like that horrid dtilt that you hate yet kept, or something very tacky yet not for the sake of the playstyle.
 

FrozenRoy

Smash Lord
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Apr 26, 2007
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Las Vegas, Nevada
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SW-1325-2408-7513
I wanted to say thanks to Warlord for the comment as well(I swear, I won't do this every comment! I wanted to be clear since, as he says, some might take it as blunt and soul crushing). I already said my piece in reply on xat and all that, but I definately understand the general point...and again, I am greatly flattered by your compliment of my writing. It means a lot to me.
 

Hyper_Ridley

Smash Champion
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Dec 21, 2007
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Location
Hippo Island
HR comments a set finally

Night's End Sorcerer

Whee, Yu-Gi-Oh movesets.

I agree with Warlord that there needs to be a reason why the scythe moves that detonate wisps are the only ones with that trait; giving the scythe some magical glowy effect or something similar or should suffice. Personally I like that the FSmash/DSmash can affect the wisps' positions as if he doesn't want to move the wisps he can just not charge the attack, but I think those 2 moves should be safer to throw out so he can more reliably use the secondary function.

As one of the more conservative MYMers I personally liked the focus on straightforward weapon attacks, and I like his take on being a "melee zoner". While having more control over the wisps' positions for the grab could be nice, on the other hand I'm thinking of how insanely OP it could be for him to easily spread unblockable hitboxes around the stage, especially considering how good his throws are.

I haven't read Scizor, but judging by this set you seem to have a pretty good grasp on the fundamentals of moveset design. I don't really have much else to say so I'll leave you with a "good luck"! :bee:
 

FrozenRoy

Smash Lord
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Messages
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Las Vegas, Nevada
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Well, even though I don't usually like editing my sets much(it seems...unfair), I slightly edited Night's End Sorcerer since I forgot an Extra I wanted in(And decided to add in Victory Poses too). Night's End Sorcerer's DAir now glows with the same like his forward air does, giving some indication to the cause of the wisp explosions.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Be The White Text Guy

Doc Scratch


Doc Scratch
is a major antagonist from Homestuck. He largely sits back and watches as events unfold, being nigh-omniscient and largely staying behind the scenes, manipulating people here and there to get what he wants. He's also one of the leaders of a gang known as the Felt, a bunch of green and pool themed people with time based powers. While Scratch never really gets directly involved in the story, he's responsible for a very large portion of what goes wrong. Personality wise, he's laid back and polite and prides himself for being an excellent host, though he has been known to... lose him temper on occasions. In those cases, things have been known to get very, very ugly...

Playlist

An Excellent Host

Traction: 11
Size: 8
Weight: 7
Aerial Movement: 5
Fall Speed: 4
Jumps: 2
Ground Movement: 1.5

Doc Scratch has a rather unfortunate set of stats. Sure he's reasonably heavy, and has godlike traction. And by godlike I mean he stops on a dime when running and will never ever trip unless forced too. Past that, terrible recovery, runs like Ganondorf, and mediocre all around in the air. That said, what would you need a good set of stats for anyway?

Specials

Neutral Special


You see that gun in the picture up there? It's not just for show, as it turns out.
Doc Scratch takes out the gun and fires what appears to be a cue ball out of it, the projectile flying forwards and dealing 8% and knockback that KOs at 200%. This attack has moderate start lag and bad end lag as Scratch reloads the gun, though during the start up you can hold up or down to angle the gunshot however you please.

Anyway, the projectile has a few weird properties to it. For one, the cue ball actually gains power and speed as it flies forward. It starts at Mario's dash speed, but accelerates 1.2x for every 2 Battlefield platforms it travels. This also increases the damage and knockback by 1.2x, so the further the cue ball flies, the more powerful it gets. Maybe it would be more useful on a bigger stage...

The other thing about the cue ball, is the way it deals knockback based on at what point it hits the foe. If it hits the foe at the base of their body, it will knock them straight upwards, where as if it grazes their head they will get spiked. If it hits them in the center of their body it will merely knock them away in the direction the cue ball was travelling. One more note is that the cue ball will bounce of walls, not losing any momentum while it does so.



Side Special


In a manner shown in the picture at the start of the set, Doc Scratch flashes green, with bolts of lightning going through him for half a second. You can hold this for up to 1.5 seconds to charge the move, during which Scratch will remain green with lightning flashing through him. Afterwards, it appears nothing has changed at all... or at least something enters the stage builder block sized area in front of Scratch where he used this move.

The area of the stage has actually been warped, to be 2-4x larger than it originally was, based on how long you held down the button. When something goes through that portion of the stage, it will shrink down and the edges of that segment will distort a bit, indicating the enlarged space. You can actually stack as many of these inside each other as you want, potentially making an absolutely enormous stage. Which is rather convenient when you have a projectile that powers up as it covers more ground and has infinite range...

Also, just a note. Scratch's stage alterations all disappear upon him dying.



Up Special



The spot next to Doc Scratch flashes green, and a large, priceless time piece appears next to him, as shown above. The timepiece is about the size of Kirby, and appears atop a pole the height of Ganondorf. You can only have one of these out on the stage at a time, and while it doesn't serve as wall or anything, it can be attacked, and has 40 stamina. This also takes a fair bit of time to make, about 1.2 seconds.

So anyway, what might this thing even do? Well, really it's purpose isn't anything all that out of the ordinary. Pressing Up Special again merely allows
Doc Scratch to warp to it from wherever he currently is. You're probably crying "GENERIC TELEPORT RECOVERY" right now and I can hardly blame you. That said, he really needs this in order to travel around the larger stage, considering his terrible movement speed.

Aside from that, one thing of note is that this attack charges kind of like ROB's laser, though the only thing this affects is the start-up lag. If you use this immediately after you last teleported, it has an ungodly 3 seconds of start-up lag, and diminishes as time goes on to no lag at all after 20 seconds without being used.



Down Special


Doc Scratch flashes green in the exact same manner and for the same time length as his Side Special, and in the same manner, nothing appears to happen at all. Well, at least until the someone steps onto the segment of stage one stage builder block in front of Doc Scratch, at which point it will reveal that the stage there has disappeared, and the person who stepped on it will fall into the abyss. This can also be revealed if you fire a projectile in there, but you can ricochet projectiles off the walls of the stage this way. You can have any number of these holes in the stage out at a time, but they have to be at least 3 battlefield platforms apart. If used within that distance of another hole, the move will simply fail to do anything... but hey, they won't know until the find out where the other hole is.

This attack will work if used off stage as well, but it will produce different results. Namely, an area one battlefield platform width ahead of Doc Scratch and on the same vertical level as the main platform of the stage becomes a solid platform. You obviously can't stall on this platform, but it does work for recovery, or as an extension of the stage beyond just the Side Special. That, and it's not actually fall through, with grippable ledges, so you might even be able to gimp someone with this if you spawn it above them.

Standards


Jab


Doc Scratch takes out a pool ball slightly smaller than Kirby, and places it in the air in front of him. You can actually angle this attack up or down to place the pool ball closer to the ground. The pool ball will at this point just stay in place, levitating in the air where you placed it. You can have as many of these out on screen at a time as you'd like, and they only take an average amount of lag to make. The pool ball is semi-solid, as in if you dash next to it for half a second you'll just move around it. Also, an exact copy of this move will function as your Neutral Aerial.

The main thing the pool balls are useful for, however, is what happens when you attack them. You see, the pool ball will go flying away in the direction of the knockback, and deal half as much damage and knockback as the attack in question. The speed at which the ball flies depends on the amount of damage it deals. At 5% it's not even moving at Ganondorf's dash speed, but once you hit 30% it flies at 1.3x Sonic's dash speed. You can actually hit the ball in mid flight to redirect it's flight path and knockback if the knockback dealt to the ball is stronger than the knockback that sent it in the opposite direction.

Suffice to say, you know what attack has highly controllable knockback direction? The cueball gun of course. And to top it off, it adds the entire power of the attack to the pool balls as opposed to just half. The cueball will continue flying in the same direction after this, so you can potentially hit a whole line of pool balls with it. Pool balls will also bounce off each other obviously. You can create nigh infinite set ups with this, and adjust them on the fly by firing shots at different angles. If a pool ball crashes into the stage, it will ricochet off. If it hits a foe, it will lose all of it's momentum afterwards. A pool ball colliding with another pool ball will cause them to bounce off each other, them swapping speeds and power while moving in the direction of the knockback dealt by the other pool ball. Just be warned, the foes can potentially attack these things as well, and use them against you, which can get ugly if the foe starts juggling several of them towards you.



Forward Tilt


In the same manner as his Side and Down Specials, Doc Scratch flashes green. Afterwards, the entire screen goes into WARP SPEED. Everyone and everything moves at 3x their normal speed. Might seem useless, but you can easily trick a foe into dashing into a hole in the stage with it. This only lasts for 3 seconds, but considering everything is going at triple speed you can have a lot happen in those 3 seconds.

Aside from that, you can double tap the input to have your projectiles NOT go into warp speed, which allows you to potentially blitz a pool ball with attacks and make it extremely powerful. Keep in mind though, your opponent can perfectly well do the same thing, though you have ways of keeping them preoccupied during such times, especially if you slip them up when they don't expect too.



Down Tilt


Doc Scratch takes out a broom, and casually sweeps it across the floor, dealing 6% and low horizontal knockback. Best keep the place clean for the guests, right? Aside from that, inputting the move again directly afterwards will have scratch step over half a stage builder block before sweeping again. This actually traverses the stage fairly quick(slightly slower than your dash), and the move doesn't have a ton of lag... that said, it is a bit hard to hit with this move considering the relatively short range.

So aside from that, this move will clean the floor... which sounds useless until you realize that this makes the stage very, very slippery. If an opponent dashes onto the track in fact, they will start accelerating down it and lose their balance, falling into prone. They'll continue moving along at the speed they were going when they landed on the track however, and accelerating to 1.1x their speed for every 2 stage builder blocks they travel. Each sweep only makes half a stage builder block slippery, and at max you can cover 50% of the stage with this... mind you, this counts when you expand the stage, so you can make as big a track as you want. Scratch in the mean time, does not slide on this.

That said, the track isn't completely impossible to interact with while the foe is sliding on it. They can perform their get-up attack or roll, though rolling will leave them in prone again. Once they are standing up, they can attack, shield, jump, and dodge, though jumping will just put them back in prone. The attacks and dodges will work, but they slip back into prone during the end lag. Shielding has basically no penalty, but they are bound to get overwhelmed if that is all they do. So you can't just haplessly pelt them with pool balls here, they can dodge and reflect them just fine.

So you might think, "can't Scratch just stand in the middle of a track and casually dance circles around his much more predictable opponent?" Well, Scratch can't exactly stay on a track for long either. You see, Scratch doesn't trip on a slip and slide track, but if he fires the pistol or uses a broom attack he'll go sliding backwards at a rate depending on how powerful the attack he used was. That said even the Neutral Special is strong enough to send you sliding uncontrollably off the course. That said, the attack in question, if it's not a projectile, has to hit something to send him sliding backwards. The foe's attacks will do the same actually, giving them some control over their momentum should they have a projectile... you might want to keep them under pressure so they can't do that.


Up Tilt


Again, Doc Scratch flashes green for half a second, and nothing appears to happen. That is, unless a foe or a projectile flies through a stage builder block sized area next to Scratch. In that case, that particular object will be strongly pushed upwards until it leaves that area of space, actually forcing foes to leave the ground. If a foe has momentum from a slippery floor from the Down Tilt, they'll go catapulting through the air with the same speed. It can also provide a way to redirect projectiles without the opponent expecting it, due to them not really knowing what goes on in places you flash green next to. Like all of Scratch's stage alterations, it is permanent, and in this case they must be spaced one stage builder block apart each.

Oh, but we're not done yet. Not even close. You see,
Scratch can actually change the direction in which the force pushes the opponent. If you press any of the eight cardinal directions during the start up lag, the force will push them in that direction instead. Obviously this opens up a whole new world of possibilities in how you redirect projectiles, such as making it far more difficult for foes to escape your holes... and heck, the opponent doesn't know if you widened the gap above the pit or created which direction of wind hitbox or what have you. Aside from that, these can allow you to manipulate unfortunate people on slip n slide tracks in all sorts of fun ways. Pushing in an opposite direction can slow them down or turn them around if you slow their momentum enough. Pushing down can actually hold them in place as they slowly move through, creating an almost cage like scenario for the foe where you are free to pelt them with pool balls. Let's not even get into the ways you can confuse opponents with this...


Dash Attack


Doc Scratch takes out his broom in mid dash, and drives the handle into the ground, stopping him in place. This deals 12% and average knockback to foes that get hit by it.

Smashes


Forward Smash



Doc Scratch flashes green yet again... and this time literally nothing happens. Charging the move will just have him flash for longer as though he was charging the Side Special. Unless, of course, the opponent attempts to attack Scratch. If Scratch gets hit with an attack during the flash(which includes charging), he will swing his broom at them, dealing 16%-22% and knocking the foe sliding backwards in prone at Mario's dash speed-Shiek's dash speed. They'll slow down to a stop pretty quickly... unless they get knocked onto a cleaned floor, which will send them skidding along as though they had dashed onto it.

Aside from that, if you hit a projectile with this it will go flying back in the direction it came from. And like most counters, this is imperfect in that it cannot stop a grab and only works after he's already been flashing green for a little bit.



Up Smash


Doc Scratch flashes green yet again, and once again there is no apparent change in the stage. That said, as usual there is an invisible obstacle for the opponent, this time a Ganondorf high wall of energy. If an opponent, attack, or projectile collides with the wall, it will bounce whatever it was back. An opponent who dashes or slides into the wall will get launched in the opposite direction at the same speed, and if they attack the wall they will take the full knockback of the attack them self, albeit with no damage or hitstun. Scratch can actually attack the wall himself to take the knockback of it, launching him high into the air. If a projectile hits one of these walls, it will ricochet off it in the opposite direction it was moving.

Charging this move will move the wall up one stage builder block into the air for every half second you charge. And as with the Forward Smash, it looks like he's just charging the Side Special with this. Another thing to note is that if a foe slides into a wall, they can actually DI to choose what direction they go flying in, so you can't just keep them perpetually locked between two walls. Lastly, walls have to be spaced 2 stage builder blocks apart from each other.



Down Smash


Doc Scratch flashes green, and once again, no visible change occurs at all. As a matter of fact, nothing in particular has happened period. What a waste of a Smash Attack. On top of that, even charging it won't change anything. Or at least, that's all that happens the first time you use the move. The next time you use it, it will have Scratch teleport everything within a 1-3 stage builder block range(based on charge) in front of him to that particular location you originally used the attack next to. And by everything, that includes holes in the stage, space expansions, wind hitboxes, slippery floors, opponent's traps, pool balls, etc.

So what exactly is the point of all this? Obviously, it can get foes out of your face, but they can still spot dodge... that said, they really don't know when you are using this move or not, and spot dodging when
Scratch opens up a hole in the ground is probably a bad idea. Besides that, you can reposition your various stage alterations(and they won't even know if you did or not). If a stage alteration is teleported too close to one that is already in existence, the one that was already there will disappear.

There are a few more tricks you can pull off with this move as well. If you double tap the input, you will instead change the location which things would be teleported too to next to where you are currently standing. If you press B and the input together, you will actually delay the teleportation for 2 seconds. This opens up all sorts of room for mind games, not to mention pool ball manipulation.


Aerials


Forward Aerial


Doc Scratch takes out his broom and swings it directly in front of him, dealing 12% and diagonally upwards knockback that KOs at 150%. If this smacks the foe against the stage, it will send them into helpless. It's not an especially fast attack, but it's quick enough to get the job done, and very scary for the foe when they are stuck in the hole in the stage.


Back Aerial


Doc Scratch takes out his broom again, this time slamming the hilt of it backwards with a shocking amount of force, dealing 18% and directly horizontal knockback that KOs at 90%. This attack is about as fast as Ganondorf's Forward Aerial so it is somewhat difficult to land, but the range is solid enough and it can be angled, rather unusual for an aerial. Notably, this attack can be used as a method of bouncing off a wall made with the Up Smash for mobility purposes.

If you hit the stage with this attack,
Scratch is actually strong enough to impale the broom into the stage. Though he rarely utilizes it, his physical strength is something incredible. Scratch can hang from the broom after this, able to hold on for 6 seconds or until he takes 30%. During this time you can use aerials, besides the back and forward aerials, since those utilize your broom. Using them will rip it out of the wall. Scratch needs to land on solid ground to refresh the time you can spend gripped to the wall. Obviously, you don't want foes gimping you with your own pits, right?


Up Aerial


Doc Scratch flashes green again, and yet again no visible change occurs. This time, a very short distance above Scratch, gravity actually reverses up to the top blast zone. It only exists in a pillar as wide as a stage builder block. Inside the pillar, players fall upwards at their normal fall speed, and vertical trajectories of projectiles and the like are reversed. This obviously serves as another way to fool around with the trajectories of pool balls by surprise, but also as an escape mechanism in a pit or as a recovery method. The pillar only lasts for 4 seconds and can only be used once for each trip into the air. Also, only one can exist on stage at a time.


Down Aerial


Doc Scratch snaps his fingers, and a green energy wave fires downwards from his hand. The wave is about Kirby's width and deals 9% and average downwards knockback on contact, traveling down at Mario's dash speed. Scratch is unable to do anything else until either the wave hits the ground or you press A again. Pressing A again has the wave split off into two smaller bolts of energy that fly horizontally out from where the wave was, tilted slightly upwards. These bolts of energy deal 5% and weak stun on contact. If an energy bolt hit a wall or floor, it will split into 2 move identical bolts flying in opposite directions. With a few Up Smash walls set up, this can certainly get quite messy for the opponent.

Now, if the wave hits the ground, it will turn into 2 waves of energy that start off the height of Kirby that move along the ground at half Ganondorf's dash speed. These deal 11% and horizontal knockback that KOs at 155%, and will stop when they reach the edge of the stage. The more notable thing about them though, is that as they travel along the stage they gain height, about a Ganondorf height every 2 Battlefield platforms it travels. After a while it gets to the point the wave is so high that opponents pretty much have to spot dodge it or take the hit in case something even worse is coming there way if they do.

One last thing about this attack is it's interaction with the pool balls. Rather than knocking them around, it will instead infuse them with green energy, causing them to leave a trail of green energy behind that lasts for 2 seconds. The trail only deals 4% and flinching knockback, but it's still enough to create a pseudo wall against opponents. That, and giving more things for the foe to dodge on a sliding track is very nice as a rule. And yes, it an anti-gravity column, the wave will fire upwards, allowing you to split it at a different point.


Grab Game


Grab


Doc Scratch flashes green yet again, and once again no visible change occurs. As a matter of fact, no change at all... unless the opponent was within a stage builder block of you. From here, they have 5 seconds to attack you. If they can land a hit on you within 5 seconds, then nothing will happen, but if they fail too, a cue ball will appear around the foe, trapping them in a grab state which is escaped at normal difficulty.

Oh, and if you are playing in a match with more than one opponent, if one of the tagged foe fails to hit you within the time constraint, every single opponent gets grabbed. That might add some extra incentive for them to try and hit you... making it all the easier to lure them to their death, or get a bigger laugh out of their failure.



Pummel


The cue ball turns green and electricity shoots through it, dealing 3% per pummel at a moderate rate. If you have trapped multiple opponents, they all get hit by this.



Forward Throw


Doc Scratch takes out his pistol from the Neutral Special, which you can now freely aim and fire. If the pistol shot hits the foe, it will send the cue ball they are currently trapped in ricocheting away like one of your pool balls. As a matter of fact, the cue ball will function like a pool ball in general here, so you can pretty much shoot the ball in any direction you want, and will ricochet of walls and bounce of other pool balls and the like. Bouncing off another pool ball or wall deals damage to the victim based on the speed they were flying at, maxing out at 7% at twice Mario's dash speed.

Foes can still break out of this like they would a regular grab, though once they escape they will still have all the momentum of their flight, though they will slow down unless they land on a Down Tilt slippery floor. Obviously, if the foe is at a high enough percent and far enough away, they won't be able to escape the grab in time before they go flying off a ledge to their death. There are other uses as well, as a damage builder and repositioning tool.
Scratch is free to move after the initial shot, so you can possibly even shoot them again if they come flying in another direction to redirect their trajectory yet again. Obviously, there's a lot you can do with this attack, especially with a good set-up. And yes, you can potentially send multiple opponents all launching with this move, by firing more shots into the other cue balls or bouncing them off each other.


Back Throw


Doc Scratch teleports to the nearest trapped opponent, though you can press A or B to teleport to the next furthest before the attack starts. Once Scratch reaches an opponent, he snaps his fingers and the cue ball will break open, dropping them to the ground. Scratch then proceeds to grab the foe and absolutely pummel the crap out of them, before smashing them away with knockback that KOs at 75%. Each hit here deals 6%, and serves as your most straightforward damage and knockback throw. That said, there are situations where the other ones are much better.


Up Throw


The cue balls surrounding the grabbed players become transparent, while the rest of the screen fades becomes covered in a green and white swirling mist. The mist is impossible to see through, foes can only see inside the little bubble around themselves during this time, allowing Doc Scratch to lay his plans around them in secret. In addition, you or any allied players can taunt in order to flash green and reveal your position. The mist will last for 10 seconds, after which the opponents vision of the screen will be restored. That said, you can use this to set up stage control without the opponent's knowing, and it also makes it nigh impossible to dodge pool projectiles.


Down Throw



Doc Scratch laughs, and remarks "Maybe I have not been strict enough with your breathing privledges." Suddenly, all the grabbed foes are warped off to another location... an entirely different stage. The stage is slightly wider than Final Destination, being a large red ship with no platforms. Nothing worthy of noting here, besides the unfortunate lack of any oxygen for the poor foe. They will be unable to breath, and start taking 4% per second as long as they remain in the realm.

Now, how is the foe going to get back to the main stage? Well, all they have to do is jump off the bottom blast zone, and they'll reappear at the point they were warped here from. This would all be rather easy, except
Scratch has plenty of ways to make sure they don't go off the sides with the ways he can direct the knockback of his attacks, the foe's position, and possibly just wall of the edges with his Up Smash. The foe also is going to struggle to fight back a lot here, as their attacks are a lot laggier and they move much more slowly. While they won't die from lack of oxygen alone, you are perfectly capable of traditionally killing a foe crippled by such conditions, especially with their percent skyrocketting like it is here. Once all the foes escape the stage or die, Scratch will return back to the main stage with them.

So... what if there is a player in the dimension and a player outside it? Well, in that case the screen in which the players are fighting inside the other dimension will shrink down into the bottom right corner of the screen. You can still see what's going on, and players visible. This allows us to have fighting going on in both dimensions at the same time...

Which, considering
Scratch's Up Special and Down Smash, is actually possibly in a 1 vs 1 match. Scratch can actually warp out of the dimension with his Up Special to return to his clock, leaving the foe to struggle their way out. You can also teleport stage alterations in there back to the main stage... or set up a warp point in there and teleport them IN from the main stage, which opens up all sorts of potential for craziness. Lastly, this also makes it more possible to get the opponent back in the dimension by simply teleporting them there with a Down Smash warp point, though unfortunately this doesn't allow Scratch to follow them there.

Lastly, if you manage to grab a foe who is already in the other dimension, using the Down Throw will simply have him perform his Back Throw on them instead.


Final Smash

Doc Scratch has gotten the Smash Ball. What on earth is this nigh-omnipotent mastermind going to do with such a thing? He falls over on the ground... and lies still. For the next 10 seconds, Scratch is unable to do anything and his weight is half, though if he lands on the ground he'll fall over so he's hard to hit with high-hitting attacks. This is just about the worst Final Smash ever though, and if Scratch dies it's over then and there...

But, maybe you've set up the stage properly so the opponent has a heck of a long and confusing trek to get to you, and perhaps the pool balls can keep the preoccupied for a while. Or maybe they are stuck in the other dimension. In any case, once 10 seconds are over... the real meat of this Final Smash will kick in. ...for what exactly happens next, see
this video for reference, although the events are modified so that it occurs over the course of 5 seconds.

So now that you've transformed into the almighty Lord English, you get a new moveset of 8 attacks to play around with... for the next FOURTY seconds. Considering Lord English is more powerful than most other transformations to begin with, this makes the Final Smash absolutely terrifying to play against. You certainly do not want to see the transformation take place...

-Lord English's moveset will be added at a later date-

Playstyle

So, now that you've finished reading you might be a little bit confused by what
Doc Scratch is trying to do. He is not very direct with his diabolic schemes, is he? Scratch is more the laid back, manipulator type, he really does not care for getting in straight up brawls but rather messing with the opponent by distorting the world around them and messing with their head. Indeed, the foe is going to learn to live in fear of Scratch's invisible machinations... they know where they are, but the foe has no idea WHAT exactly is going on in that little area of space until it's too late, because most of Scratch's stage controlling attacks have the same animation.

So, how on earth are you going to take advantage of this? Well, most of Scratch's traps have different methods required of avoiding them. If they simply jump over they might smack into a wall, where as if they try to dash through all manner of bad things could happen, such as getting pushed onto by wind onto a slip n' slide track or possibly falling into a hole in the stage. Notably, at close range Scratch has all sorts of ways to counter the opponent's assault, and can possibly even stage the stage out from underneath them...

At close range,
Scratch has a rather scary on stage gimping game where he can open out the ground from underneath the foe, and from there take advantage of his aerials which are specifically designed to fight in a hole in or under the stage. Or, he could possibly utilize some pool balls to attempt to spike the foe with their underside. Either way, it makes approaching Scratch very dangerous, though it is perfectly possible to defeat him in close range combat if you manage to predict him. Scratch is going to have to keep up his headgames and constantly barrage the foe with projectiles if he wants to survive in this situation, but it's still scary for the foe as well and can lead to some very cheap kills.

So, obviously this warrant cowering away or at least being cautious right? Well, the problem with that is that
Scratch is another of those characters capable of some incredibly big, complex, scary set-ups. Utilizing a huge track created with the help of some Side Special stage expansions, you can bounce foes off walls, create hell to dodge see of pool balls, and repositioning them with various wind hitboxes. Or perhaps build up to the point where the foe has a huge trek to travel through before they can reach you, then you use your grab on them and teleport away to get to your incredibly powerful and versatile throws.

Speaking of your throw game, this is another way to bait the opponent into trying to attack and pursuing you, since if they do get hit, it opens up all sorts of opportunities for
Scratch to abuse the foe. It's bad enough when they don't know what the stage alterations are, it's another thing entirely when they can't see where they are placed to begin with, and have to predict when a pool ball is going to come flying at you. Scratch's alternate stage also opens up all sorts of new ways to abuse the foe as they frantically struggle to escape. The only problem is you can't gimp them through a pit on the alternate stage, but it's to the point that you don't really mind.

Really, it's up to the foe to decide how they are going to die. Either they let
Scratch send his plan into action and let themselves be defeated like that, or they blitz right at him and Scratch casually tricks them to their own death. In order to defeat the master, the foe is going to need to outthink and outsmart him, learning his patterns and varying up their strategy to make themselves unpredictable. Indeed, playing as or against Scratch is a battle of wits to the death.

Easter Egg

Scratch
actually has a special taunt that can be pulled off in the same manner as Snake's Codec conversations. If you do so, Scratch will select a random foe in the match and lay down a bowl of treats for the character in question. This does not have any effect on the match itself... but if a foe stops by the bowl and taunts, they will start taking small quantities of what is in the bowl. If they press any other input they'll stop or walk away, but if they press taunt a second time they will comically try to steal a large quantity of the treats Scratch set out for him. Scratch won't even berate them for. Such an excellent host. Most of the time the character will look quite silly when they try to take stuff.

[COLLAPSE="Examples List"]
Kyoko
Bowl will be Filled With: Pocky
Casual Stealing Animation: Kyoko will grab a stick of pocky, look at it for half a second before pocketing it and taking out another.
Vigorous Stealing Animation: Kyoko will start frantically grabbing and pocketing as much pocky as she can get her hands on.

Gamzee
Bowl will be Filled With: Bottles of Faygo
Casual Stealing Animation: Gamzee takes out of a bottle of Faygo, looking it over, taking a sip, and putting it away.
Vigorous Stealing Animation: Gamzee will pull out a bottle, pour it down his throat and getting it all over the place before tossing it aside and grabbing another.

Hoppip
Bowl will be Filled With: PokeBlocks
Casual Stealing Animation: Hoppip will take out a PokeBlock, open it's mouth wide and pop it in it's mouth, chewing happily.
Vigorous Stealing Animation: Hoppip pretty much just jumps in the bowl and starts digging in on the Pokeblocks.

Homura
Bowl will be Filled With: Gun Ammunition
Casual Stealing Animation: Homura will take out a handful of bullets, looking at them carefully, before stowing them away behind her shield.
Vigorous Stealing Animation: Homura dumps the bowl upside down over her shield and lets it dump it's contents behind the shield, and looks around to see if anyone's noticing.

Vorinclex
Bowl will be Filled With: Various Dead Animal Parts
Casual Stealing Animation: Vorinclex will grab a handful of the meat before putting it in his mouth. He has no time to steal, he just wants to eat.
Vigorous Stealing Animation: Vorinclex dumps the bowl upside down over his mouth and vigorously devours the various dead animal bits that fall out of the bowl.

Slugworth
Bowl will be Filled With: Gobstoppers
Casual Stealing Animation: Slugworth pulls out a gobstopper, eying it carefully, before stowing it away.
Vigorous Stealing Animation: Slugworth starts pocketing handfuls of it at a time. He's too stoic to actually go and flip the bowl upside down.[/COLLAPSE]
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,268
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Hmmm...well, Doc Scratch...excuse me, Doc Scratch, not gonna do that the whole comment, no siree!

It's pretty obvious from the specials that Scratch plays a game of mental manipulation and slow, sort of camper-y. Definitely fitting given the character, I feel, though I think the Up Special seems off due to being unable to destroy the clock: It seems to me like Doc Scratch is almost impossible to kill without knocking him off the edge in one blow!

Bowser, short hopping off the edge of Final Destination, will not die for about two seconds as he falls, and Bowser has worse fall speed compared to Doc Scratch, so to go the same distance, Scratch will go a little slower. So even if it takes a full three seconds, Scratch can probably recover from most any hit, BUT the opponent can easily gimp it by camping the clock/hitting him in midair, right?

Well, the latter is gonna be hard. Scratch can use both his Down Special to stall for time(Or even use his Up Special on his Down Special platform!), and his Up Aerial that reverses gravity to the blastline...you can, for example, try and get under a stage, use it, jump into it, then use your Up Special as the reverse gravity just lets you hug the stage. You can also use your Down Special to refresh your jumps after using the Up Aerial and then jump into it. To be it simply, Scratch has a lot of options that put him well out of range of people with melee only or shorter projectiles to hit him and even has options to go too high for most people with normal projectiles to hit him.

Oh, also, he can use his forward tilt to make his teleportation time faster and it's recharge time faster, and you can use it on the Down Special platform presumably. It's all very much a mess.

The clock camping is actually pretty justified, usually you can hit Scratch pretty hard when he reappears by the clock, but the problem is there are a lot of ways to get around that for Scratch:

Since it is used in the background, it should remain in mid-air if used(If you need to be on the ground to place it, use Down Special platforms!). A lot of characters have weaker killing power aerials than, say, charged smashes, so Scratch can use this in one way.

The biggest and baddest one is to set the clock down and then enlargen the area around it. There's no listed limit to how large Scratch can make it, so Scratch can make it as damn big as he wants. So in a standard timed stock match, all Scratch has to do is get a stock lead(NOT a damage lead), put down his clock somewhere and make the stage big. A lot. Then run. Unless the opponent has a killing projectile, they will never be able to catch Scratch even if they go faster, due to the fact he can teleport and even reduce the teleport time/charge time with his forward tilt. The only problem becomes getting enough time to make it big, but with Scratch's multiple options for messing with the opponent, it's not hard. Note that he can increase the speed in which to run away from the foe via Down Tilt + Neutral Special and he has an infinite range projectile to pelt opponent's with and slow them down.

And, of course, if the opponent gets close, he either stalls for the remaining seconds to lagless teleport(Perhaps even using Forward Tilt shenanigans) or uses a lagless teleport, then runs in the opposite direction, ocassionally using Down Tilt to create tracks for either defensive sliding about/speedy sliding or to just make the opponent go around them to slow them down.

This is before he adds pits, walls and the like, too...

Also yes, I know Scratch runs at Ganondorf speed, but the sheer distance an opponent will eventully have to traverse if you keep making the stage bigger is what allows even Ganondorf run speed able to do this. Unless I am severely overestimating how much he can enlarge it in a reasonable amount of time...but it seems like just 3 or so uses of 2-4x would make it fairly big and, of course, as it gets bigger, he can lead the opponent around longer, giving him more time when he teleports to enlarge the stage, which makes the opponent take longer to get to him, which gives him more time...it's a vicious cycle.

In my opinion, this is the primary issue of the set, that a competent Doc Scratch will try to take a stock lead and then turn the game into a very unfun game of Chase the Chicken. I actually like most of the set, though: The mindgames with the startups, all the various traps and games, the way Scratch can just turn FFA into a friggin' pandemonium, there are a LOT of cool ideas here, it's just that his teleport too easily allows him to live far beyond what the rest of the set allows him too. I'm not entirely sure how to fix it, either: Perhaps make the clock breakable? A way to force Scratch around? An upper limit to how big the stage can get with his side special? Maybe make the clock unable to be placed inside a Side Special field/make a Side Special field unable to be used if it would encapture a clock?

Right, well, I suppose by now I should start talking about something that ISN'T the up special...haha.

Side Special is actually a pretty cool move, it just does not like teleport moves is all. And I think the Neutral Special is really fun, too. He has a steep learning curve, but that's generally not held against MYM sets anyway and he's not even the worst. Personally, I really like the Down Tilt, as I think it is both very fitting and has a neat effect.

One thing I DON'T like is the Down Throw: Yes, it's a clever reference and implementation of a Homestuck event, but it is not only extremely unintuitive, but as far as the rest of the set goes it does not seem to mesh very well, I think that the constant damaging helps his "One Stock and Run" philosophy too much too. To me, it seems very much just tacked on.

Also, one thing to note: I think Scratch is much more balanced for FFA. In fact, in some ways, the set plays as if it was designed for FFA, especially 4-player FFA: Scratch's recovery problems are worsened if there are multiple enemies and, most importantly, it becomes MUCH harder for Scratch to just take a stock lead and run. Not only because he has to get a lead on three people, but because if there are three people, they can team up to stop Scratch's big universe run: They simply must work together, one foe on one end, one on the other and another to camp the clock, to take him out. Lead and run doesn't work in FFA and makes Scratch much better. (For similar reasons, Scratch does worse against minion characters, although his variety of traps makes his non-lead and run game against them really fun)

I was going to give this two Hussies Hitting Doc Scratch With A Brooms out of five in the theoritical number system, but the fact his balance is more alleviated in FFA raises him to two Hussies Hitting Doc Scratch With A Broom and a Karkat Shouting Nookwhiffer out of 5(2.5/5). Note that the number rating probs doesn't means too much, but gives me excuses to say things like "Two Hussies Hitting Doc Scratch With A Broom" as a rating. I like his concept and moves better than Karkat actually, but the execution is too overpowered and, more importantly, overpowered in an unfun way, that brings it's score down tremendously.

I also give a kudos to your organizational skills and the general feel of this set, I really liked that. :) Sorry if this seemed harsh, but my mind sort of went reeling off possibilities and then, hey, there we were!

EDIT: Also just to note, this comment was made before the fact the stage alterations disappear if Scratch dies was added, though I feel multiple complains still stand even so.
EDIT: And before the clock was able to be destroyed + it takes decent time to place. Because of the fact this very effectively helps stop lead and flee Scratches, I raise his score to Three Hussies Hitting Doc Scratch With A Broom and a Karkat Shouting Nookwhiffer out of 5.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Amp
I can't call myself fan of this set at all, mostly due to the way the Amps work. Truth be told, it's really, really awkward the way you move them around, and I feel that Hugo sets tend to have more intuitive control schemes than this. And truth be told, Amp's actual gameplan doesn't really help matters either, he feels overly simplistic and linear with his playstyle... the most interesting thing he can really do is link up between Amps, and with only 3 that can link it that really doesn't seem like it provides for anything particularly exciting. The balance is better than usual for a Hugo-style set, but it still doesn't justify that it has far less depth and is ultimately more awkward to control, if you ask me.

Zasalamel

Zasalamel here is actually pretty brilliant in some ways, mostly due to his amazing Side Special. This is what I wanted Reznor's wheel to be, far more than just a camping platform but an exciting new sort of terrain and king of the hill zone, though he can use it as a camping location as well thanks to the scythe being able to detach itself. This is certainly some insanely cool stuff, and there's a lot of depth here. In particular, all the prone abuse games become much more interesting in the context of occuring on a moving object. Not to mention all the ways to vary it's momentum, the black holes and fire... it's a very, very clever set.

And I would say it transitions to 3 vs 1 very well. The additional minions and the way the spiked ball sort of zones people ultimately makes him feel very effective and fun as a 3 vs 1 boss, and I do like how the projectile works in the context of the minions and the wheel. This really does fix all my complaints with Reznor, being so much more interactive, varying from game to game... darn I should stop comparing them shouldn't I? It just feels good to see that concept used as well as it is here. My problem with the set comes from the fact that his base game without the wheel, the prone abuse, flows fine, but really is rather boring. That part doesn't seem especially fun in practice either, it is interactive, but if Zasalamel is good at predicting the foe it just seems obscenely frustrating, and I don't think basic prone abuse is all that exciting a playstyle to begin with. That said, it's not really a big deal, I just feel that Zasalamel's game loses most of it's excitement when you take out the wheel, and he's not going to have them on it all the time, really.

@Froy on Doc Scratch: I would agree that he does feel kind of OP and could use a nerf or two, so I made it so his clock was destructible. Since hey, doesn't Slick destroy it in the comic? That and I specified that he doesn't keep his stage control between stocks. I forgot to mention that.
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,268
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Yeah, Slick does whack a clock to death via crowbar, he's a lot more balanced when you can destroy his clocks(Since you can force him out of his large stage by repeatedly destroying clocks). I like him a lot better now, as my edits said, but I didn't wanna delete the comment, so I just used little edits to say that.

I should be reading Zasalamel and...gulps...Agiri next.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
MYmini Week#2

MYmini Week #2



Co-Ed-Operate

[18th Feb-24th Feb]
This week you'll be making Items. But, not just any items. These items have to be “co-operative” items, in which two players are needed to operate the item symultaneously. Exactly how you go about creating such an item is entirely up to you… make MYM proud with items requiring teamwork!
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
I was going to try and get more read first, but what the heck.

NECROMANCER
I realize this is a specific character from some specific map or whatever, but it still feels weird to me for a necromancer to have all this teleporting, time-manipulation, and so on as tools in his arsenal, and rather central ones at that. Looking past that fact, though, I liked most of what was in this set. The interactions with the zombies are well thought out and come together to serve the playstyle in striking unison for a player who knows what they’re doing. Really, outside that lingering bad taste from the magics that don’t seem to fit, I can’t find much to complain about here.

DRY BONES
Well, this is certainly interesting. A sort of homage to Iron Thorn’s old Dry Bones set, spruced up and a bit “Jun-ized,” for lack of a better term. I’m surprised at how much you maintained the feel of the original while suiting the set for MYM12. I don’t have a whole lot to say about this set, mostly because I’m just not really 100% sure what to think of it, I guess. It’s certainly given me something to ponder as I start thinking about how to remix and refurbish some of my old sets.

DOC SCRATCH
This set definitely basks in its source material and the character it’s for, and that’s something I find really entrancing about it. Admittedly, I haven’t gotten far enough in Homestuck to have seen this guy prior, but it’s pretty obvious you’re close to, if not completely, spot-on with his characterization. Right down to the organization, it feels like this set belongs to Doc Scratch. That said, I do have some quips. Foremost, I feel Scratch is too...special. Really, it’s more like he has about 18 Specials and half a dozen non-Special attacks. If there’s overpoweredness to be found here--and I’m not one to judge that, but it seems to be the word on the street--I’m certain that’s the culprit. Beyond that, the only thing that really bugged me was the crazier extra effects, like the Down Smash’s double-tap or press-the-B-button-too effects. I’m afraid no one would ever find out about those without Prima’s Official How to Play Doc Scratch in Smash Bros. guide. At the end of it all, though, I did enjoy the set--it was chock-full of interesting ideas and a clever playstyle that’s quite fun to imagine actually taking place in a match.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
I'll get to Kang/Damp/Sithgirldog later

Zasalamel is a neat and unhyped set that manages to create a set out of a character from a genre that is surprisingly difficult to make- a fighting game character. While my preference for this set over Necromancer may unabashedly stem from bias and going in without expectations, I also ponder if Zasalamel's absence from Soul Calibur V also stemmed this new set. Then again, I'd find it exceedingly difficult to come up with a set for Zasalamel, let alone any Soul Calibur character except maybe Yoshimitsu. Hell, it's simple enough to tell you had enough trouble with aerials since Soul Calibur does not like people attacking in the air, though to your credit you did what you could, even if that involves magic or cog interaction. Anyway, onto the meat of the set: cogs. Because while prone abuse is less flashy with just as much practicality, it's easy to slap that on a scythe-user and base the rest of the set there. While I admittedly laughed at the aspect of Zasalamel actually using the infamous story mode QTE as the basis of his moveset, I changed my tune from humored to interested; the variety of ways Zasalamel can interact with the cogs, either from his own scythe attacks/magic or letting Revenant do the dirty work, actually provides a surprising amount of depth to the otherwise simple plan to amass a cog network so your opponent has nowhere to run. It's creative and you manage to work with someone that didn't have all that much going for him, even if his aerials are lacking and his USmash flames seem like a last ditch effort at adding some tertiary function to his plan. The fact that it's dumped entirely in Abyss is enough of a sign that its placement was... well, questionable at best. Regardless, great job with giving a fighting game character a respectable moveset without deviating much from the source set.

Night's End Sorcerer made me perform a double take at certain points of the set, specifically when it had to do with scythe spins or slight dependency on magic. Ah, but you're likely wondering how it actually compares to Scizor. Froyo, I agree with MW that you've got plenty of potential and the jump from quality is noticeable- Night's wisps provide a basis for a playstyle that you do not hesitate to point out at almost every juncture. The fact that you depend so heavily on wisps for recovery as well as... well, you cover it best in the playstyle section... actually emulate a sense of versatility in what Night can do. Even if you do happen to advertise some move's special qualities as being not special- an oxymoron that I'm not entirely sure you need to mention if that is the case- you certainly listened to whatever advice you were given. However, I've barely glanced on Night, haven't I? Like I mentioned before, his dependency on wisps is duly noted: from recovery to his grab game, it's hard to really say anything bad about this singularly focused playstyle. Yet at the same time, I can't help but feel that there could've been more, but that's really just a personal gripe. You worked with a goddamn Yu-Gi-Oh card without even a basic description of what the character in question is, I can only imagine the difficulty in employing a basic moveset or concept for it.

Uboa Remix is a fantastic undertaking of a classic MYM11 opening set that relied heavily on- oh, wait, this isn't Uboa...? I see. What about all the flashing? That's... normal? I can't tell to be honest, since Homestuck isn't really familiar to me. That and reusing the whole "Scratch flashes, and something happens" description gets a little boring. Granted, the possibilities behind what Scratch MIGHT be doing emulates some tension, regardless of how forced it may be. Don't get me wrong, you've got some great concepts down in enlarging parts of the stage, as well as adding a projectile that increases its damage/speed the longer it's out (MOMENTUUUUUUUM). Icing on the cake, so to speak. But then I get to stuff like the broom and wonder where FA went and why Dave took some time out of his day to write it. Like I said, I'm not big on Homestuck, but there was just a huge "WHAT" out of me when Scratch went from creating spacial holes or errors to... making the floor slippery. With a broom. Not to mention the UThrow seems kind of useless when Scratch flashes for every other damn move and the DThrow makes things even sillier. Not tacky, that's not the right word to use in this case, and nothing specific really comes to my sleep-deprived mind. But goodness gracious, you basically teleport your foes into a special zone accessible ONLY to Scratch. I'll admit I was rather tired at this point in the comment but Jesus, my suspension of belief and definition of balanced can only go so far, regardless of not knowing the extent of Scratch's powers. I guess in a nutshell, Scratch has some really great concepts down on paper along with some stuff that really fits his playstyle, but it's muddled with tack that weigh said ideas down. Then again and like I said, perhaps tack isn't the best term to use for describing the disconnect between intuitively affecting the stage under your opponent's nose and cleaning the stage to make it more slippery.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
This is the night...



TONY AND JOE

Tony and Joe are characters from the classic Disney movie, Lady and the Tramp. Tony owns an italian restaurant of which the protagonist, Tramp, referred to as "Butch" by Tony, stops by to get food from at various points in his life. Later on in the film, Tramp comes to the restaurant with Lady. Skipping out on the usual bones for such a romantic occasion, Tony orders his most loyal employee, Joe, to make (with some argument) a lovely plate of spaghetti for the two starbound lovers. With the two lovers about to enjoy their meal, Tony and Joe step out of the restaurant, playing the accordion and ukulele respectively. Tony begins singing this wonderful song, thus entering the leagues of Disney legends.

Of course, they appear as an Assist Trophy in the Brawl, despite Dave thinking they deserve full sets, being the low potential char lover that he is. They are pretty hard to find in 1v1, though become far more likely to appear in 2v2 and FFA. As soon as they spawn, Joe begins cooking up a plate in spaghetti in the background, taking about 3 seconds to do so. Tony brings out a lovely little table that Joe sets down the spaghetti on, before Tony makes a "come on in" motion to those around him.

Should two players come in contact with the table, they will be treated to the spaghetti item as Tony and Joe start playing the song linked in the first paragraph, standing alongside the players. The two players begin eating the spaghetti together, each player gradually healing about 2% per second, with the maximum time that they can stay there being 1 minute, meaning this can reap some benefits. If one of the players presses any input, they will leave the table with lag of 3 seconds while the other continues eating.

Should players attempt to exit in the same timeframe (like within 3 seconds of each other), they will enter an animation where they end up eating the same strand of spaghetti, kissing as a result. They end up taking damage equal to the health they healed (though if it's a couple that would make sense, e.g. Mario and Peach, Link and Zelda, Bobby Dave Killer Arrow and any Madoka char, M. Trinity and anyone, they will heal 10% instead.) If one of the chars has a kissing based attack, they will use it at the end of the attack, meaning chars like Pennywise and Kraehe are especially dangerous in this. Players will have to co-operate to make sure that they don't press it at the same timeframe, otherwise they will lose their healing.

Still, for all the damage healed, they sure are open for a long timeframe. Any attack will knock them away from the table, too! Obviously, Tony and Joe don't want these newfound lovebirds to have their relationship messed up so quickly. The two stand alongside the players, as mentioned. If anyone steps too close to Joe, he will swing his Ukelele at them, dealing damage and knockback equivalent to a homerun bat, but with the lag of Ganon's jab! Likewise, if anyone steps by Tony while he plays his accordion, they will be contained by the accordian and be hit with multiple hits of 3% before being launched away with incredible knockback. Aerial attacks are the primary way you'll want to hit the two lovebirds. Tony and Joe disappear after both lovebirds leave the table, a minute passes after the lovebirds eat (in which case, all the spaghetti is gone), or no one volunteers to go by their table after 7 seconds.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
mini


Strife Ball

This orb, no larger than a Smash Ball, hovers in place, floating where it spawns with no care for the battle in progress. Touching the orb directly flinches the player, and deals 2% damage.
Players can attack the ball, in order to shunt it around, reposition it, or perhaps even knock it into another player. This appears to be a poor man's soccer ball at first glance, dealing 5% fire damage when knocked into a foe (regardless of how strongly you hit the orb, it moves a fixed distance). The fact it hovers instead of following gravity means it can be used as a decent spacing technique.

However, its true power does not show unless two players attack the orb either symultaneously, or one right after the other. With two players striking the orb, the ball shatters, releasing a wave of light that envelopes the nearby area. Three stagebuilder units worth of stage are trapped inside an impenetrable auric sphere. Any players who were nearby are now stuck there, together, for the next five seconds. They can't get out, others can't get in. The edges of the sphere, are for all intents and purposes, solid.

In short, it's like the two players who hit the orb are pitted against one another in a cage match!
If you're feeling sneaky, try triggering the orb with a projectile, rather than striking it directly, in order to trap only one player inside the sphere.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Hellmaster Fibrizo



Hellmaster Fibrizo is the main antagonist of Slayers (NEXT). He is a ma-o, a top-ranking mazoku (a demonic spiritual being that commonly takes human form on the mortal plane) that serves as one of five generals working for the series' stock demon overlord, Ruby Eye Shabranigdu. Mazoku are chaotic evil creatures that derive joy from negative human emotions and hold a common belief that the world needs to return to chaos, which is the one thing Fibrizo is completely obsessed with.

Fibrizo does not generally make himself known to others, he preferring to take the form of a human child to fool those around him. On the other hand, he is in fact one of the most powerful beings in the series; as his name suggests, he not only possesses control over the dead to the point where he can "resurrect" them and even an entire city for his own control, but can also kill a person just by shattering a small yellow marble that represents their life. Calculating and sadistic, Fibrizo made his intentions clear to the main character when he kidnapped one of her main allies and "killed" all her friends just so he could get her to cast an over-the-top spell that could summon into the world what is essentially "God", who would in turn return the world to chaos.​


The "Hellmaster"

As soon as you begin a match against Fibrizo, you'll be treated to a brief cinematic that is very similar to the one you witness before facing Master Hand in Classic Mode. It starts off with an individual close-up of the other fighters as they're suddenly teleported to their respective spawning positions; their reactions range from confused, scared or uncaring, all depending on the character at hand. Afterwards, the camera quickly moves towards the Hellmaster himself, who has made himself comfortable on a bed of crystals which he sits on in a rather imposing manner much like how he's introduced in the picture. And with a malicious "Welcome!", he floats into his idle stance as the crystals beneath him shatter into nothingness. Prepare yourself...

If you were planning on fighting the Hellmaster alone, you'll most likely be killed in an instant. To take on a Mazoku of such power, you'll need to do so in a 3v1 match, where the fight can actually be considered fair in the first place...or have you been fooled by what appeared to be the form of a child? True, Fibrizo's movement and and weight are underwhelming, they being in the realms of below-average; under normal circumstances this WOULD make the Hellmaster an easy picking...did he not only have an amazing Aerial Speed but a float that lasts for 5X longer than Peach's that lets him fly in any direction thanks to his nature as a demonic Mazoku. Speaking of which, the Hellmaster shares the usual traits of his kind in his enjoyment of human suffering to the point that he heals half the damage he dishes out! This makes it incredibly difficult to keep him at a consistent level of damage, and the player using him will very much feel encouraged to toy with their foe over outright destroying them.​


Specials

O Neutral Special - Hell Master O



Fibrizo holds his hand up as he reveals several yellow orbs in his hand; one for each foe he's facing. The Hellmaster keeps this position until you either shield or roll to cancel it or tap B again, which will have him slowly move his hand towards one of the orbs and shatter....along with the nearest foe's life. Unless the designated foe dodged or shielded at that time, they'll wince in pain for a short moment as a sharp cracking sound indicates a rather large dent on their HUD. This simple act of Fibrizo's is very much supposed to kill them instantly, but with sheer willpower the foe is able to hold on for up to 15 seconds before falling, which is reduced by 1 second for every 10% they have; as their time nears, the cracks in their HUD deepen for visual indication. And once the victim's time is up, their HUD finally shatters and they drop dead where they stand. Oddly enough however, their corpse actually stays around in the same manner as that of a Stamina Match, only no there is no breathing or motion of any sort coming from it; the victim hasn't actually been KO'ed yet. The Hellmaster has chosen to keep their corpse bound to the world for his own sinister purposes...on the other hand however, said corpses can be brought back to life at 0% if the Hellmaster himself is KO'ed, which is by no means an easy task to pull off in the first place. Note that the only time this move will ever KO is when every foe has lost their life to it, which is a goal that the Hellmaster will want to accomplish against his foes. Otherwise, they will lose far more than a stock as their corpse now belongs to Fibrizo to use...for this reason, foes can actually knock their allies' corpse offstage regardless of whether Friendly Fire is on or not, though if they do this they won't be able to revive their ally later on.​


O Side Special - Raugnut Rusyavuna O

With an evil grin on his face, the Hellmaster points forward as dark energy flickers from his fingertip and travels forward as a think black beam at Sonic's dashing speed, slightly homing in one any foe to whom the energy would travel over...

Once a victim is struck head on, they'll find that much to their horror, they've been transformed into pulsating a ball of their own flesh that's about 1.55X their normal size in spherical form. Said victim's time will be a painful one, as snakes will form from their skin and bite at it, only for the created wounds as well as any others inflicted on them to instantly regenerate (in other words, they cannot be damaged). The true pain of this move however comes not from the gruesome visual, but from the fact that the victim will be unable to move and will act as a solid that hinders the progress of their allies; they'll continue to stay as a ball of flesh for either 20 seconds or until the Hellmaster is dealt 35% or KO'ed. That's not all either; the flesh snakes can lash out at the victim's allies, which they will do if one is touching the ball for at least 1.2 seconds, which'll have the snake bite on for 10% and conveniently keep the victim in place for a standard hold that lets the Hellmaster do whatever he wants with them. While this is generally an Easter Egg if anything, it does discourage foes from using their fallen ally as a platform and if they're not conscious about it at the time the snakes may even lash out when they least expect it. Note that corpses can be turned into flesh balls, and will stay in said state forever (which is good for keeping them in place) unless the Hellmaster is killed or reuses the attack on them, though that's just one of the things the Hellmaster can do with corpses of the dead...

The Hellmaster can and will in fact use his Neutral Special on transmogrified foes, which means that in order for said victim to avoid their fate one of their allies must get in front of them and stay closer to the Hellmaster, which can make for a fun little game of leap frog.​


O Up Special - Astral Shift O

Hellmaster instantaneously blinks out from existence and re-appears as far as Mewtwo would go for his Teleport. But of course, Fibrizo doesn't enter helpless from this recovery and can in fact use it up to FIVE times while in mid-air, which allows him to stall for quite a bit when used in tandem with his float. Hellmaster will not only go through solids when teleporting but he can also stall his re-materialization if you hold down the B button, though every 2 seconds you do this sees the position where the Hellmaster would re-appear "blink", which indicates that he's just lost one of his teleports; as such you can only stall for a total of 8 seconds at most. The various options Hellmaster has in the air and the overall swiftness of the recovery makes it rather difficult for foes to accurately predict where he'll re-appear, which is sure great for causing some chaos through an action that's meant to be a mere recovery. Oh, and if you wanted to you could in fact use your float to stall underneath a stage like Final Destination whilst spamming your Neutral Special before using your teleportation to re-appear on the stage, as Fibrizo will travel through any solids with this recovery even if said obstacle was wider than the amount of distance that a single teleportation could cover, whereupon in said situation he'll simply end up appearing on the ground.​


O Down Special - Dimensional Flux O

Made-up name for one of the Hellmaster's abilities to prevent people from accessing the area he resides in in the series. Here, Fibrizo snaps his fingers, which causes the entire screen to flash a brief white as the screen distorts a little for a moment. Once all that's out of the way, the players will find a thick, dark purple aura emanating from the stage's boundaries, the effect of which will make itself apparent when a player would be KO'ed....but instead, they'll simply re-appear on the exact opposite end of the boundary, essentially re-appearing on the top of the screen if they'd be KO'ed from below and what not; note that if a player would be Sky-KO'ed on a walk-off stage they'll re-appear on the stage below in their downed state. The Hellmaster can keep this effect going for as long as he likes and cancel it with another use of the move, though he is exempt from its protection for the sake of balance and can only use it while he's on ground; while it may seem that you're helping your foes more than anything, it will be impossible for them to knock their allies' corpses offstage or commit suicide to prevent their corpses from being used by the Hellmaster, and you can actually pull off some pretty cool tricks with the effect, such as making projectiles with no set travelling limit loop back and forth until they hit something, such as Fibrizo's Side Special.​


Standards


O Standard - Effortless O

This is a mere flicker of the finger with a hint of darkness at the end for increased range, which inflicts a mere 1% with surprisingly good hitstun. If it connects however, Hellmaster's Neutral Special will target only that struck victim until he uses this move again. This move is insanely quick, enough so that Hellmaster can easily use another move on the foe while they're taking that stun or simply get away from them when the other foes try to chase him down. If you want to cancel the Neutral Special designation of the effect you can do so by double-tapping the Neutral Special upon its initiation.​


O Dash Attack - Sinful Step O

Hellmaster's dash is but a mere, casual float forward, since he possesses no real need or bother to use the legs of his human form. This Dash Attack consists of Fibrizo following up said position by having him fade out of existence for 1.5 seconds before re-appearing at the end of the platform facing the other way. At this time the Hellmaster leaves his hellish presence behind him, which causes the area he "traversed" to turn a black fog devoid of life which inflicts multiple hits of 1% and mass flinching for the entire duration that the Hellmaster is absent; at most foes will only take 18% and be stuck in place by the flinching if they fail to dodge the attack, though it'll be a fair waste of time on their behalf and they'll very much be forced to either shield or jump into the air to prevent themselves falling victim to the black fog, which in itself is massively disorientating. This move allows the Hellmaster to traverse the stage's traps and obstacles (such as his transmogrified ball foes), and the player is allowed to use a single ground input to have the Hellmaster instantaneously use it the moment he re-appears. The only real weakness of this attack however is that foes can very easily predict where the Hellmaster will re-appear and can attack him with a well-timed aerial move, though you might even want this to happen in order to distract your foes from your other obstacles, namely your shadow tentacle...​


O F-tilt - The Untouchable O

Fibrizo simply flicks ahead of him to inflict 5% with horizontal knockback that KOs at 200%, with a suspicious yet cosmetic "barrier" of sorts appearing in front of the Hellmaster upon successfully damaging a foe. This seems like a fast yet ordinary attack at first glance, except Fibrizo has actually placed a "boundary" of sorts directly in front of him; if they and only they try to advance past the boundary they'll end up being pushed back for 1% and set hitstun until they're back at the edge of the boundary. To some thankful degree said victim's summons, traps and projectiles are still capable of travelling past the invisible boundary, though the actual victim will find the same possibility impossible to the point where they'll have no way of being able to damage the Hellmaster without any ranged moves and can in fact be gimped if struck near the edge to the point where they'll only be able to grab the ledge in front of them. Said boundary actually lasts forever too unless Fibrizo either uses this attack successfully again to reset its position or takes 25%/is KO'ed in order to free the victim.

Some notes about this move; if the foe would somehow end up getting past the boundary by exploiting the Down Special via warping to the other side of the screen or simply being teleported there, they'll end up being pushed right back to the edge of the boundary at impossible speeds where their body is in fact a damaging hitbox that inflicts 18% to their allies and can KO them at around 150%. Also, if Fibrizo would re-position himself so that he'd be on the other side of his set-up boundary and available for his victim to access the boundary will in fact "flip-over" and that area inaccessible for the victim from that side, which can be quite disorientating for them if Fibrizo used his teleportation or warped across the screen via his Down Special to disorientate the victim's new comfortable positioning that may have come with their inability to access Fibrizo. Note that the only time a victim won't be pushed back by the boundary via entering it from another side is when they've somehow been grabbed and held, most likely by Fibrizo himself (Grab Game?).

Finally, this move can in fact be used on corpses despite the fact that they'd obviously be too low for Fibrizo's flicking to touch, but none the less doing this will cast the same boundary over them that allows you to keep them confined to some degree but more humorously use the knockback of the flick in conjunction with the active Down Special to massively violate their bodies and turn them into projectiles that can damage their allies...goes to show that Fibrizo truly has no respect for the dead.​


O U-tilt - Reaching Hell O

Fibrizo holds out a transmogrified, monstrous black hand directly above him that’s 3/4s the size of Master Hand and acts as a solid platform to anyone directly above it. The hand can be kept out for as long as A is held, to which afterwards Fibrizo will violently cuff it into a mighty fist that crushes anything inside it, namely foes; unlucky victims are held inside the hand for a pseudo-grab that has 2.5X the escape difficulty to it, with you being able to tap right or left to make Fibrizo slam his gigantic hand into the ground that inflicts a rather dangerous 27% to the victim and knocks them down about a Platform’s distance in front of Fibrizo, or alternatively throws them towards the abyss without damage but with dangerous knockback that can KO the victim at 60% if used next to a ledge; nearby foes aren’t safe from the hammering hand either, as they’ll take damage equivalent to an uncharged Dedede F-Smash if struck. Tapping downwards will cause Fibrizo to extend his hand upwards at Ganon’s dashing speed via producing an add-on arm to go with the visage of his hand, which will not only wall off enemies but also extend the range of the hammering, though only the hand itself will cause damage; at higher damages you could in fact use this to send enemies offstage to KO them, or even hammer them towards them other side of the screen via the Down Special. If you don’t want to slam your opponent but rather cancel the attack to escape from pursuers however, you only need to tap up on the control stick to have Fibrizo teleport into the air above him as if he’d used his first jump.

Along with being able to slam his foes, Fibrizo can pseudo-pummel them via tapping A in order to squeeze them, which disturbingly enough, actually causes a kind-of black ooze to drivel down the Hellmaster’s gigantic hand as his victim takes 4% at the same rate of a regular pummel; the more you do this the more of this ooze you’ll see come down from Fibrizo’s hand, with only mere speculation to understand just exactly what it is. In any case however, once the throw ends this ooze will in fact pour down from wherever the Hellmaster’s hand was and create a small black puddle as lengthy as 0.1 SBBs for every initiated squeezing; this mysterious ooze is in fact a manifestation of the victim’s life-force of sorts, and any character other than said victim who happens to be standing on it will end up taking any and all damage/negative effects that the victim receives, even if they tried to shield or spotdodge! Fortunately for Fibrizo’s foes however, the ooze only lasts for 3 seconds before returning back into the victim’s body as a gentle black haze, though in the meantime either the other foes had better stay the hell away from the ooze or the victim should try to completely avoid being damaged or afflicted by the Hellmaster in order to keep their allies safe…which they won’t be able to do if they were grabbed by the hand as a corpse; granted, Fibrizo doesn’t quite have access to that right away considering the move hits upwards, though he could very easily use a move such as his D-tilt to push the corpse upwards and catch it when it falls before his foes can stop him. Not actually the easiest thing in the world to accomplish considering you’ll have at least one foe trying to stop you in doing that, though if you do end up succeeding with the use of various moves your enemies will be in big trouble when you’re able to effortlessly destroy them with your powerful attacks. Oh, and if you managed to use the F-tilt on your corpse and your other two foes were standing on your ooze at the time they’ll all be affected by the same boundary the corpse will have been! This is but one way Fibrizo can win his matches, and quite a scary one to boot.


O D-tilt - Dark Burst O

The Hellmaster's crouch is that of him squatting whilst his hands are childishly wrapped around his legs, a position all the too casual for one such as him. Here he snaps his fingers to conjure up an eruption of dark energy in front of him. This launches victims into the air for a strong 21% that'll kill them at 75%; Hellmaster's actual crouching has a bit of lag to it, but the attack in itself is rather quick and covers space slightly bigger than that of PK Fire in front of Fibrizo; it can very much be predicted by foes for fairness on their part if you'd actually want to use it to kill them.

If Fibrizo uses this in front of a corpse however, he'll end up bringing it "back to life"....which isn't a good thing at all for the character in question, as they're now forced under servitude to the Hellmaster; while said character becomes immune to all of Fibrizo's non-damaging moves (the Neutral Special will obviously not target them), any traps and summons they try to lay down will be treated as the Hellmaster's and attempt to damage their allies, and any healing or buff moves they try to use on said characters will turn into negatives! Worst of all, if said character tries to damage Fibrizo they'll end up healing him with their move, and they won't be able to commit suicide due to Fibrizo's Down Special; the only thing they WILL be able to do is really is stay away from the fight until by some miracle their allies manage to take down Fibrizo and return them back to normal...that or they end up dying for real along with their allies. While a corpse is usually best kept still, allowing it to roam around with intelligence prevents Fibrizo from having to move it around by himself, and getting it actively involved in the fate of its allies can be QUITE fun; remember that the dead ally's attacks are capable of hitting its other allies, even if Friendly Fire isn't on!​


Smashes


Can be used in the air.


O F-Smash - Chaotic Crystals O

Fibrizo raises a hand forward, which causes Platform-wide set of azure crystals to slowly form directly beneath either the middle or furtherest foe in a time-frame of 0.9 seconds before rising upwards as slowly as Ganon's run or as quickly as Mario's dash depending on the charge; this can and will occur even if the intended foe is offstage. The targeted foe and their allies are capable of destroying the rising crystals, though they must destroy every last bit before the crystals begin to regenerate after 0.3 seconds or until they've managed to overlap the body of their intended foe and hence will stop rising. The overlapping is completely impossible to shield or spotdodge and should it occur the victim will be trapped inside forever; while they'll be completely unaffected by attacks or damage inside this crystal said structure acts as a wall to the other allies that'll block them off from each other due to it being formed beneath the middle foe. Even worse however, trying to break off the crystal's 16HP per SBB length to destroy it will cause the victim's body to be destroyed and instantly make them lose a stock, with they not respawning until the other allies die; luckily for foes however Fibrizo won't be able to destroy his own crystal, so his foes will always be the ones to do in their own ally. The foe can either be freed by inflicting 50% onto Fibrizo or KOing him, or if said demon attempts to re-initiate this attack, though if the allies fail to do this before they die or this attack is used on a lone enemy they'll lose a stock! Note that even if you miss with the crystal it'll still remain as a wall to disorientate enemies with, though they'll be able to destroy it without consequence and will need to seeing as how it'll end up reaching the top of the screen as such.​


O U-Smash - Controller of Life O

Fibrizo merely points towards the ground before him, or the one closest to him if he's in the air, and after releasing the Smash 1.5 Platforms worth of that ground all the way down to the very bottom will shatter in a brilliant display of destruction! This vile act naturally rids foes of their precious ground for either recovery or pursuing purposes in the case of Fibrizo camping up in the sky, and lets said demon lord send those trees-who-won't-budge or flesh balls from his Side Special or foes trapped inside a crystal all the way down to their doom for a cheap KO method...

Unless you have your Down Special active, that is. This'll actually cause the stage chunks or a flesh ball foe to continually loop back and forth as falling debris that inflicts random hits of 2-9% with slight hitstun in a similar case to the falling rocks from Onix's SSB move, except here they all fall together in large groups in which a player can be hit multiple times, with there only being the slightest gap in which a player can jump from one side of the stage to the other...but then again they can destroy the debris with a decently powerful camping move or something similar, with they providing for a nice distraction for Fibrizo's Neutral Special if foes want to try and get across to the other side say if you used this at the very edge of the stage. Oddly enough however, any F-Smash crystals that would otherwise fall and loop back and forth with the Down Special active will remain in-tact and continue to wall off enemies, where oddly enough debris and flesh ball foes will slide off the crystal on a random side in order to cause further annoyances.

How long you charge this move for depends on how quickly the stage will be destroyed; no charge will merely see it slowly crumble apart for 5 seconds before it finally breaks, while fully charging the move will instantly make it shatter. So basically no matter what you do foes will always be given a heads up on when the stage will be destroyed, which gives them enough time to determine where they'll want to go when it does get destroyed. Using this attack again will have the Hellmaster instantaneously restore the stage portion he destroyed (along with any remaining falling debris) so he can use the ground for himself or simply destroy another part of the stage.​


O D-Smash - Subspace Shuffle O

With a laid-back evil smirk, the Hellmaster snaps his fingers, and an instant all his foes have their positions switched with each other via teleportation. This can actually be dodged but all foes are required to do so in order to avoid their fate, with that being as difficult as trying to spotdodge something like Link's Final Smash, especially since Fibrizo can continuously charge this move in order to keep his foes in suspense despite the fact that doing so gives the move no extra effects. Note that flesh ball and crystalized foes are thankfully not targeted by the teleportation but corpses are, so if there's at least one onstage it'll be completely impossible for the foes to avoid this move. In any case, how obvious the foes' new positions are will depend on whether 2 or 3 of are being teleported, but that doesn't change the fact that you'll inevitably be messing around with their spacing and organized positions with this one move; you can massively take advantage of said factor of this move in order to confuse or completely cripple your foes with your Neutral Special or even your other moves that have yet to be mentioned...​



Aerials



O N-air - Hellfire O

The Hellmaster holds out both hands in an embracing manner before he is engulfed in messy blue flames that scatter outwards the distance of a max Smart Bomb blast. The fires of hell endlessly scorch their victims for 1.5% every 0.1 seconds (no stun however), which can accumulate for some fairly nasty damage if not stopped. While the Hellmaster cannot attack while the flames are out, he does not suffer much lag when using this attack, and can generally use it as a kind of troll to nearby enemies. That said, one of his favorite uses of this move is to play the hostage game by grabbing hold of a victim and continually scorching their damage percentage whilst out of his foes' reach...not enough incentive for foes to rescue their ally? Do remember that the Hellmaster will be able to heal himself with the damage he inflicts on his foe!​


O F-air - Hellish Flames O

All Fibrizo has to do is point forward, and the nearest foe in front of him who fails to shield or dodge the somewhat predictable start-up will be engulfed in dark-purple flames that surround their body and spread out a slight distance from their body. Along with inflicting a token 1% per second to the victim and any of their allies near their lingering blaze, the fires also punish Shielding or Dodging attempts with a scorching 5% accompanied with some hitstun...in other words, those actions become completely impossible for the victim to perform until they put out the fires with an anti-stat effect or deal 20% to or KO Fibrizo. Since the victim obviously won't be able to shield, they'll be forced to get behind their allies so they don't die from Fibrizo's Neutral Special, which is quite disruptive on his behalf and generally forces foes to shuffle themselves around and overall requires them to change their strategy from there on; before you think you'll be able to burn the next enemy in line however, only one can be burned at a time and will simply cause the oldest one to be free from the pain; trying to burn an enemy who's already suffered from such will simply cause them to be free as well.

Fun fact: Fibrizo can burn flesh ball foes and use their bodies as burning obstacles that instantly punish the allies who get near it, though the snakes that can come out from there do already give them some incentive to stay away from their transformed allies. You can also burn corpses, which will cause any living ally who touches the body to have the flames passed onto them! On more thing however; if Fibrizo has his Down Special active and uses this move whilst facing away from his enemies the move will in fact loop and end up being able to catch a victim from behind! This is actually incredibly nasty, and can easily catch a foe off-guard just because they're at the end of the stage where it'd seem that they wouldn't be able to damage Fibrizo.​


O B-air - Doomed Domain O

Fibrizo merely turns the upper-half of his body around and snaps his fingers, which suddenly causes the entire area behind him to vanish! The area isn't actually lost however, but rather the camera is actually NOT focusing on it at all; you know about the magnifying glass effect that occurs in Brawl when you're very very close to the stage's blast zone and end up taking 1% a second that caps out at 150%? That happens here, but in a more EXTREME manner; see, now it'll be completely impossible for foes to tell just where the hell they are since they'll only have crappy little bubbles for visual indication, which obviously messes up their spacing for the Hellmaster's Neutral Special and what not. Of course, this is obviously fairly broken to some degree due to Fibrizo simply being able to "use" his Side Special to turn around during his float at the edge of the stage and use this move to cover what could be considered the entire stage; worse off, this obscuring effect can last forever and allows Fibrizo to attack normally with his Neutral Special, though if a foe manages to get away from the magnifying area and get to wherever Fibrizo is or have him turn around through means such as attacking him the stage will return back to normal and Fibrizo won't be able to use this for a few seconds. Numerous foes will have to do quite a lot to cancel out this effect however, though likewise Fibrizo won't be able to stay in the air forever and he'll only really be able to spam a limited amount of moves from there anyway what with moves such as his Side Special and F-Smash causing him to turn around. Using the B-air will turn him around too, but it'll immediately cancel the effect it has going.

All of the above actually assumes there was a foe in the space Fibrizo was going to banish however; using this move otherwise really will cause the entire area behind the Hellmaster to vanish off the face of the earth! And while this move does leave Fibrizo massively open for a moment due to the fact that the area behind him will in fact be a blast zone his enemies will easily be able to knock him into, banishing more of the stage obviously leaves far less for the foe to traverse to the point where you could in fact destroy what little area they have left with your U-Smash providing they don't kill you before then in order to instantly KO them, along with a crapton of other options. Not to mention Fibrizo actually has complete control over the banished area; re-using this input will in fact cause Fibrizo to deposit the area of the stage he banished directly behind him! This effect will occur at the same time if there were foes behind Fibrizo at the same time to the point where you could massively screw them over by taking the area you banished and depositing it between you and then so they're forced to walk over a completely unfamiliar terrain to reach you...heck, why not take the entire offstage area of Final Destination and place it in front of your foes so they're forced to jump over it to reach you! There are countless possibilities with this move, and best of all the stage won't return to normal until foes actually manage to KO you; if you want to change the stage back to normal however all you have to do is perform this attack with a Smash input, and that's all.​


O U-air - Black Sky O

Something I haven't elaborated on is that while you have your Down Special active, foes will be able to jump off the stage and re-warp to the top of the stage in order to land a blow on you...but you won't tolerate such abuse of your own Special, now will you!? The Hellmaster gives off an impressed look as he points directly above him, which causes a stage-wide wave of dark mist to appear directly above him and attempt to travel upwards at Ganon's running speed, it being as tall as a Platform; said mist also acts like one as it moves to the top of the screen. You may think that you'll obviously never be able to Star KO anyone with this due to no foe being dumb enough to NOT simply drop through it without the Down Special active, though doing so will cause said victim to bear the suffering of having their body completely fogged and obscured, as if their existence has been entirely erased from the world! Said fog has the mysterious effect of halving its victim's vertical-movement speed and completely obscures any sounds they would make and their damage percentage, it being as 1.5X as large as they are...this may not sound so harmful and can possibly even be used to the victim's advantage, but do note that this very fog makes it almost impossible for them to tell whether their attack/animation has taken effect or has finished or not, and can even throw off their timing in dodging Fibrizo's Neutral Special and Grab! Scary indeed; even scarier is that foes who have been hit by the former move won't even know that they've been hit until they do drop dead! Speaking of which, the fog will only lift upon the victim dying or Fibrizo taking 55% or being KO'ed, so it'll stick with them for quite a long time if all they do is hesitate; if at least one foe has already been fogged, using this move will simply have them be de-fogged and/or have any fog that's currently traversing the stage vanish in an instant as Fibrizo attempts the exact same animation he uses to cast the fog in the first place - unveiling your foes could end up causing them mass panic if you use this right! Either that or you simply want to know what they're doing in the first place...

While Fibrizo could simply go to the bottom of the stage and cast this move from there to afflict all his foes with the fog before it erodes from reaching the very top of the screen, do note that if he has his Down Special active the fog will in fact end up continuously looping over and over, though to be fair it won't be able to carry flesh-balled foes with it. Do note that Fibrizo's fog can carry corpses with it, though it won't fog them or Star KO them if the Down Special is active. Perhaps one of your funnest interactions with this move is Fibrizo's D-Smash, which can and will indeed mass panic to his foes if they've all been fogged to the point where none of them will have any idea where they are! This only gets all the more exciting if you have a foe held in your tentacle and proceed to use your Neutral Special on them, which will cause all Fibrizo's foes to be forced to spotdodge at the same time since they won't know where they are! Quite fun indeed, and very easy to pull off as well.​


O D-air - Dark Arrival O

Dark flames flicker around the Hellmaster's body for a brief moment before very quickly extending towards his entire body and inflicting burning damage to any nearby foes that induces 17% with knockback that can KO at 135%. These flames only last for a mere moment however as they quickly extinguish themselves to reveal that the Hellmaster has vanished from his previous position and re-appeared at the ground nearest or beneath/above him in a brief set of flames that induce similar damage to the ones before before slowly shrinking away. In any case, this is both a convenient teleportation and an infinite recovery that helps Fibrizo control his landing after his float has expired, albeit one with a bit of lag on both ends that leaves Fibrizo open to punishment, but only for a very small moment.

This move in fact has another use in that the moment the attack is initiated, dark ripples will appear at Fibrizo's designated re-materialization point; should a foe be occupying this area at the very moment Fibrzo does teleport they'll end up very quickly being covered in the same dark flames as Fibrizo before being forced to re-appear at the same location in the air said demon lord used this attack from, with the victim being covered in those same dark flames upon their re-appearance; these fires aren't obviously just for show either, as the victim will not only have whatever action they were performing canceled out but they'll also risk indirectly damaging their allies with the flames surrounding them if there were any close to them in the first place. While most foes won't allow the Hellmaster to teleport them with this move, corpses won't be able to do a thing about their fate as they can end up being positioned in such a manner that allows Fibrizo to get a cheap gimp out of his remaining foe with a use of the D-Smash, though the foe will have a good enough amount of time to use the duration and ending lag of the move to attack Fibrizo out of it in most circumstances.​


Grab

Regardless of whether he's on the ground or in the air, a portal will ripple besides Fibrizo for 0.8 seconds before sending out a black tentacle in whatever direction you chose that moves at Sonic's dashing speed; if not dodged or out-prioritized via tentacle priority it will end up grabbing the victim and dragging them back towards the Hellmaster where they'll remain in front of him until they escape with 5X grab difficulty; providing Z isn't being held afterwards, Fibrizo is free attack and to move around while his captive is forced to follow him wherever he goes and suffer from his attacks, though they're still able to perform their spotdodge in the event of a Neutral Special or what not. The Hellmaster can even grab corpses with his shadow tentacle to keep them in his grasp for an unlimited time, to which he could go as far as to use his D-Smash from there to instantly grab hold of

There's naturally a lot more you can do with this move, however. Holding down Z whilst holding a foe will allow Fibrizo to "access" his actual grab game; tapping and holding the control stick in any direction allows Fibrizo to drag his victim in any direction at Ganon's running speed via extending the tentacle as far as he likes, which will cause it to act as a wall to the other enemies that they can destroy by hitting it for a total of 55% in exchange for supreme gimping capabilities outside the Down Special usage, while smashing the control stick in the direction Fibrizo has his foe held will cause him to carelessly toss his foe away for 12% with slight set knockback in whatever direction; smashing the control stick in a different direction to where Fibrizo is holding his foe however will in fact cause him to summon another tentacle which can grab a second foe. Fibrizo will only be able to drag each foe back and forth in whatever of the 8 directions he's got them facing however, but by smashing the control stick in a direction with space between the two victims Fibrizo will force both tentacles and subsequently his foes to smash into each other for 18% with knockback that can KO both at around 158%. Note that Fibrizo can only grab two foes at once, though if one escapes before the other he'll be able to re-grab another victim; it is generally a good idea to have the 3rd character occupied so they can't fight against Fibrizo while he's got their allies in his grasp, though if they try to attack him Fibrizo can in fact use his captives as hostages that will take the full damage of whatever attack that would otherwise hit him.

In addition, tapping A whilst holding Z will have the Hellmaster perform a "Pummel" of sorts that causes the victim(s) to be burned with a blue fire that inflicts 4% on them and forces them to dodge the next attack the Hellmaster would hit them with, even if doing so would interrupt their attack; this may seem convenient to the foe, but it in fact acts as a mindgame for Fibrizo to use in conjunction with his D-Smash if he has his foes fogged with the U-air, a combination that makes it impossible for foes to know that they've been hit and won't have been teleported in the first place! This is also the reason why the Hellmaster can extend the tentacle that holds his victims in the first place, as furthering the space between them will allow Fibrizo to designate a certain character for his Neutral Special, but with mindgames it'll be impossible for his enemies to tell where they are and therefore whether they WILL get hit, so they'll have no choice but to spotdodge anyway!

[COLLAPSE="Special - Corpse Related"]Oh, and one final thing: holding B whilst holding a corpse, and only while holding a corpse will cause a dark portal to slowly open up in the background next to the victim that sees them be carelessly tossed into it once the portal has fully formed after 3 seconds. No, this isn't JUST an alternate way to get rid of corpses when you have your Down Special active but rather something far, far worse...you see, at the very moment Fibrizo catches a corpse with this move he'll instantly teleport offscreen in order to make some "adjustments" to his victim, all the whilst giving his opponents 10 seconds of suspenseful yet conventional time for themselves that they'll definitely need to prepare themselves. Afterwards, very same dark portal will open to reveal a figure dressed in dark, intimidating amour, who is in fact the very victim who was dragged off by Fibrizo in the first place! The aforementioned demon lord is now camping offscreen either attending to other matters or taunting his weak mortal foes from afar, while his new involuntary ally is forced to fight for him as a rather competent Lv9 CPU who fails to cry out any sounds that resemble their former selves.

Hellmaster Fibrizo is in fact able to tamper with his victim via inputting certain moves while they do the fighting for him. Tapping B will have the victim fall over and die as Fibrizo laughs evily and floats down from the top of the screen to fight his opponents, with he having performed the most despicable act of destroying his victim's soul in order to erase their body for and make them actually lose a stock; the victim will not respawn until their other teammates have been KO'ed too, however. On the other hand, the victim will not fall over for good until a good 3 seconds have passed, which is oddly doubled for every 20% the victim has on their damage...

But of course, Fibrizo can and will want to use his victim in the meantime; his Side Special allows him to force dark aura to radiate out of his victim in order to increase their attacking speed and power by 1.5X their usual amount in exchange for them taking 5% a second until you cease the "buff". The Up Special allows Fibrizo to teleport his victim in the same manner he'd do for himself, while his Down Special does the exact same thing. A simple Standard input will cause the victim to be held in place with constant Super Amour and Anti-Grab Amour until you let go of A, while all of Fibrizo's Smashes perform their exact same functions you'd expect, with no exceptions whatsoever aside from the fact that the mind-controlled victim won't be targeted by the D-Smash.

While all of these seem pretty broken for the most part, foes are in fact able to try and get through to their ally in order to save them from their dark fate; you see, every good bit of damage the controlled victim takes causes some of their amour to fall off and vanish into nothingness, as well as a bit of their former voice to return - once the victim's taken 135% they'll finally break free from Fibrizo's control and be able to return to fighting with their allies in order to defeat Fibrizo, with their damage percentage being returned right back down to 0%. This is why the Hellmaster cannot just kill them off right away due to the victim fighting back with sheer willpower, and why abusing the Super Amour and dark buffs isn't the best idea in the world; still, even if your victim manages to return to fighting with their allies you should have at least managed to stir up quite the chaos and damage on your foes with them, and not to mention that Fibrizo won't have taken any damage his foes dished out, not even one bit.
[/COLLAPSE]​




Playstyle

While you may think Fibrizo would actually be beatable in a 1v1 match given how light he is, that assumption would be far from the truth: the Hellmaster is capable of camping out of reach in order to force aerial approaches and/or projectile attacks, from where he is capable of using an array of camping moves: the Neutral Special forces you to shield or dodge in order to not die which is all the more difficult in the air, and many of Fibrizo's moves have fatal effects against lone players, namely the F-tilt, F-air, F-Smash, Side Special and of course the grab game which Hellmaster can use to effortlessly drag you off-screen for an instant KO. You might be able to survive for a while and hopefully get a few solid blows on Fibrizo in order to KO him whilst he's camping at the edge of the screen, but getting hit by even one of his attacks essentially means you've lost. Oh, and I should remind you of Fibrizo's incredibly under-elaborated self-healing mechanic which he probably won't be using all that often in the match, but none the less makes him rather terrifying.

The nature of such attacks obviously warrants the help of 2 extra players, and ones whom you can form a competent team with at that; from the campy, the powerful, the aerialists, the defenders, the healers (ESPECIALLY those who can heal negative effects), you can choose to form a team out of those and many more kinds of characters, or even with characters who possess a number of all of those traits. Positioning your team for the match against Fibrizo is especially important too, given that said demon's Neutral Special will target the character nearest to him along with other moves; while this is probably a rule of thumb for all 3v1 battles, the Boss character will always spawn on one of the two areas of the stage closest to the edge, but where the players spawn will actually be dependent on their controller ports: Player 1 will spawn closest to the Hellmaster, while player 2 and 3 will respectively spawn further away until the latter is all the way on the other side of the stage. Knowing this firsthand helps you organize for the battle against the Hellmaster, almost to the point where the battle against him almost becomes "scripted" in a way...

Fibrizo will still be able to camp like he normally would, and will obviously need to in order to not be swarmed by the enemy players occupying the stage, though he'll find that most, if not all his camping moves he'd otherwise have no trouble using against a single player stuck all by themselves rather difficult to use against Player 1 who has dedicated themselves to shielding while the other two characters are performing various tasks such as setting-up to fortify the ground against Fibrizo or trying to throw projectiles/auto-hitting moves (Death Note for example) against him. And while the defending foe's shield will weaken over time, they can just as easily stand in place and dodge-fest all your attacks you try to throw at them...

But Fibrizo won't tolerate such persistence from his foes, now will he? This is where he pulls out the D-Smash and actually forces the other 2 players to join in with the 1st player's dodge-fest in order to prevent their positions from being swapped, though they'll most likely fail and be massively disorientated if you timed the move correctly; from here foes can either exchange roles with each other or try to scramble back to their original positions and consequently leave themselves open for more uses of the D-Smash or Fibrizo's camping moves - that really depends on how their team was structured, however. An incredibly fun move to use in tandem with the disorientating D-Smash that'll ALWAYS hit your foes is the fogging U-air, which combined with said move makes it completely impossible for foes to know exactly where they've been teleported to and/or whether they've hit by some of Fibrizo's moves such as his Neutral Special and F-air; hell, fogging your opponents is so ridiculously effective you might as well ALWAYS use it at the start of the match - the only downside to doing so however is that your foes are capable of using it to their advantage in order to perform one of their attacks without the Hellmaster knowing such as buff/counter or even more deadly an auto-hitting move, though the fact that these foes won't know where they are in the first place let alone be able to confirm whether they're using a good deal of these moves with their sound and vision gone means that they'll be putting themselves at massive risk if Fibrizo decides to use his Neutral Special on them and they happen to NOT dodge it.

Those two aforementioned moves, the D-Smash and the U-air, happen to be major players in Fibrizo's game not only with their insane and essentially guaranteed disorientation usages but also how they're able to interact with quite a lot of Fibrizo's other moves. For one, if you manage to successfully pull off your grab game on a fogged foe you could very easily use the D-Smash to switch them with another foe and massively mess them up! You could easily try and pull off the Neutral Special on your held victim, which will cause all the other foes to be forced to dodge it as well - what's even scarier however is that if a foe IS hit by the Neutral Special while fogged they'll have absolutely no idea that they HAVE been hit by it until the very moment they drop dead on the floor, so they'll essentially have been wasting time defending from something they were already struck by when they could have used their 10 or so remaining seconds trying to attack the Hellmaster with all their might in a situation where he won't be able to use said move on them. And for further fun, you could unveil your foes via another use of the U-air in order to cause them mass panic in that they may have taken damage or status effects they didn't think they'd have on them! Certainly not a bad way to force a change of behavior on them that can disorientate their organized efforts.

Of course, you're not just limited to the grab game; do remember that you can also use your moves such as your rather fatal F-air to spread flames onto your fogged foe which they may or may not have any idea that are on them and will fully expose them to death via the Neutral Special. You can also use the N-air to burn any nearby enemies you've grabbed or those trying to approach you for token damage that can heal you, or turn a foe into a flesh ball in order to expose them to your Neutral Special and force another ally to come at you in order to defend them. And then there's that ridiculous B-air, which you can use to for further obscuring methods with the U-air and disorientation with the D-Smash, or even take a piece of the stage behind you and deposit it behind your foes to make their attempts at attacking you all the more difficult. Lots of stuff you can do here, with all of it being usable when you're camping in the air and out of your foes' reach for the most part...

But we're not going to kid ourselves into thinking that the Hellmaster can actually stay in the air forever, however. You have moves such as your D-air for this reason so you're not punished for going back down to ground, or the even more fun option of using the Up Special to teleport back onstage from underneath the stage where your foes will be in for a big surprise as you pop up in-between them. From there and only there on the ground will Fibrizo be able to use his Standards, which are ironically enough, his "strongest" moves in terms of raw strength deserving for a boss character such as himself. These attacks are technically designed to be "add-ons" for the Hellmaster in tandem with his major D-Smash and U-air: for example, you could use the Standard to designate a foe as the target of Fibrizo's Neutral Special whilst they're fogged to confuse foes even more, and even go as far as to unveil your fogged foes to massively screw them over in that either all the foes will spotdodge the Neutral Special as to not take any chances or they'll end up thinking that the nearest one of them to Fibrizo will be struck by the move of death when in fact it may even be another foe! You can also use the F-tilt as a barrier that can do things such as restrict a single foe from approaching Fibrizo in order to restrict their space and overall mess with their freedom; this is a move that's incredibly fun to combine with the D-Smash in that if you the afflicted foe is teleported beyond the boundary they'll be pushed back and can end up potentially damaging their own allies, and combined with your fog you can just plain confuse the hell outta all the enemies, though the one afflicted by the boundary will know who he is. In the meantime, the Dash Attack is essentially an escaping move that can also wreck an enemy afflicted by the F-tilt, while the D-tilt is a generic launching move at best most of the time and the U-tilt is a move you can use if you've the opportunity and moment via rendering your other enemies immobile via the Side Special, F-Smash or even the grab game while you wail on the one single enemy and can create black ooze that can be incredibly fatal for every enemy, especially the non-victims who step on it. Said move is more of a bonus however as Fibrizo can get his kills in far easier ways.

And once Fibrizo has a corpse onstage, he'll not only be able to have a lot of fun tampering with the dead but also many of his moves will become deadlier this way. Perhaps the most prominent examples would be the D-Smash which foes will find completely impossible to avoid, as well as the grab game which Fibrizo can use on the corpse and combine with the aforementioned move to teleport a live foe into his grasp without they being able to avoid such! You've also other uses for the corpse, such as burning it with the F-air, transforming it with the Side Special to halt foes, squeeze ooze out of it with the U-tilt, bringing it back to life with the D-tilt, shoving it around as a projectile with the F-tilt or even try and mind-control it via a grab! But of course, if you're actually willing to risk losing your corpse in exchange for being able to possibly quite easily take down yet another foe, you could transition to ground to nullify the Down Special's effect and attempt to use the corpse as a cheap gimping tool in ways such as destroying the stage underneath it or dragging it off the stage via the grab and using the D-Smash at the very last second to teleport and exchange a foe with it! Pretty nasty stuff, and it'll unfortunately be all the more difficult for the last foe to fight back, if the even have a chance to begin with since Fibrizo can just use the same tactic on them. And because of these cheap tactics, one foe will very likely be encouraged to get in front of their corpse in order to prevent Fibrizo from using it to kill them, except by doing so they themselves will be exposed to the Hellmaster's onslaught! On the other hand, if the foes actually manage to survive being gimped or reluctantly rid themselves of their ally's corpse before Fibrizo can use it against them, the match will actually be just that little bit easier for them in that being teleported via the D-Smash won't be so random and confusing. Then again, if the foes are feeling confident in themselves or have feelings for their dead ally they could always try and KO Fibrizo with the burden of keeping them onstage so they can bring them back to life for a stock advantage. Not the easiest thing in the world to do, but if the foe succeeds their team will have a massive advantage against the Hellmaster and they'll probably end up most likely winning via defeating that which is said to be impossible to defeat...

Don't forget just how ridiculously powerful Fibrizo is however, given how quickly and easily he can distort and kill his enemies, along with how difficult he can be to KO due to his ability to camp in the air and heal off damage he dishes out. On the other hand though, said demon doesn't have any of the weight or hitstun immunity that other boss sets have to the point where it wouldn't be hard for a character like Bowser or Ganondorf to reach him and use their suicide attacks to go off the stage with him for an instant KO, providing said Nintendo villain had help from their allies to do such in the first place of course given their lack of jumping ability. Fibrizo's biggest blind spot is in his lack of proper boss defenses and the fact that he's obviously rather egotistical what with being in the air to the point where he can easily be KO'ed from said position if a powerful attack manages to hit him from there, and that his obscuring aerials can easily be used against him since the player using him probably won't end up paying any attention to a screen-hitting attack that would strike him out of nowhere. These weaknesses are quite fatal, though they're the reason why Fibrizo has all his strengths in the first place, and why he wants to cause mass chaos to distort his foes so they can't fight back against him while being too occupied constantly dodging his ranged attacks. Truly frightening indeed, but such is the power of a ma-o like Fibrizo.​




Final Smash - Return to Chaos





Fibrizo hasn't forgotten his desire to return all of existence to chaos; once the demon lord obtains the Smash Ball however he'll finally be able to accomplish this megalomaniacal goal of his. Here, he'll let out a disturbingly lengthy maniacal laughter as he vanishes from sight, only to re-appear in the ambiguous yet massive form you see in the above picture and occupy the entirety of the screen as the stage ripples from the sheer power he emanates....but apparently even his isn't enough to truly return the world to chaos; what he wants is his opponents to do the deed! Perhaps they don't know the mighty Giga Slave spell that can call upon the Lord of Nightmare's power in order to destroy the universe, but there IS the power of the Smash Ball...

Which the Hellmaster did not in fact use to transform into his true form: rather, he's attempting to give it to the "leading" opponent who occupies the 1st or 2nd control slot, whichever one comes first; the other two opponents, providing they're still in the match, will find themselves trapped inside azure crystals that float directly beside the Hellmaster's monstrous form, with he keeping their lives hostage to ensure the chosen foe performs their Final Smash...

And from here, the game will suddenly turn dramatic, if the intense battle against the Hellmaster beforehand wasn't enough so. Fibrizo's voice will boom "USE THE FINAL SMASH!!" in order to egg the foe on; they can in fact choose not to do this and attack Fibrizo's true form, but if they do so for 3 seconds one of the crystals besides Fibrizo will shatter and kill the hostage for an instant stock loss, with another simply floating down from the top of the screen with the same victim inside if there were multiple stocks. Fibrizo will continue with this madness until the foe's allies are completely dead and unable to respawn via loss of all stocks (this can't happen in Timed Matches but Fibrizo will have so many points he'll win anyway) to which the Hellmaster will return to his normal form quite irritated in order to fight the single foe one on one for a massive disadvantage on their behalf, or if said foe gives into the demon's demands and actually uses the bloody Final Smash like he wants them too...

In this case, the Final Smash will work like it normally would, except the stage will begin massively shaking and trembling with the terrifying power of the Smash Ball, and probably Sakurai at work...maybe. In any case, Fibrizo will be completely exposed to the Final Smash without any way of avoiding it, albeit he having Super/Anti-Grab Amour but 999HP which needs to be demolished; if the victim at hand manages to get rid of all that HP and defeat the Hellmaster for good, they'll actually win the match! But perhaps at the cost of their allies...you see, if the foe's Final Smash wasn't enough to deal that ridiculous damage they can in fact try damaging the monster beforehand at the cost of their allies' stock, along with they having 30 seconds to do so after their Final Smash...

If they fail to do so however, the entire universe will return to chaos and Fibrizo will win the match instantly. No questions asked.​


 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
MYmini 2

Elastic Ring


The Elastic Ring from the Sega 32X game Knuckles' Chaotix makes an appearance in Super Smash Bros. Brawl as an item that only functions properly with two characters! In the original game, the Elastic Ring tethered Knuckles and one of the Chaotix together throughout each of the game's Acts. Before each act, a random character would be selected for Knuckles to be tethered to...which is exactly how it works in Smash!

Once a character picks up the Elastic Ring (which is a Bumper-sized golden ring with a red band wrapped around it), another ring will then shoot to another character at random who will be forced to hold onto it (this is entirely unavoidable). This effectively tethers the two characters together and acts as a passive item much like the Screw Attack or the Franklin Badge. This can either benefit you greatly or hinder you depending on who exactly you get tethered to. For example, a light character may benefit from being tethered to a heavyweight as it may improve their survivability. However...there's one big drawback; the tether is only as long as 3/4th's of Final Destination...and only the heavier of the two characters really gets to go where they want! If a character like Bowser is tethered to a featherweight like Jigglypuff, Bowser gets all of the pull in the partnership, able to pull the lighter character around with incredible ease while Jigglypuff can't even budge the Koopa King.

This also means that character momentum is fairly changed up. For example, if two tethered characters move at about the same speed, their running momentum may actually make it so that the duo runs FASTER than the normally would simply by running together. On the other hand, a speedy character like Sonic when tethered to Ganondorf may throw off any momentum he could possibly gain by having a dead weight partner.

After 12 seconds of this forced tethering, the Elastic Ring will vanish from both characters and they'll be able to move about freely. While this may help you keep your opponent on a short leash or throw off their speed advantage/your weight disadvantage, it can also be used effectively in team matches providing it tethers you to your partner so you can take advantage of your increased survivability and potentially increased momentum.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Night's End Sorcerer
I don't honestly find the wisp manipulation on things like the smashes to be all that awkward, since they only really do anything when you are charging them or are close to the wisps, and it feels like most of the time you would want the effect anyway. That said, I would agree it would be great to have a direct way to control the wisps, but it's not really anything big. The Forward Aerial and Back Aerials feels a bit awkward to me though, particularly the Fair since it becomes rather awkward not having a forwards hitting attack in the air that doesn't self damage in situations where you have wisps all around you. Anyway, the minion manipulation aside, you actually come up with a few rather clever uses for the wisps, namely directing how the foe techs with the wisps around the foe in the Down Throw, or being able to stun them into the wisps with the jab combo. The set feels pretty fun as a Brawl set, if a bit unintuitive, which I have to give you credit for.

The main thing I don't like about the set is that I feel the moves, outside the sort of generic wisp interactions, don't really work together especially well, mostly just serving as X attack in X direction. You are a bit more convincing on what this is all useful for, but it still comes across as rather unexciting and ultimately doesn't really create much flow. It's the same complaint I had with Karkat, but Karkat at least had a mechanic and some abilities that were much more unique/fun than the wisps. That's not to say I hate this set or anything, but I don't feel it's up to par with our, admittedly insane, standards. That said, it's clear you are far from oblivious reading the set, and you've got a lot of room to improve from here. Look forward to seeing how you grow from this.

Fibrizo
First of all, I'm not really a fan of using fan art for header images, though I can understand why you did as I feel the picture does match the mood of the set rather well. Second of all, I am a terrible person and cannot resist calling this guy Febreezo, though I will refrain from that this comment.

But anyway, another 3 vs 1 boss right after the ridiculously successful Kang? You've got something big to live up to here, and I'm not really sure Fibrizo compares very well to Kang, though admittedly Fibrizo feels more suited to 3 vs 1 on a whole. Probably due to the fact that he's got all those moves that lock down an individual foe, a staple of 3 vs 1 fights, and honestly they are effective to the point that I'm more than a little concerned about balance. Yes, he's a 3v1 boss so he's supposed to be OP and has terrible survivability, but dear god he is so ridiculously good at locking down foes, and he seems very capable of healing of his damage and such. Maybe balance complaints on a 3v1 boss is silly, but this really is pushing it. That and a few attacks in the set feel kind of worthless in some of their interactions, particularly the Down Tilt being able to revive the foe on your side. They'd be better off as a corpse since really in that state they'll just immediately go and kill themselves for the good of the team when they get a chance. The Grab on a corpse also feels a tad ineffective since they are AI controlled, I'd prefer to be able to have direct control over the player, though that would require a more complex control scheme to use Fibrizo's other tricks with a possessed foe.

Anyway, that was just a paragraph of nitpicking, because believe it or not I actually like this set. There are some really cool concepts here, namely being able to screw with the foes so that they don't know who is who, the manipulation of the foe in the flesh ball state(admittedly, I find that move rather disturbing, which I'm sure was intentional), the various ways he can pretty much warp the state of the entire stage... it's a lot of fun and actually feels like it flows pretty well. In a similar manner with Agiri, I found thinking about the set there were a lot of exciting things to play around with here, and it feels a lot less tacky as well. Not to mention I really feel your desire to do characters justice payed off here in a way it never has before, the character's personality really comes through with this set and it's quite fun. Sadistic isn't exactly a hard character trait to pull off in a set, but you got some of the subtleties of the character down nicely as well. I feel that in a lot of ways, the battle with him actually kind of seems like some kind of climactic final showdown. One thing I really sort of wish more 3v1 bosses besides this and Kang would do is actually try to recreate the battle from the source material, with this feeling a bit like some kind of anime final battle and Kang feeling like a comic saga.

I'm going off on an unnecessary tract, aren't I? But anyway, the set reminds me a lot of Agiri in some ways, with a lot of aspects I don't really like but at the same time a shocking amount of cool stuff going on. You seem to have finally made some sort of breakthrough Kat, and if you can figure out balance I think you'll be able to compete with the best of us.

Lastly, funny that we have two reality warping antagonists posted back to back, eh Kat?
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Fibrizo
First of all, I'm not really a fan of using fan art for header images, though I can understand why you did as I feel the picture does match the mood of the set rather well. Second of all, I am a terrible person and cannot resist calling this guy Febreezo, though I will refrain from that this comment.

But anyway, another 3 vs 1 boss right after the ridiculously successful Kang? You've got something big to live up to here, and I'm not really sure Fibrizo compares very well to Kang, though admittedly Fibrizo feels more suited to 3 vs 1 on a whole. Probably due to the fact that he's got all those moves that lock down an individual foe, a staple of 3 vs 1 fights, and honestly they are effective to the point that I'm more than a little concerned about balance. Yes, he's a 3v1 boss so he's supposed to be OP and has terrible survivability, but dear god he is so ridiculously good at locking down foes, and he seems very capable of healing of his damage and such. Maybe balance complaints on a 3v1 boss is silly, but this really is pushing it. That and a few attacks in the set feel kind of worthless in some of their interactions, particularly the Down Tilt being able to revive the foe on your side. They'd be better off as a corpse since really in that state they'll just immediately go and kill themselves for the good of the team when they get a chance. The Grab on a corpse also feels a tad ineffective since they are AI controlled, I'd prefer to be able to have direct control over the player, though that would require a more complex control scheme to use Fibrizo's other tricks with a possessed foe.

Anyway, that was just a paragraph of nitpicking, because believe it or not I actually like this set. There are some really cool concepts here, namely being able to screw with the foes so that they don't know who is who, the manipulation of the foe in the flesh ball state(admittedly, I find that move rather disturbing, which I'm sure was intentional), the various ways he can pretty much warp the state of the entire stage... it's a lot of fun and actually feels like it flows pretty well. In a similar manner with Agiri, I found thinking about the set there were a lot of exciting things to play around with here, and it feels a lot less tacky as well. Not to mention I really feel your desire to do characters justice payed off here in a way it never has before, the character's personality really comes through with this set and it's quite fun. Sadistic isn't exactly a hard character trait to pull off in a set, but you got some of the subtleties of the character down nicely as well. I feel that in a lot of ways, the battle with him actually kind of seems like some kind of climactic final showdown. One thing I really sort of wish more 3v1 bosses besides this and Kang would do is actually try to recreate the battle from the source material, with this feeling a bit like some kind of anime final battle and Kang feeling like a comic saga.

I'm going off on an unnecessary tract, aren't I? But anyway, the set reminds me a lot of Agiri in some ways, with a lot of aspects I don't really like but at the same time a shocking amount of cool stuff going on. You seem to have finally made some sort of breakthrough Kat, and if you can figure out balance I think you'll be able to compete with the best of us.

Lastly, funny that we have two reality warping antagonists posted back to back, eh Kat?
Funny how you've been the first one to comment on both my sets this comp; quite nice at that, since you're not afraid to express your overall opinion on a moveset. I obviously didn't expect this to be able to compete with Kang AT ALL nor be anything super-amazing. Given Froy's comment on your Doc Scratch set and yours on both my sets, it seems that balancing issues hold a set back more than I thought; I don't think that's just only your opinion either, as seeing and being able to imagine a set completely crush the other balanced sets would be quite annoying. I guess really, where I go wrong with that are in the specific moves where, it's not really a fact about the numbers being too great as it is the concepts themselves - overall I think I just need to make them less extreme, with it being something I should be able to do if I put my mind to it. And I can understand that the D-tilt is kinda worthless since I guess I felt the same too, seeing as how it was originally supposed to launch an enemy up into the sky and that's all.

While this is kinda deviating from the reception of my set here, I too felt that Kang grasped the whole Marvel feel for a boss battle quite well, though I didn't think someone would say the same thing about this set in terms of anime (the real final fight was like, an incredible curbstomp battle where the protagonists got owned until they got a random Deus Ex Machina). Even with the downsides of the set though, I'm kinda surprised that it was more well-received than I thought it'd be - the whole idea of me being able to make a breakthrough most certainly seems nice, though I kinda felt I'd stepped up my game last MYM, with it only having really been a case of me not having made enough sets or chosen potent ideas to pursue; I do want to try and make sure people actually pay more attention to my sets, though that'd be quite difficult given that the characters I make sets for aren't of the best public interest since people would prefer characters from familiar video games or western cartoons.

Oh, and the whole thing about us both having two reality warping antagonists is indeed funny, because I like to imagine all the listed movesets on the Stadium as being paired 1.+2. and imagining them battling each other, and Doc Scratch and my set are 13. + 14.; almost makes me think how epic it'd be if the former had a boss set. Not to mention I'd imagine Kang and Fibrizo doing some kind of epic villain team-up and trying to take over every timeline or something in order to bring it all together. But I digress.

I guess I may need to revise my other set plans a little, though I'm quite sure that the other one I have stored and complete won't suffer from overpoweredness hopefully, especially considering who the set is for. But in any case, many thanks for the comment once again.
 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
Revised


Gardevoir

1647445119149.png


Gardevoir, the Embrace Pokémon, is one of two final evolutions of a Psychic-type line found in Hoenn. Her species boasts many powers shared by numerous other Psychic-types, such as mind reading, foresight into the future and psychokinetic powers. What sets her apart, however, is her ever-vigilant protectiveness towards her family or Trainer. Gardevoir may not be the most powerful of fighters, but she carries much potent psychic prowess indeed, and won't hesitate to use it all when danger comes for those she cares about.



Size: 5

Weight: 2

Ground Speed: 2

Air Speed: 5

Traction: 4

Jump Height 1: 7

Jump Height 2: 2

Fall Speed: 2



Gardevoir may lack speed, but her initial jump at least serves her well. Like a certain other Psychic Pokémon, though, her weight stat is dangerously little compared to her size stat. While Gardevoir normally walks like she currently does in Brawl, her dash allows her to float slightly above the ground, allowing her to ignore ice and other certain stage litter.





Specials



Side Special: Reflective Screen

Gardevoir faces both her palms forward as a rectangular screen of light materializes in front of her. The screen, being light pink, somewhat translucent and tall as a Pikmin, hovers vertically a Pokéball's height above the ground. Up to eight of these can be onstage at any one time, with the eldest ones giving way to new ones, yet still persisting upon stock loss.



Perhaps you have an idea what these do? Well, they don't impede movement or act as solid walls, if that's what you're thinking. Any enemy hitbox that would overlap with a screen will have its damage and knockback halved, rounded down. While any subsequent hitboxes from the same attack won't suffer that penalty (unless they also hit a screen), attacks passing through multiple screens will be continuously cut down in effectiveness. Some attacks may even deal no damage at all, or have any weak knockback they may deal be reduced to flinching, which in turn can drop to not flinching at all!



Each screen absorbs the full force of the attack, storing the damage as psychic power, indicated by a bright purple glow. Gardevoir has various ways of tapping into the power absorbed, but that shall come later; know, however, that a screen can only take up to 36% damage before shattering into fading shards. Even when the power stored is used up, the screens retain their hitpoints, meaning that most won't last long enough to tap into that power repeatedly. Screens are also subject to, and only to, horizontal knockback, getting knocked left or right from attacks with no height gain, but otherwise taking it like a Sandbag would, as well as moving at the same speed. It's not outside the foes' options to send these screens far beyond Gardevoir's reach and out of their way, but Gardevoir's shield will stop any screens that run into it.



Neutral Special: Future Sight

Gardevoir closes her eyes for a moment of deep thought, then opens them as they suddenly flash. She has sent a psychic field, covering a Bowser-sized area of air on the place she performed this upon, into the immediate future. It's obviously invisible, and only one can be out at a time, otherwise being replaced by the new one. However, it won't deal damage as one would expect.



This field can do one of two things, both of which it is only capable of doing two seconds after being created. Firstly, it can grab any of Gardevoir's reflective screens that may overlap with it and teleport them out of the battle (to who knows where), indirectly allowing up to nine screens at once. Gardevoir will have to use the input again for the screen to be sent back to the battle by the same field, effectively leaving at least one screen for her to use that won't be knocked out by foes.



Secondly, and perhaps more importantly, should Gardevoir or any of her teammates overlap with this when any attack comes her way, the psychic field will protect Gardevoir from that attack as though she dodged it. Gardevoir will still perform her input unimpeded (unless another attack quickly comes her way). Some protection to charge a smash attack, perhaps?



Up Special: Levitation

Gardevoir causes ripples in the air around her with psychokinetic power as she floats above the ground. She will now slowly move towards whatever direction is being tilted towards at her dash speed (which is around Zelda's). Not only that, but any screens a SBB's radius from Gardevoir will also be held by this psychokinetic power, and will move with her accordingly as she floats around. Even after releasing the input, the screens will continue to move in adherence for a few moments. Gardevoir can use any attack right out of this state without descending due to the forces of gravity, so her aerials won't need to worry about landing lag. Attacking does cancel this state, though, but it's possible to input it again even while an attack is being performed to immediately transition to floating around once more.



As one would predict, it doesn't last forever. Gardevoir's power here has a limit similar to ROB's Up Special, restricting her free flight to six seconds at most before she is forced to release it. Landing on the ground allows her to refill this power at a rate of two seconds of floating per one-and-a-half seconds of resting her feet on the ground. That last detail is important - it means Gardevoir doesn't refill this gauge when she dashes, as she levitates while doing so. If she wants to move around with a comfortable amount of float time to carry her screens along with her, she'll need to rely on her walking and ground game to recharge her psychic power adequately.



Down Special: Synchronize

Gardevoir raises her right hand up while placing her left hand on her chest, all while she makes a single graceful twirl. Normally, anyone in the area in front of her will be caught by a round purplish psychic force as large as Gardevoir is; however, performing this while facing a screen on the same vertical level will move the location of that psychic force to the other side of that screen, on a place mirroring Gardevoir's own location. While this move only pays attention to the closest screen, it still has the potential to reach very far with the right placement.



Any foe caught by this force will flinch, be dealt damage, and synchronize all status effects with Gardevoir. That is to say, if Gardevoir is inflicted with any negative status effects such as a flower upon one's head, bleeding, magnetic charge or arbitrary emotional changes, landing this input will copy all these affects and imprint them upon the foe as well! Gardevoir can even perform this when stunned or asleep without animation, though the chances of any foe staying within range are slim. It's above her power to copy more physical inflictions such as pitfalls or embedded sharp objects, and unlike Jin-Gitaxias, Gardevoir is not one to inflict herself with such effects to make the foe suffer as well.



There is one move in her repertoire that goes in tandem with this boon, however, and it's her Up Special. If Gardevoir can hit a foe with her Down Special right out of levitating about, she can imprint her power upon the foe, and thus make any nearby screens move along with the foe for up to six seconds, depending on how much power her Up Special had left! The foe can still damage the screens with any long-reaching attacks, but they can't knock them away, and thus they are stuck at a serious disadvantage with their own attacks weakened and Gardevoir's attacks made more potent.





Attacks



Jab: Force Palm

Gardevoir quickly does a palm swipe {3%} with her right, which deals little knockback. Simply tap A again in quick succession for her to strike again {3%} before the foe is knocked away. She can perform this two more times, giving her a total of four swipes {12% total} with the same knockback.



What's more interesting about this move is its interaction with screens, as Gardevoir can use this to move them away horizontally. Swiping at a screen once will push it away one BFP, but hitting it additional times will add another BFP per hit to the distance it travels before stopping. It won't add to the screen's damage or stored power, but it provides an excellent way for Gardevoir to scatter reflective screens about.



Dash Attack: Mental Push

Gardevoir float-dashes onwards as a light-silvery aura surrounds her for about a second before slowly dissipating. This manifested telekinetic energy will pull any screens and grounded foes on the same level that Gardevoir faces towards her at Ganondorf's dash speed. Gardevoir can move the other way during this by tilting backwards, floating back at the same speed as before while continuing to face onwards.



Gardevoir may also tilt upwards, which will push any screens within her aura up one SBB in distance; she may also tilt downwards, which will pull any screens at least a BFP above her down to ground level. If there are any foes within range as well, they'll be either tossed upwards like a regular shield jump, minus the stun, or meteor smashed downwards. This allows Gardevoir to reposition both screens and enemies at her leisure, though the ending lag maintains a gap of vulnerability before she may reuse this move.



Forward Tilt: Psyburst

Gardevoir points one palm forward, then releases a purple energy burst {10%} from it the size of Jigglypuff. This burst lasts for a moment before fading, and deals some decent knockback as well; the starting lag will take a precious moment, though, perhaps enough for the most alert of foes to dodge in time.



If the burst overlaps with any of Gardevoir's screens, those screens will release all their stored power in an identical energy burst, on the side of the screen facing away from where the previous burst hit them. While the damage is equal to the initial 10% plus how much power was stored, the size and knockback remains the same. And if those bursts hit any other screens, the cycle will repeat and create more bursts; screens are also nudged away by bursts from other screens, spacing them a Kirby apart. One can use this upon a powered row of screens to create wide-reaching chain of hitboxes, though for the most part they simply give Gardevoir extra range with this input.



Down Tilt: Force Wave

Gardevoir crouches similarly to Zelda; upon input, she quickly sweeps her hand across the ground as a light-pink psychic wave is created and sent sliding across the floor. The wave moves at her own dash speed, tripping anyone it hits and dealing damage {5%}. It's only about the size of a regular Super Scope shot, so it's quite tiny indeed, and it will only travel a BFP in distance before disappearing. But if the psychic wave hits anyone crouching and facing towards it, well, taking a focused blast to the eyes is sure to sting more, as the foe is then jolted into a dizzied state for about a second and a half. Perhaps this will discourage foes from using their Down Tilts to attack past Gardevoir's screens.



As an extra utility, if the psychic wave collides with any screens, it will send a jolt through them that will make them rise until they are a default level (if you'll recall, a Pokeball's height) above the ground. Screens can't normally pass through stage, but you'll see soon enough how that might be useful.



Up Tilt: Focus Blast

Gardevoir closes her eyes as a yellow aura appears around her. A small triangle points out of this aura towards where she is facing, but it can be pointed towards wherever with the control stick while she focuses. A few moments after she stops, Gardevoir opens her eyes as the aura instantly turns into a yellow sphere of energy, just smaller than a Bumper, that speeds towards where the triangle last pointed at Wolf's blaster speed, dealing decent knockback {14%} that would KO around 190%.



The sphere will travel only five BFP before disappearing in a puff, which is relevant considering that if it collides with any of Gardevoir's screens, it will rebound off of it accordingly with increased damage {25%} and knockback that KO's at 120%! Regardless of the charge of the screen, 12% will be subtracted from its stored power should it deflect this sphere. The sphere will only upgrade once, but it can rebound off of as many screens as possible. Of course, the attacks is easily telegraphed, so Gardevoir ought to change the angle at the last moment to throw opponents off their predictions.





Aerials



Neutral Air: Gravity

Gardevoir twirls with arms outstretched, leaving a dark horizontal halo cloud of gravitational power behind; it's long as a SBB, tall as a Pokéball, and lasts ten seconds. Any screens in an area directly above or below it will be slowly pulled to its position, all the while ignoring knockback. Useful for moving in screens that are too far high up in the air, or simply placing them somewhere where they can't be knocked out, but the foe can interrupt during the starting lag to halt such a cloud from being formed. Gardevoir can only have one out at a time, the elder one disappearing should she create a new one.



Too plain, perhaps? Fire any projectile straight into the cloud (your Up Tilt, for example) and it will be stopped in its tracks as soon as it enters the cloud. Once the cloud dissipates, it will continue on its path undeterred. Only one projectile can be held at a time, though Gardevoir can release it at her leisure simply by inputting again to create a another cloud.



Forward Air: Psyball Volley

More actual attacks are in order. Gardevoir waves her hand, palm forward, in front of her as three purple energy spheres, each as large as a fireball, are created in a column. It takes her a few moments to actually perform this, but once the spheres have fully formed, they fly straight ahead at Wolf's blaster speed with no limit to their range. Each sphere does medium knockback upon impact {9% each}, but they'll disappear if they haven't passed the blast zone when Garedvoir re-inputs this attack.



When passing through a screen, each sphere absorbs up to 10% power, adds that to its damage, and gains homing properties! Each will curve towards the nearest opponent with a BFP-length radius, assuming it absorbed 10%. But if it passes through another screen, it takes power from that screen as well, making it even more deadly and tightening its curve! Potentially, with 30% absorbed, it will follow the foe perfectly with instant-turnaround movement. Since the foe will try to run these spheres into the ground, it may be better for Gardevoir to use this input such that only one sphere will pass through screens while the others fly onwards, depending on her set-up. Only one sphere will stop in a cloud, but it will power up should a moving screen overlap it.



Down Air: Realignment

Gardevoir completely surrounds herself with a round pinkish psychic aura for a moment as she stretches her arms outwards, then brings her arms down. I suppose anyone struck by this aura will be sent into a tumbling phase, but that's not the real purpose of this technique.



Simply overlap any screens with the aura, and when Gardevoir gestures downwards, those screens will turn and realign themselves horizontally! Now they look more like small floating platforms, except that they still mitigate all enemy damage that passes through them. This time, they take knockback in purely vertical directions, so they might get forced high up where it's difficult to reach them, or down on the ground where they can't be very useful. It's a good thing Gardevoir's Down Tilt can make those flat-lying screens rise a Pikmin above the ground. Forward Tilt will have them release a psychic burst either upwards or downwards, depending on where the previous burst hits them. Of course, Gardevoir's Up Tilt can make good use of them as well.



Back Air: Psybeam

Gardevoir points behind her, then makes a whitish round area of psychic power as large as a Soccer Ball around her hand. This attack shock foes {14%} and knocks them away weakly, around a BFP in distance. It can be angled up or down up to 22.5 degrees for a bit more range, even while her hand is out, but it's otherwise a basic aerial by itself.



Should this strike a screen, the screen will then compress into a tiny whitish sphere over fourth fifths of a second. Once completed, the sphere will fire a thin continuous beam of psychic energy of the same color for at least two seconds before completely disappearing; depending on how much power the screen stored before it was converted, that duration can last up to nine seconds. The beam creates as many hitboxes as any other laser {6% per second} but doesn't flinch on hit; it will, however, rebound off of up to four surfaces before stopping at a fifth surface, or a blast zone border. The angle of Gardevoir's arm when she strikes a screen will determine the angle that the beam will fire out of the sphere, so she's able to do more than trap a beam between two screens to make it overlap itself and increase the damage done. Perhaps some flipped screens and careful use of her Up Special can allow Gardevoir to set up an ideal laser gallery, but the foe will be on the offensive as always, so it's better for her to manage simpler refelctions in the heat of battle.



Up Air: Mirror Phase

Gardevoir brings her hands close to each other as her entire form flickers for about a quarter-second. She comes out of this with another quarter-second of lag, but doesn't seem to do anything…



…Unless she gets struck by knockback while her form is flickering. A few moments later, perhaps a tenth-second, whoever dealt knockback to Gardevoir in that time will be hit by a psychic attack {10%} that will deal the exact same knockback to them that Gardevoir took, yet in the opposite direction. An odd sort of countermove, but it ensures a great deal of distance between Gardevoir and the foe.







Grab Game



Tap Grab: Barrier

Gardevoir extends her arms out as though exerting her power over the entire arena, halting her descent if in the air. Even as she does this, all of her reflective screens suddenly solidify, becoming opaque. Not only are they now effectively walls and solid platforms, but they also outright stop attacks and ignore knockback. Screens can't be damaged in this state, but they also don't absorb damage; projectiles that hit these screens simply disappear if they can't pass through walls. Not to mention that this only lasts for a half second before all screens lose their newfound strength; given the ending lag when Gardevoir rests her arms and mental capabilities, she can perform this about as often as Marth can use his countermove. Of course, using this in the air has the same effect. But that's only upon tapping the grab…



Hold Grab: Imprison

Should the grab input be held, Gardevoir will perform the same animation as all her screens solidify; suddenly, all screens on the same vertical level as Gardevoir will move towards her at twice Sonic's dash speed, ignoring any other forces that may hold them. They'll pass through the stage but move only horizontally; if Gardevoir has numerous screens around her, she can surround herself with screens if she holds down the input long enough for all of them to come towards her. The screens will stop before they touch her, thus leaving a gap between the two closest screens on the same level with Gardevoir in the center of it. Even tilted screens will move horizontally without moving to a position right above or below her.



Anything not in the background will be pushed by the solid screens if they're in the way; items, minions and foes who didn't dodge in time are all dragged into Gardevoir's embrace. Should there be foes in the same vertical area as Gardevoir, they are suddenly held fast by a telekinetic force which will hold them where they stand/float in a grab. They can escape at normal grab difficulty, yes, but once all the screens are in place, Gardevoir is free to performs any of her throws while the screens desolidify, though she'll continue to hover until she does so. Once that's done, she may return to fighting other opponents and reposition her screens.





Forward Throw: Psyfling

Gardevoir opts for a simpler performance and simply launches the foe forward and upward with telekinetic power {13%}. This moderately strong throw probably won't kill until 190%. Much better for distancing herself from her attackers, really, and she'll have at least one screen between her and them.



Back Throw: Confusion

Gardevoir quickly spins around in place as she spins the foe around herself with her power. As she does this, all the screens that were pulled by her grab return to their original positions at Gardevoir's dash speed. Until then, the foe is forced to keep revolving about {3% per spin, 3 spins per second}while knocking away other opponents that get close {5%} until they break free, though they'll be weakly launched left or right if they do so. Should Gardevoir return all her screens in place while still holding onto the foe, she sends the foe flying behind her with some notable knockback.



Up Throw: Mental Burst

Gardevoir slowly focuses her power as the air ripples around her. Suddenly, a Bowser-sized pyschic force detonates {20%} in purple explosion around her. This will obviously hit the grabbed foe, and deals a lot of damage, yet it only flinches foes. No lethal knockback in an explosion? Try the Forward Throw, please. Her screens are unaffected by the blast, as there's no knockback to send them off anyway.



Down Throw: Synchronoise

Gardevoir focuses, then releases the foe from her grasp. Strange, perhaps she has a Future Sight to protect her from the predictable counterattack. Actually, the area to the left and right of the foe seems to be rippling with some strange power, as Gardevoir has imbued the foe with a curious status effect. For about six seconds, unseen psychic noise will come out from the foe, bounce off of screens on the same vertical level, and come back to damage the foe. The closer the foe is to any screen, the greater the damage, dealing perhaps 12% per second if the foe's right next to one. Remaining four SBBs away from a screen will reduce that damage to 1% per second, but that's not accounting for either other screens in the area nor Gardevoir's ability to move her screens forward. Of course, the foe could simply jump across, but surely Gardevoir has the air covered by screens as well. And apparently, tilted screens will damage afflicted foes only if they're directly above or below them.





Smashes



Forward Smash: Crescent Wave

Gardevoir sweeps her hand forward, creating a potent pink-purple crescent of solidified psychic energy. The crescent {20%-30%} flies forward the moment it's created, moving at the speed of Luigi's fireballs at an infinite range when uncharged and KOing anyone at 130% - 95%. There's a bit of lag on both ends of this move; if one smash-inputted this twice in a row, the two crescents would be four SBBs apart. Charging this move increases the speed, damage and knockback of this move, as well as increasing the vertical height of the crescent. Naturally, charging this move makes it easier to land, but telegraphs it more for the foe to dodge…



When a crescent that isn't fully charged passes through a screen, it absorbs power - and increases its own charge until either it drains all power from the screen or maxes out its charge, becoming a fully-charged smash attack! Absorbing 25% will max out an uncharged crescent, after which it'll pass through other screens without borrowing their power. Of course, one can use a fully-charged Forward Smash with many powered screens ahead, then smash-input right after for yet another full-charged crescent! This is a dangerous move at Gardevoir's disposal, allowing her to tap into the power of her screens whenever she chooses.



Up Smash: Guard Burst

Gardevoir raises her head up as she slowly closes her eyes, focusing her mental abilities (no one will confuse it for her Neutral Special, though). On release, she opens them as they flash out - and immediately, each of her screens are subjected to a psychic outburst that damages them without moving them, also stopping any knockback they may have taken. This is her only move that directly damages her screens, as it also stores power within them as well.



If a screen takes more damage that it can store, then it explodes in an even greater outburst, as large as a Party Ball. This greater outburst has some powerful knockback that KOs at 140%-90%, but it's very unlikely that any foe will stay near a screen while Gardevoir charges this move. The damage is equal to how much power the screen stored plus the initial outburst's damage; in the best-scenario, a foe can take 75% from this attack. If Gardevoir can remain on the ground at the ready, she can keep her foes wary of smashing powered-up screens.



Down Smash: Clairvoyant's Dance

Gardevoir twists her body, then performs three slow yet graceful spins like a ballerina. Majestic, yes - and also dangerous, as she surrounds herself with a damaging psychic aura the whole while. The aura takes up a circle-sized area larger than Gardevoir, and creates a hitbox {1%-5%} on each half-twirl, totaling six hitboxes. Anyone caught will be hard-pressed to DI out of it, and will probably be struck away by the final hitbox, which KO's at 170%-110%.



This move bears similar qualities to her Forward Smash. Should Gardevoir perform this without fully charging it, the psychic aura borrows power from any nearby screens as Gardevoir begins her dance. Taking an equal and strictly necessary amount from all close screens, the aura only needs about 40% worth of power to max itself from uncharged to fully charged. One of Gardevoir's clearest choices of action would be to use this after performing her grab, but it's quite viable with just one other screen nearby if one can balance the charge time with the stored power.





Final Smash: Guardian Shield

Gardevoir has the Smash Ball! On use, eight reflective screens (they may be those onscreen, or they may be instantly created by this Final Smash), all charged with power, surround Gardevoir in a tight octagon as she rises up into the air, brimming with psychic power. Guarded on all sides, Gardevoir has free flight in this state, but moves much faster than her Up Special would allow. Pressing A makes Gardevoir fire a purplish energy ball in the inputted direction; the attack is nearly identical to a fully-charged Super Scope shot, except that it can curve to home in on opponents, albeit slightly. Pressing B stills Gardevoir as she prepares a psychic attack; it takes one second and a half for her to then flash her eyes as every foe not within the reflective screens is struck {15%} and dealt medium yet poorly scaling knockback. Pressing grab extends all her screens outwards at her normal dash speed; she can hold this for as long as she wants, but on release, the screens solidify and snap back to her position immediately, dragging any foes with them to Gardevoir and locking them into her grab.



Playstyle


Gardevoir lives true to her name, scattering reflective screens across the battlefield to mitigate the foe's assault. Naturally, she wants as many of the screens out as possible to create potential damage sources, mirrors for some of her inputs, etc. Her Neutral Air and grab game help her bring back those that fly off too far (she can release grab to stop the screen from coming towards her, after all), and her variety of projectiles and attacks love to borrow some the power stored from the foe's own attacks or use them to bounce towards the foe. They can be barriers with a tap of a grab, and explosives at an Up Smash, so they really are quite useful things.



Up Special is a lovely move, as it lets Gardevoir move her screens within reach and at her leisure. Not to say her other methods of sending them about are inadequate; she needs them, if she wants to retain a healthy amount of power for levitating. But otherwise, it gives her access to her powered-up projectiles, a solid shield and a portable mirror for a sudden Up Tilt. Or she could simply charge up an attack within them without fear - perhaps because foes don't want to take the brunt of a fully charged smash, or because they can't remember where she last used her Neutral Special. Exerting the same force to make screens follow foes around is even more ideal for the protective Pokémon; it would certainly make her grab game all the more effective.



Gardevoir doesn't play too offensively, but that's alright. Perhaps she's more at home within a team Brawl, where her various powers can benefit her allies by defending them from the opposing onslaught. And, of course, Gardevoir's power isn't something to be trifled with either.


 
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