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Don't listen to David he couldn't tell what a link was if it hit him across the face.
Anyway, may as well put a comment in this post to make it slightly more productive.
Paper Man
The core concept at work with how Paper Man can split up his body mass is actually pretty cool... on paper. No pun intended. Unfortunately, you refuse to capitalize on it in the slightest, just using it as a strange sort of ammo bank. It certainly would make him unique to play, but it doesn't add as much to his strategy as I hoped it could. Would have been nice if he could have used the paper as traps or something. Or better yet, why the heck can't he make a bloody paper airplane? That's like the first thing that comes to mind for me when you think paper manipulation. But yes, you pretty much use generic punches and kicks for the majority of the set, which would be just fine if you actually gave them a reason to exist, but you really don't.
Anyway, it's not as though there isn't stuff in there you could have done something cool with. Garbodor made for a very solid set by mass manipulation, and quite frankly you could have done something far better here. I understand it was a one day effort, but even then you could have come up with plenty more creative stuff than what you have here.
Medusa is a major antagonist from the anime/manga Soul Eater - not the main antagonist, but a powerful Witch responsible for returning madness to the world and setting most of the series' plot into motion. As her name would suggest, Medusa has an affinity for snakes in both a figurative and metaphorical fashion in that her cunning is unparalleled, which allows her to get out of otherwise risky situations alive and prevents her from ever showing weakness to her enemies. As for the literal side of the name, she not only houses thousands of magical snakes inside her body which she can place into her enemies and destroy them from within, but also fights with magic that allows her to control and attack with black vectors along with many other tricks. As both a Witch and a scientist with an affinity for madness and change, Medusa hates and plots the downfall of the world's stillness through the revival of the all-powerful Kishin that is able to spread literal madness across the world; she'll go to any lows to reach this goal, whether it's through experimentation, blackmail or even risking her own life in the midst of enemy territory.
Statistically speaking, Medusa sits on average for every stat except for her amazing aerial speed that allows her to jump back and forth erratically in order to escape from her enemies with extreme ease; she's also able to wall cling and wall jump much like Shiek. If you're ready to slither back and forth and drive the world into madness, feel free to crawl forth and read ahead...
<--Specials-->
Neutral Special - Vector Plate
Medusa calls out the attack's name for some lag, which gives the player enough time to direct the control stick in any way they desire to have Medusa create a glowing red arrow next to her in the initial chosen direction before creating more a Platform's distance ahead of the previous one at up to 135 degrees so that as long as you hold the control stick you'll end up creating a path of said arrows until the newly created one would go offscreen or overlap with another part of the path.
Players who make contact a Vector Plate will unavoidably be propelled in whatever direction it was pointing towards at Sonic's dashing speed a Platform's distance to the point where they'll be forced along the next Plate until they reach the end of the path as each Vector Plate disappears once used - players can attack or shield/dodge whilst being moved about but cannot escape from their propelling until the path has expired, even if they try using a momentum-inducing move. Medusa cannot produce Vector Plates outside of a Battlefield radius if she attempts to create one at a 45 degree angle and vice-versa, and cannot do so within half the radius if she attempts to angle one at 90 or 135 degrees, but otherwise would be allowed to create a straight line with any number of Vector Plates if she so desired; to further prevent blatant gimping, players will have their jumps refreshed once they've reached the end of a path and won't be KO'ed even if a path would lead them directly into a blast zone, but they will be if they were propelled whilst taking knockback. It's also interesting to note that any stationary items or projectiles that touch a Vector Plate will be hurled/reflected in the direction of the arrow under Medusa's control as a defensive measure, and don't count as a use of the Plate.
This move can be used for two purposes: either as a trap or as a recovery. If you tap the input Medusa will simply have the Path stay out in order to be used at anytime, and can even reverse the direction of the arrows by quickly tapping B again right after their creation. If you hold the input however, Medusa will create an additional arrow beneath her that propels her across the path she's made as a means of fast travel and recovery, though the overlapping rule still applies to prevent infinite stalling, and Medusa is unable to create more Vector Plates when using them as a recovery until she returns to solid ground, even if she's attacked or has her jumps refreshed in mid-air. Also note that only one set of Vector Plates can exist at a time regardless of which method you use; if you want to create more plates you'll have to be rid of every last one you've made, so it's generally a good idea to ride the Path from start to finish for the most consistent use. This essentially means that Medusa can't recover if she has a Path out...or can she?
Side Special - Vector Arrow
Medusa calls out the attack's name as numerous black vectors quickly protrude from her back and bunch together, which you can move around in any direction at Sonic's dashing speed as non-solid structures for as long as you hold B, but Medusa has a bit of a hard time making them turn. If the vectors strike a foe they'll be "impaled" for 10% and a brief moment of impact stall as the vectors keep the foe in place and inflict an extra 1% every 0.5 seconds, stalling them in mid-air if need-by. Medusa can retract her vectors by using B, though she suffers a bit of ending lag when she cancels the move this way. Despite having a lot of speed and range, the vectors suffer from tentacle priority and thus can be destroyed by a single hit, even when the foe has been caught in them and taking damage, though Medusa will suffer no ending lag this way and can simply send more towards her victim as a rather annoying disruptive move. This moves counts as an extension of Medusa and not a projectile, so the vectors won't be affected by Vector Plates in any way.
If the vectors would make contact with part of the stage or the edge of a Blast Zone they'll automatically root themselves to that area and reel Medusa in at Sonic's dashing speed; while this is an infinite recovery on Medusa's behalf, it is easily thwarted by foes who intercept it and once Medusa has attempted it a single time she cannot use it again until she lands on ground, even if she's attacked while in mid-air. Medusa is able to cancel the recovery by releasing B on the other hand, and can use her Aerials while being reeled in; she'll also be dragged around by her own Vector Plates momentarily without being completely swayed off her designated path, which can make for some interesting uses with the Aerial game.
Up Special - Solid Snake
A snake head forms from one of the many tattoos on Medusa's body and places its head beneath her bare feet for her to ride on (twice as large as the one in the image). This snake can be moved in any direction at Falcon's dash speed, and will attempt to bite any enemy in its way in a similar manner to the Ultimate Chimera, albeit only inflicting 18% that'll kill at 128% upon connecting. After 2.5 seconds the snake will leave Medusa and continue in whatever direction it was moving in, which also happens if Medusa jumps off it beforehand. Either way the snake will continue to act as a hazard to enemies and can even be pushed around by lingering Vector Plates, though it will vanish upon touching a surface. And just like her previous Neutral and Side Specials, Medusa does not enter helpless after using this recovery, though she cannot use it again until she lands on ground, even if she's attacked in mid-air or has her aerial game refreshed by means such as her Vector Plates.
Down Special - Serpent Tail
A tail-like vector protrudes from behind Medusa and extends out as far as it can beneath her before planting itself in the ground. If used in the air the tail will essentially keep Medusa "anchored" in that she cannot move (or fall) though she has Super Amour and access to her aerial game for as long as she keeps the position. Not a bad deal eh? This otherwise unbreakable stance has a weakness in that Medusa's tail can be destroyed upon taking 20% however, which prevents her from using this move again until she hits ground and somewhat gives foes incentive to remain on the ground and bat away at your tail. Medusa can also cancel this the anchoring by jumping or initiating one of her 3 other Special Attack recoveries (if she can); re-inputting this move has Medusa retract her tail and fall to the ground normally.
If this attack is used on the ground Medusa will anchor herself though she only gains 5% flinch resistance and can "footstool jump" off her own tail to massively increase the height of her first jump at the cost of not being able to use this attack again until she hits ground. Using this move offstage will have Medusa automatically footstool off her own tail as a recovery once it reaches the abyss, with she having to follow the same recovery rules as those of her other Specials; while all of Meta Knight's Specials can be used as recoveries in Brawl but only one can be used to do so at a time, Medusa could use ALL her Specials in one absolutely ridiculous recovery attempt if she wanted to...the only downside she suffers compared to other characters is that her recoveries are only refreshed upon touching the ground so a persistent enemy could knock her away enough times and actually KO her. Still, the many angles at which Medusa can recover make this more difficult to pull off than one would think.
One more thing I should mention: on the ground or in the air, this move keeps Medusa anchored and as such she won't be pushed around by her own Vector Plates, but as Medusa cannot move anyway while she's anchored this has little relevancy...unless she used the "recovering" version of her Neutral Special to place a Vector Plate beneath herself, that is. Medusa could easily cancel the anchoring and ride on her plates, but this doesn't give her much of an opening to input an attack...which is why it helps that a few of Medusa's vector-based attacks will naturally cancel out her anchoring and allow her to take full advantage of her Plates.
<--Grab - Snake Coil-->
As if trying to take on the role of a mother, Medusa reaches out with both hands and wraps them around her target's waist lovingly. This has some pretty good range and speed that rivals Zelda's, and a slightly longer duration to it than most other grabs that's capable of catching a good deal of players off-guard. As Medusa isn't using any force to hold her foes she'll suffer no pushback when her foe escapes, who will be pushed back a Platform's distance from the discord of the moment...Vector Plates, anyone?
Special Pummel - Witch's Kiss
By inputting any Special, the Snake Witch will lean towards her foe in a seductive manner and attempt a passionate kiss on their lips...which happens to be a cover-up for a dark-purplish "static" that exits from Medusa's mouth and into the foe's. One of Medusa's magical snakes has now entered the foe's body, which the Snake Witch can use to tear her foe's insides anytime she likes by using whatever Special input you used to implant the snake after the throw; instead of performing the move in question she will snap her fingers for a certain effect based on the implanted Special to plague her foe. Note that Medusa won't be able to use the Special she implanted in her foe ONLY until they've been KO'ed, with she obtaining the effects below for each Special she would implant in her foe:
Neutral Special Implant
Medusa's foe will find themselves afflicted with a spell that causes them to automatically produce Vector Plates behind them wherever they go! These Plate's creation follows the same rules you know, but the afflicted foe is never able to stop producing them and they're not restricted with their angling; this can be problematic for the Snake Witch in that she loses her ability to freely summon them, but they can be hellish for foes who aren't prepared for them in that if they try to run away from Medusa she can just use the plates to pursue them, while if they try to approach her she can simply bounce them back and combo/chain-grab them for some intense damage. There is indeed some risk to "giving up" your Neutral Special since there is no way to reclaim it unless the designated foe is KO'ed, but in the end it can be quite worthwhile if you play your cards right in that you can essentially force your foe to "do your bidding" to some degree.
Side Special Implant
Numerous vectors form on the front or back of the foe depending on whether you inputted this as a forward or backwards Special, which you're then able to control in the same manner you'd be able to with your own Side Special albeit at half the normal speed. The foe suffers no hitstun when the vectors are formed, and is in fact given about one second to destroy their only vulnerable area (in this case), the tip, before Medusa is given control over where they go. The foe can move around while Medusa is controlling the vectors, and thus in the case where there wouldn't be enough space for them to occupy around the foe they'll simply bend or squish themselves to accommodate the situation; Medusa can stop controlling the vectors whenever she likes, and can resume control with a tap or auto-destroy them with a smash input.
It's possible to direct the vectors into the implanted victim's back/front to have them be impaled from behind and be forced to use an attack that hits behind/in front of or all around them in order to break free of their bonds, but if that's not to your liking, why not keep the tip of the vectors in one place in order to lure the foe there in order to destroy them? You may not think the foe would have a lot of incentive to do this, but Medusa can force her victim into a surface or boundary edge if she manages to connect the tip of the vector with it! Medusa can also direct the vector into a Vector Plate to either give it a burst of speed for the aforementioned goal or make it move in the opposite direction, to which the foe will be forced to turn around if the vector was to move directly past them horizontally-speaking.
These vectors can and will impale other foes to damage them, in which case the impaled victim will be forced to destroy the vectors in order to save the victim who was forced to produce the vectors...in any case however, Medusa can simply create more from there, and can't be damaged by her own vectors thankfully. Impaling a victim with implanted vectors will tether the two characters together until they break free, with the faster moving character being able to drag the other one around; what's really fun about this however is that you can have one of the victims be moved about by a Vector Plate and the other will be dragged along with them! You can only really do this kind of thing in a FFA, however...
Up Special Implant
The giant snake slowly forms from behind the foe whilst attempting to bite down on them, which takes nearly a second for it to do. It's easy enough for foes to avoid this, though failing to do so can be fatal at higher percentages and Medusa is able to move around while the snake head is forming, with no limit as to how many times she can call it out the very moment it goes back into the foe. Thus, the snake acts as not only an excellent pressuring tool but also a KO move at the same time. Note that the snake will bite the foe from behind and knock them "forward" instead of backwards, with it inflicting shield-pushback on the foe that pushes them forward and possibly into one of Medusa's Vector Plates or her grab if they're not careful.
Down Special Implant
Small black vectors protrude from beneath the foe and pin them to the floor, as if their feet have been sown to the floor! The foe is no longer able to jump or move around, and must break the threads beneath them for 30HP or 2.5X grab difficulty if they have no attacks capable of hitting beneath them; afterwards Medusa won't be able to call back those vectors for 7 seconds. This implant will only take effect if the foe was on the ground right after Medusa snapped her fingers, and as such can be negated if foes jump into the air...but how will they know to do so when that same animation could just as easily lead into the other 3 effects? Foes tethered to the floor also have Super Amour until they break free, and are unable to be budged by Medusa's Vector Plates.
Pummel - Standby Snake
This looks exactly like the Special Implants, but instead increases the damage, knockback and hitstun of Medusa's next successful attack on that victim by 0.3. If the victim would run into a Vector Plate before then though, the Plate will instead gain one more use at the cost of a single use of the Pummel - this way however, Medusa can actually use a Plate she's pushed the victim into and follow up with an aerial attack at the apex of the path. Not to mention that you can trick foes with the identical animation this has to the Special Pummels in a few ways such as making them think they have more implants in them than they really do.
Medusa does not have ordinary throws, and thus holding the control stick down will do nothing unless you initiate a Special input. The only thing its good for is readying yourself to move or attack once the foe is released you won't always be 100% certain when they'll escape due to having no attacking throws.
<--Aerials-->
D-air - Twisted Snake
Medusa casually sticks out foot in a similar manner to Zelda's D-air except with more confidence in her animation and sticks it out slightly ahead of her in a slightly less exaggerated version of certain stall-then-fall D-airs like Sonic's. Foes struck however only take 5% and are footstooled, though they'll take 12% and be forced into prone if they were on the ground. This acts as an extra footstool jump of sorts that Medusa can use to extend the ridiculous staying time she has in the air, and doesn't even count towards her actual footstool jump usages! This isn't the easiest move to hit with however, though struck foes will be forced to suffer in their footstooled state for the same amount of time a normal character would be forced to fall if they're pushed around by the Vector Plates, which can make it far more convenient than simply inflicting knockback. Also note that if Medusa hits with this while she's tethered with the Down Special she'll release herself as she jumps into the air.
F-air - Vector Blade
Medusa raises one of her arms as a vector-like sword forms in it, which she swings overhead with surprising strength. The attack is executed in a "dynamic" manner that causes it to hit all around Medusa except for a small blind spot directly beneath her that most humanoids would be able to fit underneath, and if it hits it'll inflict a mighty 22% that spikes enemies and can kill at early percentages offstage. The execution of the move has extremely high start-up lag however due to Medusa needing to materialize the weapon beforehand and drag it behind her, though she can in fact delay the move for as long as she likes by holding A to throw off her enemy's timing; if she would land on ground whilst delaying the move however she'll end up crouching down a little and swinging the blade overhead above her with both hands like a lot of Brawl U-Smashes for the same damage as the aerial variation but with powerful upwards knockback that can KO enemies at around 85%. The ability to delay the move however, combined with the aerial prowess Meudsa gets from her Specials, can make this an incredibly deadly camping move with the Down Special or a pursuing move with the Vector Plates that can even be used to gimp enemies by knocking them into said trap.
N-air - Snake Spiral
Vectors emerge from Medusa's back once again, which swirl around her body for your typical body-covering N-air. Contact with these vectors inflicts 10% with knockback in the appropriate direction away from Medusa that can kill at 190%. While the attack has a good 1.1 second duration that covers all of Medusa's body and shields her from any attack weaker than itself, it has some moderate ending lag that makes it punishable. If being exposed at the end of the attack isn't to your liking however, you can hold A to charge the move for 1 second, which not only increases the attack's duration to 2 seconds but massively cuts the ending lag and even allows Medusa to cancel out of the main attack at anytime with an air dodge or jump.
As Medusa actually has to pool her resource of vectors for this attack using it will cancel out of her Down Special state, but only once the charge has been released if you chose to attempt that. While somewhat predictable, it's quite effective as a defensive measure when trying to land on ground, and can also be combined with a Vector Plate set-up to have Medusa rocket around her Vector Plates like some kind of pinball that you don't have to bother timing in the midst of the chaos. Also, if you'd end up hitting a foe standing between you and your next Vector Plate they'll end up being knocked into it via the nature of the attack's knockback, which'll make them think twice about trying to stop your rampage.
B-air - Serpentine Devour
Medusa hunches slightly as she reaches out in front of her with vector-covered hands that act as a grab hitbox for a moment, the vectors covering and consuming any foes grabbed by the Snake Witch. Then, a second later, Medusa puts on a most wicked smile and enlightened gesture with her entire body as a horde of vectors rush out of her back! The vectors cover the distance of MK's F/B-air moves but skewer their victims for a rather painful 18% that KOs at 125%, and will automatically hit any victim grabbed by Medusa beforehand as she performs a quick mid-air flip that positions herself on the other side of them, skewering her foe before effects such as the Vector Plates take place (if she was tethered via the Down Special she'll be forced back in place afterwards). Compared to the likes of the F-air and the N-air, Medusa is left open for a longer period of time and her grab has poor reach (Ganon's) that allows most enemies to counter her quite easily; on the other hand however, this move is cunning as foes aren't necessarily safe from Medusa no matter which side of her they're on, though trying to use this move as an actual B-air may come across as being inconvenient. At the very least however Medusa will continue with this attack if she'd touch ground, and you'll probably find the dual hitboxes quite useful in the event where you're trying to squeeze yourself between Vector Plates in order to knock a foe into one.
U-air - Vector Shuffle
Medusa curls into a fetal position before letting out 3 vectors from her back: one travels directly above her while the other two travel 45 degrees from the middle, and stretch out anywhere from one Kirby to 1.5 Platforms if the move was charged for up to two seconds, though releasing it during a Down Special tether will break it and cause Medusa to fall. These 3 vectors have a strange blood-red aura about them, and once they reach their apex all 3 will instantaneously shift 45 degrees in Medusa's direction and drag along anything encountered before dissipating, whether it be foes, projectiles or even traps strangely enough; Vector Plates can be shifted around this way, and if you have the bonus of getting a foe they'll be skewered for 10%, dragged in the vector's new direction and shot for knockback in that direction that can KO at 200%. While this move has good range, there is start-up lag to it even when not taking into account the charging time, and the vectors can be destroyed by foes; otherwise this is your prime option for messing with foes directly above you and playing around with your vectors.
<--Smashes-->
F-Smash - Vector Prison
Countless vectors arch from Medusa's back and shoot forward as a bizarre network (Side Special image) that's as tall as she is and travels Sonic's dashing speed 2-8 SBBs, staying on the stage as a wall of sorts once the attack is finished. For the most part players are able to use the top of the vectors as a platform to reach Medusa, but if any foe is hit by the Vector's tips they'll be impaled for 8-15% with slight hitstun, and while they're trapped inside the network they'll take 1% a second, slightly more hitstun, exclusively horizontal knockback, and will find it completely impossible to escape the current horizontal plane they're on unless they manage to either run away from the reach of the vectors or break them with an attack, though however much that's still left on Medusa's side will continue to remain as a damaging hitbox that can continue to protect her and impale enemies. To make matters worse, any momentum trapped characters pick up will die out in the awkwardness of the vectors' structure after one second, which includes that gained from moving around, being propelled from Vector Plates or even taking knockback; this makes it nigh-impossible for foes to move properly around inside the network, but at least serves as a balancing factor on the face of camping moves such as Medusa's Implanted Up Special and the fact that foes can be made to be stuck between two Vector Plates that could have otherwise propelled them offstage to potential doom.
While her foes are trapped, Medusa can choose to push them forward at Ganon's dashing speed by holding the input for this move and ultimately forcing them to break her vectors if they don't want to be pushed offstage for a KO at full charge, or use the grab to drag them in at the same rate. Medusa can use any attack she likes while her foes are caged, though if she tries to dash, shield, jump or use any vector-based attack from her back she'll end up dissipating her cage for about 0.3 seconds of lag before performing that action; most of Medusa's attacks will end up breaking the cage, though she can still set-up her Vector Plates from different angles, attempt a grab or use her D-Smash, Standard, F-tilt or D-tilt for that matter. Note that Medusa won't be propelled by her Vector Plates when she's holding out her prison, because that'd be rather awkward for her impaled foes.
And finally, the vector network will not be affected by any Vector Plates summoned when it's out, but if it comes into contact with any during its travel it will end up being angled in the Plate's direction; in the case where an aerial foe is caged they'll end up being forced to move around the prison with their aerial speed, and will be knocked along the path of the cage when taking knockback. You can create some interesting set-ups with this if you keep the Vector Plates in mind.
U-Smash - Steam Vector
Medusa raises and crosses her arms above her head while calling the attack's name, which causes several vectors to sprout from her feet and spiral around her until they total 1.5-4 SBBs in height and cover 0.4 SBBs on either side of Medusa. Foes will simply take 5-11% that'd kill them at 200-180% if struck at the sides but if they're caught by the vectors directly above Medusa they'll be forced up along with them, taking multiple hits of 0.5% with a final hit of 5% and surprisingly high hitstun that keeps them a place for a little while. The attack has some rather high start-up lag, but once it gets going it goes for an entire second, with Medusa being invulnerable the entire time. The attack also has low ending lag that allows Medusa to follow-up or easily take the time to set-up Vector Plates; this attack in itself can even be used to force enemies into your Vector Plates and send them flying away with the hitstun you inflict on them. It's also fairly good as a defensive/anti-air move.
D-Smash - Slithering Madness
With a wicked grin, Medusa points to the ground beneath her in a demented stance of sorts that causes 0.5-2 Platforms on either side of Medusa to ripple with a dark purple aura mixed in with an intoxicating red madness as numerous vectors stab themselves out of the ground away from Medusa, one for each 0.5 Platforms for a total of 8. Each vector travels 2 Platforms above Medusa for some excellent range, but the attack has obscene lag to it and each vector is easily dispatched - if one hits a foe however, it'll end up inflicting 14% with upwards knockback that KOs at 200% for an actual launcher move...
The victim is also injected with the Kishin's madness in the form of a blood-red aura 5 seconds after being struck by a vector, which causes the victim to receive slightly more hitlag upon a successful attack, be held in grabs for slightly longer and have any knockback they'd inflict or receive to be angled 45 degrees upwards from where they should have been knocked away - this includes the direction they're propelled in regarding Vector Plates too, which will no longer be consistent but still enough to majorly mess with them. Madness needs to be shaken off like the flower effect but with twice the difficulty. Also, regarding the actual attack itself, Medusa suffers very little ending lag afterwards and it's more than possible for victims to be struck by two vectors instead of one if their bodies are wide enough via natural formation or from the effect of a certain attack - in the case where this does happen, the madness effect will stack and the foe will take double damage but not knockback.
What's also unique about the vectors of this move is that they're actually projectiles and are affected by Vector Plates, so if you had a Plate facing forward next to Medusa the closest vector to her would end up travelling forward instead of upwards, which can seriously catch foes off-guard if you don't want to limit yourself to simply having this move hitting upwards. Because of the rather limited way in which Medusa herself can position Vector Plates however, this is an attack that's much more fun when you've implanted your Neutral Special into a foe via the grab, as you'll be able to send vectors after them with this attack and mess with them like crazy for quite the wicked time.
<--Standards-->
Standard - Snake Fang
Medusa smirks as one of her snakes crawls off the surface of her skin and forms a massive head in front of her. This head constantly keeps its mouth open, snapping at anything that gets close to it for 6% with purely horizontal knockback that can kill at 200%. It takes a good 0.8 seconds for the snake head to form but once it does Medusa can keep it out as a anti-approach move that keeps her covered at the front and will stay out after automatically chomping an enemy; this naturally makes the move quite deadly when combined with a Vector Plate to keep forcing foes back into the snake's mouth for more and more damage. The snake isn't all that patient however, as if kept out for any longer than 2 seconds it will chomp down ravenously for a stronger 13% that kills at 140%, which is definitely a nice killing move.
Dash Attack - Vector Uplift
Medusa seemingly continues her mad dash, but upon releasing A numerous vectors fly out from her back and anchor themselves to where she was the moment you used the move and lift her a Platform's distance into the air directly above itself. Once this happens, Medusa points towards the floor she ventured on, causing vectors to emerge from that area and sprout up to her height; any foe struck by them suffers 12% with vertical knockback that kills at 165%, with the vectors staying around for a good 1.3 seconds. Medusa is left in the air after the laggy move, which she is in fact capable of cancelling out of once she's been lifted into the air by jumping; best of all is that the attack will still go on even if you do so! No matter what the foe does, you'll always be in a good position to punish them with your aerial game, though it's obviously best for you when they're actually hit.
How much ground the vectors cover obviously depends on how much Medusa covered before she made her vectors spread out; while she can cover a decent amount with her own Dash, she'll cover far more in conjunction with her Vector Plates to the point where she could easily cover the entire ground in you positioned her Plates to make her do so. The nature of the Dash Attack in itself makes it an extremely useful retreating move (to escape from foes/cancel travel of your Vector Plates) or one in which you can use to mess around with your opponent, with you being able to force foes into the air if you cover enough ground.
F-tilt - Snake Striker
Medusa pokes a hand out whilst inflicting 2% with flinching knockback before she calls forth small vectors to form a drill around her outstretched hand if the player used the input again afterwards. This drill is held out for as long as you hold A and inflicts damage reminiscent to that of Lucario's stand-by Aura Sphere, forcing enemies to find another way around Medusa as they'll automatically take damage if they try to hit her drill with a physical attack and they won't damage her if they clash with a weapon. Once Medusa stops drilling however, her vectors will fly out in a small "explosion" of sorts that covers a bit more distance than the drill itself and inflicts a fairly decent 11% with knockback in the opposite direction that KOs foes at 140%. This is more of a defensive move, though the player can cancel the drill attack as soon as it begins just to damage the enemy if they like, and unavoidably if done with good timing - there isn't all that much punishment at the end of the attack either, with only the formation of the drill being laggy in the least.
If Medusa used this attack whilst walking or running she'll keep doing so while you hold down the control stick right up until the drill is complete, which allows her to be dragged around by her own Vector Plates while the drill is out for as long as there is ground to cover. Enemies struck by Medusa's drill in this state will be dragged along with her for the ride, which is made all the more fun by you being able to position them before knocking them away with the explosion that they won't have any way of avoiding.
U-tilt - Vector Scythe
A vector with a curved end like a scythe's comes from Medusa's back and pokes itself above her before slashing at the area diagonally above Medusa. The vector initially reaches above Medusa with more than enough range to poke through a Battlefield Platform and inflicts 3 dragging hits of 1% before the final slash strikes in the air and will hit enemies taller than she is for 8% with horizontal downwards knockback that can KO at around 160%, though it'll usually send enemies into prone if they're knocked into the ground. This is a fast attack with some good range, but is somewhat lengthy in duration in that the animation lasts for an entire second, and we're not even talking about hitlag; there's also the somewhat strange and redundant nature of the knockback for an U-tilt, but Medusa can actually use it to her advantage to shove enemies who'd try to approach her from the air into her Vector Plates, and can even ride on them to approach her enemy and shove them into them for the rest of the ride. Just be aware that while the attack is fast to start-up, the lengthy duration makes it possible for enemies to predict the attack's final hit if you'd try to use on approach enemies.
D-tilt - Vector Fog
Medusa waves a hand to send out a vector ahead of her for a simple move that inflicts a disruptive 3%. Holding A after the attack however will have Medusa point to the ground and force countless knee-tall vectors to rise up from all of the ground ahead of her and linger for as long as A is held (meaning they'll be kept out even if you exit the crouch and move about). Any foe who makes contact with the pool of vectors will have one attach itself to their leg, which inflicts 1% a second and halves every aspect of their movement speed until it is destroyed by the victim. The speed cut doesn't apply when the foe is attacking but it works when they're sent flying or pushed along a vector plate, which gives Medusa more time to follow-up with her moves; beforehand the move at least gives foes incentive to jump whether they get hit or not as they'll most likely have to use a N-air or D-air to rid themselves of the vector on them.
<--Playstyle-->
Medusa is more than capable of hiding in the air away from prying eyes with her 4 Specials, given the necessity of such that'd come with being a witch discriminated against in the Soul Eater universe, but will quickly find that doing so is...boring. Why hide yourself for all eternity when there's a big stationary world out there waiting to be turned into one governed by the rules of madness and change? That is what Medusa wants, and it is what she will get in due time if the player plays their cards right; she's a versatile character who's Specials form the core of her game, and can lead into various set-ups if utilized correctly. They also act as her lifeline however, and for each one she uses in the air she loses a recovery option when it comes time to take a blow; think of it as "investing" her moves for certain purposes.
While we're on the topic, Medusa's Vector Plates will prove to be her most versatile trap which she can use to either reel in enemies towards her or even reach them in the blink of an eye; if the player wanted to, they could use the move to conjure the plates in a straight line ahead of Medusa as to throw off opponents, thought do remember that there is a Platform's width worth of space in-between each Plate that foes can stand in-between. Meanwhile, the Down Special allows you to camp and pick on enemies with the Side Special, while said Special and the Up Special generally give Medusa a vantage point to set-up her Neutral or Down Special moves from heights most players wouldn't even be able to reach.
Camping's good and all for picking off enemies who aren't as good as it as you are, though Medusa has no way of being able to KO enemies from up in the air and from long distances in general outside the use of Vector Plates and the Up Special snake. Thankfully, Medusa is not without a competent ground game she can use to blend in with the rest of fighters, which is made all the more deadly when you take into consideration that she can be propelled by her own Vector Plates in order to temporarily become a momentum character of sorts and pull off a Subaru; the F-tilt and Dash Attack are excellent for this job, or even the grab if you want to deal with shielding foes, but we'll get to the meat of that later. Don't forget that Medusa can also pull off some nasty offensive stunts out of the air with her N-air and F-air whilst being propelled by her Vector Plates, or even her awkward yet satisfying B-air. Medusa is also capable of reeling enemies in towards her if she aims her Vector Plates towards her and uses her more defensive/control based Smashes at the same time.
Basically, Medusa can be played as a straightforward hit and run assault/trappy character of sorts, but when you get into the madness of the Grab Game her ability to control the match from the sidelines goes up to eleven; depending on the player's preference, they could implant 1, 2, or even all of Medusa's Specials into a single foe, or even spread them out among other players in a FFA or a Team Match. Why waste your time making Vector Plates when you could just get a foe to do it for you? You could even sow a foe's feet to the floor or get your precious snake to be able to haunt them with potential fatality wherever they go, but for every Special you give to the foe you lose it as a recovery option and thus become more prone to being KO'ed....or perhaps the exact opposite case if you use the implants to your advantage; knock the foe around the stage with your other moves in order to have them unwillingly create Plates, and use them to your advantage to attack them while they're in disarray. Don't forget that you have that constricting F-Smash that can do a real number on foes with implants, such as forcing them to create Vector Plates in an restricted area and make them take continuous damage in conjunction with pressure from your hungry snake. Dragging them to the area you want them and then pinning their feet to the floor is also a fun option, but alas, there are many, many things you can do with these moves.
All and all, Medusa is a versatile character who can attack, defend, recover and control the match with ease, but is capable of having her own plans used against her if she loses her chances of recovering unnecessarily, and doesn't really have any trait that truly stands out. This is what makes Medusa threatening however, as there is little that is capable of truly threatening her otherwise, and there is little enemies can do to prevent the impending madness that Medusa brings to a match, only try and stop it before it's too late...
<--Final Smash-->
Kishin Madness
Medusa laughs menacingly as she realizes that her goal of the Kishin's revival has been realized! (either with the Smash Ball or her offscreen minions) As this terrifying event occurs, the sky turns a blood red as the world begins to fill with the Kishin's madness; that said, we never actually get to see the aforementioned Kishin itself (if you know you know, but if you don't you don't need to)...
As the Kishin's madness spreads to Brawl, every character aside from Medusa starts taking 1% every 0.25 seconds as a red fog obscures everything except the affected characters; Medusa, the stage, and even HUDs and the Brawl Timer are obscured and cannot so much as be heard. Medusa is not invincible and can still be attacked, though it'll be difficult for the other players to find her...
At a random interval of 2-6 seconds, Medusa will be revealed alongside the other players and can attack them per usual before once again being obscured after a random interval of 7-15 seconds....except the Medusa that appeared was actually only a hallucination who's attacks don't deal any real kind of damage to victims...unless she manages to win the match this way with "false" stock losses and so on, to which her victims succumb to the Kishin madness. The madness of the Final Smash lasts for a ridiculous 55 seconds, the aspect of which is probably enough on its own to make foes go insane.
<--Boss Moveset-->
Medusa may not the most powerful character in the series, though what power she does have tagged together with her unparalleled cunning can make her a formidable opponent capable of fighting against 3 enemies at once, something she'd be more than willing to do if it meant furthering her evil plans. But not before making some...preparations...
Aesthetic changes:
Medusa is only the size of a child (Olimar), which makes her a smaller target rather than a bigger one.
Medusa's stance is now feral and estatic.
Dark purple vectors ooze from the blast zones and around Medusa to give the fight a dark feel.
Stat changes:
Medusa can run as quickly as Fox.
Medusa's aerial speed now surpasses the likes of Jigglypuff.
Medusa's jumps are unchanged, but she now has 4.
Medusa's weight is now dropped to that of Zelda's due to the nature of her body, unfortunately.
All manner of Medusa's dodges have her send out vectors in the area she was previously occupying that inflict a token 3% and mild hitstun to anyone struck, with said dodges being as good as Lucario's.
To go with her recoveries, Medusa now has a float that involves her summoning a generic broomstick, and can instantly transition into a glide if you hold up or down on the control stick. The glide works like MK's, except Medusa won't be KO'ed by going offscreen but rather will wrap to the other side (she'll only warp at the sides), and she can transition into any of her other attacks in the place of a glide attack.
All of Medusa's attacks inflict 1.15X their damage and knockback, and are 1.3X faster than before.
Medusa can attack while being held in a grab, so she'll need to be held in place with a jab so she doesn't retaliate against the original grabber.
Move changes:
Medusa can use all her 4 Specials in the air 3 times in a row before needing to go back to the ground and refresh them, except for her Neutral Special, which she now has no limits on regarding how she's able to angle.
Vector Plates can be used up to twice before vanishing.
The Up Special snake will now actively seek out foes before going offscreen once Medusa gets off it.
Down Special vector now has 50HP and the flinch resistance Medusa gains from the grounded variation is upped to 11%.
While Medusa will still lose access to her Specials if she transplants one of them via the grab, she is able to transplant the same Special on each foe.
Whenever Medusa's grab connects it will set-up vectors around Medusa and her victim that prickle the other foes for 8% that KOs them at 195% and keeps both characters invincible and safe from enemy interference.
The Side Special implant will now have the vector move instantaneously and will target the nearest ally of the enemy in order to impale them; if there are no other enemies Medusa will instead be allowed to control where the vector goes like in her normal set.
And now for the big one: if a character with a Special implanted with them touches one of their allies who doesn't have the same implantation, they'll receive it as well! This'll be marked by purple static around those 2 characters so players will know when it has happened.
The Pummel now doubles the damage, knockback and hitstun of Medusa's next 3 attacks, and prevents Vector Plates from being used up at all for 20 seconds, but a vector rises from the ground beneath Medusa to knock the foe away for 10% that KOs at 170% so you can only Pummel once.
Medusa's N-air makes her completely invincible for its duration.
If A is held for the entire duration of Vector Blade whilst Medusa is not holding an item, she'll be able to use the weapon as an actual beam sword item with the exact same stretching properties. What's interesting is that you can throw the vector blade into Vector Plates in order to have it travel around in erratic loops, especially considering the Plates won't vanish that way and you could essentially make an endless circle.
The F-Smash will always cover the entire screen, and drags enemies around at 1.2X the normal speed. In addition, the vector prison will not break unless it takes 10% or more from one attack, and Medusa suffers no lag when transitioning to another action.
Medusa's D-Smash covers twice the ground for up to 16 Vectors, and each of these travel across the screen. Madness time is also doubled, and the knockback is 45 degrees downwards instead for what could be a potential spike.
Now being the center of attention, Medusa will be smaller and harder for enemies to pin down with her insane recovery ability, as she no longer has to worry about losing her recovery ability if she were to give all 3 foes her Special via implantation. While Medusa can camp to stay out of her foes' range, she can also go offensive and grab one of the foes thanks to her ability to be temporarily invincible while grabbing in order to make that victim her puppet of sorts who can end up making things difficult for their allies depending on what implantations Medusa put into them, as she can very easily stall in mid-air for a very long time whilst being able to use her foe to attack the others, especially with the Side Special implant. Leeching off a single foe and knocking them into the others is a rather easy way to victimize all the enemies, as Medusa can simply implant her Up Special and Side Specials into a victim, spread it to the other enemies and tether them together with the latter move before knocking them away with the former so that all the victims will be knocked away even if one is sent flying! This is pretty nasty stuff, with there being many combinations of what you could do just with those implanted Specials and all the things Medusa can do; taking one character and using them to cause discord among the rest is one of the ways in which Medusa can win a match, as she doesn't really have the brute strength or special KO methods other bosses have to KO, nor can she litter the stage with various kinds of traps. She's still formidable as a boss on her own rights however, and not one any characters should take lightly.
First off, let me note that as a Pokémon fan, I’m probably going to spend more time on this than I should simply because I’m more familiar with it.
As for the actual reviewing part… overall, I really liked this one. Tropius is a Pokémon that I had always considered… well, less useful than most other Grass types. But here, you’ve made Tropius cool. I’d totally play as him if I could.
More specifically, I liked the synergy involved with Tropius’ various moves. Leaves + whirlwinds = some decent damage racking. Seedlings + whirlwinds = minor damage and minor healing. Seedlings + leaves + whirlwinds = well, I could be all melodramatic and say that it’s doom, but it’s not that dangerous. Still, it’s a handy combination of moves if your opponent is silly enough to let it set up. And that's my take on the set's strategy: if you can set up, you've got a distinct advantage. Hence, playing as Tropius will end up as a nice struggle with Tropius trying to get set up and the other guy trying to disrupt the setup. This helps make things even and interesting in a Brawl.
Then there’s the Solarbeam. Personally, I think you did a pretty good job of balancing this thing out. Between the sheer strength of the blast, the long charge, and the way to shorten the charge, you’ve got a nice tricky balance there to keep it from being especially over- or under- powered.
Alas, I do have a need to elaborate on a move, a term that I don’t know, and one thing I dislike about this moveset. In that order, of course.
What I’d like to know is if the fruits continue to grow even if no one’s collected any and if so, how many fruits one tree can hold.
This next one is just inexperienced me being inexperienced… what exactly is an SSB? You use it as a unit of measurement and I’m afraid that I’m not familiar with it.
And finally… Giga Tropius? No offense meant, but that just seems weird. Granted, you have his best Final Smash move already used with Solarbeam, but still.
Nonetheless, this is still a rather well thought-out set with quite an amusing writing style. I liked it a lot.
Reviews for Poison Ivy, Vergil, and Medusa are on their way.
NEUTRAL SPECIAL - HOMING ATTACK Did you say that his current nspec was the homing attack? Pssh, that piece of ****? Let's get the real homing attack up in here. As soon as you press this, Sonic immediately jumps into the air and turns into a ball before moving 3 Battlefield Platforms towards the foe, falling downwards unable to use this attack again if he misses. If he hits them, he deals about 9% damage and some good knockback as he is bounced backwards, preventing homing attack spam and working into his hit-and-run.
DOWN AERIAL - BALL BOUNCE: Sonic curls up into a ball with some startup lag equal to Squirtle's Side Special, before he performs a stall and fall downwards at Captain Falcon's speed. Through this all, his spinning as a ball forms a hitbox that deals rapid hits of 2% to the people he hits, dragging them down with him (though this can be DIed out of if held for more than 4 seconds). This can obviously be used as a suicide, but if he hits the stage, he will immediately bounce back upwards the height of Dedede's up special. This is one of his better ways of hit and run, especially since his bouncing back upwards can create some distance; it also acts as a method of recovery that doesn't create a giant spring that foes will obviously use to follow you. (tipsy)
The up-special is a tether.
Frank's karate chop has slight lag, as well as the front kick, the lead pipe and the Side Special.
Frank's Down Strong Attack (the leg sweep) has medium lag, as well as the Down Special (the juice one, he has to drink it, also changed my mind of how long the juice last, from 3 seconds to 5)
Still the same old useless move. Except that when in midair, the balloon pokemon will exhale herself up around a Bowser in height. As well making all midair opponents in range go into a tumbling state for a minimum of one second. Oh, and that after the asleep state, the opponent will go into a stunned state afterwards. Still not that useful though, but at least it won't be that embarrassing to use the move accidentally.
Down Special: Leech Rest
Funny how despite being called Rest like the healing move in the pokemon game, this move just does pitiful damage in Brawl. So why not just make the damage that the opponents get from the flower be the damage that Jiggly puff gets healed by. Yeah, Jiggly can get up to 90% damage healed, but what kind of player would join in a curb-stomp battle with opponent that they can easily defeat?
It's Snake's up tilt. Except it doesn't have that dumb invisible hitbox thing. That's it.
Expecting something more? Too bad. I just stayed up all night doing physical labor and, dammit, I just want to get to the Landmaster joke! I've had that thing in mind since the friggin' start of the mini!
Oh, also, it does 1% more damage, just to mess with your friggin' head.
Final Smash: Master of Land
Snake performs a call quite similar to his usual Final Smash, complete with an exclamation on how IT IS SHOWTIME!
Then he flies into the air and gets in a ****ing tank. Not some stupid ****ty Landmaster tank, we're talking extremely realistic, straight out of the government blueprints tank here. When it's facing right, you'll see the left side has, crudely painted on to it, "LANDMASTER" on the side. The right side mostly contains various obscene and crude langauge and gestures towards Wolf, Fox and Falco, as can be seen when facing left.
The tank itself functions differently from a Landmaster, as it's actual time staying around is absurdly large, something like 30 seconds or really ******** like that. However, it has HP, and a more reasonable if still large 80 HP at that. It also has very limited, expermential government hover technology, so it can't go as high as a Landmaster, but it can still actually go in the air.
It will still damage enemies who it runs into/over, but instead of one big hit, it deals hits as long as it's running into the opponent of 3% damage, with absurdly low hitstun(Enough to low one to break out) and no knockback. It is also a bit slow from behind and will turn around when you go that way for a reasonable amount of time, so try to attack it from behind.
Also, it has attacks. Yeah, this thing is ****ing locked and loaded, you got that? OF COURSE NOT. 'Cause I haven't told you, ya mook!
Tap the A button to fire a mortar shell that explodes on contact with something physical, doing a large 17% damage and great knockback, at a blast radius of 1.5x Link's bomb. It can hit the tank too and will actually knock it back a bit, unlike pretty much every other goddamn attack against it. You can also charge it, and at max charge it'll do 26% damage at a radius of 3x Link's bomb. Still hurts you. Kinda long to charge it that far. Still awesome.
Hold down the B button and Snake will...get out of the tank and resume fighting like normal. Press the B button again while fighting while the tank is out and, after half a second of delay, the Tank will explode in a fiery hellferno of explosion-based self-destruction that crushes villages, shatters shields and deals damage and knockback comparable to Electrode's explosion. Except it is as big as the ****ing tank. This can hurt Snake too, big shock there, so don't get hit into it. If you don't explode the tank before it's time would be up, it disappears as per normal.
Forward Tilting will causes a shower of submachine gun fire to spray in front of the tank in a double-helix pattern, going as far as Shiek's needles, peppering the opponent for 5% damage, low knockback.
Down Special makes his treads grow spikes, increasing damage done by ramming by 5%, but lowering speed a little and lowering turning ability by a good deal. Press it again and they retract.
Down Smash makes the tank do a spin like it's playing twister, creating a very strong suction force, while dealing 5 hits of 5%, with the last having good knockback. **** yeah.
Up Smash causes your tank to flip it's attack mortar shell fire-y thing straight up, flinging opponents on top of you backwards with the force of the Pirate Ship cannon thingamajingle. Press A again when it hits vertical and you'll fire a mortar shell straight up.
Finally, double tap L or R and you'll do a barrel roll for 25% damage and grand knockback. If you use this while the codec is up, whoever is on the line with you will tell you to DO A BARREL ROLL!, with the exception of Slippy, who comments that Peppy would be proud.
Also, in the universe this came from, Sakurai is part of a famous Death Metal band called "Laughing Mad". I don't even like metal that much, let alone death metal, but YOU try to justify this in a more amusing way.
Seriously.
Just imagine Sakurai singing death metal in some, well, death metal-y outfit. You'll either be scarred for life or laughing your *** off.
Three spiking moves is more than enough for any character. Now, DK procures a regular wooden barrel that he holds on his back as any item. He can roll it forward or toss it upwards, and the barrel will behave just like the Brawl variety. Too bad he can't use them like Yukari could use rolling crates, though. There's a 25% chance that the barrel that DK pulls out will be redder and marked with a yellow explosion, which is an obvious marker that it'll explode when it breaks.
Dash Attack: Konga Roll
A lame kick while slowing down? Not for this great ape. DK does a forward roll [18%] that hits foes with decent knockback, likely to KO at 170%. The roll moves at his usual dash speed, and ends with him setting his feet back on the ground. However, DK can use A while rolling in order to end the roll with that kick that he used to have for a dash attack, with the same properties as before.
The Garbage Man is a character from Vigilante 8 Second Offense, the sequel to the original game where Beezwax gets cut. The Garbage Man’s character is very under-elaborated upon – he’s one of the independents un-associated with the Vigilantes and the Coyotes, and to outsiders he appears to be some mysterious Garbage Man unassociated with any actual company.
This is because the Garbage Man is a disguise for Y the Alien, the final unlockable broken character from the first game who drove a UFO. The reason for Y specifically using the guise of a garbage man is to steal garbage to salvage parts to repair his damaged spaceship with to get back to his home planet. He’s presumably too unfamiliar with Earth to find a better source of materials. . .
Regardless, this is only revealed in the Garbage Man’s ending, as in gameplay the only thing that (strongly) implies his alien status is his garbled gibberish for voice clips. Still, the point is that he still uses his Garbage Truck normally. . .For the most part. The Garbage Man’s special in his source material has him grab enemy cars with the scooper on the front of the truck. If the enemy car is too big to fit in the back, he simply slams them back down for some damage. If they’re smaller, though, he throws them in the back, compacts them, then shoots them out the back of the truck for massive damage.
The garbage truck, which the Garbage Man stays inside of his entire moveset, is double Ganon’s height and 2.5X Bowser’s width, making it pretty bloody large even in comparison to Beezwax’s truck. The truck takes no hitstun from anything, though the truck itself can be grabbed. If grabbed, the truck can still move around, attack, and do anything else normally while enemy characters cling onto it. The truck takes full damage and knockback from throws, but still takes no stun or any other status effects.
The truck is totally solid, and for characters with piss poor jumps the top ledges of the truck are even grabbable. In order to deal stun to the Garbage Man, characters must break open the glass at the front, which has a whole 15 HP. Upon breaking open the glass, enemy characters can stand in the window sill if they are small enough – other characters should be able to attack the Garbage Man through the opening by standing in front of the truck. The Garbage Man takes 1.5X damage from attacks, full hitstun, and can be grabbed. Grabbing him actually causes him to be unable to do anything, and he can be dealt stun and status effects from throws here, but not knockback. Attempting to re-grab the Garbage Man within 2 seconds of when he was last grabbed will cause him to shoot you away with a platform’s worth of knockback via some otherworldly force as he utters some alien gibberish. Keeping the Garbage Man stunned for a 3 out of 4 second ratio will cause him to do the same thing, though he must be stunned for at least a full second. The Garbage Man actually has a shield and spot-dodge, which cover the Garbage Man himself rather than his vehicle. He has no rolls.
Beezwax’s Ground Movement said:
The truck will not turn around by default and will simply attempt to drive backwards when you hold back on the control stick – a double tap is required to turn the truck around, which is a very laggy process. The truck has to accelerate from a 1-7 in movement speed, and won’t reach 7 until traveling the entirety of Battlefield – it’s a bloody Garbage Truck. When the truck is moving, it’s a hitbox based off how fast it is, capping at 20% and knockback that KOs at 100%. If you attempt to stop a dash and start up your beyond awful traction, Garbage Man will spin the truck around to face the opposite direction, moving a platform forward as he does so and keeping his hitbox in-tact with 1.35x the power. If he had 4/10 or less movement speed, he’ll come to a complete stop by doing this. Attempting to turn around while having no momentum at all results in a much laggier process. If Garbage Man was moving faster than 4/10, the truck will tip over, increasing the power of the hitbox to 1.5x how fast the truck was going. If it was going fast enough, it will roll forwards a good distance with this hitbox in-tact. When you’re tipped over, you can “wiggle” back up by pressing left and right in turn with the same logic you can in Vigilante 8.
If you want to stop when moving over 4/10 movement without tipping over, you can input down to slam on the brakes, slowing down 1.5x as fast as you speed up. Just don’t expect the foe to be so kind as to not poke you over the edge if you come to a stop there. Because of the truck’s terrible traction, it can drive in reverse without turning around if you attempt to –walk- backwards instead of double tapping to dash. Due to all of these natural hitboxes, the truck has no dashing attack, but can use all attacks while moving.
Due to the increasing amount of characters reliant on them in MYM, the Garbageman –can- be put into prone and pitfalled. Both of these status effects must target the Garbageman’s tires to function. Putting the Garbageman in Prone only works if he’s moving, in which case he will spin out like if he triggers his traction. Pitfalling him causes those wheels to fill into the ditch, causing the Garbageman to be unable to move, nerfing his side tilt, and banning his Up Special until he escapes at grab difficulty. Because of the angle the garbage truck will now be at while pitfalled, many of the Garbageman’s attacks will now be aimed diagonally downward when they otherwise wouldn’t, making them awkward to hit with.
SPECIALS
Down Special – Dump
The Garbageman dumps a pile of garbage as if it were a Smady style Poison set which is long overdue for MYM 12. Sloping the container portion of the garbage truck to make the trash fall will remove all of the grabbable ledges on the truck so enemies can’t plank on top of you. Inputting Down B while you’re dumping trash will cause the truck to put the container back into position early. Using this move will create a platform wide pile of trash that varies in height based off how long you dump – minimum will net you a Kirby height, while at max it can be as tall as Bowser.
The goop deals no real knockback or stun, but rather drags foes with it to the ground if it should land on top of them. DIing out isn’t hard, and if they get caught in this in the air foes are likely to fall through the bottom of the trash more than anything else. You see, being inside the goop treats you as if you’re in the air until you hit the absolute bottom of it, and your character’s fall speed is increased by Fox’s. Horizontal movement, both aerial and grounded, is halved while inside trash. Enemies take 4% per second while in contact with trash.
Note that the trash that’s already in the back of the truck has all of these same rules – if somebody falls in the back, they’ll be falling to the back of your truck. They’ll have to jump up out of the garbage container as well, as the solid walls of the garbage truck container prevent them from just DIing/dashing out the side like they normally can.
The Garbage Man drives through his own trash fairly well – it only slows down his momentum by a quarter as he passes through it, and it does not increase his fall speed/treat him like he’s in the air under any circumstances. The only real problem is if you drive into a pile of trash, then stop. Attempting to start up again will cause the Garbage Man to rev his wheels against the trash for 1.5 seconds before he’s allowed to escape – hope you didn’t waste your Up Special all on recovery. Either way, the Garbage Man cannot just sit in his trash and perform at his peak because of this.
Side Special – Flamethrower
A flamethrower attached to the bottom of the front of the truck starts shooting out some flame for as long as you hold the move in a manner not unlike Bowser’s Neutral B, though Garbageman must re-charge the move for 3x as long as the Koopa King. This is very easily some of your best GTFO and basic damage racking. Why the long cooldown? The fact that the Garbageman can move forward while using moves make this move far more potent than it should be.
If the Garbageman uses his flamethrower on trash, it will get set on fire. This causes the top of the trash to get small hitboxes that deals 5% and knock foes away with weak knockback. This prevents the enemy from taking the penalties of wading through trash, and the fire trap is generally inferior to it. If they’re already inside the pile of trash when it is set on fire, though, they will start taking triple the amount of passive damage while they remain inside it. In addition, trash that is set on fire will decrease in height by one Kirby height per second, meaning foes will eventually get hit by the fire.
If you dump trash on top of a burning pile of trash, then there will be no fiery hitbox due to the truck having covered it up with more trash, but the bonus damage from the pile of trash being on fire will still be present. Of course, this means the pile of trash will start diminishing in size as well. In this scenario, the fire only sticks around for 6 seconds rather than until the entire pile of trash disintegrates.
Neutral Special – Trash Compactor
Anybody in the garbage in the truck’s garbage container gets sucked towards the back/bottomish corner at Sonic’s dash speed for a half second, then they are hit with an unavoidable grab hitbox if they get sucked to that portion of the truck. Either way, the truck will then shoot out a piece of compacted trash, wide as half a platform and tall as a platform, yeah, it’s pretty much paper thin. If a character got caught in this, they will instead by directly compacted themselves, being 75% as wide as normal but still with no height to be paper thin. Getting compacted makes foes take 16%. Once they escape this at grab difficulty, they will destroy the compacted trash as they bust out of it.
The compacted trash/foe gets shot out of the back of the truck horizontally at Meta Knight’s dashing speed, slowing to a stop over 1.5 seconds. The compacted trash falls as fast as a char with a 4/10 falling speed, its’ new shape making it rather aerodynamic despite all the material invested in the little piece of trash. Contact with it as it flies does 10% and knockback that KOs at 150%.
If the compacted trash comes into contact with a downward slope of some sort, then it will gain speed at a rate of 50% per second, the inverse being true of course with upward ones. No, the Garbageman cannot terraform, but the aerodynamic state of compacted trash lets it not sink into piles of trash – it treats them as solid terrain and will slide down/up the sides of piles of trash.
The container of the garbage truck becomes transparent when a foe is inside it.
Up Special – Hovertruck
The truck’s wheels fold inward as some jet boosters come out, causing the garbage truck to look like the more awkward version shown in his picture at the start of the moveset – this is a power up that all characters in the sequel can use to go over water and such, as well as to become generally floatier. While some cars (Like Lord Clyde or Dallas) come with it equipped by default, the Garbage Man has to keep up his human disguise, and thus does not have this as the default mode.
The Garbageman has 5 seconds of free flight with his normal aerial movement and the ability to move upwards at Jigglypuff’s dashing speed. Giving the Garbageman such a good recovery may seem rather absurd in combination with his weight, but the recovery has an extensive recharge period like Rob’s. The refueling period is far longer than Rob’s recovery, though, requiring the Garbageman to stay grounded for 20 seconds if he wants to recharge a fully exhausted fuel. Luckily, entering and exiting this stance is largely lagless so you can use it in short bursts to conserve it.
The Garbageman can use aerials if he’s knocked into the air by some obscene knockback, but without this move he cannot make practical use of them. The Garbageman will always use aerials over standards while in his hover stance, even if the garbage truck is hovering directly over the ground. The Garbageman can use his Smashes and grab while floating.
GRAB-GAME
Grab – Scooper
The Garbageman gains control over the scooper on the front of his truck, able to move it up to three quarters of a platform in front of himself at the apex of its’ horizontal reach, all the way down to the ground, even a Ganon above himself, though the Garbageman has very limited control over the scooper’s horizontal movement when reaching above himself. The scooper is obviously far more flexible than a real garbage truck, but it’s still a bit finicky, moving in awkward disjointed motions to reach the direction you’re telling it to go. The Garbageman will stay in this stance for as long as you hold Z, and contact with the scooper for the foe means they get grabbed.
The Garbageman can grab more than just foes with this, though. He can also grab trash, at which point nothing out of the ordinary happens, the Garbageman simply is able to move the scooper about as it’s holding trash. While holding trash, inputting A/B causes the scooper to flip over and drop whatever it’s carrying. Inputting A/B and a direction causes the scooper to forcefully thrust the trash it’s carrying in the selected direction about a platform as it obeys the laws of gravity. Foes in compacted trash cannot get technically grabbed, but they can still get scooped up and moved around like regular trash.
In the event you have no trash on the ground to scoop up, inputting A/B while the scooper is on the ground will cause it to attempt to dig into the earth. From here, if you move the control stick forwards, the scooper will scoop up some dirt. Dirt deals actual flinching hits, about 10% per second, while it’s in the air, and the Garbageman can throw around Bowser sized clumps. Once it hits the ground, the dirt dissolves back into it.
You can grab a foe while you have trash/dirt in your scooper, in which event it powers up your throws.
Pummel – Shake
A very mediocre pummel, dealing 2% over a laggy period to foes as they bounce around in the scooper. With trash/dirt in the scooper, they take an extra 3%, making it a possible option. Just don’t expect to get in a second one.
Forward Throw – Fling
The scooper reels back before flinging the foe forwards for 10% and knockback that KOs at 140%. The scooper is angled very slightly downwards, meaning they’ll eventually be sliding across the ground if there’s a large portion of stage ahead of you. The garbage/dirt won’t get flung as quickly as the foe in this throw and thus won’t damage them, making the dirt useless. For garbage, however, this can be a useful technique to coat 2.5 platforms of the stage in (minimum height) trash.
Back Throw – Garbage Collection
The Scooper bends as far as it backwards to fling the foe into the back of the truck, meteor smashing them into the garbage container and dealing 7%. From here, you can easily compact them with Neutral Special.
Why not always go to this throw? The Garbageman has a limited quantity of trash. If he doesn’t have enough trash, foes will be able to escape before they get compacted (The suction hitbox is only the –trash- in the container, not the entirety of the container interior), obviously varying based off what kind of character you’re facing. Pouring trash onto the stage takes up as much as it generates on-stage, while compacting trash takes up a DK sized portion of trash. You can put trash back inside the truck if you have too much out, and if you somehow low too run on trash out of your massive supply you can just pile some dirt into the truck, which still works for the purposes of trash compacting, though cannot become a trap on the stage when it’s dumped. In the least, if you dump dirt it still creates the 10 1% flinching hitboxes per second as it gets poured towards the ground, making it somewhat useful to dump in the air.
Up Throw – Toss Up
The Garbageman lowers the scooper before flinging it upwards, dealing 9% and vertical knockback that kills at 125%. Trash/dirt gets flung up 2 platforms before coming back down to the ground. The trash/dirt will always hit the foe at lower percentages, while at higher ones they will have to fall into the trash/dirt. Foes have functioning brains and will DI away from it, but you can attempt to block their escape by, say, using this move against the edge, then leaving the foe to either DI off-stage to their dooms or into your garbage container to get compacted – this can actually force foes to exhaust their recoveries before they enter the container, meaning it can actually realistically compact foes if you have minimal trash/dirt in the container.
Down Throw – Slam
The Garbageman performs the alternative version of his in-game special, slamming the foe into the ground with the scooper for 13% and putting the foe into prone. If you’re lucky enough to grab a foe off-stage, this also obviously works as a great gimper, meteor smashing the foe with force comparable to Rob’s dair.
Beezwax on Prone said:
The truck’s natural movement hitbox deals double damage to foes in prone, but no knockback as you run over them – the hitboxes are –both- of the tires, so you can potentially hit them twice. If a foe attempts to get up from prone under the truck, they’ll fail, though they can still roll about to their heart’s content to get out from under it, simply not getting up at the end of the roll.
Ensuring to emulate Vigilante 8 to the letter, the Garbageman shoots oil out of his flamethrower rather than leaking it or something. This shoots out three quarters of a platform over half a second, dealing a paltry 6 hits of 1% and flinching as it goes. As you may well have guessed, this causes oil to stick around on the stage. This does not act like those slip’n’slides you’ve seen time and time again in most cases, except in the case of compacted trash. Compacted trash gets its’ momentum boosted by 25% per second while on an oil slick. This can stack with slopes, but not garbage pile slopes due to oil leaking through garbage down to the bottom.
Normal characters react to oil slicks like Brawl Ice, decreasing their traction by absurd amounts to give them absurd lag whenever they turn around from a dash (Seriously, go play that terrible Ice Climbers stage – Captain Falcon lags for like a whole second). Unfortunately the Garbageman is not immune to this, meaning if the Garbageman –ever- attempts to turn around from a dash, regardless of his speed, he’ll topple over. If he had some speed already, though, the garbage truck will spin multiple times along the path, going 1.5x as far and fast. While extremely telegraphed, if a foe is covered in trash it’s possible for them to be unable to get out of the way, and thanks to your Up Special you can actually survive this.
The most obvious interaction of all is with the flamethrower. Setting an oil slick alight will cause fire to move along the oil slick to the opposite end at Meta Knight’s dash speed. The fire will last for 5 seconds before both the oil slick and the fire is used up. Contact with it deals 6% and weak upwards knockback. It will also set on fire any garbage it comes in contact with along the way, though this is generally more useful for creating a fire trap without making your trash go to waste burning up.
Side Tilt – Rev Up
The Garbageman revs his tires either forward or backward based off which direction you input this tilt. The tires themselves are simple hitboxes that deal 12 hits of 1% and flinching per second, but are unlikely to hit much of anything unless you’re lucky enough to be on top of a prone foe. They do however shoot dirt on the side of the truck you inputted, shooting out a full platform for a full second to deal 15 hits of 1% and flinching. If you use this on top of garbage, the garbage will be propelled instead of dirt. This can cover foes in garbage, spread it out across the stage, and the nature of the garbage makes it more annoying to DI out of the move.
The Garbageman cannot move while using this attack. Inputting “Side A” while moving results in the Garbageman’s Jab, which conveniently makes said move much more potent/better at covering larger portions of the stage with oil.
Up Tilt – Raise the Roof
The Garbageman raises the scooper a Kirby above the truck’s height before poking it upwards, doing pathetically weak set upwards knockback and 4%, but being incredibly spammable. Foes will fall back into the scooper before they get out of stun if they do not DI, forcing them to DI either back towards the ground and your trash or towards your trash container. Due to the Garbageman being able to move, if he predicts where the foe will go accurately he can keep this up for longer than he has any right to, but if the foe predicts his prediction they’ll get out with barely any damage at all.
Down Tilt – Scrape
The truck extends the scooper a full platform ahead of itself while making the actual scooping portion of the scooper face itself, then scrapes it along the ground towards itself. Over the move’s duration, the scooper deals 11 hits of 1% and flinching, each hit having a 5% chance to trip the foe. The scooper is both solid and a hitbox during this move, meaning foes cannot DI out once caught in this move. The scooper can also carry along trash with this move as you’d expect, and while the trash isn’t a hitbox the natural properties of it can slow foes and make them get caught by the scooper.
Why just a –chance- to trip the foe in this move? Well, if they’re covered in trash you’re probably dragging, they won’t know if they’ve tripped or not. Foes will almost always try to DI to the left because of this in fear of getting run over while they’re in prone, especially considering how close this move brings them to the tires. This is a mistake when the correct response if they’re not tripped is to try to get up out of the trash via jumping, though then again if you have a large enough mountain of trash this can also prove futile. In said situation, foes must stun the Garbageman to avoid getting re-scooped.
SMASHES
Forward Smash – Firewall
The truck shoots a fireball from the flamethrower. If the Kirby sized fireball comes in contact with someone before it hits the ground a platform in front of the truck, it deals 16-28% and knockback that kills at 150-115%. You can angle the move up or down to change the trajectory of the fireball slightly, making it land on the ground 1.5 platforms ahead if angled upwards or half a platform ahead if angled downward.
Once the fireball hits the ground or something else solid, it will erupt into a pillar of flame as tall as .75-2 Ganons and as wide as Wario. Contact with the firewall deals 20 hits of 1% and flinching per second, though you can obviously DI out in under a second. Note that this does no knockback at all, so if you stupidly land on the top of a pillar gravity will slowly bring you back down to the ground as you attempt to DI out. Firewalls lasts 8-13 seconds.
This can make an interesting obstacle for foes to jump over, particularly at max charge, considering how high they have to jump to get over your solid frame on a regular basis in addition. However, foes will be able to simply roll past the firewall instead, and particularly clever foes can go out of their way to shield the fireball to prevent the firewall from spawning. They won’t be able to roll past the firewall nearly as easily though if the base of the firewall is inside trash – not only will they have to make their way through the trash, they’ll have to keep very good track of their location to roll past if their body is enveloped by the trash, especially when their roll distance is decreased thanks to the properties of the trash.
Yes, firewalls interact with oil and trash the same way the flamethrower does, though the top of firewalls can stick out of a pile of trash.
Up Smash – Slam
The Garbageman instantly lowers his scooper down in front of the truck if it wasn’t already, before raising it slowly and dramatically for a charge animation, potentially up to a Ganon above the truck. The Garbageman then slams the scooper down incredibly quickly – obviously this move has next to no range if uncharged, but the range is massive if fully charged. If you struggle to charge it properly, you can hover a bit off the ground to hit foes with the bottom of the slam.
The move does 20-30% and horizontal/downwards angled knockback, KOing at 125-75%. The downwards knockback is particularly strong on the move, meaning foes will inevitably end up sliding along the ground as they take their knockback. Going through trash will slow them as it always does, meaning this is a good way to put them into the thick of a mountain of trash.
Down Smash – GARBAGE DAY
The Garbageman opens up the side door of his truck before heaving forward a massive DK sized bag of trash three quarters of a platform, then closes the side door and gets back in his truck. The garbage bag deals an unimpressive 10-20% and knockback that KOs at 160-120%.
The garbage bag lasts forever once it’s put on the stage until it’s popped open, at which point it will spill a Bowser’s worth of garbage onto the stage. The Garbageman himself cannot pop it outside of his flamethrower, which will cause the edges of the bag to become a hitbox that deal 1% and flinching. . .Until 5 seconds later it explodes, causing garbage to fly in random direction up to 5 platforms away, dealing 10% and knockback that KOs at 150% on contact. Overlapping with the explosion directly deals 30-48% and knockback that KOs at 90-60%. While this may sound near impossible to hit with, the Garbageman can scoop up the bag with his grab/dtilt to try to position it on top of a foe when it explodes.
The more practical way is to get the foe to hit the bag, as any attack from them that does damage will bust it open, causing the contents to spill onto them and deal 16-25% to them along with .4-.75 seconds of stun. The fact that this move makes the Garbageman briefly immune to stun as he goes to the side door (Though the move has bad ending lag) makes this move very good as a counter by simply throwing the bag out as foes come to attack you, but again, the best method is carrying the bag around with your scooper before dropping it on top of the foe. Of course, you can also simply throw the garbage bag into a pile of trash so the foe forgets the position of the bag later on, punishing them for engaging in close combat with you at that point or something like a get-up attack, what have you.
This move is the only way for the Garbageman to produce more garbage, but it’s not the best way to get tons of garbage onto the stage as the Garbageman can only have one bag of garbage on-stage at a time.
AERIALS
Neutral Aerial – Barrel Roll
The truck flips over in mid-air a single time somewhat quickly (For a garbage truck) by making use of the jets. This causes most of the truck to turn into a hitbox that deals 9% and knockback that KOs at 130%. While the truck is flipped entirely over, a portion of garbage/dirt will get dumped out that’s as wide as the garbage container but only as tall as Kirby due to the truck rotating back up before too much can fall out. The falling garbage has no hitbox, simply having the usual properties, though dirt will have the usual hitbox of 10 hits of 1% and flinching per second.
The interior of the garbage container is not a hitbox as the truck flips, as you’d expect. What this means is that you can hover over somebody, then use nair and hover down to nab them inside the container. If you hover upwards after you get them inside, you can ensure they’re in the bottom when you come out of the move, making it easily your most direct way to set up for the Trash Compactor.
Forward Aerial – Ram
The truck angles itself diagonally downwards before charging forwards 1.25 platforms at Captain Falcon’s dash speed in another impressively fast move. Contact with the front of the truck deals an equally impressive 12% and knockback that KOs at 135%, obviously good for gimping foes should you dare venture off-stage.
If you trigger the landing lag of this move, the rear end of the garbage truck will very suddenly fall down to the ground to be on level with the front half. This turns the back of the truck into a hitbox that spikes foes down to the ground and deals 20%. If they do not tech the landing and roll out from under the truck, they will enter prone on contact with the ground. If their roll does not take them out from under the truck, though, they will take another hit of 5% as they get knocked into prone again. A side tilt follow up is unlikely unless you caught them directly under the middle so they have to roll a good ways to get out from under the truck thanks to the move’s very long landing lag, but possible if the spacing is perfect.
Back Aerial – Hover Mines
The Garbageman lays a mine out of the compartment at the back of the truck. These mines float in the air where you placed them via jets installed inside of them – an actual feature added to mines in Second Offense. Contact with a mine explodes it, dealing 13% and knockback that KOs at 115%. Rather impressive for a trap that’s so easy to produce in massive quantities, but the Garbageman is unfortunately vulnerable to them. Considering how much ridiculously larger he is than most characters, he’ll get hit by a lot more of them than the foe is you lay them mindlessly, meaning you either must actively hit foes with this who approach the rear end of the truck or, god forbid, use the mines strategically. Strategic uses include laying mines inside of trash to leave foes largely clueless, as well as laying mines just barely higher than the Garbageman’s height so he can drive under them on the ground, while foes who attempt to jump over the Garbageman will have to deal with them on a regular basis.
Up Aerial – Juggle
The truck suddenly jerks upwards about a Mario height before going back where it was before very quickly, becoming a hitbox that deals 7% and upwards knockback that KOs at 190%. More importantly, this causes a Wario height amount of trash all along the container of the garabage truck to get jerked up out of the truck Ganon’s height, becoming an immediate hitbox that deals 6% and vertical knockback that kills at 210% as it does so before becoming a regular hitbox as it falls. What’s so amazing about this move is that if foes are in the way of the attack and attempt to dodge the garbage, they’ll just get enveloped by the trash and pulled down as it falls back into the truck, making the portion above the truck a danger zone even if foes can competently move over it.
Yes, dirt has the usual hitbox here as it goes up and down, dealing 10 hits of 1% and flinching per second – whether they get hit initially or dodge they’ll get dragged down, though this version of the move enables foes to DI off to the side to escape if they weren’t above the direct center of the garbage container.
Down Aerial – Garbage Glomp
This aerial is very similar to the nair, but the Garbageman turns over much more slowly, making the hitbox on the truck deal a meager 5% and weak knockback. The Garbageman specifically holds the upside-down position for a lengthy period though, during which all garbage in the entire truck will be dumped out. So long as you have at least a half full truck of garbage, this causes the garbage to make foes to fall 1.5x more quickly through the garbage than they would normally (Which is already quite fast), making for an obvious final blow finisher. Hopefully you have some garbage already on the stage when you use this move to go scoop up, as this move is pretty much the only way you’ll ever completely run out of trash.
FINAL SMASH
Y’s flying saucer comes in from the top blast zone, crashing through ceiling if necessary, hovering 2 Ganondorfs over the Garbageman. The Garbageman will then get out of his truck before a 1.5x Bowser width beam sucks him up into the saucer over 1.25 seconds. Any other foes who get caught in the beam will start getting sucked up as well, though they can DI out easily and take no damage from this. However, they wouldn’t exactly –want- to DI away, as foes can stop the Final Smash from happening during this time if they knock the Garbageman out of the beam’s trajectory. The Garbageman is far lighter than he looks, about as heavy as Luigi at 50%. The Garbageman cannot dodge enemy attacks, but can DI right and left. The reason the Garbageman is so light is revealed over the course of the Final Smash, as his disguise sheds as he ascends to reveal his alien status. Obviously the success of this Final Smash mainly depends on if the foe is already occupied before you use it – simply covering them in garbage is most obvious, though you can also slide them across to the other side of the stage or grab them, as activating the Final Smash won’t release foes from the truck’s grab.
Once the Final Smash is successful, players gain control of Y the Alien inside his three quarter platform width Marth height flying saucer. The saucer is not invulnerable, but has air dodges and a shield like a regular character, and is somewhat heavy with Ganondorf level weight. The saucer cannot take anything other than damage and knockback, including being grabbed and stunned, period. The Flying Saucer obviously has infinite free-flight, and can gain momentum to go up to a 15/10 dash speed, which it accelerates to quite quickly. At 6/10 dash speed the saucer becomes a hitbox that deals 7% and knockback that KOs at 180%, while at 15/10 the saucer deals 25% and knockback that KOs at 60%.
If you don’t want to risk KOing yourself, you can attempt to use the Flying Saucer’s attacks – if you’re particularly cheap you can just hover out of reach and spam them. Pressing A will cause the saucer to shoot a blue laser (The UFO’s special in Vigilante 8) in whatever direction you so choose, traveling as far and fast as Falco’s laser while being triple the height. Contact with the laser deals 14% and knockback that KOs at 120%.
Pressing B causes the Flying Saucer to attempt to use the abduction beam introduced at the start of the Final Smash, which has infinite vertical range while keeping in tact the 1.5x Bowser width. The saucer can move left and right while the beam is out as well as shoot the laser, though cannot move vertically at all. The saucer can lift up anything regardless of weight, so aside from screwing the foe and dumping trash on them you can lift up your abandoned garbage truck. Dropping the truck on top of the foe deals 23% and knockback that KOs at 75%.
This Final Smash lasts 25 seconds or until Y is KO’d, presumably from him doing a stupid momentum based suicide (Though thankfully the traction is a fair bit better than the likes of Super Sonic and Pikachu’s Final Smashes). While this lasts a good deal longer than other transformation Final Smashes, keep in mind that Y is both vulnerable and that the Final Smash can be prevented from happening at all, also unlike other said Final Smashes. Y must also protect his Truck with the UFO, which can still take knockback (Though is treated as if it is at 50%), as if the truck is destroyed Y will lose a stock when the Final Smash wears off.
PLAYSTYLE SUMMARY
The Garbageman’s solid status is one of the main things that dictates his playstyle. By slowly approaching the foe, he can force them to approach over his gigantic frame once he corners them on one side of the stage with nowhere left to run, most easily pressuring them back with his flamethrower. When they try to approach over him, he can nail them with a utilt, or he can charge a usmash in advance as he approaches, potentially spiking the foe off the edge. If they’re barely able to make it over him and are going to grab the Garbageman’s makeshift ledge, he can turn on Down Special briefly without actually dumping anything to make them tumble down if he predicts it.
Things get all the more interesting if the Garbageman is willing to use Up Special fuel, as he can use uair and/or simply float upwards. If they get the memo and try to go under him, he can go for pretty much any of his other aerials save bair – fair is generally the safest, nair has minimal penalty if whiffed but is hard to hit with, while serious consideration is needed before using the dair, even on the stage.
Either way, you’ll note that the primary successful result of cornering the foe at the edge will rarely be gimping them (Though if the Garbageman is at a high percentage from a later stock, he can make a daring off-stage gimp attempt), but getting the foe inside the back of the truck to compact them. Compacting foes is a method of shooting them off-stage farther than they can recover, and if they’re barely going to make it anyway the Garbageman only need temporarily venture off-stage to block their way back.
This is where oil comes into the Garbageman’s playstyle to make them slip off the stage faster when you shoot them out in compacted form – the oil can generally be used in place of the flamethrower, and you will indeed have to do a few times anyway thanks to the long cooldown of the flamethrower. Garbage can also help, and indeed, it is pretty much the Garbageman’s only particularly good method of damage racking to actually make foes stay in compacted form for more than a few fractions of a second. The garbage also is the main thing that makes pressuring the foe like a trapped rat across the stage so possible – with their movement and jumps so hampered, things get much more difficult. Traps come very naturally into this mix, creating firewalls within trash as obstacles that foes either don’t have the time to trudge through or have to go out of their way to jump over, garbage bags making foes wary of attacking inside of garbage piles or potentially acting as time bombs if thrown inside burning trash, and the mines even acting as aerial traps once foes –do- manage to get up into the air.
If the Garbageman doesn’t want to constantly force the foe to the edge of the stage early on, he can achieve optimal trap and garbage set-ups more quickly, as well as pile more damage on the foe sooner, albeit with no chance to kill the foe off early. Considering how ridiculously long the Garbageman’s stocks are, though, it’d be a shame to not get a good set-up going. Pushing the foe specifically back into the garbage with your grab, usmash, and dtilt works wonders, using your truck as a wall to prevent the foe from escaping the garbage rather than pushing them towards the edge. There’s hardly any need to dedicate yourself to either style, though, as again, the Garbageman’s ridiculous durability gives you plenty of time to use both styles to pressure the foe as much as possible via being more unpredictable.
BOSS MODE
Change Log:
. . .Really?
REALLY?!?
How’s about a changelog for –REGULAR- mode?
I’d of made the changes myself, but it’s a bloody flying life sized garbage truck. It feels unnatural with Smash Bros’ mechanics to be any less broken than it is.
That said, if you feel the need to nerf it, mix and match any of the three following number crunches to suit your tastes:
Generic nerf to weight, probably the most realistic nerf without sacrificing much of the set’s playstyle, but how in the hell is a life sized garbage truck –NOT- this heavy?
Nerf the cooldown on Up Special. Doesn’t matter if he’s uber heavy if he can never make it back to the stage. My least favorite solution, as it’s nice if he can actually use his aerials.
Let him keep his durability, but remove the Garbage Man’s ability to get out of hitstun once he gets locked into it (Not his immunity to chain-grabs). He has more than enough tools to properly defend himself and/or strategically retreat while attacking.
Personally, I think that, regardless of limitations, no character should have a way to trigger a Final Smash without a Smash Ball (or the official Pity Smash
mechanic).
I don’t think doing .5% damage is possible. Now, I realize that impossibility isn’t a huge thing here, but it still kinda gave me a “isn’t that impossible?” moment. Personally, I don’t think 1% damage would really overpower the move, so I recommend doing that to avoid similar reactions.
‘Course, that could just be me, so take it with a grain of salt.
Finally, the omnipresent ability to cancel a move into his teleport… I dunno, seems a wee bit overpowered to me, especially considering the laglessness and the fact that with his jump, he doesn’t exactly need it.
Otherwise, however, this seems like a decent set. Lots of ways to damage rack, but without too many KO options. Decent speed, good jump, overall he seems like a pretty good guy to be. Not exactly the sort of playstyle I myself would play, however.
I don’t think doing .5% damage is possible. Now, I realize that impossibility isn’t a huge thing here, but it still kinda gave me a “isn’t that impossible?” moment. Personally, I don’t think 1% damage would really overpower the move, so I recommend doing that to avoid similar reactions.
Actually, dealing fractional damage is quite possible, and something every Brawl set does already - and they rarely deal neat percentages like .5% either. The damage gauge just truncates those extra little tidbits.
Anyway, welcome to our little community. . . WoMF? I'm going to need to come up with a better nickname for you. . .
Ganondorf pulls his right fist high above his head and channels light energy from the area around him, creating a ball the size of a smart bomb in his hand. He then quickly throws it away at the nearest opponent; sizeable start lag of course, but little end lag. The ball chases an opponent closely, at Fox's dash speed - if it hits an opponent, it deals them 10% damage and stuns them in place for two seconds, plenty of time for you to follow up with your laggy Ganondorf attacks. However, you are just as vulnerable to the ball as your opponent is, suffering even more stun if they hit you with it as you enter a crucifixion-like pose in mid-air. This attack can be avoided by dodging and letting it hit a solid surface or can be shielded, however the latter will cause severe shield stun. The opponent can attack the ball to set its course back at you as well, but this is obviously quite dangerous. This is especially true given that your neutral special when a ball is already out, is a simple cape swipe that does 6% damage and flinching knockback, but is very good for deflecting your own ball back.
Up Smash: Energy Attack
This is Ganondorf's less known attack from his fight in Ocarina of Time. He brings both hands above his head and takes in energy in cuts that go across the screen next to him, gathering in lots of energy over 1.5-3 seconds, creating a ball as big as a smart bomb to Kirby. He then launches the attack, sending several individuals balls of energy like the one in his neutral special forward, with small amounts of homing like Samus' missiles. Depending on the amount of charge, more energy balls will be released. If they hit, each ball causes slight stun, then medium knockback - due to the slight stun, multiple balls can hit at once, building on the knockback. Combined with your neutral special, can make for a powerful one-two punch. Each ball individually deals 5%, the amount of them depending on charge time.
[25th Mar-31st Mar]
Now this is a bit of a blast from the past. Back in MYM9, we all envisioned crazy new types of extra for Brawl, and now in MYM12, we're doing it again! Invent us some kind of brand new extra. A new mode, a new catagory of item, a new... something.
So, you're playing SSBB and it's a holiday. Like Halloween or Earth day. Then all of a sudden the stage, the characters and/or the Items change to fit the holiday! See Mario be a Zombie! Laugh as that Heart Container K.Os your foe! Watch the 4 of July at the Pokemon Stadium!
This new Brawl mode (selected in the same way you'd opt to play a Coin match) is very similar to any normal match. In fact, it's functionally identical in almost every way.
However, on the character select screen, players are prompted to assign "cards" to each of their three Taunt inputs. They can only select one of each card (no duplicates). It's also possible to select "Random" in order to get a randomised loadout of cards.
So, what do these cards do? In the match, when a player uses a taunt, they take out the card they assigned to that input. They then carry that card around like a throwable item. You could throw it at the foe, which usually deals 5% damage and flinching (and maybe other effects, depending on the card) destroying the card in the process, but it's usually better to throw it onto the ground, or on a wall. Like a proximity mine or gooey bomb, cards stick to the surface they're thrown onto. Each card has a different effect when placed, but almost all of them can be classified as "traps".
There are only two ways to dismantle a trap card once it has been set. First, you can KO the player who placed it. Secondly, you can place a second card nearby. Cards cannot get along with one another, and violently explode if placed in close proximity to one another. These explosions deal 18% damage and medium knockback.
Players have a highly limited supply of each card. After using one once, they won't get another of that type until their next stock.
Card Types
Blank Card
This card has absolutely no effect as a trap. It still sticks to the floor/wall when tossed, and can still detonate other traps when thrown in close proximity. Most notably, you get THREE Blank cards per stock, instead of just one. Simply taunt again after having thrown the first card, to take out the second, and then again for the third. Bringing a Blank Card into a match gives you an edge over the other trap layers, as you have more cards to detonate other traps with.
Portable Hole
When thrown onto a surface, this card allows players to pass through the solid ground around that point. You can throw it to the ground to make a death pit, or into a wall to create a passage through to the other side. There is no visual indicator of a portable hole's existance, other than the card itself on the stage.
When thrown into a player, this card spikes them sharply
Poison Bubbles
When thrown onto a surface, bubbles begin frothing around the card. When players stand within this area, they take 4.5% passive damage per second. The thrower of the card is immune to this damage.
When thrown into a player, this card poisons them for 4 seconds.
Super Jump
When thrown onto a surface, this card propels any player who stands on it high into the air. If placed on a wall, it will still propel upwards anyone who touches the card.
When thrown into a player, this card propels them high into the air, whilst robbing them of their mid air jump.
Brick Wall
When thrown onto a surface, this card erects a chest high brick wall that impedes movement and blocks attacks. It breaks apart after taking 22% damage, but regenerates itself 14 seconds after its destruction. If thrown on a wall, the protruding brick structure can be used as a stepping stone of sorts.
When thrown into a player, this card deals somewhat sharp horizontal knockback
Reflect
When thrown onto a surface, this card erects a curved barrier that reflects projectiles and thrown objects. The direction the projectiles are reflected, is completely random. The barrier has no other physical effect on players.
When thrown into a player, this card locks that player's Special attacks for 5 seconds.
Black Hole
When thrown onto a surface, this card summons a purple swirl, which enacts a slight gravitational pull on all nearby objects and players. The thrower of this card is immune to this effect.
When thrown into a player, this card generates its gravitational pull around that player, attracting objects, projectiles and other players towards them for 7 seconds.
Teleporters
These cards come as a set, and must both be equipped to different slots. In fact it's impossible to 'just' select one or the other. When selected on the character select screen, both cards are equipped.
As one may guess, placing both these cards onstage allows players to teleport from one card to the other, by standing on either one of them.
When thrown into a player, the second teleport card automatically warps the player to where the first card was placed. The player is also stunned temporarily
Mega Mushroom
When thrown onto a surface, this card turns any nearby players into giants. This only lasts for as long as the player remains nearby, and straying too far will see the player instantly revert to normal size.
When thrown into a player, this card grants them the Giant status, acting exactly as if they collected a real mega mushroom
Poison Mushroom
Same as Mega Mushroom, albeit with a shrinking effect instead
Skate Rink
When thrown onto a surface, this card renders a small area of the stage impossible to stand on. Players simply slip from one side of the area, to the other, being incapable of stopping at all. If a player lands on the area using a stall-then-fall technique, they automatically trip upon landing.
If placed on a wall, that entire wall can no longer be used to wall cling or wall jump.
When thrown into a player, this card drastically lowers their traction for 4 seconds.
Vanish
When thrown onto a surface, this card renders players who stand on it invisible (including particle effects and HUD graphics for that player). This effect lasts until 1.3 seconds after the player steps away from the card, making it's usefulness limited.
When thrown into a player, this card renders that player invisible for 4 seconds.
BasketBrawl is quite possibly the most awesomest Game Mode for Brawl you'll ever play in your life. No really; it's a game that combines the slam-jamming awesomeness of real life basketball with a 2-D fighting game's gameplay to create a death-free spot that's fun for the whole family!
The game is fairly simple at it's core: a basketball spawns in the middle of the stage, with it magically be suspended by a Platform if you thought it was fun to choose a stage with no middle section. Essentially speaking, this ball can be picked up by a character and dribbled around by them like a pro player, they holding it in their two hands once they get to the air; unlike soccer balls, a basketball will not react to being attacked, but can be knocked out of a player's hands like a normal item, obviously. The ball follows real-life physics once thrown in one of 8 cardinal directions, bouncing off surfaces at a top speed of Mario's dashing speed whilst inflicting 5% with hitstun before it loses all momentum and dies down after around 5 or so bounces, but you can actually charge your shot for up to 2 seconds to make the ball travel twice as far and inflict double damage...you're obviously not supposed to hit other characters with the ball however, but rather slam it into a goal!
This "goal" is not a hoop used in real life basketball but rather the right and left blast zones respectively. You see, BasketBrawl is actually a game of teamwork, and thus is a Game Mode played exclusively in Team Matches with exactly two teams that respectively spawn on one side of the stage. From here, you'll quickly notice that the side of the stage your team spawned on has a wispy aura emanating from its boundary that's the same color as your team, and that you need to protect your boundary whilst trying to throw the ball into the enemy team's; the ball only needs to be sent into the boundary at all to score a point, with you being able to change the settings so that the match ends either by getting a certain amount of points or with a time limit. And obviously, if a basketball is thrown into the bottom blast zone or destroyed in any way, it will simply respawn in the middle of the stage.
Also, KO'ing your foes doesn't your or their score, but it does put them out of commission for about 6 seconds for every 50% they had before they respawn normally on their side, ready to slam jam once again. If there's one player left on a certain team however, they cannot be put out of commission at all and will simply respawn, which prevents the game from turning into a blatant KO-fest that the main game is supposed to revolve around.
And that's all you need to know about the game's rules. Strategy-wise however, you should really be thinking more on the lines of actual Team Matches, the athletic types along with those with the magical set-up abilities that can make giganto-walls in order to block off your post from the ball or even bounce it around in elaborate ways. I'd strongly suggest picking a set-up character and one with good status, though you'll also need to keep in mind that your foes can put you out of commission, and will be choosing the more threatening character. Positioning is also quite important as to consider who's going to go after the ball and who's going to guard the post...and then there's also the stage you're playing on, but I'll let you imagine that.
It's also possible to play BasketBrawl as a 3v1 game against a Boss Character, in which case the 3 allies will all spawn on the same side of their part of the stage despite no such thing generally happening in the actual game. The Boss Character gets the rather unfortunate bonus of instantly respawning due to being by themselves, in which case it'd be a good idea to try and trap them or get past their mass in order to win the game, because no matter how good they are at killing in their own sets, this is BasketBrawl, where all the fighters play by a new set of rules!
EDIT: For those who see...
BasketBrawl has another unique little quirk to it: every soundtrack that plays in-game will be Space Jam remix'd!
Actually, dealing fractional damage is quite possible, and something every Brawl set does already - and they rarely deal neat percentages like .5% either. The damage gauge just truncates those extra little tidbits.
Really? Huh. Kinda weird, if you ask me; I would think that whole numbers would make the whole thing easier. Then again, I'm no programmer, so what do I know?
Feel free to use WoMF or Warrior; it's what I'm used to. On the other hand, if you come up with a cool nickname for me, who am I to reject it? XD
Oh, and thanks for the welcome. :D
Also, I quite enjoyed the Trap Battle, Junahu. Sounds chaotic, but fun. Should have interesting implications for Team Battles, too. Are team members immune to being hit by their teammates' traps? Could you throw a Mega Mushroom or Vanish trap into your teammate to give them a boost?
I can't say I'm as big a fan of the Basketbrawl, however, Katapultar (insert preferred nickname here). Mostly because I don't like real-world basketball either. Still, I can see how it works, the concept is well-done, and my guess is that it'd be enjoyable for most players. I'm just an anomaly over here. XD
Smash Daddy (again, insert preferred nickname), conceptually I like the idea of an attack that stuns a foe for Ganondorf; that helps a lot considering how long it takes to use his attacks. But... Ganondorf using light energy? Even if that's canonical, that's still kinda weird for a dark sorcerer.
Captain Hook v. 2.0
I still don't really care for this set, but all things considered, it's a huge improvement over the former. A lot of the problem moves, like the Neutral Special and Grab, were changed into something more interesting, and in general you succeeded at showing Captain Hook a bit better in this version as well. I do think the sticky bombs aren't as well utilized as they could be, and I still don't really approve of the presents being central, but eh, it doesn't bring the set down especially much. You still have the occasional odd move like the Forward Smash which is only really noteworthy in the context of Disney Rumble. There are still some awkward things in here, though, with Captain Hook making the foe bleed despite being a Disney villain and the fact that you changed Smee to Down Smash and then mention the old Down Smash. Probably just a small oversight, but it's a little annoying.
What the set really suffers from at the moment is that honestly it's just really bland. You don't play off the sticky bomb concept in any way other than stalling until it goes off, which is okay but he doesn't have anything else really supplimenting it. The set is more in character than I thought, reading the playstyle summary, it's just that there isn't especially much to Hook. And again, the oddly specific melee moves still kind of bug me, Hook doesn't really have a noteworthy prone abuse game for me to approve of stuff like the Up Tilt. At the very least, you managed to avoid your usual level of tackiness in this set, and at least in that aspect you should be proud of it.
Grabage Man
Okay, you don't need me to go and tell you this set is overpowered as hell. 22.5 Weight, doesn't take hitstun, and his actual moveset is pretty darn powerful even ignoring that, especially in the context of the trash. But you're already aware of that, I told you this when I previewed the set and the "Boss Mode" shows how aware you are of the problem. Aside from that, the set has some lockdown elements that I don't feel would be very fun to play against... which is one of the things I liked Beezwax for not including, but whatever. It is not a huge detracting factor from the set, but honestly it's probably the main problem I have with your sets, you are always so heavy on the lockdown elements. Then again I just made Elsa Maria, so I guess I can't complain.
Paragraph of half-hearted nitpicking aside, this set is well on par with Beezwax in my opinion, which pretty much means it is amazing and deserves some comments. The depth here is there in the same way it is in Beezwax, a lot of it is subtle, but it's all really brilliant and unique. I love all the crazy stuff he can do with the trash, from burning it to dumping it on foes to making cubes out of it to making slopes for compacted foes to fly along, maybe even hide a burning garbage bag time bomb in there, which you can take out and dump on the foe on top of that... yeah, there's a ton of clever stuff in this set. It doesn't really fit into any of our established playstyles either, and honestly even the "bland" melee moves serve some pretty unique purposes in the context of the playstyle and become far more interesting on the simple nature of his body shape. On top of that, you made it possible for grabs and even prone/pitfalls to work on him, which while it was never a big factor for me in Beezwax I applaud you immensely for. Excellent, excellent stuff here Warlord, which I do hope doesn't get rejected for it's balance problems.
Also no Space Jam remixes involved in a bloody Basketball mini, Kat? Seriously?
The Royal Rumble match is the main event of the self-titled WWF/E pay-per-view. The 25 year old match features 20-40 superstars (and on occasion Divas) duking it out in a battle royal styled match, with the last man standing from the fray winning the match and earning a title shot at that year's WrestleMania.
In the all-new Smash mode, the RR starts out like its real life counterpart, with the two characters who drew #1 and #2 (decided either at random or by picking the order of the characters entry on the main screen) duking it out first. Then, in around 30 second intervals, another character will enter the match. This will continue until 6 characters fill the stage simultaneously and when a character is eliminated, another character will appear until all characters in the Rumble (which can be set from 10-30) have appeared once (a counter will appear in the upper left corner of the screen to count down the number of entrants left). And like its real life counterpart, you must eliminate your opponent. How do you eliminate your opponent? You can't eliminate your opponent by throwing them off the stage from the bottom or the sides. You eliminate your opponent by throwing them to the top of the stage. If you throw you opponent off the stage by way of bottom or the sides, they will respawn like they normally would. The last man standing after all this chaos is the winner of the Rumble.
Final Smashes are disabled during this mode. It can be played on any stage. Items can be used while playing the Rumble match. And, for aesthetics, it comes with its very own SSE styled cutscenes (e.g. introductions, victory/lose poses, final four staredown, etc.)
1) Customer Service by Davidreamcatcha (6 votes) 2) Oppressor vs Oppressed by Junahu (3 votes)
2) Lord Shen by ProfPeanut (3 votes) 3) KingTAC by SmashDaddy (2 votes)
3) Claw Machine by MasterWarlord (2 votes) Bomber 3v1 by ForwardArrow (1 vote)
Firebar 3v1 Boss by n88_2004 (1 vote)
That's right, the mac-daddy of Ground/Rock types is here to SMASH!
Evolving from Rhydon when traded with a Protector (remember, always use a Protector when trading your pointy rock monster with a friend), he is the final evolution of Rhyhorn. Rhyperior can launch rocks from his arms like missiles and like with the Nido royal couple, he is also known as the Drill Pokemon due to the sweet pair of facial horns he got. Based on the above description of missle-launching however, I think it'd be better if he were referred to as the "**** yo **** up" Pokemon.
Beyond blasting rocks from his hands like the bad-*** he is, Rhyperior is also amazingly bulky, with his Ground typing allowing him to be fully immune to disjointed electric moves. Adding onto the awesome is his ability Solid-****ING-Rock, which at the start of each stock gives him 50% stamina that, until chiseled away (complete with rock chunk gfx flying off!) make him utterly immune to any sorts of grabs or knockback! Only once his layer of rock is broken through is when you can finally actually damage this mutha****a.
STATS:
SIZE:11Standing tall enough for every Dtilt to whack his head while standing under a BF Platform, and with the girth of Bowser's Crouch, Rhyperior is one massive dude. WEIGHT:12Even with his Solid Rock covering chipped away, Rhyperior can still last quite a while, not being in KO range on average until well after 200%. DASH:1Carrying all that weight doesn't make for the most agile of Pokemon, but who needs to run around fast when you can peg your victims with high-speed boulders like a champ? AIR:1Ok, everybody's got an achilles' heel, and on this guy it's his air speed. Let's just say he's a lot more comfortable in his elemental turf. Hell, his base jump barely misses platforms, so both jumps combined are needed to get on one. FALL:10He's made of rock, so of course he falls down lightly like some sort of feather.
BODY ATTACKS:PIVOT, LANDING AND ROLLINGThis *******'s whole body is a weapon, and certain actions count as attacks! Specifically, these are the ones noted in the bright-orange header there, in case you wanted me to reiterate for no good reason. Anyways, when this behemoth pivots, the momentum is carried all the way to his massive club-tail, which on impact will do about 8% and have the power of Squirtle's Fsmash, needless to say, Dash Dancing is epic with Rhyperior, even if it takes a moment to spin around.
Along with Pivoting, when this guy comes crashing down to earth the resulting force is enough to send a shockwave from his *** powerful enough to blow enemies off their feet! The shockwave is rather localized, reaching out to pretty much point blank range from the big guy as he touches down, but will auto-trip his foes as well as do 5%. Fast-falling bumps this up to around 7%, and while neither version does as much damage or knockback as the pivot, I think his whole body making a small shockwave trumps a hitbox just where his club is.
Speaking of his whole body, Rhyperior doesn't need to roll away from attacks, **** that! His body is made of friggen stone! When you roll back and forth (not air or spot-dodge), instead of avoiding enemies, Rhyperior just friggen Bulldozes through them. His momentum carries him through the blows with Super and Grab Armor, as well as clocking and chumps in his way for 8% with medium power. While slow and not as strong as the others, he uses his whole damn frame for this body-attack, and can eat through anything that's thrown at him. Unfortunatley though, he doesn't avoid damage, making the maneuver a bit wreckless when you still have Solid Rock up.
SPECIALS:
B:STONE EDGEAlright, lets start this **** right! When you press B, thats when Rhyperior unleashes his Stone Edge, and shreds your sorry *** to smithereens. Then, the smithereens to smithereens. How this works isn't exactly rocket science: You press down on the B button, and Rhyperior goes into this classic stance...
Rawr and ****...yeah
...as a ****-load of rocks fly around him making an X, cus you know, X is the most bad-*** letter of them all. If you're unfortunate enough to get nailed by these stones (which you are), you're in for a good 15% worth of multi-hit if he holds the move (which he will, just to piss you off), like a not-suck version of that one hot chick's Blue Crystal thing.
Speaking of that, Stone Edge is a double-edged weapon of awesome, in that it's not only offensive, but it's defensive! Just think about it, if some tard goes up and tries to whack Rhy while the stones are flying, what's gonna happen? That's right, they'll break their hand/foot/whatever on a rock, and not him. *******es... tho, it may be worth a shot to try since it only lasts about a bit less than a second, but come on, you'd need like a stupidly strong attack to get through this ****.
>B:ROCK BLAST / STEALTH ROCK / ROCK WRECKERWho said you can only have 1 move per input? -**** YOU- thats who! This ****** is so strong that he crammed 3 different moves into one Side Special:
Tap >B to shoot a small rock like a damn-MISSILE from the palm of your hand, pegging enemies at a rate and damage similar to that gay-*** bluejay's laser blaster. But wait, whats this ****? The ****'S GOING ON HERE?
HE JUST LAUNCHED A GOD-DAMN GEODUDE!
See, sometimes Rhyperior scoop up Geodudes for ammo along with other rocks just to rub in they're higher up on the food-chain or some ****. So there's a 1/10 chance you'll fire one when you use Rock Blast here. Geodudes travel a bit slower with a bit more downward arc when they pop out, kinda like when the fat-*** penguin throws the spikey ******. On Impact, Geodudes hit for 10% and a bit of Knockback, then bounce off and act like a hard-core version of Mr. Saturn, being able to be thrown again. But, unlike just bouncing off their target like a *****, Geodude straight-up decks a ****** with his stone fist for another 10% with some good power behind it too, before disappearing into the forbidden zone or wherever the **** pokeball pokemon go when they disappear. I dunno where they go, I just know what they do, ok?
OH! And before we move on, these little ****ers occasionally come in their shiny-gold variety, and by occasionally, I mean a 1/58 chance. Damn. These tricked-out rock *******s peg foes for a solid 36% with power to match, but then they must got a date with a rock polisher or some **** cus they split the scene right after.
If you hold >B, Rhy will hold his hand toward each other and put rock-bits together to form a massive-friggen-boulder over the course of about a second and a half, going from pokeball to party ball size. While he charges, his muscles tense up all DBZ-style, and he gains Super Armor. You gotta destroy the boulder he's making in order to snap him out of his stoic concentration though, in which case he'll probably smash your ***, but w/e. Word of warning: it gets tougher the bigger it is, with about the same health as 2 crates when it's all done.
If you fire your load prematurely though, it'll act like a Geodude and shoot at kind of an arc, but only do 5-15% and flinch like with your Rock Blasts. Unlike those flimsy stones, these things stick around after hitting something due to their charge, becoming Stealth Rocks mother****ers! Stealth Rocks last until somebody hits em, and seeing as they shatter on Rhyperior's impenetrable hide harmlessly, it's the opponent's *** who will be suffering their wrath. As they lay scattered around due to you presumably having Rhyperior shoot his rocky loads all over the floor, they act like the soccer-ball items: hit them and they fly that direction. Pretty simple, but effective for pegging foes who think they can jump over your rocks. Don't they know Rock destroys flying? *******es...
But suppose you don't blow it early and fully charge the boulder. Now you got ROCK WRECKER! Hells yeah, Rhyperior's signature **** maneuver is one of the strongest moves, hell, -the- strongest move in the game! When he fires this **** at your ***, it moves just like with a rock blast, though about as slow as that Angry Furry's green blaster cus physics is a *****. But when it hits you, it also hits like said Furry's ****ing LANDMASTER CANNON! That's right, this move will **** your **** up, eat it, **** it, eat it again and spew it on your grave that's how strong it is. On impact this **** hits for a massive 40%, and shatters on reflective surfaces like a boss, because you know.. **** dat ****.
If Rhyperior launches one of these, you're as good as dead, but what are you gonna do? It's not like you can destroy it, or avoid it or some ****. It's ****ing ROCK WRECKER and it will WRECK YOUR ****.
^B:HORN DRILL**** just got real, who needs a recovery move when you got HORN DRILL! When you press Up + B while on the ground, Rhyperior's Drill-Horn will laglessly start spinning with a menacing sound like a power-drill, and you can angle his head up and down while he does it, even walk forward! While having a mobile, constant hitbox is scary on it's own, it becomes ****-a-brick scary when you realize it hits for 1% per frame. Thats not per second, thats -per FRAME-. Smash Games run at 60fps, I'll let you do the damn math.
Anyways, it's not all fun-n-games for Rhy, seeing as the hitboxes this thing produce don't cause any sort of flinching or KB what so ever. On top of this, it's far from accurate, using a relatively small (still bigger than all your horns) part of him to hit with. That said, the sheer amount of damage this thing does is rediculous. If you ever get caught shielding vs it, or in some sort of immobile position, you're screwed.
Oh, and if he does it mid-air he'll awkwardly lurch up the height of Ganon's normal jump as he lunges for your sorry ***. He can only do this once so, you know, be careful n' ****. Not much of a recovery, but who needs one when on-stage you can cause carnage like this:
Friends don't let friends get hit by horn drill... you can never recover (cry2)
vB:MAGNITUDEMoving the **** on, Down-B shows off Rhy-Rhy's earth powers by sending a huge-*** shockwave through the ground, even bigger than what that big-*** monkey can do... by like, double or somethin... yeah! The best part is, the closer you are to him, the more powerful the wave is with a max of 23% being slapped on you, with launch-power to match! Only downside is that the further off you are the less damage and stun you take... but Rhy don't give a crap, he's gonna force an approach anyway with all the rocks he be throwin. Hell, the move even bounces stealth rocks up in the air! And pray that for whatever reason you're not in the ground either, since the shockwave will always do 18% cus you know.. ground type and physics and all that good stuff.
STANDARDS:
A:FURY ATTACKNow, Rhyperior ain't all specials you know, he's got some pretty *****in' standard attacks up his stony sleeves, like his Fury Attack Jab Attack Jab.. of Fury(A for short). Essentially, you tap the button and he does some alternating uppercuts at the same speed as the blue-headed fairy can do his Ftilt, only for a much more manly 5% with upward KB. As a testament to his manly-tude, the uppercuts also act as a defense since when upright, his massive forarms block any and all projectiles that come his way, but without the pushback thanks to his un-ignorable girth.
>A:HAMMER ARMRhyperior likes to change it up every now and then, and does an opposite move from his Fury Attack of Jabbing Fury, raining down blows on all the scrawny ******s that oppose him. His massive left fist plows straight down in front of him, and will hammer anyone hit straight into the ****ing stage for 9%, and downward KB for anyone else, but I dunno why he'd -not- use it on a standing foe.. I mean wtf, it pitfalls.
^A:HORN ATTACKRhyperior doesn't even need to do **** to whup your ***, his body as-is is an anti-air weapon! Looking up to the sky his horns glint a bit in the sunlight, with majesty, as they become an active hitbox just like the Spike Stage Piece. Not sure what that means? Well too bad, look it up on wikipedia or some ****. Christ, you'd think people would know this **** by now...
vA:STOMPFor his last tilt, Rhy-Rhy puts on his boots and STOMPS DOWN ON YO HONKEY ***. This thing does a tremendous 20% with diagonally downward KB and has power like the damn Wizkick (again, wikipedia ಠ_ಠ ). The only draw back is that the attack is only on his boot, and it takes as long as the fall on the Koopa King's Dthrow. Now, if only there were a way to keep a foe still for their daily dose of curb stomp?
DASH+A:BULLDOZEPicking up the pace, he lowers his horns and gives 'em a spin as he rams himself forward his waiting victims, doing a decent 12-18% due to the drill effect, with priority like the fairy-boy's Dair. Not much KB, but who cares about that when you can just drill past ****? Tho, gettin hit with his body is similar to his rolling attack if you must know.
SMASHES:
>>A:CHIP AWAYTaking a note from that dirty ape mentioned earlier, Rhy slugs his right fist forward with some explosive power, cracking *****es regardless of whether they block or not. You see, although the punch does decent damage already, 16-24%, as you charge it it gets a chance to just flat out ignore shields. You heard that right, RHYPERIOR DON'T GIVE A **** ABOUT YO DEFENSES. His Fsmash will get anywhere between 25-100% chance to just blow past any sort of shield you put up and deck you right in the ovaries for trying to hide from him.
^^A:SMACK DOWNHe ain't all brute force you know, in fact, he has a trick or two to pull on those who aren't prepared (ie: everyone). You see, this smash and the next one both use the same animation as his ever-spammable Side B, since he charges up a rock and all. When you release tho, he'll chuck the thing straight up, facing to the camera as he does as the boulder gets some wings. Since it's a boulder and all, it has the same properties as those from Side B, except you know.. it spikes you back down to earth on the way down, and even shatters in a kick-*** little explosion when it hits ****. In case you're wondering, it's pretty much the same as tossing an item up, or smash-tossing with full charge.
vvA:ROCK SMASHCharging a rock again, Rhy instead decides to do some close-range destruction by taking the rock once it's a good size, and destroying it with his sweet facial horns, facing toward the camera a bit as he does so, but not as much as with usmash, cus he feels like it. Anyone hit by the explosion of shattering stone is then sent flying back with 14-20% done to them as long as they touched his body as it went off.
Oh, did I mention that you can swap between these two smashes mid-charge by pressing Up/Down?
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You'll be making that face when fighting him, trying to see what kind of hell he's about to unleash on you
[/collapse] AERIALS:
A:DEFENSE CURLUsing himself as a total-weapon again, Rhy tucks his arms and feet against himself and assumes a defensive stance for the same length as the space-buzzard's down B. This adds 4% to his landing hitbox, as well as causing 4% with minor Kb to anyone that touches him, on top of regaining SOLID ROCK for the duration. Yeah, just -try- to beat that **** and juggle him.
>A:DOUBLE EDGERemember that one wrestler that did the People's Elbow? Seeing as Rhyperior is at least 8x the Rock he was, it figures it's be nothing to toss down 2 elbows at once! Swinging both of those spiky things forward at an angle, the attack lasts for the same length as the Koopa King's Bair (same with the endlag) and does a pants-****ting 18% with true-spike properties. Why is that pants-****ting-calibur? Well, the endlag still has the hitbox. Now, picture you're at the edge and he SH's this move. Yeah, go change your diaper.
<A:TAIL WHIPNot even bothering to look back, he swings that massive club-tail of his back and forth a bit to swat anyone trying to sneak up on him off with the power and damage of the space-pidgeon's bair, only with a huge-*** hitbox. *****es love huge *** hitboxes, and if you's a *****, you'll definitely be slugged by it. Seeing as it takes as long as Charizard's to do, landing with it activates his pivot attack hitbox for a moment, for the lulz of course.
^A:MEGA HORNLiving up to the first part of his name, Rhy bucks his head back and gores anyone above with his horns for 14% and the ability to KO the Jumpman at 120%. If he lands mid-bucking the attack continues into his Horn Attack. Dunno which one that is? Why the hell aren't you paying attention?!
vB:BODY SLAMAfter all this aerial ****, Rhyperior feels like coming back down to earth. So, he lifts his legs up, puts his arms to his sides and proceeds to plummet down, thwomp style, and turn anyone under him into a fine paste for double landing attack damage. If he lands right on 'em, he'll even press them right into the ground with his massive girth, though it takes him a moment to get up, he should have no trouble taking advantage of anybody that got stuck in the ground below.
GRAB AND THROWS:
Z / A:CRUSH CLAWUnlike pretty much everybody else in Smash, Rhyperior reaches out with his big, rocky paw and grabs them by the neck/torso/face/potato kinda like a heftier version of that Warlordian penguin's grab. Once he's got his firm grip on you, pressing A will have him crush harder, pulverizing the victim for 3% a pop at a moderate pace.
>Z:FORCE PALMCHOKE SLAM TIME! Slamming the ****er off the ground in front of him, hey hit so hard that they bounce upward for 2%, only to then meet his other hand for a massive shove forward for 8% that has high push factor, but is kinda lacking in the kill power department. No matter tho, you're shoving them off only to come running back to the pain.
<Z:SLAMAfter coming back for more abuse, Rhy might as well give them some tail, seeing as he's generous and all under that rocky exterior. It's just too bad for them that definition of tail includes him tossing them behind him like the smaller, filthy monkey tosses a nanner, and slapping them with it up and away for 9% and pretty decent power.
^Z:DRILL RUNTossing them up a set distance, he revs his horn for their brutal return to earth, having them LAND ON THE GODDAM HORN DRILL and spin around like a frog in a blender. After about a half second of abuse, they get tossed up and away the same set distance after taking a whopping 18%. Too bad Rhyperior cant directly follow this due to you know... ****ty jumps, or this would be some broken **** right here.
vZ:GIGA IMPACTSpeaking of broken ****, Rhyperior has decided it is time for the foe's **** to be broken with his Dthrow, in which he rears his arm back and slams them so hard they get embedded in the ground! But in the words of the immortal Billy Mays, that's not all! He then does a short hop, and actually shoulder-drops with all his weight down, dealing 16% to the foe and sending them sliding around the ground, as well as creating a landing shockwave and gaining Super Armor for the whole ordeal. I mean -****-. Why wouldn't you use this throw? It's got style, power, Super Armor.... I mean, who cares if it takes him the same time to get up as it did for him to jump and slam himself down?
FINAL SMASH:
B:ROCK POLISHRhyperior gets this smash ball thing every goddam time, Christ, it's almost unfair he even has a final smash... almost. Any-****ing-who, press B and Rhy-guy revs his horn and activates Stone Edge all at once, which magically refreshes his SOLID-****ing-ROCK and doubles his ground speed for like 10 seconds. You thought Rhyperior was badass as-is? Think again honkey, now you got a faster, semi-invulnerable, horn-drillin', stone edge-ing tower of pain running after you.
PLAYSTYLE:
READ THIS:BAD MOTHA ****AHYou're telling me you need a re-cap of his glorious playstyle, numbnuts? Jeeze, alright. First off, his game revolves around his ability to shrug off damage with his SOLID ROCK. Seeing as he's got some girth to him, and no real aerial affinity (not that he needs that ****), you'll be using that to get in with your laggier attacks in relative safety to get some momentum on your side. Think of it like an extended invulnerability time after respawn, use it to regain lost footing or just abuse your power.
As for gaining momentum, you got yourself two options. 1) Horn Drill past EVERYTHING with Up B and Dash attack, I mean.. who's gonna contest that? Unless they're at a distance + faster than you.. but how often is that gonna happen? But yeah, using your own approach options, with use of Fury Attack and Stone Edge to deflect their counter-attacks like they was nuthin, and proceed to whup *** with his variety of close-range manuevers.
Option 2) rocks, rocks -everywhere-. Between Rock Blast and Smack-Down, you got horizontal and vertical coverage with flying boulders. Spread them around a bit, or just peg your foe with them till they bleed (or kll them outright with Rock Wrecker). Since they act like soccer balls, you can then just go about your business by bashing by them and sending them around. Stone Edge and Magnitude are particularly good for this as SE launches them upward, and Mag has the range to hit lots of em. Don't forget about geo-thugs either, they can do some real damage if you set them up for their 1-2 punch thing they got goin on. As you set up chaos with rocks flying around, Rhyperior can barge in while they're ****ting themselves and take em down with his A-game, slamming them around with tilts and smashes. Hell, I don't even think more needs to be explained here... just SH his aerials for best effect, and use his grabs as a defensive tool to reset positioning (and kick ***). I mean **** duder, the set tells you all this! He's got killers, launchers and power galore, you should be able to find creative ways to abuse all that once he gets in. Just don't... you know, lose momentum in the match at any point and get gimped or comboed or whatever... cus I'll find you.
Ratigan is a Napoleonic crime boss and the antagonist of the 1986 Disney film The Great Mouse Detective. He hides in the sewers with his followers, eluding the authorities while plotting his latest intricate and diabolical scheme. He plans to kidnap the local toymaker and force him to construct a robot replica of the queen, disposing of the real thing while having the imposter declare him supreme ruler of all Mousedom. Despite maintaining a smooth, professional exterior, Ratigan’s true nature is slowly revealed as the film progresses, as his inner rat comes to surface to eradicate that miserable second-rate detective, Basil of Baker Street.
Size:8 Weight:8 Fall Speed:7 Traction:7 Aerial Movement:5 Movement:5 Jumps:4
Rather than becoming an offensive madman with brutish statistics, Ratigan keeps his head…for now. He concocts grandiose schemes to snare, torture and finish off opponents with a multitude of macabre mechanisms. Many of Ratigan’s attacks involve him directing the placement of household items as traps. While fighting, Ratigan can have these pieced together any way he sees fit to keep his foe constantly on the edge, dodging death traps left and right.
Mechanics
Inner Rat
A masterful specimen like Ratigan will tolerate nothing but success in his endeavors, and when things don’t go his way, he can become a little…unhinged. Every time a trap of his is destroyed by an opponent (not Ratigan himself), Ratigan becomes infuriated, becoming slightly red in the face as his fur bristles under his suit. Each destroyed trap leads to Ratigan gaining a unit in each of his movement-based stats, albeit recklessly losing traction and gaining slightly more lag on his dodges. His standards also change drastically along with his animations (for example, Ratigan now dashes on all fours, and rolls by hopping around rather than smoothly gliding). All of these alterations last for three seconds for each 10 HP the destroyed trap had. Ratigan’s wrath may give a foe reason to pause and ponder wrecking his plans more strategically than mindlessly, although Ratigan himself may be wrecked unless he defends himself well with his vicious new attitude while painstakingly ordering his traps to be reset.
Mouse Minions
Upon entering the battlefield, Ratigan is not without company. An assortment of uncouth rodents hang around in the background, ready to back up their boss when necessary. Although Ratigan plans to take all the glory of his foes' defeats for himself, he's not about to dirty himself with the commonplace busywork of trap set-up. Instead of laying out each individual trap himself, Ratigan orders a minion to place each item whenever these inputs are pressed. The nearest minion to Ratigan responds to his inquiry, extracting the prop and setting it down in front of him. If he wishes to be more selective with his trap placement, Ratigan can approach the minion closest to his desired location, as they are fairly well-spread out across the background.
If he's feeling particularly like taking a hands-on approach, Ratigan can also attack a minion to push them to where he wants them himself before they drop their trap. Although he can bully a minion around to no end, if a foe deals more than 10% in one hit, the minion retreats to the background. This triggers Ratigan's previous mechanic, albeit for a non-threatening three seconds. Minions are as large and heavy as Pikachu, and if knocked offstage, respawn in the background. In general, Ratigan will have no shortage of minions at any time, and can have multiple mice working for him onstage at once if he so chooses.
Standards
Jab - Smoking Fun Extracting an old-fashioned cigar, Ratigan inhales for up to 1.25 second, before exhaling a Bowser-sized cloud of obscuring smoke. He will inhale as long as the input is held, and breathes out when it is released; if the input is tapped a second time as Ratigan exhales, he will jab the burning end of his cigar forward a character width, dealing 5% and horizontal knockback KOing around 185%.
Throughout the move, Ratigan may angle his smokey breath to create a thinner, taller cloud, as well as his cigar jab, which knocks foes skyward or into prone if angled. Jabbing while in a cloud is helpful if Ratigan wishes to burn a foe, as they are left unable to see which angle they must dodge an attack from. Smoke clouds last for seven seconds and can be created with little lag, without limit, lending Ratigan a clever tool for hiding his horrible traps. Who ever said smoking was bad for you?
Dash Attack - Shoulder Ram Ratigan juts his muscular upper body to the side, as he sidesteps forward at Mario's dash speed as long as the input is held down. While charging, Ratigan deals multiple lighter hits to foes rather than a massive vertically-launching one, with each blow dealing 3% and bouncing foes back a short distance. This keeps them in Ratigan's path, allowing the move to combo into itself with relative ease. The pushy nature of the move gives Ratigan an effective method for shoving foes into inconvenient locations, or for gently guiding minions to place a trap elsewhere on the stage.
Of note, if Ratigan charges into a solid object that isn't completely vertical, he'll continue his comical dance-like sidestepping up and over the obstacle, retaining the move's hitbox all the while. Because he'll have littered the stage with all manner of traps before long, this allows Ratigan to navigate the field without constantly hopping into the air, where he becomes somewhat vulnerable.
Forward Tilt - Pimp Hand Extending a gloved hand, Ratigan delivers a swift smack, with only 0.2 seconds of startup lag, but double that ending. His hand has decent reach, dealing 8% while knocking characters back slightly before they fall to the ground a platform's distance away. This landing can be teched, although foes will most assuredly attempt to roll away, considering other courses of action keep Ratigan in a punishing position. Of course, rolling away may be a better idea on paper than it is on an obstacle-laden stage. In addition to characters, Ratigan can smack his minions around to push them back further and more quickly than dash attack, but with less accuracy in some cases.
Down Tilt - Wormtail Ratigan casually sweeps his long rat tail a character width in front of him, as it enlarges slightly to knock his foe's feet out from under them while dealing 4%. The speed of the move allows Ratigan to repeat it multiple times rapidly to drop opponents to the ground, although if the move is repeated three times in quick succession, something different takes place. The momentum causes Ratigan's tail to extend to its full length as its owner spins in place, holding his arms up to keep his cape in place. Once Ratigan is spinning, his body deals a constant light 3%, while the tail's damage increases in increments of 4% each second Ratigan spins, capping at 20%; 10% is also subtracted from his tail's initial KO percent of 150% each second he spins.
Ratigan can hold out the spin as long as he wishes as long as the input is repeatedly tapped, and is able to move from side to side at Dedede's dash speed while cycling around. Despite being unable to traverse the stage aside from moving side to side while spinning, Ratigan's increasingly powerful tail hitbox is still a major mobile threat to foes. Try using it to push foes into a trap (or a minion into a position to set a trap), or out of your way so they don't punish the .85 second cooldown. At the very least, Ratigan can press against foes, tricking them into dodging repeatedly to avoid the tail's multiple swings as they’re pushed backward to an ideal location.
Up Tilt - Outburst Ratigan cranes his neck up slightly, grinning smugly for .45 second before angrily yelling a quick phrase, such as "Finish it!" or "Shut UP!" This creates a circular sound wave around Ratigan's head about one-third the size of a Smart Bomb blast. Giant monsters capable of physically tearing the stage in half caught in the wave as it is produced suffer 5% and a bit of stun, while those who simply land in it suffer 1% per half second; regardless, characters are pushed to its perimeter at a fast rate.
Non-dwarf characters who can't duck the wave can be carried into the air off the ground if they are close to Ratigan, while aerial foes are pushed a short distance away. Minions can be boosted skyward as well to position them on a platform or other aerial device to be covered momentarily. Obvious move uses aside, Ratigan's irate yells echo overtop background music and move sounds for their short duration, as well as a second afterward. Yelling repeatedly can create quite a cacophony on stage, which can come in handy down the road.
Inner Rat Standards
Jab - Smackdown Rather than ferociously breathing smoke at foes while letting his inner rat shine through, Ratigan quickly lifts and smacks down with a gloveless paw. His blow combines a sharp slicing effect with the brute force needed to knock a foe into prone. Because Ratigan faces little end lag from his attack, he can walk forward at his prone opponent as they attempt to react, continually smacking them down with multiple hits of 5%. This strategy can build damage quite rapidly, although it gives Ratigan little time to demand new traps to replace the destroyed ones that infuriated him in the first place. Perhaps if he calls for traps before striking his foe, he can smack them down to stall until his deadly devices are back in action...
Dash Attack - Professor Lunge With a snarl, Ratigan bounds forward a platform from his primal dash, reaching forward to snag opponents. He lands in a laggy heap if he misses a foe, but rolls forward in a pungent mess of fur and claws upon making contact. Opponents are able to DI free from their scuffle with Ratigan, who tumbles across the stage at Dedede's dash speed, although the rapid individual hits of 4% Ratigan deals during this time pull opponents back in, making escaping trickier.
Devoid of all reason in his crazed form, Ratigan will suicide off the edge with his victim if allowed (no clock hands to catch him here...). The player can tap A anytime during his rolling phase for Ratigan to immediately pause and smack his foe away with a clawed fist, dealing 6% with knockback KOing around 160%. Rolling a foe away as they're about to lay their hands on more traps can decrease Ratigan's overall workload, while holding out the tussle allows Ratigan to build more damage on his victim, increasing the distance they fly upon ending the move to give him more trap-setting time.
Forward Tilt - Swipe and Strangle Ratigan extends a clawed hand and scratches it forward a character width, with .3 second lag on both ends. Now that he's able to manually snatch up opponents in addition to ordering their kidnapping, the stage is a much more unruly place. If he manages to catch a foe, he'll crush them against his body for 6%, suffocating them for an additional 1% per half second. Ratigan can strangle his foe as long as he wishes; to end the move, the player can tap any direction for Ratigan to throw his victim away, dealing 5% and knockback KOing around 155%.
The captured foe can mash up or down to slip free from Ratigan's meaty grasp, although he can angle his arm up or down while holding them, eliminating one of their two paths to safety. When dangling a foe over the edge, their required downward DI might give Ratigan the space he needs to gimp them for good. Immediately throwing the foe can also quickly distance foes from trap arrangements.
Down Tilt - Rake Across the Coals Extending his claws forward a character width from his crouching position, Ratigan claws them inward over .4 second. The move’s hitbox is quite low to the ground, but is potent against foes in Ratigan’s path. He drags them against the ground in prone, dealing 6% and leaving them open in front of him. He can now repeat the move to scratch a mound of dirt on top of them, pitfalling them for twice the regular time. Leave them to mash out while you attend to more important matters, or knock them senseless while they’re down for some real sadistic fun.
Up Tilt - Gnashing One's Teeth Ratigan tilts his head upward, opening his mouth, before clamping down with his razor-sharp teeth. The move deals 5-9%, depending on how close the victim was to Ratigan when he chomped down. If the foe barely touched his mouth, or brushed against his head from the side, they suffer little damage but are pulled closer to Ratigan. Now, upon chomping a second or third time, he's more likely to hit with the move's sweetspot, dealing more damage and knockback that KOs off the top around 140%. Blast them up like a balloon (and possibly into one) to keep them out of your way, and possibly give them rabies in the process.
Aerials
Neutral Air - Claw Down Ratigan swipes both arms in front of him madly, trying to catch hold of something. If he grabs an opponent, Ratigan hangs onto them, combining the weight and fall speed of the two characters. Foes can mash free of Ratigan with moderate difficulty, but have decreased DI while doing so. If the Ratigan player taps A as he clings, however, he'll scrabble up the opponent, dealing multiple stunning hits of 3%, until he reaches their top, upon which he footstools them automatically. The ease with which he can claw up a foe depends on their size, with larger characters taking longer to climb up. Simply put, this is a gimping move, recovery, and drop-opponent-into-traps move, rolled into one.
If Ratigan uses N-Air near his blimp, however, he'll grab onto the wooden ship, hanging onto its side. From here, he can climb into his own blimp from the outside, or simply cause havoc for those in the general area; if the player tilts the control stick side to side as Ratigan clings to the blimp, he'll swing it side to side at an increasingly rapid pace. After a second of swinging, opponents on the blimp have a fifty percent chance of tripping each half second they stand, while after two seconds, they'll automatically trip if they're standing. In addition, if Ratigan has loaded any traps onto his blimp, one item will fall out for each half second he swings, in the order he loaded them on. Raining traps down on foes, especially offstage ones, can really put the hurt on them; even non-damaging items create moderately-powerful falling hitboxes when dropped from above. Although traps function as usual if they land, it is preferable to place them on the ground, as it is easier to create trap interactions more directly down there.
Forward Air - Muscle Mass Ratigan thrusts a beefy forearm at his foes, dealing 10% and pushing them back enough to KO around 155%. The move has some landing lag, but its overall execution is still quick. Quick enough for Ratigan to buffet opponents around in the air to his liking, that is. This will most often come in handy when trying to position a foe above a trap-filled portion of stage, or for keeping escaping opponents on Ratigan's blimp. Sit down, shut up and enjoy the ride!
Back Air - Tail Lasso Ratigan turns around slightly, looping his tail out a platform behind him to catch opponents in a slimy coil. Once he's snared them, the player can tap A for Ratigan to kick the opponent backward with a small yet pointed shoe, dealing 9% and knockback KOing around 155%. They can also tap the control stick to the side, spinning Ratigan around in midair and allowing him to kick his foe the other direction. If Ratigan's foe is fleeing from a trap-heavy area of the stage, he can simply stop them in their tracks before slinging them back into trouble. Foes can mash out with moderate difficulty, and escape automatically if Ratigan hits solid ground. He must endure Bowser-esque landing lag if he touches down while using this move, although that's not to say the move should only be used if a hit is guaranteed; Ratigan turns to face the opposite direction upon whiffing the move, giving him a good deal of versatility in the air.
Up Air - Cape Gust Ratigan reaches behind himself, thrusting his cape up into the air above his head over .35 second. Aside from F-Air, this is Ratigan's quickest aerial; he is able to throw it out if a foe is plummeting down at him to interrupt their attack (this can hinder spikes significantly), although the priority isn't terrific. The top of Ratigan's cape also deals a light 3% and hitstun as it is whipped up, giving Ratigan a way to juggle foes while carrying them down from the skies. This use is helped by the cape halving Ratigan's fall speed for its duration. Ratigan falls during the move's slight end lag, so it cannot be spammed for a lengthy float, but if used once or twice during a recovery, it could make the difference between a classic Disney defeat and a safe landing for its owner.
Down Air - Faceplant Plummet Pausing briefly, Ratigan makes a sudden downward swipe, attempting to grab opponents a Mario beneath him. The move is also quite laggy if Ratigan fails to grab a foe, and even more so if he lands after whiffing. If he makes contact, however, he'll snare them under his elbow, holding them beneath him as he plummets to solid ground at the speed of Dedede fastfalling. Upon landing, the foe enters prone, suffering a painful 15% from the impact. Ratigan is able to DI left or right while falling, although his foe can influence this slightly, as with Bowser's Flying Slam. Most notably, the move is a high-risk, high-reward way for Ratigan to bring a foe headfirst into a trap of his choice. Of course, he can also plummet right off the stage for a guaranteed suicide KO, although foes with a stock lead can turn this against Ratigan just as easily. Although they cannot mash free, they can steer their fall away from traps. Because of this, Ratigan will most likely be using this move to bring escaping, damaged foes back into the danger zone, rather than pulling them in before they've suffered many hits.
Grab-Game
Grab - Kidnap While maintaining his facade of politeness, Ratigan won't seize a victim himself. Instead, he'll clap his hands, causing the two minions nearest his foe (or the nearest foe in FFAs) to nod to each other, before rushing into the foreground and snatching them up. This process takes approximately half a second, giving foes time to react, although the two minions will pursue the foe in the background at Mario's dash speed if they attempt to run.
Since dodging into their waiting arms clearly won't be productive, the victim must either flee to the side or leap away from the minions, which may lead them right into one of Ratigan's traps. Other than foes, if the grab input is tapped twice in quick succession, Ratigan's minions will laglessly grab the nearest onstage trap and lug it into the background over .5 second. Hey, who said the world's greatest criminal mind was limited to traps on the main stage?
Pummel - Gangbang Ratigan's minions spread out slightly, each extracting a blunt weapon and clubbing the victim back and forth between them. Each hit deals 3% and is rather quick, allowing the minions to build damage before throwing the victim, as their throws deal little to no damage. This pummel is inputted by holding Z while tapping A; plain old Z allows Ratigan to order the kidnapping of multiple foes during a FFA, while double-tapping Z gives him time to move traps to the background while his foe is occupied.
Forward Throw - String 'Em Up Ratigan's minions tie up their victim with rope, turning them into a comical bundle, unable to use body and arm attacks. In addition, the foe's likelihood of tripping upon starting a dash is drastically increased. Depending on how much of the stage Ratigan has filled with traps, this can be a real bother for opponents, and that's without even mentioning the little tricks that can be done with their rope. The foe remains tied up for seven seconds or until they suffers 20% (this cannot be stacked).
Back Throw - Take Them Away Hoisting the character above their heads, the minions both make a mad dash toward the nearest edge, before tossing the victim carelessly overboard, as if a giant cat lay in waiting. While this is not the case yet, the minions are able to carry the foe quite some distance at Mario's dash speed before they mash free. Although the minions do not carry the foe into traps directly, they can put them in a position where, if they are too eager to mash free, they may end up on top of one anyway. If, on the other hand, they allow the minions to continue carrying them to the edge, they'll be left in a position where, without intervention, they can recover easily; however, this passive approach gives Ratigan just a bit more time to continue spreading his malicious traps around the stage.
Down Throw - Cement Shoes Ratigan's minions slip their victim into literal cement shoes before releasing them with a snicker. While wearing the clunky footware, foes are restricted to a single jump and are weighed down, as if made of metal. Needless to say, when jumping over dangerous obstacles is key when facing Ratigan, this state becomes immensely frustrating. As with F-Throw's rope, cement shoes last for seven seconds and cannot be stacked.
Up Throw - They All Float Pulling out a randomly-colored Kirby-sized balloon (like the ones used during the balloon chase scene), Ratigan's minions tie their foe's arm to the colorful sphere before releasing it, after which the foe floats toward the screentop at Ganondorf's dash speed (give or take, depending on their weight). Foes can mash free from this state with double grab difficulty, although it's rare Ratigan will be planning to KO a foe off the top blast zone with this move, as it is unlikely an opponent will remain floating this long. Aside from spacing foes from Ratigan as he sets up, however, this lesser balloon can boost foes into a position where they are vulnerable to a whole series of escapades on a different balloon, which will be touched on shortly. The balloon can be popped by outside influences if it or its string is dealt 10%.
Smashes
Forward Smash - Forward Arrow During Ratigan's smashes, the charge occurs before his minion enters the stage. They pause for half a second upon doing so, giving Ratigan time to push them around, as he exits his charging pose immediately after his minion appears. Here, a mouse drags a Bowser-sized bow and arrow onto the stage, pulling the string back a distance determined by the move's charge, before placing a nail in front of the string to hold it in place. A rather flimsy restraint, eh?
If any character attacks the string, the arrow will be launched from one Battlefield to one Final Destination length at Sonic's dash speed, dealing 12-16% and dragging along characters it comes in contact with. A mouse will reload the bow laglessly after an arrow is launched; the trap can only be destroyed once its 40 HP is depleted. Arrows are shot horizontally by default, but any direction can be inputted during charge time for the mouse to set up the bow so the arrow shoots at an angle. Aside from dragging foes around the stage nicely, arrows are handy projectiles when it comes to setting off subsequent traps. In the background, arrows can snare dodging characters, bringing them back onto the main plane of the stage.
Down Smash - Axe Chop A larger mouse enters the stage, hoisting an axe as tall as Ganondorf, with a sharp Bowser-sized head; he places the weapon onstage, before propping it up precariously with a wooden board and returning to the background. The entire axe can be attacked to lower its 50 HP and destroy it. However, if a non-Ratigan character (or an item) passes within a platform of the axe on its ground level, or is launched into its handle, the board is upset, causing the axe to chop down on a victim over a time period determined by the charge: anywhere from .2 to one whole second (a mouse props the axe back up once it falls).
This deals 15-25% and knockback KOing from 165-95%; that's right, the knockback of the move varies greatly, depending on how close the character was to the head's sweetspot. Depending on how Ratigan places his axe, it can either lightly knock characters lightly diagonally into another trap, or send them to a painful KO. When dragged into the background, axes face down onto the stage, being triggered from the front; characters can destroy these by attacking the axe's head, although they must be sure not to drop it in the process. If an axe is onstage, Ratigan can attack it with a light move, removing a bit of HP but turning the axe to face the other direction, in case his foe manages to escape to its other side. Although he cannot trigger the trap himself, Ratigan is vulnerable to his own axe, as he is to the vast majority of his other traps.
Up Smash - Anvil Three mice use a small rope and pulley in the background to hoist an anvil 1.5 Bowser's size from one to two Ganondorfs above the stage. Unlike the previous two Smashes, the minions do not enter the foreground here, nor do they create a trap with the move...yet. Upon the move's release, the minions drop the anvil, which drags characters underneath it to the ground, where the impact deals 23-27% and knockback KOing from 115-90%. This form of the move functions more like a regular Smash, as Ratigan has no downtime between the move's charge and its effect.
However, if the move is initiated under a platform (platform must be less than three Marths above the stage), the mice will toss the rope over the platform, before pulling the anvil up to hang underneath it, tying the heavy metal in place. Now, the anvil itself cannot be attacked and destroyed, although it can be buffeted from side to side to create a wrecking ball-esque obstacle; this deals from 5-25%, depending on its momentum, which can send characters flying or initiate trap sequences (it also deals damage if a foe is knocked up into its underside). The trap itself can be taken down, however, if the Mario-long portion of rope holding it up loses its 15 HP, resulting in the same crushing damage as the regular attack. Of course, characters have more time to DI out from under the anvil from a height, although Ratigan can benefit from the release of an anvil, even if a foe isn't under it...more on that later. If, by any chance, mice are able to reach the top blast zone, they can hang anvils from the screentop as well, keeping them well out of the reach of most foes, though Ratigan can still trigger them with a well-time projectile.
Special Smashes
Special Forward Smash - We've Got to Have... Ratigan pulls a sack full of stolen riches from over his shoulder and begins dumping it onto the stage to create a pile of gold and assorted jewels. The pile expands one character width and one Mario height each half second Ratigan charges the move, with the falling coins pushing characters away from Ratigan while dealing multiple light hits. Upon completing the Smash, Ratigan dumps a crown from the bag on top of the pile, the size of which depends on charge time, ranging from Soccer Ball to Bowser-sized. If Ratigan is attacked out of the move, no crown is produced, although the gold remains onstage. Multiple piles can be placed close to each other to form larger mounds of riches for Ratigan to use to his advantage.
Gold piles serve as slopes that can be dashed over, albeit with a much higher tripping rate; crowns serve as platforms for characters. If the pile is attacked with an attack dealing 15% or more, a flurry of coins comprising one charge unit of the pile fly off, becoming aerial projectiles that disappear upon hitting the ground; these deal multiple hits of 1-2%, racking damage on foes quite rapidly. If the crown is attacked, however, it slides down the pile at a speed proportional to the strength of the attack that struck it. This, of course, affects the damage and knockback it deals to characters (along with the crown's size) ranging from 8% with smaller headpieces to 25% with larger ones. Minions automatically carry crowns back to the top of the gold pile after it reaches solid ground, enabling characters to knock it down multiple times. The crown and coins provide handy tools for Ratigan to use in tandem with several of his traps, which give him multiple ways to flaunt his wealth by tossing it around liberally.
Special Down Smash - Seesaw Ratigan extracts a platform-length board, placing it overtop a smaller triangular piece of wood to create a seesaw of sorts. The move's charge time determines the angle at which Ratigan places the board; with little charge, Ratigan places the upper end of the board closer to the ground, while a longer charge has him place it higher. This, in turn, dictates how high whatever Ratigan places on the lower end is launched into the air. By falling onto the upper end, the launch height of items is determined. Ratigan is able to launch items higher by fastfalling onto the raised end, dropping an axe or anvil onto it, or by grabbing an opponent with one of several aerials and landing with the weight of multiple characters. What items, you may ask?
Well, coin piles, for one, can be sent skyward, spreading out and raining down on nearly the entire area of Battlefield, dealing multiple rapid hits of 1-2%. Ground traps, while slightly heavier and harder to launch, can also be blasted upward, where they lose their regular hitboxes in favor of becoming damaging aerial obstructions (traps like axes moreso, while arrows can be triggered in midair by attacks or falling coins with the bow remaining a hitbox). If these traps fall back onto the seesaw, they'll launch whatever was on the opposite end up with even more power, including characters. As such, Ratigan can place more coins or a trap on the opposite end after an initial launch to create a recurring aerial hindrance. A multi-functional tool, indeed.
Special Up Smash - Lowering the Flag Ratigan snaps his fingers, causing offscreen minions to lower a British flag from the top blast zone, with it being as tall as Mario and extending horizontally into the background. The flag is lowered at Mario's dash speed until the move's charge ends, upon which the ropes holding the flag from the ceiling tighten, stretching the flag out slightly (this can generally bring the flag down to just above Ratigan's height at full charge). As the flag is lowered, the player can tilt the control stick around to alter the direction the flag faces, which, in turn, alters its use. While a flag deals no damage, characters who come in contact with its stretched fabric in the foreground or background are rebounded lightly a platform away in the opposite direction. Upon colliding with it more forcefully, this light rebounding turns into a more powerful slinging, sending characters a good ways across, or even off, the stage.
Ratigan has plenty of zoning uses for flags (of which there is no limit to how many he can summon), but is not limited to sending characters into flags. If one of his projectiles collides with a flag, it is rebounded at twice its regular speed; needless to say, setting up two flags in close proximity can really set a dangerous projectile (or series of projectiles) into motion. If Ratigan ever wishes to release said projectile from its sustained state between two flags, he can lower the flag rope's 15 HP for it to drop weakly into the background before vanishing (foes can also do this to destroy a flag themselves). The flag itself can also be dealt 30% to poke a hole in it for the same result, although to release a projectile, Ratigan is best off sticking to the former option to avoid being struck himself. Multiple flags at multiple angles are terrific transitional tools, appropriate for use during a large number of trap sequences.
Specials
Neutral Special - Record Player Ratigan whips out an old-fashioned record player and places it on the ground in front of him, starting it up so it plays a sprightly tune. The player is approximately 1.5 Bowser wide and a Mario tall (with the horn-like speaker being tucked safely into the background), and serves as a platform, albeit one that moves characters in and out of the background with the spinning record. Of course, other traps can be placed atop the record, traveling between dimensions to potentially thwart dodging characters. Each player has an above average 85 HP; attacking any part of the player lowers this value.
If the player holds down B after placing a record, Ratigan snaps his fingers, ordering the nearest minion to laglessly attach a thin coil of string to the ‘arm’ of the player. By tapping the control stick in the direction of a trap, Ratigan has the minion attach the string to said trap, which occurs over .5 second (if multiple traps are lined up, tapping the control stick more lightly or firmly determines which one is stringed up). Keeping with the theme of secrecy utilized by Professor Moriarty, Ratigan's inspiration, the minion is not actually seen attaching the string, not revealing to opponents exactly what traps are being wired. If no direction is inputted after B is held, the minion still follows Ratigan in the background, becoming the default carrier of the next trap Ratigan places, which he'll attach the string to by default. Three strings can be attached to a single record player, although only one player can remain onstage at once.
But what do all these bells and whistles mean? Well, after seven seconds, the record player stops, triggering each attached trap at once. While this does not generally create a chain reaction of traps, it can turn entire sections of stage into hazardous ground. For example, three axes can be dropped simultaneously, creating a massive hitbox of death or having an axe or two charged to hit more lightly slicing characters up into an axe charged to KO potential. Ratigan isn't forced to play around this default time limit, of course; each time B is tapped after the placement of a record player, Ratigan snaps his fingers laglessly. This calls for a minion to pop up behind the player and handle the record, adding a second to the timer each time to control stick is tapped up while subtracting a second each time it is tapped down (with Ratigan himself pointing in the corresponding direction during this time). Hiding behind a veil of smoke from your jab can create confusion as to how much longer the record will play, while yelling out with U-Tilt can prevent foes from hearing the exact moment they must dodge the attached traps. Record players are perfect for a whole plethora of psychological mindgames, and as such, ought to be a high priority on Ratigan's list of traps to defend.
Side Special - Wine Seller Ratigan extracts an empty bottle of wine, rolling it forward along the ground over .65 second. The bottle's round end is three-fourths the size of a Smart Bomb blast, traveling at a default of Mario's dash speed, although characters can attack the bottle to speed it up, or change its direction of movement. Depending on its speed, the bottle deals 7-15%, with knockback KOing from 150-135%. Characters who come in contact with the upper half of the bottle enter a log-rolling animation on its top, as they attempt to avoid being flattened. They'll ride the bottle all the way off the side of the stage unless they time a jump off the rolling bottle, which limits said time if traveling at high speeds. The bottle shatters after being dealt 70%, however; it's still made of glass, mind you. One bottle can remain onstage at a time.
If the bottle's roll is stopped (by attacks or an onstage obstacle, such as a pile of gold coins), Ratigan can use it in combination with his traps for additional mayhem. If Ratigan summons a trap within a character width of a stagnant bottle, his minion will shove the trap into the bottle's top rather than putting it onstage. Should Ratigan demand traps be moved to the background with his grab while in the same range, the minions will place onstage traps into the bottle as well. Up to three traps can be stored in a single bottle, rolling along inside it if it is rolled again. Now, upon being shattered, the bottle releases the traps in close proximity to each other.
Traps placed into the bottle from the get-go are automatically set close enough to each other to form a likely chain reaction, while traps added to the bottle after being placed close together have their initial formation preserved, essentially allowing Ratigan to move multiple traps around the stage at once, safe from enemy attacks. Because most opponents won't opt to return bottled traps to the stage, Ratigan has a great deal of control over where said traps will end up, especially considering he can knock around the bottle quite a bit before it shatters with light moves like D-Tilt.
Down Special - Mouse Trap Ratigan lays a platform-length wooden mouse trap at his feet over .5 second. Although he is able to tiptoe around it nimbly, other characters aren't so lucky; those who come in contact with the trap's surface can only look on as it snaps down on them, dealing 15% and trapping them in prone on top of the wood. To escape, characters must deplete the wood's 25 HP using strictly get-up attacks (which won't free them, but will hit the wood). Ratigan himself can attack the wood as well from the outside to knock the trap around, with it adding a single unit of weight to that of its victim. At higher damage levels especially, Ratigan's lighter attacks give him multiple chances to knock his pinned opponent into the path of a more deadly trap without destroying the wood. Up to three mouse traps can be placed at once, serving as an additional way to limit opponents' movement. If Ratigan wishes to leave a trapped foe to their own devices, he can also use their time subdued to continue piecing together his masterful array of weapons.
Up Special - Personal Hovercraft With a clap of his hands, Ratigan calls for his personal blimp, which is piloted in from the top blast zone by Fidget the peg-legged bat, who operates the hovercraft from a pedal in the rear; he lands the craft behind Ratigan over .75 second. Because only one blimp can exist at a time, if Ratigan taps the input again, Fidget brings it to his current location, with it floating in place otherwise. The blimp's cargo area is approximately two platforms long and one Mario high, while the blimp's balloon, attached to the cargo area by ropes stretching up Marth's height, is the size of two Bowsers, side by side.
By walking into the blimp, Ratigan hops in, gaining moderately speedy aerial control of the blimp for twelve seconds before it descends back to earth (in midair, the blimp is automatically piloted under him so as to allow a recovery). It controls somewhat differently than the standard free-flight move; if the control stick is directly lightly, it serves as such, but if it is tapped more firmly in any direction, the blimp will be auto-piloted, allowing Ratigan to move around while Fidget maneuvers the blimp (tapping Up B again returns free control). The versatility with which Ratigan can alternate between these two styles of control gives him terrific aerial maneuverability. If the cargo area is attacked, it merely sways from side to side without adverse effects, although if the blimp itself is dealt 30%, it is punctured, sending the blimp on a crazy, unpredictable five second flight path that will likely result in a suicide for Ratigan offstage.
Ratigan doesn't have to board his hovercraft alone, of course. By pushing minions into the side of the blimp as they bring traps onstage, they'll pile the trap into the cargo area, before piling into the blimp themselves; a maximum of five traps (and therefore, minions) can be stored, albeit in a background pile, defunct (Ratigan can only place the traps he directly handles, such as mouse traps, while flying). He can also bring foes right onto the flight as well with his various spacers, holding them onboard while his blimp is auto-piloted. He can hop off while his foe is trapped on the sinking (or rising) ship, leaving them to be auto-piloted to an offscreen KO. For alternative, yet similar results, Ratigan can pop the blimp after hopping off to send his opponent zigging and zagging around, likely to their doom if offstage (or into the path of a trap, if onstage).
Foes don't even have to be traveling on Ratigan's blimp to suffer from its effects. If the blimp is set on auto-pilot over the stage, Ratigan can hop out and swing on its cargo area with N-Air, raining traps down from above. These smack into foes in the air before becoming actual traps on the stage. Traps fall out at the same one per half-second rate if Ratigan pops his blimp, which can lead to an even more chaotic rain of hitboxes, especially if the stored traps include a gold pile or two. Ratigan's minions can help out with traps if need be as well; by parking his blimp near the top blast zone, minions are able to hang anvils from a great height, as well as place flags around more liberally (and move both traps to the background in the air if necessary). If they fail, Ratigan has a perfect consequence for them up his sleeve; he can summon onboard minions to the foreground with his grab before attacking them from the blimp, where they fall into a heap on the stage. If a minion comes into contact with an aerial foe, they'll scrabble on them frantically, dealing multiple hits of 1% and increasing their fall speed by two weight units. Minions can be dumped from a blimp using the same tactics that dump traps; the combination of falling obstacles and mice can bash foes around, before dragging them to the stage, or off of it.
Final Smash
Final Smash - Fearsome Feline Reaching into his chest pocket, Ratigan pulls out a simple bell, ringing it ominously while chuckling to himself. A second later, Felicia the catprowls in from the background, causing Ratigan's minions to cower slightly, but not flee; it appears Ratigan has trained her to spare them, as long as they behave. During the fifteen seconds Felicia is onstage, she follows opponents around in the background, towering over them due to being slightly larger than Giga Bowser.
If a foe stands still for longer than half a second, she pounces at lightning speed, grabbing the poor sap and eating them for an instant KO. In addition, if the foe remains airborne for longer than a second, Felicia raises a paw and swats them down, dealing 15% and strong spiking knockback. Her interference makes avoiding Ratigan's traps a real pain, what with he forcing foes to run through them or try jumping over them in mass without getting smacked down. To stand the best chance at survival, foes can try stalling offstage, although Ratigan is able to cut them off just as easily by waiting patiently in his blimp or rolling wine bottles off the stage. After her time is up, Felicia struts away prissily, causing Ratigan's minions to breathe a sigh of relief.
Playstyle
As his set makes perfectly obvious, Ratigan finds it impossible to stick to just one trap to decimate opponents. Instead, to maximize his creative debauchery, he uses all of his brilliant trap ideas to instill fear in the hearts of foes. However, his mechanisms are not simple obstructions to be tossed on the field at random in the hopes of -maybe- catching an opponent. Ratigan undergoes a more lengthy, calculating set-up process to ensure the opponent he is facing will endure most, if not all of the traps' damaging effects. Doing so requires him to tailor his chain of reacting traps very particularly to each opponent, as well as what exactly he wants to accomplish (damage-racking, KOing, spacing, etc.), although fortunately, their versatility gives him some leeway during this process.
Ratigan's mouse minions play a vital role throughout his gameplay as a whole, although it is arguable their importance is most pronounced during the match's early phases. He must strike a careful balance between ordering the placement of traps and preventing opponents from reaching and destroying them. To increase the ease of building a reaction, Ratigan can push his opponent in the general direction of his chain, pushing an opponent back sufficiently before charging up a Smash, attacking the foe again as the minion enters the stage. If Ratigan's trap is not summoned directly where he wishes to place it, his attacks can also push around his minions if they need direction. Restraining a foe can also come in handy during this time, especially if Ratigan needs to pilot minions to into the air to set up 'hanging' traps. His grab allows for minions to hold a foe back for a short time, before inflicting what is essentially a negative status effect, making pursuing Ratigan more of a chore. Mouse traps don't offer this bonus, but allow Ratigan the freedom of bashing the victim away to his liking before getting to work dictating trap placement. If Ratigan gains momentum with traps during this phase, the game will change to less of one of prevention to one of destruction for opponents.
Now is where Ratigan's inner rat might peak through his veil of sophistication like a poorly-concealed...gun. If any trap is destroyed, Ratigan lets the animal within loose, gaining different standards for several seconds before regaining his composure. Aside from serving as a deterrent for foes hoping to plow through Ratigan's traps without a care, his more vicious attacks are more specifically focused on smacking foes further away from areas of the stage, where he'll be ordering his minions to set up replacement traps. Despite his buffs, Ratigan is also rendered more vulnerable during this time, being more punishable due to slower dodges. Competent opponents who can go toe to toe with Ratigan's alternate form may find the destruction of traps just another step in finishing him off, although against foes Ratigan can demolish as a beast, he may wish to discard a disposable trap in the face of an attacker, calling out his inner rat to help damage-rack during his set-up. Relying on his inner rat liberally is rarely if ever a smart option, however, due to throwing traps at foes being a predictable and passive option that often leaves Ratigan open to enemy blows.
Now that the 'how' of setting up traps is taken care of, let's touch on just how Ratigan can make life for opponents as miserable as possible. Many potential trap arrangements have foes bouncing between the ground and the air, although if a character is dominant on the ground or in the air, Ratigan will likely be damaging them with traps on the opposite front. His combination of damaging regular Smashes and non-damaging Special Smash tools gives him quite a bit of freedom when dealing with foes, as well as creativity in how they are pieced together. In D-Smash alone, Ratigan's charge determines how powerfully foes are knocked around, allowing for the traps to either start off a reaction with a light hit or chop a foe away to conclude a reaction. To confuse dodging foes, Ratigan can rain coins down from above, using the coins' hitboxes to quickly alternate which direction the axe faces (although he must take care to not lower its HP too much).
These coins are, of course, launched from seesaws whenever the string to an anvil is cut, dropping the weight onto the lowered end. What cuts the string? Why, a fired arrow will do the trick. Of course, the organization of these traps can differ greatly; arrows can be used to bring a foe right into the path of an axe, which can be launched up from a seesaw to slam a foe into a detaining mouse trap. Knock the trapped opponent onto the seesaw before the axe lands to bounce both objects up and down repeatedly, with the foe suffering damage if crushed against the underside of an anvil.
Factors aside from the traps themselves also influence the use of traps during a match, such as their triggering and mobility. In most instances, one trap will be triggered at a time, and through the timed release of a separate trap. Through his record player, however, Ratigan can set off up to three traps at once. This can set off multiple small reactions at once, such as dropping two axes onto two seesaws to launch two traps into two anvils, starting a Newton's cradle-esque obstruction as one anvil's momentum pushes the opposing weight back, before it swings back and does the same, repeatedly. By simply setting off multiple arrows or axes, Ratigan can also use scare tactics to keep a foe away from part of the stage, possibly resulting in them jumping right into a separate trap in their fear. Ratigan himself will generally not be actively aiding the continuation of a reaction (aside from the rare timed release of an arrow or fastfall onto a raised seesaw), as these traps can damage Ratigan himself if he gets too careless; instead, he will be contributing to the chaos while his foe is occupied.
Placing a trap in the background where a foe is likely to attempt dodging out of the sequence can keep them in the system for longer (although reactions in the background are generally less useful, due to foes being hit back into the foreground), while breathing smoke into the vicinity can confuse the foe as to whether or not to dodge, possibly leading them into being hit by a trap in either dimension. By flying above the battle in his blimp and shaking down coins, traps and even minions with N-Air, Ratigan can increase the damage of foes while they're impaled on an arrow or stuck in a mouse trap. Once a foe is about to exit a reaction, if Ratigan was ordering minions to move the beginning of the sequence into a bottle while they were busy, he'll be well-prepared to start up a damage-building chain all over again after shattering the bottle and releasing the traps in a convenient locale. That said, he'll be doing so with the same reaction he just used, which foes might have learned how to dodge from their first experience. Ratigan's games require diverse combinations of different traps, for sticking to one or two flowchart sequences is a quick path to defeat.
KOing, like sequences themselves, are largely dependent on the opponent. Lighter opponents with the ability to defend against gimps are best off KOed at the end of a chain reaction. Options like crushing the foe under an anvil or charged axe, or firing them off the screentop impaled on an arrow are quite suitable here. For heavier foes who can survive these assaults longer, but are lacking in the recovery department, Ratigan can force them onto his blimp with his aerials and send them off in a number of ways. Popping the blimp to send it careening around offstage is not a foolproof KO option, but can put foes in an inconvenient location below the stage nonetheless. Auto-piloting the blimp off any blast zone requires Ratigan to leap off the blimp to avoid suicide, but can save him the trouble of even maneuvering over the abyss at the best of times. Finally, if he has gone through the trouble of loading traps onboard before takeoff, tossing the foe overboard before popping the blimp or hurling down minions gives the foe a number of obstacles to recover through, possibly resulting in their failure to reach the edge safely.
Ratigan's numerous options for fighting through his chain reactions of traps can leave foes spellbound if particular attention is paid throughout the match. Failure to do so can place Ratigan at a disadvantage he'll have to scratch and claw back from as an animalistic brute. If his cards are played correctly against each particular opponent, however, Ratigan's plotting will pay off, as he reigns supreme over all who dare oppose him.
Extras
Up Taunt - Returning to Work Ratigan runs a hand through his slick hair briefly, informing foes, "I trust there will be no further interruptions..."
Side Taunt - Tight Schedule Ratigan opens a golden pocket watch and declares, "Fifteen minutes late!" before shutting it with a click.
Down Taunt - Wine Glass Ratigan holds a wine glass and begins sipping from it regally for a second and a half. If he is attacked during this time, he'll drop the glass at his feet, where it shatters, as he spits the drink out in shock, dealing no damage to the attacker but pushing them back ever so slightly. Although this technically works as a counter, it is almost never usable, due to its incredible lag, Ratigan taking all the attack's damage while dealing none in return, and the fact that he only spits the drink after it enters his mouth, which takes around .45 second.
Entrance - Battle Blimp Ratigan sits atop his blimp as Fidget pilots it in from the foreground, before hopping off and dusting off his suit carelessly.
Victory Pose #1 - Long-Awaited Win Ratigan thrusts a fist into the air, shaking his hair up a bit, as he proclaims, "I've won!" before cackling maniacally for all to hear.
Victory Pose #2 - Henchmen Handling Ratigan snaps his fingers, for a swarm of mouse minions to dash in around him and lift him up, struggling slightly under his weight, before spinning him around. He lounges lazily, clearly enjoying every second of the attention he is given.
Victory Pose #3 - Royal Attire Ratigan poses for the camera, decked out in a royal purple robe, glittering jewels and a crown, holding a golden staff in one hand. He holds a long list of his laws in the other hand, ready to see them enacted in his new kingdom.
Victory Theme - Rodent Ruler What else would it be? An instrumental excerpt from Ratigan's villain song plays when its subject reinforces his dominance.
Loss Pose - Sarcastic Praise Ratigan claps mockingly, calling out, "Bravo, bravo!" from time to time. Occasionally, an eye will twitch in anger, revealing his desire to shred his foe at the very next opportunity.
I'm sorry, JOE!, but Rhypherior is one of the worst movesets I've read in a while. It's easily the worst I've ever seen from you, which comes as a shock because I know you can do well. Trainer JOE! proved that. Let's start with my complaints. First, the presentation. Dear God, the presentation. Why, JOE? WHY? It looks like a 13-year-old wrote and designed it. Large body font? Terrible header font? CENSORED CURSE WORDS EVERYWHERE? The writing style makes this set terrible to read- it's not even fitting, like in Hazama's case. It's just bad. The jokes are unfunny, and you seem to flounder over them again and again.
As for the moveset itself, it keeps switching from broken to underpowered. On one hand, you have Solid Rock (which makes no sense; how does a thick layer of rock prevent him from taking knockback or being grabbed?) Then you have the fact that he has to use both of his jumps to get up a Battlefield platform's distance. He'd pretty much be unplayable on any moving stage or large stage. Then we have the fact that he has momentum abilities, which make absolutely no sense on this character. There are a whole other slew of problems (like him somehow being able to summon Geodudes from inside his body) that I won't list out of the sheer number of them.
Sorry for this scathing comment, JOE, but I just had to do it. Rhypherior is nigh unreadable, has several technical problems, and is the moveset equivalent of intellectual torture. It's shaming the awesome art you drew. I wish you would just get rid of the moveset itself and leave the art there, so we can have something to admire.
Junahu group set? Thought I'd never see the day. Your decision to make the control system direction based instead of button based was interesting, and I think that of all the Hugo sets, this one is closer to what an actual realization of a multiple character concept than most that's actually playable.
There's a lot of cool stuff with how you can move them around, dive bomb with Noddy, and such and such, but I dislike how the cloud that you use to control them just sort of sits there, with no real explanation. I like to think you could have come up with a better centralizing force. It also seems weird that Scarfy is controlled by the Wiimote direction rather than Twizzy (I also hope I can turn it off by pointing away from the screen and Twizzy doesn't just drift on to his death)
Despite it's flaws, it's a fun new take on a genre that's gotten stale.
Vergil
What would a Twilt set be without a weapon-changing mechanic or a meter mechanic included somehow? A set I'd enjoy, that's what!
But seriously, there's no smooth way to implement a meter mechanic in Brawl nor a way to make using meter as interesting as standard fighting games.
Vergil overall has some good spacing and rushdown tools, but a few moves seem a little out of place (projectile down tilt, down smash is more like Pit's Side Special than anything). His Down Throw is also stupidly strong, letting you get a free fully charged smash of your choice on the opponent.
I really like some of his close range pressure game, Forward Smash especially against shielding opponents, but the moveset doesn't really impress me like I'd like it to. I do like it though, and overall, it's my favorite from you yet Twilt.
Elsa Maria
Elsa Maria is a very interesting with to examine as a character, and I can't help but feel you missed some of it. I'm a little upset that the most notable part of her barrier, the monstrance that she is constantly praying towards, is completely absent.
I'm glad you caught that all of her attacks come out of her back, but I think that it's weird that she can still crouch, move, jump, and presumably shield, roll and dodge like other characters can. You make note of how slow she is, but I think that this deserved a lot more attention than just appended unwieldiness.
After some rethinking, I don't mind the nature of the long-distance tentacle attacks that she uses along with the minions, or at least how her attacks work overall as walling the opponent and spacing them out, so that by the time they actually reach her she's defenseless from all of the attacks she's been hit with on her tentacles (THAT is good characterizing), but I think that thematically the moveset shrugs a lot of the character depth you could have explored. The attack that she almost finishes Sayaka off with, swallowing her in a tree, is completely absent, unless I include the Down Smash, which doesn't really fit either the attack in the series or the input of a Down Smash. Really seemed like a good grab to me, she even used it as a counter in the original fight and seems like a natural
Also, what stops respawning opponents from just rushing in on her and smashing her to pieces where she really can't react at all?
Rhyperior
I wanted to like this set JOE! but you made it hard for me. You're clearly going for the awesome advertisement style image macros with this set, but it really doesn't work that well to read, especially with all the detail.
I like the concept of the momentum attacks and offensive, reckless rolls, but I think you should have gone the full way with air dodges and shields rather than keeping them the same.
Rhyperior is pretty ridiculously overpowered, Rock Blast is absolutely insane (fire rate and speed of FALCO's blaster? The best projectile in the game?) Solid Rock, Stealth Rock, super-heavy, etc. It's ridiculous.
Good ideas here, but you just went too far overboard.
POISON IVY
I have mixed feelings about Poison Ivy. The specials, I think, were especially well-done. I rather like the Flower Turret in particular. That seemed pretty cool.
On the other hand, Hypnotic Kiss, while in-character, seems a wee bit overpowered for a throw, even considering her difficulty in grabbing foes. Especially since, so far as I know, her kisses only work on males. And I can’t see it working at all against R.O.B. or Game and Watch.
And her backward aerial? That just does not seem like an efficient attack at all, and I’m sure Ivy would know that.
And finally, perfect traction seems unjustified for Poison Ivy. I could see her having good traction (maybe a 7 or 8), but not perfect traction.
Overall, though, this is a decent set, with some interesting combo possibilities that flow into each other well.
RHYPERIOR
I have to agree with Kholdstare on this one, this set is just not very good.
The presentation… ugh. Just ugh.
Solid Rock didn’t exactly make sense, and while I liked the idea of combining Rock Blast, Stealth Rock, and Rock Wrecker, Rhyperior really doesn’t need Horn Drill. He at least needs enough jump to keep up with Ganondorf and at least an okay recovery special. Really, when the Smash Ball is floating, how does Rhyperior expect to catch the thing?
I did like the idea of trading speed for the ability to do damage with some normally non-damaging moves, but this set needs an overhaul badly.
Frank West was actually going to get a comment in the last block but didn't get in due to me being a lazy-butt. I'm going to make up for that mistake right now... and there's not much to really say about Frank. It's very VERY grounded, but in a manner that makes him easy to envision. While you're definitely willing to look at detractors settled toward your set, I think the biggest problem is how little you do with him; I'm not saying you don't have a general idea of the character but you could do so much more with him than settle for a stunning camera and simplistic specials.
Poison Ivy is, in my opinion, a step up from your previous showings. Unlike Penguin, it has some real focus on one of Ivy's strong points and doesn't completely brush it off as its only option. While she advertises herself as primarily a close range fighter, she actually has some difficult getting in unless she sets up plant turrets as distractions: the foe certainly isn't going to stand around and wait for you to tether yourself to or impale him after all. The only major problem I have with the set is the presence of the toxic mist as outside of healing your turrets it serves little purpose. A special move that doesn't serve a general purpose is a pretty bad special in my opinion.
Kirika Ueno is another notch on Kat's impressive contest showing. Seriously dude, keep this up and you'll probably win MYM12 winner. Onto the set at hand... bondage girl? Interesting choice of character to say the least, even if her mechanics are equally questionable. I may argue in favor of this set being a tad underpowered but the sense of "balance" Kirika instills is so screwed up its ridiculous. On one hand she gets to heal damage she took but on the other she's screwed for a stupid amount of damage that's "balanced" out by making it so when she's KO'd, she doesn't lose a stock and instead respawns with 100%. In case you couldn't tell I'm as stuck on this as I was with your last set. While the rest of your set basically works around these two ideas, you have some additional concepts that come into play for when Kirika actually wants to fight, such as the strap armor. Only other complaint is that the tilts are far too bare in comparison to the rest of the set but even though I question the balance, you prove that you still have plenty of room in that think tank of yours.
Tropius is a nice change of pace from Gardevoir, not to imply I didn't like Gardevoir nor thought it was a bad set. More specifically, the writing style felt more appealing and self-aware. The set itself was still on par with Gardevoir as well, providing the trees and wind manipulation as central points. You're very sarcastic with the playstyle section but you really do deliver on Tropius and his- gasp- versatility. Others might not read it as such but it's all there: massive killing potential in Solarbeam with a ludicrously effective way of charging it and almost perpetual hit and run strategies with wind/leaves combo among others. It all makes for a lovely presentation that I would probably say is my personal favorite Pokeset since... eh, let's go with Gengar to avoid any shifting eyes.
X-Naut is a little similar to Frank West in that they're both very grounded and don't do very much with the character at hand. However, you've got a rather unfair advantage in that you have animations for a majority of the moves. While I kid about the unfairness, it's a rather alarming indicator of dedication. Especially when you go out of your way to mark the hitboxes and sweet/sourspots as well. It's subjective to assume this but given these rather impressive animations you've not only got some potential requests but an advantage over... well, I don't want to say EVERYONE else in MYM but it's something. Just, uh, keep working on set ideas and don't mistake me praising your hard work for praising the general set. You've got definite talent, now all you need is to refine it.
Vergil had me a bit worried that the only thing you were going to do was transition his entire UMvC3 moveset into this one and then apply some Devil May Cry to fill in the gaps. I was right on the money and in that, it has the same problem as Firebrand unfortunately. Hell, it's the only set other than the obvious ones wherein I don't even need to look back on it to specifically refer to lingering yet consistent thoughts about sets. Unlike that flying red devil, however, Vergil has some room to be creative with what he has at his disposal, specifically the manipulation of swords. You're very inventive with their layout and general disposal as well as how it majorly affects his entire playstyle- I see we've transitioned more than just moves from UMvC3. Devil Trigger also plays a large part, befitting of Vergil, and the rest of his set pretty much demands practice, shunning the pick up and play button-mashing strategy most newcomers have. While the set already makes itself, you do a good job of remaking it in your own image somewhat.
Elsa Maria is another set from that Coachella Madarkwing anime or whatever it's called. The set itself is a little... okay, sort of... fine, INCREDIBLY overbearing with the tentacles. Yet they're so central to her entire plan to create a perpetual obstacle course between coating the area in her zone and misting her own obstacles to make further-constructing tentacles even more difficult to detect. And having finally watched the damn show, I do have to agree with DM that you make use of very little of what Elsa actually implemented- I don't know if it's too difficult to flat out replace tentacles with branches/snakes or maybe you have a little fetish of your own (smirk). It's certainly prevalent in your Kyubey set. Anyway, a majority of the set beats the playstyle continuously until it's black and blue, with the vast tentacle-spawning inputs dedicated entirely to confounding your foes. To that extent it reminds me of Urabrask with his own little obstacle courses so it could be you (un)intentionally drawing upon that playstyle as well. Unlike the red-headed fellow, Elsa doesn't really do much to a maneuvering foe outside of the minions, though that may be all you really need.
Pope Terezi the Third is another character from that ever so popular Hamstink show or something, my memory is rather foggy. So what can Terezi do... when she starts out, she's weak due to her blindness. Makes sense. Giving her worse killing power and tripping rate rather than traction is a bit odd but I'm not a Hornstork fan so I wouldn't know. How you go about fixing would be a bit obtuse if it weren't an actual problem: licking the foe makes her badness go away. The only issue here is that the entire set has an astoundingly low lick-related move count of THREE. For a playstyle so central, you seem to have gimped Terezi on purpose. Your additional attempt at mindgaming with the forward smash is a bit strange as well considering that you don't even have to worry about which way Terezi is actually coming from based on the charging animation. Also a small problem with Terezi getting completely and utterly screwed by ranging or trapping characters since she requires getting close to her foes in order to not suck. All in all? A weak character that doesn't seem totally thought out.
Captain Hook is a Warlo- Dave set (You could totally argue it's the intention of both users yhippoy) that was reposted with the intention of advertising Disney Rumble. Except it isn't and now it's firmly with the Smash realm/engine. There's still the unholy tack in centralizing presents as an important part of his set and while you claim you're focusing on the coward Hook, the astounding lack of presence Smee or, to a lesser extent, Tick Tock Croc is surprising. Not to say that Hook should constantly be running away like the coward you claims he is, the swordplay is a refreshing change of pace from old Hook. The interaction between bleeding and FSmash? Good lord do I think how genius that is. To be perfectly honest I would've totally preferred that sort of playstyle over some corruption of Mario Party except with pirates.
Paper Man is an "original character" that uses an already existing character's artwork. I feel like I should say this because I sincerely doubt most of you will actually recognize The Question nor would you be likely to read the disclaimer. Yes I am an arse. Onto the set at hand... it's intriguing. While I do feel that the amount of paper you limit Paper Man to is a tad small, how he uses the paper in a majority of his moves is quite creative, especially the Paper Gun and how he uses himself as ammo if he runs out of paper. Statistically he's kind of screwed with the size/weight ratio, so it's implied though never encouraged to keep Paper Man moving. Outside of his paper manipulation, he seems to fight like a street-level hero like Rorschach or Luke Cage. At least how I'd envision them (wary). Which I'm unsure is befitting of someone as fragile as Paper Man, though he's your character so feel free to totally not take what I'm saying to heart.
Medusa Gorgon is another Kat set- I swear you're acting like it's your last contest what with pulling out all the stops- from an anime I've actually friggin heard of that isn't Poncholo Madarknut. Don't get me wrong, I still have zero knowledge of Soul Eater. Compared to your other sets, Medusa is... I don't want to say simple because she isn't, but in comparison she has less to look at than your other sets. I'd compare her to Elsa Maria in that they both have a borderline unhealthy fascination with a particular attack method- in this case, Medusa has an apparent hankering for vector attacks. However, you still manage to make these vector attacks relevant when you take her grab game into account. With that I'm sort of reminded of a simplistic version of Jin, with Medusa's methods of how she can influence the foe either by causing constant vectors to appear behind him or that ever present snake that could murder their face at any moment. While I'm not sure if I'd compare it to something like Agiri or Yutaka- yeah I've decided upon liking it now- it's still a fine set worth the read.
Garbage Man is a set I'm aware some people know I've been excited for and I'll try and leave as much character/video game bias from the comment as I can. As even fewer of you know, my personal thing for Beezwax was that even though MW could've gone the easy route and make it a camper, he did something else and more with it. This time around, I'd like to think he's done it again, though realistically, making a garbage truck a camping set would be folly. You do, however, recycle the same movement restrictions/differences from Beezwax and I can't say I disagree with that even if the vehicles in Second Offense are given boosts in those general areas you sort of acknowledge in your USpec. And then I actually look up and the stats hit me in the face like a truck, no pun intended. This stuff makes Beezwax looks like a goddamn toy poodle regardless of your affinity with boss sets. As for the set itself, it has a bunch of options that make it easy for G-Man to continuously pressure the foe into a corner until they either have to risk jumping into your compactor or unplugging their controller and leaving the room. I'm not saying it's impossible but it's pretty damn hard given G-Man can make escaping, let alone fighting back, difficult with oil, trash, and his own frame.
While I've read Rhyperior and Trapagain, and in the process of reading Shiftry (What is up with that Chiffon T by the way) I'm tired as hell and it's 2:45 A.M. right now. Sleep takes precedence over mindless banter.
Thanks to everyone who commented Poison Ivy! Got a lot more comments than I did on my sets in the past. Seems I made her a bit too overpowered with the hypnotic kiss and the vine grab. I saw that the Necromancer did some mind control too and thought it’d be a good thing to add in, but guess not. I guess his mind control doesn’t give you direct control. The vine grab…I more just wanted an outside hitbox involved. I could’ve made it just swat at them, as there’s already a lot of grabs and tethers in the set, I suppose.
And now comes the part where I insert my opinion where it’s not particularly wanted or needed!
Shiftry: I was kind of waiting for you to get to the move where you animate the moves directly with something like Razor Leaf, but just using wind works too. The Pokemon moves throughout the set work for Shiftry, but what I don’t like is that so many of the moves take direct effects from the gameplay of Pokemon when they just…Don’t make all that much sense. What’s there in Faint Attack’s animation to make it feel like it can’t miss? Or to even indicate it’s Faint Attack? And then you call the Grab Torment and the Dashing Attack Fake Out and make them have nothing to do with the moves. Maybe I’m just unpleasable and too nitpicky, cause the actual set’s alright, with mindgames afoot with lots of invisibility and counters. More emphasis on pushing the leaves might’ve been nice, though, as the tornado/whirlwind seem like afterthoughts in the end.
Ratigan: Ratigan simply has too many traps for my taste. Like, almost the entire set is filled with them, and some of them seem kind of superfluous when you have so many already. Those “Inner Rat” standards are the best we get to see of Ratigan getting his claws dirty, and they seem to be there just to show that side of him for the sake of it. Ratigan’s standards are already some of his more direct moves, why not replace his Smashes or something (Or both) to give him some actual KO methods, to make enemies actually fear destroying his traps? As is, there’s not enough pay-off in the inner rat and Ratigan feels too cowardly, too much like a bad Bond villain.
Garbage Man: I really like the truck as solid more than anything else in the set, as pressuring the foe across the stage then trying to knock them into the truck as they pass is really fascinating to me. The trash on the stage isn’t as interesting in comparison, but is still good and gives enemies obstacles they constantly have to traverse past, and the sheer amount of control over the trash with the grab makes it sound really fun to play with. Yes, it’s very overpowered, but as you say, it’s a “bloody flying garbage truck”. It works as a great boss as is anyway, and those nerfs you suggest like letting the driver take as much stun as ever sounds like it’d be a very good balancing factor. You managed to give a giant truck recovery, let it suffer the effects of throws in ways that make sense, and even let it enter prone and get pitfalled, so there’s really not much room to complain.
Medusa Gorgon is another Kat set- I swear you're acting like it's your last contest what with pulling out all the stops- from an anime I've actually friggin heard of that isn't Poncholo Madarknut. Don't get me wrong, I still have zero knowledge of Soul Eater. Compared to your other sets, Medusa is... I don't want to say simple because she isn't, but in comparison she has less to look at than your other sets. I'd compare her to Elsa Maria in that they both have a borderline unhealthy fascination with a particular attack method- in this case, Medusa has an apparent hankering for vector attacks. However, you still manage to make these vector attacks relevant when you take her grab game into account. With that I'm sort of reminded of a simplistic version of Jin, with Medusa's methods of how she can influence the foe either by causing constant vectors to appear behind him or that ever present snake that could murder their face at any moment. While I'm not sure if I'd compare it to something like Agiri or Yutaka- yeah I've decided upon liking it now- it's still a fine set worth the read.
In response to Yutaka, I fist pump dramatically yet triumphantly! Also, I was thinking about Jin too with the grab game and all when I was doing it, I'll admit that much. There probably are too many ways to control the Vectors and not enough ways to manipulate enemies with the madness, which I was planning to go more into but I just couldn't wrap my mind around it. I'm quite glad I managed to complete Medusa when I thought I wasn't going to be able to, though - she was the first character who came into mind to do a set for, and probably my 2nd best in terms of characterization for all my sets this comp.
And I don't know whether I'd win the contest, but if I don't try my very best I won't be recognized or be able to achieve my goals for this contest....
I realize that most of the stuff I say in my comments generally has no relevancy to what people want to hear like progress as a MYMer, flow, how well I think the set fares or that general stuff, but comments don't always have to address those issues and I'd like to think of myself as being the one who addresses the little things in sets that aren't appreciated in comments. That, and don't people generally speak about things that they themselves would want to hear?
[COLLAPSE="Elsa Maria"]It doesn't take long for any fan of the series to realize that putting the entire set under a collapse tag makes perfect sense, not only regarding the nature of a Witch's barrier but also that of Elsa's. And when I first knew you were working on this set, I knew a barrier revolving around the Barrier was to be expected; my interpretation on it was that the Witch in-question would actually change the entire stage to that of her own world, but then I realize that we live in a age where that kind of thing is always compared to the likes of the Fly.
Looking at the way the set functions with the nature of the inputs and all, I guess it was only a matter of time before someone created a set that used tentacles in such a mechanical manner. With such a big technical and sandboxy focus in the set, as well as all the little machinations you can provide to the tentacles with moves like the Down Special, Elsa Maria almost feels more like a machine than a witch. There's also quite a fair bit about the set that can be considered downright bizarre, but here that's a good thing rather than a bad thing and it fits in right at home with Elsa, proving all the more just how surreal she is as a being.
Many interesting things roam in the set, and the minions are right at home with the under-elaboration they get in the set. But whether it's just the stock nature of the character, or even less likely the somewhat awkward yet necessary execution of the set regarding the attacks and how they work, dare I say, Elsa Maria doesn't strike my fancy as much as Doc Scratch did, or the other super cool peeps you did last contest. Still quite the set, though, for your favorite anime franchise.
[/COLLAPSE]
[COLLAPSE="X-Naut"]I don't quite want to feed your ego any further than necessary with the same obvious praise that others have given your very first serious set which I acknowledge to the very same extent - I apologize in advance if that came across as sounding too....harsh. I don't want to say anything that anyone else has either; what I will say is that all the animations are quite fitting for X-Naut and his series (especially considering it is papery), and while you'd obviously assume over half of the people on this forum have played the game (I have) it's best to assume that not everyone has to some degree, so using pictures for even the little minions for the Down Special would be nice for those people. That aside, I, like everyone else, look forward to seeing what else you can do with your unique talent.[/COLLAPSE]
[COLLAPSE="Paper Man"]You've certainly been staying one step ahead of me this comp set count-wise, pulling out quick little sets like this. What's even more funny though is that you actually managed to make an Original Character (though it's quite possible that there's a random Marvel/DC/Star Wars/comic person with the same name and I don't know about him ) when there was a movement dedicated to it (that I was apart of), and that I was actually considering a fun little game where I would start some kind of movement where I made an OC that had a backstory that had a connection with Paper Man (such as trying to capture him without him knowing) and then somebody else would make an OC that tied into mine for an endless cycle. The idea of making a one-day OC set without all that much thought into it didn't really click with me however.
While he has no backstory albeit a serious-looking authoritive persona given the picture of him and the interesting idea of making pieces of paper act like stickers, Paper Man seems to come off as being really...non-threatening? Like one of those superheros with a really crappy power, Paper Man seems rather comparable to those peeps given he's easily knocked away via trying to split into individual papers and that if foes collect all the papers they get free grab on him - that, and seems to have no real way of making his powers look terrifying, and has to stoop to the levels of normal melee attacks in order to score KOs for that matter. Is he a satirical play on the superhero genre, completely hidden beneath a facade of normality? That is but one interpretation I could make on the set, perhaps going TOO deep into the subject as I'm like 99.9% sure that was never your intention, but the fact that I'm thinking about this in the first place holds quite the profound meaning. Overall, he has quite the similar feel to your other "OC" from the previous contest, Jeff Madrox. Both fun little packages.[/COLLAPSE]
[COLLAPSE="Rhyperior"]I'm going to take a completely different approach from everyone else who's commented and say that you made this set under the pretense that you like Rhyperior...like, reeeeeeeeeally like him; why else would you try and showcase your cemented opinion of him with such words of uhh.....praise, and why else would you make him so ridiculously overpowered as to imagine all the other characters falling before his feet in a faux-battle? Essentially speaking, it feels as if you put your mind on air for this one, perhaps more so than anything else you've done - I've had experience in this kind of thing, so I know. Disregarding the general opinions of the masses though, it's nice to see that you went through with this little experience for fun....and gave us a free moveset. [/COLLAPSE]
[COLLAPSE="Professor Ratigan"]This set feels extremely similar to Burgermeister with the large amount of inputs, background minions and various traps that are set-up around the stage menacingly...perhaps they are the same person! Or maybe not. Looking at the link to his compilation however, and especially that he's trying to accomplish -one- single diabolical yet straightforward task in the film like virtually every other Disney villain, it just doesn't seem all that right to have him want to carry out multiple schemes in the one set over a simple elaborate one like say....Edgar, if I'm correct on that one. Mind you, while the inclusion of the rat minions being in the background will obviously being back memories of the Burger King, it makes absolutely perfect sense for them to be implemented in the set that way working behind the scenes now that I think about it, and simply have Ratigan go off his own evil plans all the while. Also, this might be stretching it a little, but perhaps there could have been a more natural way to implement Ratigan's inner rat rather than with a mechanic? The easiest way to do this could simply be a feral move that can be used on demand, though it's your set and you can do whatever you want with it via your style.[/COLLAPSE]
[COLLAPSE="Shiftry"]Perhaps the most interesting thing about Shiftry that's slightly less obvious than the crisp, crunchy leaf headers is the character you lay him out to be...but then again, he IS the Wicked Pokemon, and wicked he is - hiding in the leaves is quite interesting, to say the least, but it came off as being awkward to me when your wording at the start of the set implied that he hid inside the leaves, but once I got to the Down Special I realized that he hid beneath them and inside the ground. But on a positive note, it's quite interesting that a group of small units are responsible for maintaining Shiftry's invisibility - it's also incredibly simplistic, quite focused on what appears to be a single goal...regarding that Shiftry uses counters (two), which are suitable for it, it seems that you have to use them under the cover of leaves in order to hide your animation and leave them effective regarding the F-Smash despite the other two Smashes having the same animations.
Perhaps my final note is that what the set has in simplicity and ease seems to sacrifice a degree of somewhat necessary detail that makes the set somewhat vague in some parts - a fairly good example of this would include IF Shiftry would pop out of his leaves for good upon using one of his Down attacks and exactly when regarding a move such as the D-Smash...granted, if enemies could see him charging the move from there, it'd be pretty obvious to them unless you were to bring the point that, and this is another case of vagueness, leaves are able to cover players while in mid-air. There are other cases that I can't quite think of at this moment, perhaps the Down Special, but otherwise the set has quite a nice taste to it.[/COLLAPSE]
I'm going to take a completely different approach from everyone else who's commented and say that you made this set under the pretense that you like Rhyperior...like, reeeeeeeeeally like him; why else would you try and showcase your cemented opinion of him with such words of uhh.....praise, and why else would you make him so ridiculously overpowered as to imagine all the other characters falling before his feet in a faux-battle? Essentially speaking, it feels as if you put your mind on air for this one, perhaps more so than anything else you've done - I've had experience in this kind of thing, so I know. Disregarding the general opinions of the masses though, it's nice to see that you went through with this little experience for fun....and gave us a free moveset.
[COLLAPSE="X-Naut"]I don't quite want to feed your ego any further than necessary with the same obvious praise that others have given your very first serious set which I acknowledge to the very same extent - I apologize in advance if that came across as sounding too....harsh. I don't want to say anything that anyone else has either; what I will say is that all the animations are quite fitting for X-Naut and his series (especially considering it is papery), and while you'd obviously assume over half of the people on this forum have played the game (I have) it's best to assume that not everyone has to some degree, so using pictures for even the little minions for the Down Special would be nice for those people. That aside, I, like everyone else, look forward to seeing what else you can do with your unique talent.[/COLLAPSE]