MasterWarlord
Smash Champion
- Joined
- Aug 24, 2008
- Messages
- 2,911
One day Pokeset
Before he was hilariously obese, Clayton was a miner around the Rock Tunnel area, largely being aided by his Machoke. However, he eventually found the lion’s share of untapped gold in the tunnel. Desperate to find a way to keep it for himself when other miners were coming, he threw the gold down into a pit. . .Of course, he cursed himself out for not finding a better place to hide it, as he then had to tunnel his way down to find the gold he lost. When he started getting close and one guy got a bit too wise? Down into the pit he went. Unfortunately, when people started asking too many questions when he was right next to the gold, he got rather desperate, and ultimately used his dynamite to cause a cave-in on them.
After tunneling out through the other side through some hard work (From his Machoke. . .), he ultimately struck it rich with the gold he got. It didn’t last him forever, but it was enough to put him well enough off to put him on the way to the fat slob he is today. He got a Meowth as an obvious source of income, along with a Ditto for some con-jobs. Ditto would imitate some rare Pokemon, Clayton would sell it off to a poor sap, then at the soonest possible chance when the trainer wasn’t looking, Ditto would deform and make his way back to Clayton. Eventually, the miners Clayton had abandoned dug their way back in through the cave-in Clayton caused. Knowing there was more gold than he got out, Clayton made a hefty investment by purchasing the mining company he used to work for. With Clayton’s knowledge of the mine, a heavier emphasis on Pokemon labor and even hiring illegals from Orre, he gained wealth beyond his wildest dreams. . .
Size: 10
Weight: 10
Falling Speed: 8
Traction: 6.5
Aerial Control: 4
Jumps: 3
Aerial Speed: 3
Ground Movement: 1
Clayton is the playable character here – he doesn’t have any Hypno to defend himself with in this moveset, so he has to actively evade foes. He gets a shield and everything a regular playable character is. However, his Meowth and Machoke are constantly out, staying in the background. They will move with Clayton at his obnoxiously slow speed, but if he commands them to attack they’ll do their attack, coming in to the main playing field and able to be attacked, before going back in the background. Regardless, you can do attacks while your Pokemon are/command other Pokemon, them essentially functioning as commandable minions. They will move much faster to reach you once they’re done with an attack, Meowth at 7/10 and Machoke with 5.5/10, and have two jumps on par with Mario’s. Machoke will never follow Clayton off the stage, waiting at the edge, but Meowth will, clinging onto Clayton’s coat whenever he goes into the air.
Clayton yells out the name of the attack, causing Meowth to scamper over and use Pay Day at Clayton’s current position. If Meowth was already next to Clayton, he literally kicks Meowth out onto the field.
Meowth’s Pay Day is comparable to SSB64 in range – coins come out of Meowth’s coin on his head in all possible directions. This is not nearly as potent as it is in Pokeball Form, though, as while it deals all of the massive damage of said attack, it deals no hitstun whatsoever. What’s more, Meowth has a damage percentage and is light as Jigglypuff, so he’ll be going down and out quite quickly.
So what’s even the point of having Meowth stand in place like an idiot? Well, Meowth’s coins don’t just fade away into nothing when they fall down onto the ground, instead sticking around as a stage obstruction. You can walk into the coins seamlessly, and you won’t even take any sort of damage from it. Unfortunately, you cannot see your character, your fall speed is increased by Fox’s, and your movement speed is cut by a third. Meowth creates a Kirby height/platform width pile of coins per second. Meowth will never stop this attack unless knocked out of this attack, you press this again to make him return to the background, or order him to do another attack.
Clayton releases his third Pokemon from his Pokeball, Ditto. Ditto proceeds to transform into the nearest foe, becoming a carbon copy of them in every aspect except for weight, which is half of the foe’s. Ditto fights with a level 7 AI if there are no computers, or an AI 3 levels lower than the lowest leveled AI in the match if other AIs are present. Pressing Down Special with Ditto already out has Clayton start barking out generic orders to Ditto, giving you control of Ditto instead of Clayton.
While controlling Ditto, Clayton is controlled by a very defensive AI. He will mostly just try to flee from the foe, hiding in gold piles and using teleporters. In fact, the only actions he’ll do outside evading the foe are his dtilt to heal himself and commanding Meowth to spam Pay Day more. To regain control of Clayton, simply double tap Down B.
What’s the point of Ditto? Well, with all of the gold obscuring the foe, it’ll be much more difficult for them to tell who’s who. . .
Clayton has Machoke construct a Kirby wide teleporter panel (Much like those in Saffron Gym) on the stage at Clayton’s current position over a second. As you’d suspect, you need more than one teleporter to do anything. With 2+ teleporters, landing on a teleporter will instantly teleport you to another one, chosen at random. This can be quite frustrating if they’re obscured by gold, considering there is no cap on how many teleporters you can build.
Machoke can technically be killed, but he’s so durable with his 100 HP and infinite weight it’s rather stupid to try when Clayton and Meowth are so much more obvious targets. As if that wasn't enough, Machoke regenerates 4 HP per second, even when he's in the background!
Unfortunately, Machoke cannot embed teleporter panels into thin air, and he refuses to follow you off-stage. Using this move on-stage in the air will just have Machoke build a teleporter under you, while using it outright off-stage will cause Machoke to rip out a chunk of ground and throw it under your current position, giving you something to jump off of. The ground chunk does 13% and knockback that KOs at 150% at outside foes if they hit the –side- (The top is still usable for them), flying at Mario’s dash speed and following the laws of gravity. Getting off-stage to deliberately use this attack is pretty bloody stupid, considering how abominable Clayton’s recovery is. Outside of this awkward recovery, all he has is a zair tether. His recovery is made more tolerable by the fact that his tether works on these ground chunks, ensuring that he can actually get on them.
Clayton takes out a stick of dynamite, lighting the fuse before throwing it forward 1.5 platforms and plugging his ears. The dynamite explodes in an explosion 1.5x the size of Bowser on contact with the ground/foe, dealing 20% and knockback that KOs at 100%. While this is not that laggy to start up, Clayton is vulnerable for the entire duration due to the animation. Using it inside gold can alleviate most of this, of course.
This move is notable because of it creating a crater if it lands on the ground as large as the lower half of the blast – so in other words, one three quarters the size of Bowser. The crater is a slope rather than a pit, the slopes being angled to connect the rest of the ground to the bottom of the pit. The most notable things these slopes do is that all gold that comes in contact with a slope will slide down to the bottom. Aside from giving you more space to put gold and giving you a way to move it about, you are 100% allowed to make a pit so deep that it goes out through the bottom of the stage, at which point you can just rain the foe down with a heaping helping of gold that they can’t possibly hope to recover through. All terraforming is undone when Clayton loses a stock.
Clayton takes a bite off of his chicken leg, chewing it down before gulping it over a second of lag to heal 10%. Yes, this has no hitbox. Who cares, you have the foe’s moveset at your disposal thanks to Ditto, and the meat of this moveset isn’t skimming out on attacks with actual hitboxes. In any case, you’ll find a lot more time to use this than you would otherwise if the foe can’t see you.
Clayton goes to do the animation for the dtilt, but instead bites into the skin and goes to rip it off. He only gets a little bit of it into his mouth before the rest of it snaps back onto the leg for a surprisingly long range hitbox that deals impressive set knockback 2 platforms away. Even ignoring piles of cash, this move makes dtilt significantly more viable for obvious reasons. Spamming dtilt even in gold isn’t quite as easy as you’d like due to the audio cue being one of Clayton’s single most obvious, but this move can potentially confuse foes even more about their location. They won’t even know they got hit by this if they aren’t knocked out of the gold pile, unless they pay attention to Clayton’s damage percentage.
Clayton puffs out his belly a bit more than it already is, causing it to deal 6% and knockback that KOs at 185% on contact. If somebody dashes into it, they will take knockback that KOs at 135%. If they attack Clayton outright, they will take the knockback of their own attack multiplied by 1.5x, and Clayton will take nothing at all from the attack. Clayton is fully vulnerable from behind, and to grabs.
This counter isn’t terribly useful in general due to how low the damage dealt is, but it’s a miracle worker inside gold, as your counter can’t be countered if they don’t realize you’re using it.
Clayton throws his arms up into the air in frustration, letting out a thoroughly aggravated groan. This is a generic anti-air move that deals 8% and diagonally vertical knockback that KOs at 200%, being quite spammable. This is the only personal anti-air move in Clayton’s whole arsenal, and with his terrible jumps it’s rather mandatory.
If used in a pile of gold, Clayton will yell “I’M RICH!” as he flings gold to the side as he throws his arms up into the air. This causes two Kirby widths of gold to be removed from the pile you’re currently in, it getting split in half and flung 1.5 Bowser widths to each side. The coins deal 10 hits of 1% and flinching as they fall, giving Clayton a much more defensive hitbox. The downside to this stellar defensive measure is it gives away Clayton’s position. This attack is still just as spammable as the other version, though you’ll eventually use up all the gold in your current position and have to move.
Clayton swats behind him with his chicken leg, dealing a quick and meaty 9% and knockback that KOs at 160%. Regardless of KOing late, this has high base knockback, being a good method of giving you space as you retreat from the foe simultaneously. Disjointed priority doesn't hurt either, typically beating out the faster dashing characters behind you who will be wanting to hit you with their own dashing attacks.
Clayton yells out “GET TA WORK!” for Machoke to get out a mine cart and begin pushing it forwards at Ganon’s walking speed-Ganon’s dashing speed, turning around at edges. If a foe goes a Bowser width in front of the cart, Machoke will do a sudden dash forwards at Mario’s dash speed. If the foe is hit by the front of the cart, they will take set knockback to land in the cart and 10%. Foes are stunned for as long as Zamus’ dsmash before they can act and simply jump out of the solid cart. Machoke will automatically scoop up as much gold as he can in the Wario sized mine cart if he passes it, not taking terribly long to do it. Machoke will specifically go through the background to go around teleporters while using this move.
Machoke will dump the cart and return to the background under a handful of circumstances. Firstly, by hitting fsmash or any other Machoke input. Second, by reaching the top of a slope or an edge. Machoke will only dump the contents off the edge if a foe is in the cart, though, not gold. In any case, Machoke is useful for scooping gold up over large distances to a distant slope, as well as for bringing foes to the gold simultaneously, potentially. If the foe is dumped out onto ground from the cart, they will enter prone and take 5%, and will take extra damage if gold is dumped on top of them, up to 10%. Foes will slide down the slope in prone at Meta Knight’s dashing speed, and are able to slide right off edges.
Machoke pulls up a boulder the size of Wario-1.35x the size of Bowser out of the stage, then throws it diagonally upwards a platform before it lands on the stage and rolls forwards at Mario’s dashing speed. Contact with the boulder deals 20-34% and knockback that KOs at 100-70%. The boulder will pick up speed significantly at slopes (1.5x on Clayton’s), though if it reaches the bottom of a hollow slope and loses all momentum it will simply vanish. Needless to say, this is a rather horrific projectile to follow up dumping the foe off-stage from a mine-cart, or more preferably a giant hole in the middle made by dynamite.
Clayton takes out a jackhammer and turns it on as it starts vibrating against the ground. This terraforms out a slope like the dynamite, varying from Wario sized to Bowser sized, though the dynamite is faster for raw terraforming. In any case, the hitbox on this move is an earthshaking one, reaching out 1-2.5 platforms on either side of Clayton. It always does 11% and vertical knockback that KOs at 160%, nothing too terribly threatening.
So what’s the purpose of this move? Aside from being your best means of camping from inside a pile of gold, it’s the most reliable way to hit your enemy in general if you have lots of gold around. See, it’s all well and nice if you mess the foe up so badly they have no idea where they are, but what if you’ve done such a good job –YOU- have no idea where they are? This is your go-to move for said situation, and the gold making it so much more difficult to jump over the hitbox certainly doesn’t hurt.
Clayton grabs Meowth off the back of his coat and curls him up into a ball, angrily yelling “GET OFF!” before throwing him in a direction of your choosing. Meowth will fly in whatever direction you flung him at Mario’s dashing speed, going in more of a lobbing arc if you threw him at a more upward angle. On contact, Meowth deals 12% and knockback that KOs at 150%, a fairly competent projectile. Meowth is superarmored during this attack. In any case, aside from giving you a projectile that doesn’t leave you open like the dynamite (This attack is actually quite fast, though it’s not spammable for obvious reasons), this attack is an excellent way to position Meowth, getting him to an unused portion of the stage to more safely spam Pay Day.
Clayton doesn’t buy Max Repels. Super Repels are more cost efficient with how long they last and how much they cost! He needs a hell of a lot of it with all the bloody Zubats in the mines, much less the occasional ghost from Lavender that makes its way over and spooks the workers.
This is a Bowser sized disjointed hitbox that deals 10 hits of 1% and flinching per second and lingers for 3 seconds, serving as a way to block the foe’s escape from gold coins or more general defense for Clayton. This cannot be spammed –too- liberally, as Clayton is vulnerable to this attack, and it’s Clayton’s laggiest aerial to make up for the fantastic disjointed range, though at least this move will continue if the “landing lag” is triggered.
If one of Clayton’s Pokemon comes in contact with the cloud, they’ll ignore their current task and go to flee away from it (Moving in the direction that’s quickest to get out of the repel cloud) at their top speed for 2 platforms before resuming orders. Nair is better for positioning Meowth, though this can be useful on a Machoke pushing around a mine cart, as in that specific case he won’t abandon his work (He’s Clayton’s most well trained), but he will change the way he’s going if it would get him out of the repel cloud faster. This is most useful on Ditto of your own Pokemon possibly due to how little influence you have over him otherwise without taking direct control, though that’s an intentional choice – if you were interacting with him left and right it’d be kind of hard for the foe to confuse him for them.
Meowth vanishes into thin air, seemingly. He stays behind where the attack was input, invisible, even if Clayton moves elsewhere. This lasts for 2 seconds, if nobody passes by this location, Meowth will “poof” back onto Clayton’s shoulder. If somebody passes where you set up Meowth, though, they’ll be hit by a meaty Faint Attack, dealing a tasty 14% and knockback that KOs at 135%. Meowth has to run back to Clayton manually if he hits, though there are worse fates. Meowth will also have to run back to Clayton if Clayton gives him another order while he’s invisible.
In the sense of using this as an actual bair, this is useful when retreating from someone behind you as it leaves behind a nice hitbox between you and them. In terms of Clayton’s overall game, leaving Meowth in a pile of gold with a foe hot on your heels can serve as a devastating trap that the foe doesn’t realize you even set.
Meowth comes up on Clayton’s shoulder as psychic waves come out of the coin on his head, hypnotizing foes above Clayton. Needless to say, Meowth is useful for more than just making money out in the real world. . .In any case, this has a Wario sized hitbox positioned diagonally above Clayton’s head, in a fairly fast attack, putting foes to sleep for as long as Sing, which is not long at all. Still, it’s long enough for foes to reach the ground. . .Or technically, gold piled up on top of the ground to vastly increase their fall speed, making them reach the ground.
Clayton body slams the ground in a standard stall then fall, because he hasn’t thrown his weight around enough yet. The power of this move is determined by how far Clayton has fallen – it deals 8% and knockback that KOs at 200% at minimum, while every Ganondorf Clayton falls increases the power by 4% and reduces the KO percentage by 35%. Obviously, with Clayton’s –horrible- jumps, you’ll want to be using this from the top of a slope to attack a foe at the bottom. If there’s gold involved, this attack becomes almost lightning fast, as the increased falling speed from the gold causes you to go downwards even faster.
This move also causes coins to splatter to the sides like with the utilt. If used with no height, the coins splatter in a manner identical to that move. Each Ganondorf you fall increases the amount of coins by a third of a Kirby height, also increasing the damage by 3.3%.
Both in the mines and as a convict, Clayton’s never stopped having uses for Escape Ropes. . .Clayton hurls forward said Escape Rope, a tether grab that works in the air as the earlier hinted tether recovery. This is very easily the best tether in the game, having low lag in comparison to Brawl tethers while still having the range of Samus’, but the foe can escape during the animation where Clayton reels them in. If the foe is hit successfully, they’ll get lasso’d by the Escape Rope as Clayton hauls the foe in.
Clayton tightens the rope around the foe’s neck, dealing 4% for a laggy pummel. You’ll only be able to get this pummel off if you grabbed the foe point blank, but it’s well worth it. . .
Clayton takes out a mine cart before tying the foe to it, yelling “MAKE YOURSELF USEFUL!”. For each successive use of the pummel before using the throw, there’s less rope between the foe and the cart. There’s a platform at maximum, with each pummel decreasing the amount the foe can walk from the cart by a Kirby width. Once having tied the foe to the cart, Clayton kicks them forward into the cart, dealing 5% and sending the cart sliding forwards a Bowser width.
Attempting to move away from the mine cart will cause foes to move at three quarters their normal speed, barely enabling them to move anywhere while pulling the mine cart, much less through gold. If the mine cart moves through gold that is taller than it is, the mine cart will get filled with a Wario’s worth of gold, making it so the foe can only move at half of their speed when moving against the cart. Alternatively, foes can attack the cart to move it about, but it’s quite heavy at Bowser’s weight at 50%, becoming as heavy as Bowser at 0% with gold in it. If the foe is unlucky enough for the cart to go off the edge, it will drag them down pretty horribly, as it has Bowser’s falling speed normally and Fox’s with gold in it. If the cart reaches a slope, the cart will begin sliding down it with no input. If gold is in the cart, this cannot be fought against, but if there isn’t any you can work your way up the slope at a quarter of your movement speed as you drag up the cart. The main way out of all this is to attack the rope, which has 30 stamina. The cart instantly vanishes upon the rope being destroyed.
No, we’re still not done with this massive throw. If you order Machoke to use fsmash when one of these carts is out, rather than creating a cart he will go to push against the cart the foe is using, going onto the opposite side they’re using. From here, Machoke performs his fsmash normally, with the exception that he is unable to rush forwards to knock the foe into the cart, sadly. He can still dump the cart on the foe, though, and foes at the very best can only prevent Machoke from moving the cart anywhere by fighting his control over the cart, not push against him.
Fat man Clayton goes to swing the rope around himself to put the foe at the opposite side of him, dealing a weak 5% and knockback that KOs at 185%, as well as making the foe face the opposite direction they were initially. However, Meowth will be going after the foe as soon as the animation starts. This is rather predictable and Meowth latching onto the foe can be avoided, as Meowth won’t latch onto the foe at the very start of the throw no matter what. What’s more, if he misses, he has bad ending lag! If he does latch on (He positions himself on the foe’s shoulders), he will spam Fury Swipes on the foe, dealing 4% to the foe per quarter second until knocked off like a Pikmin by taking 20%, or an attack that would deal enough knockback to knock him Final Destination’s width.
Obviously, the foe cannot time their dodge nearly as well if in gold. Better yet, they might not even realize this throw was used on them until Meowth has already dealt some damage to them, as audio telegraphs are only made from Meowth after he has latched onto the foe. The fact this throw swaps the position the foe is facing also further disorientates them, something they’ll have to keep in mind once they realize this throw has been used on them, though they’ll probably be thinking more about Meowth.
Machoke comes over if he’s not busy, then performs this signature throw on Clayton’s behalf. He grabs the foe before jumping up into the air, spins them around upside down while they’re in the air, then comes crashing down into the ground. While in the air, you can use the control stick to DI Machoke left and right (Clayton cannot move briefly), able to move at most a platform in any direction before he hits the ground, assuming said ground is level. On contact with the ground, the foe takes a fantastic 15% (Immune to stale move negation), along with upward knockback that KOs at 170% as they bounce off the ground at diagonally upward angle in the way Machoke was currently going, it being less vertical and more diagonal the more you DI’d. Without any DI, the knockback KOs at a slightly better 145%. This throw multipurposes for pretty much all the throws you’d ever want out of a more standard grab-game, and at low percentages the knockback can be pitiful enough that the upward knockback will be too weak to knock them out of a gold pile Machoke drags the foe into.
If you go to use this off an edge for a “suicide” KO with Machoke, the foe can escape this throw with double grab escape difficulty, while you’ll be sacrificing the otherwise nigh invulnerable Machoke for nothing.
Clayton kicks the foe to the ground, dealing 9%, then ties them up with the full extent of the Escape Rope before spitting on them. This forces the foe to have to do a grab-escape to get out of their predicament, and during this time they are considered to be in prone. This is the main way to buy set-up time Clayton has, though it also combos very well into fsmash for obvious reasons, great if Machoke is coming your way already before you grabbed the foe. Foes cannot work towards escaping while in the brief stun from being knocked into the cart, though it’s far from lockdown to overcome a regular grab escape and the stun from Zamus’ dsmash.
The screen zooms in on Clayton as he rings a dinner bell, then zooms back out to show food raining down from the sky! The food will fall down into 3 double Bowser size piles on a stage like Final Destination evenly spaced out, varying from stage to stage. The food deals 20% and Ganon dair level spiking knockback as it comes down. Once it’s out, it essentially functions just like Clayton’s gold, with the sole exception that if Clayton is inside it, he can input jab to eat the food like Brawl food, one Kirby at a time, healing 8% per pop. Foes can also attempt to eat the food, but they are significantly laggier in doing so, taking a laggy half second to do so, while Clayton is eating it as fast as Brawl food. Any uneaten food vanishes 16 seconds later.
There’s no huge reveal in the playstyle summary – the playstyle is amongst my most obvious if you’ve read the moveset. Let’s not waste either of each other’s time with this summary, alright?
Obviously, you want to disorient the foe inside the gold and confuse about them about where they are – you’re more than well aware of how to go about doing that, so I won’t tell you much about how. Your other specials are the best method of doing so in the teleporters and Ditto, even terraforming the stage can help out if you’re more clever with your set-up and can lead to early KOs if you blast a hole in the middle. As far as reaching that level of set-up, that’s why Clayton has such an extensive library of defensive moves, he’ll need them if he doesn’t want to just hide behind Ditto during the set-up, and if you use Ditto he’ll be too damaged to give you long enough to use your nice set-up you’ve worked so hard for, considering he’s so much lighter than the foe.
It’s true that Clayton’s job is mostly set-up and disorientation while Ditto does the meat of the work, though once you have a set-up you can always take matters more directly into your own hands by taking control of Ditto. If you want to more actively KO the foe with your own moveset and think Ditto’s doing a fine job, you can spam dynamite while inside gold more than anything hoping to get lucky instead of the more reliable dsmash. You should mainly be aiming it to form a more ideal section of terraforming in the stage, and if you make a central/deep enough slope in the middle of the stage, it will become increasingly more obvious where the foe’s general area is while they still have no idea –exactly- where they are. If the pit’s so deep they’re struggling to climb out of it, this is the main time to crack a hole open in center stage to “hide your gold”, and cave in the foe down with it. You may want to take manual control of Ditto here to ensure he doesn’t get caught in the blast.
But. . .Using up all your gold and making it nigh impossible to build another money pit due to making a “leak” in the stage. Aren’t you screwing over your chances at the next stock? That’s practically like a suicide KO! Not necessarily, especially if Clayton’s been eating hearty helpings of leftovers. Your new main non-Ditto method of KOing largely consists of pouring the foe into the abyss out of a mine cart. Both fthrow and dthrow prove extraordinarily useful for more than just annoying the foe here. At this point, you can almost always have Machoke out with the mine cart, as it’s late enough in the stock that it won’t really matter if the foe attacks him. The uthrow can also be considered as yet another potential KO method during this time as you order Machoke to hop out through the center of the stage to his death. While the foe will probably escape soon enough to survive at such a low percentage, Machoke will take the foe through the hole at the very least. From there, Meowth can spam pay day on the slope (Not directly above the hole) for the coins to slide down the slope into the opening, raining down hell on the poor sap. If Meowth’s already set-up, you can take direct control of Ditto to have him go help out if the foe’s moveset is good for gimping themselves.
CLAYTON
Before he was hilariously obese, Clayton was a miner around the Rock Tunnel area, largely being aided by his Machoke. However, he eventually found the lion’s share of untapped gold in the tunnel. Desperate to find a way to keep it for himself when other miners were coming, he threw the gold down into a pit. . .Of course, he cursed himself out for not finding a better place to hide it, as he then had to tunnel his way down to find the gold he lost. When he started getting close and one guy got a bit too wise? Down into the pit he went. Unfortunately, when people started asking too many questions when he was right next to the gold, he got rather desperate, and ultimately used his dynamite to cause a cave-in on them.
After tunneling out through the other side through some hard work (From his Machoke. . .), he ultimately struck it rich with the gold he got. It didn’t last him forever, but it was enough to put him well enough off to put him on the way to the fat slob he is today. He got a Meowth as an obvious source of income, along with a Ditto for some con-jobs. Ditto would imitate some rare Pokemon, Clayton would sell it off to a poor sap, then at the soonest possible chance when the trainer wasn’t looking, Ditto would deform and make his way back to Clayton. Eventually, the miners Clayton had abandoned dug their way back in through the cave-in Clayton caused. Knowing there was more gold than he got out, Clayton made a hefty investment by purchasing the mining company he used to work for. With Clayton’s knowledge of the mine, a heavier emphasis on Pokemon labor and even hiring illegals from Orre, he gained wealth beyond his wildest dreams. . .
STATS
Size: 10
Weight: 10
Falling Speed: 8
Traction: 6.5
Aerial Control: 4
Jumps: 3
Aerial Speed: 3
Ground Movement: 1
Clayton is the playable character here – he doesn’t have any Hypno to defend himself with in this moveset, so he has to actively evade foes. He gets a shield and everything a regular playable character is. However, his Meowth and Machoke are constantly out, staying in the background. They will move with Clayton at his obnoxiously slow speed, but if he commands them to attack they’ll do their attack, coming in to the main playing field and able to be attacked, before going back in the background. Regardless, you can do attacks while your Pokemon are/command other Pokemon, them essentially functioning as commandable minions. They will move much faster to reach you once they’re done with an attack, Meowth at 7/10 and Machoke with 5.5/10, and have two jumps on par with Mario’s. Machoke will never follow Clayton off the stage, waiting at the edge, but Meowth will, clinging onto Clayton’s coat whenever he goes into the air.
SPECIALS
Neutral Special – PAY DAY
Clayton yells out the name of the attack, causing Meowth to scamper over and use Pay Day at Clayton’s current position. If Meowth was already next to Clayton, he literally kicks Meowth out onto the field.
Meowth’s Pay Day is comparable to SSB64 in range – coins come out of Meowth’s coin on his head in all possible directions. This is not nearly as potent as it is in Pokeball Form, though, as while it deals all of the massive damage of said attack, it deals no hitstun whatsoever. What’s more, Meowth has a damage percentage and is light as Jigglypuff, so he’ll be going down and out quite quickly.
So what’s even the point of having Meowth stand in place like an idiot? Well, Meowth’s coins don’t just fade away into nothing when they fall down onto the ground, instead sticking around as a stage obstruction. You can walk into the coins seamlessly, and you won’t even take any sort of damage from it. Unfortunately, you cannot see your character, your fall speed is increased by Fox’s, and your movement speed is cut by a third. Meowth creates a Kirby height/platform width pile of coins per second. Meowth will never stop this attack unless knocked out of this attack, you press this again to make him return to the background, or order him to do another attack.
Down Special – DITTO
Clayton releases his third Pokemon from his Pokeball, Ditto. Ditto proceeds to transform into the nearest foe, becoming a carbon copy of them in every aspect except for weight, which is half of the foe’s. Ditto fights with a level 7 AI if there are no computers, or an AI 3 levels lower than the lowest leveled AI in the match if other AIs are present. Pressing Down Special with Ditto already out has Clayton start barking out generic orders to Ditto, giving you control of Ditto instead of Clayton.
While controlling Ditto, Clayton is controlled by a very defensive AI. He will mostly just try to flee from the foe, hiding in gold piles and using teleporters. In fact, the only actions he’ll do outside evading the foe are his dtilt to heal himself and commanding Meowth to spam Pay Day more. To regain control of Clayton, simply double tap Down B.
What’s the point of Ditto? Well, with all of the gold obscuring the foe, it’ll be much more difficult for them to tell who’s who. . .
Up Special – TELEPORTER
Clayton has Machoke construct a Kirby wide teleporter panel (Much like those in Saffron Gym) on the stage at Clayton’s current position over a second. As you’d suspect, you need more than one teleporter to do anything. With 2+ teleporters, landing on a teleporter will instantly teleport you to another one, chosen at random. This can be quite frustrating if they’re obscured by gold, considering there is no cap on how many teleporters you can build.
Machoke can technically be killed, but he’s so durable with his 100 HP and infinite weight it’s rather stupid to try when Clayton and Meowth are so much more obvious targets. As if that wasn't enough, Machoke regenerates 4 HP per second, even when he's in the background!
Unfortunately, Machoke cannot embed teleporter panels into thin air, and he refuses to follow you off-stage. Using this move on-stage in the air will just have Machoke build a teleporter under you, while using it outright off-stage will cause Machoke to rip out a chunk of ground and throw it under your current position, giving you something to jump off of. The ground chunk does 13% and knockback that KOs at 150% at outside foes if they hit the –side- (The top is still usable for them), flying at Mario’s dash speed and following the laws of gravity. Getting off-stage to deliberately use this attack is pretty bloody stupid, considering how abominable Clayton’s recovery is. Outside of this awkward recovery, all he has is a zair tether. His recovery is made more tolerable by the fact that his tether works on these ground chunks, ensuring that he can actually get on them.
Side Special – DYNAMITE
Clayton takes out a stick of dynamite, lighting the fuse before throwing it forward 1.5 platforms and plugging his ears. The dynamite explodes in an explosion 1.5x the size of Bowser on contact with the ground/foe, dealing 20% and knockback that KOs at 100%. While this is not that laggy to start up, Clayton is vulnerable for the entire duration due to the animation. Using it inside gold can alleviate most of this, of course.
This move is notable because of it creating a crater if it lands on the ground as large as the lower half of the blast – so in other words, one three quarters the size of Bowser. The crater is a slope rather than a pit, the slopes being angled to connect the rest of the ground to the bottom of the pit. The most notable things these slopes do is that all gold that comes in contact with a slope will slide down to the bottom. Aside from giving you more space to put gold and giving you a way to move it about, you are 100% allowed to make a pit so deep that it goes out through the bottom of the stage, at which point you can just rain the foe down with a heaping helping of gold that they can’t possibly hope to recover through. All terraforming is undone when Clayton loses a stock.
STANDARDS
Down Tilt – LEFTOVERS
Clayton takes a bite off of his chicken leg, chewing it down before gulping it over a second of lag to heal 10%. Yes, this has no hitbox. Who cares, you have the foe’s moveset at your disposal thanks to Ditto, and the meat of this moveset isn’t skimming out on attacks with actual hitboxes. In any case, you’ll find a lot more time to use this than you would otherwise if the foe can’t see you.
Forward Tilt – SKIN RIP
Clayton goes to do the animation for the dtilt, but instead bites into the skin and goes to rip it off. He only gets a little bit of it into his mouth before the rest of it snaps back onto the leg for a surprisingly long range hitbox that deals impressive set knockback 2 platforms away. Even ignoring piles of cash, this move makes dtilt significantly more viable for obvious reasons. Spamming dtilt even in gold isn’t quite as easy as you’d like due to the audio cue being one of Clayton’s single most obvious, but this move can potentially confuse foes even more about their location. They won’t even know they got hit by this if they aren’t knocked out of the gold pile, unless they pay attention to Clayton’s damage percentage.
NEUTRAL ATTACK – BELLY BOUNCER
Clayton puffs out his belly a bit more than it already is, causing it to deal 6% and knockback that KOs at 185% on contact. If somebody dashes into it, they will take knockback that KOs at 135%. If they attack Clayton outright, they will take the knockback of their own attack multiplied by 1.5x, and Clayton will take nothing at all from the attack. Clayton is fully vulnerable from behind, and to grabs.
This counter isn’t terribly useful in general due to how low the damage dealt is, but it’s a miracle worker inside gold, as your counter can’t be countered if they don’t realize you’re using it.
Up Tilt – GOLD!
Clayton throws his arms up into the air in frustration, letting out a thoroughly aggravated groan. This is a generic anti-air move that deals 8% and diagonally vertical knockback that KOs at 200%, being quite spammable. This is the only personal anti-air move in Clayton’s whole arsenal, and with his terrible jumps it’s rather mandatory.
If used in a pile of gold, Clayton will yell “I’M RICH!” as he flings gold to the side as he throws his arms up into the air. This causes two Kirby widths of gold to be removed from the pile you’re currently in, it getting split in half and flung 1.5 Bowser widths to each side. The coins deal 10 hits of 1% and flinching as they fall, giving Clayton a much more defensive hitbox. The downside to this stellar defensive measure is it gives away Clayton’s position. This attack is still just as spammable as the other version, though you’ll eventually use up all the gold in your current position and have to move.
Dashing Attack – SWAT
Clayton swats behind him with his chicken leg, dealing a quick and meaty 9% and knockback that KOs at 160%. Regardless of KOing late, this has high base knockback, being a good method of giving you space as you retreat from the foe simultaneously. Disjointed priority doesn't hurt either, typically beating out the faster dashing characters behind you who will be wanting to hit you with their own dashing attacks.
SMASHES
Forward Smash – MINE CART
Clayton yells out “GET TA WORK!” for Machoke to get out a mine cart and begin pushing it forwards at Ganon’s walking speed-Ganon’s dashing speed, turning around at edges. If a foe goes a Bowser width in front of the cart, Machoke will do a sudden dash forwards at Mario’s dash speed. If the foe is hit by the front of the cart, they will take set knockback to land in the cart and 10%. Foes are stunned for as long as Zamus’ dsmash before they can act and simply jump out of the solid cart. Machoke will automatically scoop up as much gold as he can in the Wario sized mine cart if he passes it, not taking terribly long to do it. Machoke will specifically go through the background to go around teleporters while using this move.
Machoke will dump the cart and return to the background under a handful of circumstances. Firstly, by hitting fsmash or any other Machoke input. Second, by reaching the top of a slope or an edge. Machoke will only dump the contents off the edge if a foe is in the cart, though, not gold. In any case, Machoke is useful for scooping gold up over large distances to a distant slope, as well as for bringing foes to the gold simultaneously, potentially. If the foe is dumped out onto ground from the cart, they will enter prone and take 5%, and will take extra damage if gold is dumped on top of them, up to 10%. Foes will slide down the slope in prone at Meta Knight’s dashing speed, and are able to slide right off edges.
Up Smash – STRENGTH
Machoke pulls up a boulder the size of Wario-1.35x the size of Bowser out of the stage, then throws it diagonally upwards a platform before it lands on the stage and rolls forwards at Mario’s dashing speed. Contact with the boulder deals 20-34% and knockback that KOs at 100-70%. The boulder will pick up speed significantly at slopes (1.5x on Clayton’s), though if it reaches the bottom of a hollow slope and loses all momentum it will simply vanish. Needless to say, this is a rather horrific projectile to follow up dumping the foe off-stage from a mine-cart, or more preferably a giant hole in the middle made by dynamite.
Down Smash – JACKHAMMER
Clayton takes out a jackhammer and turns it on as it starts vibrating against the ground. This terraforms out a slope like the dynamite, varying from Wario sized to Bowser sized, though the dynamite is faster for raw terraforming. In any case, the hitbox on this move is an earthshaking one, reaching out 1-2.5 platforms on either side of Clayton. It always does 11% and vertical knockback that KOs at 160%, nothing too terribly threatening.
So what’s the purpose of this move? Aside from being your best means of camping from inside a pile of gold, it’s the most reliable way to hit your enemy in general if you have lots of gold around. See, it’s all well and nice if you mess the foe up so badly they have no idea where they are, but what if you’ve done such a good job –YOU- have no idea where they are? This is your go-to move for said situation, and the gold making it so much more difficult to jump over the hitbox certainly doesn’t hurt.
AERIALS
Neutral Aerial – PHATCAT
Clayton grabs Meowth off the back of his coat and curls him up into a ball, angrily yelling “GET OFF!” before throwing him in a direction of your choosing. Meowth will fly in whatever direction you flung him at Mario’s dashing speed, going in more of a lobbing arc if you threw him at a more upward angle. On contact, Meowth deals 12% and knockback that KOs at 150%, a fairly competent projectile. Meowth is superarmored during this attack. In any case, aside from giving you a projectile that doesn’t leave you open like the dynamite (This attack is actually quite fast, though it’s not spammable for obvious reasons), this attack is an excellent way to position Meowth, getting him to an unused portion of the stage to more safely spam Pay Day.
Forward Aerial – SUPER REPEL
Clayton doesn’t buy Max Repels. Super Repels are more cost efficient with how long they last and how much they cost! He needs a hell of a lot of it with all the bloody Zubats in the mines, much less the occasional ghost from Lavender that makes its way over and spooks the workers.
This is a Bowser sized disjointed hitbox that deals 10 hits of 1% and flinching per second and lingers for 3 seconds, serving as a way to block the foe’s escape from gold coins or more general defense for Clayton. This cannot be spammed –too- liberally, as Clayton is vulnerable to this attack, and it’s Clayton’s laggiest aerial to make up for the fantastic disjointed range, though at least this move will continue if the “landing lag” is triggered.
If one of Clayton’s Pokemon comes in contact with the cloud, they’ll ignore their current task and go to flee away from it (Moving in the direction that’s quickest to get out of the repel cloud) at their top speed for 2 platforms before resuming orders. Nair is better for positioning Meowth, though this can be useful on a Machoke pushing around a mine cart, as in that specific case he won’t abandon his work (He’s Clayton’s most well trained), but he will change the way he’s going if it would get him out of the repel cloud faster. This is most useful on Ditto of your own Pokemon possibly due to how little influence you have over him otherwise without taking direct control, though that’s an intentional choice – if you were interacting with him left and right it’d be kind of hard for the foe to confuse him for them.
Back Aerial – FAINT ATTACK
Meowth vanishes into thin air, seemingly. He stays behind where the attack was input, invisible, even if Clayton moves elsewhere. This lasts for 2 seconds, if nobody passes by this location, Meowth will “poof” back onto Clayton’s shoulder. If somebody passes where you set up Meowth, though, they’ll be hit by a meaty Faint Attack, dealing a tasty 14% and knockback that KOs at 135%. Meowth has to run back to Clayton manually if he hits, though there are worse fates. Meowth will also have to run back to Clayton if Clayton gives him another order while he’s invisible.
In the sense of using this as an actual bair, this is useful when retreating from someone behind you as it leaves behind a nice hitbox between you and them. In terms of Clayton’s overall game, leaving Meowth in a pile of gold with a foe hot on your heels can serve as a devastating trap that the foe doesn’t realize you even set.
Up Aerial – HYPNOSIS
Meowth comes up on Clayton’s shoulder as psychic waves come out of the coin on his head, hypnotizing foes above Clayton. Needless to say, Meowth is useful for more than just making money out in the real world. . .In any case, this has a Wario sized hitbox positioned diagonally above Clayton’s head, in a fairly fast attack, putting foes to sleep for as long as Sing, which is not long at all. Still, it’s long enough for foes to reach the ground. . .Or technically, gold piled up on top of the ground to vastly increase their fall speed, making them reach the ground.
Down Aerial – BODY SLAM
Clayton body slams the ground in a standard stall then fall, because he hasn’t thrown his weight around enough yet. The power of this move is determined by how far Clayton has fallen – it deals 8% and knockback that KOs at 200% at minimum, while every Ganondorf Clayton falls increases the power by 4% and reduces the KO percentage by 35%. Obviously, with Clayton’s –horrible- jumps, you’ll want to be using this from the top of a slope to attack a foe at the bottom. If there’s gold involved, this attack becomes almost lightning fast, as the increased falling speed from the gold causes you to go downwards even faster.
This move also causes coins to splatter to the sides like with the utilt. If used with no height, the coins splatter in a manner identical to that move. Each Ganondorf you fall increases the amount of coins by a third of a Kirby height, also increasing the damage by 3.3%.
GRAB-GAME
Grab – ESCAPE ROPE
Both in the mines and as a convict, Clayton’s never stopped having uses for Escape Ropes. . .Clayton hurls forward said Escape Rope, a tether grab that works in the air as the earlier hinted tether recovery. This is very easily the best tether in the game, having low lag in comparison to Brawl tethers while still having the range of Samus’, but the foe can escape during the animation where Clayton reels them in. If the foe is hit successfully, they’ll get lasso’d by the Escape Rope as Clayton hauls the foe in.
Pummel – NOOSE
Clayton tightens the rope around the foe’s neck, dealing 4% for a laggy pummel. You’ll only be able to get this pummel off if you grabbed the foe point blank, but it’s well worth it. . .
Forward Throw – CHEAP LABOR
Clayton takes out a mine cart before tying the foe to it, yelling “MAKE YOURSELF USEFUL!”. For each successive use of the pummel before using the throw, there’s less rope between the foe and the cart. There’s a platform at maximum, with each pummel decreasing the amount the foe can walk from the cart by a Kirby width. Once having tied the foe to the cart, Clayton kicks them forward into the cart, dealing 5% and sending the cart sliding forwards a Bowser width.
Attempting to move away from the mine cart will cause foes to move at three quarters their normal speed, barely enabling them to move anywhere while pulling the mine cart, much less through gold. If the mine cart moves through gold that is taller than it is, the mine cart will get filled with a Wario’s worth of gold, making it so the foe can only move at half of their speed when moving against the cart. Alternatively, foes can attack the cart to move it about, but it’s quite heavy at Bowser’s weight at 50%, becoming as heavy as Bowser at 0% with gold in it. If the foe is unlucky enough for the cart to go off the edge, it will drag them down pretty horribly, as it has Bowser’s falling speed normally and Fox’s with gold in it. If the cart reaches a slope, the cart will begin sliding down it with no input. If gold is in the cart, this cannot be fought against, but if there isn’t any you can work your way up the slope at a quarter of your movement speed as you drag up the cart. The main way out of all this is to attack the rope, which has 30 stamina. The cart instantly vanishes upon the rope being destroyed.
No, we’re still not done with this massive throw. If you order Machoke to use fsmash when one of these carts is out, rather than creating a cart he will go to push against the cart the foe is using, going onto the opposite side they’re using. From here, Machoke performs his fsmash normally, with the exception that he is unable to rush forwards to knock the foe into the cart, sadly. He can still dump the cart on the foe, though, and foes at the very best can only prevent Machoke from moving the cart anywhere by fighting his control over the cart, not push against him.
Back Throw – FURY SWIPES
Fat man Clayton goes to swing the rope around himself to put the foe at the opposite side of him, dealing a weak 5% and knockback that KOs at 185%, as well as making the foe face the opposite direction they were initially. However, Meowth will be going after the foe as soon as the animation starts. This is rather predictable and Meowth latching onto the foe can be avoided, as Meowth won’t latch onto the foe at the very start of the throw no matter what. What’s more, if he misses, he has bad ending lag! If he does latch on (He positions himself on the foe’s shoulders), he will spam Fury Swipes on the foe, dealing 4% to the foe per quarter second until knocked off like a Pikmin by taking 20%, or an attack that would deal enough knockback to knock him Final Destination’s width.
Obviously, the foe cannot time their dodge nearly as well if in gold. Better yet, they might not even realize this throw was used on them until Meowth has already dealt some damage to them, as audio telegraphs are only made from Meowth after he has latched onto the foe. The fact this throw swaps the position the foe is facing also further disorientates them, something they’ll have to keep in mind once they realize this throw has been used on them, though they’ll probably be thinking more about Meowth.
Up Throw – SEISMIC TOSS
Machoke comes over if he’s not busy, then performs this signature throw on Clayton’s behalf. He grabs the foe before jumping up into the air, spins them around upside down while they’re in the air, then comes crashing down into the ground. While in the air, you can use the control stick to DI Machoke left and right (Clayton cannot move briefly), able to move at most a platform in any direction before he hits the ground, assuming said ground is level. On contact with the ground, the foe takes a fantastic 15% (Immune to stale move negation), along with upward knockback that KOs at 170% as they bounce off the ground at diagonally upward angle in the way Machoke was currently going, it being less vertical and more diagonal the more you DI’d. Without any DI, the knockback KOs at a slightly better 145%. This throw multipurposes for pretty much all the throws you’d ever want out of a more standard grab-game, and at low percentages the knockback can be pitiful enough that the upward knockback will be too weak to knock them out of a gold pile Machoke drags the foe into.
If you go to use this off an edge for a “suicide” KO with Machoke, the foe can escape this throw with double grab escape difficulty, while you’ll be sacrificing the otherwise nigh invulnerable Machoke for nothing.
Down Throw – HOSTAGE
Clayton kicks the foe to the ground, dealing 9%, then ties them up with the full extent of the Escape Rope before spitting on them. This forces the foe to have to do a grab-escape to get out of their predicament, and during this time they are considered to be in prone. This is the main way to buy set-up time Clayton has, though it also combos very well into fsmash for obvious reasons, great if Machoke is coming your way already before you grabbed the foe. Foes cannot work towards escaping while in the brief stun from being knocked into the cart, though it’s far from lockdown to overcome a regular grab escape and the stun from Zamus’ dsmash.
FINAL SMASH – TV DINNER
The screen zooms in on Clayton as he rings a dinner bell, then zooms back out to show food raining down from the sky! The food will fall down into 3 double Bowser size piles on a stage like Final Destination evenly spaced out, varying from stage to stage. The food deals 20% and Ganon dair level spiking knockback as it comes down. Once it’s out, it essentially functions just like Clayton’s gold, with the sole exception that if Clayton is inside it, he can input jab to eat the food like Brawl food, one Kirby at a time, healing 8% per pop. Foes can also attempt to eat the food, but they are significantly laggier in doing so, taking a laggy half second to do so, while Clayton is eating it as fast as Brawl food. Any uneaten food vanishes 16 seconds later.
PLAYSTYLE SUMMARY
There’s no huge reveal in the playstyle summary – the playstyle is amongst my most obvious if you’ve read the moveset. Let’s not waste either of each other’s time with this summary, alright?
Obviously, you want to disorient the foe inside the gold and confuse about them about where they are – you’re more than well aware of how to go about doing that, so I won’t tell you much about how. Your other specials are the best method of doing so in the teleporters and Ditto, even terraforming the stage can help out if you’re more clever with your set-up and can lead to early KOs if you blast a hole in the middle. As far as reaching that level of set-up, that’s why Clayton has such an extensive library of defensive moves, he’ll need them if he doesn’t want to just hide behind Ditto during the set-up, and if you use Ditto he’ll be too damaged to give you long enough to use your nice set-up you’ve worked so hard for, considering he’s so much lighter than the foe.
It’s true that Clayton’s job is mostly set-up and disorientation while Ditto does the meat of the work, though once you have a set-up you can always take matters more directly into your own hands by taking control of Ditto. If you want to more actively KO the foe with your own moveset and think Ditto’s doing a fine job, you can spam dynamite while inside gold more than anything hoping to get lucky instead of the more reliable dsmash. You should mainly be aiming it to form a more ideal section of terraforming in the stage, and if you make a central/deep enough slope in the middle of the stage, it will become increasingly more obvious where the foe’s general area is while they still have no idea –exactly- where they are. If the pit’s so deep they’re struggling to climb out of it, this is the main time to crack a hole open in center stage to “hide your gold”, and cave in the foe down with it. You may want to take manual control of Ditto here to ensure he doesn’t get caught in the blast.
But. . .Using up all your gold and making it nigh impossible to build another money pit due to making a “leak” in the stage. Aren’t you screwing over your chances at the next stock? That’s practically like a suicide KO! Not necessarily, especially if Clayton’s been eating hearty helpings of leftovers. Your new main non-Ditto method of KOing largely consists of pouring the foe into the abyss out of a mine cart. Both fthrow and dthrow prove extraordinarily useful for more than just annoying the foe here. At this point, you can almost always have Machoke out with the mine cart, as it’s late enough in the stock that it won’t really matter if the foe attacks him. The uthrow can also be considered as yet another potential KO method during this time as you order Machoke to hop out through the center of the stage to his death. While the foe will probably escape soon enough to survive at such a low percentage, Machoke will take the foe through the hole at the very least. From there, Meowth can spam pay day on the slope (Not directly above the hole) for the coins to slide down the slope into the opening, raining down hell on the poor sap. If Meowth’s already set-up, you can take direct control of Ditto to have him go help out if the foe’s moveset is good for gimping themselves.