did someone call for midday filler that took forever to make that no one cares about?
Junahu Extras
A compilation
Items
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Pocket Camera
It's a pick up and shoot item (Like raygun), pressing A causes a flash and takes a snapshot. The player with the camera has to idle for 3 seconds to develop the photo, which saves that snapshot to the console's memory. Once the camera has been used up (it has 4 shots in its film), throwing/dropping it causes it to dissapear. As a thrown item, Pocket Camera is roughly the same as a thrown smoke ball.
Kinder Surprise
These eggs are container items that frequently house 1 high tier item, or 2 bottom tier items. These tiers are based on casual standards, which explains why bananas are classed as bottom tier;
- High Tier: Golden Hammer, Smash Ball, 2 pieces of Dragoon, Baseball Bat, Starman, Pokeball with Legendary inside, Smart Bomb, CD, Trophy not yet owned, Another High Tier Kinder Egg
- Bottom Tier: Stickers, Food, Bananas, Mr Saturn, Goomba, Pokeballs with useless pokemon inside, Regular capsule, Another Bottom tier Kinder Egg
Unlike other containers, Kinder Eggs are a right pain to get into. Whether one will open up when thrown, depends on a timer that is randomly set when the egg spawns. The timer only decreases while someone is carrying it, and the timer could be anywhere between 5 and 40 seconds long. When the timer passes the halfway point, the person carrying it whill stop very briefly to eat the chocolate exterior. The delicious mix of Milk and White chocolate heals 15% damage (although Pikachu, being a rodent, can only metabolise 10%).
From then on, the remaining orange capsule of surprise will continue counting down until the fiddly bugger can finally be opened. There is a tiny chance of 2% that it can be opened immediately after eating the chocolate (Kinder eggs opened in this way are ALWAYS low tier)
Upon finally opening the capsule (it opens upon any kind of impact, provided the timer has fully counted down to 0), The items inside and scraps of useless paper will emerge. Though the paper can be picked up, it has no purpose other than to infuriate anyone who wanted to pick up the item and got the paper instead. The paper does not deal damage, knockback or anything when thrown at others
Kinder Eggs are double the size of regular capsule containers and deal slightely less knockback due to being mostly hollow. Kinder eggs are unique in that they float in water (although the chocolate will melt away, making the egg all gunky and hard to open, yuck!).
Sock Incense
Whoever picks up this putrid object will reek of something awful for 10 seconds. Other players will be pushed away by an invisible force if they try to approach.
If attacked, the smelly player will pass his stench onto the person who hit him, leading to a bad smelling game of tag between players.
Lance
Lances are in a similar class to battering items, though the unique handling of a lance alters the attacks that can be performed. Forward Smash jabs the lance foreward, the tip acting as a grab hitbox and dealing between 10-15% damage. Up tilt lunges the lance straight up into the air. If it connects the foe is usually knocked towards the wielder, taking 8% damage in the process. Foreward tilt performs the same attack at a 45 degree angle, making it great for anti-air. Jab and Dash attacks are unchanged from the character's usual attacks
The lance has a range of 1.1 stagebuilder blocks, and also outprioritises all sword attacks, without exception. They lose out against Axe hitboxes, however.
Blood Sword
The Blood sword restores health to the wielder whenever they strike an opponent with it, the amount restored equaling the damage inflicted. In most cases, the blood sword only deals 1% damage per hit, with a F-tilt strike dealing 2 hits and a F-smash dealing 5 super swift hits. The Blood sword has very little knockback, even used as a F-smash, so it is best used to steal health from a foe. If a blood sword is thrown, it will drain 5% out of whoever it hits, and restores 5% to whomever next picks it up (usually the person who was hit, since blood sword has so little knockback)
Small Shield
Picking up a shield instantly grants the wielder a standing-still-shield (AKA, Link's shield). It is possible to pick up a second shield while carrying the first, which grants a similar shield but one that works while moving too. Duel wielding shields in this manner has a steep price however, as all attacks become feeble shield jabs which deal 0.5% damage each. Players can also use a shield and battering item symultaneously. After 15 seconds of being equipped, shield shatter by their own accord. Shields can be discarded early by pressing GRAB (R+A, or Z), though if you have anything else in your hands, you must discard that first. Being hit by a thrown shield it like being hit by a smokeball.
Pokedex
This handy fliptop device is your guide in the Pokemon world, handing you helpful hints and facts about the creatures you encounter. When one spawns, pick it up and keep ahold of it (it's a pick up and equip item, like the Franklin badge). The Pokedex reveals the 3D bone structure of any opponent who comes near its wielder, and flashes will appear indicating the locations of the hitboxes of enemy attacks. Of course, most players won't care about that kind of stuff. But if they perform a Smash Taunt while holding a Pokedex, the Pokedex will inform you about one of your opponents, in its classic robotic voice (e.g. "ROB. Electric surges through its bones enable ROB to move plastic discs from one place, to a directly adjacent place")
Item Seed
The Item Seed is a deku nut sized object the player picks up and throws at the ground. It then buries itself and begins growing into small shrub over 15 seconds. If the sapling is kept safe from 30% damage, it will blossom and produce 5 high rank items (hammers, smash balls and so on..). And that's all there is to it. But the question is, will you be still around once the shrub finally bears fruit? Or will you have to sacrifice it to keep the items from enemy hands?
Transmigration Aura
Don't let the angelic wings fool you, the Transmigration aura is more than dangerous. When it appears, it simply hovers in place, waiting for some unsuspecting player to touch it. When that happens, the wings latch onto the player, fly them off the top of the screen, and "KO" them instantly. However, they do not lose a stock, and merely respawn at 0%. The "dangerous" part of touching a Transmigration Aura, is that upon respawning the player will have turned into a completely random character. They've reincarnated! The player remains in their new form until KO'd.
It's hard to weigh up whether it's worth getting the free heal, but being forced to play someone completely different until you're next KO'd.
Transmigration Auras never appear near or on the ground, spawning relatively high in midair instead.
Item2
Item2, is a simple rocket propelled hoverboard. It's a throwable item, which "sets itself" once thrown, like how a bumper can set itself in midair. Once set, and then stood on, the board will jet forewards until it leaves the stage entirely. Obviously enough, the board will also take anyone standing on it along for the ride. Players on the board can do anything they normally would on the ground, which makes Item2 an excellent approach/recovery tool.
Petal Sack
This little bag, spews a random assortment of 6 petals out of the top (the same kinds of petals Cutesy Beau uses in her moveset) when struck, or thrown.
For all intents and purposes, this bag strikes any player above it with a somewhat random effect (various shades of knockback and damage), every time the bag is hit with an attack.
The easiest way to use this, is to stand behind the bag, and jab it whenever the foe attempts an aerial approach. Or you could get underneath the foe and throw it directly upwards.
Manhole Cover
A Manhole cover is picked up and "equipped" just like the Franklin badge. The character tapes it onto what they consider their weakest point (usually the stomach or back), and from there, the manhole will mitigate half the damage and knockback from any incoming attack, but only if it hits the manhole cover first. In the case of attacks that only deal flinching knockback, the manhole cover negates the entire attack.
The usage of this item should be obvious enough, just remember to keep the unprotected part of you out of harm's way.
Familiorb
The Familiorb, a ruby crystal of energy, is a simple enough item. Like an assist trophy, picking one up grants the player a helpful summon picked at random. These "familiars" are explained in their own section later in this post.
Summon Circle
Summon circles can be placed on the ground or in the air, in the same way bumpers can. The circle itself does nothing to the foe if they touch it, but instead summons random enemies from the Subspace Emmissary, allied to whoever placed the circle. If left to its own devices (the circle can be destroyed if the foe hits it three times) it will summon 7 random enemies over the course of its lifespan of 18 seconds. Sub-boss enemies like armanks cannot be spawned from a summon circle, and all enemies created are at their "easy" level of power. In addition to this, a summon circle can change its alliegence. If a foe stands within the circle for 3 seconds (1.8 seconds if the circle was placed in midair), the summon circle will become "theirs" and begin churning out enemies allied with that player.
When a summon circle changes alliegence, it's lifespan and stamina are also refreshed, so the match could very well turn into a protracted "king-of-the-hill", with everyone vying for control of the circle.
Badman
Yes, Badman himself has decided to grace the match with his presence. There is only one Badman, so you can't more than one "Badman" in a match at once. He's like a Smash Ball in that sense! Lucky you!
The player picks him up and sets him on the ground, as if he were a motion sensor bomb or something, and then he gets to work. Basically, from the moment he is set, until he is knocked offstage by the foe, the player is gifted a couple of buffs. They gain 7% flinch armor, and increased movement speed. They'll also recover health at a rate of 2% per second.
Unfortunately, Badman is very light, and does absolutely nothing to stop foes from KOing him.
Volcanic Ash
It's an item. it looks like a pile of dust. You pick it up, and then you throw it.
It flies a short distance before "detonating" into a small cloud of airborne ash. This cloud expands a little depending on how high up it was thrown, up to 6 stagebuilder blocks in size or as few as 1.5
The cloud also expands as it gently falls down to the ground, gaining 1 stagebuilder block in volume every 2 seconds. It collects on the ground as several smaller piles of ash. which are basic throwing items which cause a little flinch and 2% damage
As a cloud, the effects of ash are quite nasty.
- You get a whooping cough, that's 3% damage every second you're in there
- and for another 2 seconds even after you get out.
- Fallspeed goes right up, or rather down--er YOU FALL FASTER, OK!?
- Aerial acceleration gets cut in half
- Jumps and such also lose effectiveness
- Fire attacks get MANLY (more manly) 3% damage boost and 1/3 extra knockback! rawwr!
- Water attacks become Sludge attacks, which is basically the same as water, but with poisonous damage (6% over 2 seconds)
- Inhaling/ingesting moves fail, because, you know, TOXIC ASH?
MegaMilk
Who doesn't love milk? And this isn't just regular milk, it's MEGA milk. This is the kind of stuff Young Link would chug just before beating Ganondorf into submission with his bare hands.
When this item spawns in the midst of a Brawl, you definitely want to go grab it, as it acts as a recovery item (restores 40% stamina after a brief 'chugging' animation), and we all know how great those are.
There is a downside to this healing however. About 5 seconds after consumption, that player will begin to feel a tingling pain, just below the neckline. And then suddenly... boing!
The player's chest inflates to gratuitous levels. If the player is already 'ample', Mega Milk simply doubles what they already have. The abruptness of the metamorphisis stuns the player in place for just as long as the 'stun' when picking up a Super Mushroom. Naturally, this opening is definitely something the foe can capitalise on.
Similarly, when the effect wears off 6 seconds later, the player will again be stunned, while the fat shlumps back into their body. So while healing 40% stamina sounds great, you'll be leaving yourself wide open to attack, not once, but twice.
Worst of all for the Mega-fied character, having enormous assets does not make them stronger in any way. Though it's naturally pretty funny to see jugs on Bowser, and total nightmare feul to feed Mega Milk to already well endowed characters.
and by the way, "Mega-milked" is an option you can turn on for a Special-Brawl. When switched on, in addition to grossly engorged jubblies, all players recover stamina at a rate of 1% each second.
Goo Chain
In a match, a single smilie face appears onstage as an item. Whoever picks it up first initiates the Goo chain, and recovers 2% health for their trouble. The Goo is a regular hold item, which means it can be thrown, dropped and picked up by other players. If thrown into another player, that player will automatically grab it, instead of being hit by the flying smilie.
Every time another player picks up the happy little thing, they will recover ever increasing amounts of health (4%, 8%, 16%, 24%, 30%, 40%, 50%, 75%, 80%, 80%, etc). That means, in order to recover lots of health, you need to pass the Goo onto the other players, and then pick it up again after they've held it. Of course, there is nothing stopping them from throwing the Goo offstage, thus breaking the Goo chain...
Waru
Very similar looking to the Goo, this shifty looking guy is nowhere near as friendly. Once picked up, it will stick to the player's hand for 1.5 seconds, during which time it cannot be thrown away. As the Waru's eyes dart back and forth, a ticking noise is audible. After 8 seconds, this thing is going to blow!
... not really. When it detonates, the Waru emits a sleep inducing gas onto the player currently holding it, or simply in a cloud around itself if the Waru isn't being held at the time. While you can just throw the thing away well before it detonates, it's better to throw it at another player, just as it's about to blow. Like the Goo, touching a thrown Waru automatically makes the receiving player grab it, which in turn means they can't throw it away for 1.5 seconds. Don't be the one holding the hot potato Waru when it goes off!
Lego Guns
These randomly come in submachine, and pistol varieties, but they are both technically the same item (in regards to the item options menu at least). As you may expect, lego guns work like... well, guns. The Pistol handles like a Ray Gun, and the sub-machine gun is much like a Super Scope, including the ability to rapid-fire. Both guns have an ordinary shot, and a charged shot which is achieved in the same manner you'd make a charged super scope blast.
So blah blah blah, what do these guns do? When fired, they shoot tiny red lego bricks on a heavy arc. While the bricks will quickly drop to the floor, they do hang around for a while, allowing anyone to pick one up and chuck it at anyone else. Regardless of how it happens, if a lego brick collides with a foe, it will cling to them, dealing 1% damage and slightly reducing their movement speed and jump height for 5 seconds. These bricks can cling to the foe en mass, stacking their individually weak effects until the foe is almost entirely immobile. If the foe is struck by an attack while they have lego clinging to them, a few bricks may fall off early, moreso if the attack was particularly brutal.
By the way, if one lego brick hits another, they will click together, essentially combining the two into one handy throwable lump. doing so also increases the damage the bricks will do when tossed into an opponent. If you connect many bricks in this way, the lump will become so large that it becomes as heavy as a crate, and starts dealing roughly as much knockback as one too.
If the player charges up a shot from the lego gun, it comes out as a slowly moving mass of lego bricks, orbiting around themselves like a miniature solar system. This projectile meanders forth until it leaves the screen or hits an opponent. In the latter case, it will (after dealing 14% damage) turn the foe into a statuette made of lego bricks. Foes in this state will helplessly plummet to the ground. If they fall from great enough a height, the impact will shatter the statue, releasing the foe but dealing another 14% damage in the process. If, on the other hand, the statue remains intact after landing on the floor, the foe will need to mash buttons in order to break out of it from the inside. Until then, the trapped foe is immune to attacks and grabs. You can prolong the time the foe spends in their lego cocoon, by shooting it with a few regular shots from the lego gun.
Lego guns have a random alottment of ammo, between 14 and 18 shots, or between 2 and 3 charged shots. Use them wisely and creatively .
Woody
Woody in Brawl is demoted right down to a common item, a "toy" of the casuals if you please. He is tiny (he stands as tall and mighty as a puny Pikmin), can be knocked off the stage with ease, and is entirely immobile. If a player picks him up, he does nothing worth noting. It's only when thrown that things become slightly less boring.
When thrown, the player keeps ahold of Woody's draw string, drawing out that familiar line of elastic as Woody sails through the air. Woody is a fairly reasonable item when thrown, averaging at around a Pokeball's level of knockback and damage. Once Woody lands on the floor, or hits some poor guy, the elastic pulls taut, and Woody is returned to the player's hand (while saying "There's a snake in my boot!"). If the player was in the middle of something else, Woody will be discreet enough to not interrupt the player's action. If the player has another item in his hand however, woody will knock that crap right off the player in order to nestle once again in their palm.
And so the player is again ready to throw Woody away. He's like a creepy boomerang, always returning to the player who threw it, regardless of whether or not they even want it back. Hey! He's like a Pixar sequel!
To actually drop Woody, the player needs to be beaten upon by the other players. Hopefully, one of the many poundings you're receiving will make you drop your item (which in this case, is the demonic Woody that you WANT to drop but can't).
Now, obviously enough, no player really wants to hold Woody at all, so everyone is going to simply avoid picking him up. And... bizarrely enough, that actually works. Just avoid picking him up, or better yet, kick his butt off the stage.
Cork the Toy Hunter
Cork and Woody look so alike, that trying to tell the two apart, is like seperating Super mushrooms from Poison mushrooms. And just like the afformentioned fungal items, mistaking Cork for Woody is a bad mistake. If struck by an attack, the draw string becomes stuck on whichever of the player's limbs hit Cork. And just like a tetherball, after flying a certain distance, the bungee-like elastic drawstring sends Cork flying right back into the player's face. And this, naturally, causes damage and knockback to the poor sap who hit Cork to begin with (somewhere close to a thrown bat, in terms of knockback power). So yeah, DON'T HIT CORK!
Luckily, if you just pick up and throw Cork, nothing untoward will happen. So, unlike Woody, the best thing to do with Cork is to throw him away.
Strife Ball
This orb, no larger than a Smash Ball, hovers in place, floating where it spawns with no care for the battle in progress. Touching the orb directly flinches the player, and deals 2% damage.
Players can attack the ball, in order to shunt it around, reposition it, or perhaps even knock it into another player. This appears to be a poor man's soccer ball at first glance, dealing 5% fire damage when knocked into a foe (regardless of how strongly you hit the orb, it moves a fixed distance). The fact it hovers instead of following gravity means it can be used as a decent spacing technique.
However, its true power does not show unless two players attack the orb either symultaneously, or one right after the other. With two players striking the orb, the ball shatters, releasing a wave of light that envelopes the nearby area. Three stagebuilder units worth of stage are trapped inside an impenetrable auric sphere. Any players who were nearby are now stuck there, together, for the next five seconds. They can't get out, others can't get in. The edges of the sphere, are for all intents and purposes, solid.
In short, it's like the two players who hit the orb are pitted against one another in a cage match!
If you're feeling sneaky, try triggering the orb with a projectile, rather than striking it directly, in order to trap only one player inside the sphere.
Party Bag
These delightful bags of treats only appear from Party Balls (though party bags can spawn outside of party balls on certain days of the year, such as a Mii's birthday, Easter, Halloween, Christmas etc).
A simple paper bag, the Party Bag will spew out one candy food item every 2 seconds if left alone. This will happen until the bag has exhausted its supply of 15 treats, at which point the bag vanishes.
You can hit the bag with attacks to knock more candies out of it, though the treats will pop out of the bag when it lands after being hit, so strong attacks will just send the delicious sugary goods to the far corner of the stage.
Alternatively, you can pick up the Party Bag, carrying it around like most items. When some greedy porker picks up a Party Bag, it stops giving out treats until it is put back down (though it will drop a treat every time the person carrying the bag is struck)
A Quid
The British Pound coin, otherwise referred to as a Quid, is a specific coinage of "Pound Sterling", the official currency of the United Kingdom.In Brawl, Quids are the same general size and shape as a gold coin from a coin match. They do not rotate however, and are fully 3 dimension, instead of the wafer thin coins Brawlers usually find.
Incidentally, the quids you'll find in Brawl are counterfeit, and thus have no real value as coins. I suppose I had to mention this, because you will not find Quids outside of coin matches. Unlike other items, Quids spawn in or near to other coins.
Quids are throwing items, you pick one up, and toss it.. hopefully into an opponent. If you try to walk/run past a coin instead of picking it up, it rolls away at 1.2x the speed you ran into it. So keep a sharp eye out when collecting coins, because one might be a Quid in disguise.
Through the magic of jumpcut, hitting someone with a quid, transforms them into a toy, a terrible toy, chosen at random. Oh, and the quid disappears too, because you get nothing for nothing.
Some of the "toys" your opponent may find themselves turning into, are as follows;
The toys all have a unique plastic sheen to their appearance, and have limited points of articulation, making their motions and attacks look stifled and awkward. They also have off-center doll's eyes, brrr-rr-rr.
The transformation lasts for 22 seconds, or until the victim is KO'd. Every time they are struck by an attack, 2x the usual number of coins sprays out of them.
Vortex Vial
This handy little throwing item is just the ticket for anyone (everyone) who enjoys throwing a spanner into the opponent's spacing. It shatters on contact with the ground or object (or person), releasing a purple swirling gas into the area. This small pocket of smoke isn't harmful to touch or breathe, but it does have the funny side effect of being a localised black hole. Not a very strong one, btw, but it'll get the job done. The gas slowly attracts everything within 1.3 battlefield platforms of where it lies. It does so for the entirety of its 5 second lifespan.
As previously noted however, the pull of this black hole is fairly weak, anyone can run away from it with only a minor dashing speed penalty to show for it. Still, even a slight pull in the wrong direction at the wrong time can spell disaster for characters who rely on quick movements and precise spacing. The gas affects the player who threw the vial, less than it does anything else
If a vial thrown into an opponent, the opponent takes 12% damage and light backwards knockback. The gas also forms around that foe, and follows them about, meaning that the opponent becomes the host of a little black hole for 5 seconds. It won't affect them directly, but having things dragged towards them, like projectiles or other opponents, can be pretty harrowing. Don't underestimate the usefulness of having all your projectiles home in on the foe.
Another, less obvious effect of the gas is that certain items will be more likely to "target" things around or in that gas (For example, getting Lyn from an Assist Trophy will make her target whomever is closest to the gas, Latias/Latios will occasionally pass directly through the gas on one of their attack runs, etc). This has obvious implications if the gas happens to be following an opponent you smashed the vial on...[/COLLAPSE]
Tardballs
Tardball items are much like Pokeballs, except they are black&white, and the Pokemon they summon are goofy looking sprites from Pokemon Green. Few Pokemon from Tardballs are actually useful, so they are mere fun distractions.. for the most part.
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Sandtard
This delightful little fellow will immediately burrow into the ground, leaving a pitfall in its wake. When someone falls in (suffering 10% damage) Sandtard appears and shrugs. He didn't plan this far ahead...
Venustard
Stomping to and fro and simply getting in everyone's way like some manner of slow moving wall, Venustard will leave after taking 100% damage. However, this durable grass type heals 20% every second for some reason
Tardapie
After crying its name aloud, Tardapie will do a thing that is relevant and important.
Just what that thing is however, is up for interpretation and outside the scope of this descriptive blurb
Tardeot
This foul fowl will fly off screen, then swoop across it several times, attempting to smack against the foe it dislikes the most (14% damage and medium knockback). It has 5 possible attacks, but they are all the same thing.
Dratans
Just like any snake, Dratans can shed its skin on command to escape attacks, and puke a toxic sludge that dissolves a portion of the stage and/or deal 15% poison damage to the foe. Dratans does not like Down Throws
Ardrat
This obvious Cobra attempts to snipe foes from afar with rapid poison needles dealing 7% poison damage. If a Dratans is also on stage, Ardrat will ignore everything else and spitefully attack the Dratans constantly.
Sandtard2
From out of literally nowhere, Sandtard2 summons a sandstorm that covers the entire screen and damages the foe 10% over the next 7 seconds. Sandtard2 is also invisible, and this is good somehow.
Ninetards
Ninetards summons floating star platforms underneath every player which the players pilot by moving the analogue stick. Ninetards will not leave until someone grabs her, which will inflict 30% burn damage to them.
Tardbat
As any bat does, Tardbat sends visible echolocation waves bouncing around in every direction. They inflict any and all status effects at random. Luckily, Zubat is light and can't fly very well, so KO him quickly.
Psytard
Waddling around and scratching at the foe inefectively, this pokemon's attacks can be made to do actual damage if the foe deals 40% damage to its head. That also happens to be when the pokemon is KO'd... so.. yeah.
Tardbra
Now that is one smart psychic type! It just teleports away from this ******** fight
Abra may reappear briefly throughout the match from that point, eating a potato chip, or napping etc.
Belltard
Belltard ingrains its roots into the stage, achoring it in place and rendering it invincible to anything less than the stage itself dissapearing. Of course, Belltard doesn't attack or anything.. but it's the principle of the thing...
Tardem
He rolls around, which is pretty devastating considering his size (17% damage and high knockback or pitfalling)
Tardem may occasionally try to stomp the stage, thinking it might magically change shape or something.
Slowtard
...he doesn't even appear from the tardball. Slowtard only shows up occasionally on the Results screen after matches, wandering up to the winner and just looking at them incredulously.
Tardmer
Tardmer melts into a puddle of temporary toxic goo that deals only 1% per second standing in it. Any attack with an attack interaction that hits the goo will automatically have the interaction happen. How random...
Tardix
Now you will witness Tardix and all of his lv3 failtier wrath. Awww, he's smaller than Bowser, how cute. And he's trying to use a tackle attack, awwwww what a cutie! :3
Tardiskhan
What a terrible mother! Tardiskhan swells out her cheast and taunts the foe into smacking her child in the mush. And if the foe doesn't hit her kid? Kangaskhan gets mad and tries to ram everyone. What the hell!?
Tautard
The random bull charges across the stage dealing 24% damage and severe knockback to anyone in its path, before a pokeball comes out of nowhere and accidentally catches it.
Magitard
Magitard used HYPER BEAM!
but nothing happened...
Clefatard
Clefatard may do any two of the things mentioned above, though she's more likely to spam Pikachu's thunder attack two or three times before the foe KOs her.[/COLLAPSE]
Cosplay Mask
Cosplay Masks are an item that may spawn mid-battle. The lucky man who picks up the mask, wears it over their face, and assumes the identity of the mask. Basically, the player's Specials and Final Smash are replaced by those of the character depicted on the mask. If the cosplay character uses a prop (such as a sword) for its attacks, the player will magically have that prop when using those attacks, and the prop will vanish afterwards
The player may remove a Cosplay mask they are wearing, by taunting, or by being KO'd.
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Since my Cosplays have their own posts with links already, I'll simple paste in the links for you to peruse.
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Assist Trophies
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Kamen
The undisputed king of the P1A-ground, Kamen, joins as an assist trophy. Kamen stands back from the main action, and observes the match around her. "Impress me" she asks. 5 seconds later, and after a little pensive thought, Kamen points to the brawler she thought fought the best in that timeframe, and says "you" as she does so. That player then, suddenly, gains a final Smash Aura for free. Kamen then leaves.
Kamen shows a little bias towards her summoner when deciding who gets the Final Smash, but if everyone gangs up on one person, she'll instantly grant that person the Final Smash.
Eddie
What a cute robot! Eddie appears from the Assist Trophy and does the only thing he knows how. He flips his top and scatters 7 random health restoring items across the stage. They generally land around him, but he will make an extra effort to make them reach any Megamen currently on the stage. Eddie can be picked up and thrown (impact is similar to that of a hammer head), but if you do that before he has a chance to dish out his goodies, he will teleport away.
Count Waltz:
This regal Assist Trophy does not move, instead choosing to attack with long range magic. He can be knocked back slightly by hitting him, and if he falls off the stage, he won't try to get back on.
With a effeminate wave of his wand, Waltz will pick a random foe to attack. No matter where they are, no-one escapes from this guy!
Billowing clouds of darkness gather underneath the enemy, and will follow the victim where ever they scarper to.
The only way for the target to avoid the climactic explosion, 5 seconds later, is to shield or dodge at the EXACT moment of the explosion.
The explosion is easily the size of a full grown person, so anyone else nearby will feel the brunt of it too. The explosion deals a whopping 30% damage and upward knockback that can KO at as little as 90%
Wild Professor OAK
After bursting from the assist trophy, Wild Professor Oak will stand there motionless. Pokeballs fall from his open book at a rate of 2 per second. These pokeballs activate automatically upon touching the ground, and appear regardless of whether the player has pokeball items switched on or not. After "throwing" 6 pokeballs, Wild Professor Oak makes a Charizard cry and flickers out of existance.
The pokeballs Wild Professor Oak uses, can contain any pokeball pokemon.
Dr May D Ire
Once a professional Dr, then a love struck Maid, now a desecrated corpse, Dr May D. Ire is an Assist Trophy of tragic origins.
After losing her job to a failng economy, Dr May fell in love with a Duke and hid her credencials so she could work as a maid at his manor.. While working herself ragged for the Dukes sake, she suffered an untimely heartattack. Of course, the Duke was blamed for this and, in a subsequent string of events, stripped of his title and most of his lands. The Duke persistantly believed May killed herself just to spite him. Broken and abandoned by everyone he though he could trust, he stole away with Dr May's corpse and mangled it in a fit of rage. He left it outside his old manor with the entire bottom jaw cut out, the eyes gouged, and her accursed weak heart torn from her chest and placed on a platter.
So, what happens when Dr May appears in brawl? Not much actually, she just stiffly falls to the ground. Anyone who touches Dr May will immediately and automatically start carrying her around (she counts as a heavy object such as a crate), but they can simply throw her away to get rid of her. The key to actually using the corpse then is to throw her off-stage into an opponent trying to recover. They start carrying her and plummet to their doom. When thrown, May's gangly, flailing limbs make her quite difficult to avoid.
Dr May does not dissapear until thrown off-stage or 60% damage is dealt to it.
Priscilla
When Priscilla appears from the trophy she will gallop to and fro, looking for people to heal. She has a single low jump, and can warp back on-stage in emergencies.
Contact with her as she gallops deals 18% and fairly high knockback. If she gets close to a person (without trampling them accidentally) she will cast Heal on that person, restoring 10% damage. The summoner is of course immune to the trampling, but can still be healed.
Priscilla leaps off-stage after 7 seconds.
Sonia
Appearing from the trophy, Sonia tries to keep herself from moving too much, but will attempt to recover and seek out a quiet spot for her spell casting.
If persistantly hounded by foes, she will unleash a shockwave that forces everyone within a 2 stagebuilder unit radius to fall asleep/enter freefall.
Her most common spell is ELFIRE, a small fireball that shoots directly towards the nearest opponent then explodes on contact, dealing 23% damage and KOing at 80%. She can also rarely use EXCALIBUR, which summons a roving tornado in front of her, similar in form and function to the tornados in Smash Bros 64. The tornado does not deal damage, but can KO at as little as 50%.
Sonia dissolves away, against her will, after 12 seconds.
Limstella
Limstella acts as a much more aggressive Sonia, firing off her spells much more frequently. She can warp around the stage of her own free will, and will automatically fire off a sleep shockwave if a foe comes anywhere near her.
Garland
With a terrifying battle cry of "I, Garland, shall knock you all down!", he unleashes a infinite range, shock wave that proceeds to... spike everyone downwards... ...well, you've got to give him credit for being consistant, as even the summoner is affected. It is kind of a pathetic assist, but anyone off-stage will be doomed. And getting pwned by the first ever Final Fantasy boss is embarrassing.
Seth Fortune
Anne's sole employee and past student of the Forde Macoughan law school, Seth is a simple man who does random things (hence the name)
So, what happens when he appears from the Assist trophy? He whips out his pocket computer and furiously begins typing on it. For every 2 seconds of uninterrupted typing, his summoner will gain one of the following random buffs (they last until Seth leaves. And yes, they can stack);
- All attacks deal 1% more damage
- Every attack suffered deals 1% less damage
- Traction becomes 1.5x more efficient
- Super Armor against a single hit
- Regeneration (1% every 2 seconds)
- Next attack will induce sleep/freefall
- Immunity to the next "additional effect" from an attack
- No damage from the next hit
- All current negative status' purged
Seth will leave after 16 seconds. Obviously, opponents will try attacking him, to keep him from typing long enough to give you a buff, so keep him well defended! Seth can be knocked off-stage and will not try to recover.
Suzu Fujibayashi
Suzu behaves much like all the other "run around like a lv1 CPU" assists. She has 2 midair jumps and decidedly average movement ability. Whenever she spots a foe (it doesn't matter how far away they are, just so long as they are at the same height and suzu is facing the right way) Suzu will throw one of her many shurikan at them. These shurikans travel surprisingly fast, dealing 4% and medium ninja knockback on contact. Suzu tends to short hop everywhere, making her a tricky target to hit. And although she can be battered away as easily as Starfy, Suzu automatically dodges 75% of all incoming attacks, dissapearing into a ninja cloud and reapearing somewhere else on-stage. Like all ninjas, Suzu lingers in battle for 12 seconds, before leaping away... to avenge her ninja parents.
Shanoa (non canon due to being a moveset)
Through the power of Ecclesia's Glyphs, Shanoa can use any attack from any character in brawl (as a holographic projection naturally). She has the build and movement of Zelda, and acts rather much like a lv7 CPU for the 8 seconds of her life. Since she has access to the whole of Brawl's moveset, Shanoa is a rather dangerous assist trophy, and there is no real safe place to hide. Surviving this assist trophy mostly comes down to how cheaply the foe can abuse the AI, though the summoner will want to keep them from doing that.
Obviously, loading every move from brawl at once is infeasible. To create the illusion of her having every attack in the game;
- She can use any attack from characters currently in the fight
- She can use 10 completely randomly chosen moves from Brawl's catalogue
- She can use 5 moves that are specifically "counters" to the foe's playstyle (that's 5 moves per foe)
- She can use 4 generic strike moves, one for each cardinal direction
These attacks are loaded and processed before an Assist Trophy containing Shanoa is spawned.
Greater Gorgon
As an Assist Trophy, the Gorgon does what you'd expect; Chase people slowly and try to eat them, Gulpin style. While a mobile Gulpin is really all this Assist Trophy can claim itself to be, there are a couple of things making the Gorgon slightly different/scarier.
In terms of scale, this Gorgon is already quite engorged on blood, managing to tower over even Ganondorf. This makes it surprisingly easy to get caught.
The second thing, is that the Parasite has a limited motor function, and will attempt to grab food that is just out of the Worm's reach. She can even pull down airborne prey, though she always telegraphs her grab attempt quite blatantly
The Gorgon lasts 11 seconds before burrowing underground forever...
Yajirobe
When tubby old Yajirobe slinks outta that Assist Trophy, he will get right to work. And by that, I of course mean he will run away like a snivelling coward. Goddamn it! Come back here! Aghhh!
So that's Yajirobe, a true coward who spends his entire allotted time fleeing from any and all sources of danger. You may beat him up if you wish, but that'd just be wasting your time.
On second thought though, maybe your opponent shouldn't write Yajirobe off so soon, because, when he senses the foe letting down their guard, he will run up behind them, and give them a precision slice with his sword. After delivering that 14% damage, high knockback sword swing, Yajirobe will get right back to running away.
Hit and run tactics at their finest, ladies and gentlemen.
Yajirobe lasts all of 10 seconds overall, before he becomes exhausted and leaves the field of battle. But not before muching down on one of the mystical Senzu Beans he always seems to carry with him...
Chiaotzu
He will stand stock still, almost like a lifeless doll, until a foe draws near. Suddenly, he will throw his hands down to the ground, and via some invisible force, the foe will be hurled down into the prone position. They'll be stuck like this, until either Chiaotzu leaves, or until someone else hits the foe. While the trapped foe can use their prone attack, Chaiotzu will immediately slam them back down to prone afterwards.
If, for some reason (maybe it's your ally that Chiaotzu has trapped) you decide to attack the little twerp, he will indeed release his victim. But he will also use self destruct, blowing himself up, and hopefully taking down whoever was attacking him. Maybe he'll even catch his original victim in the blast too.
Mia Fey
Crack her outta that glass ornament, and the ghostly apparition of Mia will trail behind you. She doesn't seem to do much, other than look smoking hot. But that's use enough, right?
Well, for those who want actual utility, Mia won't act until she feels her summoner is in genuine mortal peril. When such an event occurs, Mia will swiftly possess the nearest foe, distracting them hopefully long enough for her summoner to come back from the brink.
Mia lasts a heady 14 seconds, before ditching you.
Incidentally, whilst possessing a player, that player takes the physical form of Mia, yet retains their original clothing and hair colour. If Mia possesses some naked thing, like a Pikachu, Pikachu will just look a bit feminine.
Ada Wong
Ada is rather concerned with her own well being. She spends her time retreating from all sources of danger, and only lasts a disgustingly short 5 seconds in the fight before ditching her summoner. "Ada, wait!" indeed. She will only attack if cornered, or if she finds a perfectly fine spot to snipe from.
Her weapon of choice is a simple Handgun. She can aim it in any of 8 directions, and fires 2 shots per second towards her target. Sounds underwhelming enough, but please be aware that these are actual bullets, and bullets are LETHAL. They travel at an instantaneous speed, appearing onscreen for only a single frame, and have a limitless range. Basically, when she pulls the trigger, if you're anywhere in the path of the bullet, you'll be struck instantly. These babies deal 23% damage, and spike the foe down to the ground too, so you seriously do not want to be hit. She'll shoot you down into the prone position, then shoot you again the moment you get back up, or worse, shoot you again while you're down.
The best way to handle Ada, is to keep her from getting into a comfortable position. Continually hassle her with projectiles or traps, but always leave her somewhere to retreat to. If you leave her with no other option, she'll start shooting, regardless of the danger she's in.
Mikaru
aww, so cute. I'm sure someone just got diabeetus from her sweetness.
So, you summon this girl via an Assist Trophy, and she simply stands around, meekly looking towards her opponents. Maybe she doesn't want to fight? It takes her quite a while for the girl to actually make her move, but when she does...
Mi-mi-Mikuru...BEEEEEEEEEEEAAAaaaaaaaaammm!
Effectively, it's Samus' Final Smash beam, just travelling a bit faster. She'll try her best to angle the beam and fire it towards actual people, but most opponents can easily get behind her before she fires (she takes nearly twice as long to attack as the Lyn Assist Trophy), so her summoner REALLY needs to hassle the foe in the meantime.
The Warlordion
When he appears from an Assist Trophy, the music warps into G-Major, which is the lazy way to make music sound dramatic. It will remain this way until the point when he leaves, which could be any length of time really. It's up for debate whether the Warlordion actually leaves at all (no match has ever stalled out long enough for anyone to find out).
First off, the Warlordion hates flat stages. He will turn to face the screen, then angrily stomp himself a medium sized (It's the size of some Ganondorfs) pit to hide inside. The Wii then melts from all the dynamic geometric restructuring neccessary to visually display this act of terra-forming. But don't worry, because Warlordion only appears on the SuperfutureBox7800 version of Smash Bros, which apparantly has a gfx chip dedicated to making pits... or something.
From this super cool ground fort (no girlz allowed), warlordion sits and waits for foes to approach him. If noone draws near within 3 seconds, he will start stomping around in his pit, which causes the entire platform he's on to shake. Anyone standing on the same platform takes 12% damage and is forced to roll towards Warlordion. He can also squeeze his bellows tightly, an action that jolts every airborne thing in the match towards him slightly.
Once a victim has been 'convinced' to come close enough, the Warlordion will strike out with a lasso, hoping to grab the foe with it. While grabbed like this, the foe can run around at 2/3 of their normal speed, but cannot move further than two Ganondorfs away from Warlordion, on account of the lasso tied around them.
And that's about it, Warlordion keeps the foe strung up like that goat from Jurassic Park until the other players have beat on him enough. Once the foe is struck with an attack powerful enough to KO them, Warlordion releases the lasso, sending his victim flying off into the blastzone.
Oh yeah, and Warlordion has super armor against anything 'generic', which to be honest, is just about everything.
So... he's invincible, good.
KingK.Rool
This delightfully eccentric rogue turns up from time to time inside of Assist Trophies (though he insists he is not an extra) in order to dispense useful (?) words of advice.
He trails behind his summoner, studying their movements and patterns, analyzing them with all the insight of a CPU player. Once convinced he knows you better than you know yourself, he turns his back to the stage, and a speech bubble appears, spouting some helpful hints. Most of them are simple things such as "shielding attacks stops them from harming you" and "some characters are good in the air", but they are still for the most part relevant to your current character and behaviour.
Sometimes he might impart some slightly more helpful guidance, such as "Your movements are too predictable. They lack passion." or "Your foe jumps at the sight of you. Jump too, and follow the coward.". Such comments are based on actual analysis of the match thus far, helping the player change their style to better defeat their opponent. Of course, since the foe can also see these hints, KingK.Rool may end up inadvertantly helping the opponent.
Once three hints escape Rool's sleazy, mustached lips, he departs, possibly forever, or maybe just until tommorrow.
Raine Sage
This shapely light mage will appear occasionally from Assist Trophies. Sensing blood in the air, Raine steps into the background to avoid harm, then sets about trying to end the conflict, in her own unique way.
From the moment she is safe in the background, to the moment she leaves (after 16 seconds) Raine casts a healing aura with a conical radius of 1.8 stagebuilder units. Anyone this close to Raine's position, heals 4% damage every second. Yay! Thanks Raine!
Naturally however, this is not all the aura does. While inside its healing range, any attacks that player performs, deals only 3/4 of their usual damage, making it rather counterproductive to camp from within the aura.
In addition, and this is actually the important part, if a player inside the aura is struck with an attack, a transclucent orb flies out of them at a random trajectory. It'll roll along the floor, before eventually coming to a stop. And you might want to chase this orb, because whoever picks it up, gets healed. The amount healed, is identical to the amount of damage that was originally dealt to the player who spawned the orb in the first place.
So, if some chump is lured into standing in Raine's healing spot, bean them in the face with a powerful attack, then scoop up the orb prize they leave behind. Just don't join them in the aura, or they could do the same to you too
Aika
So, from out of the assist trophy she comes, and boy, does she ever want you to know it. Confetti sprays everywhere, Aika strikes a V for victory sign, and two cannons behind her fire a salute in her honor. None of this does anything mind you, it's just something fun to see.
She then acts much like any other "aggressive" Assist Trophy, roaming around looking for targets to slice up. She may randomly opt to hurl her boomerang at her foe, just to mix things up. Most of her attacks deal a flat 11% damage and she'll be around for at least 12 seconds before leaping off the top of the screen. She has just one jump, but it's decent enough, and Aika is not so aggressive as to jump offstage.
If she spots an item spawning in, she'll make a mad rush to pilfer the "treasure" for herself. If left to her own devices, the next 12 seconds will be an itemless borefest. So to get any of those items back, you can hit her with an attack, which has a random chance of making her drop one of her items.
If her summoner attacks her, be warned, Aika will start attacking them too. It's her treasure, not yours!
Vigilant
With a little fanfare, and from out of an obscuring puff of smoke, Anne Elmtod leaps into the fray as her alter ego; Vigilant. If Anne herself is already in the match beforehand, Vigilant will not appear (some other Assist will instead). Though there is a bit of an exception here; If Anne herself is the one who grabbed the Assist trophy, she will actually transform into Vigilant, remaining fully playable in her new form.
Where Anne is an intelligent, occasionally sadistic camerawoman, Vigilant is a ruthless vigilante "hero". (By-the-by, Vigilant does typically wear a helmet which obscures her hair and eyes)
Disenfranchised with the corrupt media, Anne commits various beats of espionage and cyber terrorism, under the guise of Vigilant.
But in Brawl, Vigilant just wants to get her hands dirty. Vigilant shares much the same moveset and stats as Anne, albeit with a slew of minor buffs and a copious share of invulnerability. She'll go out and cause some havoc for a generous 12 second, before slinking back, turning back into Anne if she was the summoner. Compared to the usual Anne moveset, Vigilant enjoys the following buffs
- Invulnerability: All the cool Assists have it so Vigilant should too.
- Dash Speed up: Now you can streak around the stage like nobody's business
- Darkness element: Having little aesthetic inky clouds spew from your attacks is a "buff"... right?
And also these individual move buffs
- Taking a picture of someone with Vigilant's camera no longer has the finicky Action/HD mode stuff to bother with. Just point and shoot. The camera's flash also stuns the foe, leaving them in a bit of a daze. Follow up with a generic combo!
- If Vigilant takes a photo of a foe who is not attacking, the photo will somehow depict whichever of the foe's moves has the least amount of stale accumulated. The reason? Magic. (Also because opponents try to keep their KO moves fresh)
- When Vigilant uses Down+B while holding a photo of a foe's attack, she will learn to counter that specific attack. For the next 12 seconds (and yes, this effect can carry over past the end of the Final Smash itself) if Vigilant is struck by that move, she will block the strike, then hit back at the foe with all the damage, and 1.4x the knockback of that attack.
- When Vigilant uses Up+B while holding a photo of a foe's attack, she will take the knockback from that attack, but can angle it in any direction she wishes. This allows, for example, a meteor smash to be used to recover. The foe will also (magically) suffer a little staling on the move in question.
- When Vigilant uses Side+B while holding a photo of a foe's attack, she will throw the photo at them. If it hits, the foe will lose the ability to use any other attack for 5 whole seconds. I guess the opponent is so impressed by that pic, that they cannot think of anything else? Or maybe it's magic, again
- Landing the Forward Smash as Vigilant, makes it so that the foe suffers the knockback of the next attack that her summoner performs. Still not sure how that works.
- Vigilant's grab works as both a regular grab, and as a grab counter. I have no idea what use a grab counter is when you also do a normal grab..but whatever.
- After sitting on the foe's shoulders with Down-Air, Vigilant stabs down through her victim's throat, dealing 13% damage and rendering them incapable of acting for 1.3 seconds. Usually this leads to suiciding with the foe, which is notoriously stupid, given that Vigilant is Invulnerable anyway.
- Vigilant really, really enjoys performing her pummel. Also, unlike Anne's, Vigilant's pummel doesn't suddenly start healing the foe for no reason. (unless it's used on Luigi)
Junahu Jr/Snr
This mismatched duo, a metaphor for Junahu's inconsistant attempts to pander to an audience that doesn't exist, appears from the Assist Trophy. They wander the stage together, with the elder woman occasionally slapping the younger sibling on the back. As she does so, the younger sibling coughs up an entire cheesecake. The delicious dessert flies towards the nearest foe until it connects, or slams into something else solid. Being pasted in the face by these crustless pies deals 6% damage.
Whether they hit or not, chessecakes lie wherever they land, sticking around for a little while, or at least until some fatty eats it. Eating cheesecake heals 6% damage. Considering all the domestic abuse that this Assist Trophy will be dealing out, there will be plenty of cheesecake to go round.
If, for some dumb reason you hate cheesecake, you can attack the older woman in order to distract her from her happy slapping duties.[/COLLAPSE]
Crate Enemies
Whenever you destroy a Crate, there will be a tiny chance of a small, worthless enemy appearing inside. The standard set includes such threats as Goomba, Mite and regular Primid. But there are others too, as useless as they are;
[COLLAPSE="Open"]
Oh how cute
Octoroks are what they are, and firing stones at adventurers is what they do. It's... all they do... actually. One pepple, straight forewards, every 2 seconds. They may also turn around, though that is rare. The pebble travels as far as Fox's laser and deals 5% damage with the lamest knockback imaginable.
Kill it by dealing 15% damage to this monster. Any attack from behind kills it instantly.
Barrel monsters, they don't come with barrels, so that tiny creature underneath is all you get.
They act like little hermits, getting underneath the largest item they can find, lifting it up, and then running away to the most isolated corner of the stage.
They don't jump, so they're pretty easy to corner, and they only have 7% health so they're not hard to dispatch. You could also leave the monster alive and just take the item from it.
If a Barrel moster happens to take a bob-omb, or "dud" explosive, it will not explode while being held.
Scienstein is such a feeble geezer, that he doesn't even attack. He's quite light, making him easy to boss around, but has a rather staggaring 200% health.
Of course, since all he does is potter around, to and fro, looking for treasures, there's not much point in paying attention to him. Just leave him alone, or practice your chain-grabs on him (¬_¬ yes, you can grab this enemy, and ONLY this enemy)
You rescued an animal! No, you can't proceed to kill it straight after.
The animal, tiny as it is, simply bounces off towards the nearest edge, and tosses itself into the abyss. You can't stop them, and they don't affect the match in any way. Well... watching a pixellated bunny commit suicide might have psychological effects on the player, but everyone else is totally fine.
A Brigand was inside the crate!? Well, not quite, he's a ****** in the Brawl universe, so he's actually kinda cute.
Brigands are poor sports, opting to destroy items and containers with their axe swings, rather than engaging any of the players. They have 24% health, and do not move particularly fast, though if their axe happens to hit you as it swings to kill an item, that's 7% damage and an uncharacteristically high amount of knockback to your character. There's a simple fix for that, don't stand directly over an item like a gormless idiot.
A basic heartless like this is no threat to you, just 14% damage is required to obliterate it. It's attacks are slow, telegraphed, swipes that deal 4% damage and some amount of hitstun. The real threat however, is if you leave one alone. The shadow will slink under the surface of the stage, reappearing directly behind whoever it doesn't like, and attacking shortly thereafter. If you were busy with something else, then say hello to annoying hitstun!
Now this one is quite fun. And by that I mean it's needlessly complicated. I mean, look at all these paragraphs!
Muffy only appears if Food items are turned on, for some reason. When she appears inside a crate, the rest of the contents are all Food (namely, juices, coffee, tea and wine). It seems she had a bit of a wild night and ended up in a crate? Wow, what a catch.
Muffy doesn't really attack, but she can 'be' attacked. She has her own, invisible damage meter, and is KO'd the same way any player is (off a blast zone, dummy). She also has an invisible counter for every player, which keeps track of how much she 'likes' each player. Simply hanging around near her increases the counter, and attacking her sharply decreases it. Hitting the opponent who last hit Muffy also increases her feelings towards you, so go nuts.
As a visual indicator; if you do something she likes, a heart shape appears above her head. If you do something to displease her, a broken skull shape appears above her head. If someone is near enough to her, a pink tinge indicates that she's enjoying the company. A blue tinge would indicate otherwise, but that only happens if someone she truly loathes is near.
She will wander aimlessly around mostly, jumping/double jumping only in cases that require it. She tends to gravitate towards whomever she likes the most (or simply flees from everyone if she happens to hate everybody) the extent of which depends on just how much 'more' she likes that person.
If there is any recovery item onstage, she will endeavor to consume it. If successful, her feelings towards the nearest player will sharply increase. However, now that she's "full" (i.e. Drunk as a lark) her feelings go totally out of whack for the next 10 seconds. She might randomly decide that she doesn't like people being near her, or she might totally forgive the person she hates the most, or... she might start ENJOYING getting hit, or start liking people who try to EAT her. If in doubt, just stay away from her for the 10 seconds. Let some other loser figure that lush out.
If by toil and labor you manage to woo Muffy enough, she will begin dropping gifts (items) for you. This isn't frequent, and it's mostly junk, but it least it's something, right? You also earn a Muffy sticker for being such a casanova.
oh, if you set yourself a player profile before the match, Muffy's affections are saved, so that next time you see her with that profile, she'll remember you. "Most loved" is also a new 'Record' on the Brawl Records screen, so you can see more directly who she'll follow next time she appears.
They're pretty small, but they make a mad dash for the closest player, attempting to latch onto them like a Pikmin. Any attack at all will dispatch a G-larva instantly, even once it has latched onto a player. But if a G-larva manages to stay attached to a player for 4 seconds, it will tunnel into their body, making a nice cosy home for itself to grow and feast. Yum.
After about 12 seconds inside, the G-larva bursts out from their host, dealing 20% damage and crippling them with hitstun for 2 seconds. And the bad news doesn't end there. The G-larva, quite full of tasty meat, mutates rapidly into a G-adult, a monstrous hulking creature, that vomits out a new G-larva once every second. That could end up real bad, real fast, so the best course of action is to kill the G-adult by dealing 100% damage to it. If you don't, you'll find yourself quickly swamped my numerous G-larva, and eventually, even more G-adults making even more G-larva. Yikes.
Pingu appears rarely and randomly from crates. He does nothing other than wander about the stage, expressing playful interest in the match. If you're mean, you can hit him.[/COLLAPSE]
Minions
Minions are essentially Assist Trophies. They're summoned by breaking Minion Crates that spawn during matches. Rather than getting a random helper however, the minion you get is specific to the character who broke the crate.
[COLLAPSE="Open"]
Saibaman
This happy little guy is literally cultivated from a seed. If Krillin (or any other Dragon Ball character) opens up a minion crate, their reward is Saibaman. He's pretty miniscule, being shorter than even Olimar, and he's light as a feather to boot too. So it shouldn't be too hard to kick their butt. But the foe had better watch out, because Saibaman will take any and all opportunities to run up to a foe, and latch onto them. If Saibaman catches someone, he holds them in his clutches for as long as he can. If the foe fails to break free of the grab within 2.3 seconds, Saibaman blows himself to smithereens, dealing explosive knockback and damage to his victim. This also kills the Saibaman, but really... it's the best outcome he could have hoped for.
Meekins
Oh hey! It's that guy! Mike, or whatever!
Mike is pretty enthusiastic, especially for a Minion. When he comes out of that Minion Crate (that Mask deMasque has destroyed), he bum rushes the nearest opponent (or dies trying), handcuffing himself to the foe.
From there, he will make a mad dash towards suicide KOing the foe off the nearest edge. Counteracting Mike's pull is not too hard for the foe, but that's naturally when you come in to help Mike out. Mike gives up after 10 seconds, or after taking 40% damage..
Scrooge McDuck
He occupies over 50% of all minion crates in Coin Matches, regardless of who opens them. But only one Scrooge may appear at any one time, so all the other crates will just have their default contents in the meantime.
As you may have guessed, Scrooge only appears in coin matches, because he's only interested in coins. He will endeavor to collect every last one he spots resting on the ground, even tripping and nudging players out of his way en route. The person summoning scrooge is exempt from being tripped by Scrooge, but that still won't deter him from pilfering any coins you happen to get beaten out of you.
If cornered, or if there's simply nothing for him to collect, scrooge will attempt to mug coins out of other players. He places his top hat on the hook of his little cane, and proceeds to rap foes over the head with it repeatedly, using the hat to automatically catch the coins that come out. Being attacked by Scrooge is a bit embarrassing, as it's a lot like most repeating jabs; easy to escape. It also deals no damage, simply snatching coins instead.
Attacking Scrooge is quite encouraged, and even the summoner can do so. Hitting Scrooge has the same effect as hitting any other foe in a coin match; coins come out! All those coins he's been hoarding, can be taken right back. Of course, having the summoner smacking Scrooge about makes him turn against his 'master', and 'align' with a random opponent. When scrooge 'turns' he performs one charging tackle that, if it successfully hits the player, drains 1/2 of their coins out of them! That could be disasterous. Luckily, it's the kind of gambit that will only hit you if you are extremely selfishly devoted to attacking Scrooge with your biggest, laggiest attacks.
Scrooge lasts until he is KO'd, which is not too difficult to achieve. He's rather sluggish, and has no recovery outside one midair jump. However, he doesn't have a stamina meter. Instead, his weight is proportional to the amount of money he has tucked away. So, it will be much easier to KO him immediately, but progressively harder as he accrues more and more cash.[/COLLAPSE]
Cellphone Summons
Cellphones are an item that may appear in matches. They're, compact, clamshell mobile telephones, though they are a little bigger than real cells (so the players can actually see where one appeared). Cell phones can be picked up, whereupon they summon a character to fight alongside them, much like Assist Trophies. Unlike those trophies however, just picking up the phone is not enough.
The player needs to hold onto the phone for 4 uninterrupted seconds while they dial a number on it. Whoever has the phone can still move around just fine, but cannot attack, and will drop the cell if they are struck with any attack.
It'll be quite a hassle, but if you do manage to call someone, it'll be worth it. Unlike Assist Trophies, which run off and do their own thing (i.e. fall offstage), most of these summons follow your every movement, as if they were permenantly glued to your position. Of course, the exact nature of the summon differs between summons, but most will stick with you and attack whenever something gets within range of them. Each of these summons lasts a hearty 12 seconds.
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Anise the Cat Witch
Instead of following behind your back, Anise stalks you from the background. Every few seconds, she stops to cast a spell ("Are you reeeeady?"). A magical circle, angled 45 degrees down towards the ground, appears a short distance above the head of whoever summoned Anise. After a small pause, a short, sharp black laser fires out of the magic circle and into the ground. The laser, quick as it may be, is absolutely lethal to anyone hit by it. If you're the opponent and you hear Anise casting her spell, you need to get away from the summoner quickly (or hope you have good spot dodging reflexes)
Asagi
Flavour Hunter Asagi is the star of this game, and she will go to absolutely any lengths to prove it!
Asagi stays directly in front of you no matter what, and unfortunately her hurtbox counts as part of yours too. She also adds her weight to yours, effectively turning you into aheavyweight. That might be good, or it could be disasterous.
Asagi is a master of dual wielded pistols, and won't wait for enemies to enter her field of vision to try them out. She'll just start spraying her pellet shaped bullets in every direction (except behind you) the moment she appears. These bullets aren't terribly fast, but they do push the foe back a fair ways and also deal a significant level of hitstun. When a bullet actually hits a foe, Asagi officially "locks onto" that opponent, concentrating her rapid shooting towards wherever that foe is until they are dead.
It'll be hard NOT to get at least one KO with Asagi around, but if you somehow fail to KO anyone, Asagi will become notoriously upset with this. Having failed to KO anyone else, Asagi will turn on you, whip out a large RPG and blast you off into an unavoidable KO
Flonne
This is Fallen Angel Flonne on a pogostick. And while she will stick by her summoner, she will also roam (hop?) around slightly, and she will do so completely randomly.
Obviously, since she is on a pogo stick, each time Flonne lands on the ground, she will bounce up again. The nature of each hop she makes is completely random, and could be any of these;
1) A sharp, horizontal hop towards the summoner
2) A tall, vertical leap to either side of the summoner
3) A tiny hop somewhere near her current position
4) A tall bounce straight upwards.
If the summoner has moved away, Flonne will exclusively use #1 and #2 hops to get near them again. In all other circumstances, all four hops are equally likely.
Touching Flonne herself during a hop won't hurt the foe all that much, but if Flonne's pogostick lands on them, the opponent will take severe damage, and will be spiked downwards.
Many opponents will be caught out if they think this is one of the weaker summons, as she could randomly hop into them at any time.
Tumeric
Compared to the rest of them, Tumeric is a relatively simple summon. He will stay directly behind the summoner, until that summoner hits an opponent directly in front of them. At this point, Tumeric will rush forewards and deliver a crucial blow before the foe can recover. The swing is wide enough to catch other foes in it too, and the KO power is quite marvelous.
But that's not all Tumeric will do for you. If a foe tries to take you from behind, Tumeric will turn around and begind thrusting his sword wildly to discourage any backdoor shenanigans. These attacks are absolutely puny however, and are just intended to buy you some time to either turn, or flee
Prinny?
Well, this is a wierd looking Prinny. Unfortunately, this guy is not only powerful, but hotheaded. Instead of following you around, he forces the SUMMONER to tag along instead. Basically, you'll be dragged around by this Prinny while he darts around all over the place, attacking whoever he can reach.
He uses all the regular attacks that normal Prinnies use... but he adds explosions to every last one. Flimsy sword swings? Now they're exploding swings of death! A cute little hipdrop to the ground? Now it literally causes flames to erupt from the impact.
While this Prinny is extremely fast, and deadly, it's all too easy for him to end up leaping offstage, dragging you off along with him. If you see him about to do something stupid like that, you can force this Prinny to stop, by using your grab on him. Then you can either wait for him to escape the grab (he'll continue dragging you around on his rampage) or you can throw him to put an end to this (he'll explode just like normal Prinnies)
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Familiars
More than a mere minion, and yet not quite an irreplacable partner, familiars are an odd breed of summon indeed. Most can fly, or at least have a couple of midair jumps. But they are very dainty targets, and can be attacked and KOed (via knockback) quite quickly. Once KO'd a Familiar only returns on the player's next stock.
Familiars are something that can be "turned on", on the character select screen, and are little selectable minion helpers that accompany each player during a match. Press the small capsule next to the character's name after selecting your character, to open up a little scrolling menu of familiars you can pick (the scroll menu is much like the one used to select the player's profile name, albeit with little icons of the familiar, next to the name of the familiar).
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Tails
It's Sonic's little sidekick, back from when Sonic was cool! Tails lags behind the player, following their movement about a second later, flying if need be. He has no physical attacks, and can be KO'd at 36%.
If the player touches Tails in midair, and uses their midair jump, Tails will grab ahold of the player, granting you 3 seconds of helicopter style flight (press jump repeatedly to ascend). If the player attacks during flight, Tails will automatically release him, as to not get in the way
Tink
Tink is only selectable for female characters, pokemon that are exclusively female (i.e. Jynx, Miltank etc), and characters that are relatively androgenous in gender. Normally, this blue floating frog will buzz around, acting as a meat shield (even purposely flying into attacks to stop them hitting you). Though if the player taunts, Tink's perverse orange personality comes to the surface and he will nuzzle up to you. If the enemy hits him in this state, Tink will aggressively stalk the foe, flying just out of reach, and occasionally bombing into them, dealing 5% damage and light knockback. The player can call him back by taunting again, or calm him down by striking him with an attack.
Tink is quite hardy. Despite being light enough to be KO'd at 45%, he has some pretty mean DI, and if he hits the ground during knockback, he will skid to a halt.
Parakoopa
This flying member of the Koopa Troopas will fly behind the player, though he will attack nearby foes the same way their SSE cousins do. The main use for Parakoopa though, is to provide the player with a shell to throw. Bounce off his head to ground him, then bounce again to reduce him to his shell, then throw it at the foe. Acting as a mix between green and red shells Parakoopa will automatically home back to the player after reaching an edge or wall, then pop back out of his shell upon reaching them.
ParaKoopa is quite weak, automatically being KO'd after recieving 23% damage, and is easily gimped by jumping on his head, though jumping off Parakoopa can help you recover from offstage.
Redead
Like any zombie, redeads are slow, and they cannot jump, so use this familiar only if you plan on staying put. What a redead does is mount any foe the player grabs, extending the amount of time they stay grabbed and adding 4% damage every second. The player can also grab a redead, though not many characters would want to do this...
Redeads are among the best tankers of the familiar world, lasting up to 70% before the knockback gets them offstage. Problematically, redeads try to stay behind their player, making them rather tricky to use as meat shields.
Dwarf Bulborb
Mostly useless to any other character than Olimar, Dwarf Bulborb simply stands in place, acting as solid ground/platform. Dwarf Bulborb will chase after any pikmin in front of it, which is why only Olimar can extract much use from the beast. Stand on top of it, and toss pikmin to the ground, to ride the Bulborb to where you want it. It's tall enough a creature that most characters would have to jump to hit a player standing atop of it, and when moving, Bulborb will knock foes away, dealing 10% damage.
Much more than Redeads, Dwarf Bulborbs are almost impervious to knockback, usually lasting in excess of 200% damage. It also helps that it recovers 3% whenever it eats a Pikmin.
Otacon
Generally a familiar best paired with a floating character, Otacon tends to leave puddles of a mysterious warm liquid that causes tripping, on the floor whenever he is struck. He will pretty much wander off on his own, stopping to look at the various sights of the stage, almost oblivious to the fight going on. Otacon has a single midair jump and will generally last until 30%.
If Snake performs his smash taunt on Shadow Moses, with Otacon in the match...
Snake: Otacon! What are you doing on the battlefield?
Otacon: Oh, hey Snake. I've wanted to come back here for a while now. Guess I chose a bad time huh?
Snake: I'll say.
Otacon:...
Snake: .. Still thinking about her?
Otacon: What? Oh, no, actually I was thinking about when we first met.
Snake: .. I didn't know you had such fond memories of wetting yourself
Otacon: Hey!
Rikku
This spunky Al Bhed is actually mostly laid back, simply nipping to and fro to find the safest point on the stage. It's only when a foe picks up an item that her thieving instincts kick in. She charges straight into whoever has an item, knocking them to the floor and snatching the item for herself. She then proceeds to use/shoot/throw the item in question, on the foe (she throws battering items rather than trying to wield them)
Since she takes the straightest path towards the foe, she is rather easy to intercept, so the player really does have to distract the foe in the meantime. Rikku can be KO'd from 34% onwards.
Navi
This familiar is invincible, so don't bother picking it just to exact your revenge on her. Other than constantly assaulting your ears with HEY and LOOK and LISTEN and WATCH OUT, Navi acts as a dynamic aide for less experienced players. Frequently, a speech bubble containing an icon of a reccommended input will appear (tilt the analogue stick left, press A, Press R etc). This is generally based off of what the CPU would do in a similar situation, so it's dynamic enough to be character specific in its hints. Navi will hover near a reccommended target for your attacks and turn yellow, flashing red when reccommending an attack to use, though she will return to the player and turn blue when reccomending a defensive/recovery input. If more than one Navi is in a match at the same time, they will colour themselves differently to reduce confusion.
Bat Familiar
This friendly fellow will fly a small ways ahead of the player, making him a reasonable, yet weedy, meatshield. The Bat familiar won't last much further than 15% due to its light weight.
The bat familiar will mimic projectile attacks, adding his salvo of flame to yours. It deals 6% damage and a teensy bit of knockback
Faerie Familiar
Constant sprinkling dust from the faerie's wings will heal 1% every second to anything within 1.3 stagebuilder units of her. She has trouble keeping up with the player, constantly trailing behind him, so foes will frequently abuse the free healing she gives, or simply eliminate her (she's light enough to be KO right off the bat). If the player idles for more than 3 seconds, the Faerie will sit on his shoulder and sing to him, instantly curing him of any "status ailment".
Once the player reaches 120%, the faerie will throw a potion to them, restoring 15%. She only has one, so you have to wait until the next stock for another one.
Sword Familiar
The Sword is unique in that it will patiently sit still, and await your commands, rather than buzz around and get itself killed. To command an attack from the Sword, the player must use any one of his regular attacks, while touching the familiar.
So, once he has the order, the Sword Familiar will dart towards the nearest foe, at a surprising pace. There's enough of a pause between the sword aiming for the foe, and the attack itself, for most foes to casually escape, so make sure the foe is too preoccupied to avoid the skewering thrust. If you do connect, the foe will be sent flying with 10% more damage, and knockback that KOs at 165%.
Problematically, the Sword will not move after attacking, until you go to it and order it to attack again. Foes can take advantage of this to knock the sword offstage, where it will patiently wait for the player to give it another order. And since you need to be touching it to even GIVE an order to the sword...
Skull Familiar
The Skull drifts listlessly around the point he was summoned, gently moving towards the nearest foe at a pace that is barely noticeable. On contact with a foe, the skull will drain 1/5 of any magic counter, stored charge or ammo stockpile the foe may have. That's 1/5 of the maximum value for the counter, not simply 1/5 of what the foe currently has. The foe is also incapable of initiating an attack while touching the skull. The player also suffers from this should he should touch the skull, making it a double edged sword to use the skull in a close range fight
Demon Familiar
This tiny flying Demon is not particularly helpful in combat, his downwards spear jabs dealing barely 1% damage. However, this familiar won't simply flutter after foes. The demon will go after traps and minions, before the opponent is even considered an option. He wanders right up to the side of his target, pauses for a moment, then delivers a single weak jab.
While foes and summons will barely notice the Demon's presence, traps are instantly detonated/activated/dismantled when the Demon strikes them. The Demon can be, and usually is, caught by a trap when he detonates it, particularly explosive traps.
The demon defines traps as anything static he can hit (obviously discounting foes and summons that occasionally stand still). For this reason, he will ignore traps that he cannot hit, such as clouds of gas. He will also treat most destructable objects as traps, regardless of whether or not they have a trap like effect.[/COLLAPSE]
Fiends
Like ATs and Pokeballs, fiends are crazy characters that can appear midmatch and cause havok.
Fiends appear as tiny dolls, which will bounce around until eventually coming to a stand-still (they are suprisingly bouncy). When that happens, the fiend itself appears from the doll in a puff of smoke. The fiends do not have any allegience and will simply attack whoever they can. The dolls can be attacked and launched, and are as heavy as the Soccer ball item. Since the fiends are extremely powerful, most players will team up to launch the doll off-stage, in order to prevent the fiend appearing. Like ATs, only one fiend can be in battle at any one time.
In addition to the listed Fiends, any Brawl-SSE boss can come out as a fiend, whereupon they will do their (Normal difficulty) thing for 12 seconds.
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Tonberry
Tonberrys walk extremely slowly towards their nearest target And KO their foe with a single stab of the knife.
Other than walking very slowly, they cannot move particularly fast, but they are utterly imprevious to attacks (even though attacks do "hit" them).
Once Tonberry is close enough, it will perform a slow stab with its knife. Getting hit by it deals OHKO style knockback. Tonberry can be attacked and knocked away, but not only is he heavier than Bowser, he will counter every 2nd attack with GRUDGE. A super quick homing aura, that deals damage equal to the number of attacks that player landed in the current match.
Don't think you're safe just by running to the other side of the stage. If Tonberry has no nearby targets, it will take out a voodoo doll of a random character and stab that instead. In order to avoid the high knockback attack from this voodoo attack, the character in question must dodge at the precise moment Tonberry stabs the doll.
Tonberry lasts for 23 seconds, or until he KOs 3 people.
Demon Wall
The Demon wall slowly advances on the players, attempting to literally shove them off the stage. It can occasionally exert itself and charge.
The Demon wall is a meaty 4 stagebuilder units tall, extends into both the foreground and background (so it cannot be rolled past) and will push along literally anything that isn't the stage itself. Speaking of which, Demon wall will pass through obstacles presented by the stage itself, but will fall from higher platforms to lower ones and travel up ramps. There is a demon on both sides of the wall, so it can change direction, should its targets try to escape that way. Once it reaches the end of a main platform, it will stay there to make it harder for people to recover. Although usually slow, every 7 seconds for 2 seconds, the wall will charge at twice the usual speed.
Demon wall will pass over pitfalled players, but if it stops on top of one, they will not be able to come out until the wall itself leaves.
Demon wall lasts for 25 seconds, though it will leave early if it finds itself trapped in a pit or similar construction (i.e. certain game breaking custom stages)
Tiamat
Tiamat flies offscreen and reappears at either the right or left side of the stage, sweeping almost the entire field with a high charged beam attack.
Tiamat is pretty damn big, and he can hit you when he first appears (20% and knockback like being hit by a pokeball)
Once offscreen he waits 10 seconds before swooping in at either the left or right hand side of the stage. Tiamat hovers at 6 stagebuilder units above the main platform, then begins the fire his Megaflare at the closest edge to him. He will then slowly begin to aim upwards, sweeping the stage with the beam in the process. Megaflare ends the instance the beam reaches the opposite end of the stage. If struck by the beam, the player will be dragged along with it and take 1% damage every 0.1 seconds. The final hit, when the attack ends, can KO off the side of the screen at 40%.
Avoiding Tiamat is quite simple, go to the opposite end of the stage and jump up when the beam approaches. Of course, cruel players will try to knock their opponents into the beam while saving their own hides.
Since the beam can only travel in a straight line, obstacles in the stage will render certain cubby holes safe from harm.
Tiamat dissapears once he has finished firing his attack, making him one of the more short lived Fiends.
êúô0 (áñ)
ENCOUNT ERROR. If you found this message then please call staff
This guy are sick! The êúô0 (áñ) expresses a desire to "become a blitzball when it grows up", then tries to cast Cure on itself, despite not knowing the spell. It then proceeds to sketch a random player, but misses, causing its inventory to fill up with Dirks.
êúô0 (áñ) has an extremely high INT and EVADE stat, though those stats are not used in any calculations so they do nothing (off course!).
If attacked the creature will respond by saying "monster 'I'm sorry'". Also, even though it should, you won't deal any additional damage to this spoony bard if you attack it from behind. Gives 1000 exp and 10000 gil when defeated.
This is a "joke" fiend, who does not attack, but rather causes random error messages to pop up on the screen.
Barbatos
For the 30 seconds he graces the match for, anyone who picks up, throws, or uses an item will be subjected to an unescapable, instant KO. It doesn't matter where Barbatos is, or where the offender is, he will instantly teleport to the foe, grab them by the neck, teleport offstage, and hurl them down into the abyss. All while screaming his #1 rule about items.
You might think this is a weak Fiend, but can you really avoid using items for 30 seconds, you casual***?
Sword Dancer
This towering, 4 armed, skeleton from the demonic realm is the rarest fiend by far. And for good reason too, when he comes out, everyone will have no choice but to drop their petty squabbling, and join forces against a TRUE opponent. Sword Dancer stands almost as tall as Gigabowser, and his swords have a range that's just shy of a landmaster in scale. Whenever he is not attacking (rare) he will slowly lumber towards the nearest player. He can't jump, but he can step over or onto obstacles lower than 2.5 stagebuilder units tall.
Sword Dancer cannot be made to flinch from attacks, but you'll HAVE to attack him, because he will not dissapear until 250% damage has been dealt to him. In addition, Sword Dancer counts as an official combatant in the match, and he CAN win the match for himself if not dealt with. Defeating Sword Dancer for the first time unlocks the Sword Dancer trophy along with the strongest set of stickers for SSE.
His attacks are as follows;
- Sword Dancer slashes down at the ground with one sword, then another, then the remaining two. Each sword strike pitfalls or spikes the foe and deals 20% damage. If the final double sword strike hits a pitfalled foe, they will be launched out of the bottom of the platform (usually to their death). This is the most common attack, and it is thankfully slow. Sword Dancer will also use this attack if there is a destructable obstacle in his path.
- Sword Dancer spins with his 4 swords outstretched, much like ROB's Side-B. Also like ROB's Side-B, Sword Dancer can angle his spinning deathbox up and down, like the total jerk he is. Anyone caught in this deceptively large attack will suffer 7 hits of 5% per second, for 1.5 seconds. The final flourish as Sword Dancer ends the attack, deals heavy knockback that KOs horizontally at 80%. This attack destroys shields with ease, and is generally difficult to avoid. This is most frequently the attack he'll pull out when the players try to surround him, but he can choose to do it at random too.
- Sword Dancer infuses his soul with the souls of those who live for battle. After a brief fiery charge effect, Sword Dancer's attacks become permanently buffed and deal 1% more damage. This doesn't stack, but the buff increases by 1% every time Sword Dancer KO's a player. Try not to die too much, as it'll only serve to feed his strength. Sword Dancer typically infuses his soul after every KO, though he may not do it immediately.
- Sword Dancer casts Indignation with no cast-time. The indignation appears around the furthest foe, rather than around Sword Dancer himself. Sword Dancer generally brings this out against campers, forcing them to approach into his sword attacks.
- Sword Dancer casts Explode with no cast-time. The speck of light appears above the nearest foe, rather than above Sword Dancer himself. This is the rarest of Sword Dancer's attacks, if you see it happen, get right up to the Sword Dancer and make that Explode hit him instead.
- Sword Dancer casts Thunder Blade with no cast-time. This spell usually comes out in situations where none of his other attacks would be a good idea.
- Sword Dancer casts Grave after a brief cast-time. The stalagmite appears under the nearest foe, rather than under Sword Dancer himself. This is the only spell with a cast-time that isn't zero, so if you see Sword Dancer casting, get ready to shield.
Darn Fabulous
Like some rejected Power ranger, Darn Fabulous appears from a colourful explosion of confetti (which happens to KO at 180%). A brief pose, a brief pause, and off he/she goes, on a ballistic torrent of attacks! He/she doesn't tend to stay in one place very long, and if he flies off one side of the screen, he/she appears instantly at the other side. This is a trick he/she uses a lot, so get used to it.
When moving around, and not attacking, Darn Fabulous continuously spins his/her hammer around him/her, dealing 15% damage and significant knockback in a random direction to anyone stupid enough to get near it. Darn Fabulous uses the following attacks;
- Darn Fabulous hovers 2 stagebuilder units above the ground, then pounds it with his hammer, causing an explosion and sending debris flying off in various random directions. Getting pounded causes 40% damage and a lengthy pitfall effect, while being struck by debris deals 10% and medium knockback. The recoil from this attack, causes Darn Fabulous to pause briefly, so getin a quick attack!
- Darn Fabulous flies in a wide circle and then flings an explosive bomb at his/her nearest target. The bomb doesn't explode immediately, but does cause noticeable hitstun on contact. The explosion itself, causes 27% damage and KO's at 95%, while the various chunks of debris which fly out have the same effect as the debris from Attack #1
- Darn Fabulous flies to the ground, then rapidly pounds the hammer left and right 4 times, arcing the hammer over his/her head each time. Being struck by the hammer here KOs at 110% and deals 21% damage.
- Darn Fabulous uses the hammer as a pogo stick, Pogoing from player to player which each bounce. If the hammer lands on a player, they suffer 18% damage and will be pitfalled. Darn Fabulous bounces a total of 8 times, and tends to be harder to avoid with less players to bounce between.
Darn Fabulous lasts for 35 seconds, or until he/she is struck once by every player in the match. If he/she leaves of his/her own accord, he/she will blow an effeminate kiss toward the player he/she damaged the most.
Death (not canon, due to being a moveset now)
Alright, here's a tip for free. Don't touch death, you'll die, literally.
You'd think that would be easy enough, but Death loves to float around haphazardly, crashing into you and attacking you as if it was your fault. What a jerk
In addition to Death reaping souls, tiny spinning scythes spawn all over the stage, one every 0.75 seconds, each shooting off in the direction of the nearest player. They deal 14% damage and knock the foe upwards, turning the foe into the perfect target for Death to "bump" into.
Death lasts for 25 seconds.
Deranged Scientist
Deranged through the loss of his wife and attempting to "help" his daughter in the only way he feels he should, by killing everyone else. He does succeed, and he does indeed cause the apocalypse, leaving only his child daughter alive and alone.
In Brawl, his appearance as a Fiend will cause similar feelings of dread. Surprisingly for a fiend, he resists attack very little, and can be KO'd offscreen with ease. And if the players leave him alone? He will kill himself, collapsing in a heap in the middle of the stage. Feeble man..
But that is when the fun begins.
In the final moments of his madness, the good doctor detonates a device in his coat, spreading a vicious poison gas in a wide circle around him. It spreads extremely slowly, taking minutes to engulf the entire stage. But it WILL spread that far, it will never stop spreading, and it will never stop being a potent poison. Anyone within the gas takes a staggering 15% damage every second. And when escaping from the cloud after even the slightest exposure, the poison lingers for a further 2 seconds.
That is indeed a vicious gas. See a quick end to the match, if you wish to avoid contamination.
Note// If knocked offstage or off a blastzone, that's where he'll detonate the device, so it may take longer for the gas to spread everywhere.
However, there is a small chance that any attack that hits him, will detonate the device prematurely, so knocking him offstage is still a bit risky...
Cyber Frieza
If you allow Frieza to emerge from a fiend doll you're in for a world of hurt.
Frieza flies high above the stage, raises his hand, and forms a gigantic molten ball of death, which he then sends crashing down to the stage. Once it hits, the stage, and everyone remotely nearby, is obliterated, leaving absolutely nothing where there used to be a Brawl. After another 2 seconds or so, Frieza takes pity on the remaining players who have nothing to stand on, and summons some debris and boulders, which hover in midair and function as the new stage. They roughly form the shape of the Battlefield stage, though the debris bobs up and down slightly. Frieza may even occasionally (at his whim) flip the stage upside down, or on its side, or briefly dip it down below the bottom blast zone. Yikes, what a jerk.
But it's not all doom and gloom. If you all work together, you can stop that supernova from hitting the stage, by hitting it upwards with all the attacks you can muster. The 'weight' and stamina of the ball is determined by the number of players in the match, though in general every single player needs to pitch in to successfully repel it. If enough damage and knockback is dealt to the supernova, it will fly up and off the screen, taking Frieza with it.
(Note, If Frieza destroys a scrolling/animated stage, it will no longer scroll/animate)
Dahlia Hawthorne
Dahlia Hawthorne. If you see THIS spirit come out of a Fiend Doll, be prepared for a guelling battle.
See, Dahlia has no phsyical form here, she's just a 'harmless' little ghostie. But once she's set loose, she wastes no time in possessing a random player. Not only does this take control of that character out of the player's hands, but Dahlia also loads her host with some egregious buffs. Most notable among them, is 3% healing per second, and transcendant priority on every attack.
Dahlia stays until the player she is possessing is KO'd. Sounds simple huh? Well, no. Dahlia is no idiot, if she notices her host is in danger, she will hightail it outta there, and possess someone else.
Unless everyone vows to suicide themselves just as Dahlia switches targets, then she will be staying for pretty much the entire match.
And yes, if the player Dahlia is possessing wins the match... Dahlia wins.
William Birkin
In comparison to other fiends, William is not initially much of a threat, but he does hang around for 2:30 minutes, so it's hard to just ignore him. William can always be made to flinch, if an attack hits him in an eye. Sounds tricky? Don't worry, this guy has massive eyes.
Still, attacking William is not the best of ideas. As he takes damage, he mutates into new forms, each one being more dangerous than the last. Expert players may wish to make William mutate on purpose, and lure him into attacking the other players...
This is William's initial form. Still human, but mad as hell. He strides towards any foe he can, before slamming his pipe down on their heads. His walking is actually the second fastest of all his forms, but the attack itself is as laggy as a Warlock Punch. If it somehow does hit someone, they take 17% damage and are buried in the ground temporarily. Birkin will take this opportunity to prepare another swing, so his victim needs to retreat as soon as they can to avoid another pounding.
If William takes 50% damage in this form, he will mutate into..
Form 2
Birkin's trademark claw is now fully developed, and he has sadly lost his original face. He's a lot more sluggish in approaching his victims now, and that eye is an easy target to target. However, he has a few new attacks that can actually be a threat. His first is a simple horizontal slash. It has terrific range, deals 22% damage, and KOs from 80%. The slash also reflects projectiles. It's still a bit on the slow side, but it's much faster than that stupid pipe.
If the foe strays a bit closer to Birkin, they'll find themselves grabbed suddenly, by his human hand. He lifts the foe up into the air, and skewers them with his claw, dealing 35% damage, though very little knockback.
Finally, Birkin can perform a quick punch with his human arm, dealing 4% damage and spacing the foe well for a slash.
After 75% damage in this form, william mutates AGAIN...
Form 3
In his third form, William becomes completely unrecognisable, growing a multitude of additional arms and claws. He's a little faster than his second form, and a lot bigger. He walks with his main claws raised above his head. This is a permenant natural hitbox that acts like spikes on contact. The fact that he is so tall, and his arms so long, makes it very difficult to jump over him.
Once he is close enough, he typically uses his main attack, which is a series of 4 approaching slashes with his four arms. He takes one step forth with each slash, beginning with the two vestigial limbs, and finishing with those gigantic main arms. The first two hits rack a total of 23% damage, comboing smoothly into the third and forth hits, which deal a total of 30% damage and knockback that KOs from 90%. Retreating from this is simply not an option, given how far the attacks reach, and the fact he moves forwards during them.
Occasionally, Birkin will attempt to grab using the two vestigial limbs. It's a sluggish grab that leaves his eye very exposed if it misses. But if it lands, Birkin will immediately slam his two main claws into the squishy foe, dealing 40% damage and knockback that KOs from 60%.
His final possible attack is much like his first, even having the same startup animation. But, just before he starts slashing, he turns around and swipes once behind him, catching any foe who tried to roll behind him with 24% damage and upward knockback KOing at 95%.
A further 100% damage to this form sends Birkin into his fourth form...
Form 4
Form number 4 is no longer even a humanoid. He's a monster dog from hell, and the fastest of all the forms by a huge margin. He dashes around the stage, jumping on and off platforms at complete random. So long as he's moving, he deals 17% damage on contact, and horizontal knockback that KOs from 140%. If he lands on a foe after a jump, he will bury them, and spend some time ripping them apart with his gaping mouth (dealing 12% damage every second). This is typically the best time to try to attack him, as otherwise he is too fast to consistantly hit.
Occasionally, Birkin slows down by just a bit. This indicates that he will try to grab the next foe he comes in contact with, impaling them in his innumerable fangs (20% damage). He'll then dash to the edge of the stage, and toss the foe away. This is usually a KO, no matter what the foe does. But they can still be saved if Birkin is made to flinch (hit that eye!) before he manages to throw them.
A final note, if there are no platforms on the stage, Birkin may still jump occasionally, especially if there are airborne foes to nail.
75% damage is needed to reduce Birkin to his 5th, and final form...
Form 5
No longer even resembling anything at all, this amorphous blob wishes nothing more than to devour. If anything touches that mouth of his, he will eat it. Even if you hit is with a disjointed attack, he'll still chow down on you. Not that you'd want to attack him now anyway, as he's invincible for the rest of his stay (In SSE, he has 120% stamina). In this form, Birkin counts as solid ground, so foes may stand on him, if they so wish.
But, other than the threat of instant death, this form of Birkin is actually the easiest, simply because of how immobile it is. He can send tentacles out to drag himself around, or turn around, but not only is this especially slow, but if the tentacles recieve 30% damage each, they will retract, preventing Birkin from doing.. anything for 5 seconds. However, if you just blunder into a tentacle, it will grab you, and attempt to drag you into his mouth. By this stage, you may have too much damage to be able to escape in time, so avoid those tentacles like the plague.
If foes are just standing on him like cowards, Birkin may send a couple of tentacles to snatch them off of him. Again, this is not too hard to avoid, the tentacles have a maximum range of 3 stagebuilder blocks, and have a very sluggish movement speed.
Scanty and Kneesocks
Two demonic (possibly incestuous?) sisters who organise repeated monster attacks on Daten city. While continuously foiled by the Anarchy sisters (Panty and Stocking) the pair are still something of a threat, possessing fighting skills just under that of the Anarchy's. Scanty can transform her underwear into two guns, while Kneesocks can turn her... kneesocks into swords.
But that doesn't matter, because this Fiend is all about one thing;
Rrrrrrrrrrrrrrrrrrrrrrrrrrrruuuuullles (rules)
Scanty and kneesocks love rules. They love how something so simple can control people so utterly.
The moment they appear in Brawl, they recline in deckchairs and sup champagne, leaving them wide open to attack. But, for every 5 seconds they spend in the match, a rrrrrule will apear onscreen (in the background above their deckchairs, as a hologram. It will move and expand/shrink as the camera pans and zooms, so that it is always visible and llegible). It's reccommended that each rrrrule, whatever it is, should be followed by the players, because otherwise they will suffer. Before we get into that, here are the rules scanty and kneesocks may summon;
- No attacking Red skinned characters (they always summon this rule first, to make attacking Scanty/Kneesocks a crime)
- No missing with attacks
- No tripping
- No fastfalling
- No instant shielding (i.e. bringing a shield up for just a couple of frames)
- No dash/pivot grabs
- No dodging during a stopclock effect
- No KOing during starman invincibility
- No using Final Smashes
- No using dragoon
- No KOing via Baseball bat
- No hitting with Star rod (using the star projectiles is fine)
- No hitting with a thrown Pokeball
- No picking up a dropped hammer head
- No being healed (via ANY means)
- No throwing/dropping explosives
- No explosions (even aesthetic ones)
- No hitting with fire attacks
- No hitting with ice attacks
- No hitting with water attacks
- No hitting with head based attacks
- No time controlling attacks
- No creating summons
- No eating/biting
- No up-input attacks
- No down+special attack
- No standing completely still
- No running
- No taunting
- No regrabbing a ledge after letting go of it
- No repeating a single attack more than twice in a row
- No attacking a projectile
- No KOing summons
- No self damage
- No Glancing-Blows
- No beVis
- No Vibes
Rules in blue won't be summoned if there is no way in the current match for that rule to be broken.
That's a lot of rules. Scanty and Kneesocks can only ever have 7 rules active at once, though even that can severely limit your options. So then, what happens when a rule is broken?
The person breaking the rrrrule will chased down by either Scanty or Kneesocks, and hit with damage/knockback. The exact amount dealt for breaking a particular rule, is randomly set when Scanty and Kneesocks summon that rule, and graphically displayed next to the rule onscreen(as an extendo-boxing glove icon with a number over it. The length the boxing glove is extended represents knockback strength, and the number is obviously the amount of damage. Knockback is always dealt towards the nearest blastzone).
Basically, it's a crapshoot. You could have a pretty lame punishment of 2% and knockback that KOs from 260%, or 60% damage and knockback that KOs from 70%. So be sure to read the rules that Scanty and Kneesocks are enforcing, and make sure to avoid breaking any that have severe punishments attached.
In case you're curious, Scanty attacks by shooting from mid-range, though she can only aim in the four cardinal directions. Kneesocks on the other hand, uses a flurry of sword swings, which have transcendant priority, to attack. Neither one will break their own rrrules while chasing/attacking you (e.g. with the No running rule, they won't run)
Also, while you can run from Scanty/Kneesocks, they won't stop chasing you until you've been punished. And if you break any further rules before being punished, Scanty/Kneesocks will simply combine the two punishments into a single, stronger, attack.
You can also attack Scanty/Kneesocks, and even try to KO them, though that is deeply discouraged, especially considering that the first rule they enforce is that you're not allowed to hit them. They will also join up and take you on together if you continue to pester one of the sisters with attacks
Scanty and Kneesocks will leave of their own accord (luckily taking their blasted rrrrules with them) after 2 minutes.
Roomba
This tiny little appliance is actually a fiend (crazy powerful summons that attack everyone), but you can all breathe easy, because it's the 'magikarp' of all fiends. You won't be runny scared of this tiny roving vacuum as it patrols the platform it's on. It may spray a little water in your face if you get especially close, but that's not really anything to be scared of. If you want, you can even stand on TOP of a Roomba, in order to ride the Roomba wherever it's going.
The Roomba has a paltry sum of 33% stamina, so one well placed smash attack is all you need to send this fiend packing. But it's reccommended you kill it quickly, as Roomba is a learning robot. Noone knows "how" exactly, but as time passes, Roomba will improve itself, little by little. Perhaps it will increase its maximum stamina by 5%, or maybe it will start travelling a bit faster. It might learn how to jump, or boost the power of its water gun a little. It could even learn more moves, such as a charging tackle, and then begin improving THOSE attacks too.
They are all small improvements individually, and they don't come particularly fast (the first comes after 7 seconds, and the rest come at 10 second intervals). But the thing is; these buffs are permenant, and no, I don't mean just for the rest of the current match. Any improving that a Roomba does, will be permenantly saved, and all subsequent Roombas you encounter in later matches will start off with these buffs already installed. By improving itself little by little, Roomba gradually becomes a fiend that you should fear.
You can still ride it though, Roomba never could figure out how to get at anything on its back.
oh yeah, and Roomba dissapears of its own free will after 27 seconds onstage, so you can't just have one appear and let it improve itself indefinitely while you wait.
[/COLLAPSE]
Stages
[COLLAPSE="Open"]
The P1A-Ground is the Forde Macoughan Law School's playground area. The stage is mainly flat asphalt, with part of a school building on the far right side.
In the background of the main platform are 2 groups of 7 students cheering the fight on. 1 Group cheers the Winner on, while the other group cheers on the Loser. If a player does something that causes an audience chant to start, then both groups briefly start cheering for that player. Each student will move around, following their favourite brawler if they can.
If a student finds themselves behind a player that students of the other group are cheering for, they will occasionally try to reach forward and attack that player (roughly 3 second intervals). These attacks do 1% damage but interrupt whatever it was the player was doing at the time.
Robot Master Room
The famous Robot Master rooms just became even more precarious! Like the Electroplankton stage, characters are rendered in 2D here. The Default stage is the picture on the left. There are three shutter doors which open and close randomly during battle. At least one door will be open at all times.
If you hold R as you pick this stage, the Brawl will instead take place on Breakman's Boss Room (middle picture).
And if you hold L as you pick the stage, the Brawl takes place in Clashman's Boss Room (right picture).
The whole stage is musical! Anyone stepping on the many platforms will trigger a xylophone note of random pitch. The keys on the ground trigger low pitched notes at the left, through to high pitched notes on the right.
The stage's music will also vary in volume according to how much action is going on (70% volume with no action, +10% volume for every attack or explosion)
The actual stage area of Lake of Rage is a simple 3 platform setup, with two fall-through platforms above a larger, solid platform. Like Delfino Plaza, the platforms in Lake of Rage fly around the lake, offering nice views and stopping briefly at various locations. The order it visits stops at is random, but all stops are flat, walk-off areas. The stops are;
- South of the lake: It is the lowest area the platform lands on so, other than the lake itself, its hard to see very far in any direction. There is an old man nearby, staring into the lake.
- North of the lake: This is the highest area the platform lands on, granting players a view of the entire lake, along with the surrounding forest and even Mahoggany Town way off in the distance. From here, the 2 story checkpoint controlling visitors to the lake is clearly visible, and part of the forest labyrinth from the western side of the lake can be seen too.
- East of the lake: This is right behind a small group of trees, meaning the view of the lake is somewhat impeded. The checkpoint is just visible on the far left of the screen
- West of the lake: From this bank, it is possible to see Mt Silver on the horizon, along with the sea of forest leading to it. A young lad is sitting on top of the ledge overlooking the lake
- Forest Labyrinth: A clearing in the trees to the West of the lake. The hidden house is visible only when landing or taking off from this location, not when fighting at it.
Other Johto landmarks are visible on the horizon as the platform zips from place to place. These landmarks include Bellsprout Tower, Tin Tower and Goldenrod's Radio Tower. The mountain region hiding the ruins of Alph is also visible.
Whenever battling on this stage, you will be constantly assaulted by a Red Gyarados living in the lake. Though the Gyarados will not follow the platform away from the lake, you are only really safe from it when the platform lands in the Forest Labyrinth area. If it lands in any other area, Gyarados will, in a manner similar to the Halberd, fire a hyper beam towards a random player.
When travelling over the lake, the Gyarados will directly attack the stage by biting it at least once. Yet again, this works in a manner similar to the halberd's claw. While biting, it is possible to attack/capture the Gyarados. Dealing more than 40% damage to it will make it retreat for 20 seconds.
This large stage, set in the azure cave that links death and afterdeath is a campers dream. But that's not the main reason competitive people will hate this stage. Just like the Spear Pillar, there will be a gigantic entity, screwing with the match in all sorts of unfair ways.
This entity is a massive spider that enternally fills the background of the stage. Every 35 seconds, the spider will lean its face in, smacking away anyone on the top platform and dealing 20% damage. After leaning in, the players have 5 seconds to take advantage. Basically, it's a race to the top platform, to see who can hit the spider's face first. The boon the spider grants depends on the action the player hits it with;
- If the player grabs the spider's face, the spider will heal that player 30%
- If the player hits the spider with an actual attack, the player in first will take the damage and knockback, regardless of whether they dodged or not. Remember the blue shell rule in Mario Kart? DON'T HIT THE SPIDER IF YOU'RE ALREADY IN FIRST!!
- If the player throws a pokeball into the spider, the pokeball is guaranteed to contain a legendary (with a 5% chance of a triple size Piplup)
- If a player is thrown into the spider, either from a throw, or from knockback, the spider will teleport that player off-stage (but always at a range that they can recover from)
You get to fight on top of the Final Fantasy battle screen! Better yet, the screen itself will actually depict an endless random battle while you fight! White mage, Black mage, Fighter and Thief will square off against a host of random monsters, the four fiends, or even Garland/Chaos himself! Yay!
If either side is completely defeated in battle, reinforcements for that side will quickly appear (so no matter how long you wait, the "battle" will never end).
If the monster's side is completely defeated, the Final Fantasy victory jingle will play briefly before the next set of monsters arrive. You'll even see the warriors gain Exp and Gil
Of particular note is that the battle on the screen occasionally has some effect on the brawl going on on top of it. First of all, if one of the warrior's of light perishes, their status box (far-right of the screen) will be removed entirely, altering the shape of the stage in the process.
Secondly, whenever the white mage uses a cure spell (usually once every "turn"), anyone standing on the warriors of light's side will be healed of 6% damage. Similarly, whenever the Black Mage uses a spell (again, usually once a turn), anyone standing on the monster's side of the screen will be popped up into the air and take 4% damage.
This stage has an awesome secret; the warriors can level up if they defeat enough monsters. Levelling up is a permanent change that is saved, so even if you come back to this stage at a later date, the warriors will still be at the level they were last time. Levelling up boosts their stats and unlocks harder monsters for them to fight (you obviously can't face off against the four fiends at lv1, now can you?).
It can be quite fun to play on this stage constantly, and watch your warriors of light, grind for some level-ups. In fact, the extra music for this stage can only be unlocked by levelling the warriors to Lv5, Lv20, Lv30 and Lv65, and there's a trophy in store for whoever levels them up to Lv99.
And as a final easter egg, any Gil collected in these battles will be added to your coin launcher coins
Dhaos' Castle in the sky, its inner halls are forboding. As the image suggests, this is quite a boring walk-off stage with two relatively high walls to keep the fighting bound in. The sheer size of the stage makes it seem a lot less cramped than the Shadow Moses stage. And the walls don't impossibly resist attempts to jump over them too, a definite plus. The top blast zone is very low however.
The Forest of Tales is a basic stage, two main platforms and some trees that prevent dodges and rolls from taking place.
The very stage upon which Goku and Krillin fought many of their earliest foes, this basic platform, surrounded by grass, will be the setting for many a heated brawl.
Unlike the actual tournament, touching the grass here does not forfeit you the match, though if you still want to pretend, just have whoever touches the grass KO themselves.
Actually, if you play this stage in Stamina mode, touching the grass IS fatal, which will likely result in some fierce battles, and unlikely comebacks. Give it a try sometime, if you're sick of generic, 3 stock 8 minute matches.
Pirate Land
Welcome to Pirate land, where you too can be a terror of the seas! Or maybe not, since no actual sailing or pirating occurs on this stage.
It's a pretty tall stage, with all kinds of platforming to be done. The long platform above the main stage drifts left and right, much like the platform on SmashVille does. The Thwomps up there come crashing down on anyone who stands underneath one, and they pack a nasty whallop. If you're lucky, the moving platform will interrupt the thwomp's fall (and if you're unlucky, you were on that platform). You can actually stand on thwomps just fine, or even lure them into falling, just so you can ride back up on them.
The two platforms either side of the thwomps dip down then rise back up again, forming a U shape with their movements. Above that, is another platform, this one rotates at a steady pace, so sometimes it's a platform, and other times its a steep. The wall supporting the mushroom platform is just that, a wall. Though it's only solid from above the thwomps
And finally, the set of platforms on the right, all descend when someone stands on one of them, ascending back up when there's no one on the contraption at all.
Not shown in the image, is Toad, who will show up from time to time in a random location onstage. Above his head hovers a nice item, which is gifted to the first player who makes it to Toad. If no one makes it to Toad, or no one even bothers, he'll change the item he's offering.
But! Not all Toads are Toads. Some of them are Baby Bowsers in disguise, and the item they give (which is otherwise indestinguishable from normal items) will explode shortly after being gifted, dealing 20% damage and average vertical knockback to the poor player. The difference between Toads and disguised Toads, is that only real Toads will switch items
The possible items are as follows (and are included regardless of item settings)
- Star: The rarest item on offer. Obviously grants invulnerability for a short time
- Mushroom: The most common place item. Enlarges the player for a short time
- Metal Box: Turns the player to metal, increasing their density for a short time
- Yoshi's Wings: Not just for Yoshi, anyone wearing these wings gains two additional mid-air jumps for a short time
- Maxim Tomato: Yummy! 50% healing
- Fire Flower: allows the wielder to spew forth a stream of flames
- Ice Flower: See above, but with ice properties. Deals less damage and slower hits, but has a possibility to freeze the opponent.
Festive Floats
As one of the worst scripted action sequences of any Christmas movie ever, the TurboMan Parade is something no Brawl can go without. Sadly, Arnold himself doesn't turn up in this stage. But that's because he totally deserves a moveset of his own. I refuse to take that awesome right from him.
Instead, we have... Festive Floats, a bunch of parade floats driving down an endless street.
This stage, theoretically, is a slower paced version of Big Blue, with massive parade floats in place of cars. Falling off a float, and onto the road, is nowhere near as fatal as in Big Blue, and almost anyone can simply run to keep up with the screen. Also like Big Blue, players can jump onto the road, and run under the floats.
Above the floats, are giant balloons shaped like various random Brawl characters. Touching these from any angle will bounce the player away with some force, so be careful how high you jump.
It's an entirely flat stage, with the church looming ominously in the background. Despite what you may think, this is NOT a walk-off stage. The stage is much like Battlefield, a flat chunk of earth suspended miles above the ground. The backdrop of Ashmyany is also very similar to te idyllic hills of Battlefield, though since it's set in Lithuania, it's a bit more geographically accurate.
During gameplay, several villagers toil away at meaningless daily tasks such as carrying pails of water, tilling soil and chasing chickens. They do so in both the background and the foreground, making the stage seem rather busy, when in reality it's a pretty standard empty platform.
Though usually green and grassy, if certain "wintery" music is chosen for this stage, it will likewise become snowy, with the entire surface of the stage losing traction, and the villagers concentrating on more snow based chores
90 seconds into the match, dusk falls on the church, and whatever music was set for that stage gradually fades out into eerie silence. From behind the church, a 12 strong line of Russian Cavalry, storm out, sweep across the front of the stage, then disperse, chasing the distraught villagers into the church. As they sweep across the stage, the Cavalry are rather dangerous, dealing 34% damage and trampling players into the ground. There are too many of them to attempt to roll past, or to shield the onslaught, so your only chance is to either jump over all twelve of them (the cavalry don't travel particularly fast, and the line is as long as the stage itself, so to clear all of them, most characters will need to use all their jumps), or just hang onto a ledge like the planking coward you are.
After this event, night falls, some screaming is heard from inside the church and... that's it. The music gradually fades back in, but the stage is now completely empty, and remains so for the remainder of the match.
What? Did you expect the stage to loop? People DIE when they are killed you know.
Luca Concert
Anyhow, the stage itself is a flat glowing platform atop a golden drum playing Buddha. You can also stand on the two cymbals either side of the buddha, though that is not entirely reccommended. That buddha loves to bash on those cymbals, so every so often he will hit one or both of the cymbals acting as platforms. If you happen to be standing on one when that happens, not only will you be stunned from the sheer force of the vibration, but it will also catapult you straight into the air, where you will be at the mercy of your opponents and the inevitable meteor smash they will clonk you with.
Like certain moving stages (e.g. Space Armada) the stage tends to roam around, exploring the stadium. The platform is also constantly (and slowly) spinning, like a chicken in a microwave, though the camera does a good job of keeping itself perpendicular to the action, so it rather looks like the stadium itself is rotating around the stage. There's also spotlights, floodlights, discolights, deadlights, and other luminous junk to make everything look colourful and active.
tl:dr? Flashy stuff is going on all around you, but it doesn't affect any of the fighting.
Something that does happen from time to time that will annoy you, occurs when the spotlights shine directly into the camera, blinding everything in an array of strobe colours. When the lights pass, everything is suddenly flipped horizontally. Things on the left are now on the right, and vice versa. Unlike that annoying effect on Spear Pillar, this isn't an illusion; so if you push right on the analogue stick, you will move right.
..So what happened? It's nothing terribly magical or anything. The camera has merely moved from in front of the stage, to behind it.
Hence the only thing different, is the angle you're looking at the brawl from. It'll still be disorientating for anyone new to the stage, to suddenly find everything flipped around, but at least it isn't outright lieing to you (unlike that OTHER stage )
Hear now the Requiem of Blood
The most notable feature of this stage, is the center two sections of the bridge, which are weak from age and will collapse if enough damage is dealt to them. Essentially, a cross between Bridge of Eldin and Skyworld. If both sections are destroyed in short order (i.e. without giving them a chance to respawn, Bridge of Eldin style) the entire main platform of the stage sinks into the lake, forcing players to seek temporary refuge on the two tiny platforms either side. The main platform will eventually rise back up, fully repaired, but in the meantime players will be busy knocking eachother off the tiny platforms.
The other feature of this stage, is the various candlesticks lining the area. They don't affect anything in the match, but drop retro-hearts when struck out by an attack. Retro-hearts recover about as much health as food does if a player scarfs one down. Note that if Items are turned off, hearts will not appear out of candlesticks[/COLLAPSE]
Event Matches
[COLLAPSE="Open"]
Event Name: You're too slow!
Description:"You heard me! Betcha can't KO us all with the same picture!"
Character: Donna
Stage: Temple (melee)
Items: Smash Balls, Bunny Hood, Poison Mushroom, Bumper
This event is Donna Vs three Lv4 Sonics. Infinite stock each but 3 minute limit. Smash Balls are more frequent in this event. The aim of the event is to KO all 3 Sonics in a single Final Smash. The Sonics will just keep coming back until you KO them all with a Final Smash.
Event Name: The Slumber Party
Description:"They can't stay up all night. Make sure everyone goes to bed soon, ok?"
Character: Peach
Stage: Fountain of Dreams (melee)
Items: Smash Balls, Pokeball (Belossums only), Smoke Balls, Sandbag, Food, Gooey Bomb, Bob-omb, Ray Gun
This event is a Free-For-All involving Peach, Lv9 Donna, Lv9 Jigglypuff and Lv9 Zero-Suit-Samus. Infinite stock but 5 minute limit. The aim of this event is to have everyone else asleep at the same time.
Event Name: Defeat Airman
Description:"If I had the leaf shield I'd be just fine..."
Characters: Megaman
Stage: Bridge of Eldin (King Bulbin doesn't appear)
Items: Gooey Bomb, Starman, Mr Saturn, Food
This is a Stamina match between Megaman and an Airman(Lv8) that is 4 times its usual size. The Airman has 300% health while Megaman has 100%.
Event Name: The Mega Royale
Description:"Take that, everlasting peace!"
Characters: Wily Machine 9
Location: SmashVille (no floating platform)
Items: Bob-ombs
This is a 3 stock match between Wily Machine and a team consisting of Megaman, Protoman and Doppelori (All Lv7). Wily Machine automatically loses a stock whenever it has 250% damage or more.
Event Name: "Test of Sight"
Description: "One of these girls is not like the others. Eliminate them"
Characters: Any Female
Location: SmashVille
Items: Assist Trophy (Nintendog, Devil, Tom Nook), Pokeball (Togepi using Night Shade, Manaphy), Smoke Ball, Smash Ball.
You begin this event all alone. However, soon a new challenger appears, a carbon copy of your character, whoever she is (on Normal and Hard difficulties, two new players appear, both of whom are identical to your character). The new player(s) falls down to the stage, and innocently begins strolling back and forth across it. No one in this event will fight back, but they will do their best to avoid getting hurt.
Very soon, another new character appears; that cute, big bollocked Tanooki you see in the image up top. He's a mischievous sort, and instantly transforms into yet another carbon copy of your own character, before mimmicking the other pacifist players.
The aim of this event then, is to KO the Tanooki, but NOT any other player. This is easier said than done, as it can be easy to lose track of who your target really is. KOing the wrong target results in FAILURE.
You can potentially save yourself a whole lot of hassle by immediately grabbing the Tanooki player, then throwing them up and onto SmashVille's moving platform. Then you can jump up there yourself and beat the snot of them without the others getting in your way. Something to seriously watch out for, is Manaphy. If Manaphy swaps the Tanooki with someone else, you need to KO the Tanooki's new body. And of course, once they switch back, you go back to KOing the original body.
Also be aware that the Tanooki WILL take full advantage of any moment in the match where your vision is impaired, using the time to dash right up to the nearest other player, in order to confuse you
Event Name:Hamsterz Dood!
Description: "Persue the art of the Prinnysplosion, Dood!"
Characters: Prinny
Location: Battlefield
Items: Baseball Bat, Smash Ball
It's 500 Prinnies Vs 2 Hamsterz (1 on Easy, and 4 if playing Co-op), If you die as Prinny, another one simply spawns right in to replace it. And with 500 lives, who could possibly mess this one up?
Unfortunately, it seems as though these Hamsters are the strongest beings in all the cosmos. They are blindingly fast, absolutely tiny, have an array of quick slashing attacks that recall the feats of one "Meta-Knight". And, oh yeah, ANY attack whatsoever from a Hamster will OHKO a Prinny.
They're also pretty heavy buggers, and it pays to bear in mind that Prinnies do not have very many ways to KO. Beyond pathetic A button slashes and Down air hip drops, the only thing Prinnies can do that causes knockback, is Explode (by pressing B). And, naturally, Hamsterz will not just walk blindly into Explosion after explosion until they die. In fact, they tend to specifically take advantage of the fact that their attacks have a greater range than your explosions. So you need to either get in close yourself, or avoid the Hamster for so long that they decide to draw in closer to kill you.
Fair warning to you, Prinnies cannot use items. So all those Baseball bats? They're just there to give the Hamsterz a throwing projectile to KO you with. They can destroy Smash Balls though, so absolutely go after every Smash Ball you see. Using a Final Smash turns that Prinny into Hero Prinny, who has far more durability, and can even survive multiple attacks from a Hamster.
Incidentally, Hamsterz do have a Final Smash too; it's a simple cinematic cutscene of thousands of hamsters trampling the Prinny. It's an unavoidable KO basically.
Event Name:Return to the Beautiful Dark
Description: "The great king has returned to full power. Defeat him, Simon!"
Characters: Simon Belmont
Location: Hear now the Requiem of Blood
Items: Mushroom, Fire Flower, Starman
Your opponent for this Brawl, is none other than the king of evil himself.... Bowser. Not only is he 1.3x bigger and stronger in this event, but he's also completely invulnerable to damage and knockback (outside of throws, and explosions). You have an AI Mario on your side, though Bowser will focus exclusively on making him die as soon as possible.
Don't worry, you don't have to save Mario, or anything like that. Your goal is simply to find a way to KO the king of the koopas, twice. Simon himself only has the one stock, as does Mario, so let Mario take all the hits while you figure out how to KO Bowser.
You actually have two options here, both based directly on famous Bowser weaknesses. The first option, is to lure Bowser into hitting the weak spots on the stage with his Down-B slam. If the slam ends up breaking that section, Bowser will fall to his demise. On Hard difficulty, Bowser needs a lot more coaxing in order to make him whip out his Down-B in the right place, and is fond of directly destroying a weakened section himself in order to avoid accidentally Down-Bing it later. In contrast, on Easy, Bowser uses Down-B with a rather distressing frequency. In fact, he alternates between this and his Neutral B flames, almost exactly like in SMB3's Bowser battle.
For the second option, note that the stage has spiked bombs resting atop both of the tiny platforms (a feature exclusive to this event). They explode if anyone touches one, so the obvious idea is to hurl Bowser into the bombs. They do enough damage and knockback so that Bowser will be KO'd if you throw him into both bombs. On Easy, and sometimes on Normal, Mario likes to focus on grabs and throws. Between you and Mario's concerted efforts, throwing Bowser onto the bombs for massive damage shouldn't be too hard.
Event Name:The Enemy Shall Taunt You
Description: "Use your taunt to bring these creatures out of hiding!"
Characters: Kirby (5 stocks)
Location: N64 Green Greens
Items: Default
Whoa! You're up against a whole gaggle of Kirbies, one for each character in the game! They've been shrunk however, so KOs won't be 'too' difficult. Naturally, each Kirby wears a different Kirby Hat. These hats cannot be knocked off of Kirby, nor will they dissapear when the Kirby's Taunt.
But, here's the problem. All the Kirby's are invisible! It seems like they have cloaking devices, each and every one of them. Don't worry though, you can short-circuit the devices simply by Taunting, thus revealing your Kirbish foes and rendering them vulnerable.
However! Don't think the miniature kirby's are just going to lie down and take it. Not only will they try to interrupt you any time you taunt, but the Kirby's can raise their cloaks back up again... by Taunting.
You see where this is going, yes?
Hiiiii! Hiiiii! Hiiiii! Hiiiii!
Event Name:I Can't Reach It
Description: "These targets are making a monkey outta you!"
Characters: DK
Location: Delfino Plaza (frozen in midair)
Items: Barrels only
At first glance, it looks like a simple Break The Target stage (albeit on Delfino Plaza). The problem? You're DK, and none of the targets are within reach! Plenty of Barrels spawn to help you hit most of the targets, but that still leaves a few that'll stump you for sure. You only need to destroy 8 of the targets to win, but only by nabbing all 10 do you get the reward.
#1 High above the stage. Only reachable by smash tossing a barrel straight up
#2 Far off the right hand side of the stage. Smash toss a barrel while right at the right hand edge of the stage
#3 Slightly above #2. Smash toss a barrel while standing on the right side of the right hand platform
#4 Off the left-hand side of the stage, near the very bottom blastzone. Gently roll a barrel off the left edge
#5 Somewhat to the left of #4. gently toss a barrel off the left hand side of the stage
#6 Halfway between the left hand side of the stage, and the left blastzone. Smash toss a barrel left, while standing on the right hand platform.
#7 Right in the center of the stage, easily within reach... except it dissapears everytime DK comes anywhere near it. Roll a barrel into it from afar.
#8 Atop the highest platform, again within reach of DK. However, it dissapears whenever DK is facing it (or when he's close enough to attack it directly). DK needs to stand right where the target is, then toss a barrel straight up, then move away so that the target can reappear.
#9 Directly UNDERNEATH the main platform. This one is actually easy to get, stand over it, and use DK's Down B
#10 Similar to #1, except it's not above the stage itself, but rather off to the right. To get this one, you have to use the barrels to rack damage on yourself, and eventually launch DK up into the air, whereupon he can directly attack that target.
Event Name:Only idiots may pass
Description: "Learn how to play Brawl!"
Characters: Anyone
Location: Wifi Waiting Room
Items: None
Oh? A tutorial Event? How quaint. Too bad this is one of the latter events in the game, and you already know exactly how to play. The tutorial takes the form of the ever frustrating "I'll describe something for you to do, and you will then do it" format, and it covers everything, from movement and jumping, to how to perform every single kind of attack, to how to use every single type of item in the game (which the game will ever so helpfully spawn for you). At one point, you even have to let yourself be KO'd, by a Sandbag that somehow gains the ability to attack... but not to move. If you try to skip ahead in the tutorial at any time, or fail to do what the tutorial tells you to do, you will lose.
This is a true test of stamina. Can you survive a 20 minute tutorial?
[/COLLAPSE]
Challenges
[COLLAPSE="Open"]
Challenge: "Scrooge Visits the Moon"
How to complete: Whenever Scrooge appears on the Termina Bay stage (or any stage set in Termina, for that matter... or even Luigi's Mansion), the music will be temporarily
replaced. During this period of time, Star KO Scrooge
Unlocks: CD[
The Moon Theme]
Challenge: "follow the rrrrrules for 2 minutes"
How to complete: Basically, have Scanty and Kneesocks appear in a match, and have no player break any rrrule until they leave 2 minutes later. AI players tend to break the rrrules frequently, so turn those off when going for this Challenge.
Unlocks: CD[
I want you]
Challenge: "Anarchy is best. Break rrrrrules and get away with it..."
How to complete: Like the previous challenge have Scanty and Kneesocks appear in a match. But this time, you want to deliberately break at least two different rules, and not be punished for it until scanty and kneesocks leave. You can also simply KO the sisters outright. Easiest way to get this challenge done, is when one of the rules is "no running". Break two rules in the last 5 seconds Scanty and Kneesocks are around, and just flee
Unlocks: CD[
Technodildo]
Challenge: "find the lost penguin"
How to complete: Just see Pingu in a match. Straight forward.
Unlocks: Trophy[Pingu]
Challenge: "Return the penguin to his home, dude"
How to complete: Have Pingu appear in any winter themed stage. Nope. This challenge is deliberately misleading. What you actually have to do is KO Pingu, using a
certain character...
Unlocks: CD[
Flying Chorus]
Challenge: "Samus and Mikuru; the once in a lifetime beam cross"
How to complete: Have Samus fire her Final Smash while Mikuru fires her beam. This is quite a nasty challenge to complete. It requires a specific Assist Trophy, while having a Final smash ready on a specific character
Unlocks: Trophy [Mikuru Beam], Golden hammer
Challenge: "Ressetti rides a Roomba/Roomba is trying really hard"
How to complete: Not exactly the easiest of challenges, you need a Roomba and Mr Ressetti to appear on the same platform. As Roomba passes Ressetti, he will put the mole onto his back, completing this challenge. Alternatively, you can complete this challenge just by having Roomba improve to its maximum capacity. It'll take a while, but it's probably better than hoping a specific Fiend and a specific Assist Trophy will appear together.
Unlocks: Trophy[Roomba], + a new submenu in the items menu that allows you to set how often each specific Assist Trophy/Fiend appears (once Roomba is fully improved, you can also use this menu to switch between this uber Roomba, and the original unimproved model)
[/COLLAPSE]
Opressor Vs Opressed Mode
[COLLAPSE="Open"]
This Brawl Mode is a third team-up option during multiplayer. Compared to Free-For-All, where it's every man for himself, and Team-Brawl, where players are placed into static teams for the duration of the match, Opressor Vs Oppressed is a bit more fluid, constantly changing to match the chaotic politics of the match at hand.
(Oppressor Vs Oppressed will be referred to as OvO) The match begins with no functional difference between it and a regular Free-For-All, just go attack and KO and whatever. As blows land and winners and losers become more clear-cut, players begin glowing with newly assigned Team-colours. Three outcomes are likely from this;
- 2v2: If players are naturally forming alliances on their own, then the match morphs into a 2v2.
- 2v1v1: If two of the players are failing to play nice with one another, they'll end up on seperate teams. This outcome is more likely if the two uncooperative players are otherwise winning.
- 3v1: If one player is completely dominating the match, then everyone will gang up against them.
Team Attack remains switched on in all three of these outcomes, and team arrangements can be reassigned by the game throughout the match (the match could even revert back to a FFA). Basically, the game continually assigns teams based on who actually needs the extra help. A crafty player might play 'wounded dog' in order to force other players onto his team.
While the match ultimately ends in the same way a normal match would (Stock or Time, depending on which are selected), the winner(s) are determined via points. Even in a Stock match, it doesn't matter if you survive or not, just so long as you accrue the most points.
KO opposing player: +1 point
KO opposing player who is on their last stock: +2 points
KO allied player: 0 points
Self Destruct: -1 point
There is, however, one exception to this arrangement: Coin matches. In OvO Coin Matches, coins obviously dictate the winner. However, when collecting coins in OvO, everyone on your current team receives 1/2 of the coins that you got (i.e. you collect 100 coins, you receive 100, and your teammates receive 50)
[/COLLAPSE]
Trap Battle Mode
[COLLAPSE="Open"]
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
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Retraux Physics
[COLLAPSE="Open"]
A subset of Brawl Physics which automatically presents itself whenever you play on one of Brawl's atrocious 8-bit stages. If the stage is going to be retro, why not force everything else to be too?
- Appearances and Sound
- Only the Keyframes of each player's animations will be shown. The actual attacks and such happen as normal, just with chunky jerky animations (Like Mr.G&W)
- Character specific noises and voice clips are put through a low fidelity filter, lowering their pitch and making things sound rather grainy. Generic 8-bit sounds replace everyone's jumping, walking, skidding, dodging, and KO noises.
- Stat kerfuffiling
- Characters are brought closer together in terms of size and weight. Bowser will be smaller for example.
- Similarly, movement speeds have very little variance between them. Ganondorf's walk and Sonic's dash won't be all that different.
- Jumps too are similar across all characters. Even characters who cannot jump at all in other modes of play, are given two jumps here. Jumps in Retraux mode are fairly low, and extremely slow. Then again...
- Physics
- Everything is noticeably slower and more inertic than before. Rolls in particular are extremely punishable.
- Jumps cannot be short hopped
- Moving around in midair is much less responsive. It's Ghouls and Ghosts style jumping!
- Shields are represented numerically, with a number between 5 and 1 appearing above the bubble shield. This represents the number of attacks the shield can absorb before breaking. This number restores itself at a rate of 1 every 4 seconds. Different characters have different amounts of shield to use (3 minimum).
- Grabs can be blocked via shields, but take 2 off of the shield, instead of the 1 taken off via any other attack.
- Hardcoded combo ejection routines. After suffering a certain amount of damage (exact amount varies between characters) in a short period of time (or one continuous chain of attacks), the player is knocked 1.4 stagebuilder units away from the opponent, and is given 2 seconds of mercy invulnerability. Combo ejection costs 2 shield, and thus won't occur if the player does not have at least that much shield.
- Initial knockback on all attacks is boosted, but knockback growth is universally nerfed
- Priority is calculated via (S*C)/T. Where S is the start lag of the attack (in frames), C is a character specific value (certain characters having higher priority than others), and T is the length of time the attack's hitbox(s) have been out. Aerial priority is calculated by C+[(S*A)/T], where A is the length of time the player has been airborne (in halfseconds). Projectile Priority is calculated by C+[(D/T)], where D is the amount of damage the projectile will deal. There are no other forms of priority, and no type of priority inherantly 'beats' another by default. Clashing can occur in midair, using the default ground clashing animations.
- A hard limit of 3 projectiles onscreen at any one time. If another is fired before any of the others leave, this 4th projectile will move as normal, but will be translucent, and have no effect on anything whatsoever. Once one of the original projectiles leaves play, the 4th projectile pops into life, regaining its hitbox.
- Moving around constantly for long periods of time will build up fatigue, which gradually slows the player down until they stop still to rest. Slower characters are less subsceptible to this than faster characters.
- Higher window of opportunity for players to catch thrown items
[/COLLAPSE]
Item Spawning Mechanics: Set Seed
[COLLAPSE="Open"]Solving the random item-issue is a terrifying task in marrying two entirely different types of player together. It comes with the unfortunate implication (and bias) of changing the system radically in order to acommodate/reward the victory-driven player, whilst punishing the less skilled player who just wants to have fun. Considering the main purpose (and primary demographic) of items, making a huge change to the random system is an untennable solution.
The ultimate goal is to not change a single thing from the casual player's perspective, so that their games still play as chaotically and dynamically as they did before. A secondary goal is to make sure that the changes effected will not grant a competitive player any more of an edge in a casual match. Thirdly, the system used should be the same for both casual and competitive players alike (I.E. no "Competitive Items" Option in the menu). With these three goals in mind...
Here's how we do this. We're going to modify how the
seeds (which determine exactly what "
random" numbers are given whenever they're needed) are generated. Usually, a seed is generated based on things such as date/time, or length of time since powering on the device. This makes it virtually impossible to game the system into generating the same seed (and thus the same random numbers) twice in a row.
For a casual match, this is ideal, preventing the same items from spawning at the same times in two different matches. But for a more competitive mindset, not being able to replicate the specific conditions for a match is problematic, and not in keeping with the general state of 'competitiveness'.
The solution is somewhat complicated, yet ultimately is the simplest of changes.
We will change the manner in which seeds are generated, shifting it away from timer values that cannot be replicated easily, and making them reliant on match settings instead, which can be replicated easily.
The following values will be used within an equation that spits out our random seed that determines when and where items appear in a match;
1) The Stage being used for the match
2) The Time Limit of the match (if applicable)
3) The Stock Limit of the match (if applicable)
4) The "Speed Rating" of each combatant in the match. A Speed Rating is simply a value estimating how effectively each character can move from point A to point B. This value takes into account things such as teleporting abilities. Summon and Trap characters have higher Speed Ratings than they'd normally have otherwise, due to being able to control areas of the stage for themselves.
What this boils down to, is that if you play two matches on the same stage with the same characters with the same ruleset, you will get the same item spawning pattern*. Because of this, competitive players can learn the item patterns that occur in matches they're likely to end up playing, such as when the opponent counterpicks a character and a stage. However, because of the sheer number of character/stage combinations, the entire system cannot be completely learned by one person, and thus it cannot be "solved" and stale as a meta-game.
*It's important to note that items will not spawn in the EXACT same places in both matches, because the positions of the combatants is a factor in determining where the item spawns. For example, if the match is set to spawn something near the loser, then it will do so regardless of where the loser happens to be situated, just so long as there is an area nearby that supports items (i.e. a platform or some ground).
So now every single matchup/stage combination has its own set item spawns that appear to be random but really aren't. Casual players are unlikely to stumble across this, and competitive players cannot actively manipulate this to gain an unfair advantage in a casual FFA.
But we're not quite done yet, while the players can now figure out WHEN and WHERE an item appears, the item itself is still a mystery.
For the seed that determines WHAT items appear, we will use the following values in the seed equation;
1) The Stage being used for the match
2) The Time Limit of the match (if applicable)
3) The Stock Limit of the match (if applicable)
4) The "Speed Rating" of each combatant in the match.
5) The number of matches that have been played since last time the rules were altered or the player exited out to the main menu. Simply flicking one setting to a different value and then moving it back will count for this, so tournaments can reset this value without leaving the character select screen.
What this means, is that even if you play the exact same match twice, the items themselves will be different the second time. This is neccessary to prevent a casual rematch from producing the exact same items. Tournaments can decide for themselves whether or not to reset the 'No of Matches' counter after every match, or after every set of matches (i.e. "best of 3" matches).
So yeah, that's my idea. It's not very exciting to read, it doesn't change the surface gameplay at all, but it solves the problem, whilst also giving competitive players a whole new branch to their meta-games. It also happens to be simple, pragmatic and somewhat realistic.
...oh, and uh, items spawning inside of a player's attack range can be solved by... NOT spawning items inside of a player's attack range. I mean, that's kind of obvious really.[/COLLAPSE]