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Make Your Move 13 - Most Recent Movesets: The Advertisement Period Begins

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[collapse="Sakuya Izakoi"]Now this looks interesting, and not just the fact that you used 2 of my sets before introducing the character....it's obvious where you're going with this. There's definitely nothing wrong with using concepts used before, especially if you can do them right or better...in this case, the execution is a lot more subtle and one has far more control over it. This is the first set where we've seen a shield-break mechanic that negatively affects foes, though it doesn't seem to have much if any involvement in the set and is only there for the sake of being there as a remainder to those who try it later on: at the very least I was sort of hoping for a way in which you could exploit the mechanic such as with the grab game. The Specials are simple enough on their own (if extremely detailed) and lend themselves to the rest of the moveset, and I like grab game in particular, especially the F-throw.

It took me a while to comprehend the entire nature of the set, and how the combos and and Specials work together with each other. One could easily have some fun with it, with stuff like using your durational smashes inside a slow zone to get a large power boost or so on, even making a doppelganger do it for you whilst retreating. It's only natural that with so much time invested into the set everything would work together quite well, even if it's difficult to see, though it doesn't -quite- stack up as being one of my favorites.[/collapse]
 

tirkaro

Smash Champion
Joined
Jun 24, 2006
Messages
2,808
Location
but a pig in the sun
[glow]
Gwynevere, Princess of Sunlight[/glow]



[glow]The beautiful ruler of Anor Londo, Gwynevere is the daughter of Gwyn, the Lord of Sunlight.
After the chosen undead overcomes the many trials set throughout Anor Londo, the princess lays in wait, rewarding the chosen one with the Lordvessel, as well as granting access to her covenant.
Likewise, she plays quite a similar role in her fighting game debut.
Upon being selected, Gwynevere will stand on the stage with grace, scaled down to a more human-sized form as opposed to her former appearance.


Gwynevere does not have any attacks. Instead, she will passively speak to whomever may be in the same room as her. She walks, not runs, at a slow speed, and is unharmed by stage hazards.
Taunting while in her presence will instead cause her opposition to kneel towards her.
Once this action is done, the princess will finish her speech with-
"Hereafter, I, Gwynevere, shall serveth as thine guardian.
If thou so needest, I shalt devote all to thine safety.
May thou be one with the sunlight for evermore."


Once this is completed, the opponent is put out of play, leaving Gwynevere as the victor if no more players are to be found. After this, the player will unlock a trophy for the Lordvessel, and more importantly, the Darkmoon Seance Ring.
Upon viewing this trophy, a special option will be available that allows you to join the Blade of the Darkmoon covenant.


That's about all there is to this character. Now go out there, chosen undead, and convert others to join your cause to link the flame!
....Oh, what's this? You mean your opponent had the gall, the sheer audacity to be heretical enough to actually attack the queen of the sun?[/glow] Such a crime is unforgivable, and can't possibly go unpunished....

























[glow]DARK SUN GWYNDOLIN[/glow]


"Heretic…
First thou offendeth the Godmother, and now thou see fit to trample upon the tomb of the Great Lord.
I am the Dark Sun, Gwyndolin!
Let the atonement for thy felonies commenceth!"


As it turns out, the vision of Gwynevere was merely an illusion created by Gwyn's youngest child, the Dark Sun Gwyndolin. The only true remaining god in Anor Londo, Gwyndolin used the facade of Gwynevere to assume control and comfort the people of Anor Londo. And for the opponent's blasphemy, Gwyndolin will stop at nothign to punish the guilty.

Gwyndolin will only appear after the opponent attacks Gwynevere and dissolves her illusion, in which he will say the above quote, and teleport onto the stage, as far away as possible from the opponent.



[glow]STATUSES[/glow]

Size: 9/10
Weight:3/10
Jumping: 8/10
Fall Speed: 3/10
Movement: 6/10
Traction: 4/10
Power: 8/10
Priority: 4/10
Range: 10/10
Attack Speed: 4/10

Gwyndolin has the unfortunate distinction of being both large, slow, and light, his lanky figure being further accentuated by snakelike tentacles attached to his lower half.
As to be expected of course, he has plenty of tools to overcome his frailness.



[glow]PASSIVE MECHANIC-
WRATH OF THE DARKMOON
[/glow]


As mentioned previously, submitting before Gwynevere, among others, allows you to join the Blade of the Darkmoon.
How this takes form is simple: while Gwyndolin is in play, CPU or not, your current match will be susceptible to being invaded by a Spirit of Vengeance.
A Spirit of Vengeance appears at erratic moments, but you're guaranteed to be invaded by at least one through three of them per match while Gwyndolin is in play.
The only goal of the spirit is to protect Gwyndolin at all costs, while punishing his heretical opposition. They each have 50% Stamina to complete this goal.
Likewise, every Spirit of Vengeance is controlled by another player via the Nintendo Network. You can access this feature by activating the Darkmoon Seance Ring trophy.
This will take you to a completely random match featuring Gwyndolin, be it downtime at a child's slumber party, to the EVO Grand Finals.
A Spirit of Vengeance is a glowing blue figure, clad in one of the many armors available in Dark Souls, and has a randomly-chosen moveset.
These movesets are Marth, Roy, Ike, Link, Zelda, Ganondorf, Bartz, and Roxas.
Successfully knocking out an opponent while in Spirit form will net you a stream of exclusive goodies each time.
Only one Spirit of Vengeance may be out at a time. Spirits will continue to invade, even if Gwyndolin is out of play in a match with more than 2 players.
If the Spirit successfully outlasts all opponents like this, it will count as a win on Gwyndolin's side.
In addition, if Gwyndolin is put out of play while a Spirit is still in, the Spirit can very well continue the battle, and get a win for Gwyndolin if he or she is successful.





[glow]UPWARDS SPECIAL-
TELEPORT
[/glow]

With a noticable .7 second startup time, Gwyndolin will hold his longsword in front of his face, and teleport a distance up to 10 stage builder blocks in any direction.
He cannot use this technique again for 10 seconds if he sucessfully pulls it off.



[glow]NEUTRAL SPECIAL-
GREAT HEAVY SOUL ARROW
[/glow]

With yet a 1 second startup time, Gwyndolin will point his sword forward and fire a giant glowing ball of soul energy.
This attack has many of the same properties as a stage 8 Samus Charge Shot, being just as large and dealing 20% damage.
It travels equally fast, but has only halved knockback.
Gwyndolin's Great Heavy Soul Arrow can travel through solid objects, never ceasing until it goes off-screen or hits an opponent.


[glow]SIDEWARDS SPECIAL-
HOMING SOULMASS
[/glow]

Having the same startup time as his Neutral Special, Gwyndolin will instead fire a volley of 5 small soul arrows.
Each arrow homes in on the opponent at a slower speed, and deals 5% damage each, dealing little knockback but plenty of stun time.
Sadly, the small Soul Arrows do not pass through objects.


[glow]DOWNWARDS SPECIAL-
MIRAGE MASTER
[/glow]


With a .7 second raise of his sword, Gwyndolin will use his magic to cause the current stage to stretch far beyond it's normality.
A single use of this move will cause the stage to stretch twice it's size, and another will add the stage's length yet again to the size.
Gwyndolin can stretch the stage up to 5 times, and the stage snaps back to normal, one length every 20 seconds.
Each stretch causes Gwynevere to move away from his opponent by 3 stage builder blocks, and vice versa once the stage reverts.



[glow]NATURAL ATTACK-
DART TOSS
[/glow]

One of Gwyndolin's go-to moves for speedy ranged attacks.
With quicker startup time than usual, about .5 seconds, Gwyndolin will toss a barrage of 5 quick darts.
Gwyndolin automatically tosses the dart at the closest opponent, no matter where they're located.
Each Dart deals 2% damage with minimal knockback.




[glow]DASHING ATTACK-
DARK SUN THRUST
[/glow]

Gwyndolin thrusts his sword forward.
It deals a measly 5% damage, but it has decent enough knockback to keep the opponent at bay. It has medium cooldown lag, with unusually high priority.


[glow]SIDEWARDS TILT-
DARKMOON ASSAULT
[/glow]


Gwyndolin slashes forward with his sword three times, the first slash having medium startup lag.
He can follow up with 2 more, with much quicker startup time, the last attack being a stab that deals good knockback.
Either way, they all deal 6% damage.



[glow]UPWARDS TILT-
CRESTS OF THE DARKMOON
[/glow]


Gwyndolin sets his sword in front of his face before a series of 5 shining, moon-shaped emblems surround and spin around him.
This whole animation takes about 1.3 seconds, and each moon is about the size of a small charge shot.
While this is in play, every one of his standard attacks will be accompanied by one of the emblems shooting forth in the direction he attacked.
They have a range of 15 Stage Builder Blocks, and deal 3% damage with minimal knockback each.
While the emblems surround Gwyndolin, they have a chance at easily defending him from melee attackers.
They each have medium priority, and are expended once they make contact with a foe.
Chances are, you'll be able to hit with all of the emblems once the sinner gets caught in your personal trap.
Pressing this input again will make one of the emblems fire diagonally upwards a nice distance.



[glow]DOWNWARDS TILT-
SOUTHERN CROSS
[/glow]

A counter maneuver.
Acting similar in behavior to most other counters, Gwyndolin sets his sword to his face, looking much like his teleport startup,
but with his sword pointing downwards instead of up.
If the opponent hits Gwyndolin with a melee attack during the second-long counter state, Gwyndolin will send the opponent flying back a good distance in a shocked state.
Instead of taking damage, the opponent will wind up with 5 Darkmoon Crests above floating above their heads.
Pressing the Down Tilt again while the crests are in effect will cause a crest to immediately fly down upon the sinner's head and deal 4% damage with noticeable hitstun.
Ideal for interrupting attacks and recoveries.
The sinner's crown of crests lasts for about 20 seconds.



[glow]SIDEWARDS SMASH-
CALL OF THE SENTINEL
[/glow]




Gwyndolin flicks his sword like a wand, conjuring an illusory knight a battlefield platform ahead of him.
After going through the initial second-long animation, the space in front of him is occupied by none other than a Royal Sentinel.
The Royal Sentinel is absolutely gigantic, twice Gwyndolin's already formidable size, and acts as a solid impasse for would-be assailants, mainly due to it always holding it's shield up.
Acting like any other enemy-like minion would, the Royal Sentinel predictably moves slow.
It does however have two devastating attacks up it's sleeve.
The first is a slow horizontal slash with it's axe, having a much more sizable hitbox than one would expect.
If the sinner moves to his opposite side while he's preparing the attack (as he lifts his shield during it), he'll also turn around, but this time change his attack at the last minute to a far more brutal Horizontal slash.
The Horizontal slash is nearly impossible to dodge without precise spot-dodging, and both attacks do a hefty 29% damage with great knockback.
His other attack is a shield slam. With much of the same startup time, the Royal Sentinel slams the ground with his shield, dealing 32% damage and sending the sinner into a pitfalled state.
It also causes the ground within 3 Stage Builder Blocks of the impact to shake, making any character on the ground within that area fall prone.
However, this move is easily his least desirable, as it causes him to be open and shieldless for a few seconds during cooldown.

Needless to say, only one Royal Sentinel can be out at a time, and they each have 70% Stamina.
Generally one of Gwyndolin's most vital attacks. Be sure to have a Royal Sentinel out to guard you as much as possible.



[glow]UPWARDS SMASH-
FLIGHT OF THE IMP
[/glow]



While charging up this attack, Gwyndolin does a quick chant to himself with his sword set aside.
Then yet another illusory monster created by Gwyndolin, the Imp materializes in a flash of light much faster, directly above his head.
The Imp, however, isn't a real summon. He promptly disappears into mist after he performs his attack.
Said maneuver is a quick up-diagonal jolt upwards about 1 Stage Builder Block high that deals 4~8% damage, followed up by a diagonal stab of his spear that does an additional 10% damage and decent knockback.
When this attack is fully charged, the spear thrust fires forth a bolt of lighting that goes 3 Stage Builder blocks high and dish a further 8% damage.
Generally Gwyndolin's go-to move for a quick and powerful smash attack.



[glow]DOWNWARDS SMASH-
MIRACLE OF THE MOON
[/glow]


Easily the slowest of all of Gwyndolin's attacks, the prince clasps his hands in prayer for 3 seconds. If those seconds are allowed to pass, Gwyndolin heals 20% damage.
As should be obvious, this is what you should be doing while your foes are preoccupied with Sentinels and Vengeance Spirits while you're off in the distance.



[glow]NEUTRAL AERIAL-
CRESCENT CUTTER
[/glow]


Sadly, Gwyndolin's air options aren't quite as fanciful as his grounded ones.
This is exemplified by this attack, which causes Gwyndolin's body to be surrounded by a giant moon emblem for a split second that deals 5% damage and mediocre-but-serviceable knockback.
However, the cooldown time for this move is pretty noticeable, becoming even worse if he lands on the ground directly after it.
This causes Gwydolin to stutter for a second before getting his back upright.



[glow]FORWARDS AERIAL-
SKY-HIGH THRUST
[/glow]


Very similar in style to his dash attack, Gwyndolin thrusts forward with his sword.
This attack takes him a few steps ahead, and deals 5% damage. It's far quicker than his neutral special, though it has rather weak knockback and priority.


[glow]DOWNWARDS AERIAL-
DARK SIDE OF THE MOON
[/glow]


The writhing pit of snakes that comprise Gwyndolin's lower half thrusts itself down, setting their hungry jaws on what lies directly below them.
If the sinner happens to be in the way of that, the foe shall be trapped and tangled inside of Gwyndolin's serpent legs.
The opponent must mash out of this trap the same way they would mash out of Gwyndolin's grab, lest they take 3% damage every .3 seconds.
Once mashed out, the opponent will fall out of the snakes a prone state.


[glow]UPWARDS AERIAL-
HELM BREAK
[/glow]


Gwyndolin, why are you headbutting upwards with that fancy helmet of yours.
That only deals 8% damage and bad knockback.
You're not even supposed to do that.
That helmet is pretty expensive.
Plus, you look silly doing that.
Seriously, get down from there Gwyndolin.
Please.




[glow]BACKWARDS AERIAL-
REVERSAL SOUL ARROW
[/glow]


Gwyndolin tends to have little ranged coverage from behind him. This attack, as meek as it may be, gets the job done nonetheless.
The prince of the darkmoon points behind him, firing a single bolt of soul energy that crudely homes in on it's closest target once it's about a 3 SBB radius within one.
It deals a nice 8% damage, but has some serious second-long startup and ending lag.
Truly a move to only be used strictly at long range.



[glow]GRAB FINESSE-
PIT OF THE DAMNED
[/glow]


Gwyndolin shoots the snake pit that forms his lower half directly into the ground, leaving him immobile.
After a second has passed, the snakes will rise up underneath the feet of the closest foe, having a range of about 4 Battlefield Platforms around him. These snakes will of course, grab the foe by the legs.
Other than it's unusual setup, this is a very standard grab. Pummeling will cause the snakes to constrict around the sinners, dealing 2-3% damage.
Pressing the stick in any direction will cause the snakes to throw the opponent a sizable distance in that direction, dealing 10% damage.
The cooldown time for his grab isn't quite as punishable as the hefty startup time, so it's an ideal grab for a long-range fighter such as Gwyndolin.



[glow]FINAL SMASH-
LIBERATION OF THE MOON
[/glow]




O Heretic, swathed in Dark…
An eternal curse upon thee…


Upon saying those words, pressing the final smash button will cause Gwyndolin to raise his sword, summoning a giant crescent moon emblem to be stamped upon the opponent(s).
The only way to possibly avoid this branding is with very precise spot-dodging.
If the foe is playing online, an eternal curse will be put upon them. The remainder of the game shall be constantly invaded by 3 level 9 CPU Spirits of Vengeance.
These automatic invasions will cease not, even after the match is over.
Every remaining game they play will constantly be interrupted by computerized Spirits, out to destroy the cursed one by any means.
(If you're playing a local match, the curse only effects the specific nametag, and failing that, the specific character.)
The only way to dispel this curse is to activate the Darkmoon Seance Ring trophy (Even if you didn't get it from Gwynevere before, you'll automatically receive it upon being cursed.) and KO a heretic at least one time as a Spirit of Vengeance.​





"O Disciple of the Dark Sun.
Thou hast journeyed far; hear my voice.
If thou shalt swear by the Covenant, to become
A shadow of Father Gwyn and Sister Gwynevere,
A blade that shall hunt the foes of our Lords;
Then I shalt protect thee, safeguarding thy person with the power of the Darkmoon."

 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[collapse="Gwynevere"]The organization is pretty god-like (lol), and while I heard you don't fancy this set it's a pretty fun approach from you yet again. At first teleporting 10 SBBs and those ranged attacks don't seem all that broken or fancy, but you actually make them pretty fun with the ability to stretch the stage to ridiculous proportions. And with those minions, Gwyndolin would want to make them before stretching the screen so they're in his foe's path. Even if this set was made in a very short time, I sort of wish some of the stuff like the minions and projectiles worked together a little better, along with the screen-stretching, because as it is, with or without the opening interference of Gwynevere I still like this set to a degree, and it's one of your more serious entries, if not the most we've seen in ages. Not to mention the Final Smash would be pretty scary to be hit by, even more so than any other Final Smash in the game save for perhaps the likes of Wonka's and Facilier's.[/collapse]
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Pharoah Man
This set is admittedly really fun to read. Most moves present a satisfying new idea such as a projectile that constantly lingers above you, minions spawning in zones that buff them, powerful winds, moves designed to utilize the mini sun over your head and possibly even bump the foe into it... it's pretty fun stuff to read. Especially considering your marvelous writing style and occasionally awesome animations(the Mummira and Pharoah Man's reactions when the former grabs the later are amazing), it's not a set that is hard to get into. I sort of wish beyond the base creativity it delivered though, it's pretty clear Pharoah Man doesn't actually have any sort of coherent gameplan. His own projectile killing his minions, while interesting from a gameplay perspective, you don't really compensate for, making the minions end up really as wandering grab hitboxes... which is pretty bloody boring and only serves to make Pharoah Man have an easier time KOing. The uses for the sun in the Up Tilt and Up Smash are fun, but I get the impression you ran out of steam after that, really just using it as a generic buff when it could very much be so much more. The aerials/throws are really the drop off point when the set loses it's early luster and becomes mind-numbingly boring... mind you, I can certainly appreciate the creativity early on and it at least starts out enjoyable, but the lack of flow and weakness later on REALLY kills it for me.

Sheena
I don't know what made you think it was worth changing her name to Clumsy Assassain randomly. Something about it being her at a specific point in her character development, even still it's just bloody Sheena. Clumsy Assassain is tedious to type anyway.

The actual set is not at all good. You introduce a bunch of pretty awfully executed summons on the Specials which solely exist to help Sheena rush down the opponent, just feeling clunky and sort of disjointed from her general gameplan. Yeah they help her rush in and be generic offensive set. But you could at least specialize them a little more for that purpose, the way they are now feels shallow and awkward. Past that Sheena's got stuff that is fairly basic for a combo character(one who admittedly isn't very good at comboing) with a couple of delayed hitboxes you can stick to a foe to capitalize on. I don't mind that stuff in and of itself, it's actually fun but here you hardly play off it in that Sheena really isn't particularly great at stringing together hits or capitalizing on the effects. When the set's not doing that, you have the Smashes and Aerials which are beyond bland and the Grab Game... which is pretty horrendous. It has her create LEECHING EXPLOSIONS based off how many cards she puts on the foe, which leech such things as dodge lag and staling. It really doesn't make any bloody sense, though it at least makes the whole "Sheena" wants the foe to dodge thing slightly relevant. Still, whatever flow the set attempted to have aside from making this extremely tacky little interaction is non-existant, and the grab game if anything still manages to make the set worse.

Yoshika
Let me put it this way Junahu, making every input a grab is probably not a good idea as a general rule. Nobody wants to mash out of grab hitboxes over and over again, and that's exactly what they're going to be doing fighting Yoshika. Plenty of other sets have excessive grabs here, but in this set it is the ONLY thing the foe gets hit with in the match, making the whole thing feel like it'd be pretty painfully boring to play against even without the upcoming balance problems. You're blunt about the playstyle being completely mindless as is, just mindlessly approach the foe slowly and send out some hands in the hopes that they ever grab them(and unless you just keep the hands close to you so the foe has to go through them to reach you, that's not happening, which is problematic for again upcoming reasons). There are some fairly basic grab combos with the hands to spice things up slightly, but it feels like it'll be a once in a while sort of event and it's really uninspiring when all it leads too is just grabbing the foe a second time. Given the lack of variety in effects on hit, this is very possibly some of the blandest "comboing" we've ever seen, only better than Lucario's in that it's not a 100% always the same sequence flowchart, and it's not that far off from it really.

Of course being boring as hell to play as isn't the only problem with this set. You see, Yoshika cannot beat projectiles. It is literally impossible for her to fight back against a foe shooting at her from a range beyond where she can grab, and even inside her grab range towards the edge she's laughably predictable... the foe has no reason to ever enter her grab range though. She moves so hilariously slowly and predictably that there's no way the foe doesn't just spam projectiles on her until she dies. The hands which you propose as a solution to this move at such laughable speeds that it'll never matter, and even if they moved faster they're so predictable the foe will never really need to worry about them. This is a mindless set alright, it's pretty clear you had no idea what it would play out in Brawl or simply completely did not care.

Kamella
I don't think I need to go into much detail as to why this set is so terrible, considering you even admit it was made on a whim and you don't consider it a part of your canon. The set has far too few inputs to really be playable, especially when the number of GTFO moves amounts to a grand total of 1. You have one move that turns foes around, but that's hardly fantastic for this purpose. Also a bunch of really awful stun in the turtle transformation and the purple block(which admittedly terribly amused me due to the reference) and probably spending longer on these basic turtle minions in order just to throw shells than necessary. The set really feels more like an awkward mini than an actual set, with so little to it given how few inputs it has. At the very least the shell chain reactions give it a bit more substance than one would expect you to make on so little.

Sakuya
It's very clear that this set was a huge effort, between the stellar organization and the sheer amount of polish. I'd say it pays off amazingly well, especially after thinking on the set a bit. The mechanics introduced at the start of the set are pretty fantastic, particularly the Luna Dial. An area of quicker movement/slower movement is absolutely fascinating to think about, particularly in the context of projectiles/being able to stack them. The ability to create all sorts of projectile hell with this and a delayed knife(which has some great interactions with the dial, and being able to transfer the effect to any move with charge time was brilliant) is quite fun, as is the duplicate. A little trick with the duplicate so everyone knows(I was discussing the set with Merge earlier): create a shielding duplicate, it can serve as a delayed time stop. Which you can swap positions with near laglessly for good measure(switch it in while the foe is trying to attack you, anyone?)

The base set up in the specials is followed up with a large amount of combo fodder, which you'd think wouldn't appeal to me... but this set really still manages to sell it. You have the absolutely brilliant Jab to take advantage of the delayed projectile set ups as well as time zones, and delaying the Smashes and some of the aerials sounds like it could make for plenty of fun stuff. Particularly when you add a Chakravartin-esque effect of knockback increasing the move knives you land, allowing you to sort of build your own KO move. The combos that lead into this or serve to damage rack are amazing too, given how free-form they are with the duplicate/time zones/delayed projectiles. What really makes it so amazing though is it's not just melee combos, you throw in some projectile hell... and via the Up Special and the duplicate, you can make the transition from projectile to melee, creating all that much more amazing of combos.

So yes, if it wasn't obvious I freaking love this set. I suppose if I have to level a complaint, it's that I dislike the fact that the delay knives activate automatically upon using an attack. In a set as open ended as this, I vaguely wish there was some way to save the knives a bit longer while you're performing attacks, given that would give her a fair bit more versatility... though at the same time, it does help Sakuya avoid becoming too set-up heavy and makes her more intuitive for the player, too minor factors but still very relevant ones to this set's greatness. I know you've wanted to impress us Merge(and obviously, you must like making sets people enjoy too Junahu), and this set was definently very impressive. Fantastic work you two.

[GLOW]Dark Sun Gwyndolin[/GLOW]I wasn't quite sure what to expect coming into this set, but for what it's worth I actually found myself quite enjoying it. The presentation is awesome(I believe that is becoming a trend for ironically all the set's Junahu DID NOT organize), and I actually don't mind the somewhat bizarre mechanics. They add flavor to the character, even if we'd have to hook thousands of people up to tubes for the second mechanic to work and it makes matches for Gwyndolin a bit more luck based than I'd like. The actual set isn't that shabby, with the expanding the stage thing as a highlight. Given the sheer distance the projectiles have to travel to reach the foe, it actually increases the opportunity for projectile hell as Gwyndolin fires out different speed projectiles, as well as making it more awkward for the foe to approach Gwyndolin. You also have stuff like the Down Tilt and Grab which capitalize on the mechanic in interesting ways, and the set actually feels like it plays pretty well in the context of an ally, given you can use Down Tilt to interrupt their ability to fight them and you have the giant death sentinel your ally can capitalize on. Obviously the flow is a little weak, but at the very least the set feels extremely aware of the fact that it is playing on a gigantic stage with the teleport and such(I actually like the teleport in the context of such a huge playing field), and I'm not gonna bash you for flow too much when you're well aware it's one of your weaknesses. Did not expect to like this set, but honestly I came away enjoying it.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544

Player Character: Random Selection
Enemies: Dormammu (Boss Set), Kang
Time: 5:00
Stock: 3
Stage: A plain walk-off on dark ground, with a red sky
Music: Theme of Dormammu (MvC3)


This is among the last event matches unlocked in the game for good reason; it's no walk in the park. You, the player, will find yourself caught in the midst of a war between these two Marvel titans. And you're not coming in on the beginning either; you're coming in at a randomly determined point on a three-minute predetermined fight, so the exact nature of the match you're entering is unknowable. You'll never know ahead of time what traps and minions Kang and Dormammu will have prepped. Kang could go back in time at any moment and drag you into an even scarier landscape. Even more terrifying, both Kang and Dormammu have infinte stocks. As some small consolation, the two bosses are largely concerned with fighting each other, not you, though they won't hesitate to attack you if it's convenient. What is your mission then, in this hellish landscape? You simply have to survive with whatever character the game sees fit to give you. And that character will be switched between stocks. Lasting until the five-minute mark will herald a victory, lucky for you!
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Vincent

Player Character: Professor Ratigan
Enemies: Iron Tail, Jafar (Zigzag The Grand Vizier Costume)
Time: 3:00
Stock: 3
Stage: Wine Cellar
Music: Goodbye So Soon

The Ratigan minions already present in the stage don't appear - with only Ratigan's normal minions appearing to follow his orders. As soon as the match starts, the minions immediately place one of Ratigan's record players in the middle of the stage, with nobody able to react to this due to how fast it actually happens. As soon as the record player starts playing, Goodbye So Soon starts and will continue whether or not the record player does. Ratigan must KO his imitators in a theatrical fashion before the music stops - it's his gift to them, after all. Or, rather than simply killing his imitators, Ratigan must put an end to them with a chain reaction. If he doesn't kill them with a chain reaction, they simply respawn. Though generally difficult, Zigzag and Iron Tail are far more focused on each other, allowing you a bit of leeway in setting up - and you don't have to KO Iron Tail's pesky minions to count.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Ayako Kawasumi



VS




It's only natural that if two such warriors met, a fight would instantly break out between them. That's the basic idea of this Event Match. You can choose either character as the battle begins on a city road in the middle of the night, a gigantic walk-off that easily spans 5X further than Bridge of Eldin width-wise and 3X further height-wise, but only shows 1/8th of the map on your screen. This in itself make scoring KOs a lengthy process, but both characters have Stamina which can be diminished to take the other out - Saber has 200HP while Jeanne only has half that much, but all the tricks she can pull off from the ability to hide and run away faster under normal circumstances make for a relatively fair match.

Scattered around the stage are solid cars which can be destroyed by any attack either uses against them (they're both using legendary weapons, after all), producing various bits of scrap metal and wheels which can be thrown for similar damage to ZSS's parts/Wario's bike respectively, as well as smoke which has the same function as Jeanne's smoke grenades. If you're using Saber, Jeanne will take advantage of these parts to use as weapons, while Saber won't do the same if you're using Jeanne. Another feature of the stage is how both characters can destroy the ground with their attacks in the same vein as Skyworld's, leading to an underground tier that's 2 SBBs tall and as wide as the destroyed floor, with the wall being destructible to widen the area. Dug up ground can be destroyed to further dig up stage, up to 2 times to increase the stage's already massive size...though it's not like either character can't just use their wall-dashing abilities to get back up to the top level whenever they need to. Jeanne has a massive advantage in being able to dig through ground and set-up geysers in order to send ice structures to attack Saber, though at least the latter can dig through them with her Brawl set and godsend of a D-air that stays out for however long she likes.

Once a character's HP falls, it remains at 1 as they enter their shield-broken state...while the other glows with their Smash Aura, ready to use their ultimate attack, Frozen Flower of Orleans and The Sword of Promised Victory respectively. You don't have to win the Event Match this way, but few others will give you the same satisfaction, so you might as well make the most of your glorious victory.​


 

Waver

Smash Cadet
Joined
Jan 5, 2012
Messages
71
Location
In your cookie jar...
NNID
WaverJR
3DS FC
2964-8605-0439
Switch FC
SW-1450-5084-6730
*Sigh* Any Chipette fans?

Now you don't have to do it. But I told my cousin about this board and now she wanted someone to make a moveset for Eleanor Miller... She wanted me to make one but I don't know much about the Chipettes. She just won't stop bugging me about making this request. (She is a major Chimpmunk fan).

But like I said, you don't have to do it, I just wanted to throw this request out for my cousin... -_-

This one to be specific.

 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
I'm perfectly fine with people not enjoying my movesets because they found the execution dull. This is indeed Make Your Move.. not Make Your Boring.
But I'm still gonna have to reply to comments because I'm petty and I like the movesets I make
(except Team Rocket and kamella)

[COLLAPSE="FA Comment"]
Sheena
I don't know what made you think it was worth changing her name to Clumsy Assassain randomly. Something about it being her at a specific point in her character development, even still it's just bloody Sheena. Clumsy Assassain is tedious to type anyway.
Couple of reasons actually.
1) It's an experiment with titling, to see how the pacing and feel of a moveset changes when the character's name is changed to a generic descriptor
2) Yes, this is the character from early on, before her name is known. It's important to make sure people know that this set is from a specific point in the adventure, and not just 'everything Sheena squashed into one set'. This, to a degree, also applies to my Regal moveset, and I wanted Sheena to gel with him in particular.

The actual set is not at all good. You introduce a bunch of pretty awfully executed summons on the Specials which solely exist to help Sheena rush down the opponent, just feeling clunky and sort of disjointed from her general gameplan.
You can't think of ANY situation when you'd be able to use Lightning Guardian to extend a combo? Nor any when you'd be able to combo into Wind Guardian?


I don't mind that stuff in and of itself, it's actually fun but here you hardly play off it in that Sheena really isn't particularly great at stringing together hits or capitalizing on the effects.
That's the point. That's Sheena, thanks for pointing it out.

the Grab Game... which is pretty horrendous. It has her create LEECHING EXPLOSIONS based off how many cards she puts on the foe, which leech such things as dodge lag and staling. It really doesn't make any bloody sense
In-game Sheena can leech HP and TP (the ability to use attacks) with her magic cards. It's not such a leap of logic to leech other things. Plus, you have absolutely no clue whatsoever what constitutes "tacky", so stop using that as a complaint in your comments.

Yoshika
...Plenty of other sets have excessive grabs here, but in this set it is the ONLY thing the foe gets hit with in the match.
:glare: except items, stage hazards, other players...

Of course being boring as hell to play as isn't the only problem with this set.
You have the moritorium on "fun" things? Heavens preserve us if anyone wants to just play as a mindless brain muncher once in a while. No, we can only have fun playing with movesets that require a 3 month commitment to figure out.

You see, Yoshika cannot beat projectiles.
Yes, yes she can.

the foe has no reason to ever enter her grab range though. She moves so hilariously slowly and predictably that there's no way the foe doesn't just spam projectiles on her until she dies.
First off, Yoshika couldn't care less that you're hitting her with a projectile, those are all balanced under the assumption that the foe will flinch when they hit them. Secondly, you've magically forgotten about (or decided to not read) her tag. If the foe is really just throwing projectiles at her while moving around, then what precisely stops Yoshika from just letting them hit her tag? Thirdly, her grab range is absolutely huge, bigger than most characters attack ranges.
And lastly...

The hands which you propose as a solution to this move at such laughable speeds that it'll never matter
Um, yes, yes they will matter. Moving slowly allows them to occupy space. You can spread them out across the stage and give the foe nowhere to run without getting uncomfortably close to a mobile grab-box. Restrict where the foe can go, and any projectile spam they can attempt will be a lot easier to predict (and thus let hit her tag). Oh, but you of course, being an idiotic shallow player, kept all the hands close to you, didn't you?

This is a mindless set alright, it's pretty clear you had no idea what it would play out in Brawl or simply completely did not care.
Please don't accuse people of this, it's absolutely loathsome.[/COLLAPSE]
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629

https://www.youtube.com/watch?v=r2pt2-F2j2g

The Pyro is one of 9 happiness-bringers from Team Fortress 2, a game about making people happy until they fall over laughing! Constantly staying in a suit to prevent herself make himself too happy with his magical rainblower, The Pyro's gender is a mystery. If he uses the rainblower on herself, she might go into a laughing fit! The Pyro acts as the chief happiness-distributor of Pyroland, and not only brings his happiness-spreading rainblower and bubbleblower with him, she brings Pyroland itself with him! ...Wait, what?

You can meet the Pyro here in the self-titled short film.


Stats

Traction: 9
Falling Speed: 6
Aerial Movement: 6
Size: 6
Weight: 4
Movement: 4
Jumps: 4

Idle Stance

The Pyro holds the Rainblower in his hands, looking around curiously. She'll occasionally start swaying to the music in the background if left alone long enough.

Walk
The Pyro begins swaying as she heaves the Rainblower back and forth, with a spring in her step.

Run
The Pyro skips along - the happiest person in the world, folks!

Crouch
The Pyro leans down on to the ground - taking a Snake-like stance as his Lollichop appears in his hands.

Dizzy
The Pyro begins to sway back and forth - the world around the Pyro begins to flicker and become static-like, as it flickers between Pyroland and the normal map for the duration...

UP TAUNT - LOLLY
The Pyro raises the lollichop and holds it above her head. Hoorah!

SIDE TAUNT - HUH?
The Pyro cocks his head to the side, almost like a dog - looking curiously at something that nobody's seeing. If you look at her eyes, you can see the brief reflection of fire...

DOWN TAUNT - BALLOONICORN
A Balloonicorn appears, circling Pyro's head as Pyro looks at it, before it suddenly bursts into flame.

Mechanics
In case it wasn't obvious enough, the Pyro sees the entire world as a glorious Pyroland! Things in Pyroland are generally a lot more cutesy, cartoony and brighter as a rule - the changes being purely cosmetic. Only people playing as the Pyro can see these changes as a general rule. Keep in mind this is made for a mode where everyone has their own screen.

But let's get on to the more important mechanic: while all the other characters in CTF Mode are only allowed to view the camera zones their allies are in, the Pyro can view every single camera zone. In fact, by tapping A while viewing a camera zone, The Pyro will respawn there in a burst of rainbows instead of popping up at spawn. This is a silent motion, thus being utterly devastating to foes if they're unaware of your presence. The Pyro will respawn in her own base if nothing is pressed, or if the A Button is pressed twice in the same camera zone. The Pyro does not have a choice of where he will exactly respawn in the camera zone - though as a general rule, the game will try to make sure you don't spawn over a trap/hazard and on empty ground. The only part of the camera zones that Pyro can't spawn in are parts of the map that only the enemy team can enter, such as their spawn. He's not even limited to viewing just camera zones! The Pyro can look inside every alternate stage that might be present (such as the Fly of Despair, Item World or even inside of Swalot) and spawn there as well. This mechanic allows the Pyro to become an effective ambusher - as well as allowing him to recreate his ingame role of having a good matchup against Spies, without using something stupid like "lol Pyro can see through his disguse". Though something notable is his advantage against those who camp inside things such as the Dutchman's Fly or Swalot's stomach...


Specials

Neutral Special: Rainblower
The Pyro takes out the odd looking device seen in the header photo, letting out a small puff if tapped - releasing a small spurt of rainbow from it. The rainbow extends a Battlefield Platform outwards and is as tall as Kirby. Those who are hit by the rainbow are now covered in the rainbow status effect - if they are hit by the rainbow in the slightest, they will be rainbowed for 10 seconds. Being rainbowed has you take 2% per second for the next 10 seconds - the damage is entirely passive, comparable to a Lip's Stick in terms of how it works. The only things that can be done to stop the rainbow are to simply wait out the 10 seconds - or dash for 5 1/2 seconds. Doing that will cause the rainbows to diminish from their body.

If you hold down the input, The Pyro will release a constant spurt of rainbow with properties identical to simply tapping it for as long as you hold it. The Pyro has 100% mobility during this time, meaning that you can still manuever and dash after foes just fine - making multiple foes happy with your rainbow as you ambush them, creating an effective crowd control tool. The Pyro will usually be aiming to follow the foes, as the 10 second countdown only starts once they exit the rainbows - and restarts whenever they reenter them. By training the rainblower on them, Pyro can potentially keep them permanently feeling the magic.

However, there's a catch - the Pyro's rainblower is represented as a small bar on the bottom of his HUD. As he shoots his rainthrower, the bar drains - he only has enough to fire the rainthrower for 5 seconds, and regains a second every 2.5 seconds. If you fire the rainblower when the bar is empty, it will explode in Pyro's face, dealing 10% damage and stunning for a second. Pyro must indeed be conservative with the rainblower, making enemies happy be somewhat difficult, and all the more important to save for guaranteed ambushes - as well as preventing spam. Keep in mind that a single puff of the rainblower will remove a single second, so you can't just spam that repeatedly.

When firing the Rainblower at enemy traps, they will not absorb rainbows - they will however take damage, but only when Pyro is actually firing it at them, making it somewhat ineffective.


Side Special: Bubbleblower
The Pyro brings a bubbleblower out with some startlag and blows on it - releasing a massive bubble the size of one of Mario's fireballs. This bubble travels 3 Battlefield Platforms to Final Destination depending on the charge time, always moving at the speed of one of Diddy's Peanuts (AKA getting faster with charge).

If the bubble hits anyone, it will explode like a bob-omb, dealing 5% and covering them in rainbows, identical to the rainblower. While you will have to put more effort into chasing them down, this gives you a way to make them happy from afar, as well as allowing you to refresh the timer from far away. You can also use the Bubbleblower to effect multiple enemies in close proximity to each other - like the bob-omb, it can damage enemies close by, as well as giving them all the rainbow status effect. Clearing-out, much? While you can't angle this, this can make a decent way to make enemies happy while your rainblower isn't working.


Up Special: Airblast
The Pyro pulls out the Rainblower and shoots off a puff of air - reaching out (and being the size of) a small stage builder block. If this hits an ally or an enemy, it pushes them forward with some decent knockback. You are able to angle this by holding it - allowing you to angle it and move about with the capabilities of a Cracker Launcher, the burst of air being released once you stop holding it. Given how the burst of air firsts out in a very quick action, you can indeed use this as a defense against approaching foes - or use it for your own approaches, as the airblast reflects projectiles. Ambushing has it's own uses for this as well, as you can push enemies into any hazards scattered around the stage.

More importantly, if you use this on a character covered with rainbows, the air will push them off the character...and morph it into a bubble, which acts identically to the bubble found in side special, immediately launching off the char and moving in the direction the air was angled. If you accidentally set give an ally rainbows, you can indeed use this to turn it into a projectile and put them out. Using this on an enemy has some benefits as well, as you can quickly transfer the bubble from one enemy to another, or even fire it at their own traps - while they won't get rainbows on them, it will indeed explode as normal and coat anyone camping by it.


Down Special: Homewrecker
The Pyro takes out a large cartoony hammer, holding it for a brief moment in which you can pick a direction to angle it, before she swings it in that direction. This deals 7% damage and light knockback, but if swung at solid part of stage (e.g. anything that isn't drop-through), Pyro will chip away a portion of it, roughly the size of a normal stage builder block. Once Pyro swings the hammer, it can be held down to have Pyro repeatedly swing it in that direction while advancing in the direction of the initial swing. He swings at the rate of the actual hammer, making it very swift indeed. Each one does damage identical to the first swing with the same stage-removal properties.

There are no restrictions who can enter Pyro's tunnels - the entrance is obscured, however. Only allies will see the tunnels from outside them, enemies will not see inside the tunnel unless they're inside the tunnel (anyone standing outside the entrance would see only the normal stage, inside the tunnel it's transparent). This has a relevant purpose, as Pyro can tunnel through the enemy's base while they aren't looking and carve out little spots where he can hide, as well as possibly getting an easy route for his teammates to enter through. The tunnel does not disappear once the Pyro dies initially. Rather, a tunnel will disappear if nobody has gone inside of it in the past 40 seconds. This is to keep tunnels made inside the enemy base from clogging it up, i.e. little cave-ins in their walls. If Pyro really wants a cave to be saved, he can always respawn in the camera zone they're in and start chipping away at it again. If a tunnel disappears, the flag and all important items inside will spawn in their default positions.


Grab-Game

Grab - The Cat of Fate
The Pyro will suddenly take out a small kitten and hold it by it's tail. The kitten flies forward 2 Battlefield Platforms by default, it's tail stretching all the while, before it snaps back. By holding the input, The Pyro can charge the distance the kitten travels, with 2 Platforms being added per second (and stopping once the entire camera zone is covered). The kitten will automatically aim for the nearest opponent on the other team if this was charged, locking them in a grab hitbox if they didn't dodge out. If the kitten misses, it is immediately snapped back to the Pyro by way of it's tail.

Should the kitten grab anyone, it'll hold on to them with it's stubby little paws and get snapped back to the Pyro at Falcon's dash speed. From here, the Pyro can activate his grab game. Even without using any throws, Pyro's grab is pretty damn great just for the fact Pyro can grab retreating foes near-automatically if given enough time to charge - as well as pulling foes into little tunnels you've made in their walls.

You can also grab items with this, adding the possibility that you might grab the flag while hiding inside a tunnel - sending foes on a wild goosechase for it, and directly into your lovely Rainblower.

With pummel, Pyro simply slaps them in the face, dealing 3% damage. This simply acts as something that the Pyro can use to spam, if he feels the need to rack up any more damage while his foes are covered in rainbows.


Back Throw - Lonely Housewife
Pyro grips the foe tightly with one arm, taking the mallet in the other, entering a new grab stance. By pressing the control stick, Pyro simply swings it in that direction, dealing 7%. Given how quick this is, you can fend off attacks from behind while you pick off this one foe.

By holding the control stick rather than letting go, Pyro begins rapidly swinging, and moving in the direction you picked, identically to the actual input. As you might guess, Pyro can dig while holding the foe - allowing you to take them to lower grounds and set them aflame there, getting some actual development while you pick them off. You can also use this as a suicide KO if they don't buttonmash out.


Forward Throw - I Believe
If this is pressed and the bar is full, the Pyro presses the Rainblower against the foe's face and blows hard - making them grin as rainbows cover them as Pyro steps away. This is an incredibly easy way to get them covered immediately, as well as refresh timers, if you've caught them while they're covered. This especially has uses against foes who can outrun the Rainblower, as if you get them into this grab, you have an obvious opportunity to get them. It only takes one second off the bar.

Up Throw - Smash
Pyro tosses the foe upwards and follows up with a quick lollipop hit to smack them for 7% damage, after which he taunts by raising the lollipop above his head. If a foe comes in contact with the lollipop while he raises it above his head, it deals 6%, knocking them upward. While this is a rather useless animation most places, in tunnels, you can hit foes against the ceiling of the tunnel for a guarenteed hit with the second part of it, rather than the knockback keeping them from being hit by the taunt. This allows you to rack up their damage quickly - becoming your most damaging throw if you're inside a tunnel or up against a ceiling (as people in the base will often be)

Down Throw - Marker
Pyro giggles, attaching a flower to his opponent's chest, pinning it into their chest. Now, this flower acts as a beacon, alerting Pyro to their position at all times. A marker constantly points in their direction on the Pyro's HUD, whether or not they're disguised or not (anti-Spy?), as long as they're alive. Pyro can only have 1 markers out at a time. When you have a marker pinned to someone, you can only view camera zones they're in...but are able to respawn there instantly. Markers only last 8 seconds though, meaning this is more often saved for when Pyro's on the verge of death, allowing him to quickly reappear if he's killed. You can also pin this on allies to determine when they die, you having plenty enough time to do this if you decide to make a tunnel between base to base.

Standards

Jab: Flower
The Pyro pulls out a flower, pulling on the stem to release petals from the front of the flower - each petal deals 3% damage and some slight stun, with five petals being released every time you use this move. Much like an actual flower, and as MYM has come to know, the petals spread after being fired. The petals will travel one Battlefield spreading before disappearing.

By holding the jab input, The Pyro will fire repeated petals, with .30 seconds of delay between them. He can also move from left to right (and jump) as he does this, making it decent in two respects: using it as an approach tool while your enemy is covered in rainbows to give them some slight stun, or as a defensive tool: airblast 'em away and then pump your flower as you retreat.


Forward Tilt: Back-Burner
The Pyro takes out a lollipop, swinging it forward in a swift motion, which can be angled. This deals 3% damage and some slight flinch - though has a more practical purpose, which can be guessed by the name. If it hits the back of someone, it will deal 12% damage and high knockback as the Pyro gleefully swipes it down their back, letting them get some delicious sprinkles all over them...thanks to the range, you can use this as a decent ambush tool when catching a foe offguard, though a very good purpose comes from hitting foes attempting to dashdance the rainbows away, thanks to the quickness.

Up Tilt: Sparkles
Pyro points his rainblower upwards, attempting to blow rainbows out - but puffing out a thick stream of sparkles instead, of which he looks at curiously and begins to watch. This creates out a thick layer of blue sparkles in the foreground, which obscure the match. Pyro initially only spurts out enough sparkles to obscure a Bowser-sized area with this move, but by holding it, sparkles will billow out indefinitely until you stop. Sparkles last for 10 seconds after Pyro stops using this move, after which they disappear. Combined with using your grab to steal the flag, you could indeed fill a tunnel up with smoke and send opponents on a wild goosechase through a hellish path in which your teammates could be waiting...

Down Tilt: Trapped
The Pyro smacks the area in front of himself violently with his lollipop - if it hits a foe, it deals 9% and pitfalls them into the ground, as though it were DK's side special. Hitting the ground causes a pitfall trap to be made, of which Pyro can have 3 of onstage. These allow Pyro to have a way to hold enemies still when he's not around, as well as possibly litter his tunnels with traps should foes chase after him. It also provides a bit of fodder for you to push foes into with your Airblast.

Dash Attack: Sneakster
As soon as you press this input, The Pyro pulls out the rainblower and slinks into the background - running through it at his normal dash speed for 5 seconds, before he circles around back into the foreground, facing the direction he dashed from. By pressing the standard input, Pyro will move back into the foreground early. Pyro automatically moves forward while in the background, you only allowed to influence two factors - allowing Pyro to double jump and pressing the nspec input to switch the Rainblower on. You can use this to maneuver past traps in the main plane, needed due to Pyro having no real anti-trap moves, before going into the main plane to ambush foes - as well as mindgaming foes in sparkles. If Pyro is hit in the background, she is ejected into the foreground, taking the knockback like a man.

Smashes

Down Smash: Spin
Pyro holds the lollipop around himself, as she begins to spin rapidly for 2 seconds. During this time, you can maneuver Pyro about at 6/10 dash speed. Getting hit by the Pyro's lollipop deals 9-14% damage and decent knockback. This will hit foes in the background, giving him a way of pressuring dodging foes as well.

Also relevant - hitting foes shielding will deal multiple hits to their shield, wearing them down extremely quickly if this is fully charged. Given how foes just might attempt to shield rainbows, you can pressure them with the threat of shieldbreaking, should that issue arise...


Forward Smash: Axe Me A Question
The Pyro, quickly and without warning, takes out an orange lollipop. He swings it forward, dealing 6-12% damage and light knockback.

If, however, the enemy is covered in rainbows, this deals 16-27% damage and incredibly high knockback - making it one of your most potent killing tools. Naturally, if you can get a foe covered, this is indeed your best source of damage if you can stick close to them.


Up Smash: Bongos!
The Pyro pulls the two bongos off her chest, ready to play some upbeat tunes! Of course, you must have the foe's permission. If nobody comes up to the Pyro and gives him permission to play, the Pyro put away the bongos, sad, with some pretty bad end lag. However, if the foe does indeed attack the Pyro, he will immediately drum the bongos - creating a Smart Bomb explosion-sized hitbox around himself, made up of musical notes! This burst of musical expression happens twice as fast as the Smart Bomb's, and deals 12-18% damage depending on how much this was charged. Once the explosion clears, enemies will find that the Pyro has disappeared to go play a concert somewhere else. But don't worry! The Pyro is only out of commission temporarily, as Pyro will simply enter respawn like everyone else. Using this around a cluster of traps can make enemies a bit more wary to hit you - and given how paranoid they'll be to get you out of there ASAP, this is indeed a wonderful thing for you. Using this to spawn somewhere else also works, if your original plans fell over.

Because Sundance is a ***, this is a suicide KO - not just random teleporting. He does not end up back at the actual spawn, he kills himself - entering the 30 second waiting phase.

Aerials

Neutral Aerial: Detonator
Pyro takes out the bubbleblower once more, shooting a bubble at his feet. This sends herself flying upwards in a move that deals 10% self-damage. This can indeed allow you to launch yourself vertically upwards and serves as a make-shift recovery or quick getaway tool, though the risk of you knocking yourself off the top blast zone exists and is a terrible possibility. However, using this wisely is a powerful thing, as you can get high up to ambush points and stop foes who are stalling with the flag in midair - you can also use this against foes who are slightly underneath/overlapping you, to deal the damage to them as well, inflicting them with rainbows.

Up Aerial: Mulch Diggums
Pyro leaps upwards a full Ganon - if he comes in contact with anyone, he grabs their legs and enters a stall and fall state, plunging downwards at the speed of the Ice Climber's dair. The foe can mash out of this at 2x grab difficulty, at which point Pyro will stop stall and falling. Keep in mind that this is your most reliable suicide KO method, as you can grab foes from inside your tunnels and drag them down to the bottom blast zone. Of course, this doesn't even have to be a suicide - grab one of the key members of the enemy defense, and drag them down into a tunnel to remove them for a few moments.

If Pyro grabs onto a piece of stage, he will hang on for 3 seconds or until you press downwards. While in this position, he can press down special to automatically begin carving upwards - allowing him an actual way to carve up through their base. Yes, it's a terrible input - but a necessary evil to allow the Pyro to have this as an actual component of his game.


Forward Aerial: Save Me!
The Pyro flails out wildly, hoping to grab on to something. Should a foe oblige Pyro's request, they will find themselves footstooled downwards with 7% damage - likely back into a tunnel, considering how fast this is to come out, making it a viable form of defense. You can also use this to, as in the up aerial, cling on to walls - with this, however, you can climb up and down them at Bowser's walk speed. Of course, you can still dig those tunnels you like so much with this, to a far more productive use is to simply cling inside of a tunnel you've made and wait for potential victims to come by - as well as just climbing along the walls of the enemy's base to get to a good ambush position.

Back Aerial: Scrumdiddlyumptious
The Pyro faces the screen and pulls out the pink lollipop, spinning it in front of himself for 1 second (forming a hitbox all around himself), with you able to extend it indefinitely by holding the input. This is a spinning move, acting much like the final hit of Dedede's jab, dealing 2% per every second the foe is hit by the lollipop. While the foe can DI out of this, this allows Pyro to hold them in place for a brief moment until they get to the ground - as well as just making sure their trip to the ground is delayed. You can DI during this, though, which can allow you to predict the foe's attempts to DI out and counter by DIing towards them.

Down Aerial: Bout Rock And Roll
Pyro once again pulls out the pink lollipop, spinning before falling downwards at Sonic's dash speed. If at any point someone ends up in front of him, she will swing the lollipop downwards - dealing 17% damage and a heavy gimp downwards. He will also swing it downwards just before she hits the ground. Naturally, this allows you to ambush foes from above, as well as adjusting your falling speed to get the drop on them from above - before creating some chaos. This works particularly well if you used uair to make a tunnel from above their base before hand. Of course, you can also use this as a standard gimper if the bottom blast zone has opened up.

Do You Believe?

[COLLAPSE=""One shudders to imagine what inhuman thoughts lie behind that mask...what dreams of chronic and sustained cruelty?""]Making your opponents happy? Cats as a grab? Are we really talking about the same Pyro? Well, what you're seeing in your animations and of the world around you? That's only what you're seeing. All of your opponents and allies are seeing the real stage...and the real you...

Much to Plorf and MT's terror, you may have realized that CTF is a singleplayer game. As such, all the Pyroland crap you're seeing? That's only in the views of Pyro players. All your allies and enemies are seeing a completely different set of animations from what I've described. For example: the Rainblower is a flamethrower, the rainbows are flames, the lollipop is a fire axe, the orange lollipop is the Axtinguisher, the Cat is the Claw of Fate. Here's the specific animation changes:

Idle Stance

The Pyro holds his flamethrower in his hand, hunched slightly, as he looks around occasionally.

Walk

The Pyro marches along, solemnly.

Run

The Pyro darts madly forward - as though he were chasing prey.

Crouch

The Pyro leans down on to the ground - taking a Snake-like stance as his axe appears in his hands.

Dizzy

The Pyro begins to sway back and forth - the world around the Pyro begins to flicker and become static-like, as it flickers between Pyroland and the normal map for the duration...

UP TAUNT - TRIUMPH

The Pyro raises his flamethrower above himself, laughing maniacally.

SIDE TAUNT - GOT A LIGHT?

The Pyro flickers a lighter for a few moments, looking at it with affection.

DOWN TAUNT - AIR GUITAR

Pyro pulls out his axe, strumming it as though it were a guitar.

RESPAWN ENTRANCE
Pyro comes out of fire, rather than a rainbow.[/color]

Neutral Special
This is a homemade flamethrower - which obviously lights foes aflame

Side Special/Neutral Aerial
The bubbleblower is a flare gun - which shoots out small fireballs that light opponents aflame.

Down Special
The mallet is far less cartoony - resembling the Homewrecker seen in-game.

Grab
This is now the claw of fate, from Team Fortress 2's Advanced Weaponizer.

Down Throw
A far more bleak, beeping device replaces the flower.

Grab
This is now the claw of fate, from Team Fortress 2's Advanced Weaponizer.

Jab
This is Pyro pumping a shotgun - releasing blasts which spread.

Forward Tilt
This and all other lollipop related moves are now seen as Pyro using fire axes.

Up Tilt
This is smoke. That is all.

Forward Smash
This is the Axtinguisher - a gray axe covered in barbed wire.

Up Smash
Two explosives strapped to Pyro's chest, rather than bongos.
[/collapse]



Playstyle

The Pyro is very obviously going to be spending the vast majority of his time alone - and thus, works best when picking off his opponents individually, and sneakily. Right off the bat, your mechanic lets you be far more aware of what the enemy is planning than your allies, and thus, you can coordinate your plans around them.

Obviously, ambush is your goal, and one that you have to prepare for - go ahead and spawn in the enemy's base, trying to stay away for now. Get to work on your tunnels a bit - make little nests that you can ambush them from later on. Both this and the section above are WIP




"Mmph!"
 
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D

Deleted member

Guest


THE SOLDIER

A crazed patriot from America's heartland. Tough and well-armed, he's versatile, capable on both offense as well as defense, and has a total disregard for his own safety. He is well known for his spectacular rocket jump; in defiance of all good sense and judgment, the Soldier can detonate a rocket at his feet to launch himself skyward.

STATISTICS

Fall Speed: 9
Aerial Control: 9
Weight: 8
Ground Movement: 8
Size: 7
Traction: 6
Jumps: 5
Aerial Speed: 4

Soldier's advanced weaponry comes at a cost to control, balanced out by his good weight and reasonable ground speed. Players have to stay in strict command, as a large part of playing successfully is predicting the enemy team's movements and directing attacks in a way that proves beneficial strategically. Soldier is bulky enough to tank some damage before getting slaughtered, allowing a suicide run at the appropriate time and place. At a sprint and using all weapons at his disposal, he's likely to be one of the first in his team to reach the enemy base and a good candidate to get the flag.

SPECIALS

NEUTRAL SPECIAL - ROCKET LAUNCHER

Soldier fires a rocket from his launcher, travelling at the speed of Fox's blaster lasers and in a straight trajectory. The rocket explodes on contact in a Bob-Omb sized hitbox, dealing 15% damage and high knockback. They have infinite range. Holding the input allows the player to aim the launcher before firing, the mechanics of this working in a similar way to the cracker launcher in Brawl. That angle is then saved for use whenever shooting rockets, unless the input is double-tapped, defaulting it to shoot horizontally straight. After firing four rockets, Soldier is forced into a heavy cooldown period to reload the weapon - you can cancel out of this early, leaving you with less rockets in the chamber. The fastness of Soldier's rockets may seem a boon at first, but the fact they don't linger in the air at all means that you can't afford to waste them either. Soldier is victim to damage and knockback from his own rockets, though is not hitstunned or juggled like opponents. You have to be careful using them in close-quarters - this can be advantageous, however, in getting around the stage, especially once you have the flag and are at a high percentage.

Hitting the bottom of a foe's hurtbox forces them up into the air in a temporary state of stun. This allows for a further attack to juggle them, or other allies in the nearby vicinity to take advantage. Go for a combo, or simply break up the composition of a raiding party for [literally] higher-levelled players to handle. Keep in mind, the effective options you may take also depend on the foe's percentage and weight; if in a very bad condition, this is a viable KO move. This technique means that Soldier's naturally aggressive playstyle is supplemented by this outwardly long-ranged weapon, by pushing opponents out of the way. Knock them into your allies' traps, or jump up there to deal with them yourself - Soldier enjoys picking out weak opponents in the enemy line-up and making them suffer.

SIDE SPECIAL - KAMIKAZE

Soldier takes a single grenade of the two stored on his belt and lobs it up at a high angle. It is slightly bigger than Snake's but the horizontal-vertical angle is flipped and the speed at which the grenade falls is more than halved. The grenade acts as Snake's do, standing on the stage or flying in the air for a while before exploding, causing 12% damage - to which Soldier is vulnerable. Enemies can pick up and throw the grenades back at Soldier, though he has plenty of ways of throwing them right back. Knockback is twice that of Snake's grenades, lingering for twice as long and covering an area twice as wide. Grenades are a straightforward way to easily funnel enemies into the team's traps and projectiles. The catch? Soldier can toss only two grenades in quick succession, if the input is double-tapped, before having to restock on grenades from his pouch - not quite as laggy as reloading the rocket launcher, but sizeable. The lag is less punishing if only one grenade is used. The arc of the grenades can be affected if the input is also held, allowing a lower angle but further range. Unlike Snake's grenades, this doesn't change the detonation time of the grenades, as Soldier only unpins the grenades once the input is released.

That is, unless you hold the input and press a directional input. Soldier cracks his knuckles, grabs a grenade (or two) from his bandoleer and unpins. The player is free to move around as they please or simply stand still. The grenades tick down as normal and eventually explode while still in Soldier's hands! This deals the normal amount of damage and knockback [times two with two grenades], always dealing backward knockback to Soldier due to holding the grenades in front. This has the obvious function of acting as a suicide KO on opponents, though in practice this depends on the layout of the stage. On largely horizontal maps, this doesn't KO, it more acts as a way to reset Soldier and whoever else may be unfortunate enough to be standing next to him, shooting both players back closer to their respective bases. The grenades can be knocked out of Soldier's hands like any other item, however, and the blast from the grenades will knock the flag out of your hands, or the opponent's for that matter.

UP SPECIAL - ROCKET JUMP

Aiming the rocket launcher below, Soldier fires a single rocket, dealing 15% damage to himself and anyone within range, boosting him into the air or juggling opponents just as the rockets do in his neutral special. When used on the ground, the move propels Soldier up two Ganondorfs at default percentage, while if used in mid-air, the rocket is simply shot straight down and the inertia cuts height to just one Ganondorf. Soldier can crouch during the move's start lag, limiting knockback to Soldier so that it only shoots him up the default two Ganondorfs, stopping the move from becoming a forced suicide at high percentages. Besides the obvious function as a recovery, this move acts as a way to juggle Soldier as well as the opponent into the air, and given the likely disparity in percentages between the two, gives some much-needed versatility, the resulting knockback on both players leaving Soldier with a potential multitude of situations to follow up. In the air, crouching instead slightly angles the rocket launcher so that against walls, Soldier is pushed slightly backward and up. This can be used to easily wall climb up long vertical stages, or simply as a way to fire rockets past an obstacle blocking Soldier's projectiles.

DOWN SPECIAL - BUFF

Pressing the input defaults to activating the Buff Banner, holding the input changes between the two. Pressing the input when the backpack is already active unequips it. The items themselves, for the uninitiated, are backpacks with long pointy flags pointing out of their top.

Equipping the chosen backpack, Soldier gains a small meter the colour of his team underneath his percentage. This can be seen by team mates, but not foes. As damage is dealt or received by the Soldier player, this meter fills up, and when full, a smart bomb radius buff is given to all team mates and their projectiles, traps or constructions, following a loud, rallying trumpet call. This includes Soldier. Weaponry belonging to and a circular aura below affected allies glow the team colour for the duration of the effect, which lasts ten seconds. BuffeBanner charges up through Soldier dealing damage, while the Battalion's Backup charges through him taking damage. For the Buff Banner, this means dealing 60% damage to foes. Once achieved, the effect is an increase of 1.5x to all damage on attacks and the same multiplier to any hitstun dealt on opponents. For the Battalion's Backup, Soldier has to be dealt 35% damage, giving out a buff that reduces damage by 35% and 15% percentage of non-grab super-armour to ignore hitstun. Self-damage does not count toward this total.

At any time, Soldier can swap between the two and there is a slight window of opportunity to swap out both backups - allowing you to activate the effect at any future time - by double-tapping the input. Likewise, you can simply swap from one to the other to preserve one's ef fect while building up the other at the same time. The buffs affect the players, specifically, so even traps on the opposite side of the map under a player's control gain the buff. However, players who are shooting projectiles from a different camera zone into Soldier's do not have their attacks boosted. While the radius may seem huge, on stages bigger than Hyrule Temple boasting half-a-dozen camera zones, this actually isn't that big. The use of the backpacks in general should be extremely obvious in a team game like Capture the Flag. A Soldier player should be wary about using the buffs at the wrong time or place. Assessing the condition of the fight and acting accordingly is a huge part of using this special most beneficially.

SMASHES

FORWARD SMASH - DIRECT HIT

Soldier takes out a more advanced looking rocket launcher and looks into the scope, start-up here on par with Snake's forward smash: fairly brisk. Soldier shoots a single rocket in a straight trajectory, though this can be angled slightly, travelling 1.8x to 2.2x as fast as his normal rockets - insanely fast and has infinite range. The rocket is controlled much like Snake's NIKITA side special - except that it travels so quickly, you only gain control over its vertical positioning, pushing it up or down at a moderate pace to hit opponents or scoot around obstructions. The rocket deals 20-30% damage to opponents and unlike normal rockets, doesn't deal any damage to Soldier. While the rocket travels through camera zones, the view of the Soldier player follows it there through the logical use of the scope, allowing eyesight into the layout of players and other machinations in the raid to come. At any time, the rocket can be cancelled out of like the NIKITA, by pressing the shield input, causing it to drop in height at an increasing speed before it explodes on contact. Direct Hit has some limited use as a way to 'snipe' if the flag is in the process of being captured and no time is left to directly intervene, or simply to help bombard enemy reinforcements.

UP SMASH - BEGGAR'S BAZOOKA

The Beggar's Bazooka is taken out of hammerspace by Soldier and pointed upward - this move poses many similarities to Snake's up smash, including the start-up lag. After charge, three rockets are fired upward [each has a slight chance of firing slightly off-centre due to the bad quality of the weapon]. Each rocket deals 10% and low-medium knockback that simply acts as a way to juggle unless on a camera zone that has a low ceiling. These also do not cause self-damage. These projectiles from the poorly-constructed bazooka differ from the rest because of their range, which is poor - charged fully, a single rocket will misfire out of the bazooka dealing double the damage and knockback with the usual infinite range, but anything less, and the three rockets come raining down. Charge decides when, ranging from one Ganondorf to three before they start to fall, dealing 4% and the same knockback as they hit the ground. This is to Soldier's benefit, however, as used out of a dash, this gives a nice defence to his back as he rushes with the flag or to guard the air above him for allies by blocking enemy projectiles. Obviously, the potential for just flooding the air with falling rockets is good if you're on the defensive, verging on enemy invasion and know their planned point of entry. If you're desperate, these lingering rockets make for a good 'wall' to use your neutral special against, if you want to get height before you 'suicide' back to home base.

DOWN SMASH - LIBERTY LAUNCHER

From his crouching position, Soldier equips a modified Liberty Launcher, though for now it resembles the Team Fortress 2 model exactly. As won't come as any surprise, the launcher can be angled slightly, though this is of slightly more importance than before. After charging, Soldier shoots a rocket from the Liberty Launcher, travelling 40% faster than the normal Rocket Launcher. Upon contact with any obstacle or a foe, the rocket explodes, dealing 15-30% damage and medium-high knockback. However, that's not the end of the move - detonating, the rocket releases a torrid of smaller rockets, shooting out to form a circular area full of team-coloured explosions [in other modes, they're red, white and blue]. The size of this circular area varies depending on charge time, being as small as Pokéball Snorlax initially flying off-screen, or as big as when he re-enters it for his attack. This lasts for ten seconds - only one rocket can be fired at a time, using the input while one is still airborne will have Soldier push a button on the Liberty Launcher to detonate the rocket prematurely, having the same effects. Enemies caught within this area are dealt damage of 1.5-2.5% damage a second and random, largely negligible hitstun, to further screw up any setting up. Allies within these areas are given any buff you currently have active, and of course any damage dealt to opponents can be used to charge up Buff Banner, being extremely useful in densely-populated areas. Likewise, you can truly disturb an enemy team's constructions as the default height will have rockets hitting anything grounded and then nibbling away at anything that's left in the following firework display.

STANDARDS

JAB - SHOVEL

If the input is spammed, Soldier swings his shovel wildly in two different attacks, dealing 5% each and low knockback, close-ranged only due to being one-handed. On a foe's shield, this has a decent pushing effect, forcing them out of your face. The hits come out fast enough to fulfil basic requirements for a good jab. The range on the shovel, not great it may be, is enough to reasonably destroy any projectile without damaging Soldier at the same time. If you have the benefit of a rocket right out there, say from your up smash or a thrown grenade, that will add to the size and damage of the hitbox here. Pressing the input has Soldier perform a slower backhanded strike with the shovel, dealing 8% and turns the foe around as happens to a Spy in Meet the Soldier. The stun effect mirrors Mario's cape, the foe also left in a slightly dizzied state for a fraction of a second. This can be of amazing use if standing in the way of an enemy stealing your team's flag, or a foe trying to get up to you on a high platform, as the move comes out quickly, just not compared to your multi-hit jab.

DASH ATTACK - SHOTGUN

Soldier takes out and fires his shotgun hastily, dealing 10% damage and low-high knockback, depending on how close the foe was to Soldier. The shell spreads out if not initially hitting anything, like an opponent or the stage, creating tiny projectiles that can detonate nearby trigger-based traps. These projectiles travel blindingly fast, even being able to catch up to your own rockets if this move is used efficiently. Continually pressing the input while running has Soldier continuously firing the shotgun with slight delay, making it your go-to input for ambushing foes close-up. It's just as good for detonating projectiles that are aimed at you, especially when on the run toward or from the enemy base, possibly necessitating that opponents focus on the Soldier if they have a huge defensive line full of this kind of set-ups. In combination with your buff, this can make Soldier into a great decoy for an ally who is faster or more able to actually capture the flag than you, as you take the heat from then in an initial rush into battle.

FORWARD TILT - EQUALIZER

Taking out the heavy Equalizer, Soldier swings into the background from the foreground, or vice versa depending on where he's facing, having poor-range due to being one-handed and a small pickaxe at that. This deals 12% damage to foes and high horizontal knockback - this is a fairly important basic input for Soldier as it allows him to rebound foes back into projectiles or simply KO them easily when he's on the edge of a camera zone with an actual side blast zone. The end of the pickaxe's hitbox constitutes a sweet spot that deals higher knockback, instead in a diagonal direction rather than strictly horizontal. Soldier generally prefers aerial foes, so having a KO option that also may result in leaving the foe airborne and far away from him is a decent option. Normally, the move is very powerful against shields, but the sweet spot especially is devastating, basically one-hit KOing a foe's shield. Used after your one-hit jab, this can be a great way to force an opponent out of shielding and into being offensive, if they were previously stalling for their team to catch up to their push or simply blocking damage from your rockets.

UP TILT - SHOVEL

Soldier swipes underhand with his one-handed shovel, bringing it up to his full height in a circular swinging motion. The shovel deals 5% as before, except that the foe is launched upward if hit by any point of the attack. This is a decent KO move, but sacrifices potency for range, as it hits in front and above Soldier. Hit foes into your lingering rockets or simply hit them out of the way when dashing, good. If used on projectiles you've created - mostly your grenades or up smash rockets - the move hits them back into the air as if a shuttlecock. Considering how short-ranged this move is anyway, this isn't remotely aggravating to avoid using, as you have to hit with the actual hitbox of the shovel. This works on enemy projectiles, but only the ones that don't detonate on impact, like Snake's grenades. Though if hit with the apex of this move, the explosion that is created will probably be out of danger's way for Soldier.

DOWN TILT - GUNBOATS

Having a similar animation to Ganondorf's same input, Soldier sits and kicks forward across the ground with one leg, Soldier equipping the Gunboats for the duration. The attack deals 7% damage and mild-medium vertical knockback - great knockback growth - so this is another move that largely flows into projectile spam. It also pushes shields back like your jab, but at a longer range, making it a good mix-up along with your forward tilt. Perhaps the real purpose of this move, though, is as an ineffective 'counter,' as while Soldier takes damage from traps or attacks to his leg during the attack, he does not take knockback due to the nature of the Gunboats. This for once allows Soldier to cause himself 'self-damage,' with it working toward the goal of his Battalion's Backup down special, as well as just being a generally useful move to use against foes using grounded traps.

AERIALS

NEUTRAL AERIAL - FRYING PAN

While not strictly exclusively to Soldier, he is perhaps the most in-character class to use the weapon with his strenuous grip on reality. Onto the move, Soldier takes out the frying pan and attacks in broad swipes from the bottom of his hurtbox to his top, then reversed in a way akin to a jab, basically covering it entirely as does every other neutral aerial. A more specific angle for the swipe can be chosen by using the directional input alongside the standard input, allowing a versatile amount of directional swipes. Foes struct by the frying pan are dealt 8% damage and low-medium knockback - it gets them out of your face when they're far too close, again, it's a neutral aerial. As in your up tilt, though, you can redirect projectiles, again made less useful and annoying by the low range of the frying pan, though the hitbox is slightly larger at least. The relevance on this on neutral aerial comes from your buff - allies outside the smart bomb blast radius range likely still have projectiles coming through on your position. At the same time as redirecting the projectiles into a more advantageous position, you can also pass on the buff over to them. Requiring some skill, being able to swat away Snake's grenades and other fodder projectiles can also be useful.

BACK AERIAL - ESCAPE PLAN

Soldier takes out the Escape Plan - largely a clone of the Equalizer - and swipes it in a similar motion to his forward tilt, except behind him. This deals a familiar 12% damage and medium downward knockback, as well as the shield damage of the forward tilt. Aside from that, having a KO move that clears the air behind you isn't bad. The real potential of the move comes through when using that aforementioned suicide technique to blast away from the enemy base. If you strike a wall or other, allied structure with your Escape Plan, Soldier halts his momentum and turns around to pull his Escape Plan out of the wall, acting like Luigi's side special when misfired into the side of a stage. This means you aren't completely at the mercy of the physics engine when you rebound off the side of walls or other things when making your way back to the base, and even turn yourself around so you lose no time and can immediately begin dashing on your way.

FORWARD AERIAL - RESERVE SHOOTER

As in Team Fortress 2, the Reserve Shotgun is taken out 15% faster than the Shotgun - equating to the same decrease in start lag from the dash attack. The weapon has the same range and trajectory as the shotgun and deals the same damage when hitting opponents, carrying with it the benefits of using a good spread of the shell into the air. What differs from the normal shotgun is that opponents, or any projectile that isn't destroyed by the initial attack, is carried along at a speed matching Sonic's dash speed, opponents hitstunned into place as they're forced along for the ride. This goes on for a full platform and deals 1% a maximum of five times, depending on how close the opponent was. This is the most blatant spacing move Soldier has in his arsenal, letting you push around foes and displace them from their team or push them into your own's traps. In a general MYM Brawl context, there's also something to be said for pushing around those giant controllable platforms in the air without outright destroying them, essentially stunning the foe on the other end of the move.

UP AERIAL - MARKET GARDENER

Taking out an entrenching shovel, Soldier performs an uppercut motion using it as a bludgeoning tool, almost resembling the Mario Bros up special. This has the same effect as your up tilt in rebounding projectiles, except in the air, again the small hitbox of the Market Gardener making this is a move that is high unlikely to interfere when unwanted. The shovel deals multiple hits of 3%, more hits depending on the speed of ascent. Going at a fairly low speed, from a normal jump for example, results in only one or two hits, while being propelled by a Rocket Jump - especially at a higher percentage - may lead to more than five in one go. The knockback from the attack also depends on the speed factor - more hits the better, becoming a KO move around the four-hit mark. At low percentages, the 'normal' version is simply a good way to juggle the foe and it is nice not having to deal damage to yourself, if you know you could never KO an opponent this early in their stock. This move is an important melee option when pursuing an airborne opponent and are in a camera zone where a star KO is viable, but the opponent is DIing insanely to avoid your rockets.

DOWN AERIAL - MANTREADS

Soldier equips the Mantreads [which is to say they magically appear on his feet] to execute a stall-then-fall down aerial, mirroring Ganondorf's same aerial in animation. The further the distance, the faster the fall and the greater damage and knockback is dealt, 10-30% damage plus low-extremely high knockback, the high end only accessed when Soldier has fallen the equivalent depth of New Pork City's top to bottom platforms. The fall can be DI'd slightly left and right, as with other stall-then-falls. Obvious physics ensue against standing foes on the ground, as they bounce off of it for easy juggling or aerial sniping depending on percentage. If landing on grounded traps or constructions with the move, the boots reduce the immediate knockback from them by 75%, enabling you to actually survive when parachuting into enemy territories at a high percentage from multiple Rocket Jumps. In the air, the same effect is had on attacks being used from a lower opponent, allowing Soldier to evade KOs from telegraphed aerials or strong projectiles. Forgetting Soldier's unique suicidal tendencies and natural likelihood to get high into the air, in a game mode where stages are gigantic and vertical KOs the most prominent, he excels in directly crashing a party of clumped up enemies.

GRAB GAME

GRAB - COW MANGLER 5000

The Cow Mangler 5000 is taken out and fired by Soldier, discharging a thin stream of electricty twice the reach of a Brawl grab, though losing some speed; it's certainly usable out of a shield, but not always viable in melee range and has worse end lag. A foe struck by the electricity is stunned in place, as if hit by Zamus' down tilt, initiating the grab. Opponents can be hit while still in the air, suspended in the air where they were caught. This is only possible on foes who fall into the beam, however, because of its strictly horizontal course. Opponents are not alone in being targets for the Cow Mangler 5000 - enemy and allied constructions or other elements - player-tall traps or minions - can be 'grabbed' and the following pummel and throws can then be used as normal. The move can be cancelled out of the same as all grabs and will prioritise grabbing opponents, ignoring everything else in favour of an in-range opponent. While this all may sound staggering in its versatility, it does leave Soldier unprotected and is easily counter-attacked.

GRAB SMASH - SECONDARY FIRE

The grab input can be charged to use an actual attack instead of the grab - essentially becoming a grab smash. Bright energy builds up at the end of the Mangler, indicating its 'charge.' The Cow Mangler follows this by firing a beam of energy that varies in size, from Lucario's final smash to Samus', at the highest range reaching all the way to the ground. Though this beam does have infinite range, the beam is only as long as two platforms in length and only causes hitstun for as long as it passes through opponents, as well as constant 1-2% damage, only lasting a number of seconds. The end lag is terrible, as Soldier wrestles the overheating Cow Mangler. The secondary effects of being hit by the the beam are what make it truly worthwhile. Opponents are left on fire for ten seconds after the move, dealt 2% a second passively, their burning hurtbox dealing any of the enemy team's players or anything else for 3% a second if in very close range to the character. This makes the job of large set-up characters far harder - they do have the initial thirty seconds, however, meaning this will mostly hamper them, if hit, in expansion. The beam can be shielded fully and this can fully block the beam, so you require assistance from allies to reliably land the move.

The damage from this attack is reduced to only 20% against enemy constructions, though it does have the effect of 'short-circuiting' them for around five seconds, little over double how long it usually takes the beam to pass through an object. These few seconds can be vital for a raiding team to invade an area occupied by a mass of grounded turrets. While hypothetically this move can't reach elevated constructions, temporarily halting their use around the entrances to other camera zones should be helpful in the first push, which is supported by the short duration of this effect, giving your team a window of opportunity. Against Soldier's own projectiles - his rockets and, if achievable, grenades - static from the beam suspends them in mid-air as aerial trap. Only by further contact do they explode, or if on a timer like the grenades. This allows for Soldier to follow up with his reflective moves on his own projectiles, though of course requires quite a bit of preparation. You will also need a wipe open space for this to work, as even at the beam's amazing speed, it will take it time to catch up - thankfully most of Soldier's weaponry is fired from the shoulder as well, so a non-charged beam will do just fine. As with the rest of this move, this may be a strategy best used when your team is on the defensive.

PUMMEL - TERTIARY FIRE

Rapidly firing the Cow Mangler albeit in what is still an average pummel, the effect differs on constructions and opponents. Constructions then differ depending on their allegiance. Allied ones are given a buff to attack power, 1.1-1.5x attack damage and knockback for ten seconds, used five times before the Cow Mangler overheats and Soldier suffers bad end lag. The buffed construction also gains csuper armour, producing an electric aura purely for visual effect, keeping Soldier from buffing that construction for the duration of the aura. This little interaction here gives Soldier some busy work in the thirty seconds pre-match, though he is likely to have to choose which allies or objects to buff so that he doesn't fall behind getting to the gates that separate the two teams. Not quite the opposite effect is had on enemy constructions, simply short-circuiting them as your grab smash does for 2-10 seconds, though in enemy territory and then the end lag, Soldier is going to be victim to the owner's reprisal. On foe's, the electricity pulls them off the ground - or further into the air - at a rate of one SBU a pummel. This deals 5% a hit. The opponent will want to escape the grab desperately, not only because of follow-up throws, but because after six hits, the foe is burnt to ashes and KO'd. A pummel KO in this mode where the stages prevent most ordinary KOs and a respawn timer exists may seem overpowered: the foe will have nine team mates to damage Soldier and ensure that if the move does KO the grabbed opponent, he is immediately killed afterward.

BACK THROW - COW MANGLER 5000

The Cow Mangler 5000 is charged up for one final attack. Building up a ball of energy, this is then shot toward the grabbed opponent, the projectile as big as a max-sized super scope shot, dealing constant 1% damage and pulling the foe along as it tears across the screen, further imitating the super scope item from Brawl in its speed. The ball will only degrade and eventually be destroyed upon contact with a solid object, like a wall or enemy construct. As it pushes against them, it slowly diminishes in size until it is reduced to nothing. Once it reaches a small size, an enemy attack will also destroy the projectile. Up until that point, any explosives that hit the ball will instead increase its size, potentially to that of Bowser at its greatest, also increasing the amount of damage it deals. Especially in an unreachable nook or cranny, like an entrance, it should be simple to feed the energy ball rockets to keep it at maximum strength, deterring opponents from setting up around that area, as like all of your other projectiles, this one too can be redirected. Keep in mind, though, the projectile is so unsturdy that cutting it off from a stream of rockets will probably lead to it being destroyed wherever its destination. Nevertheless, that doesn't stop it from being a valuable distraction.

FORWARD THROW - SHOTGUN

Soldier takes out his shotgun and shoots at the opponent, the same basic move as the dash attack, dealing the same knockback and 10% damage. Used at melee range and without any use of the pummel, this is simply a quick shortcut for a decent KO or spacing throw. On an elevated foe, this is a great defence against incoming projectiles or foes, and somewhat covers Soldier's retreat out of the grab. Double-tapping the directional input has Soldier dash forward before shooting at the foe, running a maximum of a platfrom from the foe's position until forced to fire. Using this throw out of a grab helps Soldier to speedily get back on the offensive while guaranteeing the foe can't follow. By playing around with the pummel and the double-tap, Soldier can 'snipe' the quirker traps that are stuck on the ceiling of camera zones or on top of platforms. Likewise, useful against grabbed constructions, as you can pummel then go damage or destroy it while not halting a strategic push because of the double-tap option.

UP THROW - SHOVEL

Equipping the shovel, Soldier is over-enthusiastic in pounding his helmet with it to pump himself up, referencing one of his Team Fortress 2 taunts. After a short start-up, he launches at the opponent, gaining super armour that withstands any attack without him taking knockback. He'll then jump on top of the grabbed foe, even if it means jumping more than twice to reach them, his adrenaline apparently breaking the already nonsensical two-jump logic of Smash. Once he is on top, the player regains control, this being one of those 'open-ended' throws. Moving in either directions simply has Soldier move into the air as the opponent goes into a couple seconds of free fall, jumping has Soldier footstool them for the same effect. What is obviously preferable is using an attack like your rocket jump to cause huge knockback on the likely already highly damaged opponent, due to the extremely close range. Of course, you can use any move - if at a ludicrous height, footstool then go into a down aerial chase using the Mantreads, or throw a grenade down, if near to the ground, to begin a quasi-tech chase as they avoid the explosion or attempt to throw it away, leaving them open. You may also just use the move to elevate yourself to high spots on the map using your opponent as a make-shift platform, leaving Soldier with a lower percentage than if he had used rockets.

DOWN THROW - LIBERTY ROCKET

Soldier takes out a rocket from the stock, this time not being delivered by a launcher, and tosses it at the opponent. Depending on their distance from him, this either results in the rocket exploding for 15% damage if they're far away, or Soldier then physically grabbing and throwing them in a chosen direction if grounded or near to it. The latter of which only causes a few percent of damage, knockback varying from low-medium. After the rocket explodes, it's revealed to be of the Liberty Launcher variety, creating the same circular area as the uncharged down smash does around the unlucky opponent. They are remarkably safe from the fireworks themselves, being that they the centre of the display at all times - their allies do not share this luxure, of course. Basically, this makes the foe want to run from set-ups, while running into the enemy team makes them super vulnerable if you have any buff active and to re-iterate, a foe has no idea when you can trigger a buff due to not seeing the meter below Soldier's percentage bar while using his Buff. This may not seem your typical down throw, it does make staying on-foot an attractive option for the foe, as that prevents half the circle - the 'lower' half all blocked off by the floor. Use this on a foe who the team can't afford to be made into bait, or on one who prefer either melee range attacking or defensive set-up, as the two approaches are well and truly nullified.

FINAL SMASH

RALLY THE TROOPS - MAGGOTS


Playing on his delusional personality and promo, Soldier takes out a machete, running around at a significantly buffed running speed for the duration of the final smash. The machete item can't be dropped and gives Soldier generic slashing and stabbing attacks. Both deal the expected damage compared to similar Brawl items. What makes this final smash useful is that it allows Soldier to cut off the head or limbs of his opponents by slashing at them, instantly KOing the foe. It doesn't stop there - the body part falls to, or rolls across the ground and can be used as a throwing item by other players, Soldier being able to pick it up and add it to his 'inventory.' Any body parts in Soldier's inventory can be placed on the ground on top of a pike by pressing the down tilt, this action replacing the normal down tilt until Soldier runs out of ammo. Taunting in front of these pikes, Soldier gives off a line about how he's 'going to train you maggots' or goes on a long-winded diatribe about how he single-handedly won World War II. For as long as he does this, both meters for his two buffs build up steadily at once, allowing you access to a fully-charged one without even contacting the enemy yet. The pikes have 20-30% stamina depending on the size of the body part and act as a wall to enemy attacks in a basic sense and just to make the move that extra level of ridiculous, they can be stacked on top of each other too. By using his down taunt, Soldier causes all the body parts close-by to perform a generic attack; a headbutt, kick, punch, whatever makes sense. Sadly, pikes can't be placed on team mates or opponents' bodies. You cannot build a cage around the flag, unfortunately, as the pikes all dissipate after sixty seconds left out on the field and can't be picked back up once placed.

STRATEGY AND TACTICS

WOULD-BE LEADER - PROBABLE LIABILITY TO TEAM

When you're choosing a character for Capture the Flag, Soldier should be appealing to you if you're the kind of player who doesn't particularly want to play as a team member, more force yourself into a power role and attempt to carry the team as much as possible. Channelling Patton, Soldier players can try to play offensively or defensively, most likely doing a bad job unless they know the feel of Soldier's rockets and limited set-up options. Soldier plays dynamically unlike most aggressive characters, being that you can reflect his projectiles while on the run and has options available at any time to do a full turnaround and start shooting the other way if he wants. The lack of any traps or lingering hitboxes outside of the perpetually moving rockets, acts as a nice pivot in how players should assume Soldier plays - he's not meant to make roots, he's meant to be part of the push as well as filling in positions in the team, be it offensive or defensive, that other players can't or have failed to. This is a heavy order for any character...

For Soldier, though, failure is in fact an option. Getting blasted by opponents and racking up damage to insane levels - remember how I whined on about the gigantic nature of Capture the Flag stages - actually helps him, because of both his defensive buff and recovery. The key is to know when you're likely to be given a beating and take it like a man, filling up your rage meter and planning a counter-attack. As the match progresses and you build damage, move closer to the flag - opponents should be very wary of your presence anywhere near it, given that you may be able to angle your rockets for a quick escape. This works well when building up damage and makes Soldier into a great bullet sponge for the other team members.

To aid in the task of raiding and defence twofold, Soldier has access to the 'advanced weaponry' from Team Fortress 2 that gives him a small amount of perspective in the match, much needed when you're running around trying to be the hero. Your forward smash lets you see into other camera zones, your down smash lets you give your buff to a wholly different place on the stage. This is especially relevant when building up the seperate buffs - a coordinating team that is concentrating on attacking or defending at specific points benefits from the respective buffs. If acting alone, Soldier's buffs can act as a rallying point for team mates or signify in simple terms that he's further ahead than the team may have thought, encouraging reinforcement. This sort of long-ranged team play is at the core of Soldier's ability to play at either end of the field without losing ground on the more specialised classes, greatly increased in effectiveness if you have the team's backing.

Coming down to it, your options are improved tenfold by the use of your grab smash, favouring the defensive side of Soldier's playstyle. Keep in mind that you already have the rockets, mass projectiles and a long list of melee attacks, as well as the ability to specifically aim your rockets even when they're out of the launcher. Being able to suspend them mid-flight by a jolt of electricity lets Soldier ascend to dizzying heights. Create a minefield that separates two horizontally adjacent camera zones. Stall out the enemy team. Like your down smash, this can be a great rallying cry, as opponent constructions go down while giving yourself a potential armoury of hanging grenades to bat into enemies on the way.

All-in-all, though, I'm likely not telling you anything new that you couldn't figure out for yourself. Soldier is as straightforward as they come, being a great starter character for newcomers to the mode while having a degree of depth in his strategic placement, which is where the expert level players will find he's quite adaptable. His love of self-damage and ability to snap away the flag or play decoy, or leader, to the team is never irrelevant to the overall strategy, no matter the layout of the stage or team itself. You can hang back and shoot rockets at the enemy wall all day, but that isn't taking advantage of Soldier's plethora of options when going head-to-head. At the same time, the success even just that strategy can have says volumes about how well Soldier fits into most roles on the team - he's not a calculable factor, but can bring an ebb and flow to the match that can give some order to the chaos. Or you can run into the enemy base, holding two grenades and hope for the best. That's the American way.
 
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Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
I'm coming for you!


"I like to shoot this gun. Is all you need to know."
- The Heavy on his past

The Heavy is one of nine playable characters in the popular team-based First Person Shooter, Team Fortress 2. Hailing from the mother country of Soviet Russia, Heavy follows Theodore Roosevelt's philosophy of speaking softly and carrying a big stick. Except instead of a stick, it's a minigun. And he tends to yell a lot while firing it. The Heavy is not dumb, he is not your big friend, and he generally wishes you'd shut up before he has to make you shut up. He also makes a good sandwich.

Pretty much any stats you could care to get from Heavy you can tell by looking at him - he's a hulking beast of a man, slightly taller than Ganondorf, Bowser's girth. Add a minigun to the equation and he's sitting at roughly a 15/10 when it comes to weight. He may be slow, he can't jump high, but this comrade's one hell of a guy.

Specials


Neutral Special
Minigun


The sound of mechanical whirring fills the air as The Heavy retrieves his trusty Minigun, and begins peppering the air with boolets after a second of lag to retrieve the gun. Defaulting to aiming directly in front of him, The Heavy can, with effort, tilt the steady stream of boolets up and down at any angle, taking a full second for each 45 degree increment. Boolets travel at the speed of Sheik's needles at a maximum distance of Final Destination's length, and are somewhat inaccurate, spreading out to a cone about two Ganons tall at the end of its range. Four boolets are fired per second, each of which does 6% with minor knockback which pushes the opponent back slightly. It's possible to shield this, with difficulty, but more often the opponent will be forced to DI out of range. Heavy is able to move around at about 1/2 his base walking speed while firing his minigun. It costs $400,000 to fire this weapon for 12 seconds, so naturally it has something of a cooldown to it. Heavy's damage meter has a bar in the shape of one of his belts of boolets, which depletes as long as he continues firing his weapon. He can fire it for a maximum of 6 seconds before needing to wait for it to recharge, filling up just as quickly as it depleted.

Side Special
Feests of Steehl


Not all steel is forged within the vast factories of the mother country. Some comrades have the strength of wrought iron itself coursing through their veins, waiting to manifest itself at the proper moment. That moment is now. So long as he is not spinning his minigun, Heavy holsters it onto his back in a swift motion if necessary, before laughing and crushing both his fists together in front of him. This somewhat telegraphed move deals 20% as it smashes the opponent between Heavy's two hamfists, delivering knockback which kills at 75%.

By using this attack, some of Heavy's moveset is slightly changed - he loses many of his his minigun-specific attacks with the exception of Neutral B, which switches him back. Some other attacks also cause him to draw his minigun before use. Where a minigun melee attack does not mention drawing the weapon, Heavy performs a technique mechanically identical to Donkey Kong's input for the move. Using his fists grants him additional melee options, with various defense/mobility buffs if one of his alternate options is chosen. But we'll get to that.

Up Special
Sandvich


Sandvich moist! Sandvich delicious! Sandvich fillink! The Heavy holsters his minigun, if necessary, then retrieves a delcious sandvich from his waist-bound lunchbox. By tapping Up Special again, Heavy begins to greedily guzzle his home-made hoagie, creating a cacophony of obnoxious omnomming. After two seconds, Heavy has recovered an impressive 100% of damage, but must wait another 20 seconds before withdrawing another sandvich.

Heavy can also throw his sandvich in any direction, just like an item. Enemies and allies can pick up sandviches to receive their beneficial effects at half their potency, so watch out! Throwing a sandvich starts the recovery timer, and walking over it as Heavy himself causes him to pick it up laglessly to recharge it.

Down Special
Loadout


Like all of Team Fortress's mercenaries, The Heavy has a large armory of weapons to choose from. This move enables him to cycle through them at will - pressing it while holding a minigun (Neutral Special), brandishing fists (Side Special), or holding a food item (Up Special) will allow him to cycle through his options with about .25 seconds of lag, reaching into hammerspace in the background to return with the new item. General weapon descriptions are in the appropriate move, but for convenience's sake, a quicklist of the differences can be found here.

[collapse="Minigun"]1) Minigun

---4 shots per second, 6% per shot
----6 seconds before cooldown
-----1 second per 45 degrees
------1 second to rev up

2) Brass Beast

---4 shots per second, 8% per shot
----6 seconds before cooldown
-----1.5 seconds per 45 degrees
------1.5 seconds to rev up
*Movement speed reduced by half while firing compared to minigun
*1.25x stronger melee attacks
*.75x speed on melee attacks

3) Tomislav

---3 shots per second, 6% per shot
----9 seconds before cooldown
-----.5 seconds per 45 degrees
------.5 seconds to rev up
*No sound made while revving
*Effectively recovers ammo 1.33x faster due to decreased fire rate
*Does not deal damage from revving
*.75x power on melee attacks
*1.25x faster melee attacks[/collapse]

[collapse="Fists"]1) Fists

---No special properties
*Made of meat

2) Fists of Steel

---Reduce all incoming damage from traps and ranged attacks by 1/2
----1.5x time on next weapon switch
-----.66x punch speed
*Shield replaced with a guard stance that eliminates all damage from the front, does not protect the back
*Dodge/Roll removed, can move forward slowly while guarding as if firing minigun

3) Gloves of Running Urgently

---1.5x movement speed
----Punch damage reduced by .5x
*2% damage per second on wearer[/collapse]

[collapse="Food"]1) Sandvich

---Recover 100% damage
----2 seconds to eat
-----20 second cooldown
*Can be thrown to allies for 50% HP recovery

2) Buffalo Steak Sandvich

---Double movement speed/jump for 8 seconds
----2 seconds to eat
-----Only melee attacks while in use
------20 second cooldown
*Increased knockback/damage to Heavy while active
*Does not stack with GRU
*Can be thrown to allies for 4 second speed/jump boost, no drawback
*1.5x stronger melee attacks

3) Dalokoh's Bar

---Recover 25% damage
----2 seconds to eat
*No cooldown
*Cannot be shared with allies[/collapse]


On killing an enemy with a non-stock weapon, Heavy has a chance to say this quote, or similar

Standards


Neutral A
Rev


The ominous mechanical whir begins anew as Heavy revs up his minigun, causing the barrel to spin as if he were firing... but... he doesn't? What's the point of this attack, anyway?! Well, in addition to being a multi-hit style pummel, (the fast spinning barrel deals 1-2 damage per hit at a pretty steady pace, same hitbox is active on the Neutral B,) by revving the minigun beforehand, Heavy is capable of coming out with a stream of bullets at any time! If you're encountering an enemy at long range, it can be useful to fire in pulses - let a few bullets out, let the minigun recharge, fire again. Of course, this can also be used as an effective ambush with the Tomislav - no rev sound can turn Heavy into a silent killer.

If the Heavy has his fists equipped, he skips all this nonsense and goes straight to a laggy one-two punch, comparable to Ganondorf's jab in every way that matters. The electrical effect does not matter.

Forward Tilt
Russian Roulette


On the surface, this move is indistinguishable from revving your minigun. It maintains the same animation, the same ability to move around... but what's this? Why is Heavy's ammo depleting - oh. OH GOD. That's right, folks, you can tell it by the smirk on Heavy's face: he's planning something. Upon releasing A, Heavy fires all the ammo that he would have fired normally in the timespan in a single shot. Well, technically only half, but it may as well be all of it. This can only charge for four seconds worth of ammo (actually two seconds of damage output), and only be held for six seconds (the ammo meter starts flashing red as a warning)

Up Tilt
Shilkan Sweep


With some effort, the Heavy heaves his minigun over his head, continuing to fire it if he was already doing so. This is a pretty simple anti-air attack which covers a wide area above Heavy, dealing 8% with predictable knockback based on how Heavy was moving the minigun. Of course, if you maintain gunfire while doing this, it makes it more difficult to lift, dealing less damage on the way up... but far more forceful on the downwards swipe, dealing 16% and knocking the foe prone! When this move ends, Heavy will be facing the opposite way.

Down Tilt
Pootis


The Heavy, if not threatened, states one of his classic lines, "Put dispenser here," while poking downwards with a meaty pointer finger in front of himself. If the nearest ally has an iconic trap/support option, he will instead encourage them to use that. In addition to being a quick attack which deals 9% with some weak knockback/spiking effect, using this move causes an area about a Battlefield platform's wide to begin to glow with the team's color if it does not deal damage. Anything set up in this area becomes 1.2x more effective in doing whatever it is that it does. Heavy can only have one Pootis zone set up at once, and it fades away if Heavy stays a Final Destination or more away from it for five seconds.

Dash Attack
Shotgun


As Heavy trods along at his subpar running speed, it quickly becomes obvious that revving up a minigun is simply no longer an option. Instead, Heavy pulls out his trusty if rarely-used Shotgun, and fires it directly ahead to create a cluster of six bullets which travel up to Battlefield's distance... but have an absurd spread, four Ganondorfs tall. One of the bullets is guaranteed to go right down the middle, to deal - are you ready? 3%. Naturally, this shotgun is stronger at close range, just like a real one. Heavy can keep the shotgun out if he so chooses, replacing his Neutral A Rev with firing the gun again. It can be fired four times, .75 seconds per shot, and takes two seconds to recharge completely. Its high comparative knockback (KOing at 120% if all pellets hit at close range) can make it a tempting alternative to the Minigun for finishing enemies off. Melee attacks which require a minigun can also use a shotgun for .5x the power at 2x the speed.

Smashes


Forward Smash
Heavyweight Champion


When this move is inputted, two "knock-out" bells are heard, flinching foes within a Bowser of Heavy and dealing 2%. If this is simply smashed, that's all, folks. This is a fist-based attack, but doesn't actually require you to draw your fists at bare minimum charge. By holding the input, though, Heavy can release up to two punches after holstering his minigun - the first being a simple uppercut that deals 6% and set the foe up, and the second a comical hand-gun motion that makes Heavy use his middle and pointer fingers as a surprisingly deadly weapon. Yelling "Pow! Haha!", he deals 11% with knockback that KOs at around 95%. If Heavy had his fists equipped instead of his minigun, he can have up to four hits in this attack - three uppercuts and a finisher!

Up Smash
Metal Storm


Releasing a guttural yell, Heavy begins to spin in place while aiming his minigun in the air. The angle from vertical depends on the weight of the minigun he held, varying from 10-45 degrees. Heavy will spin from 2-4 times depending on charge, with a half second per revolution. He shoots slightly faster than normal while using this technique, an extra bullet per second. His spinning body is a somewhat weak hitbox, dealing 8% and pushing foes back slightly. While this is certainly not a KOing move, it can be effective in slowing down an opponent trying to take advantage of your low mobility by jumping over your head.

Down Smash
Rage


One final meter the Heavy has in addition to his ammo and sandvich meters is the capacity to unlock his inner rage. As Heavy deals and takes damage, his mugshot by his damage meter grows an increasingly prominent smirk, capping at 200% dealt, 300% taken (healing damage does not reduce this meter), or some combination thereof. Heavy's DSmash is unique in that it can be activated at any time, no charge required - his rage meter is used as charge instead. When Heavy enters rage, his skin takes on a team colored glow similar to an Ubercharge as he begins to yell and laugh maniacally. So long as it lasts, Heavy takes no stun from any attacks, recovers 10 HP/second, and does not need ammo to fire his minigun/shotgun - it still depletes while firing though. If his rage meter is full, he also gains a ring of fire a Bowser's radius around him, similarly to the Huo-Long Heater, which deals 12% with moderate upwards knockback.

Rage must be activated with at least a quarter-full meter, or it will fizzle, causing Heavy to yell with no other effects. The effects of rage last from two to four seconds, with a bonus two seconds at full charge for a maximum of six.

Aerials


Neutral Air
Rev


Wow! It's like your Neutral A, but in the air! This is an effective way to gain juuust a bit more distance before starting to fire your minigun wildly. Or a quick poke if you have your fists equipped.

Forward Air
Meat Grinder


In a maneuver which rivals DK's FAir in terms of starting lag, the Heavy stabs his 150kg minigun downward in front of him, overhead, revving it as he does so. This blunt, drill-like surface carries a large amount of force, dealing 17% from the initial impact and 3% from multiple hits for every Ganonheight on the way down. This can be held out indefinitely, even once Heavy and the foe land, but is somewhat trivial to escape. The minigun can still be used in this awkward position, slowing Heavy's fall very slightly as it fires.

Backward Air
Iron Curtain


A conniving grin crosses Heavy's face, giving just enough warning before he takes his obscenely heavy minigun and swipes it upwards behind him, dealing 15% with powerful diagonal knockback. As can most certainly be guessed, this has significant ending lag, but it's a reliable way to send opponents flying.

Upward Air
Meat Shackles


In an ORIGINAL MOTION that has ABSOLUTELY NEVER BEEN DONE BEFORE, Heavy reaches upwards with his hamfists, grasping for an enemy. Should he find one, he latches on and falls towards the ground. The enemy can still attempt to recover, their success largely dependent on their weight/recovery method. Figure it out on your own, it should be intuitive enough. When Heavy and foe land, he slams them off of the ground in front of him, dealing 13% with knockback that KOs at 200%.

This technique can be used on your allies, with varying success. Heavy skips slamming them on the ground at the end when he does so, instead maintaining his hold on them over his head. He can walk around while holding them, much like DK would hold a crate. It's even possible to throw them like a large item, dealing 13% if slammed against a near surface. Allies can escape with grab difficulty. This generic grab game also applies if Heavy grabs his allies normally.

Downward Air
Fat Man


Have you ever seen 400 pounds of Russian pride falling out of the sky? It's a sight to behold. Particularly when all 400 pounds are yelling in psychotic ecstasy, thoroughly intending to crush you beneath their weight. That's the general idea behind Heavy's DAir. After holstering his minigun on his back, Heavy stretches out his arms and legs out in midair, flips to face the ground, and bellows "INCOMING!" Heavy's body is a powerful spiking hitbox, dealing 15% in addition to forceful knockback. Much like FAir, this can knock opponents standing on the ground prone.

Grabgame


Grab
Bear Hug


Is tiny baby man crying? Let Heavy give you hug! With his gigantic arms, Heavy reaches out in front of him, putting any enemy he encounters into a Russian headlock. If Heavy has his minigun out at the time, the range is somewhat hampered as he reaches out with a single arm. Regardless, both grabs give him access to the same throws, unless Buffalo Steak Sandvich is in effect. Heavy's pummel consists of a firm noogie which deals 3-4% in multiple hits and executes somewhat slowly.
Sometimes, Heavy says this

Forward Throw
Holiday Punch


All of a sudden, Heavy releases his opponent from his grasp, as they reel slightly from the shock. And... aaaaw, look at those adorable mittens he's wearing! Shame they're going to be embedded in the foe's belly. As they reel, Heavy takes advantage of their lowered guard to deliver a sucker punch right to their gut, with a "POW! Haha!" A purely aesthetic burst of snowflakes shoots out from impact... and the opponent begins laughing? It seems the spirit of Christmas has gotten into them! ...or maybe some sort of radiation poisoning. Who knows. Whatever it is, Heavy and the enemy share a good-hearted laugh for a good few seconds, Heavy recovering a few frames before they do. The initial punch pushes the opponent back enough that this can't be endlessly chaingrabbed, but it's still a good way to slow down an opponent running away with the flag, or stall a particularly challenging enemy long enough for your allies to come to your aid.

Backward Throw
Napoleon's Folly


You didn't really think that was a good idea, did you? Trying to invade Russia? In the winter? Heavy laughs at your misplaced optimism. Easily lifting the opponent up with a single hand, he turns to throw them behind himself, slamming them against the ground. This knocks them prone at low percentages, but causes them to bounce up at higher damage. Heavy also draws his minigun to point it at the enemy once this is over, potentially having enough time to rev it up and push them farther into allied territory.

Upward Throw
Ground to Air


Heavy scowls, tightening his grip on the enemy, holding them still while he draws his minigun - obviously this has less lag if he already grabbed with his minigun active. Whichever the case, Heavy continues by forcing the opponent's back into the minigun's barrel, and beginning to rev it up. The foe stays immobile as the barrel spins faster and faster. Before it gets too fast, Heavy aims it upwards, continuing to shove the foe against the gun as they take continual small hits of 1-2%. After about a second or so, he quickly releases his hand and begins firing - ouch! That's gotta hurt! Heavy regains control at this point, able to fire or transition into something else as he chooses.

Downward Throw
Never, never, NEVER Touch my Gun


Heavy grits his teeth as he comes to a shocking realization - this close combat is causing the opponent - the FILTHY, BABY OPPONENT - to touch his gun! His SASHA! In a fit of anger, he smacks them over the head with the minigun's barrel, knocking them to the ground to deal 7%, then stomps then once, twice, three times! Never, never, NEVER - 2, 2, 3% - touch his gun. Never. All in all, this deals 14%, just in case you forgot how to add. It's not a killing move, but does send them into the air a fair distance - let's say enough to kill at 300%.

Playstyle
Big Stick


In CTF mode, Heavy's obscenely slow movement speed and general lack of maneuverability limit his utility greatly. He can be useful when pushing into enemy territory as a wall of flesh by equipping the Fists of Steel and encouraging allies to move along behind him. Sandviches for supplemental HP recovery and for enabling invisible allies to move ahead at blistering speed, undetected, make him a welcome addition to the front line - assuming he can even get there. Don't even think about using the Brass Beast during a push - reducing your already horrific speed even further is a sure way to lead to friendly fire and get lost in the rush.

A common Heavy strategy is to stay near chokepoints, areas that enemy players are likely to run through on their search for the intelligence. Most of Heavy's attacks are very loud and have extended animations, so any allies on defense should be able to pinpoint where the action is. As the Heavy, your job is not to finish off the opponent - not to say you're particularly lacking in finishing moves, but the reality of the situation is that anyone running intelligence will be faster than you. Instead, you serve the somewhat unique role of a nuclear deterrent. With absolutely obscene damage output, capping at 32% per second, and the threat of halting even the quickest of opponents with the flinch from a single boolet, the Heavy is not an enemy to be underestimated. If possible, make an effort to take him out at long range, or even from behind. Always listen for the tell-tale revving of a minigun, and be wary even if you don't hear one. The last thing you want is to be caught off-guard when a Tomislav-wielding Heavy falls out of the sky, having readied a full FTilt's worth of boolets to fire in a single burst.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Actual updates on this coming later


THE ENGINEER


Start prayin', boy.


"This amiable, soft-spoken good ol' boy from tiny Bee Cave, Texas loves barbecues, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions."

The Engineer is one of 9 playable classes from the Team Fortress series. This class can build various machines; such as Sentry Guns, Dispensers and Teleporters to assist his team. This makes up for his adequate firepower, allowing him to hold up certain areas of the map with the greatest of ease. In terms of personality, The Engineer is likely the sanest of the characters found in the game - but still has quite a streak of madness going on.

Just like his foil, The Spy, The Engineer is only playable in Capture The Flag Mode.




Stats

Gotta move that gear up!



Traction: 9
Jumps: 8
Ground Movement: 7
Fall Speed: 6
Aerial Speed: 5
Size: 5
Aerial Control: 5
Weight: 3

A little sidenote about a mechanic of the Engineer's - whenever he builds something, he announces that he's doing so. If allies are in the same Camera Zone, or only 1 Camera Zone away from him, they will hear his yell as a small Wrench icon appears on their screen for a second before vanishing. This allows allies of the Engineer to know that he's building something if they wish to defend him in setup, or reap the rewards it may have. Of course, Spies disguised as an ally will get the message too - incredibly bothersome to deal with in your case, though it also helps balance the metagame a bit in the favor of the sneaky french rogue.

All buildings that the Engineer makes, surprisingly, stay right where they are when he dies. On that note, if any of the Engineer's buildings are destroyed while he wasn't in the camera zone and wasn't the one who destroyed it, a notification will flash on his screen 5 seconds after it's been destroyed - the delay can punish The Engineer a bit in case he's been inattentive, but also keeps the Spy/Engineer matchup from leaning too close to The Engie.




Metal


As you might've expected if you're at all familiar with the character, Engineer has an ammo mechanic. The Metal Counter takes up a small portion of the Engineer's screen, being located directly next to his damage percentage. It's nothing more than a number inside a nifty little box, not too distracting for the player. The Engineer spawns with 300 metal per stock. This is also the cap for metal you can earn, unable to go past 300. This will very likely be depleted quickly if you know what you're doing. The amount of metal you have will obviously affect most of the Engineer's attacks, he's simply unable to perform metal costing attacks if the amount you have is insufficient. You regain metal everytime you die, of course.

Fortunately, the Engineer has many ways to get more metal. In addition to getting metal through certain moves, simply eliminating a foe will refill 100 metal right off the bat.
In addition - in any event where a building is destroyed, a pile of metal will be left where it was. The Engineer can walk over this to add 50 Metal to his Metal Counter. The foe can do this as well, really doing nothing but simply eliminating it off the field, however - unless he's an enemy Engineer, in which case it will be added to his own metal.



Specials

Down Special

The Engineer pulls out a small PDA-like device as he turns to the screen with a maniacal grin on his face, looking quite like the header pic as he does so. From here, he stands completely still with you able to move the control stick left or right to change the camera zone you're viewing - you can view 3 camera zones to the left or right of The Engineer, this can be laglessly cancelled out of by pressing the shield input and will also be cancelled out of upon you being hit. You can't perform this while inside the respawn point to prevent obvious cheapness - though despite this disadvantage, this serves as an incredible tactical advantage for The Engineer. It enables him to view what the enemy team is made up of prior to the start of the round, as well as enabling him to set up a proper defense as enemies will be constantly approaching him.

By pressing the down special input again (or holding it when first starting this), a different menu will be brought up, showcasing every building you have up in icons. You can cycle through these with the control stick, and press the standard input while on their icon to detonate it - destroying it in a small explosion that deals 8% to anyone nearby - you can check up on the status of your buildings with this, though it is incredibly easy to get knocked out of it - taking any form of hitstun or knockback will cause the menu to disappear.


Neutral Special

Upon pressing the input, The Engineer pulls out a toolbox and holds it out in front of him in a lagless motion. The Engineer can move normally while carrying the toolbox, but cannot shield or attack. While the Engineer is holding the toolbox, a holographic blueprint constantly remains on the ground in front of the Engineer. Pressing A will cancel the move with .30 seconds of lag, the toolbox disappearing from The Engineer's hands. Pressing the Special Input will cause Engineer to laglessly begin this move, eating 130 of Engineer's Metal. Holding the Special Input instead of just pressing it will cause him to instantly place the box in front of him if he has enough metal.

Once the Engineer begins this move, he slams the toolbox onto the location where the blueprint was, exclaiming "Buildin' a Sentry!" The Toolbox unfolds and unveils the Engineer's Sentry Gun over a period of 5 seconds, the Sentry is not at all connected to the Engineer at this point in time, so he can move about and attack normally during this. Though, it is pretty stupid to completely abandon it considering how it only takes 15% damage to destroy all buildings undergoing construction.

The Sentry itself is currently about the size of a crouching Wario. Right now, the Sentry has 30% Stamina. Only one Sentry per Engineer may be on the field at a time. It has a pretty decent range overall - it covers 1.5 Battlefields on both sides of itself, as well as firing at foes 1.5 Ganons into the air.

Once the Sentry has detected a target within range, it will turn to them if they are behind it or above it, taking about half a second to do so if they are behind or above it, and immediately begin firing bullets at them. The Sentry fires 4 bullets per second. Each bullet deals 5% damage and no knockback, while the bullets don't normally flinch, the 4th bullet will always deal some flinch. In addition, the Sentry can only fire at one target at the time - meaning that it can fall quickly to an overwhelming enemy party. Considering how weak this is, you're going to want to be around to assist the Sentry and upgrade it.

The Sentry is, of course, not stupid. It will only fire at the opposing team, but can be fooled - if Spies or foes like that are disguised as a member of your team, you're going to be in for a tough time.

LEVEL 2 SENTRY


Like the in-game sentries, the Sentry Gun is upgradable. The Sentry can be upgraded to Level 2 by feeding it an additional 100 metal. The Sentry is upgradable whenever it is at full health and at full ammo, feeding it metal whenever your Sentry doesn't have full health or ammo will repair it instead. The amount of metal currently in your Sentry is displayed in a holographic number above the Sentry. Once you've achieved Level 2, the Sentry will upgrade itself, dual miniguns sprouting from it's side and adjusting it's height to be slightly taller then it was before. The Sentry retains the same firing rate but has more damaging bullets; each of the bullets now dealing 6% damage rather then 5%. In addition, it gets a 5% health boost.

LEVEL 3 SENTRY


Taking yet another 100 Metal to upgrade to Level 3... Upon upgrading to Level 3, The Sentry is increased to about the height of Mario. Like the Level 2 Sentry, the Level 3 Sentry retains bullet capacity, firing rate and even the bullet damage, but has an even more threatening surprise. After every 4 bullets fired, the Sentry will fire a rocket the size of Samus's Missile with a disjointed hitbox at the foe. The rocket deals 20% damage and incredibly high knockback - meaning that building it up to this point is 100% worth it due to the fact you can actually allow your Sentry to competently kill at this point, the flinch from your 4th bullet should be enough to hold them in place for the rocket - while it's speed i s far faster than Samus's, we'd like to have some insurance, no? It will also increase in health by 5%, adding up to 40%. It'll take a massive raid from the other team to kill that monster...


Side Special



This move begins with a toolbox state identical to the Sentry Gun's, though it will only take 80 metal to fuel this.

Once the Engineer begins this move, he places the toolbox down where the blueprint was, bragging "Erectin' a Dispenser!" The Toolbox unfolds to reveal the Engineer's Dispenser over a 3 second period. Like the Sentry Gun, one of your moves later on will speed up the construction of this. As with the Sentry, Engie can move normally during the construction of his Dispenser.

The Dispenser stands at around Mario's height and has 25% stamina, functioning as a completely solid wall. You may only have one built at a time. What exactly does the Dispenser do? Well, the Dispenser's effect is a somewhat passive one. By being a Battlefield Platform away from the Dispenser, you will heal 3% every second - this includes all of your team-mates, forming what could be called a central hub that they'll all flock to. This has the unfortunate effect of also healing anyone disguised as a team-mate, making Spies and some foes like Clayface and Doppleori extremely pesky to deal with.

An effect more exclusive to The Engineer himself with the Dispenser: Every 3 seconds, the Dispenser gains exactly 10 metal. By standing within a BFP of the Dispenser, you can collect all the metal the Dispenser is currently holding, the Dispenser having a maximum capacity of 100 metal. A small number listing how much metal your Dispenser currently contains floats above it at all times. A destroyed Dispenser will only reap 50 metal, however - it doesn't give out any of the metal it obtained once it's destroyed.

LEVEL 2 DISPENSER


As with a good majority of the buildings in the Engineer's arsenel, the Dispenser is indeed upgradable. Feeding your Dispenser 100 Metal will cause it to upgrade to Level 2. It's upgradable whenever it is at full health and at full ammo, feeding it metal whenever your Dispenser doesn't have full health or ammo will repair it blah blah blah. The amount of metal your Dispenser needs to upgrade itself is above the Dispenser, below the "containing number". Upon becoming Level 2, the Dispenser becomes slightly taller then it was before. The rate of metal dispensed is increased at this stage, the metal gained every 3 seconds being raised from 10 to 30. In addition, it now administers 4% health per second, instead of 3%.

LEVEL 3 DISPENSER


It takes yet another additional 100 metal to upgrade the Dispenser to Level 3, the Dispenser revealing a new compartment that makes it even taller then it was. Making it to level 3 is more minor, but worth it. The healing is buffed another 1%, now giving out a full 5% per second. In addition, the metal gained every 3 seconds increased from 30 to 50.


Up Special


Same toolbox state as the other, taking 100 metal to build.

When the Engineer puts down the toolbox, he cries "Teleporter Entrance/Exit comin' up!" A teleporter is revealed over a 4 second period. This has the same move-around properties as the other buildings.

The teleporter is extremely low to ground, and has 20% stamina. The effects of course are extremely obvious, as the name would indicate. By using this input a second time, you can create a second teleporter identical in building time and metal it takes to the first. By entering the first teleporter, anyone standing over it will instantly be warped to the second one - this includes foes as well, allowing you to potentially teleport them into more dangerous situations. However, there's a cooldown period of 4 seconds after someone teleports, the teleporter not functioning at that time. Still, this is incredibly beneficial for setting up across the map - set up a well-defended zone and plop down a teleporter exit to warp in some allies. Your teleporters don't disappear when you die, also meaning you can plop right back in after you respawn.

The increase in levels are more minor compared to the Sentry and the Dispenser, but still noticeable. The teleporter holds an extra 5% stamina with every upgrade, and subtracts 2 seconds off the cooldown. At level 3, there is no cooldown, allowing you to instantly have allies warped in at the drop of a hat.

Only your allies and disguised enemies are able to use your teleporters, it'd be largely pointless for normal enemies too anyway, considering the entrance will often be in your base with the exit right by your Dispensers - where your allies can cluster. By the way - if an enemy is standing on an exit when someone teleports, they take 7% damage and take knockback the moment they teleport, preventing two characters from being in the same spot at once.



Standards


Down Tilt

The Engineer swings a wrench in a downward arc in front of himself. This acts as a simple GTFO move, dealing 4% and some minor knockback. Obviously far more notable: if you hit a building with this, 50 of your metal (all if you have less) will be given to the building for upgrades.

In addition, simply striking a building undergoing construction with this attack will cause 1 second to be taken off of the time it takes to be built, providing you with a quick method of building these objects - especially good if you need a quicker defense method. You can strike it multiple times for this effect, considering it's slightly faster than Ganon's dtilt, you can use it multiple times to speed up their construction efficiently.



Jab

The Engineer quickly steps forward with a punch from his gloved hand - dealing 4% and light stun, subsequent presses of the input will have him deal a punch that deals 3% and stun, with the final input being a power uppercut that deals 6% and good knockback. While this obviously gives him some form of self-defense during setup, this is good to throw out against enemies under fire from a Sentry thanks to it's relatively short startup time.

Forward Tilt

The Engineer extracts a pistol from his belt and begins firing it forward, firing 4 bullets before stopping. The bullets travel the distance of Final Destination at the speed of one of Fox's blasts, moving in a completely straight path. Each bullet only deals 3% and some minor hitstun, though this is more than enough for your purposes. The main thing about this is that the hitstun will cause foes carrying the flag to immediately drop it, as well as just being useful against escaping foes in general - slowing them down for them to get hit in the face by a rocket, or into an ally's attack.


Up Tilt


The Engineer places down a red box in front of himself while yelling "We've got a Repair Node comin' up!" As with the likes of the Dispenser and the Sentry, this building appears over the course of 4 seconds, during which the Engineer can move around do what he likes - and can dtilt it to decrease the time it takes. It costs 100 metal to build. Once this is built, it's about the height of Mario and acts as a wall - though it has no physical effects at first. What does this do? Well, when the Repair Node is around, every 4 seconds, it administers 5% health to any Engineer-made traps/buildings 1.5 Battlefields around it, allowing you to feasibly wander away from your zone for a few seconds.

The Repair Node has 25% stamina.



Dash Attack

The Engineer leaps forward a small distance (around .75 Battlefield Platforms) holding his fist back, and delivering a devastating haymaker upon his landing. He can't be knocked out of this leap once he starts it, only being able to be knocked away after the swing. The swing itself deals 10% damage and high knockback, being one of the Engineer's only real killers. This is good for retreating foes, though can also bring a lone raider to their knees - leap forward and send 'em flyin' away! Useful during setup, no?


Smashes

Down Smash


The Engineer faces the screen as he builds something in front of him, a small cloud of dust forming as he pounds away with a wrench. After a moment, The Engineer emerges with a cry of "Anthill's coming up now!" as he admires the small red box in front of him. The Anthill takes about 4 seconds to finish constructing and it takes about 100-140 metal to build based on charge. It can take 16% before disappearing. Once it's built initially, the Anthill doesn't seem to do much...



Until a second later, in which one of the above creatures pops out of the Anthill. This is an Ant-Bot, and they're extremely small, beating out even Pikmin in terms of smallness. They will constantly patrol the area, always moving but never going past a Battlefield away from the Anthill. The Anthill spawns about 1 Ant-Bot every 3 seconds, and can have 4-8 out at a time, depending on charge.

If any foe comes within a Battlefield of the Anthill, all nearby Ant-Bots go on alert and move towards them at Bowser's walk speed. Once they're within a Battlefield Platform of the foe, they blink once and explode a second later - this deals 8% damage and high knockback, being a decent killer. If the Ant-Bot is hit by any attack before then, it will explode in a hitbox dealing 4% if a foe is near by it. Outside providing you with helpful little guardians who protect a zone around the Anthill, they provide one of your few actual killers. Their slow walking speed can be their downfall, though it makes things like your pummel and your special down smash more useful...



Up Smash


The Engineer places a toolbox onto the ground in front of himself, unveiling the sentry seen above over the course of 2 seconds. This is one of the few buildings Engie doesn't yell about considering it's more sleathy purposes. Still - ain't that a cute little gun? This is a Mini-Sentry, a more compact version of the Engineer's normal Sentry - it acts just like the Sentry, but with a few notable differences. For one, it is a completely separate building from the normal Sentry - a Mini-Sentry and a normal Sentry can coexist without any problems, it shares the same range, but only takes about 90-120 metal to build, based on charge. It's slightly smaller than the normal Sentry, but only has 10-20% stamina, and turns to foes twice as quick as the normal Sentry.

However, it suffers massively in terms of damage - it deals a paltry 2% rather than 4% per bullet, meaning that the maximum it can deal per second is 4%. The Mini-Sentry can't be healed or upgraded unlike the normal Sentry, however, meaning that it's relatively pointless to build it near the rest of your tools, especially considering it really can't defend your Dispensers and Amplifiers very well. These are best as distractions, considering how easily they'll be destroyed. Build one while you set up a bigger tool, such as an actual Sentry - you can always place on of these in the foe's base without much hassle due to the low building time, of course, but it will be destroyed there extremely fast without your support. Though one of your most obvious strategies will come with your forward special smash...


Forward Smash



It's time for some Frontier Justice! The Engineer pulls out this weapon and begins loading it with shells. During the charging and startup phase of this attack, the Engineer instantly gains superarmor. If a foe hits him during the startup, he will take the damage but suffer no hitstun or knockback and instantly perform the fully charged version of this attack. As for the attack itself, The Engineer fires his shotgun forward in a standard shotgun blast - it covers the distance of Battlefield in front of himself before disappearing. As you may expect, this attack is more effective up close. It deals 10-17% and decent knockback up close, with the damage being reduced the further out it goes to the point where being at the very end of the blast will only deal 3-9% damage.

Given the recoil of the gun, The Engineer stumbles back a Battlefield Platform immediately after he fires the weapon. Given the superarmor, this is extremely relevant - he can stand in front of his buildings and soak damage for a moment before he stumbles backwards into what could very well be the zone in which you have them set up.

Of course, there's one more aspect that needs to be talked about here - the battery on top of the shotgun. This is wirelessly connected to your buildings. This only becomes relevant once a building becomes destroyed, however. Once a building is destroyed, the next time you use this attack, it will deal 2x damage and knockback as the battery on the shotgun glows. This effect only happens if your building contributed to a kill, however (if it attacked a foe at least 10 seconds before their death or was the one that actually killed them). For every kill it dealt, you get one of these powered up attacks. This works extremely well in the case of a retreat - fire charged up shotgun blasts as you stumble backwards, hopefully falling back towards an ally or into a different camera zone.

You'll obviously only be reaping these benefits from your Sentries and Anthill, though, as they're the only ones that can actually kill people.



Special Smashes

Special Up Smash


The Engineer begins whacking at the area in front of himself so fast that a large dust cloud forms around him. After a second, the area clears up as The Engineer cries out "Amp's up!" The Engineer has just built an Amplifier as wide and tall as Bowser, using up about 100-130 metal.

Now, this Amplifier has an effect that benefits your allies (not you), to an incredible extent. Any allies or disguised enemies a Battlefield around the Amplifier will start dealing 2x damage! The characters will have this buff until they leave this zone, but it still provides them with a bit of defense. This obviously works best with ranged characters, though if enemies approach this area, close-ranged characters can fight back. The Amplifier actually has an incredibly useful effect, but has the minimal health of 15-25% to show for it. However, your allies should be crowded around it enough to be able to soak up damage.



Special Down Smash

The Engineer pulls out his wrench and quickly begins building something on the ground, announcing "Metal Hand bein' made!" to all allies around him. After the Engineer gets up, there will be no indication of any sort of trap having been made at that spot, outside 80-100 metal being taken from our southern friend.

However, if anyone steps over the spot where The Engineer was working, true to his word, a metal hand will pop out of the ground and grab the trespassing foe! The metal hand actually resembles his own Gunslinger a bit...when a foe is grabbed by the hand, they can't move but can still attack, and will need to deal the hand 15-28% damage to break free (usually accomplished by down tilts and the like). This allows you to hold them in place for a quick beating, however, and can also give you an extra second to upgrade your buildings while they're preoccupied.

If an item is thrown over the hand, the hand will grab it and hold it in place, not releasing it until the damage is dealt to it. This is especially useful in the case of the flag, forcing foes to have to go through an annoying process to get it. You can also work with your team's Spy to have it grab fake flags for a trick that'll infuriate the other team. You can only have one hand present at a time, however, which can limit this a bit.



Special Forward Smash

The Engineer extracts a flash grenade, and tosses it forward 2 Battlefield Platforms forward. This isn't as random as it seems, but the source is a bit obscure: it originates from Team Fortress Classic.

Now, the moment the grenade hits the foe or the ground, there will be a blinding flash that covers up the entire camera zone. This only covers the screen for about 1-4 seconds depending on charge time. Given the fact that you can toss this from a different camera zone, you can toss this at a camera zone you know is enemy-infested to prepare for an ambush from you and the rest of the raiders, allowing you to set up a mini-sentry undercover (normal sentries are possible, but really won't happen often in serious gameplay unless the enemy's team is incredibly incompetent). In addition, this can also be a great retreat option - throw down a flash grenade and get you and your group out of there.

You can only use one of these every 15 seconds.



Grab Game

The Engineer extends an arm outward, attempting to grab foes. While this has decent speed, the range is mediocre. Still, this can be useful for catching a foe passing by you due to the incredible speed, or even just throwing it out to overwhelm a foe trying to move away from your sentry.

When The Engineer grabs a foe, he will chuckle darkly as he holds them. With his other hand, he will extract his pistol and point it at the foe's head. He is able to walk and jump with the foes while he has them grabbed like this, (holding the z button/whatever you have the grab input set as + direction is the only way to activate a throw).

Now, if The Engineer is struck while he is holding this varmit - the person who attacked him will find that he has complete superarmor as he fires the weapon straight at his hostage. They take 15% damage and high knockback in an unavoidable shot - this allows The Engineer to make quick escapes, being able to take hostages to further his goals.

You can grab allies like this, of course, which makes this invaluable for Spychecking. You can grab a suspected Spy and hold him under heavy fire - the foes will do the rest. However, your throws also have beneficial effects when used on teammates.



Pummel

The Engineer presses the gun directly into the side of the foe's face for a .20 second period before drawing it back. Now, if the foe attempts to button mash out while the gun is pointed to their face, The Engineer will fire it and blow them skyhigh - having the same properties as the earlier attack. This obviously makes it much harder to escape his grabs without taking any sort of damage, forgivable considering his extremely poor range. But this also works good at delaying the foe's escape if you're waiting for a team-mate to arrive...


Up Throw

The Engineer quickly plays a game of leapfrog with the foe - he jumps up and bounces off their noggin, footstooling off them. This only deals some light stun so they can't immediatly come back and get the Engineer, but puts The Engineer up 3 Battlefield Platforms. You can use this to escape from potentially dangerous situations, but this also has a practical effect against allies. He can use them to get himself to a more out-of-reach position - one that he may not be able to reach normally, and build a zone there.


Side Throw

The Engineer swings his wrench like a bat directly into the foe's stomach. (If throwing backwards, he shoves them behind himself first before swinging it into their stomach). This motion actually deals 6% damage to the foe and causing them to be pushed backwards a good 3 Battlefield Platforms or so. This acts, of course, as one of the more archetypical Davian "lol shove them towards your zone" attack, but serves far more of a purpose as you can also shove them towards the attack of your allies.

While this is obviously less effective against allies, you can shove them away from incoming projectiles if need be.



Down Throw

The Engineer attaches a small device to the stomach of whoever he has grabbed. From here, they aren't released from the grab and must button mash out as normal, though the Engineer can't throw them from this state. Rather, The Engineer can pummel in this state to wind up a small dial on the front of the device.

What does this do? After they exit the grab, a countdown begins going down on the device. It lasts 30 seconds by default, with each pummel increasing it by 10 seconds. What does this do when the countdown is up? Well, if you have a teleporter exit when the countdown is up, the one who has the device stuck on them as well as anyone within a Battlefield Platform of themselves will be instantly teleported to the exit.

Beneficial to allies in that they can be teleported back to your exit, which is likely right by your safe zone - on the other hand, this is great against foes, as they can be teleported right into your team and all of your buildings waiting for them. The device is deactivated upon the person wearing it dying, which also has the side benefit of letting you know if someone -has- died when they don't come back.



Building Grab Game

The Engineer actually has a unique grab against his buildings. Rather than actually grabbing them, he pulls out his wrench and beats it against the hand not holding the wrench, thinking about what to do with the building. You still have to be close to them for this to work, however.

Only one of The Engineer's throws actually release him from the grab, he must otherwise shield to get out of this, as the building will certainly be putting up no resistance.



Pummel

The Engineer begins adjusting various things on the building using his wrench, this is a pummel that can only be exited by pressing the pummel input again.

Now, for every second you were doing this to the building in question, 4 seconds will be added to a timer. After the timer activates, a large shield engulfs the building in question - it will still perform it's functions as normal, but will now take 1/2 the damage from all external sources. The shield only lasts 5 seconds and only one can be placed on a building during it's sad and short life, however. Use it wisely.

This move is most often used when you have to leave the zone, obviously, especially when some extra defense is needed if you suspect the raiding enemies may arrive soon.



Up Throw

The Engineer presses a button on the building in question, causing it to fold back into a toolbox. After .50 seconds, The Engineer hauls it over his shoulder with a cry of "Heavy load comin' through!" He can move normally while carrying the toolbox, though cannot attack. Surprisingly, being dealt damage and whatnot will not make him drop the toolbox, as he holds on to it no matter what.

By pressing any input while carrying the toolbox, the Engineer will drop it in front of himself as it reforms back into what it was when he picked it up. The reforming process is the same process as it being initially built, only twice as fast. This can be a good way to move things, of course, but you can also move through teleporters while holding these, enabling you to set up buildings while in the cover of your base before bringing them out into the battleground.



Back Throw

The Engineer reaches into a compartment inside the building, fiddling with it using his wrench. Each time you use this throw, 50 metal is taken away from the building you're using this against, and added back to your metal counter - this obviously won't work if it has less than 50, and yes, your buildings can downgrade if you take away the amount that was used for their upgrade.


Forward Throw

The Engineer places his wrench up to the building in question and begins tinkering with it, this does nothing if you have no metal. However, if you have 60 metal on hand, all of the damage that your building has taken will completely heal. This works well, very obviously, when you have a building that's undergoing heavy fire from an assault - though one of your key times to use this is after an assault is cleared out, as you can't be knocked out of the grab.


Down Throw

The Engineer chuckles darkly to himself, as he places a small device onto the building in question and begins fiddling with it using the wrench until you input a different throw or exit the grab. For every second The Engineer fiddles with said device, it adds 30 seconds to a small time counter that appears above the building in question (only allies and disguised enemies can see this). When you exit this, a countdown starts. After the time passes (30 seconds without any presses), the device instantly blows up in a smart bomb explosion-sized blast that deals 20% and high knockback to all those around it. The building simply being destroyed before that will cause the device to deactivate. Once the countdown is set, there is no stopping it from exploding, it will explode even if you are lugging it around. The main purpose here is just attaching the device when you know that the game's going to be up soon, and going out with a bang as the enemy heads into your zone.


Aerials


Neutral Aerial

The Engineer suddenly begins striking at the air underneath himself with his wrench. This is at an incredibly fast rate, so much that a cloud of dust actually forms around the wrench. After a moment later, a jet platform (the color is the same color as your team's) appears at the location The Engineer was striking at (which means you will be standing on it when this ends), as he cries out "Platform up!" It takes about 90 metal to build and takes 25% damage before it's destroyed, after which, everything on it will fall to the ground below. Surprisingly, The Engineer can have quite a few of these - up to 3 if he so chooses. This can be really useful with the raiding party - the platform is completely solid, projectiles can't go through it, providing some temporary cover. It can serve as an excellent place to put down your own buildings, of course, but can also serve as cover for a zone you have set up in the middle of the map.

Naturally, one of your best ways of getting up here is using your up throw against an ally. Though you can use your high jump height to get up here normally, of course.

By leaning the control stick slightly to the right or the left, The Engineer will build the platform at a slight angle - it getting more of an obvious angle if you push it far more strongly. This gives you five possible positions your platform can be in. This obviously provides you with more versatile cover.



Forward Aerial

The Engineer quickly removes the power cord from his belt, using his texan heritage to tie it into a lasso before tossing it forward (with it being able to angled slightly) - quicker then it sounds, but still somewhat laggy. Yes, this is constantly on his character model. It extends 2 BFPs outwards.

If the Engineer catches a foe, item or an ally, they are obviously move to to his position - being released just a Mario in front of him him as the Engineer becomes vulnerable for half a second, tying the cable back on. He is obviously able to be hit by those fairs and whatnot, though this serves as a useful attack in many ways. For one, you are able to drag retreating foes back into your zone with this, allowing yourself to take a few blows to keep them away from accomplishing their goals, such as grabbing the flag or simply. You can even pull allies out of harm's way, and perhaps up to positions they wouldn't normally be able to reach (especially your platform, effective in keeping you from wasting a teleporter to get one character up there)

You can also use this as a tether recovery if the map has an offstage - while it's not a good one, persay, it functions well when you need to get to higher ground and also works considering ol' Engie doesn't have a typical recovery with his teleporters.



Back Aerial

The Engineer, in a moment of desperation, quickly juts out his legs behind himself. This is exactly what you were expecting when you read the first sentence - it deals 5% damage and light knockback, and spaces the Engineer a Battlefield Platform away from his enemy. I know, it's cliche. But the Engineer needs a spacer during his set-up time - as well as a spacer in general to help him get back to his zone.


Up Aerial

The Engineer enters a spinning animation as he holds his wrench out alongside him, with a very small bit of starting lag. This motion deals 8% damage and decent knockback, as well as having a decent bit of range. This works very well when shorthopped, possibly adding another move into Engineer's groundgame as well.

An important factor of this move: if any projectiles come in contact with The Engineer's wrench as he spins, a large CLANG! will be heard as the projectile is reflected. While the timing is somewhat precise, this can definitely help with defending your safe zone from wayward projectiles.



Down Aerial

The Engineer performs a stall and fall downwards, not going quite as fast as others can claim to, quite slower than that of the Ice Climbers' stall and fall. He enters a sitting position as he holds his arms out to the side here, dealing 9% and minor knockback to foes he encounters on his path.

While a semi-decent escape method while you're high up in the air, the real fun starts if you land on your Sentry or a Mini-Sentry. When this happens, The Engineer sits on them as though they were Broncos, two buttons sprout up on the sides of the Sentry that the Engineer grabs on to. In this state, The Engineer takes manual control of his buildings - angling up and down will cause the Sentry to angle itself up and down, quite like a cracker launcher, and turning will cause it to turn with the same turning lag it had before. Pressing the standard input will cause you to fire a single bullet (holding it will cause them to be rapidly fired), while pressing the special button will fire a rocket if you're on level 3 of your normal Sentry.

You can use this to fire at enemies out of the Sentry's range, by sacrificing the auto-control for a manual one. The bullets and rockets will traverse until they reach the end of the camera zone, upon which, they disappear. The Sentry being destroyed while you're on it gives yourself 8% and high knockback, though simply taking 5% or jumping off in this state will cause you to leave it and reverting the Sentry back to auto-control.



Final Smash
Saddle up, boys. It's 'bout time you met the Engineer.

A large truck drives in from the background, the same one seen in the Meet the Engineer video, to the Engineer's current position. The windows are completely tinted, so you can't tell who's driving. 5 Sentry Guns of all different levels are placed haphazardly on the truck, firing upon anyone who steps near the truck. The truck itself is constantly in the background, meaning the Sentries are immune to any form of damage - allowing you to add even more defense on to a zone, or simply start building one.

After 12 seconds, The Engineer pulls out a Red Shed Beer from a back pocket and takes a swig, satisfied with a hard day's work, as the truck drives off with the Sentries onboard.



Playstyle Summary

This heavy caliber, tripod-mounted, little ol' number designed by me...built by me...and you'd best hope...not pointed at you.​
The Engineer is, surprisingly, not a pure defensive character. Sure, he's constantly setting up traps, but he's really one of the few members of the raiding party that's doing so. Oh, sure, you can attempt to play The Engineer as a straight defensive character. Of course, you're really are wasting his potential that way. You'll be taking away those valuable teleporters and sticking them over by the flag. You have no real use of devices such as the Repair Node or the Dispenser, as nothing is really going to be damaged most of the time. In fact, when are you going to need the Amplifier? Allies that are defending are likely going to be disapproving of you because of your sheer quantity of traps and how much room they'll take up. When everyone is tending to their own business and a Spy waltzes in and stabs you, your stuff is as good as gone, and you've wasted a decent amount of effort.

Creating a zone for his team and maintaining it is the Engineer's utmost goal. He wants the raiding party to have somewhere to fall back to should their approach go awry, somewhere where they can heal up and properly defend themselves while they do so, thanks to the Dispenser and the Amplifier. He suffers without the team nearby, and can work extremely well with their assistance - some of your moves work much better with them nearby, and some of your moves directly help them out - such as the previously mentioned Dispensers and Amplifiers, though Teleporters are also a huge help.

When first creating a zone, you'll want to make sure that the camera zone you're entering is clear of enemies - or create enough of a distraction to prevent them from taking you and your buildings down in a Texas minute. Flash Grenades and Mini-Sentries works extremely well when setting up as distractions, though your team can also help you out with this. You can set up platforms now, either as cover or simply as a place for your allies to flock to - especially campers. As soon as you have a Sentry up, you're going to want to tend to it for a bit. Sentries are, of course, decent damage-rackers if enemy raiders are close enough to the gun. However, the chance of actually killing someone with it is slim-to-none until it is at level 3 and is launching rockets everywhere - you or your allies are going to want to provide some actual KOing power to it. Though devices such as your anthill can also provide killing power, it's best done with an ally to cover you. From here, you'll start building everything that can help your team out - Dispensers, Amplifiers, and the most helpful of all - Teleporters.

The importance of Teleporters really can't be understated - plopping an entrance in your base and an exit on the field will allow you to transport you and the ally back onto the field in the jiffy, though the price of this comes with it needing to be defended 24/7, meaning you'll often want them right by your Sentry. One particularly useful strategy is to start building your devices in the base, then, with the cover of an ally, run out and set up an exit before running back to your buildings. UThrow a Sentry and haul it out into the teleporter, plop it down and start bringing it all in. These will often form the basis of your team, allowing you all to meet up at a central point.

Though, what if your zone isn't able to hold up? Perhaps because everything was too close to each other and it got destroyed in one fell swoop? Were you or your team not being attentive enough? Well, when your zone's going and you need to start running away, you need to think up a plan. One of the best things to do is take a hostage with your grab - while the enemy team will be more than happy to damage both them and you in a lot of cases, you'll be dealing a decent amount of damage to them, and possibly bringing them to the grave with you. You can even bring your hostage into the path of some ant-bots if needed. Unable to obtain a hostage? Both of your forward smashes are your friends. Should you have a special fsmash ready to use, you can possibly blind the foes and make an escape while you plop down a Mini-Sentry to occupy them. If you have a normal fsmash, you can use all of the accumulated damage you've gained from your buildings and unleash some good ol' revenge on them. Even without a flash grenade, one of the best things for the Engineer to do is just run. He can even plop down a Mini-Sentry by quickly using a dsmash as he retreats. This isn't exactly the most brilliant idea considering how many enemies may be chasing you, but if you have a small amount chasing you, you can plop down a Mini-Sentry and continue retreating while they attempt to destroy it during construction, or even deal with it should it be fully built as he retreats.

The Engineer is a versatile trap-setter, but works best when he can gain some assistance The Engineer is useful to his team even when he's waiting to respawn, his Sentry keeps shooting, his Dispensers keep dispensing, his Teleporters keep teleporting, his Repair Nodes keeping repairing, his Amplifiers keep amplifying. He'll never capture the flag himself, but he can certainly help the team in the push towards it. That's the thing about the Engineer: he acts as the anchor of the team. He can administer health and assist his team in the push forward, but without them he's absolutely nothing.

This playstyle was terrible, but it was worth a shot, eh?


The answer...is a gun. If that don't work? Use more gun.
 

BKupa666

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MasterWarlord said:
VVV READ THIS BEFORE THE MOVESET VVV
CAPTURE THE FLAG
^^^ READ THIS BEFORE THE MOVESET ^^^

A long time in the future in a galaxy far far away, this mode exists. Probably by Super Smash Brothers 8 or so, as this is a massive 10 vs 10 team battle that can only be played online, as everybody only has a limited field of vision around themselves. Naturally, a high powered console and a superb online server are required for this, so we’re obviously not pretending this is going to be around any time soon. And of course, we’re also assuming this involves MYM characters, so make that Super Smash Brothers 79 for them to get the rights to all of them.

The only playable stages for this mode are absolutely massive to accommodate the amount of people – not even Hyrule Temple and New Pork are valid. The smallest of CTF stages are vaguely similar to Hyrule Temple, but with the lower half having as much ground as the top half and the ground in the middle extending all the way to the blast zones to force players to go through the middle.

As stated earlier, players have limited vision, as the camera would be so zoomed out on some of the larger CTF stages that it’d simply be impossible. There are several different camera zones throughout the stage, and if you walk out of one the camera will show the new zone you move into instead of the old one. No compromising. For a stage like the larger Hyrule Temple we just discussed, there’d be 5 of these camera zones, two to split the lower and upper half of the stage and one in the passage in the middle that players use to transverse the two halves of the stage.

The object of the game is to, of course, capture the flag. The flag starts in a corner in each team’s half of the stage. It can be picked up like an item by either side (So a team can relocate their flag as they see fit), though taking any form of hitstun causes you to drop it. For you to score a point, you have to bring the flag back to your team’s flag. The flag doesn’t magically teleport back into the base after being left idle, so when a defending teammate grabs their own flag they’ll want to hastily bring it back to their base away from the enemy flag. . .Though you can always just throw it off a cliff or eat it with Wario's chomp to make it respawn back at the base. The winner is determined based off who has the most points after a set time limit. If the amount of flag points is equal, it combines the KOs/self destructs of the players as if the game were a standard time match.

. . .But why should you hunker down in any one particular place in the stage with the flag, such as your base? Isn’t there mindgame potential putting the flag in the enemy’s “base”? Well, perhaps if this somehow managed to be implemented into a game with dull characters like Brawl, but this is Super Smash Brothers 79. All of those defensive/set-up/trap MYM characters are around, and they’ll inevitably be setting up a hellish fortress around the flag. The game actually encourages this to boot – at the start of the match there’s a divider in the middle of the map that sticks around for 30 seconds, giving both teams plenty of time to set-up. Furthermore, while team attack is enabled in this mode, traps will still only give beneficial effects to allies/negative ones to enemies as if it were turned off.

While competitive play of this mode generally always feature well balanced teams with a relatively equal amount of characters on offense and defense, what about when you’re just randomly searching for other players and none of your allies are capable of laying traps? Thankfully the stages have various stockpiles of traps you can grab like items then place wherever in the bases. They’re somewhat subpar, but it’s better then nothing and somebody’s gotta guard the flag.

If a player gets KOd, they respawn in their base after a lengthy 30 seconds. While they’re waiting, they can view all the camera zones that at least one of their teammates is in, swapping between them with casual presses of A. Only your damage percentage is displayed with a portrait like normal, whenever another player gets hit their damage percentage flashes briefly above them. Names are not visible before or during the match, but are shown afterwards for you to add people to your friends list and what-not. SSB 79, remember?
MEDIC​




Meet the Medic

The Medic is one of the nine classes from Team Fortress 2. His lack of conventional medical knowledge, while terrifying to his patients, does not inhibit his boundless energy in the operating room. Medic is blissfully unaware of any actual healing that occurs during his procedures, instead preferring to conduct the most bizarre experiments possible on those in his care, regardless of whatever pain they feel along the way. Needless to say, a massive field of nineteen diverse opponents is a wet dream for such a maniacal practitioner.


STATISTICS​

Size + x + 8
Traction + x + 8
Weight + x + 6
Fall Speed + x + 5
Movement + x + 5
Aerial Movement + x + 4
Jumps + x + 3


Medic has little reason to actively run around much, since he can play effectively regardless of what other characters are nearby, whether they be teammates or opponents. He handles players with longer-ranged hitboxes, possessing very few jointed hitboxes to his name. At close range, he's easily disposed of by opponents. Medic's success is largely determined by his ability to design unique medical experiments, then hide behind them as they accomplish his dirty work.

SPECIALS​

Neutral Special - Bonesaw
The Medic laughs maniacally, pulling out his already-whirring Bonesaw over .25 second and holding it in front of him. He now has the option to either stand in place or charge zealously forward across the stage. The former option places a half-platform long disjointed hitbox in front of Medic, maintaining a simple hitbox dealing many light hits of 1%. An input of the control stick sends Medic charging, altering the move's usage entirely, though his ability to angle the move up or down slightly becomes much more of a focus.

If Medic charges into an opponent with his Bonesaw, he'll sever off their arms, automatically storing them away into a hammerspace inventory. This deals 5% to the victim, preventing them from using any arm-related attacks (as well as any attacks from a carried weapon) until they regain their appendages. Though there are multiple ways for this to occur, players regain limbs automatically after forty-five seconds have passed since their amputation, wherever they are. However, it's not just limbs characters are able to lose: if Medic angles his saw upward, he'll remove heads, while if he angles his saw down, he'll sever legs. The former removes attacks that require a head, while the latter removes kicking attacks, as well as the ability to jump or dash. Should a character have any additional removable parts, such as a tail or an extra limb, Medic will remove these if he aims the saw in their general direction after removing the more prominent arm, leg or head in their place. Characters’ weights progressively decrease as they lose parts as well. If all appendages and the head are removed from a body, Medic will collect the character's body itself, removing the character from the stage entirely for forty-five seconds if he lets it sit in his inventory.

Medic's Bonesaw automatically provides him with a built-in sort of defense. Though he generally removes limbs while charging, Medic can remove them with equal efficiency if a character hits his saw with momentum while he is standing still. While charging, Medic has terrific traction that lets him amputate a part, before immediately circling back for another. While Medic can remove parts from multiple characters at once, he's far from invulnerable against an entire team of opponents. He can still get physically wrecked (especially by disjointed hitboxes or attacks to his backside), fooled while angling, camped against, or any number of unpleasant fates; plus, it's highly unlikely all opposing foes will swarm him at once, due to some actually having to defend their flag. Medic must exercise every recess of his uninhibited mind to overcome his opponents and turn their own parts against them, rather than playing out a boring war of attrition that won't last anyways.

To help him in these creative pursuits, Medic is able to saw off parts from any one of his teammates as easily as he can from an opponent.


Down Special - Mad Science
If Medic has not yet collected any character parts with Neutral Special, this move does nothing. However, upon even a single amputation, inputting this move will cause a small square menu to appear overtop Medic, displaying his most recently acquired part. The player can scroll through this menu with the control stick, horizontally flipping through each collected part in the order they were obtained; it can be immediately collapsed with a shield input. The player can also input A or B while viewing a part to trigger two differing options. Tapping A causes Medic to drop the selected body part at his feet, now with a battery attached as a canon visual (as in the Meet the Medic video). It now serves as a Potato Head part, letting its owner input an attack making use of it for the part to perform the same attack, wherever it is onstage. By amputating teammates' parts and dropping them in enemy territory, Medic can create quite stunning diversions. Characters can grab a part to reattach it to their own body (if the part is used for the grab, it will attach itself this way). Medic can use grab directly next to a body part to return it to his inventory. Parts do not suffer damage, and are knocked around by attacks, often being rather light, but not feather-like.

Because he likely won't be handing his enemies the advantage of having their disjointed parts scattered around, Medic can put them to a rather different use. With an input of B, Medic will highlight the part he is viewing on the menu (B again will remove the highlight, which is maintained when he scrolls through parts). Multiple parts can be highlighted on the menu at once. As soon as Medic has highlighted a body, head, arms and legs (though two arms and two legs can be dropped, arms and legs are highlighted in pairs), as well as an additional limb (tails, wings and the like), he can press down and B a second time to start his magic. He'll whip the selected parts out of hammerspace, before using his Medigun Beam to fuse them into an all-new being of his own creation, over .45 second. How this new mutation operates depends quite a bit on what parts Medic used to build it. For starters, the body selected will, in most cases, determine the mutation's weight; a body will generally retain roughly 75 percent of its original character's weight, with around a unit of weight added on for each limb and head (this obviously varies with differently-proportioned characters). The original body's aerial movement and fall speed remain unchanged. A mutation's legs determines its speed, jumps and traction, though for each unit of weight a mutation exceeds the weight of the legs' character of origin, one unit of both speed and jump height are subtracted. Bodies retain characters' mechanics, unless said mechanic is complex or specific enough to be useless to the mutation.

When initially created, mutations are controlled by a Level 7 AI eager to either invade the enemy base or defend Medic's team's base, depending on which it is closer to. However, players can assume direct control of their creations for an unlimited number of crazy raids. This is done by inputting Down B within a platform of a mutation. Now, Medic will simply trail around behind his creation, pointing to give orders as they attack. If he is giving orders to a fast mutation, he will fall behind, but still follow after them in their path. He can control a mutation as long as he pleases, though he is vulnerable from behind the whole time, losing control if attacked. Mutations' parts will also return to their original owners forty-five seconds after they were amputated, giving them a limited time frame to abuse the attacks they provided.

Mutations can be supremely effective up close, particularly if they are made up of parts involved in attacks triggered by the same input; in cases like these (an Up Tilt used by a mutation with Snake's legs and Dedede's head, for example), both attacks are used at once. Even though such superb parts won't always be available, foes will still jump at the chance to remove mutations from the playing field. This, they can do by dealing 30% to knock them back into scattered onstage Potato Head parts (damage sustained by the parts' original donors does not affect mutations, though it will return to them once they regain control). Medic can create as many mutations as he so chooses, specifically picking and choosing parts so each mutation can fulfill a certain attacking or defending role as effectively as possible. He may stay in control of a mutation for as long as he pleases. Players can regain control of the good doctor simply by standing still for half a second, causing the AI to take over the mutation once again.


Side Special - Medigun
Medic takes .4 second to stick out his Medigun, before firing a red beam out a platform and a half, for up to five seconds. If the control stick is tapped lightly while Medic is firing, he'll aim the beam diagonally up or down, while if it is held more firmly, he can walk around or jump once while shooting. Any character in contact with his beam heals 1% per half second, or, if they have over 100% (or if a mutation has under 10 HP), 2.5% is healed per half second instead. Of course, this healing isn't just to improve Medic's standing as a team player. If Medic manages to heal 50% on a single opponent, he'll gain the ability to activate his ÜberCharge on them.

After healing this amount on one character, he'll fill an invisible meter, allowing him to use Side Special on the character again to trigger ÜberCharge, which renders both him and his target invincible for eight seconds. They'll take on a metallic sheen that indicates their invulnerability, which comes in quite handy when raiding enemy bases. Of course, it takes quite a while to fill up an ÜberCharge meter on a single opponent. Fortunately, Medic has a rather simple solution to this: he may partially build up his meter on multiple characters, before splicing parts from them together to create a single mutation that fills his meter in one fell swoop. Considering mutations are quite powerful to begin with, removing their HP weakness temporary gives them great leeway on their raids, though they may require intervention once the invincibility wears off deep into enemy territory.


Up Special - Dirigible Doves
Medic opens his coat over .4 second, allowing his pet dove, Archimedes, along with two other unnamed doves, to fly out. Each dove is about the size of a Torchic; they circle around Medic for a second and a half, or until their 5 HP is lowered, dealing multiple hits of 1% to opponents who touch them. After this time, they'll return to their owner's coat (they'll do so early if shield is inputted). While his doves are circling, Medic has a couple of options at his disposal. If A is inputted, the doves will fly outward at Mario's dash speed; once A is inputted again, they'll swoop down on the nearest foe and swarm around them, dealing light stunning hits of 1% every half second or so. While rather flimsy, doves' hits can needle foes at inopportune moments, such as when their owner is chasing them down with his Bonesaw in search of new parts. If they have traveled five seconds without meeting a target, the doves will return to Medic automatically.

Speaking of parts, if B is inputted, Archimedes and his doves control exactly as if they were pursuing a foe, but rather picking up the nearest part upon the second tap of the button. Once the doves have swooped down on a part, the player has a split second during which they can press forward or back on the control stick. This, in turn, will result in the doves flying away from Medic with their new luggage, or returning to him with it. Another tap of B any time during this flight will result in them dropping the part, repositioning it conveniently for their master before hiding away in his coat again. Doves will drop a part automatically if KOed.

If this move is used in midair, Archimedes and his two companions will fly out, grasp Medic's coat in their talons and begin flapping furiously. This cuts his fall speed a bit, allowing him to descend at one-third his regular speed for two seconds before his doves tire. Their beating wings carry the slightest of damage-free wind hitboxes, pushing characters back from Medic as he recovers...or tries to recover, that is, considering the move's lack of vertical gain. Medic may cancel from his recovery at any time by air dodging, not entering helpless unless he completes the move.


STANDARDS​

Jab - Syringe Gun
Medic extracts his Syringe Gun and begins blasting after .5 second, creating an arcing trajectory of rapid-fire syringes, each the size of a single Sheik needle. Each needle deals 3% and pushes foes along to the end of their path before holding them there, requiring them to DI free. During the move's startup and as he holds it out, the trajectory may be angled slightly up or down, increasing or decreasing the syringes' height while decreasing or increasing their distance traveled, respectively. By default, syringes reach two Marios into the air at the height of their arc, falling to the ground and vanishing two platforms away. Medic will walk while shooting if the control stick is directed forward. One tap of A will start Medic shooting his syringes, while a second tap will stop his barrage.

Though Medic's needles have a rather lengthy reach, they aren't exceptionally difficult to dodge; the stage directly below the arc is perfectly open for virtually all non-boss characters to stand under safely. Of course, this also applies to mutations; he may spray syringes over a CPU-controlled mutation so that it may rush and attack an enemy base with the bonus of a defensive buffer. If the player wishes to control a mutation directly, they can also start Medic firing his syringes, then pummel a foe into the enclosed space beneath the projectiles to beat them repeatedly against them. As a more last ditch option, Medic can seal a stray flag beneath his syringes, keeping it safe from opponents until a mutation or teammate can bail him out.


Dash Attack - Red Rubber
Without breaking stride, Medic takes off a single red glove, stretching it out in in front of him over .55 second. Opponents he comes in contact with while dashing suffer a rather light 5% and are bounced back a platform, giving them about a split second to get out of the way before getting rebounded again, as Medic keeps on dashing. Foes can attack into the glove with an attack dealing 15% or more to stretch it back far enough to hit Medic and end the move, though weaker attacks will simply bounce back at the character, damaging them instead. Medic may avoid retaliation by playing smartly with his glove, using it to bounce foes back into the perfect range to be sawed up. Medic may also push parts around without picking them back up by dashing into them repeatedly; smaller parts are pushed back further than heavier ones, though any parts can be repositioned conveniently this way.

Forward Tilt - Injection
Medic extracts a rather large syringe and plunges its shining point forward half a platform, trembling with excitement. He'll hold out the needle for half a second before retracting it, causing its hitbox to linger for a short period. Opponents who come in contact with the needle suffer 5% and slight hitstun as it penetrates their skin. Should A be inputted again while Medic's needle is in a foe, he'll withdraw it rapidly, dealing an additional 5% and knocking his victim back lightly. Of note, the disjointed needle can hit an opponent should they hit it with a jointed attack.

This nuance is rather important to the move in the grand scheme of things. When Medic extracts his needle from an opponent, he'll extract the properties of the body part that came in contact with the needle. For example, should he plunge his needle into Captain Falcon's fist, he'll extract his flaming properties and the average priority from each of his fist-based attacks (this does not apply to weapons). Now, if Medic plunges the needle into a character again, he'll inject these properties into the body part he is making contact with. This essentially allows him to overwrite weak properties with powerful ones, while stripping them from their owner, leaving them with a bland, moderately weak attack. These properties remain separated from their owner for thirty seconds, whether Medic is storing them or they are in a new character, before returning to them. Properties can be inserted into mutations to buff them up even more powerfully, as well as into onstage parts so that they may fulfill their purpose more effectively as well.


Down Tilt - Syringe Squirt
Medic takes his large syringe and presses it in, spraying a clear liquid onstage, creating an invisible platform-long trip trap...kind of. If a character attempts to dash immediately overtop his slippery medicine, they'll trip as usual, sure. However, if a character attempts to dash over the medicine from beyond it, its slipperiness will double their momentum, causing them to continue forward at twice their regular speed about half of Battlefield with uncontrollably terrible traction before regaining the ability to stop. Should a character choose not to stop, however, this momentum will carry on for about twice as long, allowing characters to move rapidly for a period. Mutations can abuse this function to raid enemy bases more easily, if Medic has not provided them with a pair of speedy legs. Though opponents can technically use slippery medicine to raid Medic's base as well, the puddles can also slide foes into defensive traps, and will generally not be placed near his base to begin with. Medic may squirt up to three puddles onstage at a time, each of which lasts for ten seconds before vanishing.

Up Tilt - Little Prick
Medic sticks his syringe into the air, letting its needle extend approximately a Mario above his head. This is an extremely quick animation, allowing Medic to use it against aerial foes at a moment's notice. And should he land it against them, he can give them quite an unpleasant treatment. Foes suffer damage depending on the momentum they had when they were injected, ranging from 1-8%. Regardless of momentum, however, they will simply be bounced up a mite in comedic pain, likely plummeting back to the ground harmlessly...if they're allowed to, that is. Medic can effectively carry foes around onstage by repeatedly bouncing them upward, then punishing their eventual DI. Though this will rack damage at a terribly slow rate, it can lock a foe away from their teammates for some time, and if teammates do decide to come to their comrade's assistance, he can either bring out his Bonesaw for more parts, or let a mutation make a move toward their flag in their absence.

SMASHES​

Forward Smash - Medigun Barrage
Medic aims his Medigun forward for a split second, before firing a barrage of half-platform length red beams in front of himself over a second. He lifts his gun up slightly while firing, sending each beam progressively higher than the last; he fires a total of seven beams, with one traveling straight, while three travel diagonally up and down, respectively. Medic's charge time alters his beams' speed, varying from that of Mario to that of Fox. It also influences the beams' damage...healed, that is, ranging from 4-7%.

This counts toward the 50% Medic needs to activate ÜberCharge on a character, though, in some ways, this is a preferable option to Side Special. When Medic targets a single foe for healing, it's far more obvious which character he's planning to take parts from to create an ÜberCharge-filling mutation than it is if multiple characters get blasted by healing beams. When Medic has multiple healed foes he can amputate on, his job is made much easier as well. The same certainly can't be said for these foes, of course, as they can't defend a single amputation target when they must beware being sawed down themselves. These beams can also be used with identical efficiency on teammates.


Down Smash - Medigun Blast
Medic points his Medigun directly at the ground in front of him, firing it to create a rather large explosion of lingering energy over .65 second. Depending on his charge time, this circular 'blast zone' varies in size from half a Smart Bomb radius to a full one, lasting from seven to twelve seconds. Instead of damaging characters, contact with the radius heals both friends and foes 1-3%, depending on how close they stand to its center. Medic has all sorts of options at his disposal should he wish to build ÜberCharge-filling health on a foe, not the least of which includes baiting a foe into the radius, then stalling them inside by, say, juggling with U-Tilt (though he can't entirely fill the meter on a foe, lest he risk triggering ÜberCharge on them). Medic can also do dastardly deeds like placing a character's arm outside his blast zone so that its owner can throw in nearby opponents or hold them there. Parts cannot be left inside zones alone to heal, as they have no individual damage meters.

Up Smash - Medigun Column
Medic points his Medigun skyward, being able to aim his projectile during charge time, before firing...a column of red smoke two platforms long and a Wario thick? Well, kind of...a large Medigun beam projectile hides behind this cloud, located in either the foreground or background (the player can tap A immediately after release to fire the beam in the background). Foes who have this beam traveling at them at anywhere from Mario to Fox's dash speed have limited time to decide whether or not to dodge, thus deciding whether or not the beam hits them and heals them of 10-20%. Firing this at an opponent who is eager to avoid becoming a target for amputation can distract them from guarding their base or attacking, while firing at a character hoping to heal can accomplish this same task. Should Medic launch this obscured beam directly at a foe, they'll have a tougher time dodging it than they would with his other two, less direct Smashes.

GRAB-GAME​

Grab - Check-Up
Medic simply reaches forward half a platform over .55 second, his gloved hand enlarging slightly to give him fair grab range. Of note, he takes out his Medigun while grabbing, but does not use it, though when he snares a victim, he holds it at them aggressively, as if he is about to do so...

Pummel - Parasitic Part
Rather than actually triggering an attack, the initial input of this pummel opens up the same inventory menu from Down Special, showing each character part Medic has at his disposal. The player now has until his opponent escapes to scroll through the menu with the control stick and select a part with an additional input of pummel. Once a part has been selected, Medic instantly whips it out, pressing it to his opponent's body and fusing it onto them with his Medigun Beam. There it will stay until its forty-five second timer wears off and returns it to its original owner, or until the victim deals 30% to it to knock it off. Of course, its owner now has an easy target; any attack using that part will automatically hit the character to whom it is attached. Granted, they may always shield, though the part owner can attack during this time to whittle this defense down as well. Though only one part can be attached to a character in one sitting, multiple parts can be attached to them if they are regrabbed. Additional parts boost characters' weights in varying amounts, depending on their size.

Forward Throw - Arm Seal
Medic fires his Medigun Beam at his opponents' arms, causing them to seal together at the hands for nine seconds, or until their arms specifically suffer 30%. This serves to extend these hurtboxes slightly, as the victim is forced to hold their appendages in front of themselves, letting Medic saw them off more easily should he choose to do so. This also seals the victim off from using arm-related attacks, specifically grabs, in addition to grabbing ledges (though Medic himself is not a gimper, and will have to rely on teammates to pursue this course of action). If a foe has a part sealed to them while their arms are sealed together, the part owner will have to limit their attacks, lest they wish to separate the victim's arms.

Back Throw - Leg Lock
Medic takes out his Medigun one more time, turning his foe to face backwards before firing its Beam at their feet, sealing them together as well. This robs them of leg-related attacks for nine seconds, or until their legs specifically suffer 30%. Sealed legs also half each characters' jumps, in addition to cutting their dash down to a series of slow, measly hops across the stage. This is a fantastic way to cut down a character's movement capabilities, keeping them in place as an amputation target, or simply keeping them out of Medic's teammates' hair as they raid enemy territory.

Down Throw - Knee Hammer
Medic extracts a knee hammer, holding his foe in place with one hand while raising the hammer ominously with the other. The player can now input any other attack for Medic to swing the hammer at his opponent, dealing 6% and knocking them back a short set distance. A second and a half later, the opponent will perform the move Medic inputted, having a knee-jerk reaction to Medic's hammer. Depending on his situation, Medic can take advantage of them in various ways; forcing them to perform weaker attacks can extend removable limbs, while stronger attacks can slow foes down. If Medic has fused one of his victim's limbs to another opponent, he can force the victim to attack, rather than avoid attacking, to beat up their teammate involuntarily, while slowing themselves down to boot.

Up Throw - Stethoscope Zap
Medic places a stethoscope over his opponent's chest, before extracting a remote control with his other hand and mashing it maniacally. The player now has a second and a half to mash A however they choose, setting up the attack(s) to follow. After release, the device remains on the opponent for the next twelve seconds, causing the victim to suffer a number of electric shocks over this period. These shocks are spaced out identically to how each mash of A was spaced over that shorter period.

For example, three evenly spaced-out taps of A during the throw will result in one shock every four seconds, each dealing 5% and launching the victim a set distance skyward in a stunned state. Foes have no idea when they are about to be shocked; this throw is a solid temptation for them to shield and dodge from time to time to possibly negate an oncoming shock. The more irregular Medic can time his shocks (or regular, to throw an opponent off), the more stun he'll inflict on foes, allowing him to hit them with any number of attacks, not the least of which is Bonesaw.


AERIALS​

Neutral Air - Amputator
Medic pulls out his large, flat Amputator saw with .65 second startup lag, holding it horizontally in front of himself. During this lag, the player may input any direction for Medic to hold his saw that way, with it reaching out a platform length. The saw’s underside is a hitbox, dealing 9% and knockback KOing around 160%. However, the top is a mere platform, capable of being stood on by any character, though if Medic is holding it at an angle, characters will slide down it, at a speed depending on how severe the angle is. Though Medic can keep his saw facing upwards as long as the input is held, a second tap causes him to flip it over immediately, turning the saw’s top into its hitbox and its bottom into a ceiling. Against opponents, Medic may capture them out of landing lag on his saw, before flipping it over to knock them away. He may also catch them on a sloped saw, letting them slide onto a dangerous location onstage, or away from their intended landing location (they remain in landing lag while sliding). Medic may also catch and carry mutations with his Amputator, as well as flags; the latter will treat the saw as a platform, regardless of which way it is facing, allowing Medic to handle it with an extra defensive precaution if he so desires.

Forward Air - Crossbow Barrage
Medic pulls out his Crusader’s Crossbow, aiming it forward before firing ten arrows rapidly over 1.25 second. He moves the weapon up and down slightly during this time, creating a stream of arrows roughly as tall as Mario. Each arrow deals 3% and slight stun to opponents, pushing them along the stream if they become caught in it. Arrows travel for approximately half of Battlefield before arcing to the ground and piercing their tips into the stage. These remain onstage for ten seconds before vanishing; opponents who step overtop the exposed arrowheads suffer 5% and are popped up slightly into the air. This can effectively lock off a portion of the stage to characters whose mobility was cut down with a select few amputations (those without legs, for example, may be unable to jump past the arrows). In addition, if these arrows come down overtop an onstage part, they’ll skewer the part into the stage, covering it with a hitbox that foes are unable to knock it free from until the arrows vanish. The part can still attack during this time, of course, though it cannot free itself from arrows, either; Medic will have to manually extract it if he wishes to relocate it before the arrows wear out.

Back Air - Blood Burst
Medic takes out a remote control and hits it, causing his pack of (allegedly) false blood to convulse slightly and spew out its contents in a Bowser-sized explosion covering his backside. Opponents who come in contact with the blast suffer 10% and knockback KOing around 150%. Disgustingly for them, they are also coated in the crimson substance, tripping 50 percent of the time they attempt to dash, in addition to suffering terrible traction onstage, over the next ten seconds. Should they avoid the blood, however, it will fall to the stage, functioning identically to the syringe medicine from Medic’s D-Tilt. The good doctor can put this move to excellent offensive and defensive use, regardless of whether or not a foe is hit, so blast away…keeping in mind that only three blood puddles can remain onstage at once, and that until these puddles vanish, the move will not function, that is.

Up Air - Crossbow Column
Medic again takes out his Crusader’s Crossbow, this time pointing it upwards before firing out seven arrows in quick session over the next second. He waves the weapon side to side while doing so to create a column of projectiles as wide as Wario; the arrows travel up twice Ganondorf’s height before vanishing. Each arrow pushes foes up slightly, dealing 5% and slight stun, allowing Medic to push foes up out of the way of teammates, or carry them around onstage. The arrows also serve a slightly crazier function if Medic himself captures a flag. The move’s low end lag allows him to throw his flag up if he is being pressured, before firing U-Air arrows to defend the flag inside a near constant hitbox; he may catch the flag afterwards, repeating this tactic as necessary to ensure the flag’s safety.

Down Air – Stage Saw
Medic extracts his Amputator, raising it above his head with a German yell, before plunging down 1.5 Ganondorfs at Fox’s dash speed. Should an opponent hit his saw during this time, they’ll suffer 14% and get spiked powerfully toward the stage, or their doom. If Medic makes contact with the stage, however, he’ll slice into it, sawing a crevice into the ground over .75 second. Characters are unable to stand inside crevices, which appear about as wide as a Pokeball onstage and last for ten seconds. However, smaller items, such as flags and character parts, can be inserted into the crack for temporary protection…or for chaos. Should Medic drop a part overtop a crevice, he’ll kick some dirt over it after burying it to disguise it onstage. With multiple screens to watch over, players won’t always determine the exact location of his crevice until it is too late; they’ll walk right over a buried part, giving its owner a golden chance to perform an upwards-hitting move to ambush them. Parts and flags return to the surface level once cracks’ timers reach zero.

FINAL SMASH​

Final Smash - ÜberCharge Operation
Medic cackles as the lights dim, before the stage vanishes. He reappears in his lab, surrounding by teammates and mutations that were within a Battlefield of his location upon initiating the move. Though the characters, all of whom are chained to hospital gurneys, appear fearful as Medic’s maniacal shadow appears on the wall, he takes no notice. He pulls out his Medigun, crackling with electricity, before spinning around in a circle, engulfing each character in a massive red beam. The camera zooms out, as does the screen, returning Medic and the others to the main stage. Each character and mutation is now under the effects of ÜberCharge, entirely invincible, in addition to having healed 50%. This buff lasts for twenty seconds, allowing the characters ample time to devise a strategy and raid their opponents’ base. This will still require some foresight, due to the size of CtF stages, though Medic can make his team’s task easier by ensuring the flag is positioned close (or at least closer) to his base before activating this move.
 

Big Mac

Banned via Warnings
Joined
Sep 13, 2012
Messages
38
THE SNIPER



The Sniper is one of the 9 classes available in Team Fortress 2. An essential for any game that technically falls within the first person shooter genre, this particular Sniper comes with a thick Australian flavor. This video serves as a fantastic introduction to him.

STATS


Size: 7
Aerial Speed: 5
Ground Movement: 5
Jumps: 5
Weight: 5
Aerial Control: 5
Falling Speed: 5
Traction: 5

SPECIALS


Neutral Special – Snipe


The Sniper gets down on his stomach as he brings up the Sydney Sleeper/Huntsman/sniper rifle (Whichever he’s most recently used, sniper rifle by default) up against him to get a good view. You are then able to move about a Kirby sized crosshair at Meta Knight’s dashing speed in any direction, it starting a platform in front of the sniper. The crosshair can go through anything, and most importantly the crosshair can move onto different camera zones. While the crosshair is moving about, you can use any huntsman/sniper rifle/Sydney Sleeper moves to have the projectile go directly towards the crosshair. Allies can see your crosshair, but not enemies, which means allies on the front lines can bait/space enemies into your line of fire. The crosshair can be moved up to 1.5 Bridge of Eldins from the Sniper’s position. If you’re using one of the long range guns, using a move that uses another weapon will give small lag as you switch weapons. Using any move which does not use the sniper rifle/huntsman/Sydney Sleeper or pressing this input again will bring the camera back to the sniper immediately and exit sniping mode.

If not in sniping mode, any sniping attacks will be aimed 1 platform in front of the Sniper unless stated otherwise.

Down Special – Sydney Sleeper




The Sniper takes out the Sydney Sleeper, a weapon rigged to fire jarate filled bullets. On contact with a foe or the ground, the bullet will explode, splattering the piss all over the target area. Used on a foe, this will cause them to take 12% and stun on par with Zamus’ Neutral Special. They will also be covered in jarate and spread it wherever they walk for the next 4 seconds. Dashdancing can get it off faster, but leaves the foe open to another long range attack from the sniper, as well as making them more vulnerable to the jarate on the ground.

Jarate that hits the ground will form a Wario width trap that lasts 30 seconds. Essentially, it makes the ground function like Brawl Ice, with the added property that attacking while moving on it gives you a one in three chance to trip. This may not sound especially useful, but foes either must run over it along their way and make their movement more predictable, or jump into the air. Either way, it’s useful to give foes something to approach over/make them more predictable on their way to you, enabling you to snipe them more easily.

While team attack is on in CTF outside allied traps, meaning the Sniper can’t spycheck in the traditional manner, jarate covered foes will have the jarate on them visible if they go invisible through some means, blatantly giving away spies. If for whatever reason you have spare time when you’re out in the middle of the stage sniping at the enemy base, you can check back at your base and see if there’s any suspicious activity before passing judgement and dousing the offending (hopefully) disguised character with jarate.

Side Special – Huntsman Line


Note that most sniper rifle/huntsman moves can headshot, with the exceptions of the Up Special and the ftilt. In the event of a headshot, the victim takes 8% extra damage and will be stunned as long as Zamus’ dsmash from the attack. If the character is nothing but a head, rendering headshots too easy (Kirby, Jigglypuff), then you must specifically hit the character’s face.



The Sniper fires the Huntsman (A bow and arrow) diagonally upwards by default, but with a wire attached to the end of the arrow’s shaft. The arrowhead moves at Captain Falcon’s dashing speed and deals 16% and knockback that KOs at 130% throughout this attack. If the arrowhead comes into contact with a solid object, the arrowhead will impale itself into it, causing a wire from the point the Sniper fired the shot and the target destination to be set up (The Sniper embeds the portion of the wire next to him into the ground).

This wire functions as a massive drop-through platform. Projectiles pass through it normally as if it wasn’t there and everything. If you’re in hitstun, you can also be knocked downwards through the wire – it’s only solid to land on if you’re not in it. Fastfalling or doing something similar like a stall then fall dair will also result in you going straight past the wire. Traps cannot be placed on the wire, falling through it instantly. You can move on it, but you have to walk at the slowest of your regular speeds. If you walk normally, you have a one in three chance of tripping awkwardly for some lag and falling off every 3 seconds. Dashing is entirely out of the question, making you fall off instantly.

The wire has realistic physics, getting weighed down by characters standing on it, more-so based off quantity of characters and their weights. Once all that’s weighing down one particular part of the line leaves it, that portion of the line will bounce back and forth for a varying amount of time based off how much weight was relieved from it, dealing 8% and set weak knockback. Said portion of the line will not be solid to stand on.

The line can be taken down by destroying the stamina of the ends of the line, each having 20 stamina. If you’re too far away from either end, you can destroy the line by getting 21 weight on the line at the same time (I.E., 2 Bowsers and a Jigglypuff). Ideally, the end of the line you’re firing towards enemy territory you’ll want to be very high so that enemies cannot destroy it so easily. If they jump up on a lower portion of the line to work their way over there, they’ll be pathetically predictable and easy to snipe as they work their way there.

Either way, this line can significantly help allies get into enemy territory if you walk out a bit from your base for the enemy base to be in range, letting allies walk over enemy traps and get a clear path to the flag. While this means you won’t be sniping from the cover of your base, it means the Sniper has a camping platform above everything easily enabling him to snipe down at foes, potentially helping his allies. The Sniper can be the main thing attacking enemies as other allies actually go into the base and run out with the flag. In addition, if the attack goes sour, the Sniper will be far away enough from everything he can run back to his actual base to help out with defense.

Up Special – Huntsman Puller


The Sniper fires the Huntsman in a manner much like the Side Special, even at the same angle and speed. Again, there is a wire attached to the shaft of the arrow. If the arrowhead comes into contact with a solid object in this move, though, the Sniper will be pulled to that object as fast as Meta Knight’s dashing speed. This is useful for getting the Sniper on top of complex structures he otherwise couldn’t get on top of for stage specific strategies to get a good camping platform, as well as new angles to fire his side special from. This also enables the Sniper to be more liberal in getting closer to enemy territory, as this move enables him to escape back to his own territory much easier when it’s time to pick up shop and leave. Obviously, this is the Sniper’s recovery as a tether, meaning there’s a reason the Sniper wants to stay away from foes when he’s so frail.

Is this comes in contact with an item, the Sniper will reel in that item to him as the arrowhead impales the item. The item can be knocked out of the arrow’s grasp with a single attack, but this still enables the sniper to claw out the flag regardless if foes defending it are careless. If characters are busy fighting inside the enemy base, it’s quite possible to sneakily steal the flag in this manner. . .Though that assumes there are no characters in the way.

On contact with a character the character will either be pulled to the Sniper or the Sniper will be pulled to them – whoever’s lighter will be the one who gets pulled. Characters are dealt 16% by this and will take 1% per one fourth of a second until they get un-impaled. Foes must escape this at grab difficulty, at which point the character getting pulled will be left in the air. If the Sniper manages to reel the foe all the way to him without them escaping before that somehow, he’ll enter his normal grab, assuming the character was an enemy.

Using this on lighter foes is the vastly preferred way to go – the idea is when your allies are raiding the base, you can pull out somebody on defense from the base to remove them from the fight. If you’re standing outside your own base, you can also drag away an attacking foe from your own base. This attack also works on allies, enabling you to work as a decent form of transportation for your offensive allies, moving them quickly from their respawn to the middle of the stage. Better yet, you can quickly pull an ally who has attained the flag with this move. This move will damage allies, but in the later case it’s sure as hell worth it.

SNIPING ATTACKS


Neutral Attack – Sniper Rifle




The Sniper fires his sniper rifle with standard ammunition. This deals 14% and knockback that KOs at 130%. If the knockback would not knock the enemy character 3 platforms or more and the foe is on the ground, they will instead be knocked into prone by this attack. While this isn’t especially fast, the speed of the actual projectile is far faster than any of those in the rest of the Sniper’s moveset, moving twice as fast as Sheik’s needles. The speed of these projectiles will have enemies using their shields in paranoid fashions, as the brief duration of dodges makes them unreliable against the Sniper.

Up Tilt – Trick Shot


The Sniper by default fires this shot out of his sniper rifle diagonally upwards, but this can obviously be changed by sniping. The projectile in this move is mostly consistent with the jab, but it moves at .7x the speed. The reasoning for this is the fact that the move is actually aimed at something in the background a quarter along the way to the target. The bullet will then proceed to rebound off of this background object, and go towards a background object in the opposite Z plane (The foreground) halfway along the way to the target. The bullet will then rebound off something three fourths of the way along the way to the target in the background, before finally going straight to the actual target. Each time the bullet rebounds off of something, the speed of the bullet increases by .1x before it finally reaches regular speed after the third rebound.

No, despite this move actually acknowledging both Z planes, this is not some tacky background hitting attack. The purpose of going through the Z planes is simply to enable the Sniper’s bullets to go around solid objects to reach your desired target. This also enables you to snipe around your allies if they’re obnoxiously in the way of foes you want to snipe, as team attack is on in CTF with the exception of allied traps. Even outside of allies, this can be useful if you want to hit a specific foe in the back of a group like a cleric/support character in a raiding party or a trap character in the base. If you have a straight path to your target, though, the jab is obviously preferred for being faster and not having blind spots where the bullet goes into a Z plane and can’t hit anything.

Forward Tilt – Huntsman Impale


The Sniper fires the huntsman, this time without any wire attached to it. This is notably laggier to fire than other huntsman shots, and the arrowhead at the front of the shaft is notably larger than usual. On contact with a foe, they will get dragged by the arrow with many flinching hits, 13 per second. It’s difficult to DI away from, but possible. If the foe gets pinned against a wall from this, the arrow will impale them into the wall, forcing them to escape at double grab difficulty as they take 7 hits of 1% per second. This is easiest to land when foes are going up to a solid object one end of your Huntsman Line is impaled to, leaving them the most predictable. That said, it’s also a nice move to land on foes too heavy to pull out of their base, disabling them inside their base.

Yes, the Sniper actually does this in TF2.

Forward Smash – Outback Cookin’


The Sniper again fires the Huntsman. On contact, the main arrow deals 12% and knockback that KOs at 160% regardless of charge. However, this arrow is on fire, and will leave a flaming trail behind it that deals 5 hits of 1% and flinching per second. Without any charge, the flaming trail will only be created for the first platform the arrow flies, while at full charge the entire arrow’s length will have a flaming trail behind it. This lasts 6.5 seconds.

This is more obviously used for defensive purposes, giving foes something to roll past and giving you a predictable chance to snipe the foe. However, if you’re clever you can also place this outside an enemy base after an ally with the flag has run out, delaying foes who are attempting to run out after said ally.

Up Smash – Tri Arrows


The Sniper goes to fire the Huntsman, but puts three arrows in the bow before launching. By default, the angle the Sniper fires is straight upwards, but he can fire at any angle you want by sniping. In any case, the three arrows fired will be spaced roughly a Kirby-1.5 Ganondorfs apart, with the position you snipe at being where the arrow in the middle of the cluster is fired. Each arrow deals 10% and knockback that KOs at 160%, though multiple ones can hit the same foe if you leave the move uncharged, assuming the foe isn’t stupidly short.

This “spray” is obviously immensely useful for trying to hit the foe with –something- when you can’t accurately predict their movements or you’re trying to hit multiple approaching foes coming in for the flag. You can get more of a spray by charging the attack a bit, whereas the uncharged version is meant for more of a stationary foe. It makes a very good anti shield move, and foes will typically be liberal with their shield when they can’t tell when projectiles are coming and their dodges don’t last long enough. From how long foes will be holding out shields, typically their top and/or bottom will be exposed, enabling the arrows to shield poke.

MELEE ATTACKS


Dashing Attack – Huntin’ Trail




The Sniper takes out his Kukri knife and swipes behind himself, dealing 8% and knockback that KOs at 150%. This is a keep dashing dash attack, but unlike most dashing attacks of that nature can’t be held out. If you attempt to hold it out, though, the Sniper will skip past some of the end lag and go to immediately slash behind himself again.

The use of this is fairly obvious – almost all actual approaching you’ll be will be on your wire, where you can’t dash, and you really, really shouldn’t be approaching anyway. This is something to swipe at foes nipping at your heels as you run like hell back to your base after a failed attempt to capture the flag. The Up Special is preferred if you have the time, but you won’t always have said time to latch onto something when things get frantic.

Down Tilt – Slice


The Sniper, from his generic crouching position, swipes his Kukri knife below himself in a manner not unlike Ike’s dtilt. This deals 7%, knockback that KOs at 160%, and has a 1 in 3 chance to trip foes, which is useful at buying you a second to run behind cover if nothing else, if you’re forced to resort to melee moves. If a foe has been approaching you as you’ve been sniping at them, this move is notable as a shield poke due to how the Sniper slashes right against the ground, as at least some damage will probably have been done to their shield.

This spikes foes at edges like Ike’s dtilt, which isn’t at all useful in CTF, but the Sniper has other ways of using this move high up – AKA, his wire. Spamming this at foes attempting to jump up onto your Huntsman wire Side B can prove extraordinarily useful, and may be mandatory at some points to prevent enemies from weighing down your line, thus disabling your allies from approaching into the enemy base on your line.

Down Smash – Butcher




The Sniper takes out the Tribalman’s Shiv and turns to face the camera before slashing back at forth in front of himself at 5 different angles. This attack has very little start and end lag, making it serve well as a GTFO dsmash in the traditional sense, but the long duration (Wario’s Dsmash) makes it bad for crowd control – obviously, the Sniper is not meant to be in a crowd. Each hit from the shiv knocks enemies more towards the center of the hitbox, but the Sniper swings at random angles, meaning if foes get lucky with the Sniper not slashing in a particular direction twice in a row they can DI out. Each hit deals 3%, but more importantly each and every single hit causes a bleeding effect on the foe. The bleeding lasts 2-6 seconds, and deals 1% per second while foes are bleeding. The bleeding can stack, with different parts of the foe bleeding. If all the hits connect, you’re looking at a total of 25-45% after all the bleeding damage is dealt. The final hit does knockback that KOs at 170-125%.

While poison damage is great, the notable property of bleeding is that if you shoot a portion of the foe that is bleeding with an attack that can headshot, the game will treat it as if you headshot the foe.

Neutral Aerial – Submachine Gun




While not really a “melee” move, this move can’t be used to snipe, so by the Sniper’s definition it’s a fairly close range option. After taking out the weapon, the Sniper fires 10 bullets that go as fast as Shiek’s needles forwards 1.5 platforms. Each bullet does an unimpressive 1% and flinching, and while they don’t have much individual shield damage or stun, the fact that there’s so many of them means foes will be stuck in shield stun briefly from their sheer quantity. If you’ve been sniping properly, foes should already have damaged shields when they approach you, so ideally this can be used to finish off said shield. In the least, though, this’ll leave the foe open for a free shield poke dtilt.

Forward Aerial – Pissing Contest




The Sniper takes out a jar filled with jarate, holding it by the lid, before swinging it forwards in front of him to deal 10% and knockback that KOs at 145%.This attak is normally a standard melee attack, but if the jar gets hit by an enemy attack (NOT “clash” with another attack), the jar will shatter, dealing an extra 5 hits of 1% and flinching over a quarter second before the jarate contained in the jar falls to the ground. This will create a large Bowser width puddle of jarate on the ground that lasts 30 seconds. Foes won’t get covered in it due to taking the knockback of the attack, unfortunately, but if the foe broke open the jar you’ll be presumably taking knockback from their attack as well due to aerials not clashing, creating a good amount of space between you and the foe while placing some nice slippery jarate in-between the both of you.

Back Aerial – Razorback




The Sniper takes out the razorback before holding it out behind himself for as long as you hold A or until you land, giving the Sniper awkward landing lag. The razorback is just a tad less tall than the sniper, and is completely solid. If the razorback is attacked, it will cause the car battery attached to the tribal shield to electrically shock the foe, dealing 16% and stunning the foe as long as Zamus’ dsmash. Obviously, this is a great defensive measure at close range, and the stun gives you ample time to run away.

As far as using this against the fair, the fair creates jarate and gets foes further in the way you want them, while this is purely for fleeing. Essentially, this move is more defensive, while the other is more pro-active.

Up Aerial – Overhead Swing


The Sniper grabs his kukri knife in both hands before doing a motion as if he was going to lift it over his head to prepare for a big swing, but instead just swings it above/behind his head without ever turning around. The arc is a half circle above the Sniper, and will knock foes horizontally backwards from the sniper or spike them if they’re hit by the sweetspot that comes out at the very end of the hitbox as the blade points directly downwards at the end of the arc. This does 10% and knockback that KOs at 155%, and the sweetspot does 15% and spikes foes as strongly as Ganon’s dair due to how specific it is. In any case, while the Sniper really doesn’t like people above him, putting them below him isn’t especially productive, so the Sniper intends to knock foes away and let gravity do the job of grounding the foe.

Down Aerial – Shocker


The Sniper places the razorback below himself before standing on the tribal shield, then goes to fiddle with the car battery until you release the A button. Until you do, the Sniper falls as fast as Zamus’ dair, the razorback solid and dealing 8% and weak downwards knockback as it goes. When you release A, the Sniper hastily pulls his arms back before showing that he has caused the car battery to detonate manually. This creates a hitbox just as strong as the one from the bair, but very briefly. On the plus side, though, this will knock the shield upwards a Ganondorf height from the force of the electric blast, the Sniper putting away the shield on the way up. Needless to say, the increased falling speed during the first part of this move means there will be a net loss of height “gained” if this move is spammed.

While it doesn’t have tacky superarmor, the solid object below the Sniper makes this a good move if you need to get grounded, where the Sniper’s most at home, and this stall then fall is much less predictable than most. This also makes a good move to assault foes attempting to get up onto your Side B wire alongside the dtilt – go through the wire with the stall then fall, then boost yourself back up onto it with the kickback from the blast.

THROWS


Grab - Grab


The Sniper grabs the foe. It’s short range and it’s not even that fast to compensate, so most grabs will be pulled off via the Up Special.

Pummel – Threaten


The Sniper brings up the foe up against himself and takes out his Kukri knife, putting the knife to their neck. The Sniper can shuffle left and right at the speed of Ganon’s walk during this so long as holds Z to keep out the “pummel”. If the foe is button mashing to escape the throw when the Sniper is holding them like this, they’ll take 11% as they get cut by the Kukri, desperately escaping. If the grab is interrupted by one of the many outside characters interfering while you’re “pummeling” them, the grab victim will also take 11%.

Forward Throw – Piss off


The Sniper smacks a jar of jarate into the foe’s face, dealing 10% to them and covering their stomachs in jarate. He then kicks the foe to the ground into their prone position face down, before placing his foot onto their backs and sliding them forwards 2.5 platforms, them still being left in prone at the end. As they go, the jarate on their stomachs will wipe off onto the ground that lasts 30 seconds as always. This is the best way to create jarate and simultaneously makes space for you, though it won’t see as much use as the other methods due to how difficult it is to land grabs as the Sniper.

If the foe is interrupted by another attack or something to stop their sliding, they will get the covered in jarate status effect and will not coat the rest of the ground along their path with it.

Back Throw – Hats off


The Sniper takes off his hat before smashing it on top of the foe’s head, dealing 12%. The foe will then have their head stuck inside of the hat, and will constantly be trying to awkwardly pull it off as you can hear muffled aggravation from them. If the foe’s head is overly large, he simply shoves it towards their eyes.

Foes with a hat on their heads cannot stand still, and will walk in a random direction – they stagger backwards half a platform immediately once the move ends, for one. They need to go for 2 seconds without taking hitstun to remove the hat, during which they are free to move and attack so long as they don’t stand still. . .Though dashing will cause them to trip immediately. In any case, if the foe is hit, they will stagger backwards a platform in the same way they were hit once they stop taking knockback with forced movement, though they can still attack during it. That said, the sniper doesn’t really care if the foe can attack back at him when they’re a mile away, as it just makes them predictable and gives him another chance to snipe at them. In general, this is also a great throw to use on foes who have made it to your base, as the staggering will almost always make them fall over into more of your traps.

Foes with this status effect do not have the balance to stand on Side B wires. While this throw has several uses, this is undoubtedly the most uniform one. If dtilt and dair don’t cut it for preventing foes from reaching your camping platform, this throw will guarantee it if you can land it.

The Sniper does not magically regain his old hat when using this throw. Instead, he will take out a random hat from the hats he can wear in TF2. Unsurprisingly, the rarity of the hats matches their rarity in TF2. Have fun hunting for that exclusive Robot Chicken hat and what have you – any hats collected from this throw become selectable as alternate “colors” for the Sniper once you’ve gained them.


Up Throw – Happy Trails


The Sniper goes to perform his Side Special, but first ties on the extra end of the wire to the foe. Before he fires, he enters sniping mode automatically with you able to move the crosshairs about to aim the throw. You can fire when ready by pressing any button, or the Sniper will fire automatically as the foe escapes the grab. This does absolutely no damage to the foe, but their body will be a hitbox to outside foes that does 20% and knockback that KOs at 90% as the foe flies after the arrow they’re attached to. This throw will never KO unless next to a side blast zone (Not a camera zone transition). If you fire the foe off a top blast zone, the foe will come back down when the arrow does, Kirby/Meta Knight suplex throw style.

If the arrow hits a solid object, it will embed itself into the wall, just like in the Side Special. The foe will be unable to move the max distance of the wire, which is the distance between the sniping point and where you used the throw, unless they go and physically remove the portion of wire stuck in the solid object. Not only does this throw send foes the longest way away, but it can also make foes fodder for sniping as they are –forced- to take out the arrow embedded in the wall if they want to actually be able to reach your base to go offensive.

Down Throw - Skewer




The Sniper takes out an arrow that he would normally use for the huntsman, then stabs the foe with it, dealing 6%. He then rips the arrow out of the foe, dealing another 7% and causing the foe to fall over in prone. This is a very laggy throw, and foes can escape during it. If they escape before the Sniper pulls the arrow out of them, though, they will have the arrow embedded inside themselves for 10 seconds, taking bleeding damage of 1% per second until it expires. The Sniper can snipe the source of the bleeding and it will count as a headshot.

The grab escape timer carries over from the regular grab, so a foe attempting to button mash out who doesn’t want the arrow embedded in them can be forced into this by a well timed dthrow. While this won’t work every time, a near guaranteed way to get it work is if you get interrupted by one of your many allies or enemies after the first part of the throw animation has happened.

In TF2, this is pulled off by taunting with the Huntsman.

FINAL SMASH


Sniper summons Australian workers who build Aussie World, a 8 SBB wide and 5 SBB tall theme park that costs 300% to create. This theme park is in the background and can be created even if there's not enough stage, and if a foe is knocked into one of the 4 entries on the corners they enter the park. Foes must escape the park with 3X grab difficulty, having 2 spiders stuck to them for every 0.5 seconds spent inside. Spiders deal 3% a second and act as targets Sniper can shoot.

HOW TO PLAY


The Sniper largely plays in the middle of the map to be able to snipe inside the enemy base, rather than directly defending or joining the raiding party. Of course, the Sniper prefers to be as far back towards his own base as he can while still being in range to snipe inside the enemy base, if at all possible. When the raiding parties go up against each other around the middle, it can be difficult to specifically hit enemies over allies, so you’re largely better off on getting a vantage point with a wire to snipe over them and snipe downwards into the enemy base. Shoot some jarate outside to mess up respawning foes who come out of the area and make them easier to snipe, destroy as many traps as you can to pave the way for your allies, or better yet, the actual people setting the traps.

What happens next largely depends upon who won the raiding party scuffle in the middle. If your team lost, foes will hopefully be in too much of a rush to get to the flag to bother with you, enabling you to snipe them both as they go in to get your flag, and even as they come out with said flag if necessary. If at all possible, keep your ground in the middle, as you’ll be able to keep sniping at them the entire time as they make their way back to their own base. If foes specifically attack you, though, don’t hesitate to run back into the cover of your base and defend it more directly.

If the raiding parties largely ignore each other and just go after the flags, you’re going to have to multitask. If there’s nothing especially useful in one of the two bases, go to snipe at the other base – there’s so much for you to do here you can’t afford to waste any of your precious time. Generally, though, helping out on offense is better than on defense, as any surviving members of the raiding party can attack people who’ve stolen your own flag as the two raiding parties again meet in the middle.

Offense is perhaps where the Sniper shines most, as you snipe around traps, walls, and characters to hit specific important characters and traps that obviously vary from match-up to match-up. If there’s too much to destroy or you can’t for some reason, you can even help your allies get an alternative way in with your Huntsman line. Really, though, the best thing you can do is disable foes to prevent them from defending the flag. Ftilt is the most universal move for this, but Up B can also drag out characters with 5 or less weight from the base. If this foe is somehow damaged enough for them to be reeled in all the way for you to grab them, you’ll want to use the uthrow. Launch the foe at a wall outside their own base, and they’re left with one of two options. Either they have to waste time getting themselves unstuck and let the raiding party inside their base roam about freely, or go in after them and still be stuck, unable to move far enough to chase them if they do successfully get the flag. If you’re not particularly concerned with the chasing part or the character is a very defensive one who can be taken of easily outside their own base, you can also launch them towards your own base for your defense team to make quick work of them.

The Sniper is the choice to go with when your team is incompetent, making him a good choice for the standard random matches you’ll enter. Obviously, there are far more overpowered characters you can pick for specifically offense or defense, but the Sniper is good at plugging gaps in both areas with a very unique niche, he’ll never be redundant in any team.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Gentlemen? Hiding won't save you...


______________​

In all the time you two have spent fighting this asinine war over worthless pits of gravel...
You have not once considered our true birthright...


 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Comment the first set I decided to read

[collapse="The Medic"]Sawing people's body parts off and using them to create mutations was a pleasant surprise to see, and one that would make Medic feel like Medic to play in that you get to do a whole bunch of different science experiments. Of course we're not going to argue about the logic behind limbs returning to their owners and what not when we've already seen a lot of crazy stuff with the logic of Brawl such as excessive blood loss or skin being ripped off only for a new set of skin to be underneath. This is indeed a pretty Kupa-esque set.

Putting aside the situational nature taking certain limbs off a character, a problem in this mechanic immediately made itself present to me: Capture the Flag has different camera zones, and as such your teammates are not going to be able to see where their limbs are, meaning they'll have no idea what is happening to said limbs. Not to mention them being able to use their attacks with disjointed limbs is a bit too over-the-top, as it's hard to imagine few MYM characters actually being able to do that with their powers. You're also taking these limbs from characters, and they'll be useful ones otherwise there would be little point, thus giving them to a CPU character which they have to rely on. The Medic was able to completely regenerate an open wound with his gun in his video, so I really don't see why he can't just do the same for characters he heals with his Side Special so he can continually take parts from them without consequence. It's a little limited with the current equivalent-exchange basis as of now. Still, getting the ubercharge on a mutation and having them charge through with you isn't a bad goal to reach. There are some good ideas later on via F-tilt, though some parts where it seems you might have struggled for inputs such as the Smashes - the grab game in particular could have had amazing potential, as I thought you were going to make The Medic be able to swap body parts between his allies and foes and so on to let them use each others' attacks.

I'm not 100% sure how I feel about this set. It presents some pretty good ideas and basis for a game that houses 20 characters at once, but at some points I'd imagine it doesn't work when adding layers of complexity to the game, and at times it might get a little too straightforward with the inputs or go overboard in logic.[/collapse]
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Pino
First of all, I have to say that mechanic is really confusing. How does he see all camera zones at once? Is the screen just zoomed out for him? When does he decide when to spawn? I assume it's at the start of the match and the screen is just zoomed out, which makes actually seeing Pyro a little awkward, though I suppose we've been unintuitive in far worse ways in MYM. This is also one of the better sets in the movement in regards to taking advantage of CtF, creating a tunnel system to transport your teammates, being able to snag the flag and send the foe on a wild goose chase for it through your tunnels, and the flamethrower as crowd control at least works. Conceptually, the set's perfectly decent.

I really dislike how it was executed though, because first of all what gives Pyro the right to dig tunnels? It feels extremely bizarre to have him as a bloody terraformer of all things, and this ends up a lot more interesting than him actually burning things. Not to say the terraforming is fantastic either, what with two bloody wall cling moves, not really a ton of support, and just the sheer ridiculousness on this character. The fire stuff is really bloody boring too, largely just existing to "cover foes in poison damage", with the Forward Smash getting a generic buff from it and the tacky way the airblasting works being the main notable interactions. Not to mention, while Pyro ambushing people is in character, I can't help but feel you really screwed up in a lot of other aspects. The aforementioned terraforming, and Pyro just having the ability to teleport anywhere and view the entire map. I mean... this all feels very out there for his character and doesn't make any real sense. If the set was a bit more logical and had less filler I could see myself finding it decent, but really these concepts don't work on Pyro.

Heavy
Heavy does not take advantage of the mode he is given the right to be a bloody exclusive too. End of discussion. You have a stalling mechanism in the Forward Throw and the Down Tilt buffs traps... and both moves are honestly hideously tacky and could work just fine in 2v2, not really feeling like they were designed with CtF in mind. I mean, the Forward Throw just causes the foe to burst out laughing for really no reason other than Heavy's mittens looking silly. I'm pretty sure there are a good number of characters who wouldn't give a crap. The set is otherwise extremely generic, just having Heavy smack foes around with his gun in such a way that it chains well into firing his gun. You also have a special that is a punch which turns his moveset into Donkey Kong's and a weapon switch mechanic. I suppose in the set's defense it makes more sense for the character than a good number of the other sets here and your writing style makes reading it considerably more enjoyable than it would be otherwise.

The Medic
I don't really even know what to say to this particular set, but I'll try to voice my sheer distaste to the best of my ability. I really hate interactions with individual body parts. It's sort of like prop stealing in how lopsided it is against certain characters, so you could basically call this an entire set based around prop stealing. Except this is oh so very much worse, as you have Medic chop off limbs in a fairly easy fashion for the foe to lose access to them for 45 seconds. It hardly even makes sense for him to even be able to chop off arms given the way the planes work in Brawl, I could maybe understand him chopping off one arm like that but both is just preposterous. On top of that, you have foes running around with their heads cut off and pretend this makes sense because of the open heart surgery scene on Heavy. There's a big difference between the cartoon logic in that scene and dismembering the foe while leaving them alive regardless.

Let me put it to you this way, do you know how many characters in MYM and in Brawl attack with only their arms? Marth is not a monkey and does not swing his sword with his feet or teeth, so if you cut off his arms you get his entire bloody moveset and completely disable him for 45 seconds. For that matter, most weapon wielders will lose all their bloody inputs without their arms, and characters like Regal can also be screwed over by this. Best of all, Medic -HIMSELF- has nothing but attacks that require arms, meaning this hilariously easy disablement is possible on the very set that spawned it. So what do we get for our efforts? An extremely awkward version of Ameno's combined shadow clones without half the intuitive control(Medic can't really cooperate with a mutation unless he has it work as a CPU, and by god do we know that CPUs are stupid), as well as horrible stuff like the mutation randomly disappearing in order for the foes to get their limbs back. Or just making it so both attacks are used at once when two limbs both have the same input, a very awkward solution if I've ever seen one.

Oh, but you can make any character into Potato Head right? Well, first of all, some characters really are not meant to be Potato Head. Good luck if those happen to be your allies, because Medic cannot use limbs stolen from his enemies for this purpose at all. Second of all, even if you do get a character where disjointing their limbs is actually a valid plan, you can't place them on other screens. Otherwise, the person who ditched their limbs has absolutely no freaking clue what they are doing with them, given they can't see the other screen their limbs are on.

The set really doesn't even manage decent execution of it's concepts, honestly. A lot of moves come down to "use limbs to pressure opponents into X, or use X to pressure opponents into limbs". Oftentimes the thing you are pressuring the opponent into is for the purpose of HEALING THE FOE TO GIVE YOURSELF UBERCHARGE. I mean, that's just completely ridiculous. You have more moves that depend on the foe's momentum that I loathed in Wonka(given it's an upwards move, I don't think it works too well with the random as hell slip n' slide you gave him)... and that grab game. I'll admit, the Up Throw needs to be used in a better set. Everything else? Cringeworthy. The way stitching a limb to the foe to make the attack hit them automatically works is pretty abominable, and you provide yet more freaking limb shut down, which again is often 9 second stun. Let's not get into Forward Tilt, which extracts properties which you are extremely vague about and hardly make sense from limbs(how the HELL do the moves work with said properties extract, or is this another way to completely disable their limbs). Support for CPU mutations is rather pointless when you basically always want to be controlling a mutation you have out(let me point out now that having them being CPU controlled and yet so frail is a horrible combination).

There's more awkward crap like him using crossbow bolts to cover over the flag(also Medic's crossbow serves as an alternate way to heal his teammates, you could've included that), or making a divet in the bloody stage to stick a flag into with the bonesaw... relevant to CtF, yeah, but not enough to save a set in this deep a wreck and not really working into the base mechanics and trying to redeem them while instead just providing tacky uses for the weapons. This set is basically a disaster on every level, being what borderline feels like a moveset CENTERED around prop stealing, except while more general broken to a ridiculous extreme and tacky to a degree I don't even think David would go too.

On a final note, do you have any idea how ruinous this character could get if someone felt like trolling their own team with him? I can just image "troll Medics" running around online and ruining everyone's day by dismantling their own teams.

Sniper
Fortunately, the final set of the movement is a lot better than the rest of them, although that's admittedly not saying too much. The sniping mechanic is pretty solid and makes good use of the mode, and is capitalized on rather nicely. The long range goop, fire trails, pinning them to walls all feels like a fine use for the weapon, and you give enough ways to make him unpredictable and interesting from a range. The huntsman really helps the set branch out by giving him the ability to create a path into the enemy base for teammates, albeit one that is a bit difficult to use and as such fairly balanced. That and the set actually always feels like Sniper, a bit of a relief after Pyro and Medic were so awkwardly OoC.

The set's not without it's problems, and it seems you are reasonably aware of them. Once the foe gets to close range with Sniper, I don't really see how Sniper is supposed to get them far away enough to start sniping. Guess you can slide them on Jarate, but I don't feel Sniper's really that adept at pushing them away once they reach him... which makes fine sense for the character. The set gets a bit awkward with stuff like the bleed effects and definitely with that BThrow, and the flow in the close range game is also pretty terribly limited... the drop off is really note-able, but it's best that Sniper actually has a melee game and you still come up with some decent ways to defend him. Besides, this is probably the hardest character in the movement, given how awkward it is to make him work in Smash Bros and how little he has beyond basic sniping.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
The Pyro
First of all, I have to say that mechanic is really confusing. How does he see all camera zones at once? Is the screen just zoomed out for him? When does he decide when to spawn? I assume it's at the start of the match and the screen is just zoomed out, which makes actually seeing Pyro a little awkward, though I suppose we've been unintuitive in far worse ways in MYM.
In respawn, you are able to cycle through the camera zones that your allies are in - read through the CTF blurb. This set has a system very similar to that, with the only real difference being that you can view all of them and select ones to spawn in.

I really dislike how it was executed though, because first of all what gives Pyro the right to dig tunnels? It feels extremely bizarre to have him as a bloody terraformer of all things, and this ends up a lot more interesting than him actually burning things.
The terraforming was a leftover from a concept in which Pyro could actually set the stage on fire, then I realized how bloody awkward it was - it is indeed incredibly awkward on the hammer, yes, but it's a concept I wanted to use.

Not to say the terraforming is fantastic either, what with two bloody wall cling moves, not really a ton of support, and just the sheer ridiculousness on this character.
I do not deny the fair. However, try giving a way he could ever making tunnels on the ceiling without the uair. It's a necessary evil, as said.

The fire stuff is really bloody boring too, largely just existing to "cover foes in poison damage", with the Forward Smash getting a generic buff from it
That's...pretty much how it is in-game. (HIPPO)
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Heavy
Heavy does not take advantage of the mode he is given the right to be a bloody exclusive too. End of discussion.
Sorry, perhaps I missed somewhere that I specifically need to mention attacking high stamina traps/minions or something? Part of the problem is that Heavy is not designed for Capture the Flag in the first place - he'll go on offense when a sentry really, really needs to be destroyed, and that's about it. Otherwise, he's guarding the base. Kind of the way it works in the set. If this was a Control Point mode, though? Man, I could have fun with that. Rage DSmash probably works a lot better in that context.

You have a stalling mechanism in the Forward Throw and the Down Tilt buffs traps... and both moves are honestly hideously tacky and could work just fine in 2v2, not really feeling like they were designed with CtF in mind. I mean, the Forward Throw just causes the foe to burst out laughing for really no reason other than Heavy's mittens looking silly. I'm pretty sure there are a good number of characters who wouldn't give a crap.
I've already mentioned how Holiday Punch is specifically in the game, of course, and no, I'm not entirely sure of the logic behind it either. If it means that much, Heavy just hits their "funny bone" or something, not like that justifies it. The foe is not laughing because they think the punch is funny, put simply. There's a science behind Mann Co. products, even if we are not privy to it.

I'm not satisfied with how DTilt works, I'll admit that much. Believe me, though, it works plenty well in the context of CtF. On a standard, one-off trap? Certainly not. But an idle buff which complements Heavy's ability to take or deal damage/supporting fire to compensate for his vulnerability up close? Easily. FThrow is designed for CtF perhaps a certain amount more - again, Heavy's not about scoring KOs in a non-stamina match, but occupying his enemies and alerting his allies to potential threats.

The set is otherwise extremely generic, just having Heavy smack foes around with his gun in such a way that it chains well into firing his gun. You also have a special that is a punch which turns his moveset into Donkey Kong's and a weapon switch mechanic.
Again, as I'm preeeetty sure I mentioned in-chat, the one-off Donkey Kong comment was meant to cover my bases if I forgot to or specifically did not mention Heavy drawing his minigun before the attack. The special punch is also one of Heavy's better finishers, and prevents him from being brutally destroyed if, say, Scout or another quick-hitting melee class comes up to him. It also serves as a quick-draw shield should his Fists of Steel be equipped.

I suppose in the set's defense it makes more sense for the character than a good number of the other sets here and your writing style makes reading it considerably more enjoyable than it would be otherwise.
I'm pretty happy with how Heavy was portrayed in the set, yes - both character-wise and the role he plays in the match. Whether it makes for a worthwhile read is entirely dependent on your familiarity with the source material - something which you admittedly lack. I'll be the first to say it's uncreative, but I honestly never saw creativity as the point of this exercise.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Alright, time for some comments on these TF2 sets. A bit of a warning before we seriously get started here - I'll probably be putting a significant deal more weight on how well the moveset captures the character's role in the brawl/CtF than I normally would. Let that color my comments as it will.

The Scout

So, first off we have Scout, from ForwardArrow. I was admittedly shocked to hear you were part of this movement in the first place - you've expressed no small amount of distaste for Team Fortress 2 in general. I don't really have high hopes going into this comment, particularly for having skimmed it already and noticing you did not include the Sandman's alt-fire baseball for whatever reason. Gonna hop out for just a second, give this a read.

Hooooo boy. This is pretty reflective of your familiarity with the source material, I'll give you the benefit that way. Knocking traps around with your bat actually sounds pretty practical/useful for this type of mode, but a good portion of the set seems to assume that Crit-a-Cola is constantly active. It falls apart when applied to TF2's internal logic - buildings are not affected by crits in the slightest. Considering the high risk/reward of attacking traps in the first place, I'd feel comfortable with his bat dealing knockback to them pretty much constantly. Crit-a-Cola could still, of course, have the increased damage/knockback to them while active, but it's such a central idea that it's hard to imagine it only being active less than a third of the time.

Beyond Crit-a-Cola, it's also incredibly bizarre how weapon damage is balanced. In TF2, Scout's bat deals 35 damage - roughly half the output of most melee weapons. His true damage output lies in his scattergun, which is capable of doing 108 damage at close range. This WILL kill all non-Heavy classes that are not overhealed in two hits. Why is it that this has been reversed in the moveset?

The way the various guns are treated is actually somewhat appalling. There's nothing necessarily wrong with the dash attack being a melee strike (though really, this is where you should have put the Sandman,) but when the only scattergun moves are located on motionless inputs, such as DSmash, Jab, and Neutral Special, Scout loses a large portion of the hit and run weapon-heckling tactics which make him unique. FAir does make strides towards resolving this problem, but its ignorance towards how Force-a-Nature is a highly useful mobility tool (instead implying it will negate his forward momentum in any and all situations) and status as an unforgiving beginner trap when they try to reflect an incoming obstacle (all the other aerials are angled bat swings. Why isn't this one?) raise even more issues. Really, though, this is all pretty easy to resolve by making Force-a-Nature the side special instead of neutral. With forgiving input detection allowing Scout to angle this in whichever direction suits him, he gains a good deal more more freedom in how he uses his scattergun.

That's not even going into moves like DTilt, which inexplicable decide that Scout is a superhero amongst janitors, a scrawny, white Julius Rock, capable of cleaning spills with a mere thought. Does it complement his trap-buster style? Certainly. But it lacks the same feel as just whacking something with a baseball bat - as much of a hypocrite I am for saying this, having played Scout as a rogue in a doomed Pathfinder game, careful disassembly doesn't really seem like his style. Besides, there's no reason he can't splash the goop away from him, dissipating it in the air or similar.

Alright, that comment took longer than it probably should have. Final thoughts. I believe that you set up a pretty fitting approach for Scout - using his bat and invincibility to compromise enemy setups on his way to the flag. Even if he fails on the way, his efforts will make immediate pushes far more likely to succeed, especially if Mad Milk's effects are used to their utmost. Where Scout fails is ironically his specialty - mobility. Not in simply getting around, of course, as he has that in spades. But his ranged options have been incredibly nerfed. Sure, a normal Scout would not have a pistol with any of the secondaries you give him in the specials, but the scattergun, as written, is exactly as effective as the pistol would be. Slower, of course, but that's besides the point. Scattergun's nerf has made one of Scout's iconic strategies of using Bonk to get behind enemy lines, letting them forget about you, then catching them offguard entirely unviable. He still exceeds at 1v1 combat, though more likely than not entirely through use of his bat if it's an encounter he intends to see to its end. It's not remotely unsalvageable, and could easily be made to work rather nicely. I get the feeling that with a bit more understanding/appreciation of the source material and more than a day or two of development time, this could have been much better with the same basic playstyle. Though to be honest, I doubt it'd ever be a set you'd personally like.

The Pyro

Next up is Pyro, as even if the order had been done properly, we're still lacking a Soldier set. Ah well. Coming in with a bit more stigma on this set than I was with Scout, of course, as Khold's two-part audio comment has lambasted it pretty heavily already. Something tells me this isn't as horrible as it has been made to be, even if I'm not a huge fan of Pyrovision being constantly on.

...this certainly came as a bit of a surprise. I'm not entirely sure how I feel about the set, yet, but let's test the waters here. Not going to waste time on discussing Pyrovision and its practicality or actual need to be represented, but let's touch on how it's reflected in the writing style. Early on, Pyro is represented as one of 9 "happiness bringers" from the TF2 universe, covering his foes in rainbows with help from his pet kitty cat. It begins slipping a little bit towards the middle of the standards, where Pyro begins to "violently" swing his lollipop - almost as if he was trying to hurt them! I have no idea what you mean by the Forward Smash being a "killing" move either... Pyro would never hurt a fly. Referring to one of his moves as a "necessary evil" and to your would-be best friends as "victims" only serves to throw off the illusion you so excellently constructed at the start.

Now then, back to the actual set at hand. Of course, you asked me directly about using Homewrecker for terraforming, and I gave my begrudging approval. I had no idea you were planning on using it to this extent... the way I saw it, Homewrecker would be able to crop out a little hidey-hole for Pyro to ambush from, nothing more. Of course, you've opted for a far more active use of the weapon... I really can't say I agree with how you chose to interpret it, but honestly? It works, from a gameplay perspective.

Holding myself back here, because I could otherwise get a little bit more positive than I'd like. Tunneling from place to place certainly is useful for Pyro, being based on ambushing the foe and hitting them when they least expect it. Setting up unexpected pitfalls, literal and Animal Crossing style, is also a fun idea. HOWEVER. Considering that this is a team-based game, and there are likely to be many other allies - even enemies that can dig far, far more effectively than Pyro can, this honestly comes across as redundant. It would be interesting to see how Pyro's tunnels interact with other, existing tunnels. Would they be visible if he were to dig within another player-made cavern? The idea of ambushing opponents not THROUGH tunnels, but within them, honestly sounds pretty fun to me. They come walking along, thinking they're so clever to have found an enemy shortcut, then bam, axtinguished.

In fact, the overfocus on the digging aspect really makes this feel more like a moveset for Mulch Diggums with a flamethrower and an incredibly positive outlook on life, which you seem to parody in the aerials. This is certainly a moveset based on ambushing the opponent and setting them on fire, which on the surface is a perfect one-sentence description for the Pyro. The way he gets around, though, constantly hammering away overhead or under the ground, his hammer strikes echoing to remind the foe that their day could be made sunny at any moment... while intriguing, does not reflect Pyro's mode of operation in the slightest. It could perhaps be more fitting if CtF stages took place in Mann Manor or something, where a hammer strike could realistically burst through a wall or ceiling Jack Torrance style. Here, it just feels like a cool idea you recycled in the wrong place.

The Medic

...alright, this is the one I'm worried the most about going into. I've already read the Neutral Special at this point, and very much dislike moves of this style, much like FA. But... crap, who knows, maybe it's pulled off well, even if it pretty much shuts down most characters in a single hit oh god who am I kidding I'm going to hate this aren't I

Right from the first input, Medic proves to be a set that will challenge the reader - and the player - to think outside the box. While in theory, it's an incredibly cool concept, putting it in the context of virtually ANY fight and considering the weight of what is lost (for many characters, the bulk of their moveset) to what is gained (the ability to attack an area they aren't even able to see from a distance)... the problems of the Bonesaw have been echoed enough, you don't need to hear them again. I'm not sure how on earth you got the idea that the Bonesaw was a chainsaw you revved up - it's a pretty standard surgical tool, far duller than Link's sword, even. I doubt Medic even keeps it sharpened, looking at his disheveled laboratory.

But here's the central point. I don't think this idea is inherently bad. FA, Khold, put away those pitchforks. The problem with this move, with the bulk of the moveset, in fact, is that it puts Medic far too much on the offensive, when every second spent attacking is a second he is not charging his Uber. However, flip the scenario around - what happens if CTF is transformed into a stamina mode? as it should have been in the first place

Bear with me for a second. Suddenly, Medic's playstyle starts to make sense. Instead of hacking off phantom limbs which grow back after an arbitrary amount of time, which would be removed in this sort of scenario, the Bonesaw finds a new use in harvesting the corpses of the fallen. Medic becomes far less interested in entering the fight himself, instead content to hold back, healing his allies, building Uber - and once he and his allies successfully push through, hacking limbs off of the fallen enemy warriors. If the push fails, Medic hurriedly harvests his allies' bodies instead, piecing together an Uber to make the next effort just that much more likely to succeed.

The set is not without flaws, even in this new mode. It does manage to avoid some of the pitfalls such as guaranteed infinites from attaching, say, Sheik's arm to an opponent and having her hold A. Allies lose the ability to attack at will from any distance, as their limbs will be from their previous lives, but perhaps that's better anyhow - they have their own strategies to worry about, leave stuff like that to the level 7 CPU. For the set as-written, the lack of an Ubersaw is perhaps the most glaring flaw besides what has been mentioned already, particularly as the Amputator is used twice for some highly contrived aerials... neither of which featured the taunt which made it famous, and would be incredibly fitting in the down smash you've already included.​
 

tirkaro

Smash Champion
Joined
Jun 24, 2006
Messages
2,808
Location
but a pig in the sun
The Creeper


SSSSSssssssssssssssssssss.....

A sight to bring even the most experienced miner to his non-existent knees, the Creeper is always lurking in the shadows, waiting for the right time to strike and flush your many hours of indulging to the whims of your repetitious brain patterns down the drain. That, and exploding you into many tasty, chewable gibs.



SSSSSSTATS

Ssssize: 6/10
Traction: 8/10
Ground Sssspeed: 6/10
Air Sssspeed: 7/10
Jumping: 8/10
Fall Sssspeed: 7/10
Weight: 5/10
Ssssshield: 7/10
Cat Resssisssstance: 0/10
Creepinesssss: Mileage may vary



To be a Creeper is an undertaking unlike any other. You must creep and explode without honor or humanity. You aren't even human. You're a damned Creeper. How are you reading this, Creepers don't read, SSSssss.....



SSSSSPECIALS


NEUTRAL SSSSSPECIAL- KSSSBOOM

Thissss is not remotely what you were expecting. Okay, maybe it is. With a push of a button, Creeper will flash white and hiss loudly for a second before going KABLOOIE!
During the 1.5 second flash, which she can be knocked out of to result in a "dud" explosion, Creeper can still move about, but at halved speed. The resulting explosion does 25% damage and Smart-bomb level knockback to foes, and in addition deals 10% self-inflicted damage to herself. The blast radius is exactly the same as a Smart Bomb during it's full expansion.
This explosion will terraform a crater in the stage up to a bowser in either direction around her. However, it can never truly destroy a platform or section of the stage. It also possesses some rather odd properties, mainly that it cannot be comboed into.


SSSSIDE SSSSPECIAL- CREEP


Well, you are a Creeper after all. So it's time to do what all Creepers do best: Creep.
When you press this, Creeper will dive forward dealing 6% damage to any bystanders and crawl on the ground like Solid Snake. This is what we shall refer to as her "Creeping" state. Her crawl is ever-so-slightly slower than her usual movement speed, so the only real downside is that you can't attack with anything besides the grab while creepin'.
Creeper is quite nimble while performing her namesake. Unlike others, she can dodge, sidestep, and jump when in her creeping state. And whilst in this form, she can crawl up walls, crawl around obstacles, and sneakily bypass whatever silly trap you have in mind.
Last but not least, if you stay in one place while creeping for 3 seconds, Creeper will activate her specialized CreeperCamo. While under the affect of Creepoflauge, she'll turn transparent as if she was under the influence of a Cloaking Device. Standing still and crawling slowly will make her completely invisible, while moving slow and crawling fast will make her subtly visible. Likewise, all-out running or getting hit will make the effect go away.
Remember, always creep responsibly.


DOWN SSSSPECIAL- NOBEL'S LEGACY



It's a bit odd to see a Creeper carrying around Dynamite, but here you go.
Pressing this will make Creeper drop a box of Dynamite on the ground, and can have up to 3 boxes at a time. Pressing Down B again with all of them in place will result in the first box detonating while Creeper sets another box.
These resulting explosion from these bombs is about the size of Kirby, and it deals 10% damage and good-to-great knockback. The direction of a knockback is a bit interesting, and plays into the Dynamite's main purpose.
The main way to detonate the dynamite normally is to either lure a foolish opponent into attacking it, or knocking them back into the boxes. Simply getting them to jump on them will not work. When it comes to knocking them back, knocking them from the sides into a box will result in the knockback going upwards. If they hit another box on the way up, the knockback from THAT explosion will send them in flying furhter to the side, in the same direction you initially knocked them back. If they hit another, it'll send them hurling up again.
Knocking an opponent down into a box will have them be knocked to the side in the direction you were facing, and if they hit another box, they'll be knocked up, hit another box, and they'll be hit to the side again. And of course, getting them to attack a box will have them flying backwards, then up, then back again. Same applies if they're hit by a self-detonating box via placing a 4th one.
Likewise, this is mainly for supporting combos, and can be straight-up deadly if you have plenty of creative setups to go along with your combos. And you'll be happy to know that your TNT cannot harm you, so explode away!


UP SPECIAL- SHADOW CREEP


Those crazy creepers, always somehow showing up exactly where'd you least expect it. This seems to be personified with this dastardly Up special.
Like any other teleport recovery, Creeper goes through a .5 second animation before disappearing in a cloud of gunpowder. She's now free to teleport around while invisible, at the same length as Shiek's teleport. Not the best, but it covers a good distance.
Once she gets out of the teleport, she'll be put into cloaking device/transparent mode. A good way to go into the creeping stance if you're playing a keepaway game.



SSSSSTANDARDS

NATURAL ATTACK- ONE-BLASSSSSST PUNCH


Not a combo, just a single, quite explosive attack. With a quick jot of her foot down, and a swift punch, Creeper creates an explosion with a bob-omb sized radius into the area directly in front of her. This deals 5% damage, but no knockback. Instead, it stuns the opponent for a moment, leading well into one of her tilt attacks. (Though the stun effect deteriorates after the first time if you get a combo string in with her tilts.)
An odd quirk of this move is that you can't use your Neutral special for 5 seconds after using this. Why? Only the Creeper knows. Why don't you ask a Creeper? That's right, Creepers can't talk, silly. Well, except this one. To be frank, I'm starting to doubt the legitimacy of this particular Creeper. Isn't something, I dunno, off about it?


DASSSSH ATTACK- THE SSSSSSAKURAI


While running, our Creeper will have a slight mistake, causing her to trip and fall forward, leaving her face planting into the ground and bottom planting up for the world to see. Don't you get any sssssssensual thoughts now.
The obvious damage output is an average of 9% and mediocre knockback upon getting hit by that trip.
While lying down, Creeper can easily follow up with her floor attack situational. Read on for information about this situational, and how it plays into the overall usefulness of this move.


FORWARD TILT- HYAKURETSSSSSU KEN


More like a Ssssssan Ken really.
If you go through this move's entire animation, then the Creeper will punch forward 3 times; the first two with her left arm, and the final with her right, each punch dealing 5% damage for 15 damage total. All three punches have explosive effects, but the final one produces a much more flashy kaboom that sends the opponent flying a good deal backwards.
Funny thing about the animation in total is that, in order to see all 3 attacks, you have to repeatedly press forward tilt multiple times in succession, making it a basic Rekkaken-type move. The timing is a bit tricky. This also means you can mix and match between the other similar Rekka tilt attacks, each going in succession. Meaning yes, you can add plenty of mixups to your ssssilly combos.


DOWN TILT- CURBSSSSTOMP


Much like the aforementioned forward tilt, this is another Rekka-type move that requires you to input down tilt 3 times. Creeper will sweep the ground with her leg twice, followed by a vicious axe kick that leaves the opponent engulfed in a small explosion and bouncing off the ground. Each kick does 6% damage, for a total of a nice 18% damage.
While the final axe kick has no real knockback while on the ground, the resulting ground-bounce animation the opponent goes through leaves them open for a quicker attack, like another combo! (Said animation deteriorates after the first time per combo of course, resulting in a normal ukemi-able knockdown.)


UP TILT- WINDMILL SSSSTORM


The Creeper gets on her arms (Wait, Creepers don't have arms! Now I'm really certain ssssomething is fishy here...) and does a 2-hit spinning kick with her feet! These two attacks deal 4% damage each, though have quite hefty range in comparison to her other tilts, hitting on both sides of her from upper and middle heights. She follows this up with a push of her arms, sending her into a donkey kick and then smoothly landing back on her feet. The kick does 5% damage and greater upwards knockback, and has some incredible range due to the amount of space it covers.
This is likewise the same Rekka deal you have with your two other tilts. However, this attack is far more limited when it comes to mixups. It should only be used to end off a combo, as doing anything else besides following up with her proper donkey kick while she's doing her handstand routine will result in her clumsily (but adorably) falling over to her side and rubbing her bottom, leaving her open to attack for a good second.




SSSSSSMASHES



UP SSSSSMASH- UBERCHARGE



Easily the Creeper's most deadly move in her arsenal.
Out of nowhere, a bolt of lightning strikes our poor little Creeper, causing her to take a horrific 50% damage. No, the lightning bolt cannot effect other opponents. Well that sounds lame, what's the point there?
Well that should be apparent once you get a glimpse at her new "charged" look, pictured above. While charged up, her attacks have a 10% damage increase, and most importantly, her Neutral B's already formidable range is doubled, along with it's damage output and knockback.
She reverts back to normal after 10 seconds, or after you use the Neutral B. Having her revert "naturally" will result in her going on her knees and fizzing out in an animation that takes about 2 seconds, so try to go out with a BANG!



FORWARD SSSSSMASH- VINYL VICIOUSNESSSSSSS


Creeper's only attack she can call "Long-range." (As if her explosion didn't have enough range.)
In short, our Creeper here throws a vinyl record out of hammerspace. Yes, a little known fact is that all Creepers secretly store a compartment of antique records filled with soothing piano melodies within their bodies. As it turns out, Creepers are far more culturally enlightened than one would expect.
She throws the record at medium speed about a Toon Link's boomerang distance, going slightly further than that if charged more, and the record promptly explodes into pieces. What a waste!
The exploding record deals 15~17% damage and mediocre knockback.



DOWN SSSSSMASH- DEADFALL


Here's a sneaky way to get by, even if it takes some measurement.
Making haste, the Creeper quickly buries herself underground. After this, she'll tunnel forward for as long as you hold the charge button, up to 3 seconds, at 3/4ths the rate of her normal dash. The timing takes some tries to get down pat. There's no way to indicate just where Creeper is while underground, so she may as well be invisible.
After you let go, or time runs up, Creeper will launch a Ganondorf directly upwards out of the ground, dealing 20~26% damage and great upwards knockback. You better hope you knocked the foe back too, as her landing from her upwards dive has a good deal of cooldown lag.



AERIALSSSSSSS


ALL AERIALSSSSS- SSSPLODE


Aaw, it seems like for her air attacks, the Creeper does a cute miniature version of her KSSSBOOM! Pressing A in the air with no other input will result in her entire body much more swiftly being engulfed by an explosion, as further expressed by her explosive stance. This explosion is a radius comprising of about twice her size, deals 5% damage to her, and 20% damage and great upwards knockback to her foes!
However, there's a reason why this is the only air attack she has; pressing A and any other direction in the air will result in the explosion knocking her a good distance in that direction, about 1.5 Stage builder blocks. When performed like this, the explosion's range is slightly smaller and only does 15% damage. However, running into Creeper while she's flying will make your unlucky foe take an additional 9% damage.
In addition, during the UAir version of this move, the explosion acts as a spike, and a darn good one at that, considering it's range.



THROWSSSSS

GRAB- KSSSSSSSSS


Eek! Our Creeper here will hiss loudly before leaping a short arc forward. Anyone caught in this leap will have our oddly nimble Creeper latch onto their bodies like a Redead. You remember those, right? They aren't very pretty.
The pummel is a standard headbite dealing 3%, which would be horrifying if it wasn't accompanied by an adorable "GAO!" every time she does it.


FORWARD THROW- KAMIKAZE......SSSSSSS


Now this is probably why you're grabbing in the first place, you silly creep. You wanna EXPLODE, and exploding you shall get. While the foe is all helpless and attached to you, our creeper will explode, knocking her back a bit while the foe goes flying into the opposite direction, taking 18% damage and high sideways knockback! Our creeper however, takes a mean 5% damage in retaliation.


BACK THROW- SSSSSS....EZAKIMAK


Sometimes you just gotta explode, but you left that TNT trap in the wrong position. No matter! For our directionally challenged setup artists, you'll be glad to know that the back throw is basically a mirrored version of the forward throw!


DOWN THROW- DON'T DIG DIRECTLY DOWN DUMMYSSSSS


Underground is a scary place, as anyone who's had an encounter with a Creeper would know. That's why for her down throw, the Creeper explosion-punches the ground, and throws her victim in the hole, resulting in a much more blocky-looking pitfall state.
This ties into her down smash as well; If Creeper catches the opponent underground while digging, she'll explosion-uppercut them directly upwards. It has slightly less knockback and only deals 15% damage as opposed to just hitting them with it the hard way, but it's an easy way to add some extra punch to this throw.


UP THROW- POWDER SSSSSSYNDROME


Keeping a grip on her opponent, she latches them with 3 sticks of TNT, and kicks herself a stagebuilder unit off towards the side, leaving the opponent in a knocked down state. So what happened here? I'm sure you can figure out.
After 5 seconds, the dynamite will explode 3 times, one after another, each doing 4% damage. The dynamite knocks 'em 3 times in the air, a relatively short distance, but enough to get some preparations here and there. It's also wonderful for getting the opponent aggravated. Hey, they deserve it! Don't feel bad!



FINAL SSSSS- OH GOD



JESUS CHRIST, IT'S A CAT.

Once greeted with this horrifying sight, our poor creeper will start running around the arena at 3 times her dash speed while crying her heart out. Anyone who comes into contact with her in this state will explode, taking 30% damage with great knockback!
Luckily, the cat goes away after 10 seconds. Oh thank heavens it goes away after 10 seconds. You can stop crying now, Creeper!




SSSSITUATIONALS AND OTHER RANDOMNESSSSSS

The Creeper's ledge attack is the same unnoticeable crap every set leaves out, just being a kick that deals 9% explosive damage.
What's interesting however is her rising attack. She has a bit of startup lag while rising, and for good reason. Her rising attack has her getting a bit peeved off EXPLODING to get a bit of steam off! The explosion doesn't damage her, and only engulfs the entirety of her body. However, it deals a mean 30% damage and high upwards knockback, making it one of the most hilariously overpowered situational out there.





Congratulations! Your patient reading has unlocked a brand new alternate costume for the Creeper, and by "alternate costume", I just mean it's an actual Creeper and not it's moefied Mob Talker counterpart. The creeper replaces all of her punches and kicks with a neat swing of it's body, and instead of crawling whilst creeping, it simply turns shadowy and transparent.







"That'sssss a nice sssstock you got there. Be a shame if sssomething happened to it...."











































































 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,266
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
The Perfect and Elegant Maid

Okay, I was planning on making a Sakuya set, buuuuuuut I'm way too glad to see a Merge(/Junahu combo) set and maybe I'll not make it now or maybe I will. All the same, considering I was going to make the rest of the SDM, maybe I'll make Remilia. The maid needs her master, after all! Or maybe the Youmu set I had in mind...

This is some of my favorite organization of all time. OF ALL TIME!

These are all custom sprites with a UNL base, I believe. Amazing. The Special are glorious: Misdirection takes the doppelganger and gives it a new spin, the time manipulation is glorious and simple, the Time Anchor is an original take on Sakuya's battle powers, timeline stuff(in character terms, anyway) and is an innovative use of Sakuya's powers. And the knife tricks with the suspended use of them is good.

To me, this is the supremely rich set of quality for MYM13, mixing the deep complexity of specials with a certain amount of sophisticated simpleness that follows the standards and flows into each other in a lovely manner. I personally concur with Merge's analysis of Sakuya: She is an elegant and deadly spacer, utilizing Luna Dial time manipulations, Time Anchor quick teleports and varius excellent movement options such as Down Tilt, Back Aerial, Down Aerial and Dash Attack to strike the foe with movement and using knives and speed/time manipulation to make the foe move to your rhythm.

The worst I can say off the top of my head on this set is maybe the back aerial is a tad tacky and that it may have minor balance issues. But with it's choices between spacing and combo, a complete and full Special Specials feeling, gratuitously great presentation with an amusing opening and more, Sakuya Izayoi is my first 10 for MYM13.

Somewhere, Lelouch is Laughing

Medic's Neutral Special pretty much instantly makes him a 1.

It includes the line THE OPPONENT CAN BE REMOVED ENTIRELY FROM THE FIELD FOR FOURTY-FIVE SECONDS. That's STUPID. Not to mention how this easily neuters some characters to a really dumb level: Cut off his arms once and Marth now essentially has 45 seconds of stun. This move is just stupid. And how does having your limb severed only do 5% damage?!

The pummel is also retardedly broken since you can chop up your teammates. Even just a continuous jab should be either a shield break or 45 second infinite, since the body part will follow the foe due to being attached and, thus, DIing is a bit of an issue. I read the rest of the set, but there was nothing much to salvage the horrendous start, nor much else that needed to be said. The syringe stealing move properties/priority seems like it's already been done better before or could be easily done better.

45 seconds...

Enter (No) Sandman

Scout is pretty bad. It has good concepts, most of the drinks and the Force-a-Nature are pleasant, but the execution is very dissapointing, creating a playstyle that relies on opponent's traps and has the soda placed on three Special inputs when it should have taken up less. After that, it devolves into a boring, flowless and not very tasty moveset of basic pressuring and anti-trapping that just doesn't do anything worthy of not being bad.

It's not even good enough for me to say much about it. Except that you should have included some mocks on the part that says Scout mocks the foe when KO'd. I wanna see Scout mocking MYM sets!

Kapella

Short moveset, short comment: The koopa use is vaguely interesting, although turning the foe into Koopa Troopas for 10 seconds is absurd, the cage is too long, it could use some more inputs and why are all the tilts a cape.

Can Outrun Boolet

Heavy is surprisingly, of the sets I have read, the best TF2 movement set. Take that as you will. It has a fitting and easy playstyle focus, move slowly and carry a big gun, that isn't presented in too new of a way, but is solid enough that it at least works. It also incorporates the Loadout into it, something I really wanted to see in TF2 sets, but I find the execution of this...lacking, to say the least.

I also dislike the D-Tilt and D-Smash: POOTIS seems like it should be a D-Special(Loadout could be a mechanic) or a D-Smash, while I dislike the Rage bar being there, being a D-Smash and, all things considered, I'm not wild about how it's handled either. It also might have been nice to see a bit more difference between weapons, though since Heavy's are all pretty similiar in-game this is forgivable. Dalokoh's Bar and Sandvich seem like they could use a little rebalancing: Sandvich probably should heal less and have less cooldown(50%/10 sec?), Dalokoh's might need a bit more healing to make it worthwhile over the Sandvich(Though the Sandvich tweak could do that anyway).

Aside from that, the set is workable, but sorta boring in execution. The writing is nice and makes it entertaining, though: The throws are especially amusing. If nothing else, it definitely captures the "feel" of Heavy Weapons Guy, something I do not feel Scout or Medic really did.

Rankings will be updated tomorrow, as I am too tired to do it right now. Ciao~
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
The Sniper

And now we're at the last new set of the movement, and the one which has received the most positive commentary up to this point. Admittedly, I wasn't sure how much you could do with the Sniper... he's the guy that snipes things, and uh, that's about it. Surprisingly (or perhaps unsurprisingly) enough, this set turned out pretty well, and is quite possibly my favorite of the five new ones.

Regardless, I have to say that you've captured the Sniper's essence pretty well in this set. I was admittedly sketchy on the Huntsman line at first, but as has been said, its difficulty in using it properly makes up for its potentially game-breaking mechanics. The line, of course, is the centerpiece of the set, the only thing holding it back being the complete and utter lack of any stages to know how practical/useful it is, but that's hardly the moveset's fault.

...actually, on a bit of a reread, I don't quite understand how the Neutral Special works. He moves around the crosshair, alright, and any projectiles fired go towards it... how exactly does Sniper leave this mode? I assume just tapping B again, but whatever. I'd prefer it if the sniping wasn't able to go through EVERYTHING, maybe having cones of vision or something. Bah, doesn't matter. As you can probably tell I have a harder time doing a comment on a set I like than one that needs a significant amount of improvement. I dislike how you've chosen to use Jarate as generic slip n' slide and entirely ignored its in-game effect, and... Neutral Aerial seems like a random input for the SMG? I'm honestly at a loss for what to complain about here that'd have any real meaning.
The Creeper

Well that's certainly one way to make a Creeper set. Can't say I disapprove. It's nothing fancy, as you say, but c'mon, it's a set for the Creeper. Or, well, gijinka Creeper girl. Either way, you don't have a whole lot to work with for source material.

Now then, you warned during the development process that this was going to be a very "in-smash" set. Whether that holds true or not really depends on your definition of "in-smash." Yes, outside of her specials (and smashes, of course) her moveset consists pretty much of punches and kicks made to knock the opponent away in a given direction. Whether this is a good approach or not is of moot point, as you knew what you were doing when you went in.

So, how does this work from a design standpoint? With as much credit as I've given you to this point, I have to say there's a fair bit of redundancy, highly visible in the special "Creeping state" mechanic. Quite honestly, I'm not convinced that Side Special needs to exist in the way it does - in the end, all she does is jump forward onto the ground, just like her dash attack. (which of course puts her in prone, more on that later) I feel this Side Special as it is could be scrapped, perhaps replaced with a time-bomb dynamite stick to assist in comboing explosions or what have you. Simple crawling/crouching could get the invisibility effect across easily enough, with her Dash attack placing her into a crawl stance instead of prone. In order to take advantage of that excellent get-up move, being hit while creeping/crawling (depending on balance) could quite easily put her in prone.

And speaking of balance, which becomes incredibly important when we're talking about an in-smash set, sweet zombie jesus is a Smart Bomb radius huge. In MYM terms... about a Bowser and a half to all sides? And then we have the Ubercharged version, which... christ. Not going to complain as it's the signature ability, but dear lord so much payoff for so little risk. I'd probably argue for doing self-knockback in addition to self-damage.​
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
"Traveling salesponies nonpareil!"
The Flim-Flam Brothers

The Flim Flam Brothers (Flam with the 'stache and Flim with the...face) are dueterantagonists from one episode of the most polarizing cartoon out there, My Little Pony: Friendship is Magic. The two are con artists, blowing into town to take advantage of an apple cider (read: alcohol) shortage in Ponyville, going into direct competition with the Apple family.

After singing the best freaking song in the whole show, they convince the most easily impressed public ever to buy theirs and offer the Apple family an actually fair deal for control of the cider industry, and are challenged to a John Henry-like to competition, but win easily, only getting driven out because Applejack and the protagonists cheated to keep up with them. All in all, though, they're some of the coolest villains the show has produced.

Stats(shared by both)
Size - 5
Speed - 6
Weight - 6
Jump - 4
Air Speed - 5
Fall Speed - 6

Average Stats for an all around basic pair of unicorn ponies. Of course, we haven't even gotten into how they control, or the marvelous machine they bring to the brawl.

The Super Speedy Cider Squeezy 6000

That marvelous piece of machinery is known as The Super Speedy Cider Squeezy 6000. The Flim Flam Brothers invented it to make cider at a breakneck pace, and that's exactly what it does in Brawl...with some perks. It sits in the background taking up about 4 SBBs of space. The Brothers themselves control in a very Ice-Climber like manner, the lead brother (default Flim) running slightly ahead and jumping slightly before Flam does. This has a great effect in that, unless the move is stated to involve both Brothers, two moves can be used very quickly, one covering for the other's ending lag. In an additional bit of info, Flim and Flam have the ability to hold two items at once: if Flim is holding an Item, the shield button can be pressed to switch the item to Flam, allowing Flim to pick up a second one. Flim (or whoever the lead brother is) is the only one who will use the items held, and once he uses the second item, Flam will hand him the item he is holding.

Special Attacks

Neutral Special - Delicious and Spellbindingly Fragrant Apples
Flim (the default controlled brother, so he's who we'll refer to in the set) reaches into his pocket and pulls out a cartoonishly big seed. Smirking, he plants it, patting the dirt teasingly. After 3 seconds, an apple tree, the height of 1.5 Ganons and as wide as a single one, sprouts from the ground. The trees act as solid walls, with less aerial-capable opponents struggling to get over them. The trees, as stated before, contain apples, and hitting the tree with an attack that deals 3% damage will cause an apple to fall from it on the opposite side (and for every multiple of 3, another apple will fall alongside it), dizzying opponents who it hits while falling but turning into a regular food item when it hits the ground, dealing 2% damage and healing 5% respectively. Knocking an opponent into a tree couses the amount of damage that the attack dealt to be transfered over to the tree itself, causing that many apples to fall out of the tree, according to the same rules as dealing damage to the tree itself. Each tree contains exactly 30 apples, and after it's spent, the tree falls, dealing 30% damage and big knockback to anyone it happens to fall on. Flim can plant as many as 3 trees at a time.

Up Special - Bing Bang Zam!
Both Brother's horns glow green with magic as the bell-like top of the Cider Squeezy comes out, revealing a hose attached. As soon as the move begins, a powerful suction, 2 times that of Kirby's, comes from the mouth. They can control the hose for 5 seconds, having full control over it though the hose is only 2 SBBs in length and the suction reaches an additional 3 SBBs, though the suction is, as said, powerful. If a character is sucked up, they are actually sent through the Cider Squeezy, and dealt 10% damage, but are ejected out of the back of the machine without knockback when put through the quality control. Items (minus food), minions, and other such things are treated the same way. If the brothers happen to be in the air, the hose will point in their direction and make it's best attempt at sucking them back in, though it is a very poor recovery.

If the hose is pointed at the top of an apple tree, however, it will proceed to suck up 20 of the apples (or whatever's left), putting them through the Cider Squeezy. After 2 seconds, the apples are processed, cider-ized and put into barrels of delicious cider, which are dropped off behind the Cider Squeezy. The Barrels remain in the background, though Flim can access them by jabbing next to them, causing him to fill up a cuppa. Once this is done, he can either drink the cider himself by pressing A, healing 10% damage, or throw it using the same method to throw items, letting opponents (or teammates or what have you) pick it up and drink it themselves. Each barrel is good for making 3 glasses of cider each. And yes, cider is not drunk in the same manner regular food items are, taking two presses of a to drink (one to pick up, the other to chug down). Dropping items into the bell from the top can be done, though they'll most likely go through quality control and be dumped out.

Side Special - Peculiar Mode of Locomotion
Flam (or whoever the non-controlled brother is) uses his magic to take control of the Cider Squeezy, causing it to huff and puff as it lurches forward at Jigglypuff's walk speed. It can continue to do this for as long as you hold the button down (and indeed, it will do this automatically do this on moving stages, the input merely speeding it up), until you reach an edge, in which case it will move backwards. One may wonder the reasoning behind moving the already background-trapped Cider Squeezy when it doesn't do things like block dodges, but stage position is very important to the Cider Squeezy: it has a limited range as to where the hose can reach, and if Flim is caught at the other edge of the stage he's royally uh...bucked. In addition, moving it about allows for more spread out Cider Barrels, giving you a more easy to reach healing factor when you need it.

Down Special - Quality Control Switch
Flim magically turns a knob on the Cider Squeezy, shutting the quality control on the machine off. Now, whenever anything is sucked into the Cider Squeezy (minus foes - the brothers aren't evil for Celestia's sake!) it's made into cider regardless of whether it's like...edible or not, including from the trees, where it will suck up the entire tree instead of just the apples. The intensity is turned up as well: the suction now reaches 1.5 times as for as normal and is twice as powerful. What results is some of the foulest "food" ever produced, as though now two barrels are being produced at a time, both are contaminated and filled with non-quality cider, actually being of a slightly more sickly color than the normal barrels, which can be accessed by the same means as the normal cider, though the glasses look the exact same as the normal. The difference comes in effect: the cider is so foul that it deals 15% damage to the opponent rather than healing! It's a dirty tactic, yes, and it might take away some of their reputation as some of the best cider makers in Equestria, but as businessponies it's a necessary evil to get ahead of the competition. And yes, pressing the down special again will in fact turn the quality control back on.

Standard Attacks

Jab - Hoof Poke
With a teasing smirk, Flim takes his front hoof and pokes the opponent with it in a teasing manner, dealing 1% damage and stun. Besides the useless amount of damage, the range is kind of pathetic, though it IS fast and multiple hits are easy to pull off if you've got the foe in a good position. Plus, it's hilarious to watch.

Forward Tilt - Try Some For Yourself!
Flim leans forward, grabbing the opponent behind the back in a friendly manner, nudging them if nothing is in his hand, really having no effect besides stalling opponents for a moment, perhaps while you're waiting on your tree to grow. If something IS in your hand, say, an item or a glass of your delicious (or otherwise) cider, Flim will exclaim the attack name and place the item/glass into their hands. This is a MUCH more effective way to get your opponent to pick up and drink your cider than just throwing the glass and hoping. Giving opponents an actual glass of cider may even be beneficial, lulling them into a false sense of security and maybe, just maybe, tricking them into drinking your foul cider. For another approach, Flam can jab the hell out of opponents while they're caught in this friendly uh, gesture.

Down Tilt - Bag-em-Up!
Flim reaches into his coat with his mouth and pulls out a cloth bag (the same type you'd get at an apple orchard to put all of your collected apples in). In one motion, he swipes the bag along the ground, it reaching 1.5 SBUs forward, dealing 4% damage and stun to anyone it hits. While this may seem like a pretty standard Dtilt minus the obnoxious prop, it does serve a purpose : it allows Flim to bag up any loose apples lying on the ground, up to 20 in the bag, and unfortunately you can't make more than one bag. Once the limit is reached, the Dtilt is turned into an attack with the full bag which deals 10% damage and good knockback. Unfortunately, the bag counts as a held item, so Flim can't be holding anything else while using it, but a quick switch to Flam will free him right up. You can even drop the bag right into the Cider Squeezy, making this an effective way of getting apples all rounded up and serving a purpose other than just a healing item.

Up Tilt - Grand Gesture
Flim and Flam strike a pose similar to that of the one in the SSCS6000 image, throwing their hands (and subsequently any items they are holding) out, dealing 4% damage in both directions. They can hold this pose for as long as the A button is held down, now being in somewhat of a counter position. If they have no items and are attacked, they are simply attacked and dealt damage and so forth. Should they be holding items, there is a quick trade-off, with the brothers handing off the item (usually glass of cider) and walking away, leaving the opponent standing there, usually a bit confused as to what just happened.

Dash Attack - Charge!
Rather than just being a pun on the term for charging something onto a card, the brothers put their heads down and charge forward in what is a standard forward momentum dash attack, dealing 6% damage to anyone they hit, actually pushing them along for a bit as they keep running. This can be used to push them into your apple trees for a great walled off combo starter, should the player be so inclined. And yes, running into the tree makes a couple of apples fall out, complete with a comical animation of the brothers bashing against the tree.

Smash Attacks

Forward Smash - FlimFlam Bucking
Being the smooth businessponies they are, it's only natural they take some techniques from their competition, in this case the Apple family's Apple Bucking. Flim charges up this attack before turning and kicking forward, dealing 12% damage at no charge and 24% damage at full charge. Unfortunately, being both new at the technique and a not as physically strong unicorn, his bucking isn't as potent as AJ or Big Mac's, only dealing average knockback that can KO at 120%. However, it IS a great way to get apples out of the trees, again not as potent as the Apple's, knocking out 4 to 8 apples depending on the charge, potentially dealing a lot of damage to opponents who may be under the tree AND unleashing a whole lot of delicious apples fresh and ready to eat (or dizzy the opponent). There is a lot of lag at the end of this move, though Flam should be able to cover for it with some quicker attacks.

Down Smash - Dancing Mad
Flim and Flam stand on their hind legs, getting ready to dance! Once the charge is released, They do a kicking dance while moving forward, moving farther with the dance the longer the charge was held, maxing at 1.5 SBBs forward. With each step, they deliver a kick, which deals 5% damage and slight pushback, basically guaranteeing multiple hits if you connect. Once the dance is over, They give a tip of the hat and continue with the match. Much like in the show, showing off their dancing can be used to suck the opponent into buying their product, whether or not it's by passive means or otherwise, as the move serves to get opponents closer to your cider, or possibly your trees.

Up Smash - Death-Defying Tricks!
Flam stands onto Flim's front hoof, as Flim kneels down and places his front hooves in front of him. After charging, Flim throws his hooves up, launching Flam upwards 1 to 2 Ganondorfs into the air, depending on the charge. Any opponent hit by Flam's upward ascent is dealt between 13 and 18% damage, along with fairly decent vertical knockback. Should Flam be launched into the brush of one of your Apple trees, however, 1 half of the remaining apples will be knocked loose from the tree, making this a great way to either hit opponents with a ton at once, or just to eat them yourself to heal up. The lag at the beginning is pretty offensive, and the lag at the end (concerning Flam at least, Flim is free to move around almost immediately afterwards) is pretty bad too, though it's useful in a tight spot.

Aerial Attacks

Aerial Jab - Hoofstool
Both brothers kick their feet down , delivering a kick that deals 3% damage and footstools the opponent. This can also be a way to knock an apple out of one of your trees, should an opponent be underneath and on the right side for an assault from above. Note that only one brother is required for the move to work.

Up Aerial - Horn Poke
Flim butts his head upward, hoping to spike opponents with his horn. Should he succeed, opponents above him are dealt 5% damage and a little bit of upwards knockback, good for poking opponents stuck in trees or simply trying to juggle them away from whatever it is you're doing.

Forward Aerial - Hoof Pump
Flim makes the best fist he can out of his confounded horsey hooves and smacks forewards, dealing 6% damage and decent horizontal knockback, For the most part, this'll be used un quick succession with other fast-hitting moves against a tree, or some other wall, being a good move to use in the middle of a damage-racking combo, which the brothers will be using quite a bit once they're done with the insane amount of set-up required for them to function.

Back Aerial - Buck
Flim bucks his hind legs, hitting anyone behind him and dealing 5% damage. And by anyone, I mean anyone, as Flam himself can be bucked if he's behind Flim (which is pretty much always). Bucking Flam will cause him to fall out of the air in a dizzy state before getting up and running towards Flim's current location, visibly annoyed at his sibling. The double attack mechanic is still in place with this new development.

Down Aerial - Hammer Down
Flim brings his front hooves together and brings them down quickly, hammering downwards with a hitbox that deals 5% damage and good downwards knockback. This move is perfect for getting opponents caught up inside your trees, getting them down to the ground, or even, if you're feeling particularly villainous, knocking them down into your Cider Squeezy itself. Also useful for knocking apples down onto an opponent from above, probably one riding on your brother's back.

Grab Game

Grab - Brother's Surprise
Flam runs from behind Flim, safe in the background. Should he be away from Flim, he'll simply turn around and run. He'll continue running until one of two things happens:

1) The grab button is released. With this, he will step into the foreground and run back to Flim. Should any character be in his way while he's running, he'll buck them and get them on his back, continuing to run back to Flim. This has normal grab properties, including difficulty of escaping. Any smash input made while the character is on Flam's back, it will instead register as a throw, meaning that, yes, Flim is free to move around and attack while the enemy is on Flam's back, and Flam will indeed chase Flim down while he moves, having access to one jump (though he will not go offstage) allowing them to prolong the grab. There is a trick you can do with this, actually: to keep Flam from getting to Flim and thus releasing the opponent, have him run into a tree. Because he only has one fairly mediocre jump, Flam will be unable to jump over the tree, making for some great fodder to just knock apples down onto them.

2) Flam runs into a barrel in the background. Should this happen, he magically pick the barrel up and runs back to Flim, setting it down. This is the only real way to re-arrange your barrels, which you can do while moving around and attacking. It's a great option to have in a fight.


Forward Throw - Horse Buck
Flam kicks up his hind legs, launching the opponent forward with a little damage dealt, 5%. The knockback is almost entirely horizontal, and it's huge, though not quite enough to be considered a kill move. Should the opponent be bucked into a solid wall, they'll be dealt an additional 5% damage and suffer a dizzy spell when the hit the ground.

Down Throw - Free Sample?
Flam lets the opponent of his back, getting them into a similar stance as the Forward Tilt, only this time pouring the cider down their throats, should there be any in his hand. This is definitely a more direct method of doing it, though considering the probable difficulty of actually grabbing an opponent, it's a bit more practical than just handing them the cider. Of course, this can be beneficial to them, but more likely you'll just be handing them tainted cider, won't you, you sadist?

Up Throw - Bull Ride
Flam bucks his hind legs, launching the opponent into the air with 9% damage and good upwards knockback. If a foe is launched into the branches of one of your trees, they are dealt an additional 3% damage and go into a state similar to being pitfalled in the tree, dealing that much to the tree itself and knocking some apples out.

Backward Throw - Rear Exit
Flam throws his rump up, putting opponents in the air, then kicks them away with his hind legs, with a snooty "hmmph". This deals 9% damage and fairly good knockback to the foe, mainly being a good way to occupy time and get opponents away from whatever Flim is trying to set up at the moment.

Playstyle - You've Got Opportunity!

So you've chosen Flim and Flam, a good business decision, if nothing else. In case it wasn't clear, the entire set is based around your ability to put up apple trees and use them to make your cider, good or bad. Once the trees are up (usually you'll want 2 or 3), you can begin. The BEST way to really start off the match is to make a whole lot of your GOOD cider, by knocking down apples through various means (though really just knocking your opponent into them and getting to the other side), getting your opponent stuck up in an apple tree and bagging as many as you can, along with potentially dealing a lot of damage from the inevitable falling trees you'll have from knocking down all those apples. Making the good cider first is mostly a front you can use to load yourself up on healing factors for later, as once you've got a couple barrels it's time for the fun stuff. Turning off quality control should mean the turning point of the match, as although you may have tons of good cider saved up you probably haven't really dealt damage. Once we get into non-quality cider, which can be produced literally twice as fast, we can start messing around with the placement of the barrels, confusing opponents as to where exactly the cider is coming from, and getting in close to deal damage with the nasty stuff.

One of the Brother's biggest weaknesses is the amount of time it takes to set anything up, really, as making cider is a pretty long process by Brawl standards. Very exposed at the beginning of a stock, the FlimFlam brothers only get stronger as the match progresses, as they can keep bogging down opponents using cider AND blocking off areas with trees. Your grab is an invaluable ally for keeping opponents away, as it allows Flim even more time to set up trees, as well as gather fallen apples or simply to use existing apples to make more cider. Distractions are an absolute must, and overwhelming the opponent with options on exactly what they need to try and tackle is a key strategy of winning in the fight.

The point is, you won't win early. Simple as that. You need set-up time, and against more aggressive characters it'll be an upwards battle. Getting your trees up is the first priority, and positioning your Cider Squeezy in the most optimal place to harvest is your second. In addition, simply due to the insane amount of trees you'll be going through, your Cider Squeezy will move. A lot. As will your basic base of operations, where you'll keep your cider barrels for maximum convenience. Being able to adapt to the situation is a skill any good business needs, after all, probably the most important. The second most important is actually making your product, which can be made all the more easy by being good at the first. Marketing and selling your product, or in this case actually getting your opponents to drink your cider and not just whoring up your own personal stock pile of healing items (which, by the way, is NOT a good strategy as it can be diminished with a single KO, which makes ALL of your products - barrels, trees, cider, etc - disappear) is a whole other ball game.

Once the brothers have made themselves a decent amount of both ciders, it's time to go on the offensive, now using your trees as a combo wall to pin opponents up against, and pushing your cider onto opponents. Of course, they don't actually HAVE to drink it until you use your Down Throw, but getting them into a corner is bound to cause a slip-up of judgement, and they may actually drink some. Once they're sufficiently damaged up, mashed around with your Forward Smash, Down Smash, Throws, and Aerials, it's all a matter of making one of those big old trees fall onto them, sending them flying away, crushed under your perfect apple business. Now that that's over, you really should be able to dominate the rest of the stocks, able to heal yourself and go straight to the offensive, not needing to set up once again.

In all, Flim and Flam are all about taking the lead early, and taking it by storm - letting the opponent ahead will surely be the end of the match, no matter where they start. By keeping ahead, using their set-up time for all it's worth and making the right decisions at the right time, Flim and Flam can dominate entire matches starting with the very first stock. By contrast, poor business skills and lack of organization and bad decisions can leave them in the dust, rotting behind the competition.

Extras

Taunts
Up Taunt - The Brothers both give a tip of their hats to the opponent, no matter where they are or what they're doing. They may be businessponies, but they're also showponies!

Side Taunt - Flim and Flam sing a few bars of their song, continuing to do whatever they're doing.

Down Taunt - This.

Win and Loss Poses

Win #1 - Flim and Flam sit, relaxing on the couch that lies on the Cider Squeezy, drinking cider and having a laugh.

Win #2 - Flim and Flam appear behind a cider stand, apparently trying to hawk off some cider left over from the match.

Win #3 - Flim and Flam preform a bit of their song, ending in a grand pose and holding it until you leave the results screen.

Win vs Mane Cast - Flim and Flam laugh obnoxiously, as the Mane 6 sulk behind them

Loss - Flim and Flam look disappointed, but all the same clap for their worthy business rival.

Loss vs Mane Cast Flim and Flam get chased out of the arena by a mob of angry townsponies.

Alt. Colors
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[collapse="The Creeper"]The character looks pretty sweet, I'll give you that, though I'm a bit convinced she has more potential than everyone's letting up, especially come the pretty cool explosive punches. The transition seems odd, playing the slow, creeping invisible game only to introduce what seem to be self-automated combos through knocking foes into dynamite - I don't quite understand what you mean through "mix-ups", whether you're able to string together different hits from the tilt like Marth's Side Special or what. Not to mention Creeper would have quite a bit of trouble knocking foes around with her single aerial when they can only take knockback in one direction, but she seems fine on the ground. Mind you, I don't disapprove of the idea of a single aerial, especially when it gives off an interesting degree of control (though if this had been a more serious set it could have perhaps been the Up Special while the current one is a teleport in the air). The set seems a little disjointed, the Side Special's lack of attacking options when one can turn invisible and support being able to explode in the enemy's face being the biggest offender in this, but otherwise it's pretty basic flow between knocking foes into dynamite which launches them upwards with little chance of them being knocked again. The single aerial could have been a lot better if the amount of knockback Creeper took was influenced by her damage percentage instead of being set, and also got more powerful, as it'd be pretty fun to have your killing efficiency increased by your own damage percentage even if all your previous attempts on the foe fail. Judging by the contents of your writing, I doubt you were trying to make things "flow" but rather have fun with the character. Either way, it's clear enough.[/collapse]


[collapse="Flim and Flam"]Pretty good presentation, almost like it was ripped from the series' animation. The start-up is pretty dynamic whence you have control of two (of the same) characters and a large prop in the background, though as one reads along a Davian Once-Ler vibe of wanting to attend to one's own affairs and getting little in return kicks in - is healing the only thing cider does when the apples used to make it do the same thing? The background prop is a bit overwhelming to the point where it can be confusing, but easy to understand as one thinks of it, only to realize that in the end all those specials and cider-making seem like a worthless investment - the trees planted from the Neutral Special do far more than the other 3 Specials combined of which seems like mass filler that the rest of the set ignores later on. From there the set revolves around some simple attacks, not bad on their own, but a little sour when these two ponies are throwing away their businessmen shell to combo the foe off a tree and knock apples down from it when said foes can do the same thing. Furthermore, the set still acknowledges the need to make cider (calling it "insane amount of set-up to be viable"), especially in the playstyle section, even though there is absolutely no point in doing so and really all the horses need to function is a tree, combo the foe off it and you don't even need the other Specials save the Up Special for recovery. Healing doesn't seem like something major the ponies need, and they can get it from their apples anyway.

Despite my storm of negativity about how the playstyle summary and half the specials are a misrepresentation of how the set really would play, I don't "hate" the set or anything (nor any for that matter, as only FA and Warlord hate sets). While comboing off a wall doesn't seem all that fun, if you add in the fact that said wall creates apples when struck it creates a fun risk-reward factor that players can take advantage of, using said apples to heal one's self after knocking a foe away if they don't mind jumping over to the other side, even if said comboing doesn't seem fascinating nor given much insight. Said idea is probably one of the best parts of the set, along with presentation and its way of words, though said concept could have easily been used on another set and the businessman insight could have been explored more, as hard as that is without thinking too outside the box - one of the reasons I was hard on this set was because I liked the set-up you produced in the beginning.[/collapse]
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
David, this IS me we're talking about here

:phone:
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544
Of course it is, you Davian schmuck. (HEY)

Anyway, this is a friendly reminder that I am despite my current lack of presence in MYM still writing my bet movesets (even that one for Jun that was outside of the main bet I made), and I do still hope to see the movesets I asked for. Questions and complaints should be addressed to Dave. Thank you, and good day.
 
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