Make Your Move 17: Next contest begins March the 24th; get your Iron MYM'er 1st day sets ready!

MasterWarlord

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You do realize that if 3 options have identical timing, but with different spacing/angles it makes for a much more dynamic offense/defense guessing game right? When popped into the air, you would need to be super wary of which option Sceptile chooses since they all overlap (sans Bair sorta). Fair hits above him first and sends forward, Uair hits above him later on and sends at a much more vertical angle. Assuming one and DIing for it, only to be hit by the other offers a dynamic between opponent and player that while subtle, will show up very often in actual gameplay.

Honestly though, **** like this makes me question why I even do this anymore. I make sets that'd be practical to play as and it gets torn up about how it'd be boring or misunderstood when in actual gameplay a character like Marth that is 99.99% all arcing sword swipes and a simple tipper mechanic is incredibly dynamic and fun to play both as and against. If somebody were to make a marth in this thread, they'd be greeted with "theres no interesting interactions into the super waifu meter that makes up their grab KO mechanic, lame". Instead, when offered practical moves with simple descriptions yet detailed usage, you toss out "oh, this is all competitive mumbo jumbo" as some sort of buzzword to dismiss it as if it has no place in the land of special-normals and flowchart interactions. I often look over a set for days wondering how it'd actually play in-game, I've studied how the smash engine works, the numbers behind it, how character's kits come together, and probably have more knowledge of the game than anybody else in MYM, yet you come in and complain about "you can watch out for the frames to be wary of". What? No, you would be looking for the spacing, the area the move covers and not necessarily when. You know when both will hit, you don't know the where however due to the differing animations, sure it may be "boring", but in practice it leads to more thought between the two players than forced interactions ever do.

I never once specified this set was for Project M. Do you see mention of Lcancel, or Wavedash ratings, Dash dancing, etc? Do you really think mention of "oh, this move sends at a good combo angle or can KO with proper play" will really go over people's heads? MYMers are making whole movesets for smash games, I am fairly sure concepts like how to space a move (sweetspots, disjoints, etc) are gonna be in their minds as well as how the game generally "works". Sorry my style isn't your cup of tea but I suppose it just goes over your head.
I really don’t want to talk about that much aside from the mirrors, but you will get some people saying something like Blocks is only so interesting because it’s not “high enough concept”, and this is something I’d agree with. Of course I’m not going to find something like Sceptile’s concepts to not be all that interesting when I would say something about my oh so wacky brand of movesets. I can like the execution in your sets like Feraligatr or Meganium, but that doesn’t mean I find them especially interesting, so please stop asking me to. No amount of “enlightenment” on Smash Bros mechanics/competitive play is going to suddenly change my taste.

Now, on your mirrors, I will give you bair as a decent move that has a right to exist. Fair and uair could easily be combined, though. Are you really going to argue mindgame potential just because the moves have the same amount of frames? If a character has moves that are within 6 frames of lag of each other, is that not “mindgame”/mix-up potential by this logic? Hard MYM mindgames with crap like smokescreens and literally identical animations have actually fallen out of favor as very impractical, having such a small scale mindgame looks incredibly useless. The fair/uair could be combined into a nair, or could just be moves with similar frames advantages that have more to offer than just that. I’m sorry, this is not enough for me.

While I do respect your effort to actually try with the fair/uair, I really don’t see merit in the side throw mirror. They’re both throws that do horizontal knockback along the ground that can send people into traps. It’s far from impossible to make the moves different while doing the same amount of knockback to offer more utility than this. One throw could slide the foe along the ground the platform’s distance while the other tosses them there to be able to tech or something, maybe the techable throw doing more damage. Being able to space the foe into a construct is one of the most rudimentary methods of move flow, and largely any move that does knockback can claim to be relevant to a set for that.

And actually, there's a pretty good reason many characters have generic sex kicks with low landing lag as their NAir: they make for a very good approach tool, without having to spend half the character's moveset on a complex approach game as people so often seem to do in MYM.
Yes, yes, all of these generalizations of MYM sets. I can't remember the last time a MYM set did much in the way of approaching. The most I can think of is momentum sets that specifically make it the character's theme, but this is definitely not a general thing that constantly happens anymore.

At this point I feel obligated to just give you a list of reading from me for sets that would at all appeal to you. Of course I don't expect Polpo or Ant Hill Mob to be a standard for the kind of sets you and Joe try to make. I'm not saying my sets not on this list are all wacky fantasy crap, but these would be most relevant to you.

Arlong
Sloth
Bashmaster
Zodik the Hellhog
Kudgel
Evil Sir Leopold
Shoot the Rabbit
Crawdaunt
 
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I really don’t want to talk about that much aside from the mirrors, but you will get some people saying something like Blocks is only so interesting because it’s not “high enough concept”, and this is something I’d agree with. Of course I’m not going to find something like Sceptile’s concepts to not be all that interesting when I would say something about my oh so wacky brand of movesets. I can like the execution in your sets like Feraligatr or Meganium, but that doesn’t mean I find them especially interesting, so please stop asking me to. No amount of “enlightenment” on Smash Bros mechanics/competitive play is going to suddenly change my taste.

Now, on your mirrors, I will give you bair as a decent move that has a right to exist. Fair and uair could easily be combined, though. Are you really going to argue mindgame potential just because the moves have the same amount of frames? If a character has moves that are within 6 frames of lag of each other, is that not “mindgame”/mix-up potential by this logic? Hard MYM mindgames with crap like smokescreens and literally identical animations have actually fallen out of favor as very impractical, having such a small scale mindgame looks incredibly useless. The fair/uair could be combined into a nair, or could just be moves with similar frames advantages that have more to offer than just that. I’m sorry, this is not enough for me.

While I do respect your effort to actually try with the fair/uair, I really don’t see merit in the side throw mirror. They’re both throws that do horizontal knockback along the ground that can send people into traps. It’s far from impossible to make the moves different while doing the same amount of knockback to offer more utility than this. One throw could slide the foe along the ground the platform’s distance while the other tosses them there to be able to tech or something, maybe the techable throw doing more damage. Being able to space the foe into a construct is one of the most rudimentary methods of move flow, and largely any move that does knockback can claim to be relevant to a set for that.



Yes, yes, all of these generalizations of MYM sets. I can't remember the last time a MYM set did much in the way of approaching. The most I can think of is momentum sets that specifically make it the character's theme, but this is definitely not a general thing that constantly happens anymore.

At this point I feel obligated to just give you a list of reading from me for sets that would at all appeal to you. Of course I don't expect Polpo or Ant Hill Mob to be a standard for the kind of sets you and Joe try to make. I'm not saying my sets not on this list are all wacky fantasy crap, but these would be most relevant to you.

Arlong
Sloth
Bashmaster
Zodik the Hellhog
Kudgel
Evil Sir Leopold
Shoot the Rabbit
Crawdaunt
Believe it or not, I've actually run into plenty of times in Smash where I wished my back throw actually sent my foe at the same angle as my forward throw. You can't just say "any moves that cause knockback fall into the category of positioning" because that's flatly untrue. Yes, each move sends the foe in a specific direction (though some may have varying directions depending on how you land them), but the key point here is hitbox positioning. Most moves that have a hitbox in front of the character launch foes either forward or upward, while behind is significantly rarer. The grab is a notable exception to this. Now, if you could angle your FTilt, with different angles having almost identical hitbox placement and frame data but wildly different knockback directions (including one which launches behind you), that would be another thing entirely and once again you'd have a move just as useful for positioning as a grab.

And yeah, you're right that it's not fair of me to make blanket generalizations like that. Especially when they're blatantly false, like that one was. Yes, I'll admit it: I was flat-out wrong.
 

FrozenRoy

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Believe it or not, I've actually run into plenty of times in Smash where I wished my back throw actually sent my foe at the same angle as my forward throw. You can't just say "any moves that cause knockback fall into the category of positioning" because that's flatly untrue. Yes, each move sends the foe in a specific direction (though some may have varying directions depending on how you land them), but the key point here is hitbox positioning. Most moves that have a hitbox in front of the character launch foes either forward or upward, while behind is significantly rarer. The grab is a notable exception to this. Now, if you could angle your FTilt, with different angles having almost identical hitbox placement and frame data but wildly different knockback directions (including one which launches behind you), that would be another thing entirely and once again you'd have a move just as useful for positioning as a grab.

And yeah, you're right that it's not fair of me to make blanket generalizations like that. Especially when they're blatantly false, like that one was. Yes, I'll admit it: I was flat-out wrong.
Even if it's sent at the same angle it doesn't have to be mirrored.

I also will bet that more often a different back throw would be better gameplay-wise even if at times you would want to have the same angle sometimes.
 

ϟPlazzapϟ

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Question; is it considered Pokemon syndrome if a Pokemon has a move in it's moveset that matches both it's personality, playstyle and makes sense, but it can't actually learn that move ingame?
 
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Question; is it considered Pokemon syndrome if a Pokemon has a move in it's moveset that matches both it's personality, playstyle and makes sense, but it can't actually learn that move ingame?
Not at all.

I once made a set for Banette based off the move "Pain Split" which it couldn't learn, but it made sense for the character in my eyes. It can learn Pain split as of Gen 5, but this was back in MYM6 when Gen 5 didn't exist yet.
 
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Munomario777

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Question; is it considered Pokemon syndrome if a Pokemon has a move in it's moveset that matches both it's personality, playstyle and makes sense, but it can't actually learn that move ingame?
I don't think so. Pokémon syndrome is when you just blindly grab moves from a Pokémon's move list in the Pokémon games and bring it into the moveset without understanding why/how the Pokémon uses the move or having any reason to bring it in, i.e. Arbok using Leer and Glare. A Pokémon using a move it doesn't learn would be out of character if anything, but if it fits with the Pokémon's theme and all that, go for it.
 
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I don't think so. Pokémon syndrome is when you just blindly grab moves from a Pokémon's move list in the Pokémon games and bring it into the moveset without understanding why/how the Pokémon uses the move or having any reason to bring it in, i.e. Arbok using Leer and Glare. A Pokémon using a move it doesn't learn would be out of character if anything, but if it fits with the Pokémon's theme and all that, go for it.
Glare and Leer both make perfect sense for Arbok, but it depends on the playstyle you're going for. Arbok uses the face-like design on its body to intimidate foes, so a moveset based around intimidation tactics could work well if you can do it without A) removing the opposing player's control of their character or B) ruining the opponent's characterization.

As for moves that a Pokémon doesn't learn that still fit with the theme, well, I put Fire Fang on my Victini set as a DAir because I liked the image of Victini as cute, cuddly, and yet savagely aggressive. Granted, the set as a whole had other problems, mainly relating to organization, writing style and a poor understanding of some characters' frame data.
 

Munomario777

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Glare and Leer both make perfect sense for Arbok, but it depends on the playstyle you're going for. Arbok uses the face-like design on its body to intimidate foes, so a moveset based around intimidation tactics could work well if you can do it without A) removing the opposing player's control of their character or B) ruining the opponent's characterization.
Right. I was just referring to the article that was quoted earlier in the thread.
 
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Even if it's sent at the same angle it doesn't have to be mirrored.

I also will bet that more often a different back throw would be better gameplay-wise even if at times you would want to have the same angle sometimes.
That's very true, and honestly it does bother me that Sceptile lacks unique Forward and Back Throws at least in terms of animation. Utility is all well and good, but half the reason animations are there is for flavour. And hurtbox placement and duration are less of a concern in terms of animation when designing throws, simply because in a 1v1 environment your foe isn't likely to be attacking you during your throws. There are traps and minions to worry about, plus stage hazards and your own traps with limited duration, sure, but where throws are concerned mostly it's the endlag that matters in terms of animation.

I'm not here just to defend JOE!'s moveset in all respects, and I can totally understand why near-mirrored FAir/UAir leaves a bad taste in your mouth. For one thing, the animation of UAir seems slightly awkward. And they have range overlap at a rather bad spot. At that precise diagonal point where they overlap, an air dodge will avoid either move with the exact same timing, which while it isn't really a huge issue does feel kind of awkward for Sceptile, especially with what feels like notable lag before reaching that point just based on the flipping animation Sceptile does. Plus, since his midair jump is so high, it doesn't seem like he can exactly do anything to a foe who air dodges at that position, either. Maybe a fastfall to reposition before the midair jump would allow him to punish their air dodge with an NAir. Admittedly, it has a niche in that a foe who thinks to dodge a FAir in front of him will likely get UAired before they're dodging thanks to the wide, seemingly slow-ish sweep of Sceptile's tail on both moves, while a foe who "knows" to expect the UAir will likely eat a FAir instead as the multi-hit tail sweep would come out just barely late enough to catch them as their dodge ends. So those are both very good. And the FAir does do a hit all the way below Sceptile, too, so it has that for coverage although it is on the slow side. Same with UAir hitting behind Sceptile. Overall the duration of the tail sweeps sounds by the description like it's probably a bit similar to Rosalina's FAir, so despite the same frame data the tail sweeps last long enough to hit different points at very different times, excluding of course that 45° angle above and in front of Sceptile.
 

Munomario777

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The Blue Blur is back, and this time with a completely revamped moveset!
So, Sonic is known for being the fastest thing alive. And in Smash, that holds true. He has a lot of lightning-fast attacks (and just as many slow ones...), and he's fast in the air and on the ground. However, I think he can be even faster, and there's a lot of room for improvement on his original set, both in overall effectiveness and implementing speed and momentum-based mechanics. So I'm here to give Sonic the speed-filled, momentum-management-based moveset he deserves, and make him a true force to be reckoned with! (Hopefully.) As always, this set is designed specifically for Smash 4, and as Sonic is already in that game, some moves, animations, and such will, naturally, overlap. Anyway, without further ado, let's jump right into this set!



As you might expect, many of Sonic's stats line up with his SSB4 self. His weight, size, walk speed, jumping height, and most other stats remain unchanged, but there are quite a few differences. Firstly, Sonic's fast-fall speed is sped up quite a bit to be more in line with the speed that surges through his very being, and in this case, his moveset. He's still rather floaty normally, though. Also, as far as traction, dash speed, and air speed are concerned, Sonic operates on a momentum-based engine, just like in his games. Dashing, rather than accelerating Sonic to his top speed instantly, instead has him gradually accelerate. He starts at about Captain Falcon's dash speed, and within the span of a second and a half, he'll go from that speed to Sonic's dash speed in SSB4, and then accelerate that same amount again over another 1.5 seconds to far surpass what his SSB4 self could even dream of in terms of speed! (This is of course Sonic's top speed.) From now on, these will be referred to as dashing level 1, 2, and 3 respectively. Just like in the Sonic games, going downhill leads to faster acceleration, while uphill travel reduces your acceleration, although your top speed won't actually change.

However, this speed does come at a cost. Specifically, the faster Sonic is, the more trouble he'll have slowing down! He'll skid more and more depending on his current speed. This also applies to turning around. However, at his base speed, Sonic can stop or turn around very quickly, without skidding at all -- this is an advantage to moderating your speed. Sonic also has a long, Melee-esque initial dash animation -- that is, the period when you begin dashing where you can input a dash dance, moonwalk, etc. This means that dash dancing serves not only for mindgames, but now, it allows Sonic to build up speed on the spot and prepare for a head-on assault! (Dash dancing isn't affected by the skidding.) The long initial dash will apply no matter how fast you're going. Sonic's momentum from the ground will also carry over when he jumps. However, due to momentum-based mechanics, Sonic may have some trouble slowing down in midair at high speeds. His regular air speed is unchanged, though, and he can control himself just fine at these lower velocities. These unique attributes make a focus of Sonic's playstyle not only gaining speed, but managing it, controlling it, and knowing when to go fast and when to go... less fast.



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1WT+z+z/J6GjJQlsr6ZZx+6+67eBY6qlwUAoBQEViuOIgvpl2Ds6xofQsbt8ARU/M2+p26NWV+fcv6cW1x0X57FY1xzPF1KfCVLfNiKc1HdLwf5NucqLWHc197HscyREXBQjx7eD/905mP8vB+hrztT+D74+pGcZ54iw4UsVs33G7YqPEhQBb81/KsONKOrfdb33ElOOIqO0Ypdt/DLzK3xb9oim4jJ2BBJIBv0Aj208XPodq1daMNEvPz+yJY4KpU+pt9WS8Pu2RmB5wwxeMSo92zEu9mCMt9QoFhe26gHUXqnWlXqt7Mr9RchhoUV9NjNxDi8TEZu0y7rJ9zwcENmX16VWjTrQd1LPhf2i5zalG7hlxt7ZY+HTZoYpWPeWT95bqRngLgDQA9tG5tpq1dWc5V6HZ78mcOFKFDESS3592vmu0n64h1Cu8xcm4bGauCj/fSwPxuCD0qzQxdSjlHTgaTpqep85W5TXAoypNKSWzBs2XLoBbKO6RpfvA6mpamOnOV7I05iNiwji0kIPajOo/xFFiPfTw/EvyAqWlVhUy0ZBOk45mlPje1s1wQdRY3FulquqNilJtmKtjBybg3IUzzqJkZY1a8pJUq4DHRCGJIbTcC1z5CpHJE7mrZFy5n46AGgiPeOjsPsDqoP3v0+VWcJhXVld/SRxiVJRbQV31kSn2sg+UBkhF2ArWWhFWdoNlgqkeRPoGvhWAiawqdhigqNdZbBCf81A0kJPQXAljJ6goK5dR3anJa5P33M79GPyOlF3cfmj7711M6Bhpw6K42YAj4j9a5s4OEnF7jp05qpBTW8y1qbigI/js2WE32JAb3b3f/AHQ1TUPqvwTfp4lfE5w2eLS7G8/C5zbBcbLOHsrO2rMSRe/2VIUkIuwBsLDS971zq6nOTTlZcPXrO3QoPYvGN+nLwIzmfm3FRt+6jyoN2y5hbTc28fStYYaNuL67G7hJP57rqzK1iOa8TKSS4W9vZstiPA7j0vatlsx0X3NlRT1Zo4/jEs5Bkcsdrkiw+AsBWN1kiSEFHQ0pJDYnNt8LVlLOxs5ZXRauBckYmYpJIexQ63BIkItoQPs/G3pR1adJ63fBFedRzVku8suJ5cjUZFaQEaBy+Y/EHun5Cq7xl5XcV4kkOcUUozfhbyJbk6H9y2HbvyQF1YbCZZQG0F9M0YZddmjvqLV3MNUhOndaPw/w/BnncdTnGspb1p09Hak7dKJ/h0+mRjdlAIb/ADEPsP66EN4MreVcrF0HTnc6OHrKpBNG5VQsCgFARE/AluWhdoSTchbMjE7ko2g117tr1cp42cVZ5kE8PCWZrnB4gXtPC1unYtf6S1O8fFK7i+8iWDu9SH4wuNZcsbxW+1lDRsfRiWt9PUVvQ5Tw21+onYkfJ1RZqzKe0TRnI8bRtuFbqOpUi4YeYJ3r12ExNGtD9JlWUXF2Yq2YFAfBQHpGsb1hrI1nHai0WFGuAR1qi1Z2PITi4ycXuPtDU+YiVspK3LKAya/bjYSIPQsoHoTVfEU1Kmy7gKzhXjffkdN4DiA6HL7JIkT3JVEg+rMPhXFrZ7Mujyy9Dv0PlcocHddTz87kpUBZFARHNGJWOHO4uFNyPvAKxYDzKhredqnor6ur34kFfWKWu0vz4XKNwblGKONBIWdgBs7Kq26DKQTba5330rkV8Xeb2Eut5nbhKpsKLe7RZG5jOBYVx2Tj2tlMrgm2twM2utRRxNVZryRlu+Tb7ynj9nDnEP31WDdTqzHwUjS1vWp3i4W2ms+G4wtpKyJCD9msQFnlY9e6oU+lyTpWrxtvpijObWpO4blHCIVbsQzLsWJbbbQm30qCWJqPeLcSWmxKr1+AqA3UWyJmkzEmtSZKxscqYYmdpgO7I0aIfvCESmR/dvIEv416DAQcKEtr3e1vK5weUailWhGOt/JO/p2lh43wwg9rHoQS3uk+1oNSjWGYDqAw1Gs2VaOxLXd74rc+wgV6E9uP0vVcOlfddvG+rg8er6HuuPaU9L7WPUHoRoa41WnKlLZkdenJVI7UczcqMyQknG2DsBHdFYrmzG+YWv3Qp08/KrEaUWvmlYbM2rxVzBi8c8i2yv6aRpbrma5c/AAeNTQVCnm8zR0K88tCuY1mAMgKoyAmPs0C6/ZF92udLaA32rMsU6r2bZFiHJ8KUXKTbZZUNwL76XrjPUuLQhucFX+zEturKUPUOWA09QSD5GuryNVqQxUVHeVMbCLp7T1RUa+hnGPgoYFZAoZJHhuKt3T8Kgqw3o4/KOEcnzkO0k6rnEANYavkZTs7ou/IzjsYgOkRi/8ATzPGPowrg1V8jXCXmvwerg0621/KK8H/ANi01VLIoCB5zwLTYcquhOYC+wZo2VCfLMV+dWKD+pdHk0/Ir18pQluT8015tFXwmPNrj0IPRhoVI6EHQ15ypBwk4s9FHZnFNHzDYGLFSyiaNWJZLEjVVyixU7jvZiLbGuzgZfoZdJycYnGsbqu2HdoJSzFNUc7vEb5SfxCxU+l+tc3F0lCV1oy7h5OpHpQfiPgKqXLOwa0uLZuulDdRRpT4hVtmOp2AuWY+AUak+lb06c5u0VcxOcYK8mbnDeFSYixdSqEuvZ5srMYzlYSN9hb/AGVux8ta62GwMY/PUelun/PkcnFY+V1Cms32e+zMvPD8CIx0LWC6CwVRsiL9lR4VbqVNrJZL3r0lOnS2XtSd5Pf9lwRt1ETFT45DAWVg2UXIzghcpO/Zk+3rugDAnwO9mdNTpuNXXdx7fs8n1oq0qsoVL0M1v4LqfmlddT1iRxd4jY55F6OsUi/NGFx8L/CuJVoKD+Sa6m0d+nPnF80WulI15pw7l4ZEDNYujDRiBa9rhlawAO+21aKo0rTi+smhHZfyvsMEsOJfQ9ko8QzN9Mov86w6tPp7rfcmUprRLv8AwZsLwpVIZyXYbE6BfdXYepufOop121aOSGy27ydz7xDjUEP95Kinwvdj6KNTSlh6tV/JFs1nWhD6mVHjfH/7SQERuzU3FxbMdsxv0HQa7167kfkv4b9WavLdwXbx6jlYrE878sdPMj1jJ9o/lG3x8a9Cot/UUb5mStzYVkGOUsPZAPkdPrWk9pfSDfk4XOkazGJjGwuJE76jxzW1W1rHMBaqlPlCjN7Ldn0hxuj7heIGwsQR8/kasOmnmjmV+T4Td0bQ4iPD61pzRTfJkuJeuQpLonkZx/H2Mv8AU/OvP4qNnUXSvudSnFxlTT3Rkv8Aj6F0qgXRQHmRAwIIuCLEHqDuKym07oxKKkrPQq3FuVQWMilr21ZGCyWA63BSWwFhmGa3WppKjXVpqz8PVdmXQQQlXw+cHtR4b/z259LKxHI+FxAE0inMcgIXLmUnNDLctYjXKbbFrVrQoRpJqN+rgT1qzq2b7GXHGwQ4sJnYpImzC17G2ZbkWsbD4gVHUoqStJXRmlWcXdMxy8nxkd2aZT4hkP0K2qD4el/Hz9Sf4mrx8iDxfLksbASysyHQNGAg9HGrKfMGx8q3pYShw7zWpjKtsmbGCwEcWqIATu2pY+rHU1dUUlZFKU5Sd2zYWIiGXFZmydq7vGT3GiUhHZRa6vZGcEEa2qNScZZEsoRnHZkWPhOLDoozBmA18SLkBvQ2vfalaFpXSyZHQneOzJ/MtePX2kZx3HszCKO2pIsdmIALFra9mgIuB7TMq3GtZvGjDbeu7o/L3cNeBrsvEVNhfStel8Opb+Ly4p63+jRuCS5Fi7WLN5abL+EWA8K41etOrvsuB2qEY0txrvgmHS/pVJ02i6q0Wa0+DDCzoCPNb/rROUdDa8JEVxHgUci2S8bD2WQldfMAi4/60qxQxcqU9qSUlwauaVKEZxssuopeIRhmVr51uCpZj3gPM7HQ+hr3mFhha1JVacFn0I4dSVSMnGTfeWFeUIGVHjdwbXVhlIII6i2oO+lq8tLlvFU6zulk9LHShgqcoJp6kRxDhssGsi3T/MS5H5huv1HnXocDy5QxHyz+WXToU62EnTz1Rqq19RqK7V7lVn2gPlZDyJqHBIF1Fz1vVSVSTZ5utjq0puzsiz8oy5WyBmVQV2PSTubG4IDCPcH+9auRiY2nJWvdX7tfC/cX6FaVWEajdmnsu3Tp0a272SHMPJ0Mt3K9m+/bQrv5yRdfUa+lQ4fEzg/032PTsf8AjtOhKcofWrrivuvS/YUDi3BpsMR2gDRt7EyG8b+Gv2T5H4E12qGNhVezLKXBm1047UXdcS9fs+a6Dycj/wBtBXGxn11OtebNP3w7S8VziyKAUAoCH4py+k0bRnVDrkdVdQfK4zL+VhbpU6rK/wAyv06P08CtzEo/05W6NV69zIE4GfDjK37xRopLANboA5srH3sh97epbKWcM/Pu9Lmu3bKotl+D7fs7GeHjBjIVi0ZOyyKVv7t9G/KTUeypEnzRNnF8QaQAGwG+nWsxgomJTbI2EPiGMcHTR5fsx+IB2aTyG3W3XMpKOpmMLlkx/Cs2EbDREIDH2akgsALZdRcE6edV1LO7JyncExqYTFTRM6hVKuBoijtYyHVLmwBkiVst/tE1aupRcW7X+34bK04yvGpFXtdPqa9Uia4ct3kY62IjBGxsA8hHrJI9/dFc3lCpeVl73LwLuCp7FNX139bzfib9c4uigFAR3EMPbvD41DUjbMtUal8mUnmfB/vUdR7alW9V1X42LfIV6T/xzEtOVJ6ar7nN5X2aezVfV6GDgvHXwptlEkf3DoVvvkP9D8xXVx/I9PEPnIZS8yvQxMoxtfIuPDeJYfFr+7JVjcZWGU3G4sdGt+EmvJ4nAVKUmpLTgdGlirkHxTleJmYxns3vqU1Un8S7fKx86kwvKuJwjSvdcH9iSeGpVldZMqmKw7xSGOQAMLHTZlN7MPkdOlq9ryfj6eMp7ccnvXA5dak6UtlmMVfInoWKNrgHyqi8meQqR2ZtElwMntQBuwdB5EoXU/xQrVHF2i4z6Tocn3lCpTW9XXX7sdMw8udVYbMAfmL1xZx2ZNcD0EJbcVJb0aGO4SGDZAvf9uNheOQHfMvQ/iGvjepo1rpKea3PevfB+BBKg4vbpOz3rc+vg+ldtzW5e4MMP3VQogzkAvnJZyt9beyoQKL6+NKs0087t/YzBTlNSkrJLjfX/HiTlVywKAUAoBQHwi+9BqRfEMGiLcDuZlDobFMhYBjlOgAvfS21WYTdR7Ms3Z2e+/37SpUgqKU4ZK6ut1r8N1uixzeLD4dbR4hjAyMymNmMXaWc5Te4zKRY6GxvrW6d9CWV7lv4VxhSgSF48iWWyZbLpoO7tpWjgjG1ImsRxJVWynM1t/DzqJQbeZu5pLIpPC+IoZ8Q+Ze+wUKSLska5b2PQsX+Fq5/KE5qaSWSOngaUXTz1Jvl0DsTYADtJtALAXmc7ehFRVntbL6EEtltdJJ1CbCgFAY8St1PpWJZo3g7SRTOYv8AB/2h/wDie9dDkL/3L6mUv/IbfBvrRFQ8FmxLsMPHmA9piQqqbXtc7nXoDXrp46nRylqcbk7blSTZL8N4HPGHwkqxEO3asVkLdiCiKGsYx+8und1Fjc62seJjcZBt1Etbe/U6VOk5SWehMcTkjhQAeygt1JYk6DxZiT6kmvNz2q1Sy1Z2qNqdO70Oc43EPJK7SAq98pQixjA2Qg9db+d/C1e95Jw1OhQSg7t6vpORWqurO7MVdQiJbhk9xl6j9Kq1o2dzz/KWHcJ84tGTXCJMs0Z8JIvrMin6MfnXOxyvSNeS3avboZ0fg/8AcoPAFf4SV/pXIxH9Rvt78zuYX+lFcMu7I3ahLAoBQCgFAKAUAoD4RfQ00DVyJ4jwaNkICEqQVdATqjAjuqTYEGx08DVhVpTyk+p9PXqVXQVNqVNdaT3dCvbIr68OnTRcrfi7GcM1hYFhltf41Ik3rb/cvUw6kP7v9svQzw8Ank/vHIHgAIwR6KzOf4krDlCOrv1er9GFzkvpjbpl6L7tEy3AEKBCSbAAAqjLYCwAQqVCjbQfGtOfV/pVve/U2+Hks1N34/jS3V3kPwqJYneMKEDASqo0ANhHKqj8Lpc/7QVSx9OzutF5aou4Kq5wvLXf1rJ+JJ1zS6KAUBjxDWU+lYk8jeCvJFH4orz4qOGO10RpHY6hMxCrp1OjWFdPkf8ATUqtuhfco8tRVZRpN5Xu/sWTlfhkgwuKiXtEYu3ZPIpUluzUhrWGmfw00q5VntTuypSgoRUVoMDilEVwSZGJMub2hLs+fzBFrbWAtpauLi5yU3tdh18NSUlloQkEjyzRyg/uwzJFce1IysFm9A1lX3mPhXRwGGVJKdRZu3cU+UcQ6ilTpu1k7PpJjmjlePERrKpynKCkmpKAi4D9XiPXqtyRpt1KFecKjt9XDdL88OPXrzIy5qKks4Ndbj+OPDq05ticO8TtHKuWRdxuLHZlP2lPQ/10rv0MRGtHaiWzyjkG43qZq+TNJwjOOzInODY/NLGpGpkh1/8AERVzMfT2aLZQoYHma6nF5HWODf3Q96Q/OVjXCxH9TsXki3hP6XbL/kzeqAsigFAKAUAoBQCgFAKAUAoBQFZ5kwjr34rZw2eK5sC5FnhY9FkA0PRgDvarGyq0LPdr1cezyKynzFXP6ZPuf58+tGLg3F48SmaM2I0dG0eNhoVdehBB+Vcevh50ZWlpufE68KikjfqA3PDygbmsOSRsot6FZ5j5kjiBBOZ7XEY1J8z4DzqWhhauJlaCy3vcjedWnh43lrw3kfhOFS4f/WpSTKdZkH2Y2AuoHVlsp/KQL7nuwUYxUI6L3ftOHOTnNylq/dkW6PijlRZ7i2hFtR01rGwjXbkQvFcDDIbyNkZu7mD5GfyOve+N6ShGWqvY2hVnD6We4GTtMPErhisisQMuiR3YsQugAsPmPGsyvZmIZO7Ljwdf3Ed/uDTwBG3yqPEP9WVuJjCL9CF+CK5zbyykia91RfJIBc4cnoR9qAndfs7i3S3hsRLa2o/V/wAvz59esT/9M/7P+P8A18urTmOMwrwyNFKuV13G4IOzKeqnof63FegoYiNaO1Ht6C0b/Ky3xcIO2dT/AAHtf+Gaq8pv9G3Fhu2Z2ThC2hjvvlUn1Iuf1rz1d3qy6yPCpqjG/BG3UJOKAUAoBQCgFAKAUAoBQCgFAeJogylWAIIsQeorMZOLutTWUVOLjJXTOb868ttC39phcq43YGxZRqwc9WVQTm+0EswJsa6NKrTqRtON1vXXvXDpRWg50ZKDd1+17+Nnx6H39MJPzLjIhZ3jI+86a+H2WA+lbz5DwsvmUml2FnD8pc4vl8jSn4ziptO0Y/hhQ3Pyu3yNZp8k8n0neUr9b9Cw8ZVkrLLqRs8pcN/1xRLEy5FeWzqVLSKEKFg2ptnza+AqbF1qXMqFHS9nYquXzO+pfJDeuciIixhXiJ7AqVvrExsAT9xgCV9CCPSsi/Ex4mGWWwMUS2vZnPaWvvZQBfbxFBkje5EwqBOwdQGQuJABYSSF+0ZiBupWRCF2Go1tSUnGO1HW/crZW8fA1klOooy+lrJbrp5347rLrLxVMtnwigKfzXywsqBbhQv9zJ/ksf8ADbxhbT3Tbyt0MPiZKW3H6t6/kvXz69acV8O7fs3f2/8AXhw6tKVythHGKaN1KuiyKwO6O2SFfn25IPUC9X8ViI1ebcdNe7P7G2K/pSXHL/dkdlUWFh0rgN3LKVlY+0MigFAKAUAoBQCgFAKAUAoBQCgI/jsIaF7i4XvW8QurD4rcfGpsO/nS45d5XxWVNyX7c+71WRyfjWEKgrfvISubrdTYN6myv+YV3cJJVKezLqZzY2o4tpaSzRbOEcfikjV2Ylm1YN/aQEbZlzKpWwa406VzJvZey1a2WSj+GW3Qldu97u+cpL1Xga3FZlRosWhVo43yOVcOOzYNoSNbrmkUAgG7J4VpNqWSeb6LZr19TejGUbqSyWmd8n6PwsZePxumVoz3gyp5MkjBc1utrhh6W61rF3JLZ2Zr47hipGXjLRuouXUjM4GrBrghiRfUjQm9ZuEzziMM0TR9nLIqu2RszdoQSpKsC97G4tbbWgMODhMDSEyOzqyGRix/eRtoHtsrr3rFQPZ8CRWdprNGJRU1sv8Aw+g6NwycvEjN7VrN7wNj9Qar1oKE2lob4ebnSUpa7+tZM2qiJj4ygggi4OhB6isp2zRhpNWZFQ8FVZu0AX7IzZe+VTNkRmvqqlyR128KndZNPLN93T3leNCSaV/lWa49CvwXfoS1VyyKAUAoBQCgFAKAUAoBQCgFAKAUBUeOYyXEdyE5VsGLWB7NCTlkIOjO1iVU6ADMb6CriSpfLv3+i+77EU1+sucf07lx6X9l2vPSqcQwCxEBblJBfMWLFpALMxY6szLlN/8AszVzB1LTsVOUItxVVaxZq8t8TXDvJFIdG76DclhYMqjqT3SAPOpMfT+ZTW8uU5qpBSRJY7DmcCPKEnYZnddOyTMSoa2jNoAAdLgnpXPJE7GzwbikJiWHFuImj7qs18rKrd0ZujIRl13Cg9aOnNfNFXTNVOMpbLea8SUkbD4krDh8QkhY3kysGCxjVtup0W34r9KjvKP1Il5szcR4UWxEEIYWuZWNtlQWGnjnZfkfCiqK1zHNkfxHBr2uITtAWYQwoBuzFmZ9PwpIGJ6Cm22tDKhYuXCEtCnmM38RLf1rWu71H70yNMMrUo9/fmblQk4oBQCgFAKAUAoBQCgFAKAUAoBQCgFAYMchaN1XcqwHqVIFb0mlNN6XRHWi5U5JatMieXp0zSps7MZBfTPGQFUj3bdmR0K67itqsWpZinKMoJx0MeI5Owz6ESBb5ggmkCg+QB0Gp0FYVWa0NnCLyaNfGcFgw9uyhVSd2tdifNzcn51JGcp5ydyKUVFWirI0eA8NaTCmWMqZnLlg3SQXGU+6Rlt4LWZTSdmZ2LogOK8NxBdicOwzAXAdLZrWJFyNCAvy86uYbEqn1FPEYeU5RnF2a8jV4Ry5LnJlCrGSpy6MxZb2II9jwJBuQOlZxVeFWSlFFpOyJPDmVJnaGWcxLZZAHVmYj7MbyKxsovpe12OoINU5RTRvGdtS0cv8OhdSwHtAMwFv3iP3lZntnfMN8x1NxYVmc+bs4Lt39PQre2V4xdVyjVb6Y7rbulp9L45FlqoXRQCgFAKAUAoBQCgFAKAUAoBQCgFAKAUB5dwASSABuToBWUm3ZGG0ldnPuZmU4uAscschnyNmKHtMkGTKQQRcCU3G9quPRJ6pfd/gq0tJyWjll3L30li5elEMWWSaSRybkvmNvwrck5R5kmq84NvJE6mj3xXHK4AXpretoQaNZyT0KzAJlxbdhIsRIhLhtUdS7h2ZbatlAAIIO1zbSt5JNZiDsdBOo6GqpKVSW9zfe+tWloVmV/jOJjwcZEYyvKxsBrqxu72O1rk+ZI8ay3ZXZPQozrz2Yli5W43hypEZ7gCKPGJEUKquOg37wutydRWJQ24pR1W7jfh6a9ZDLaw9WXOrJ7+Ftz4b89OotZYWvcW8aqlkxPikFrsNSVGvUGxHz09dKzZgwYXiSSSvGoPdAOa1lY5mVgp6lSBfp3h51lxsrmLm7WpkUAoBQCgFAKAUAoBQCgFAKAUBpcS4kkKksRoLm5ACj7zMdFXz+VzUkKblm9PenEinV2XsrN8PXgvauVPC8Uk4hIywyJGEOryC7jziw7beUklzcaLapXUUVaPvrf2QeGldSq5vdwXUvu/AnE5UwpVhLEJ2b23m/eO/qzbDXQCwHQCodt7iUrHMnLk+FUy4SaUxLq8RPaGMdWQuCSo+7uOnhWXUlbLUmoQoSls1ck963FSbmfFDTPGfPs9f5rfSsxrXWh0Zcj0k8pMjjj5u07btW7QaBtNAfs5bZcu2lulOcdyf/TaGxsW7d5NcP54nC2dFcXIurMmxI2sQfpWznHec98lSavCXeZZedZPswL6tIf0Cf1rPORMR5IqfukiOw2CxGPkMjEAeyXIOVQPsot9T46/HpWLOeuhK6tLAx2IfNLf7+xLw8ujDm6SSdqCrRMGy3LGzrYadCTe4sddAalSRy6mJqVFaWhIYTj+Jt2LBAHDKAguJDsApuVRzqSt7a6AGsyUZZy7/AF49epXinD6NOHpw6tOomOD8NklTs1YJHdu0IXM2Y3zIS2xBJJFjZiTvaoZ/K8yWDUldFnwHC0iAAzG17Fmv7Ru2g01Op031qJybJLG9WpkUAoBQCgFAKAUAoBQCgFAKAjeL8UESnWxFsxtfLfRQB9p22Cjf9ZoQVtqWnn+OLIZzk5bENd74fngjmvHOJPKb2OXNodwG6nNs8lt22Gy2GrVq+Icslp70PRcmclwpfNU+rWz1637siHViCGUlWU3VlNip8QarRk4u6OzVpQqx2Zq6On8mcx/2pCklhNHbNbQOp2cfoR0PkRVuMlJXR5TF4V4epsvTcydxWJVB3vl41vGLZTckjiHMuBEOJdVFo3/eRjwBOqj0P0IracbZnd5MxLqU9l6ryI2ozpGxwn+79Gb+Y1BX+vuJML/T7X5knw/h/wDaJo4RvI1r+C2JY/BQfjataSbkaY6sqNFy37jpsvAhEgEI7iiwXwA/WuhGpfU8ZOLvcgeM8UTDpmfUnRVG7HwH9TUlxRozqz2IlB4lxWWc3drKCCI10UWNxcfa+P0qGVR7j0NDk2jBfMrsu/J3NJciNz+80Auf70DZGJ+391jv7La2J2jJSWzL/H44rtRyMdgZ4eXOU8159HXwe/R9HQoJg6hl2P8A1YjoRtaopRcXZkEJqcVJGStTYUAoBQCgFAKAUAoBQCgFAafEsZ2a6EBiCbnZFX2nb8I+pIHWpacE/mlovdu0hq1GrRh9T06OLfQvPI5ZzDx8SPlUtlF7X3F/aZv+0Yb/AHQcot3qjxE5S099C6Dvck4GNNKpPsv5v39jUxHFGkjWO4CKbhR961r/APXiapO9rHchSgpue9mmXA3NYUW9CVtIycK4wcPiI5VOzZW80fRvhs35RVqhBp57zl8pxVSg7arM6LLKWNyaupWPIN3Kjz9D3YX8HKn0ZSf1QVrP6TpclT2a9uKKjUB6U9cNlAd0uNe+Bf4H+h+NRV43Sl2GcPJKcocc/X30l1/Z8gONF/sxSMPW6L+jGtaG8pcsv9OK6fsdQqY88cP5nxpxM7zfZuVjHQIDYH81sx9QOlYdS8tngeiwOFVKip75Z+hEVktn1GINxuKynY1nBTi4y0Z1fkrj/bIMx72iye8dEk/NbK34gDbvVP8AXDpXlvXZu6DyWIovC12n9L89z7dH024suNVzYUAoBQCgFAKAUAoBQCgFAUDnzHSLCSiue0kdXdQSI0iYqiG21zdtdL3qxUukorcl4q9/sZ5NhTnVlUqve/8A8uyX3fWczziodl8D0/xFL+S70fQb7X+RpsPgPiaX813oyJh3O0cre7FI36LTZZr8VR/kjaTgGKkUhcNPqLaxsn1e1ZSsyGpjaFmmzoMLTWUdmiNYXEkyA7a2Eecn5VZs3mk+48o5007OS6t4xnLUmKXLKxC3BtFFlII/HMRceiVh20bXffyJaNd05KdNNvqt52M+C/Z9AvtIp8e0Zpb/AJe6g/hNabdOOl34er8UTTxOMq6yt1Z+i8GbvEeVkaPs+zR4wbqFCxSRt4oyAL8CB5mm1TnlLLxXbv7fAghLE0JbcJbXcn2PR9TS6yv8G4TJg8WsikyoA6shXJMqkD7B0kAIBunwFafDOF2tO9d+7tL9XlVYqCpzVpLjk+77q6LzhuIRzK3ZuCQLFdmU22ZT3lPkRUdmiucRjjtGFO6gA+q6H6iqryqPrPZ0mpUYtcEaRqyRHysmCw8O44q4hHyBEKBJAoABW1mIt1sA3iSi1tSk4yOZyjhI1KD6L9z9Nx2Dh85dNTdl7reZHX0Isw8iKzVioyy0ea99B5+hNyj82qyfWvXXtNmoyYUAoBQCgFAKAUAoBQCgNWXh6MS3eUncq7LfzIBsT61LGtJK2q6UmQSw8G9rNPobXkYxw0f5kv8AHf8AUVnnv7V3GPh/7pd59/0cP8yX+Mj9Kc9/au4fD/3S7x/oxOpkP/fSf0anPy3Jdy9DHwsHq5f7pep9HC4usan3u9/NenxFTj3ZeRt8LR3xT68/M2Y4wosoAHkLVE5N6sljFRySPdYNhQCgMc8CuLOoYeYvW0Zyi7xdjSdOM1aSuRuM4Ej2NzceyTclfdcESD4NapOdT+pd2X48DRUpR+iXY816+JUeK8hvdmika7EsQ1pBc6nUZWFyfx71pKlTm7p2fvrXkdHD8q16EdiUbro9r7lSxnK+KjNuzD+44v8AwSZX+QNb8zJK/vwui7T5Zw83aWT6fd/AjZ8FKntwyr70TgfPLao9ll2OLoy/cjXEwB3sRTZZvz1KWW0u87ByJje0iXW/dKHrrEwUG/UlHjv7tTTzp34Pz/KfeeSlHm8Q4revJ28U13FrquSigFAKAUAoBQCgFAKAUAoBQCgFAKAUAoBQCgFAKAUB5kQMLEAjwIvWU2s0YcVJWaNc8Oj6Ll9xmT+UipOenvd+uz8yH4enuVupteVjyeHjo8g/Pf8AmvTneKXd6DmOEn3387nvDYMIS12Zjpdjc23sLaAegrE6jkrWsug2hRUXtXbfFmzUZKKAUAoBQH//2Q==

Note:
Any animations not mentioned/shown here are identical to their SSB4 appearance.

Walking/Running:

Dashing Level One:

Dashing Level Two:

Dashing Level Three:

(By the way, if you run off a ledge, Sonic will stay in the running animation instead of doing a little somersault like other fighters do. It's purely for visual effect, but a neat callback to the classic games regardless.)

Crawling:
Sonic curls into a ball, slowly rolling along the ground. This won't damage opponents of course, but it does lower Sonic's height. It's pretty much exactly like the maneuver showcased in this video. As a little bonus, this crawl allows Sonic to bypass any terrain hazards such as ice (but not things like lava), just like in the original game! Anyway, now back to your regularly scheduled gifs. :)
Jump:

Tumbling:

Prone:

(Sonic just doesn't care if he's knocked onto the ground. He's too cool to care.)

Spot Dodge:

(Sonic does this into the background, dodging attacks very quickly.)

Dodge Roll:

(Sonic does this into the background around the opponent; this is very quick, travels 2 SBB, and can be used while dashing seamlessly, with the dash continuing after the roll. Just press the shield button while dashing and you're good to go!)
Entrance Animation:

(Sonic rides in on the Tornado piloted by Tails, jumps off of the plane onto the battlefield, and enters a fighting stance.)

Up Taunt:
Sonic spins around and waves his finger, which can be extended by holding the button. In other words, it's Sonic's up taunt from P:M.
Side Taunt:
Sonic's side taunt from Brawl makes a glorious return. You can cancel this into a dash, referencing the Super Peel-Out technique from Sonic CD, and the sound clip will continue to play. It's almost like taunt canceling from Smash 64! Plus, both iconic voice clips return; press left for "you're too slow!", or right for "Sonic speed!"
Down Taunt:
Sonic holds up his right hand, tugs on his glove as if to tighten it, and says, "Ready when you are!" In fact, the pose is similar to the one in the "stats" header for this moveset!
Death Animation:
Similarly to Mega Man's death animation, Sonic disappears as a pile of Rings flies out from the screen border.
Victory Pose:
This.

By the by, a lot of moves will have their own little GIF animations. Some of them have been slowed down a bit, however -- Sonic is "too fast for the naked eye."



There's more to Sonic's speed than just speed, though. He also has a special speed-related mechanic known as "boost mode". When Sonic enters the third stage of dashing speed, he flashes blue for a split second, and then he gains a trail of blue afterimages that follow him as he moves. This signifies Sonic entering a state known as "boost mode", which gives Sonic several perks. Firstly, Sonic can reach the third stage of dashing without accelerating if he, say, jumps in the air and lands on the ground again, whereas he would normally lose his speed. Sonic also gains more control over his aerial speed in boost mode, being able to accelerate to higher speeds (about twice his normal "feasible" air speed -- that is, the speed he can reach in midair from a standstill without running and jumping or using any moves) and decelerate from high speeds more easily. Also, his jump height is increased to about 1.25x the norm, as is his falling speed.

However, while boost mode is a valuable asset to Sonic, he can lose it quite easily. He'll lose it when he gets hit by an attack, when he comes to a standstill for more than half of a second on the ground (although he can stop in the air with no problems, and attack animations don't count), or when he uses certain moves. It's a fragile state to try and keep to be sure, but there are also multiple ways to gain boost mode. Aside from dashing (and potentially "dash dancing" to gain boost mode from a standstill), Sonic can also gain boost mode by using certain moves, keeping a combo going for five or more hits (it doesn't have to be a true combo), or by getting knocked back by opponents with enough force (generally enough to create the "colored trail" effect). That last method is an interesting one, as Sonic can enter boost mode easily while getting knocked offstage using this method, aiding his recovery greatly.

There are a couple of other perks to boost mode as well. If he lands a grounded attack, Sonic can cancel the ending lag into a dash by simply tapping the control stick sideways, just like you would dash normally, opening up a lot of combo and follow-up opportunities as well as allowing Sonic to retain boost mode after a ground attack. However, if you whiff a move, you'll still have to suffer the ending lag. Boost mode also gives Sonic the uncanny ability to run up walls! He can do this on any wall up to 90 degrees in angle (so he can't do it on the bottom of Battlefield, but he can do it on the sides of Mushroom Kingdom U), and if it's a gentle slope (any slope up to 45 degrees in angle from Sonic's current angle), all of Sonic's speed is maintained. However, if it's too steep, Sonic will only start at Ganon's dash speed. He'll decelerate the more he climbs the wall, and he'll eventually fall, although he can hit the special button once per climb to use a spin dash to get a small boost upwards, and he can wall jump off of the wall whenever he wants. This aids recovery and overall mobility, giving Sonic unique movement options to out maneuver his opponents.

So, to recap. Boost mode is obtained by going fast, whether it be by running, getting launched, or using speed boosting attacks. You can use it to increase your speed, attack power, climb walls, and improve your flow and combo abilities, but it can be lost easily. As you can see, boost mode makes Sonic's speed not just a high ground speed stat like it is in Smash 4, but rather a unique ability that's tied deeply into his moveset and is crucial to mastering Sonic's playstyle. Now onto the specials.





Flying Kick: Michael Bay Edition
After a brief period of startup similar to that of his SSB4 down aerial, Sonic thrusts his foot forwards and flies through the air at high speeds towards the nearest opponent. The range of this homing is similar to Homing Attack in SSB4, but unlike that move, the Flying Kick has a straight trajectory, although it won't follow opponents if they move, like Palutena's Autoreticle. Speaking of reticles, there's also one here; when you lock onto an opponent, a red circle with a dot in the center is created on top of them, like a targeting reticle. When Sonic reaches his target, he'll kick them, do a neat trick, and bounce off like in the gif above (see Up Special for all possible tricks). If Sonic misses his target due to them moving or something, he'll just do this to the air, which isn't really logical or anything, but whatever. The kick deals
10% of damage and can KO at around 90%. This amount of knockback is great for someone like Sonic, who normally has to rack of a lot of damage to KO. There's another neat bonus to the move if you use it while you have boost mode active; you can input an aerial attack during the travel time to cancel it into that aerial, allowing for a plethora of approach and follow-up options. It's similar to the Pursuit Attacks from Sonic Battle in that regard.

So, now that you know what this move is, let's learn how to use it, shall we? First things first, this move is a great approaching option. Its high speed and power make it great for both chasing and getting up close and personal. You can also use it as a powerful finishing attack for combos, and it conveniently has a built-in victory taunt! However, this flair can also work against Sonic, as if he hits a shield or even the air, he'll still perform the trick animation, leaving him wide open! Make sure to use this move wisely.
Neutral Custom 1 - Homing Attack

Hey look, it's the Homing Attack again! While the Brawl/SSB4 version of this move is rather slow to start up, this version is much faster. Sonic will blast off towards an opponent near-instantly, dealing 5% of damage and moderate knockback. The homing and speed of the travel are the same as the normal version, but it's easier to hit due to the greatly reduced starting lag. Holding the button to charge the attack will add reticles to multiple targets. You don't need to hold it for long; it can lock onto any amount of targets in the shortest amount of time, although holding the button does extend the "searching" period during which new targets can be acquired. Once you release the button, Sonic will simply attack each target one after another. Using the attack without a target will send Sonic forwards a bit in midair, aiding recovery. You can only use this move once in midair, however. This move is easier to combo with, but has less kill potential; however, it does work wonders in free-for-alls if charged up.
Neutral Custom 2 - Light Speed Attack
This is a variation on the Homing Attack, with some interesting properties. When you press the button, Sonic will enter a Spin Dash of all things as glowing cyan orbs fly into him. The charge functions identically to something like Samus's Charge Shot, but it can be charged in the air as well, and it can't be stored until it's charged fully. When you do charge it fully (which takes two seconds), Sonic will say, "Ready..." and start glowing with a cyan aura surrounding him. Sonic will lose this aura if he gets hit. When you press the button again while you're close to an opponent (within about 1.5 SBB, significantly less than the other versions' homing range), Sonic will, after a decent amount of startup (during which he lets out a "GO!"), fly at them at light speed, dealing massive damage. Since light speed isn't exactly comprehensible by the human brain, Sonic simply seems to disappear in a streak of cyan light and reappear where the opponent is. Anyway, this attack will deal a whopping 20% of damage and KO at about 90%. Geez, that is powerful! However, as aforementioned, Sonic will lose the charge if he gets hit, and he has to be rather close to use this. Sonic is rather good at approaching due to his speed, but one mistake and your charge is gone! This custom truly is the definition of "risk versus reward".



Sonic curls into a ball and spins around rapidly while he's sent sort of backwards and upwards from the recoil (it's much less extreme than in the gif), creating a blade of wind energy about as tall as he is. It moves at around Ganon's non-dashing run speed (again, slower than in the gif), and it's rather thin despite its decent height. On the ground it's fired straight forwards, and in the air it's fired downwards at a 45 degree angle. No matter which way it's fired, though, this projectile will deal
10% of damage, moderate knockback that sends the opponents behind the projectile and above it, and most importantly, it has extremely high hitstun. Only one can be onscreen at once, though, and if the move is attempted while there is one, Sonic will just curl into a ball, not rebounding like he would normally.

The projectile's slow speed, Sonic's own high speed, and the projectile's high hitstun make this an amazing move to use to start combos from a distance, and the difference in speeds opens up a lot of interesting possibilities. For instance, try running in front of the projectile and throwing opponents into it, and then hitting them again on the rebound.
Aside from the grounded uses, though, the upwards knockback angle when it's fired in midair can also be a great way to start combos, and it can clear the way when you're recovering at a high angle as well (or aid recovery if you face away from the ledge). If you time it just right, it could also be used for a stage spike! Overall, this move is a great combo starter, approach tool, and complements Sonic's speed wonderfully, opening up tons of possible techniques and strategies. Nifty!
Side Custom 1 - Quick Wind
Need a rapid fire projectile? Why not try out the Quick Wind custom move? For this move, Sonic spins in ball form very briefly before creating a small, fast wind blade projectile. It travels at Charizard's dash speed, and is about half the size of the regular one. It'll deal only 5% of damage and moderate knockback to the foe, without the extra hitstun of the regular version. However, you can fire this version much more rapidly, with less recoil and lag than the regular version. That said, the reduced recoil does also remove some of the recovery potential of the regular version.
Side Custom 2 - Blue Tornado
For this version of the move, Sonic spins around in a circle with a diameter of about 2 SBB while in spinball form, creating a circle of blue wind energy with that same size. This lag is about the same as the regular version, except the wind is created at the end instead of the beginning. This version will deal the same 10%, moderate knockback, and high hitstun, but it's a stationary trap rather than a slow projectile. It'll disappear after ten seconds, and will disappear after it hits opponents three times. You can use this for some deadly combo setups, but its recovery potential is diminished, and it's easier to avoid since it's not moving. That said, you can still use this for combos and such.




Sonic is a bit of a show-off. And by that, I mean a lot of a show-off. For instance, when he goes off of certain ramps in games like Sonic Colors and Sonic Generations, he can perform midair tricks to score points, get boost energy, access higher areas, and most importantly, show off his mad stunting skillz. In Smash, though, he doesn't need a ramp to use these techniques, and he's adapted them into a unique recovery move!

When you first input Up Special, Sonic, barely undergoing any startup lag at all, gets a tiny boost upwards (sort of like a Jigglypuff jump in terms of how it "feels") as he does a forwards kick, accompanied by some yellow "shockwaves" of energy, green text saying "Good!", and an announcer saying the same thing. This is the first of Sonic's five "Trick Actions". They vary in size, height, poses, phrases, and damage dealt to opponents. Before getting into the finer details, I'd like to tell you what all five of them are like:

GOOD!
Sonic performs the aforementioned kick (first image) and gets propelled up about .5 SBB (at the apex of the "hop"), dealing 2% of damage to any opponents hit by it and knocking them upwards a bit.
GREAT!
Sonic performs a backflip kick (second image) and gets propelled up about .75 SBB, dealing 4% of damage to opponents and knocking them upwards a bit more than GOOD!.
AWESOME!
Sonic enters a pose as if he's doing a handstand with one hand, kicking upwards with his feet (third image) and is propelled up about 1 SBB, dealing 6% of damage and knocking opponents up a bit more than GREAT!.
OUTSTANDING!
Sonic puts his hand up in the air, thrusting it upwards to attack (fourth image) and gets propelled up about 1.25 SBB, and deals 8% of damage to opponents, knocking them up a bit more than AWESOME!.
AMAZING!!
Sonic enters the pose from Sonic Adventure's boxart, his body moving into the pose so quickly that it deals damage, (fifth image) and gets propelled up 1.5 SBB, dealing 10% of damage and amazing upwards knockback that can KO at about 65% (if you started the combo from the ground; using it at a higher height will obviously lead to earlier KOs). However, this powerful knockback is only present if you comboed into the move with the other four tricks; otherwise, it only deals moderate upwards knockback.

So, now that you know what each Trick Action is like, here's the rundown. Sonic can use this move five times per midair session, and of course, they're in the above order (the first one is GOOD!, the second is GREAT!, etc). You can space them out as far as you like, but you can't use the next jump until the animation finishes for the previous one (generally at the top of the jump). Speaking of the animation, the trick only lasts until the top of the jump, and Sonic only acts as a hitbox during that trick (his whole body will damage opponents, similarly to moves like Mario's nair). If you use these optimally, you can ascend a total of 5 SBB and deal a total of 30% if you hit with each trick.

So what's the catch? Well, as far as recovery goes, Sonic can't get these back by getting hit! This makes his recovery rather gimpable, similarly to characters like Jigglypuff. Sonic does have a few other options, however, such as his wall jump or the rebound from Side Special.
As for using it to attack, while each attack will generally knock the opponent up just far enough for the next hit to connect, it's very easy to DI out of! However, Sonic can also influence his own sideways direction a lot when using this move, allowing a Sonic player with enough reflexes and/or reading ability to land all five hits even if the opponent tries to escape! This is very challenging, of course, but with damage and knockback similar to a freakin' Warlock Punch, I don't need to tell you that this has a massive payoff. Of course, using only some of the tricks can also work if you want to extend combos and such with aerial attacks.

All in all, this Up Special is good for recovering, comboing, and finishing off opponents, but it's also very gimpable, and you'll need skill and reflexes to get all five hits in and get the KO! Trick Actions are truly a skill-based move, and one that's risky but rewarding to pull off, not only for its damage and knockback, but the satisfaction of killing people with fancy midair dance moves. What's not to love?
Up Custom 1 - Trick Mastery
So, landing a successful combo with the standard Trick Actions is rather tricky. This move, however, will do something rather simple to fix that; specifically, you can execute Trick Actions much more quickly, allowing you to more easily chain them into one another since the opponent doesn't have as much room to DI. The downsides? Firstly, the distance you travel upwards is cut to 3/5 of what it normally is (and that's if you time it just right at the top of each jump; using it earlier isn't optimal), and similarly, each hit deals only 1/3 of their original damage values. The final hit also won't KO until about 160%, and the tricks (and thus the hitbox) won't last as long. This custom sacrifices power and distance for more ease of use, which may be beneficial to a Sonic newbie.
Up Custom 2 - Amazing by Default
Getting gimped too much when recovering with Up Special? Maybe you're looking for a quicker way to get up to the top for combos and follow-ups, similarly to Sonic's Spring Jump from Brawl and SBB4? Well, you're in luck! For this custom move, rather than wasting his time with the other four Trick Actions, Sonic skips right to "AMAZING!!", which launches him up 5 SBB (as high as all five normal tricks combined). However, this time it'll only deal 12% of damage (as opposed to the 30% that you can potentially get from stringing all five hits together), and it won't KO until about 150%. While it's not quite as good for horizontal recovery since it's just one burst upwards, there is a perk to recovering with this move; it gets restored after you're hit! This reduces your gimpability and makes your recovery more direct, as well as allowing you to get quicker vertical follow-up attacks, but sacrifices power to achieve this.


Ah yes, you just can't have Sonic without his signature move, the Spin Dash! First things first, this move is similar to Sonic's old Down Special. You hold down, tap the special button a bunch of times to charge, and then release and go forwards at breakneck speeds! However, in Brawl and SSB4, Sonic has two variations of the Spin Dash technique, and they both had their own unique uses. So what gives? Well, don't worry, Sonic mains; they're both bundled into this one move! It's simple, really; mash the button to use the old Down Special, and hold it for Side Special! The mash dash can be mashed up to five times to gain more power (after that you're really just stalling), and each press adds 2.5% of power to the Spin Dash. Meanwhile, the holdy dash can be charged for the same amount of time as you're used to, and it will deal 4~11% depending on the charge. The "hop" for the holdy version is more akin to the Brawl incarnation as opposed to SSB4's which snaps you to the ground, making it better for recovery and such.

It's not just the basic functionality that's back, though; Sonic mains will be happy to hear that many of the nuances of these moves have been brought over, and even enhanced from their original Brawl and SSB4 forms! You can once again shield cancel the charge, but this now applies to both versions (as opposed to only Side Special in SSB4), and you can do it even after you've built up the maximum charge level! SSB4's "charge hopping", where you can hop around during the charge, is back as well, but you can now use it for both the holdy and mashy versions (in SSB4 it's only for Side Special), and you can even release the charge and activate the Spin Dash mid-hop now, rather than having to land first! Not only that, but the Spin Dash now charges while in midair after a hop -- before, the charging would "pause."

I know what you're thinking, though. "What about the spinshot?"
Don't worry. Sonic's staple spinshot technique makes a return as well, but with a neat enhancement. In midair, you can cancel either form of the Spin Dash with a jump, even if you don't have your double jump left! It's only about as high as a short hop, but it won't eat up your double jump either. This means that spinshot won't eat up your double jump, which when combined with the charge hopping feature, opens up a plethora of new options in combination with your favorite staple techniques! However, you can only jump out of a Spin Dash once per midair session unless you get hit.

That's not to say that there's nothing new here, however. Boost mode works rather well with this move, as you can now cancel the ending lag straight into a dash like you can any other move! Also, the hitbox on this move is constant, meaning that you'll always hit an opponent instead of sometimes rolling right past them for no good reason. Speaking of hitboxes, there's also one during the charge period, and its damage is equivalent to how much you've charged (in other words, how much damage you would deal while rolling if you released the button). All in all, with its tweaks, enhancements, additions, and the return of Sonic's classic techniques we all know and love, Spin Dash is a powerful tool for both mobility and offense in Sonic's arsenal that feels both familiar and fresh at the same time. Way past cool!
Down Custom 1 - Super Peel Out
Want more Dash, and less Spin in your Down Special? Well, you've come to the right place! With this custom, holding the Down Special will have Sonic enter the same pose as he does while dashing at top speed, but at a standstill. This won't damage opponents, and you'll have to hold the button rather than tapping it. The charge lasts for up to one second (although you can hold it indefinitely), and once you release it, Sonic will gain boost mode (when fully charged) and enter a dash. Charging for 1/3 of a second enters dashing level one, 2/3 of a second for level two, and a second or more for the full level three! This might not seem to be very useful, especially since it deals no damage, but the move's best use is in midair. Sonic will still rocket forwards at the same speeds, and even enter his dashing animation. The real kicker, though? This is the only way for Sonic to get boost mode in midair! This is a rather valuable technique for Sonic to have, since it allows him to both recover at high speeds and power up his attacks. However, this does sacrifice the mix-up and mindgame potential that the default option has.
Down Custom 2 - Skateboard
For the next custom Down Special, Sonic materializes a skateboard out of thin air! It appears underneath him, and during the charge, Sonic crouches down and transfers speed energy to the wheels, causing them to rev up not unlike he does during a Spin Dash. The charging period lasts for one second, and must be held, just like the Super Peel Out custom. Once you release the charge, the skateboard starts rolling forwards at a variable speed depending on the charge while Sonic is in an idle state. This means that he can use any of his standstill attacks while on the move! The speed varies from Ganon's walk to Charizard's dash depending on the charge, and this does have some limitations. Firstly, Sonic will lose his boost mode if he does this. Also, it can't be used at all in midair; if you try to do so, nothing will happen. Nevertheless, this is a great mobility tool with a lot of potential. Of course, Sonic can dismount from the board by jumping, and opponents can ride it. The board will deal no damage.



Jab - Double Upwards Kick

Sonic runs a lot, making for a great daily workout, specifically for his legs. So for the jab combo, he cuts out the punches and skips straight to the kicks, where he really excels. He'll upwards, alternating between his right and left legs. His right kick (which comes first) has barely any knockback like the first hits of most jab combos, and deals
4% of damage. This is then followed up by the left leg, which deals the same 4% of damage, but this one knocks opponents up into the air. The attack is quick both at the start and end, and the combo ends after two hits.

This jab is a bit different from most, as it knocks opponents upwards. You can take advantage of this knockback angle and its quick speed to start or continue combos, jumping up and delivering a swift aerial attack. If you've got boost mode, you can use the increased jump height to make this setup work at higher percentages as well -- dash canceling also helps out here. Sweet!

Forward Tilt - Spin Kick

Eek! A white image!
Sonic demonstrates some more fancy footwork in the Forward Tilt, where he extends one leg forwards and spins around once on the other. This quick kick will deal
9% of damage and moderate knockback as it knocks foes forwards; it won't KO until about 180% or so, as it has good base knockback, but low scaling. The attack is very quick, has a nice range, and can be repeated rather rapidly (although it won't combo into itself or anything). You can also angle it up or down, causing Sonic to jump up a bit or crouch down while spinning respectively, allowing the attack to cover a variety of angles.

You can use this attack to get opponents away from you if they're pressuring you, which is helpful due to its quick startup. If you're fast enough, you can even follow up with an attack to start a combo, but this is usually only possible with boost mode's dash canceling and instant acceleration. You can also use it like you would a down tilt if you angle it downwards, as this version sometimes trips opponents instead of knocking them back! Of course, this also has its own plethora of comboing options. Neato!

Up Tilt - Flip Kick

Sonic swiftly and nimbly does a backflip while kicking foes at all angles. This will deal
8% of damage and moderate knockback (it won't KO until about 180%), and it has extremely quick startup and ending lag (or lack thereof). As aforementioned, it covers a wide variety of angles, giving it a similarly wide variety of uses. For instance, you can use it as an anti-air move, attacking foes approaching from above. Or perhaps as a "get off me" move
if someone's near you in a way that makes you feel uncomfortable. You can even use it like you would the jab combo to start an aerial combo! This is a very versatile move, which is pretty neat if you ask me.

Down Tilt - Slide Attack

Sonic slides along the ground feet first, moving at rather high speeds. It's a lot like Mega Man's down tilt, but faster. The slide will deal
8% of damage and pop opponents up into the air, and this tilt is actually rather slow compared to Sonic's other attacks. The distance it covers, however, does make up for it. The slide kick will actually travel quite a bit farther if you have boost mode, and of course, you can cancel it right into a dash to maintain speed and momentum!

You can use this for short-range approaching purposes and to start combos like Sonic's up tilt and jab, although this one might be a bit trickier to combo out of since you can't actually cancel the slide, even with boost mode. That said, landing the hit at the end of the slide can help remedy this.


Dash Attack - Roll

Sonic curls up into a ball and, well, rolls along the ground. This is rather different from the SSB4 version, though. Rather than dealing multiple hits and having a fixed speed and distance, Sonic will roll along at a speed and distance that depends on how fast he's going, and he'll deal one single hit of similarly variable damage. At dashing level one, Sonic rolls forwards 3.5 SBB before stopping, and deals
5% of damage and knockback that can KO at around 180%. This knockback, by the way, has an upward angle to it, knocking the foe up and forward into the air. Dashing level two increases this to 4.5 SBB, 8% of damage, and a bit more knockback. Dashing level three will increase the distance to 6 whole SBB and 12% of damage. Sonic can also jump out of this for the same amount of damage as the attack continues in midair, and rolling up or down slopes will do what you'd expect. While Sonic normally comes to a dead stop and has quite a bit of ending lag after the attack, boost mode allows Sonic to dash out of this whenever he wants without skipping a beat.

As you can probably tell, this works wonders for Sonic's approach game. This is a great use of built-up boost mode, and you may want to try dash dancing for a second or two to build up speed, and then rolling into your opponent. You'll only be able to capitalize on this if you have boost mode, though, since without it, you can't cancel a spin jump into an aerial attack, or cancel the roll into a dash, until Sonic uncurls. Also note that, while this is a nice approach tool, it has very low priority, and almost any attack will still cause Sonic to get hurt, so don't use this all willy-nilly. Nevertheless, this is a great way to use Sonic's built-up speed, and perhaps throw opponents off guard. Wait for an opening, and then strike!



Forward Smash - Spin Jump

Moving onto Sonic's smash attacks, we have his forward smash, which might seem a bit familiar to Project M Sonic mains. During the charge for this move, Sonic revs up in a manner identical to his Down Special. When this charge is released, Sonic leaps forwards into the air as he releases his spin dash for a multi-hit attack that drags opponents along. When/if Sonic lands (this can go over a ledge), he'll enter a sliding attack that can KO opponents. The spinball bit has 4 hits that deal 3~4% each (for a total of 12~16%), and the slide kick will deal 3~5% and can KO horizontally at about 110~90%, depending on the charge of course. The total damage output is equivalent to 15~21% if all the hits connect, and this attack will drag opponents a large distance, allowing you to go right to the ledge for KOs. However, it does have quite a bit of ending lag. Additionally, it is possible to SDI out of the spin before you land the kick.

So, as aforementioned, this move is reminiscent of Sonic's side special from Project M. If you go off of a ledge with this, you can cancel the spin with a jump as soon as you "level out" with your starting position (i.e. go lower than the platform), but if you keep going, you can actually go down to another platform, and you'll keep dragging the opponent along for more damage. However, it becomes easier to SDI out of the further you go along. Anyway, you'll want to use this for KOs at a range, due to its, well, KOing power. Using it for approaching isn't ideal unless you've got boost mode, due to the ending lag. If you feel like shaking things up, you could perhaps use it for edgeguarding to throw off the opponent. Overall, this move is a more situational but more powerful alternative to Down Special, great for damage racking and KOs but a bit tricky and risky to use on an opponent.


Up Smash - Shuttle Loop Kick

Sonic's world is filled with tons of counterintuitive design choices in their paths, from rollercoasters with bottomless pits and dead end tracks to highways with loop-de-loops in them that would require a car to break the speed limit to not fall off. Sonic puts this experience to good use in this move as, after running in place during the charging period, he performs a backflip of sorts. It looks like he's running forwards and up at a curve as if running through one of his series's signature "shuttle loops" (aka loop-de-loops). After he's halfway through the backflip, Sonic flies backwards a distance and skids along the ground.

So, what does all of this have to do with attacking? Well, the spinny feet of Sonic's running act as a hitbox! This is a single-hit attack with a travelling hitbox, as opposed to a multi-hit attack, and it deals 13~18% of damage and knockback that KOs vertically at around 115~100% depending on how much it's been charged! It's quite powerful knockback-wise, but all the skidding and such serves as major ending lag, so if you whiff, prepare to get punished! Sonic can't cancel this lag with boost mode until he regains his balance either. You'll want to use this for KOing, since it's rather quick to start up, has great reach, and blows opponents away at higher damage levels! You can also lead into it rather well via comboing, but it can be a tad tricky to land. And of course, as aforementioned, the ending lag makes this a rather risky move to use. That said, if you use this properly, you can absolutely devastate the competition!

Down Smash - Sonic Flare

The white images strike again!
Sonic shows off his stylish dance moves for the down smash, a breakdancing attack from Sonic Battle called the "Sonic Flare". This attack's charging period involves Sonic crouching down on the ground, and when it's released, Sonic performs the fancy breakdance pictured above. This acts as a three-hit attack, and each hit sends the opponent into the next. These hits are when Sonic's feet are in front, in back, and above Sonic, and they each deal 4~5% for a total output of 12~15%. It has a nice reach, and the final hit sends opponents up into the air. It only deals moderate to high knockback, not KOing until you charge it all the way, but the low knockback also makes it a great combo starter. The ending lag is very quick as well for a smash attack, so try following this up with an aerial attack or something. The starting lag is a bit slower than Sonic's standards that serve this purpose, however, being a smash attack and all. Of course, it deals more damage and covers both sides, so it's a bit of a tradeoff. Overall, you'll want to use this for catching rolls and punishing them with an aerial combo, which depending on your position and what move you decide to use, can lead to a KO.


Neutral Aerial - Insta-Shield

Sonic is quick both on the ground and in the air, and this aerial attack is a great demonstration of that. Sonic curls into a ball and spins around for a split second at blinding speeds; so fast, in fact, that he creates a blade of wind around him called the Insta-Shield! It has a bit more reach in front of Sonic, but it still covers all angles. This move is extremely quick; the blade of wind comes out right when you press the button (give or take a few frames), and the ending lag is just as quick. The blade of wind only stays out for a split second, dealing 5% of damage and moderate knockback away from Sonic, but there's actually a sweetspot to this move as well. The sweetspot is Sonic's body as he's curled into a ball, and it will deal 10% of damage and KO vertically at around 130%. Opponents can't get hit by both hitboxes, and the sweetspot is pretty hard to land. While Sonic's body is better at damaging foes, the blade of wind has a good bit of extra shield damage to it.

The Insta-Shield is good for a quick midair approach option, since it comes out quickly and has an advantage against shielding opponents. It can lend itself well to combos too; the blade of wind can send foes down onto the ground, allowing for a tech chase! It's possible to start an aerial combo too, if you can control where your foe hits the blade (and the direction they're sent flying).

Forward Aerial - Humming Top


You spin me right round baby...
The Forward Aerial has a rather strange name, but it's simple enough functionally. Sonic spins around three times like you see him doing above while being propelled forwards; it'll accelerate him to 1.2x his top air speed. If Sonic is moving faster than that already, his speed is unaffected. Sonic will, of course, retain this speed after the move ends, but before that, we have the kicking to go over. As said, Sonic spins around thrice, each spin serving as two hits as Sonic's leg goes in front of and behind him. It starts in front of Sonic, and then goes behind, in front, behind, in front, behind, and then in front again for the seventh and final hit. That's a lot of hits! Each hit deals
2% of damage for a total of 14% of damage if you land them all, and they'll lead into each other as well. The attack is fairly quick to start and to end, and the final hit will deal horizontal-upwards knockback that can KO at around 160%.

The Humming Top is a fairly versatile attack. You can use it to chase opponents, manipulate your momentum, rack up damage, or land a high-damage KO. Another good option is to retreat in midair, and then use the Humming Top to come back with a surprise attack! However, there is a bit of risk and reward involved; while hitting earlier in the attack has more damage racking potential, there's also more time for your opponent to SDI out of the multi-hit, and more of a chance for you to miss the final hit for a KO! Since the hitboxes have some space in between them, regular DI may even work in some instances; this is only extrapolated upon at high damage levels. Choose your timing wisely.


Back Aerial - Windmill

Sonic spins around and transitions into a roundhouse kick behind him to hit opponents before following through smoothly and going back to a regular air state. The kick deals 12% of damage and knockback that can KO at around 130%. This might seem familiar to Sonic players from Brawl and SSB4, and that's because it's essentially a tweaked version of Sonic's back aerial from those games. The animation has been sped up quite a bit, but the attack also has less range and power.

Up Aerial - Sonic Eagle

Yay Project M! And flickering sprites!
For the Up Aerial, Sonic uses an attack that is familiar to anyone that plays either Project M or Sonic Battle (if that game actually has any sort of competitive scene, that is); Sonic's signature Sonic Eagle attack! However, it's been remapped to the Up Aerial compared to Project M's forward aerial placement. This is because the move now hits above Sonic in addition to its signature meteor smash! When you use this move, Sonic sticks his leg above him with similar starting lag to, say, Mario's up aerial, and this initial hitbox deals
6% of damage and moderate upwards knockback. Sonic then slams his foot down, this hitbox dealing 7% of damage and moderate forwards knockback. However, the most impressive part of this move is the sweetspot. If you make contact with Sonic's heel at the end of the kick, it'll deal 12% of damage and a powerful meteor smash!

So, this move has a variety of uses, thanks to its variety of hitboxes. The initial weak hit is great for juggling foes and racking up damage, whereas the medium hit can be used for edgeguarding. If you want to keep opponents away from the ledge, though, you'll want to use that sweetspot at the very end of the move to knock them straight to the bottom blast line! While the move's small sweetspot and sizeable ending lag make it tricky and risky to go for, the payoff is massive if you land it just right!


Down Aerial - Bounce Bracelet

The new Down Aerial shares a basic concept with the one from Sonic's current Smash appearances, but in reality is a unique move with its own nuances and uses. Sonic curls into a ball and slowly but surely accelerates downwards while his ball form stretches downwards in accordance with his speed, and before ya know it, Sonic is rocketing down at high speeds! Sonic will travel downwards like this indefinitely, and it can't be cancelled, so be careful! Hitting the ground will cause Sonic to bounce off of it, as seen above. He can't act out of it until a moment before reaching the apex of the bounce. You can actually use the move again after this, but after your third bounce, you'll bounce twice as high, and be unable to use the move again until you land. This also applies to bouncing off of opponents. Oh yeah, I forgot to mention that you can bounce off of opponents! When you hit an opponent while going downwards, Sonic will deal 10% of damage to the opponent and knock them up a distance roughly equal to Sonic's own bounce, allowing you to combo out of this.

There are a few other little nuances to this move as well. For instance, you'll actually retain any horizontal momentum when you use this move! Running, jumping, and then using this move can give you some amazing distance, which can be a good thing or a bad thing, depending on whether or not you self-destruct as a result. Luckily for Sonic, you can control his sideways movement a bit while he's descending. If you hit opponents with your third bounce (the one that sends you twice as high), it'll deal
15% of damage and knock opponents up twice as high along with you. While the opponent's hitstun will last until they reach the apex of their bounce, Sonic can act out of this much more quickly, allowing you to follow up with an attack with ease!



Grab - Grab
Sonic grabs the opponent normally, with a pummel pretty much identical to his SSB4/Brawl one.

...That is, if you use the grab at a standstill (or out of a pivot). However, if you use it while dashing, rather than tripping clumsily like he does in Brawl and SSB4, Sonic will just keep on running and grab the opponent while retaining all of his momentum! It's like Captain Falcon's sliding grab, but supercharged! Although, Sonic has much less grab range than normal. He'll slow down and stop eventually, of course; he'll stop after about 1.5 SBB, 2 SBB, and 3.5 SBB for dashing levels one, two, and three respectively. The pummel during this is the same, except the animation now involves Sonic holding the opponent up to his spinny feet. Note that this momentum will carry over even during throw animations, which can really come in handy during...

Up Throw - Leaping Bounce Slam
...Sonic's up throw! For this move, Sonic leaps up into the air about the same height as his normal jump with the opponent tow. At the apex of this jump, he'll get on top of the opponent and essentially perform his Down Aerial, dragging the opponent downwards while he rockets downwards at high speeds in spinball form. When Sonic and the opponent hit the ground, the same effects from the Down Aerial will occur; that is, Sonic will bounce up a short distance, the opponent will do the same, and they'll be dealt 10% of damage. Sonic can then attack the opponent with an aerial for a possible combo starter, which can be pretty handy.

But, I did say that the momentum mechanics came in handy here, didn't I? Why yes, yes I did. If you use this with forwards momentum still in effect, Sonic will keep that momentum as he goes up and slams back down, allowing him to position himself and his opponent for, say, a KO near the blast zone with a follow-up aerial attack. If you go over a ledge with this throw, Sonic and the foe will keep going downwards. Once they're 2 SBB below the height that the throw started at, it'll be as if they landed on the ground -- that is, the foe will be dealt damage, and both involved parties are sent upwards. It's the perfect opportunity to KO the foe offstage with an aerial!


Forward Throw - Super Peel Out
This throw is a pretty simple one. When you use the Forward Throw, Sonic will stand on top of the opponent (who is put flat on the ground) and start performing a Super Peel Out. In other words, he starts running in place as his feet become a red figure-eight, just like in the custom Down Special option and the animation for the third level of dashing. Sonic will keep running in place on top of the foe for about a second, during which the opponent will take 5% of damage. They're then sent flying forwards and slide forwards along the ground at a set distance of about 5 SBB. They're in a prone state during this, and can't get up again until they've traveled about half of the distance. Meanwhile, Sonic will automatically accelerate right up to his top speed in the blink of an eye, allowing him to easily perform a follow-up attack on the opponent.


Down Throw - Spin Dash
This one will be familiar to Sonic mains in Brawl and SSB4. Sonic simply Spin Dashes on top of the opponent, dealing 7% of damage. However, it now knocks opponents backwards instead of forwards, differentiating it from the new Forward Throw. Additionally, Sonic can use this time to charge his Down Special by inputting it during the animation, and tapping or holding the button for the different variations just like normal. This throw will also send opponents at a downwards angle if you use it near the ledge, allowing Sonic to get in some nice edgeguards.


Back Throw - Rolling Combo
This one will also seem familiar to players who are familiar with Sonic's current Smash moveset, but with a bit of an updated appearance. Sonic grabs the opponent and spins backwards with them, much like his back throw from Brawl and SSB4. This time, however, rather than jumping backwards with the opponent, Sonic performs the Rolling Combo from Sonic 4: Episode II. While this is normally done with Tails to break through things, Sonic can use it to deal some nice damage. Sonic enters that pose with the opponent and they both roll backwards about 3 SBB, after which they disband as the opponent is sent flying and dealt 7% of damage. The knockback is similar to Sonic's SSB4 back throw, but the added travel distance allows it to KO earlier. In fact, this can actually go off of ledges as well, getting you even closer to the blast zones! One more little thing. If you run into an opponent with this, they'll be dealt moderate upwards knockback and 7% of damage.


Final Smash (Up Close) - Super Sonic Style!
Just like Ryu, Sonic has two Final Smashes; one for when he's up close and personal, and one for when he's at a distance. The up close one makes use of Sonic's iconic Super Sonic transformation, and it's a single super attack unlike the transformation Final Smash from SSB4 and Brawl. For this attack, Sonic uses the power of the seven Chaos Emeralds to turn into his Super Sonic form, and then uses the Super Sonic Boost (where he flies at super speeds while surrounded by a golden aura) straight upwards, hitting the opponent into the air with a powerful uppercut. Super Sonic then performs a super-powered Homing Attack on the opponent, knocking them even higher into the air. Finally, he's surrounded by a vertical beam of golden energy, blasting the opponent (and any others caught in the blast) straight upwards for a KO! While concealed by the beam, Sonic reverts back to normal and descends down to the ground (or stays in midair if there's no ground below him). All said and done, the attack deals 50% of damage in total, and the final hit will KO vertically at around 50%. In other words, land this Final Smash and it's pretty much a one-hit KO! With each step of the Final Smash, Sonic will say one word of the quote, "Super Sonic Style!", spaced out a bit to time it with the attacks. Speaking of, there's a bit of a freeze frame during each hit, like Ryu's Shin Shoryuken, for dramatic effect, as well as a similar camera zoom and a visual effect for the background. It looks really cool, trust me.

Final Smash (Far Away) - Final Color Blaster
Sonic Colors was my first Sonic game I ever played (barring the Mario & Sonic Olympics games and some online flash games), so I had to include it somewhere in here. Thus, we have this Final Smash. Sonic calls upon all seven Wisps (aliens that give Sonic special powers) from the Wii version of Sonic Colors; namely the Cyan, Yellow, Pink, Orange, Blue, Green, and Purple ones. The same announcer from that game (and from the Up Special for that matter), meanwhile, says "Unlimited colors!" followed by each Wisp's respective power as they each appear around Sonic: "Laser! Drill! Spike! Rocket! Cube! Hover! Frenzy!" The announcer then says "Final Color Blaster!" as Sonic curls up into a ball and charges up energy. A prompt to mash the ever living crud out of the special button then appears onscreen, and naturally, you must do so to charge up the attack.

After one-and-a-half seconds of mashy time, Sonic launches off at high speeds as the Wisps create a rainbow aura around Sonic. The aura is about as wide as Samus's Zero Laser, and Sonic moves about as fast as Beast Ganon. You can control Sonic's direction during the mashy time, like, say, Fox's Fire Fox. You can't steer afterwards, however. Sonic can go through solid objects during this, and when he reaches the edge of the screen, he comes back to his original position from the other side without the Wisps and returns to normal. Of course, the power of this attack, of course, depends on how good you are at mashing. At minimum, it will deal about
10% of damage and KO at around 150%. If you mash really well, however, you can deal a whopping 40% of damage and KO at around 60%! Still not as powerful as Super Sonic, but it has much better range to make up for this fact. As in, it can actually hit opponents that are more than three inches away from Sonic. So that's a plus.

Stage - Green Hill Zone 2.0


Hey, I remade Sonic, so why not remake his stage too? Green Hill Zone in Brawl felt a bit... lacking really. It was a walkoff with one slope and a couple of annoying gimmicks. This version, on the other hand, has ledges, platforms, and slopes that take advantage of Sonic's newfound abilities. Firstly, the slope on the right hand side allows Sonic to easily speed up, but causes him to slow down if he tries going uphill. The quarter-pipe slope can only be ascended by Sonic (talk about a home field advantage!), but don't worry; the other characters can get up there by using the swinging platform that Samus is riding. The swinging platform will move just like it does in Project M's version of the stage. The quarter-pipe ledge is grabbable as well, and the area it leads to serves as a nice "standard" type arena. It's got a big platform, a ledge, and two floating platforms, and the bridge and the two platforms will sort of go down a bit when characters stand on them due to their weight.

Alternate Costumes - Yay Project M!

Seriously, Project M really got these costumes right. So I'mma just use them here. Just imagine that it's the SSB4 model, and the colors are a bit brighter.


So, this version of Sonic, as you may have noticed, plays rather differently from his Smash counterpart. Whereas that version of Sonic leans more towards the hit-and-run style thanks to his speed, this Sonic thrives on earning and maintaining his speed through special techniques to both improve his mobility and power up his attacks, as well as dishing out deadly combos to lay down massive amounts of damage. Many of his attacks can deal deadly damage and combo into other moves very well (especially with boost mode's dash canceling), and they're fast and swift to boot. He also has the unique attribute of maintaining his ground speed when he jumps, allowing for a myriad of approach options when combined with his lightning-fast aerials. Maintaining boost mode is a challenge of its own, as getting hit even once will rob you of your high speeds, and you'll have to build it up again over time by dash dancing or doing something of the sort. However, a careful, skilled, and smart Sonic player will be able to retain this speed for much longer, reflecting the mentality of the classic Genesis Sonic games.

While Sonic can rack up damage quickly and expertly with his extensive combos, he does struggle more than a little bit in actually finishing a fight. While he does have an easy enough time KOing at high damage levels, his earlier KO moves each have a drawback. That said, Sonic's extreme damage racking ability can help alleviate this, since he can get his opponents up to those high damage levels if you maintain boost mode as much as possible to lay down the hurt at Sonic speed. Dash cancel for combos, and use your mobility to your advantage! Sonic is also excellent at faking out opponents, playing mindgames, and baiting out reactions, thanks mostly to his mobility and how quickly he can turn around or change his course. While Sonic can only turn around quickly at low dashing speeds, he can use moves like Side Special to change his momentum, at the cost of having to go through an animation. Sonic can't rely on his combos to finish off a fight, though, since the majority of his combos knock foes away too far at higher damage levels to get a guaranteed KO followup. Overall, Sonic is a fighter who relies on speed and reflexes to lay down lots of damage, and flies past the entire cast with his unrivaled mobility options, and while he lacks in KO ability and has a rather gimpable recovery, Sonic's speed and combo ability are more than enough to give him that edge he needs to speed by any combatant! As always, feedback is greatly appreciated, and I hope you enjoyed the set! :)

Like what you see? See some more over at my Make Your Move Hub! :D
 
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zero_breaker

Smash Rookie
Joined
Jul 1, 2015
Messages
10
Location
Hong Kong
Whew, almost forgot to put this up before the deadline.

--------------------

Entry for the July Iron MYMer Challenge


Image by RacieB on DeviantART
Five Star Main Menu
Fried Ricer


When I was younger, there were some really ridiculous shows on the television, including things like bullet train robots fighting against aliens, what's pretty much Digimon Frontier but with origami, and then there's Fighting Foodons. It involves (mostly) humanoid, sentient food summoned by cards fighting against each other. Yeaaah.

Fried Ricer, one of the Foodons with a plate of fried rice for head, is the companion of the main character, Zen (or Chase if you watched the English dub). He's a martial artist that wields two oversized spoons, and generally prefers close-quarter combat. Other than that? Not much, really. Information of the whole series on the web is unfortunately lacking.

Oh well, at least I have more to work with than when Nintendo made Captain Falcon's moveset.

Statistics
Weight: 3
Size: 3
Ground Speed: 8
Air Speed: 5.5
Fall Speed: 7
Jumps: 2
Jump Height: 6

Fried Ricer is fast, yes, but he's unfortunately pretty frail. With the weight of ZSS, while he's not as easily KOed as Jigglypuff he still takes a fair amount of knockback from moves. He does have a pretty good ground speed, letting him approach opponents fairly easily, and his decently high fall speed lets him ues aerials quite effectively. However, his air speed and jump height is somewhat mediocre, making his horizontal recover less-than-stellar.

Moves
The front of Fried Ricer's spoons possesses tippers; However, instead of dealing more damage, hitting the tipper results in more knockback, allowing Fried Ricer to switch between weaker knockback for comboes and stronger knockback to drag further opponents towards self with the inward knockback many of his moves possesses.

Specials
Neutral Special: Sizzle Bomb

Fried Ricer swings one of his spoon, and a liquid sphere projectile with a light-orange color shoots out from the bowl head, doing 4% fire damage before reaching 3/4 Battlefield platform, and 3% fire damage afterwards, disappearing by landing on the ground after 1.5 Battlefield platforms. The projectile is affected by gravity, so it'll travel further if Fried Ricer is in the air. The move can be quickly used twice in a row, with Fried Ricer swinging the other spoon, but doing so will cause the second move to have a longer end lag. This is Fried Ricer's only ranged move, and can be used for approaching, relieving the pressure ranged attackers has on him. Moreover, the fact that the projectile is affected by gravity allows Fried Ricer to interrupt recoveries with it.

Side Special: Spoon Halver
Fried Ricer holds both of his spoons up, putting the edge of the bowl heads together, then swings the spoons down. The move can be charged as fast as Marth's Neutral B, doing 10% uncharged and 21% with full charge, both with a bit of start-up lag (not counting the charging) and diagonal knockback. The move also does an enormous amount of shield damage, able to deplete 1/2 of the opponent's shield health uncharged and breaks shield with full charge. Most importantly, this is one of the few moves that has an outward knockback, and thus is an important kill move for Fried Ricer, KOing opponents at 155% uncharged and 75% fully charged with the tipper, while otherwise KOing at 180% uncharged and 100% fully charged.

Up Special: Stir Drop Kick
Fried Ricer jumps up in a somersault, reaching the height of 1.5x Kirby's Up B and doing 3% damage to anyone he hit during the somersault with slight inwards knockback, then drops down with his left leg raised to form a 90 degree with his right leg, kicking down with the heel. The heel is the move's sweetspot, doing 13% damage as opposed to 9% damage with the rest of the leg, and the whole move does vertically downward knockback. While the move travels a poor horizontal distance, it is great for vertical recovery, while the knockback on the drop kick isn't quite enough to be a kill move, and hitting the opponent during the jump may make the kick miss as the hitbox doesn't trap foes.

Down Special: Speed Fry
Fried Ricer crosses his spoons, then spread his arms out in a similar pose to Captain Falcon's Up Taunt, with brief lick of flames sprouting around him. After using the move, Fried Ricer's ground speed and air speed are both doubled, and his moves takes half the time to perform. However, the effects of the move ends after 10 seconds, and Fried Ricer will take 2% more damage when hit afterwards for 8 seconds. This temporarily boosts Fried Ricer's combo power with the reduced lag on his moves, allowing him to rack up damage with ease, or even hitting some of his slower kill moves, though afterwards there possesses the risk of being easier to KO due to his innate frailty and the additional damage.

Standards
Jab: Rapid Spooncuff

Fried Ricer punches forward eight times for 1% damage each, then swipes to the front with his spoon, doing 4% damage and weak inward knockback. The start-up and end lag of the move are both pretty short, so it can be a good combo starter with the little knockback this has, following this up with Up Tilt or Forward Air.

Forward Tilt: Scoop Launch
Fried Ricer sweeps forward on the ground with one of his spoon anf flips it up, doing 8% damage and a vertical knockback that's slightly inwards. With how this move launches the opponents into midair, it can be followed up by Neutral Air for killing, or Down Air to continue comboing.

Up Tilt: Spoon Cross
Fried Ricer holds both of his spoons out to the sides, then swipes both of his spoons upwards such that they cross each other, doing 5.5% damage with each of the two spoons and knocks the opponent towards the direction the last spoon that hit them is swinging towards. As a tilt move this has surprising range due to the spoon's length, able to be used to juggle opponents. If you manage to hit the opponent with both of the spoons, additionally, the damage is essentially doubled, though the knockback stays the same.

Down Tilt: Floor Tripper
Fried Ricer crouches, and does a leg sweep around him, doing 8% damage and no knockback. However, this move trips opponents, leaving them open for further attacks, so it can be used as a set-up for Side B, Down Smash or Grab by predicting the opponent's next move.

Dash Attack: Blazing Top
Fried Ricer spins as he slid forward, hitting multiple times around himself with his spoon, doing 9% damage in total and drags opponents inward, launching them behind Fried Ricer in the final hit. The duration of the move is pretty long, so it can be used as a good move against opponents who often roll. However, the same fact also leaves Fried Ricer vulnerable if the opponent shields. It's preferrable to use this move when approaching opponents, and can be followed up by Back Air.

Ledge Attack: Spoon Lunge
As Fried Ricer steps back on stage, he swings one of his spoons towards the back from the front, tripping enemy if they are hit by the tipper and launch them off the stage if the rest of the spoon hits, doing 6% damage regardless of where the move hits. Determining which spot on the spoon will hit is important, as the effect allows different followups; For example, Fried Ricer can proceed with a Grab or Side B if the tipper hit, while if that's not the case he can interrupt recovery with Netural B or try for a meteor smash with Down Air.

Grab Game
Grab

Fried Ricer discards one of his spoon onto the floor temporarily, then swings the other spoon to the front, scooping the opponent into his grasp. The grab has slight start-up lag, but the range is pretty good, having a collision box of the whole bowl head of the spoon.

Pummel
Fried Ricer slaps the opponent with his spoon, doing 4% damage per hit, though with a somewhat slow animation. Note that even if the opponent manage to release themselves from the Grab, they will still receive the hitstun from the Pummel, allowing Fried Ricer to set up comboes or follow up with kill moves again.

Forward Throw
Fried Ricer holds his spoon up, kneeing the opponent for 4% damage and then releases them into crumple, then at the very next instant smashes the spoon downwards, dealing 7% damage with downward knockback. Even though the opponent is released from the grab before the spoon hit, the crumple makes it impossible for them to avoid the attack; However, at the same time, Fried Ricer cannot easily meteor smash the opponent if he grabs them right at the ledge, as the opponent is released before the hit, and they will simply fall under the ledge without being stunned while the second part of the throw misses.

Back Throw
Fried Ricer throws the opponent to his back for 2% damage, then stomp on the bowl head of the spoon on the floor so that the handle flip up and hit the opponent for 5% damage and great knockback. One of Fried Ricer's kill moves, the move KOes at 120%, and the handle acts as a seperate hitbox such that other opponents who are in the range will be hit as well.

Up Throw
Fried Ricer throws the opponent slightly into the air for 3%, put his spoons together above his head, then spins in place to deal 8% damage as the opponent falls back down. This move is generally good for juggling when combined with other moves that launches vertically, such as Forward Tilt and Down Smash.

Down Throw
Fried Ricer throws the opponent onto the ground, faces the player, then does an axe kick onto the opponent, doing 10% damage and buries opponent into the ground. This move allows Fried Ricer to put the opponent in a spot where the player can follow up with kill moves, or bait a dodge or roll from them as they escape the bury status.

Smashes
Side Smash: Clamspoon

Fried Ricer faces the front, pulls his hands back, then clamp the spoons together in front of him for 16% base damage and slight horizontal inward knockback. The move does unusually little knockback for smash attacks, but it is good for dealing damage and pull opponents right into the range of Fried Ricer's follow-up moves, such as his Jab, Forward Air, or alternatively set up for a Grab.

Up Smash: Spatula Flip
Fried Ricer holds up the spoons, then swings them downwards and does a handstand with the spoons pushing him off the ground, kicking into the air for 13% base damage and great vertical knockback. One of Fried Ricer's kill moves, the move has a bit of start-up lag, but it kills at 115%, and the whole lower body acts as a hitbox, making it an impressive punish tool. Use it if you ever catches an oppening in the opponent's defense, whether that be from landing or being in hitstun.

Down Smash: Tornado Scoop
Fried Ricer holds both of his spoons towards his back in front of him as the charging animation, then spins in several circles, doing several hits for a total of 14% base damage and inward knockback that is tilted vertically for the last hit. A smash attack with good range, this can be used as the opponent gets up from the ledge or prone as the hitbox lasts a while, but the slightly long start-up lag may make this risky.

Aerials
Neutral Aerial:

Fried Ricer holds his spoons vertically, then punches to the sides, doing 9% damage and mostly horizontal knockback. The outward knockback allows Fried Ricer to use this move as a semi-decent kill move, KOing at 140% damage. While the move has a bit of end lag, both of the whole spoons acts as hitboxes, meaning Fried Ricer is safe from approach from both sides when using the move. It is most used after putting the opponent into hitstun via moves such as Forward Throw or Forward Tilt.

Forward Aerial: Spoon Springer
Fried Ricer swings down with one of his spoons, doing 7% damage and launching opponents downwards in an angle tilted towards himself. This can quickly put opponent in the range of Fried Ricer's follow-ups, and if used offstage it can potentially launch the opponent under the stage such that they cannot recover, but only if the opponent is at a high percentage. You can still use this to hit opponents so they bounce on the floor, getting them closer to the ground, so use it to continues your pursuit on land.

Back Aerial: Handle Spike
Fried Ricer jabs backwards with the handle of his spoons, doing 9% damage and a downward-tilted horizontal knockback. The move can be angled to have a completely horizontal or diagonally downward knockback. While the move has little lag overall and launches quite far, the hitbox only consist of the handle, making hitting the move pretty hard. However, it can kill at 130%, so it's always worth a try to use this move as the opponent is in the air. Additionally, it pairs well with Forward Air, as the knockback will most likely cause the opponent to bounce right into this move.

Up Aerial: Upper Kick
Fried Ricer does a flip kick upwards, doing 7% damage and good vertical knockback. One of Fried Ricer's kill moves, the move kills at 110%, but the somewhat long end lag makes it disadvantageous to spam, as it leaves Fried Ricer vulnerable to attacks, and given his frailty that isn't a favourable situation. Can work as a decent followup after Up Tilt or Up Throw.

Down Aerial: Hammer Head
Fried Ricer holds up his spoons, then smashes downward, dealing 8% damage in a meteor smash. Granted, without hitting the tipper, it's hard to kill offstage with this move, but the important use of this move is to knock the opponent into the floor, making them closer to ground where Fried Ricer does better. While the start-up lag of the move isn't the best, the move's hitbox reaches the top of Fried Ricer before he fully swung down the spoon, doing 5% damage and mediocre knockback, so it's not entirely safe to jump above Fried Ricer either. Generally used after Jab, Up Tilt or Forward Air.

Final Smash

Feastivus
Feastivus, the Foodon Deluxe flies down from the top of the screen, and Fried Ricer - who has transformed into his powered-up form, Super Fried Ricer - jumps onto the dragon's head. Feastivus is at the height of 2 Bowsers, and can fly indefinitely in the air. It possesses its own moveset, though a simple one: Standard (Aerial) Attack is a simple tail swipe that can be angled from diagonally upward to diagonally downward, doing 17% damage, good knockback angled accordingly, and only a bit of start-up and end lag. Special Attack is breathing fire from its mouth in a way similar to Bowser's Neutral B with a range of 2 battlefield platforms, doing 2% damage per quarter second. Additionally, the fire never recedes. It also has a grab, where it lunges forward, wraping itself around whichever opponent it hits, and tightning the coil for 7% damage each time. If A is pressed as Feastivus is wrapped around the opponent, it will fly up with the opponent to its own height from the ground and dives into the ground, doing 12% damage to the opponent it wrapped around and 14% damage to those it hits as it dives down.

Feastivus can be attacked, though it will not receive any knockback or hitstun. It has a stamina of 150%, and will explode into a huge amount of Food items upon defeat. Alternatively, it will just leave the stage after 30 seconds.

Taunts
Neutral Taunt

Fried Ricer twirls his spoons on both of his sides, then stab(?) them onto the ground.

Up Taunt
Fried Ricer does a backflip, throwing his spoons into the air spinning, and catches them as he land on his feet.

Down Taunt
Fried Ricer goes into the pose his sprite is in, as below:


Playstyle
Fried Ricer is all about putting the opponent in the correct position for followups. By using the property of differenciating knockback, Fried Ricer can easily trap his opponents in his range, allowing for easy chains or even comboes. The many moves with inward knockback and decent range allows Fried Ricer to hit opponents into places he can reach easily, making use of the shorter distance to rack up damage until it's enough for a kill move to finish off. At the same time, his low weight and mediocre air speed makes it somewhat dangerous for him to be in the air, so be sure to stay on grond most of the time, even when attacking. That's where all the meteor smashes comes in; while they aren't all that safe for Fried Ricer to use offstage, they can be used to continue comboes more close to the floor by knocking the opponents into the ground, reducing the distance they travel from the knockback as opposed to other moves. Like Marth, one needs to have a good handle (heh) on spacing when using Fried Ricer, as a misspace decides if your chain/combo can continue on or not.

Miscellaneous
Alternate Colors/Costumes

Fried Ricer's alternate colors involve the fried rice that is his head having different ingredients such as roasted pork, scrambled egg and diced leek, and different colored clothes.

Kirby Hat
Kirby gains a hexagonal plate with fried rice on it, similar to how Fried Ricer's head looks. It also gains Fried Ricer's Neutral B without any changes.
 

ChaosKiwi

Smash Apprentice
Joined
Feb 1, 2014
Messages
104
NNID
ChaosKiwi
Holy hell, Fighting Foodons.

You sir have just earned my super vote.

Also, I might possibly have an Iron Meme set up later, if I can finish it in time.
 
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ϟPlazzapϟ

Smash Apprentice
Joined
Nov 30, 2014
Messages
95
Authors Note- I was quite rushed to make this set and very inspired to do it at first but as time went on I realized I really didn't like the character enough to make a moveset, found myself hating working on it and procrastinated on the Airel/Grab game until the last minute, so expect alot of filler and really rushed, underdetailed, writing, especially from his later attacks. But don't expect this is futre sets having learned my lesson on making sure I absolutely love the character before making the set.
Mashtooth


Oh noes a white background​

Mashtooth is the main antagonist of The Legendary Starfy, leader of the nefarious space pirates. Power hungry to no point of return Mashtooth is always in search of power to take over, relying on his underling Swabbies to help in the grunt work, should one of those idiots screw up he'll crunchify, smushimize and squeeze them like a puff pastry. Seeking huge power in space may often result in failure but Mashtooth has an uncanny ability to flare his nostrils to a rather exaggerated size, this allows him to sniff out the essence of power from liteyears away as well as absorb it from anyone who bears enough of it to be at least considered a snack, along with other food puns, luckily he won't actually eat you just absorb your life force...most of the time at least. Eventully Mashtooth discovered Bunnera, a planet full of disgustingly cute bunnies that hold a feast of power due to thier shape shifting abilities, Mashtooth took over and was able to absorb the power of every Bunneran, except for thier young prince Bunston who holds the majority of the power and due to his escape Mashtooth cannot become powerful enough yet to rule over the galaxy, but dont worry his elite minions will get the carrot muncher soon enough, until then Mashtooth searches for power in Smash Bros.

Statistics

Size- 10
Mashtooth is large enough to cast a shadow on some of those teeny characters like Pikachu and Kirby, pretty much up to size with the Koopa King himself!
Weight- 10
Mashtooth's weight puts the H in HMA! pretty expected considering his size but it's nice to know he can hold his ground well enough.
Ground Speed- 8
What you didn't expect is a pretty decent dash speed, Mashtooth has a bad temper and when running he's in pursuit comparable to a bull!
Traction- 4
Although he runs like a bull Mashtooth should be quite easy to ole! He's pretty steady when walking though.
Jump- 2
Those rather stubby legs aren't very spring loaded, and trying to use them to jump in midair won't do much good either.
Air Speed- 4
Luckily Mashtooth has nothing evil enough to do in the air so you shouldn't be too bummed out about his jump.
Fall Speed- 8
As you can see the air isn't exactly Mashtooth's strong suit, and thus will head straight back to the ground in an instant.

Special Mechanic- Power Hungry

Besides good speed Mashtooth is quite diverse compared to most HMA characters in a certain department, that being a lackluster attack power. It's not terribad mind you! but it's also quite mediocre and what's a HMA without power? Funny thing is Mashtooth is all about power, he declares it's the most important thing to the point it's annoying, so why isn't this power present you ask? Because that whould be boring! You see having him be defaultly powerful would take away all the fun in absorbing powers from your foes, It's alot more evil (and yummy) to do it Mashtooth style!

When absorbing power from other sources Mashtooth gains damage buffs to his attacks, for each 10 power he gains he gets a 1% damage buff to each attack, not much but at maximum 100 power he gets a damage buff of 10% to each one which is huge! Getting to 100 power is really difficult to do though and requires some strategy, but before we get into the layers of strategy lets cover the basics of how to gain power.

Specials

Neutral Special – Power Absorb

Taking about a forth of a second to examine, Mashtooth notices his foes look quite...tasty to say the least as his nostrils flare to an uncanny size. A windbox the length of three SBB is produced due to Mashtooth's emflamed honker sucking in air, this inhalation cannot be cancelled and always lasts a set second. Any unfortunate soul (or item) who happens to stumble upon the windbox will be sent headfirst into a nostril and straight to Mashtooth's gullet, which becomes a hitbox that expands to a set size even if it doesnt reach the opponent's and becomes somehow translucent to display whats inside. No matter how hard your opponent mashes buttons they cannot escape for a solid three seconds, contrary to most inhalation moves Mashtooth can act as normal able to use his complete moveset, granted with the opponents wight now added onto him and unable to dash or air jump. So how does this benefit you exactly? Well for every eighth of a second Mashtooth will gain a single power, the move lasts three seconds resulting in a total of 24 which is always rounded up to 25 being a variable of 100. Although seemingly tacky that the move rounds up and you can get to 100 power in no time, the move doesn't always last a total of three seconds, you see for every 30 damage you take the move becomes weaker thus lasting for half a second less, at 150 opponents will be sent to Mashtooth's mouth instead to only gain 4 power. Although 30 may seem like a lot Mashtooth will be taking a crapton of damage, not only due to his large frame but also the fact that when an opponent inputs an move inside of him he takes the full damage of that very attack, the opponent cannot use special moves however and must wait for lag to use another attack. By inputting the move again Mashtooth spits the opponent out 3 SBB and facing away, an interesting thing about this is if the opponent was about to use a move inside of mashtooth it will continue after being spat out, allowing him to stop absurdly powerful attacks from hitting inside and punish them as they execute. Although you could just punish every strong attack opponents try to use inside of Mashtooth this way, you whouldn't be gaining much power at all, meaning if you want power sometimes you just have to take hits.

Up Special – Swabbie Summon

With a demanding roar and a rise of a cutlass a Swabbie is summoned straight from hammerspace, they stand at Kirby's height and up to three of the little munchkins can be onscreen at a time, granted they take exactly one second to summon. Dimwitted they will normally wander around their newfound territory within 5 SBB, but once something enters that territory they'll get a tad curious and waddle right towards them, also at Kirby's dashing speed. When they give one a cute little bump the opponent could take up to 20% damage and surprisingly high vertical knockback, but it all depends on thier power. Oh yes, I forgot to mention Swabbies tie into the power system and they gain a power every half second, they use this as their health so when they take a hit or two it depletes power instead of health, also for every five power they have inside thier little bodies which is all they have at default, will amount to an extra damage in thier attack and slightly more knockback. Why power over health you ask? well simply power tastes more yummy, eating one of these as a little snack will result in all thier power being completely drained before being comically spat off the stage as a visual effect, Mashtooth is very abusive to his swabbies and that's ok. They may be quite dumb but If they were to be knocked offstage by any naysayers then they'll resort to a last ditch midair jump of 3 SBB. Oh and it should be a recovery right, well if used in the air Mashtooth will footstool the poor thing gaining three SBB upwards, possibly ending in a certain doom for a Swabbie if used offstage, if all three aren't present onscreen then they can be footstooled in midair making for a surprisingly good recovery, it's major flaw being if all three are present onstage than Mashtooth's recovery will amount to a tiny little 1.5 SBB jump before falling helpless. Once a Swabbie dies weather it be enemy attacks or shameless abuse another can be summoned once more, but there is some cool down time before that can be done.

Down Special – Power Barrier
Taking half a second conjuring aura within his cutlass by pointing it skyward, Mashtooth then stabs it into the ground as a large crystalline dome that spans over 4 SBB appears with him in the center of it, the move cannot be used in the air by any means. This handy field can be dispatched only when an opponent goes through the lengthy process of dealing a single damage to it! Yup it shatters in one hit! Don't worry however, the move can be charged for 2.5 seconds to boost the barrier's health up to a whopping 50% damage or less, It still cannot be used in the air however but it can be charged midair! What do these barriers provide though? Well an obvious thing is protection, Mashtooth's biggest weakness is damage which can weaken his chances of getting power, and with his huge disjointed sword he'll be able to strike outside of the barrier so his powerful moves aren't punishable. You can also use it as a "Swabbie Farm" as the little snacks will deem it as their new and improved territory, this allows you to keep them safe from harm and quickly gain more power for when you get hungry for it. Speaking of power however, you can't expect Mashtooth to create a magical barrier like it's nothing, it takes power of some degree to do somthing like that. You see the number of health the barrier has matches how much of your power you put into it, precisely 10% for each half second it's charged, this gives it more of a strategic use as only one can be onstage at a time and requires you have some power to create it. By inputting the move while within the barrier Mashtooth can deposit more power into the barrier but cannot withdraw it.

Side Special – Powerful Lightning
A chargeable move, when initiated Mashtooth will begin to glow in blue fire, this is simply an athsetic but It can also indicate how long the move has been charged depending on how big it becomes, full charge takes about three full seconds and the move cannot be "saved" . Once released Mashtooth creates a thin strand of blue lightning that that lingers on either for five seconds or when it's touched, dealing from up to 1-20% and horizontal damage depending on how long it was charged, when does it deal damage, well when the thin strand of lightning is touched a giant laser like-bolt will shoot down from the heavens, projectiles and such will trigger this as well. If a Swabbie walks into the lightning then they will be struck with it's power and convert it's damage into pure power! However there is also a catch, once half the time that took to charge the move passes it will turn red, this pillar now also deals damage to not only Mashtooth but also his Swabbie crew, possibly becoming thier demise, also opponents wont be helping either, attacking swabbies and Mashtooth before the move can be pulled off, opponents can still be hit with red lightning however.

Standards

Jab
With his cutlass now empizized Mashtooth does a quick horizontal slash producing a swishing sound, with barely any startup or ending lag to be found. When the move hits it will deal only 2% damage, making it his weakest move, but when you consider Mashtooth's power mechanic it isn't so bad doing a good amount of up to 12% damage with good speed. This move has good amount of knockback, not to the degree of a K.O. move but a great quick GTFO move.

Dash Attack
Previously dashing with his sword to the side, Mashtooth now sticks it out fully infront of him when inputted and as long as the button is held he will continue the attack as he dashes forth. His sword acts as a huge hitbox during this attack dealing 15% damage and decent vertical knockback when it skewers somthing, unfortunately including Swabbies. Dispite being a great kill move you can deal alot of friendly fire to the munchkins by dashing recklessly, oh and don't even try to stop when one is infront of you as the move transitions into your bad tractioned slide and won't cancel until you come to a complete stop.

Side Tilt
Winding back his arm for a half second, Mashtooth delivers a punch that spans over a single SBB infront of him, although it cannot be angled this punch packs a punch dealing a good 12% damage and decent horizontal knockback. The move also has another purpose as well, if used on one of them Swabbies, Mashtooth will instead point forward as the tasty snacks will scuttle forth using thier generic dashing attack, hoping not to disappoint thier master. It can be a way to get your Awabbies to a diffrent location but they don't run very fast nor far enough to make it actually worthwhile
Up Tilt
With little to no effort Mashtooth actually uses that gigantic cutlass for what seems like once in this moveset, taking a very mere forth of a second to rear it back behind him before preforming a fast overhead slash. This slash produces a long Ganondorf lengthed hitbox that starts from behind Mashtooth then archs in front of him, covering him from all angles and only taking a forth of second's duration. When a unfortunate foe is struck with this attack they'll take a mere 8% and if hit near the tip they'll take minor hitstun, however if struck closer to the handle of the cutlass they'll be carried to the end of the attack where the cutlass strikes the ground, causing them to take the same damage along with some good diagnol knockback that can K.O. around 130% or so and at higher percentages can give Mashtooth precious time to deal with Swabbies

Down Tilt
In a powerful manner Mashtooth thrusts his cutlass into the ground dealing a good 15% damage to an opponent and high vertical knockback able to K.O. around 130%, and although there is some lag getting his sword out of the ground, during that time It acts as a counter-like shield glowing with electricity that when attacked deals 5% damage to an opponent. Should a Swabbie be near the sword they will take it as a gesture to stand still until commanded or attacked by an opponent.
Smash

Side Smash

With everything within himself Mashtooth does a gigantic roar, don't worry there are no silly things like projectiles produced or anything like that but the sound when charged is loud enough to be noticed through all the hell going on so I guess you could use it as a pseudo taunt. With little to no startup/ending lag this mighty roar lasts for almost a full second and for that time being a hitbox is produced which causes an opponent to be paralyzed within it out of fear when they enter. The scared little sucker may take up to 12-24% damage, well that depends on when they enter, as the damage is given in fourths of the total damage every quarter of a second an opponent is paralyzed, meaning if they enter near the move's apex they may only take 1/4 damage. Opponents inside Mashtooth are even given a choice, since his maw is wide open they actually have a chance to escape, except they will take Mashtooth's roar attack in return, this gives Mashtooth a way to possibly trick opponents when their time inside him is running short. Oh and Swabbies are every afraid of Mashtooth, especially his gigantic roar, and should you use it one of the underlings you'll scare the hell right out of them, causing them to rush forward at, dare I say, sonic speed! And travel the distance of up to 8 SBB depending on how long you charged it.This move is great for repositioning your Swabbies to prevent them from being hit with your attacks that could possibly harm them, get them in Power Barriers, ect.

Up Smash
Still unable to have direct control over his temper Mashtooth preforms a rather generic uppercut, wow sooo exciting. This hitbox is vertically thin to an extent and curves upwards like a good uppercut should, It deals 8-16% damage with fairly high vertical knockback. Of course theres also some more Swabbie abuse the move can pull off to get them where you want, the uppercut sending them high into the air depending on how long it was charged, with the Swabbie taking no damage strangely, they must be used to being punching bags. In the air Swabbies are surprisingly more capable than you may have thought, due to extreme floatiness thier able to stay in the air for quite some time and they have terrific air speed allowing them to dash into airbound opponents with ease. Keeping Swabbies in midair is one sancuary from harm, but thats not to say it can't be used for a little combat, knocking opponents in the air is normally bad for Mashtooth but if theres a Swabbie or two in the air then it can allow for some neat combo set ups, rendring vertical knockback not so useless after all. Beware going overboard though, Swabbies can be star K.O.'d just as easily as opponents can, and when they are it's pretty damn cute.

Down Smash
With a subtle grunt Mashtooth heaves all his weight on one of his stubby legs causing his other to rise above the ground, won't be long till gravity kicks in, and one leg for certain isn't going to hold Mashtooth up, causing him to stomp at the ground. This produces a quake that covers about four SBB and deals a decent 10-18% and rather light vertical knokback, naturally one must be on the ground for this to land but it's range is enough to cover all the land a power barrier looms over, which makes it perfect to deal with opponents who manage to get inside. Should an opponent be hit with the foot's impact rather than the quake then they'll take 5% more damage and become grounded for 3/4 of a second allowing for a neat follow up. This move also offers a super special Swabbie interaction and when one makes contact with the quake, it does a short SBB hop! Exciting I know! But should a Swabbie be stomped on then they'll be completely submerged into the ground, not to be seen until they are hit again with a quake's hitbox. The ground is a great place to plant, grow and harvest swabbies, especilly saince they can't be harmed, right? Well not exactly, you see Swabbies don't really work like vegetables, planting them underground will make them sickly causing them to lose power at the same rate they gain it! This offers more strategy as the player can decide if they want to hide Swabbies when thier being constantly harassed by other opponents at the risk of hurting them more from underground damage.

Aerials

Nutreal Airel
Ditirmined to hit away everything that oppose him Mashtooth does a spinning wheel-like slash around him, in a very large circumference. The attack is much weker than most of Mashtooth's attacks delaing only 7% damage and hitstun but it completely covers Mashtooth within the air making it a reliable panic button, but overusing it whould make your intentions obvious and punished by the lag near the attack's apex.

Forward Airel
With quick instinct Mashtooth does a slash froward, dealing 8% and some hitstun, the slash is probably the widest of all of his attacks however and allows for good coverage in the air where Mashtooth isn't the safest. This move is slightly punishable due to it's lag however it's utter startup speed and range makes it likely to hit.

Back Airel
With sheer strength Mashtooth delivers a punch behind him that deals a good 15% damage and horizontal knockback, the input can also be held which causes Mashtooth to push off of the opponent, weather it be a character or a Swabbie. This allows Mashtooth to gain a bit of air for recovery or such.

Up Airel
With ease Mashtooth holds his sword above him in a stance that looks like hes trying to parry somthing, then he spins it rapidly like a propeller dealing six hits to the enemy, each one dealing 2% and hitstun for a total of 12%, the last one deals decent vertical knockback. The move also produces a windbox the size of Bowser albeit a head shorter two SBB above, this is really bad because Mashtooth has a terribad airel game. So why exactly whould you want this windbox to land, Mashtooth doesn't even have a good airel game, Swabbies on the other hand have something going for them and should they come in contact with it they'll be pushed upwards, keeping them in the air for longer. Beacuse of Mashtooth's airel disadvantage, opponents may try to take advantage of the windbox and head towards it, so be wary of this.

Down Airel
Mashtooth preforms a large decending slash that causes him to plumment to the ground, when the sword hits an opponent they will not only take 10% but crash to the ground along with Mashtooth before being launched vertically afterwards. Should it be used on a Swabbie the same effect will occour sans the knockback at the end and now results in Mashtooth suplexing his tasty minions, opponents will still take damage while Mashtooth suplexes.

Grabs and Throws

Grab
Mashtooth does the unthinkable, reaches forward and grabs! Wowzers! Like almost everything he does Mashtooth puts a little too much effort into the grab meaning is you screw up he'll be left open for about a half second, the range isn't even worth it, but the pummel is! Also I should note that Swabbies can also be picked up and even thrown, but it's more reckless than using your smashes to redirect them so be careful.
Pummel
Power isn't the only thing Mashtooth can snack on, life energy is also an option. Once again Mashtooth's nostils flare up, but this time nothing weird happens like using the victum as a tissue, instead he begins sniffing heavily. Unlike most pummels the button can be held to further grasp the feeling that your draining life energy, restoring 1% damage for each forth of a second the pummel goes on. For an opponent you'll often restore about 12% if you only focus of pummeling, good but can be easily messed up by a light attack or two, instead try using it on a Swabbie, not only are they tastier but the little munchkins wont even have the strength to escape, allowing you to absorb as much energy as you want, at least until an opponent hits you. Just a word of caution though, for every bit of life you take from a swabbie, it will lose an equal amount of power forcing you to be more strategic in how you manage the Swabbie's power, beacuse the more damage Mashtooth has accumulated the shorter his Power Absorb will last.

Forward Throw
Attempting to absorb power Mashtooth inhales through his nostrils, putting the opponent in that oh so awkward position within his nostrils. Fortunately for the victum though Mashtooth pauses for about half a second and sneezes, sending the victum forth about 5 SSB as a projectile that deals 15% to opponents, Power Barriers and Swabbies alike. This is a better weapon than a throw as it's distance is rather short and Mashtooth suffers slightly more then a half second's endlag, due to being dazed a bit form the sneeze, so always using it on a Swabbie is key.

Back Throw
Grabs the opponent and does a falling suplex on them dealing 12% on them unless they happen to be a Swabbie. This attack leaves the victum in prone allowing for a follow-up, especially from Swabbies as they will charge right over to the opponent once prone. It should also be noted that Mashtooth will be bounced a bit into the air afterwards allowing him to follow up with his airels or use the sweet time to keep Swabbies skybound with his Up Air.

Up Throw
With what seems like with upmost ease Mashtooth swings the opponent above himself a total of three times, taking about a full second unless cancelled out by simply
pressing the throw input again, throwing the opponent upwards a distance depending on how long it was charged, at maximum it throws an opponent upwards about about 6 SBB at default and is a reliable kill move at higher percents. Should another opponent be hit with the swinging opponent they'll be delt 10% and vertical knockback.

Down Throw
With a grunt Mashtooth lifts the opponent righr over his shoulders and slams them straight down on the ground infront of him, dealing them a rather heavy 15%and heavy vertical knockback able to K.O. around 110% or so. While slamming the victim down their hitbox acts as a heavy weapon that does 20% instead to anything it hits.

Final Smash- Mega Mashtooth
So Mashtooth has the smash ball, thered be no other final smash for him other than to become his most super sayin forme; Mega Mashtooth and crunchimize everyone. How you may ask? Well simply take the moon from the sky and mercilessly crush the opponents with it! The moon being aboslutely huge is only half seen as it slowly falls onto the stage but it's still an astoundingly huge in size, acting as a large projectile that deals rapid damage for up to 50% and huge knockback when it explodes. The explosion obscures the screen in pure white leaving absolutely nobody with a clue who was K.O'd until it clears, Mashtooth now exactly where he used the move in his normal forme.
Playstyle
So you picked Mashtooth I see, well right off the bat you have two core options, either to immediately inhale opponents to gain power or summon your bumbling minions. This choice is very important to a Mashtooth player as he requires alot of power to become a threatening opponent. Mashtooth's inhale is great and all but the more damage you take the less power you'll sap from opponents until the move is practiclly useless, and you will be damaged alot due to Mashtooth's gigantic size, falling speed and from opponents struggling inside of him when eaten. If your Power Abosrb move is rendered nigh useless you better have some Swabbies to back you up, as they allow for a power source, a healing method and can even help in combos should an opponent be knocked into them. There are also many ways to control and influence the position of your minions through your moves, including the uncanny Down Smash which gives you the risky option of hiding your Swabbies at the cost of having them lose power. Naturally with all the benefits Swabbies provide opponents will always be in tiher face trying to deplete thier precious power, sure you can hit opponents while thier distracted beating on the innocent things but when you actually want to protect them it's a good time to use Power Barrier. At the cost of power you can create a safe haven for your Swabbies, and yes you can also stay protected within your own barrier and taunt opponents, the problem with this however is due to you and your minions being inside the barrier an opponent will focus entirely on the only thing they can actually attack and quickly break it in no time, rendering it to be a complete waste of power, making it a more reliable option to go outside the barrier and attack. Should the curtains begin closing on Mashtooth due to high damage he can either choose to use his swabbies as a huge power boost when he's about to die to go out with a boom or sniff out thier power to restore health and live a longer but weaker stock. Overall Mashtooth is character heavily relying on his Minions to get him closer to success.
 
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So, like, shouldn't the third Iron MYMer have started by now? Or is this just technical problems on Froy's part?​
It's definitely been more than a month, you're right. It technically should have ended about a week ago, but it's being dragged out because some people want to post an entry for this Iron MYM'er as the theme of food/eating was widely requested in the chat.
 
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I've not really been active in my Lego MYM's as frankly I've lost a bit of interest in the contest. I still plan on meeting my ending quota of 6 sets, but it will be a bit slow until I find the drive to set my mind to this. Pohatu is about half done btw.
 

FrozenRoy

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Iron MYMer actually wasn't delayed because of people posting sets, but because I had some RL issues to start the month then the past few days I ended up just really lazy. Because of that, entries will be allowed for an extra week this Iron MYMer, even as the next contest starts. :) So don't worry, you guys won't get messed up, and will still have a full month for this, well, month!

This month's Iron MYmer contest didn't seem to be a particularly popular theme, our only entries were:

Polpo by MasterWarlord
Big Massif by Bionichute
Fried Ricer by Zero_Breaker
Mashtooth by Plazzap

As usual, if I missed any entry (Mashtooth wasn't listed as one and I haven't read the set so IDK if it is one), just tell me and I'll fix that right up. As for this month, well, the secret ingredient is...

Heavyweight Male Antagonists!

Looks like our previous entries are out of the frying pan and into the fryer, because these bundles of lard have devoured each and every one of them! Add your set to the mix and see who can be the biggest in all meanings of the world!

For your entry to qualify, it must meet these three criteria:

1. They might be weight 7 or higher ("Heavyweight"), use JOE's stats to compare. Entries will be accepted if the character starts below 7 weight but can increase their weight via something in the set (outside of the Final Smash).
2. They must be male or of indeterminate gender (for example a monster without a stated gender).
3. They must be an antagonist. Antagonists who become protagonists are allowed IF the antagonist is, you know, notable as an antag and not just a one episode antag and then spends the entire series as a protag. I'll be fairly lenient here.

So go off and get to working on big baddies! The next Iron MYMer will be up at the end of the month and entries for this month will be permitted until the end of the first week of next month, PST!
 
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Reigaheres

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The thing is that the set after the one I'm making is an HMA, so maybe I'll be able to have it as an entry in time.
The funny thing is that the set is the fourth set I'll make that has something to do with gemstones (though the only thing I'll also say is that is that he/it's from Zelda), that is actually quite weird.
 

zero_breaker

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Agh, that's going to be a hard theme to work with, and none of the sets I have ideas for fit it ;-;

I suppose I'll finally be doing some Kamen Rider sets, as some of the monsters in the series are pretty bulky
 

ϟPlazzapϟ

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@Froy- Mashtooth was part of the food/eating iron meme, a very rushed and crappy one yes but he was made for it

Anyways after posting a set for a genie and a HMA I was just about to bust out the anime and touhou lolies, but now this

Surprisingly Kirby has alot of HMA bosses so that could possibly work

Question- Does the HMA have to be a certain size and is it fine if thier a small guy with a huge weapon/armor that makes them heavy
 
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Reigaheres

Roses are Blue, Violets are Blue, I'm Blue too
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@Froy- Mashtooth was part of the food/eating iron meme, a very rushed and crappy one yes but he was made for it

Anyways after posting a set for a genie and a HMA I was just about to bust out the anime and touhou lolies, but now this

Surprisingly Kirby has alot of HMA bosses so that could possibly work

Question- Does the HMA have to be a certain size and is it fine if thier a small guy with a huge weapon/armor that makes them heavy
I'm pretty sure that as long as the guy is heavy in it's character and gameplay it's fine.

I find Kirby-Boss sets pretty cool, so good luck on that. My first set was actually a Kirby-Boss, more specifically Marx. That set was really shameful compared to now (really, 5 months ago me? 2 lines for a DSmash? Bad Reigaheres!). Kirby-Bosses all are pretty unique and fun, there's even those stars they leave behind after attacks, which could be incorperated, as was originally incorporated before an edit on my Marx set.
 

ϟPlazzapϟ

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A moveset for a kirby boss that focuses on item stars it leaves behind if its attacks miss is actually a really good concept if done right, I definately wont steal it should you want to implement it in a future set
 

Reigaheres

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A moveset for a kirby boss that focuses on item stars it leaves behind if its attacks miss is actually a really good concept if done right, I definately wont steal it should you want to implement it in a future set
Well, when I created that moveset I was sorta in a Kirby rush or whatever, Kirby isn't really a game I play much now so you don't really need to be worried about copying me or something, and even if I do another Kirby set, your item star would probably work different than mine.
 

FrozenRoy

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@Froy- Mashtooth was part of the food/eating iron meme, a very rushed and crappy one yes but he was made for it

Anyways after posting a set for a genie and a HMA I was just about to bust out the anime and touhou lolies, but now this

Surprisingly Kirby has alot of HMA bosses so that could possibly work

Question- Does the HMA have to be a certain size and is it fine if thier a small guy with a huge weapon/armor that makes them heavy
I edited in Mashtooth as an entry, then!

The HMA challenge only cares about weight. As long as it fits the 3 criteria I mentioned, it is allowed, even if you are teenie weenie.
 

PixelPasta

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Hi all,
I've been considering doing a revamped moveset for Olimar, one that better respesents the gameplay of the Pikmin series.
I'm aiming for a more strategic playstyle - steady 'needling' attacks that whittle away at the opponent.
Instead of tossing away the Pikmin like cannon-fodder, I want to create a more nurturing playstyle that focuses on cultivation and growth.

I'm definitely not the most skilled at creating playstyle, so I was just wondering if anyone had any thoughts or ideas on how I could implement such a revamp.
 

Munomario777

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Hi all,
I've been considering doing a revamped moveset for Olimar, one that better respesents the gameplay of the Pikmin series.
I'm aiming for a more strategic playstyle - steady 'needling' attacks that whittle away at the opponent.
Instead of tossing away the Pikmin like cannon-fodder, I want to create a more nurturing playstyle that focuses on cultivation and growth.

I'm definitely not the most skilled at creating playstyle, so I was just wondering if anyone had any thoughts or ideas on how I could implement such a revamp.
As with a lot of characters, there are quite a few routes you could go with this. You could have a resource-managing moveset, with your Pikmin acting as the resource that you can manage to, say, build structures like walls (much like they do in Pikmin), kill things, et cetera. There could be something involving the Onion, alternatively, that produces more Pikmin, but Olimar has to protect from opponents in order to keep his Pikmin supply up, and he'll have to work with his limited Pikmin until he gets more via the Onion.

"Tossing away Pikmin like cannon-fodder" is sort of what you tend to do in Pikmin, so I do think that that should stay. :p It could work into the resource-management angle I mentioned above.
 
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As with a lot of characters, there are quite a few routes you could go with this. You could have a resource-managing moveset, with your Pikmin acting as the resource that you can manage to, say, build structures like walls (much like they do in Pikmin), kill things, et cetera. There could be something involving the Onion, alternatively, that produces more Pikmin, but Olimar has to protect from opponents in order to keep his Pikmin supply up, and he'll have to work with his limited Pikmin until he gets more via the Onion.

"Tossing away Pikmin like cannon-fodder" is sort of what you tend to do in Pikmin, so I do think that that should stay. :p It could work into the resource-management angle I mentioned above.
The thing about pikmin though is that, while you do tend to toss them around like cannon fodder, you actually care about them. So you throw them like cannon fodder and then quickly recall them before they get offed like such. It's about risk management: you want to get the most out of every individual throw, but you don't want to lose the pikmin in the process.

The single most obvious change I would make to Olimar, and one that might drastically alter his playstyle by itself, is to make the change in the pikmin's growth stages non-cosmetic. A bud pikmin actually does hit harder than, and have more stamina than, a leaf pikmin, while a flower pikmin is better still than a bud pikmin. For Olimar, he can't really win with leaf pikmin spam. Or at least, he'll have a very hard time of it. Bud pikmin are good enough to get by. Fully-grown flower pikmin are where it's really at, though, and keeping pikmin alive long enough to get them to that state gives him a significant advantage. As such, his foes don't want his pikmin to live long enough to get to that state, and will deliberately try to kill off his pikmin before they make it to that point.
 

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,235
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
SW-8229-3157-8114

Aiden Pearce. Of Watch_Dogs fame, this skilled hacker gets his way by, well, hacking. His smartphone, the Profiler, allows him to control nearly any electronic device, provided he can tap into the overlying network that links everything together. In Chicago, it's the ctOS, which gives him control over bridges, traffic lights, and more, allowing him to wreak havoc over the entire city and make epic getaways. In Smash, he has a similar fighting style, and his stealthy, lay-low tactics are retained. As always, this set is built from the ground up for Smash 4, as far as balance, mechanics, and all that goes. Anyway, let's dig right into this moveset!

STATS

Aiden's mobility isn't excellent by any means. His speed, jump height, air speed, et cetera are similar to Robin's. So he's really slow to get around, but as you'll see in a bit, he can more than make up for that with some of his tools. Anyway, he's about the same height as Robin too, but he weights quite a bit more; he's a bit heavier than Captain Falcon. While he's lacking in normal mobility, he does have access to both a wall jump and a crawl. His ledge getups, dodge rolls, and such are also surprisingly quick.

FLAVOR

General Animations:
Aiden's general stance and animations greatly resemble those of Robin, as he's always holding his Profiler in his right hand, just like Robin holds his/her Tomes.
Crawling:
Aiden crawls on his belly, making for one of the quicker crawls in the game.
Holding an Item:
Aiden holds items in his left hand, while his Profiler stays in his right.
Shielding:
While shielding, Aiden holds his Profiler behind his back, as if to protect it from attacks.
Spot Dodge:
Aiden fades into shadows, sidestepping into the background.
Dodge Roll:
Aiden rolls to either side, in a fairly standard dodge roll, cloaked in darkness. On darker stages, it can be hard to discern between Aiden's spot dodge and dodge roll, adding an element of stealth.
Air Dodge:
Aiden leans into the background, becoming covered in darkness.
Getting Launched:
Aiden flies through the air along with his Profiler, which is no longer in his hand until he stops tumbling.
Prone:
Aiden lies down on the ground, his Profiler right next to him, out of his grasp.

Entrance Animation:
Aiden emerges from a cloak of cyan, data-y-looking stuff while doing something on his Profiler, before closing whatever application he was using and entering a normal stance.
Up Taunt:
Aiden holds his Profiler up in the air, as if trying to get a better cellular signal.
Side Taunt:
Aiden holds his Profiler in front of him, scrolling his thumb up and down as if checking Twitter or something. This and the Up Taunt will last for as long as you hold the button.
Down Taunt:
The Profiler rings; Aiden's getting a phone call. If you simply tap the button, Aiden will let out an annoyed growl and decline the call. If you hold it down, he'll answer and talk for as long as you hold the button.

UNIQUE MECHANICS

In Watch_Dogs, Aiden's Profiler is hooked up to Chicago's ctOS, which basically controls everything in the city from security cameras and bridges to pipe systems and the city's whole electric grid. While Aiden can't benefit much from this -- seeing as how he's not in Chicago at the moment -- his l33t haxxoring skillz (yo) have gained him access to the ssbOS (Super Smash Bros. Operating System), which gives him limited control over the game's mechanics and systems. His control is, again, limited, so he can't make himself invincible or anything, but he can take control of the game's code to aid him in battle nonetheless, as you'll see soon enough.

Of course, he accesses all this via his Profiler, and there is a limitation here. Whenever Aiden hacks the game (with certain attacks), a cyan data-y-looking line appears between the Profiler and the hacked object. This signifies that Aiden's Profiler is currently hacking that object. The limitation is that only four objects can be hacked at once! Try to hack a fifth object, and Aiden will simply tap his Profiler's screen and growl in frustration, like any person would when technology fails them. You can get rid of your active hacked objects by taunting, which will cause them to revert to their original state as the phone struggles to handle both hacking and, say, the phone call from the down taunt, at once.

SPECIALS

Side Special - Blocker
Aiden taps his Profiler's screen to activate a hacking function, this one in particular being the Blocker. When you use the move, a small cylindrical part of the ground in front of Aiden -- this can only be used on the ground, by the by -- raises up to form a blocker. Y'know, those things that stop cars from going on walkways and stuff. The blocker is about half Aiden's own height, and while the top of the blocker looks just like the area of the platform it came up out of, the sides are just like in the image I just linked -- the red lights will change color to match the player color, just like Villager's balloons and Duck Hunt's shooty reticle things. The blocker, just like the stage it came out of, is indestructible -- oddly enough, it has this property even if the platform is a destroyable one, although if the platform is destroyed, the blocker will go as well. This can protect Aiden from some attacks, but since it's so short, he'll still get hit by many attacks.

...Unless, that is, you take cover! Pressing the control stick towards the blocker, Aiden -- and only Aiden -- can duck down behind the blocker, leaning against it and getting his body just below its height. Now, he's completely concealed from the front, but the animation has a bit of lag to it. Aiden can use his special moves, smash attacks, taunts, and grab game from behind the blocker, and can press the control stick away from the blocker to exit cover -- although this also has some considerable lag to it. When hiding behind the blocker, Aiden is protected from all damage, provided the attacks hit the blocker and not him. He's also protected from knockback, but only up to a certain extent; flinching and low amounts of knockback will be absorbed, but past a certain threshold, Aiden will get knocked away from the blocker. It's like Bowser's passive launch resistance.

Now for a few miscellaneous properties. You can stand on the barrier just like the stick in Garden of Hope, and trying to use the Side Special on a spot where there's already a blocker won't work. The barrier can also be rolled around, and while this can penetrate Aiden's defenses, predicting, reading, and punishing can remedy that. The barrier uses up one "hacking slot", of course, and while you can potentially make four blockers if you want to, you're better off investing in different areas. You will want to use one of these blockers, however, for protection while Aiden uses his long-ranged attacks or clears his hacks with a taunt, and this could even give you -- or your opponents -- a bit of extra vertical reach with its higher ground!

Neutral Special - Handgun
Aiden may be a master of l33t haxxoring, but he's more than willing to take out his foes the old fashioned, guns-blazing way. For this move, Aiden whips out his handgun and, well, shoots it. The bullet travels at a speed similar to that of Fox's blaster lasers, and has starting and ending lag similar to Falco's, but faster. It deals 5% of damage and minor knockback, pretty much just causing flinching and some hitstun. Surprising that a bullet would deal so little damage, isn't it? Smash is a very strange place indeed.

Anyway, this move has quite a few uses. Since Aiden works best at a distance, you can use this to great effect for spacing to set up some of Aiden's long-ranged moves. You can even use it while taking cover behind a blocker; Aiden will stick his hand above the blocker and shoot his handgun, damaging any foes who dare stand in front of him. While this does make Aiden's hitbox extend ever so slightly above the blocker, only certain attacks will hit him during this, and if you shoot only one bullet, the hand is only out for a very brief moment. The animation uses Aiden's left arm, and if he's holding an item in it, it'll simply disappear and be replaced by the handgun.

Up Special - Platform Spawning
This move involves Aiden once again tapping into the ssbOS to create platforms, but it functions differently depending on whether you use it on the ground or in the air. On the ground, Aiden summons a bright, light blue, translucent platform a bit above his head using the Profiler; it's about 1.5 Aidens above the ground. It's the same size as a Battlefield platform, and equally drop-through-able. After five seconds -- represented by the platform's "glow" fading away -- it'll disappear, which should be enough time for Aiden to make good use of it. Any moves that have something come out of the ground -- like the Side Special -- can't come out of this platform; rather, they'll emerge from the ground below the platform (if there is any). As you'll see later on, this can lead to some interesting interactions with other attacks. You can use this as an anti-air defensive maneuver, and use some of Aiden's upwards-reaching moves to get opponents who are up there. It'll take up a hacking slot, of course, so moderate your usage.

In the air, Aiden creates a similar platform right below him. While it still takes up a hacking slot and has the same interactions regarding out-of-the-ground moves, however, it's got some different properties to it. Firstly, this only counts as "semi-ground", meaning, it won't restore Aiden's double jump (although it will cure helplessness). It also has half the glow and half the lifespan of the grounded version -- two and a half seconds -- and after it disappears, it'll actually remain there as a faint afterimage of its former self. It'll still take up a hacking slot during this, and it won't fade away until Aiden lands on actual ground. Aiden can't taunt on these platforms either, so he'll have to land to be able to clear his cache! This means that Aiden's recovery varies based on how many things he's currently hacking, so resource management is key. Will you spend all your hacking slots on grounded platforms and blockers to protect yourself and give you more offensive options, or will you save them so that you can recover when you do inevitably get launched? But I'm getting ahead of myself. There's much more to these hacking slots. For instance...

Down Special - ssbOS Scan
In Watch_Dogs, Aiden can hack into the ctOS to find out people's background, data, and all that. Coulda just went on Facebook or something, but whatever... Here, he can do a similar thing by hacking into the ssbOS. When you use this move, a faint cyan circle appears around Aiden, indicating this move's range of about 3 SBB (in radius). Any opponents caught in this radius will be "hacked"; that is, their information will be displayed next to their percentage! This includes things like shield damage, stored charges (i.e. Samus's charge shot), which of their moves are stale, and that sorta thing. It'll also make Aiden's attacks deal 1.25x their regular damage on that opponent. This will last indefinitely, but of course, it will take up one of Aiden's hacking slots. That said, it works wonders for knowing what your opponent might be up to and how handle them, as well as just making your attacks hit harder.

STANDARDS

Jab - PPK
Standard jab combo! Aiden, in addition to l33t haxxoring skillz and sharp shooting, is also a skilled martial artist, and this shows in his standards and aerials. Aiden punches, punches again, and kicks upwards for this jab combo, dealing 3%, 3%, and 3% respectively. It'll knock opponents diagonally upwards, and there are quite a few ways for Aiden to follow up on this, as you'll see in a bit.

Forward Tilt - Roundhouse
Aiden, as aforementioned, demonstrates his martial artistry with a swift roundhouse kick for a side tilt. It's rather quick, and will deal 8% of damage and knock opponents forward a bit. Not a lotta knockback, but it can be good for comboing into some of Aiden's other attacks.

Up Tilt - Uppercut
Aiden clenches his fist, pulls his arm down, and thrusts it upwards for a meaty uppercut. It has quite a bit of starting lag, but it'll deal a nice 12% of damage and knock opponents straight up, making them ripe for the comboing!

Down Tilt - Sweep Kick
Aiden crouches down, low to the ground, and extends his right leg before spinning around once in a motion similar to, say, Ryu's down smash. It's a swift spin kick with great speed, and it'll deal 4% of damage and trip opponents. If they're already tripped, though, opponents hit by this move will simply be popped up into the air. This might seem rather weak, but if you trip someone with this, you can easily double the damage by landing a second down tilt. Nifty! From that, you can even lead into an aerial combo, since it pops opponents up.

Dash Attack - Running Kick
While dashing, Aiden jumps up into the air a tiny bit and performs a roundhouse kick, very similar to that found in the side tilt. It deals the same damage too; 8% and forwards knockback. He'll normally stop after the kic, but he'll keep running if you hold the control stick in the direction you're dashing, which can be nice for approaching and following up with another attack.

SMASHES

Forward Smash - Manhole Explosion
Moving on from generic punches and kicks, we have some more hacking stuff! Firstly, I'd like to mention that all three smash attacks use up a hacking slot, although they only do so for the duration of the attack. They take up a slot while the attack happens (including the charge), and when it ends, the slot is freed up. This means that you can't use a smash attack if you've used up all your slots, once again playing into that resource management stuff. Also, the smash attacks all share a nearly identical charging animation; Aiden holds his thumb on the Profiler, and takes it off once you release the charge. There are two differences, however, between these attacks. Firstly, Aiden's thumb will be on that area of the Profiler's screen; for the up smash, his thumb will be on the top of the screen. There's also a subtle change in what opens up on the ground, but you'll need to keep your eye out for it. Sneaky.

Anyway, onto the actual attack. Aiden does the aforementioned charging animation as, about 4 SBB away from him, a small circular area of the ground separates from the rest and starts to wobble a bit, as if pressure is building up beneath the surface. This is your tell that Aiden's about to use the forward smash. Anyway, when the charge is released, the circular area flies up as an explosion propels it upwards, revealing it to be a manhole! You can't quite see into the hole, but on thin platforms, it's kinda strange. Eh, Smash Brothers.

Moving on, the move has multiple hitboxes. The manhole is a sweetspot, dealing 16~20% of damage and KOing upwards at about 95~60%. It's pretty powerful, but combined with the manhole's distance from Aiden and the sweetspot's small size, this is very tricky to land! Just to either side of the manhole is the explosion itself, which will deal 7~12% of damage and knock opponents to the side. It won't KO very well at all, but it can be used in quite a few interesting ways (more on that in a bit). Finally, there's a windbox in the form of smoke flying out to either side, and this is much bigger than the other two hitboxes, but it's just a windbox. Good for edgeguarding, but also good for pushing attacking opponents towards yourself. Be careful with this one.

Before moving on to potential uses and strategies, let's talk ledges. If your manhole would appear without a platform (i.e. if you're, say, 2 SBB from a ledge you're facing), it'll instead just stop at the ledge, nice for edgeguarding with the windbox. However, it can go from small, drop-through platforms (y'know, like Battlefield's three top platforms) to main ones (like Battlefield's big platform), allowing for some interesting strategies. It can, however, appear on another platform even if there's a ledge in between.

Oh right, uses and strategies. Now, this move is a great combo starter. Hit with the side explosion hitbox closest to Aiden, and the opponent comes flying towards you! Thanks to the short ending lag that all of Aiden's smashes share, you can use this to combo into Aiden's close range moves. However, the hitboxes are hard to hit, making this kind of combo tricky to execute. Edgeguarding, though, is a breeze with the windboxes to either side, and if you do somehow manage to land the move's sweetspot, it's a devastating finisher! Of course, using this from behind a blocker can lead to a safe, if tricky to use, KO option!

Up Smash - Steam Pipe Burst
Now it's up smash time! For this move, as Aiden charges the attack, a small hole in the ground slowly grows in diameter, telling opponents what Aiden's up to. When you release the charge, a burst of steam shoots out from this hole, and being steam, it's pretty hot, so Aiden turns away and covers his face. This means that it has a bit more endlag than the other smashes, but he won't get hurt; only opponents will. They'll be dealt 8~14%, and while they won't flinch, the windbox of the attack will send them flying! It's enough to KO at about 100~80%, in fact. While this has some nice KO power, it likely won't stop an opponent's approaching attack, and has a bit of starting lag. That said, it can be an effective follow-up from a Side Smash that sends the opponent your way.

That's not all, though. Remember those platforms from the Up Special? Well, those do a thing with this attack. If you stand on one of those and use this move, the steam will burst out from the platform below you, pushing opponents upwards into you -- and allowing for some nasty combos! This will also eliminate the ending lag, as Aiden doesn't have to shield his face anymore. This technique requires some precise positioning to be sure, but it can catch opponents off guard. Just don't get predictable! Oh, and the aerial version can be preferable for this; just jump up above the opponent, make a platform underneath you, and use a smash attack! Using this behind a blocker will make the steam come out in front of the blocker, which can work pretty well against some characters, but since this has no flinching or hitstun to speak of, any momentum-canceling move will rended this tactic void.

Down Smash - Spikes
So, down smash. During the charge, a couple of small holes appear to either side of Aiden and grow the more you charge the move. When the charge is released, a pointy, cone-shaped spike comes out of each hole; the bigger the hole is, the more of the spike fits through, so the bigger the hitbox is. It'll also deal more damage, of course, measuring in at 13~18% of damage and dealing some decent knockback upwards. It won't KO until about 170% uncharged, but it has some serious knockback growth; it KOs at 100% fully charged! The size of the attack is rather small compared to Aiden's other smashes, but like the up smash, some Up Special trickery combined with the attack's low ending lag can lead to some deadly ground-to-air combos! This and the Up Smash have knockback that is normally too great for combos, but as you can quite clearly see, there are ways to fix that!

AERIALS

Neutral Aerial - Aerial Kick
Aiden's martial arts skills show once again in his aerials. For this move, he performs a fairly standard kick, entering a pose similar to that of Sheik's neutral aerial. However, rather than a lasting kick, this one is just a single hit that doesn't linger at all. It deals 8% of damage and moderate forwards knockback at a slightly downwards angle. It's great for transitioning from an aerial combo to a KO, as the distance is just about enough to hit with Forward Smash if you space it right! Or you could knock opponents back into you to hit them again! Or heck, even get them offstage for an edgeguard or gimp!

Forward Aerial - Profiler Swipe
Aiden, Profiler gripped firmly in his right hand, swipes it downwards in a motion not unlike Sheik's forward aerial. Good thing it's got a protective case! Compared to that move, though, this move has a more downwards knockback angle, and for grounded opponents, it'll pop them up into the air instead. It deals 5% of damage, which is rather low, but this attack is great for its comboing potential. You can knock opponents onto the ground and then pop them back up, although this only works at lower percentages; otherwise, they'll get sent too far upwards. However, at higher percentages, you can still follow up with an aerial Up Special + Down Smash/Up Smash to transition cleanly into an aerial combo. Not too shabby!

Back Aerial - Flashlight App
Aiden might use his Profiler primarily for hacking, but like any self-respecting pre-iOS 7 iPhone user, he also has a handy flashlight app installed. So for this move, Aiden swings around in midair, flashing the Profiler's light for a split second, catching any opponents off guard. It'll deal 8% of damage, and it'll also make them flinch. It can actually bypass most armor, but not shields. Anyway, the move is extremely quick, and will turn Aiden around as well, allowing him to follow up with another attack. You can't spam it, though, since Aiden is now facing towards the opponent he just hit. That said, a Forward Aerial can be good for following this up, and then try following that with a Forward Smash for a potential KO, edgeguard, or extension to your combo!

Up Aerial - Flip Kick
Moving on from using smart devices in completely unintended ways, we've got another showcase of Aiden's acrobatic skills. For this move, Aiden performs a backflip and kicks upwards in a motion similar to, say, Captain Falcon's up aerial. Like that move, this is good for juggling, dealing 6% of damage and moderate upwards knockback. This is a great way to combo vertically and juggle, especially when used in combination with platforms made via the Up Special. If you've got a lot of free hacking slots, you could potentially use the platforms to bring an opponent all the way up to the upper blast line, but this is rather situational. Use this tactic whenever you have the chance, though. It may just land you a KO!

Down Aerial - Dive Kick
Aiden is best on the ground thanks to his many structures and such, so it makes sense that he'd have a quick way to get back down to earth. Thus, a stall-then-fall down aerial. The poses are rather similar to Sheik's down aerial, and it travels at a similarly diagonal trajectory. At the very start of the attack, there's a sweetspot hitbox that will deal 10% of damage accompanied by a powerful meteor smash. It's hard to hit, but if you do, it'll almost always KO -- given that you're actually over the ledge, of course. The sideways movement can help you get back to the stage after this. Anyway, the normal hitbox knocks opponents upwards and deals 6% of damage. The move has barely any ending lag, unusual for a stall-then-fall, allowing Aiden to act out of it right away. However, it has less priority than most, deals less damage, and doesn't have that much kill potential. It really does play into Aiden's approach of keeping his distance rather than going in guns, fists, feet, and smast devices blazing. You'll want to get away from opponents when using this attack from above, giving Aiden room to set up his blockers and such.

GRAB GAME

Grab - Manual Override
Aiden holds the Profiler out in front of him, tapping the center of the screen with great force. This causes any opponent in front of him -- the grab has great range, by the by -- to be "hacked", immobilizing them. It's pretty much purely cosmetic -- it functions just like a normal grab -- although a nice bonus is that won't take up an additional hacking slot if you've already hacked them with the Down Special. The pummel involves Aiden punching the opponent with his left hand while they're immobilized, making for a rather quick pummel that deals 1.5% per hit. The grab does have quite a bit of ending lag if you miss, but it's quick to start up. You can actually use this from behind a blocker as well, making the grab much safer. However, as you're about to see, it does somewhat limit Aiden's options.

Up Throw - Steam Pipe Burst
Aiden taps on his Profiler screen, causing a burst of hot steam similar to that from the Up Smash to burst out of the ground. It'll deal 5% of damage and launch opponents up a decent amount, setting the opponent up perfectly for an Up Aerial/Up Special juggling combo! Throws like this won't use up additional hacking slots either, so feel free to use them to your heart's content.

Forward Throw - Forceful Kick
The opponent is a sitting duck; they're immobilized. This is Smash, so what do you do? Charge up your most powerful attacks, of course! Aiden does the best he can manage without using his Profiler (as that is sort of busy hacking the opponent and all), which involves him charging up for a moment and unleashing a powerful kick with a pose similar to that of Ryu's forward smash. It'll deal 10% of damage and KO horizontally at about 140%. It's a good kill throw, but as Aiden's true strength lies in his hacking, it's nothing too spectacular. That said, it's a good option near the ledge to set up a straight up KO or an edgeguard-slash-gimp. You can't use this if you grab the opponent from behind a blocker; he'll simply kick the blocker instead.

Down Throw - Ground Slam
Aiden swipes down on the Profiler's screen, causing the opponent to be slammed downwards onto the ground, bouncing upwards a bit and being dealt 5% of damage. Meanwhile, the nearly nonexistent ending lag allows Aiden to prepare a follow-up attack while the opponent is still bouncing! It's a great tool for starting combos, but blockers can get in the way if you try to grab through them.

Back Throw - Manhole Explosion
Aiden taps his Profiler screen with great force, causing a manhole -- much like the one from the Forward Smash -- to explode just in front of the opponent. This causes them to get hit by the explosion hitbox, which deals 7% of damage and knocks them backwards; they'll land right beside Aiden. This is good for starting combos, since they're knocked right beside you, practically asking to be hit. Just be aware that, if they're quick enough, they can DI to mess with your spacing! Also, they'll bounce off of a blocker if it's between the two of you, which limits the combo potential and such.

MISCELLANEOUS

Final Smash - Blackout
Aiden got the Smash Ball! This power goes straight to his Profiler, allowing him to hack the game's code to a far greater extent. Using this Final Smash causes Aiden to say, "Lights out." as a blackout occurs, causing the entire playing field to become pitch black. Not even things that usually stay visible during the Nightmare assist trophy -- i.e. a glowing beam sword -- will stay lit up! While everyone and everything is cloaked in this darkness, you can still see the Profiler's illuminated screen, which Aiden continues to tap and swipe on. Meanwhile, many sounds of metropolitan chaos can be heard, from police sirens wailing and railroad crossings dinging to helicopters crashing and explosions. Any opponents in the immediate vicinity of Aiden will be dealt a total of 50%, and knockback that can KO at about 70%. It's pretty insane, but you'll need to get up close and personal for this one. Aiden's bad mobility can make this tricky, but alternatively, you could hide behind a blocker and wait for them to come to you.

PLAYSTYLE

So, Aiden. He's got quite a few things going for him. For starters, both the Side Special and Up Special give him great protection for his long-range game. From behind a blocker, he can use moves like Neutral Special, Down Special, and the Smashes to get opponents on the other side from a variety of distances. However, one good hit and he's going to be sent flying from that pole! A good up smash or down smash can get them up into the air, though, but if an opponent jumps over instead, you'll be forced to change your position. Luckily, while evasive action isn't really an option here, Aiden's close combat game is actually pretty formidable. He has good combos, good smashes, and overall good up-close attacks. Camp out behind a blocker whenever it's possible, and if you're approached, show off those martial arts and lay down the hurt! Forward Aerial strings are a great option, and a Smash attack or an Up Aerial-plus-Up Special juggle can be a great way to finish off a combo!

While Aiden has these strengths, he's also got quite a few weaknesses. The most glaring weakness is his poor mobility. He has a terrible running speed, and while his rolls and such are swift, he isn't the best at getting around. Then there's the issue of hacking slots. You only have four at your disposal, and in order to reset them, you have to sit through a length taunt, a prime time to get punished! Proper management of these and long-term planning should make this a rare occurrence. There's a fine balance here; having more slots used up allows you to have a lot of blockers on the stagem see your opponent's data, and such, but you'll also want some free slots to use your smashes, grab, and recovery. Overall, with his stage control, ability to manipulate the battlefield, and excellent up-close and ranged games, Aiden Pearce is more than ready to take on the best Smash has to offer!
As always, feedback is greatly appreciated, and I hope you enjoyed the set! :)

Like what you see? See some more over at my Make Your Move Hub! :D

Next time: a very special set for a very special character and a very special occasion! So many special things, I love it!
 
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