Make Your Move 19 - Top 46 Posted!

Joined
Apr 28, 2008
Messages
5,921
Location
California
Samus Aran (Improved)

Appearance
Samus' powered armor remains the same as portrayed in Metroid: Other M (MOM hereafter). The appearance has been refined with the pauldrons being slightly smaller, the rib cage being a bit more ridged, and the waist being a bit wider. The color of the armor has been matted to give more of a metallic appearance and there are also a bit of scuffs to portray Samus' experience in battle.

Changes
Jabs have improved hit stun.
Charge Shot can be fired multiple times while Samus is running.
Charge Shot charges slightly faster.
Charge Shot has additional beams, including the wave, ice, and plasma beams. See Charge Shot for details.
Samus' dashes faster (1.504 → 2.1).
Samus is now 4th heaviest just below Bowser, Donkey Kong, and King Dedede.
Samus now has an extra jump, totaling in three (3) jumps before using her up special.
Samus once again has lagless landing as she did in Super Smash Bros. Brawl (SSBB hereafter).
Samus now can perform both a tether and non-tether grab, the latter when close.
Samus can now counter.
Samus can now roll.

Standard attacks
Jab (A)
Jabs remain the same overall, with the exception of hit stun, which has been improved. Since Super Smash Bros. 64 (SSB64 hereafter), Samus' jabs have lacked significant hit stun, allowing her opponent to simply ignore the fact that he/she's been hit. Instead, Samus has had to rely on "hit-and-run" tactics, that is, having to simply do a single jab and then backing off. While this can work, it really limits Samus' options of being in close-combat, forcing her to fight from a distance. Not only is Samus competent in close-combat in MOM, she even says herself, "I'm happy to engage the enemy hand-to-hand. The augmented power of my suit lends me extra power in combat". For this reason, the hit stun of Samus' jabs have been improved in order to make her a well-rounded character.

Speed Boost (Dash + A)
This dash attack now has an extended hitbox where the bow shock is located. This allows Samus to hit at a safe distance if she uses Speed Boost early. Since the bow shock surrounds Samus, she can even hit her opponent if he/she is hanging on the ledge as long as her opponent no longer has invincibility frames. Since the "Two Frame Punish" is still present in Super Smash Bros. Fray (SSBF hereafter), Samus can even use this to her advantage.

Axe Kick (Up + A)
The Axe Kick remains as it was portrayed in Super Smash Bros. Wii U (SSB4 hereafter) with its ability to KO aerial opponents, as well as hitting those who hang onto the ledge when their invincibility frames are no longer active. What has been removed is the ability to tech out of this attack, since this is performed commonly, though unintentionally, in SSB4. If the opponent shields this attack, he/she will be pushed away, just as they will in SSB4.

Roundhouse (Forward + A)
This attack has returned to being 7 frames instead of 8, which caused a bit of unnecessary latency. Sourspots are still present where her thigh and body are located. Diagonal attacks remain the same with high roundhouse kicks doing additional damage and knockback, while low roundhouse kicks don't do as much of either.

Napalm (Down + A)
Napalm once again enjoys its original damage of 14% as it was in SSBB, rather than 12% in SSB4. Its knockback growth has also returned to 60, rather than 48, allowing Samus to once again KO her opponents vertically. Samus can also perform Flamethrower (forward air) to Napalm, making this a true combo. Although SSBB was known for lacking true combos, it was possible (although difficult) to perform this true combo. In SSBF, the combo is easier to perform.

Counter Attack (L or R + A)
Since I didn't want to replace any controls to make a counter attack possible for Samus, and since a lot of characters are being able to counter these days, I thought Samus deserved to do this as well, considering she can in MOM. In order to do this, however, direct attacks must be perfectly shield and then immediately followed up with the neutral standard attack. If the player perfectly shields, but fails to follow up immediately with the neutral standard attack, nothing will happen.

Counter attack is only useful like most counter attacks in SSB in that countering is only effective if the opponent is close enough to be punished. While it would be possible to perform counter attack if an indirect attack like a projectile was perfectly shielded, it would be meaningless to perform, and since extra frames would be performed for Samus to do her counter attack animation, it would be a poor choice to even attempt.

Smash attacks
Flamethrower (Up + A)
This smash attack has been slightly improved. While the previous titles had an arc where it wasn't made possible to easily hit targets of a medium stature and impossible to hit targets of a small size whenever Samus stood next to them, the flame is extended slightly and Samus' arm cannon begins pointing at 315° angle and ends at a 153° angle. This allows Samus to at least hit her opponent, regardless of size, as long as her opponent is in front of her. This attack still retains its usefulness against taller and larger opponents, as well as those who are above Samus.

Cannon Thrust (Forward + A)
This is another smash attack that has been improved. Its frames have gone from 10 to 8. The fireball produced at the end of the cannon is a sweetspot and deals more damage and knockback compared to if the opponent is closer. The rest of the arm cannon up to the pauldron is a hit box. There is also no longer any whiffing, which has been a common problem for Samus' forward smash. Just like the roundhouse kick, cannon thrust can be angled up or down with an upward hit dealing more damage and knockback, while the downward hit deals less of the two. If Samus happens to charge her cannon thrust, the fireball at the end will greatly increase in damage and knockback.

Boost Ball (Down + A)
The sweep kick has been removed, and instead, Samus transforms into her morph ball mode and uses boost ball to hit the opponent in either direction. This attack causes opponents to be launched at a 25° angle and can KO. There is a 50% chance the opponent will slip and fall if the opponent is hit somewhat at a distance from Samus. This can allow Samus to tech-chase.

Aerial attacks
Spin Kick (A)
Although SSB4 patched up this once lousy attack, it returns as one of Samus' most effective off-stage strategies. It maintains its quick speed and kill power. Spin kick is a safer alternative to cannon bash for those who want to risk a little off the stage, but not too much. The spin kick is mostly effective against those who are tall or large, but this doesn't mean medium to small characters cannot be harmed by this attack if they're in the air. Spin kick is, in fact, a useful attack for those who are mainly aerial.

Drill Kick (Up + A)
Drill kick has many uses. Opponents who shield will receive consecutive hits, minimizing the shield during the process. Samus may also use this attack while falling. One good method is to perform this attack while landing behind the opponent, allowing Samus to follow up with another attack. Drill kick to screw attack is equally effective if the opponent is baited into thinking he/she can attack after blocking the drill kick. A good, true combo is using the drill kick twice in the air against the opponent, and then following up with a screw attack. This can potentially KO.

Flamethrower (Forward + A)
Like drill kick, flamethrower can be used as a combo by setting up with a down throw from a tether grab to a double flamethrower. Samus can keep herself at a distance as she'll have control as to whether or not to continue moving forward or backing up. This attack can be useful against opponents who have a tendency to jump up from the ledge as their way to return to the stage. The disjointed hit box allows Samus to retain spacing, although this attack may not be effective against those with longer disjointed hit boxes like Marth.

Back Kick (Back + A)
This aerial attack has a sweetspot and sourspot. It can be used safely, due to the length of Samus' leg. One method is to perform a short hop back aerial while maintaining distance. If the attack lands, it is sure to be a sweetspot. Although one might expect a sourspot to not be as useful, this attack still has its uses off the stage as it can cause the opponent to ricochet off the stage and end up being too far to recover.

Cannon Bash (Down + A)
This attack is still one of Samus' best kill moves off the stage. It no longer has a hit box that causes the opponent to be launched diagonally downward, but instead directly spikes the opponent. If used on stage, this attack is best performed by spacing oneself to avoid landing in front of the opponent, or simply dashing, performing a short hop and using cannon bash as Samus lands behind her opponent. This may also be a useful pressuring tool, as the opponent may end up shielding and be unsure what to do. Of course, OoS can be performed to counter this.

Grapple Beam (Z or L or R + A)
In both SSBB and SSB4, the grapple beam, often called "z-air", has been Samus' most effective tool. It still remains as the best spacing tool in SSBF. It has both a sweet- and sourspot, with the tipper dealing 7% damage and a higher knockback. Otherwise, the sourspot only deals 3% damage, but it doesn't suffer from staling. Anyone who picks up Samus must be sure to utilize this attack.

Special attacks
Charge Shot (B)
The Charge Shot comes in four (4) different forms to represent the Metroid series. All of these can be fired while Samus is moving, just as her canonical incarnation. Although this idea was originally thought of for future Super Smash Bros. (SSB hereafter) games that might involve Customs, I decided to implement this feature in a different way, similarly to the way Olimar or Shulk utilize their different abilities. In order to do this this, I have decided that for Samus to transition her beams from one beam to another, she must fully charge the Charge Shot and then release it before being able to use the next beam. It goes in the order of Charge Shot, Wave Shot, Ice Shot, and Plasma Shot. I shall now discuss this in detail.

Charge Shot will remain as is. It is the primary neutral special capable of KO'ing opponents. It will retain its speed as portrayed in SSB4 and keep the knockback growth of 62 as well. Wave Shot travels in a wavy pattern, covering more width. This not only can be used against opponents who may hang on the ledge, but because of the width it can cover, it may be a bit more difficult to avoid. Wave Shot also possess the ability to stun opponents, similarly to the way Zero Suit Samus' Paralyzer stuns opponents. Although this neutral special isn't known for KO'ing, if the opponent is not hit while stunned, he/she may be launched at a 60° angle. One final feature is that if the Wave Shot is even partially charged, unless it is perfectly shielded, shield stun will occur.

Ice Shot travels slowly, making it easier to dodge. However, this neutral special makes up for speed in a threefold manner. First, it travels like Dense Charge Shot, allowing Samus to actually walk with the beam. Second, there can be a total of three on stage. Third, it does the obvious. While uncharged shots can freeze, this is more of a nuisance than anything else, as Samus' opponent will freeze and immediately break out. Although Ice Shot isn't necessarily a KO move, it can end up doing so accidentally. It behaves like the Freezie item in that opponents are launched at an 80° angle. If an opponent is at high percent and is hit by this beam in the air, he/she will end up being star KO'ed.

Plasma Shot has a burning effect, similarly to any other fiery attack in all SSB games. While one might have expected the Plasma Shot to be the most powerful when it comes to KO'ing, it actually lacks significant knockback. It behaves more like Falco's Blaster. Its main purpose is to simply deal a lot of damage in a short period of time. Whereas the Charge Shot deals 26% damage when fully charged, the Plasma Shot deals 30% damage. It also eats up shields, making it similar to Marth and Lucina's Shield Breaker. It doesn't break shields, but it can if Samus' opponent continues to attempt shielding.

Screw Attack (Up + B)
The screw attack retains its ability to KO. It has been modified with a new feature to prevent the opponent from accidentally falling out as it has been the case in all previous titles. What this means is that the screw attack has a vacuum effect, i.e., it pulls in nearby opponents, somewhat similarly to Ganondorf's Volcano Kick. The effect is slightly better than Ganondorf's, however, to ensure the opponent from falling out or getting nicked.

Another new feature to the screw attack is Samus' ability to avoid being helpless. This is similar to what Bayonetta can do. While it is possible for Samus to end up being helpless after using the screw attack, this can be prevented as long as she has an extra jump. To illustrate, if Samus jumped into the air, and then jump again while in the air, and then used the screw attack, since she now has an additional jump, she would be able to avoid helplessness. On the other hand, if she used three (3) jumps and then the screw attack, she'd be vulnerable.

Finally, this last feature for the screw attack is based on SA-X's ability to launch herself forward with the screw attack. Since SA-X would be a perfect copy of Samus, this means Samus should be able to do the same thing. Thus, Samus can use screw attack to launch herself horizontally while on the ground or even in the air. This can be useful in mixing up Samus' approach.

Missile/Super Missile (Forward/Forward + B)
Samus can perform short hop homing missile cancel (SHHMC), since she once again has lagless landing. This allows her to fire up to at least three (3) homing missiles at once. These homing missiles are given more precision in angling, making them more efficient at hitting their target. The benefit of this is that the opponent will be required to deal with these missiles while Samus can follow up with z-air or a charge shot.

Super missiles retain their appearance, but they're once again capable of KO'ing like they were in SSBM. The speed of super missiles have also been slightly increased. These can also use SHHMC, but there can only be two (2) on stage, not because Samus can't launch more afterwards, but because these missiles will be gone before a third super missile can be launched.

Bomb/Five-Bomb Drop (Down + B)
Bombs have received their proximity effect again, making it so that if the opponent comes into direct contact with bombs, they will blow up. While in double hit in SSBB and SSB4 are noticeable, these bombs will retain their indistinguishable double hit like in SSBM. Blowing up on contact will make bombs more useful in preventing opponents from approaching, as well as for edge-guarding, since they won't rely on a time limit to explode.

A new feature allows Samus to drop five bombs instead of one. This can only be performed if the Charge Shot is fully charged. (Five-Bomb Drop will also work if the Wave, Ice, or Plasma Shot are fully charged as well.) When these bombs are released, they will slightly launch upward before dropping. This can be especially useful for edge-guarding, since the opponent will have to deal with more than one bomb if he/she is below the stage.

Throws
Non-tether Grab
Beam Barrage (L or R + A)

When Samus grabs her opponent without the use of the grapple beam, she will attack with her arm cannon while holding her opponent with her left hand. Each shot is 1 frame and can be fired rapid succession.

Blast Off (L or R + Up)
Samus will launch her opponent into the air and follow up with multiple beams, juggling her opponent

Lethal Strike (L or R + Forward)
Samus will quickly take her left arm and hook it around her opponent's neck, perform 360°, only to come back around, drop to the ground, and point the muzzle of her arm cannon at her opponent's face, following up with a fully charged shot.

Stunner (L or R + Backward)
Samus will do a back somersault, grabbing her opponent under the arms with her legs. Upon landing, the opponent will strike the ground and Samus will blast a fully charged shot as she does another back somersault away from her opponent.

Overblast (L or R + Down)
Samus will jump onto her opponent, placing her feet on his/her shoulders, firing a fully charged shot as she leaps away.

Tether Grab
Chozo Chop (L or R + A)
Samus will rapidly strike her opponent with her left hand. Each strike is 1 frame.

Return Stroke (L or R + Up)
Samus will toss her opponent upward. This throw has been improved with more knock-back.

Plasma Pulse (L or R + Forward)
This throw remains the same as its predecessors.

Lethal Lightning (L or R + Backward)
Samus will begin to spin as her opponent is hooked to the end of the grapple beam, and once released, will be launched away. This throw is capable of KO'ing at around 100% for medium weight characters. Heavier characters can be defeated at around 130%.

Static Slam (L or R + Down)
This throw retains its angle, damage, as well as knock-back to allow Samus to follow up with combos ranging from up throws to forward throws.

Final Smash
Hyper Beam (B)
I decided to get rid of the Zero Laser and use the hyper beam instead. A single beam produces 50% damage, making this Samus' most powerful attack. It retains its prismatic appearance as portrayed in Super Metroid. It also has considerably high knockback equivalent to that of a Bob-Omb. The duration of this final smash is 15 seconds.
 
Last edited by a moderator:

Bionichute

Smash Champion
Joined
Jun 30, 2012
Messages
2,144
Beets Beets I don't want to be rude, but if you want to make a set that will be acknowledged by the group, you should do it in a writing format. Detail is key for set making, and I'm afraid neither of your sets so far are detailed in any way. They're very vague, and don't really have anything to tell us how the character would play.

A set can't just be a singular, vague idea like Muffet is, there needs to be cohesion between all the moves. Its pretty obvious you whipped this one up quickly, but you need to take your time when coming up with them. This is mostly a writing project after all, and Smash has some serious strict guidelines to follow.

The way you describe Muffet's attacks in the singular paragraph you give us makes them all look exactly the same, and I can tell you she would not be fun to play as if she was in Smash. The mechanic of her pulling in opponents when she hits them with any attack is also seriously op.

The specials (All 6 of them) are just generic pictures without any details. One of them is Chun-Li and Zangeif for some reason. I wouldn't even call your drawings bad, honestly, they're decent for quick little doodles.

You write this like a prompt, like this is something that the people here would try to add on to. But that's not what MYM is about. MYM is about building up your own identity through your sets, and being as creative as you possibly can. If someone here wanted to make a Muffet set, and I know there's at least one person, then they would come up with something unique and workable... hopefully.

I hope I'm not coming off as mean here, because we could always do with more new faces. My point is that you need to, well, write something up. Even if it turns out bad, you can keep trying until you make something good. I've been around for years and I only managed to get my first good sets out this contest!

The best advice I can offer is to read some more sets. Find a character you like (Preferably not one already done this contest) and try to come up with something for them. Best of luck, and I hope you take this advice to heart.
 

Crystanium

Smash Hero
Joined
Apr 28, 2008
Messages
5,921
Location
California
Urbosa the Lightning Champion (WIP)

Appearance
Urbosa is outfitted in Gerudo clothing. She wields the Scimitar of the Seven in her right hand and the Daybreak Shield in her left. She towers most characters in height, which is further accentuated from her high-heels.

Changes
None.

Standard attacks
Scimitar Slash (A)
Due to the lightweight blade, Urbosa's slash attacks are 2 frames in duration. This neutral, standard attack can be performed consecutively. Its disjointed hitbox offers Urbosa some safety for attacking at a distance. The first slash causes 5% damage, followed by 3% for the second, and 1% for the third, totaling up to 9% damage if all strikes land. Scimitar slash has decent hit stun to ensure the likelihood of three slashes connecting.

Seal Surf (Dash + A)
A sand seal will leap out from under the ground with Urbosa grabbing onto the reins while using her shield to surf. This attack is safe, since the sand seal will be in front of Urbosa, acting as a disjointed hit box. If this attack is blocked or dodged, Urbosa will continue moving forward until the player stops this attack either by shielding or pushing on the analog stick in the opposite direction. On the other hand, striking the sand seal will only slow it down. It comes out in one of two colors. If it's red, it'll only cause 5% damage. If it's yellow, it'll cause 10% damage. The reason for this is because the red kind are tamed and the yellow are wild.

(Up + A)


(Forward + A)


(Down + A)


Smash attacks
Lightning Rod (Up + A)
In a way, this attack isn't necessarily meant for attacking, although it can be. Urbosa will raise her right arm, causing lightning to strike down at her blade, electrifying it. This attack can be performed if the opponent is above Urbosa. If an opponent is above Urbosa during this time, he or she will receive 15% damage. The purpose of this smash attack is to temporarily electrify Urbosa's scimitar so that it produces additional damage. This is applicable to any and all attacks performed by Urbosa that involve using her scimitar. Lightning Rod will add an extra 3% damage. This temporary attack boost will last for 15 seconds, or until the opponent has been hit five times, with or without shielding. Dodging won't affect this boost's duration.

(Forward + A)


Discharge (Down + A)
This attack is effective against opponents who liberally roll, which is how any downward smash attack should be. Urbosa will take both hands to hold her scimitar and strike the ground. This attack is somewhat similar to Pikachu's forward smash, except the electrical discharge will come from both sides of Urbosa. This attack will produce 15% damage and like Pikachu's forward smash, it has a pretty good knockback capable of killing in triple-digit percentages.

Aerial attacks
(A)


(Up + A)


(Forward + A)


(Back + A)


(Down + A)


Special attacks
(B)


Gerudo Gale (Up + B)
Similar in appearance to Wii Fit Trainer's Super Hoop, Urbosa will produce a gale in the former of a whirlwind, lifting her up as her arms reach above her head. The tip of her scimitar is a sweet spot, so it's a bit of a risk to attempt to counter this disjointed hit box with a down air. Gerudo Gale has a vacuum effect somewhat akin to Samus' screw attack, allowing both the debris and sparks of electricity to cause damage. If the opponent is caught into this attack, he or she will receive 1% damage per hit.

While Urbosa performs this attack, she'll be capable of altering the trajectory of this attack. Just like the Super Hoop, tapping B continuously will slightly increase the diameter of this attack, as well as the vacuum effect and damage as the size of the debris increases and the sparks build up. The opponent who is caught in this attack will be lifted upward and eventually come into contact with the tip of the scimitar, which will launch the opponent upward, producing a total of 15% damage. Because the tip has a sweet spot, this attack can perform a star KO at higher damage.

Scimitar Sling (Forward + B)
Once the scimitar is thrown, a grapple made up of electricity will be attached from the hilt of the blade to the ball of plasma in Urbosa's hand, since lightning is plasma. While the scimitar will not be electrified, coming into contact with the electrical grapple will briefly stun the opponent. The length of this attack is about an equal distance to Samus' z-air. Scimitar sling works by stabbing into the opponent, similar to a grapple, with the blade producing 15% damage. During this time, tapping B will send electricity through the blade, electrifying it. This will cause 3% damage.

If Urbosa misses, the electrical grapple will still cause 3% damage if the opponent comes into contact with the electricity. While this is an attack, Urbosa can use scimitar sling while she's off the stage, allowing her to tether to the edge of the stage to recover through electromagnetic force. Although she won't be able to attack during this time, the electrical grapple is still capable of causing 3% damage.

Urbosa's Fury (Down + B)
A bolt of lightning will strike the ground, causing electricity to course along the ground in both directions. If the opponent is close, this lightning bolt will angle to connect to the opponent. A single strike will cause 15% damage, while the electricity coursing on the ground will only produce 5% damage. If the opponent is at a reasonably high percent, a single strike can KO, due to its good knockback. This attack is useful when the opponent is off the stage.

Urbosa's Fury can also be fully charged, but at the expense of leaving Urbosa open to attack. If she is hit during this time, she will receive double damage and knockback. Should Urbosa succeed in fully charging this attack, three lightning bolts will strike on the stage, increasing additional damage of up to 30% per bolt with the coursing electricity causing 10% damage. This makes Urbosa's Fury both risky and rewarding.

Throws
(L or R + A)


(L or R + Up)


(L or R + Forward)


(L or R + Backward)


Gerudo Grapple (L or R + Down)


Final Smash
Divine Beast Vah Naboris (B)


Taunts
Snap, Crackle, Pop (Up on the d-pad)
Urbosa will snap her fingers. This is one of the few taunts that can cause damage if the opponent is close.
 
Last edited by a moderator:

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,083
Location
Dedham, MA



Over the course of her life, Ororo Munroe has been trained as a juvenile thief, worshiped as a goddess, and hated as a mutant. Since Charles Xavier enlisted her to join the X-Men, Storm has grown as a warrior and as a leader.

Her control over the climate has been honed through constant training and numerous battles, and her arsenal of elemental powers, from shattering lightning strikes to freezing winds, make her a force of nature to be feared and respected.





ATTRIBUTES

STATS:
Storm is as swift and light as the winds themselves while airborne, but has poor ground speed as she chooses to hover majestically above the floor. Slightly shorter than Cyclops if standing on the ground, she is comparable to Bayonetta in stature overall.

Weight: 74 (:4mewtwo:)
Dash Speed: 1.45 (:4megaman:)
Air Speed: 1.3 (:4yoshi:)
Fall Speed: 1.05 (:4peach:~:4jigglypuff:)
Gravity: 0.06 (:4kirby:)
Jump: 40 Ground (:rosalina:), 50 Air (:4falco:)

Rolls: Great
Wall Jump: No





GUARD: Shield Squall
Blocking with Storm is fairly normal, summoning a bubble shield and all except for the first few frames of inputting block. From frames 1-3, Storm summons a swirling vortex of wind that wraps around herself that further bolsters her defenses! This wind is really only potent at close range, with characters needing to essentially be touching Storm's shield to be affected, but if in range they will be forcibly pushed away about 1/3 a platform either forwards or back. The wind can affect pretty much anything that is moveable as well, with Items, traps, and so on being able to be pushed away from Storm as she calls upon the winds for aid!

Storm's rolls also carry a slight wind effect, as she rushes backwards or forwards with the aid of air currents. Pushing back against the air to propel herself, Storm will slightly push foes in the opposite direction she rolls, while a minor effect it can still affect the spacing game and make her rolls even better than at face value.


POWER TYPE: CLASSIC

Storm's Power Meter is divided into three separate bars, each filled by gaining 15 Power:

||||||||||||||| ||||||||||||||| |||||||||||||||

Like all Classic power types, Storm can spend her power dynamically. She can spend a single bar at a time, or store power to unleash potent Level 2-3 moves!

Power
Each character has a meter referred to as "Power". This fills as you play and is linked to various effects and special moves. In general, Power is gained via landing attacks as well as being hit, but the latter at a very reduced rate.

Power is gained equal to 0.6x percent dealt with attacks that do not spend power, and 0.2x of damage taken / blocked. Characters often have other ways of gaining power as well.

CLASSIC power types are reminiscent of fighting game characters who have different levels of meter. Separated into 3 bars, CLASSIC types can either spend power 1 Bar at a time, or 2-3 at a time for tiered effects!

With a total of 45 power points to build up, a CLASSIC character needs to either:
  • Deal 75% damage (25% per Bar)
  • Take/Shield 225% damage (75% per Bar)



SPECIALS

Shield Special: Typhoon
A much more dramatic version of her normal shield, for the cost of 1 Bar you can summon a powerful Typhoon!

Spinning in place as powerful winds sweep around her, Storm levitates a bit higher off the ground as a vortex rises up around herself as she cries out "Typhoon, come to my aid!". The vortex reaches out barely to either side, but grows swiftly to be about 3 times her own height as anyone and anything in range gets sucked in and shot upwards! Enemies caught up by the Typhoon take multiple hits, adding up to 10% as they are dragged upwards and spit out with medium/weak power, but the Typhoon's strength is in defense, not offense.

The Typhoon will draw in any items, physical projectiles or traps within a platform's reach on either side and shoot them skyward, absorb energy projectiles harmlessly, and all the while granting Storm invulnerability on frames 1-4. Foes who attempt to challenge the power of the Typhoon while it picks up all this debris will be bombarded with them if applicable, each dealing 1/2 the damage they would have normally as foes come in contact with the swirling items. In a sense, you can use Typhoons to clear the battlefield around you pretty efficiently.

Getting a read on a foe, or causing disruption in a hectic multi-man battle, can be quite rewarding here as you can punish their attempts to close in on you. While the Typhoon is punishable after the 1st 4 frames to either trades or simply being hit by a long reaching strike, if Storm manages to get a clean hit the foe is going for a ride where she then has minimal end lag to follow up, with the entire move lasting from frames 1-20 and with only 10 frames of end lag. Even without any debris to batter them with, a foe swept into the air is in a precarious position vs the Weather Witch as her potent aerial game and specials can make short work of anyone who enters her domain!


Neutral B: Twister

Raising both arms up and back behind herself, Storm begins to summon wind around her hands as she enters a charge-up stance. Lasting for as long as you hold the input, Storm actually draws foes towards her very slightly as she charges, and with the ability to cancel via shield/roll you can do some small tricks with spacing here.

After about a second, Storm will automatically stop charging up and gain a small, swirling "aura" of wind at her feet to indicate she has a stored Twister on deck! Twisters are Storm's go-to projectile for directly controlling horizontal space, ranging in size from half her height to her full height and dealing 6-12% worth of multi hit before popping the foe up and out at a 45* angle with weak/medium power. Twisters will grow in size and power exponentially with charge, but never really travel that much differently with an uncharged Twister traveling about 2 platforms over it's 80 frame duration, and a charged Twister traveling 2.5 over the same duration. This allows Storm herself to follow behind a Twister after her end lag briefly, having about ~50 frames to follow up on any foes hit before it dissipates. There can only be one Twister on screen at a time, though after firing one she can go right into charging another if she chooses.

Twisters are transcendent to most move interactions, seeing as you cannot really "clank" wind, though other wind attacks can influence them! For a simple example, we can look at her Shield Squall and Typhoon with their respective Push/Pull attributes. If Storm were to run up and shield/roll near a Twister, the resulting Push will extend the life of the vortex by letting it move an extra 1/4~1/2 a platform based on the Twister's charge before disappearing. Conversely, Typhoon's suction will keep the Twister in place for the Typhoon's duration before it resumes its path, and can even trap a victim in both multi-hits if they get sandwiched between! Storm has more wind-related tricks up her sleeves for later, but these are two basic examples.

If you want even more bang for your buck, you can always try Circling the Control stick as you charge up a Twister! This tornado-like motion will be mirrored by Storm performing fancier moves with her arms as she conjures up the wind's energies, and in turn cost 1 Bar, and is indicated by a much faster wind current sweeping around her feet when stored. Spending energy severely cuts down on the time needed to charge up a Twister to a mere 30 frames down from 60, and in turn makes the resulting tornado projectile travel slightly faster with it being able to travel for 3 platforms, and deal 16% damage. The casting animation is also slightly shorter for Storm, allowing her to act after 20 frames as opposed to 30, making the Twister overall much safer and able to be chased by Storm.

Twisters are great projectiles for commanding space in front of herself, able to linger for quite a while and trap foes for you to follow up or simply bide your time to set up other effects. Though they are not perfect mind you. Despite Storm being able to move about after firing, she is still rather punishable when firing a Twister at close range as they really do not provide any stopping power vs trades or other projectiles since they don't clank. Twisters do cross-up shields, going by shielding foes swiftly, but again at close range this can be a liability as running up and shield-grabbing Storm if you predict her firing a Twister can be quite beneficial. Then again, if you are not fast on the draw, Storm can shield and push you back in return, getting to safety.



Side B: Lightning Bolt
Looking out towards the stage, and raising a hand ominously as her eyes glow bright white, Storm will either cry out, or say "Stay Back!", "Lightning!", or "Nature's wrath!" as she then summons a diagonal bolt of Lightning from off-screen!

Hitting down into the ground about 2/3 of a platform in front of herself by default, the Lightning Bolt has a distinct bright white hue as opposed to the blue bolts typically used by Thor. The bolt has incredible range, being a bolt of lightning and all, as it crashes down at a 65* downwards angle from a thundercloud about 6 platforms away when grounded, but if performed in the air the lightning can extend to about 10 platforms distance. You will typically never see the full range of the bolt unless you are on a truly massive stage and zoomed out, but it is safe to assume that the potent natural phenomenon will cover the entire area where summoned for a truly massive attack despite only being about as thick as her leg.

Being struck by lightning is no fun for anybody, and here there are two distinct hit boxes much like a similar Thunderous special move: the bolt and the "strike". You see, Lightning will want to reach ground as fast as possible, often with explosive results. If a foe is in the area marked by a small gust of wind about 2/3 of a platform away from Storm when the lightning strikes, the resulting explosion will deal an impressive 16% damage and very powerful knockback at a 45* angle that can KO at around 110% near edges.This of course covers a huge area when Storm is on the ledge herself vs recovering foes, but without the "strike" hit box you will essentially just either set up an edge guard or even end up helping out the foe recover with the vertical knockback.

The rest of the bolt, starting from the air above and slightly behind Storm and down to the space in front of her, will electrify foes with high hit stun before popping them up at a 75* upwards angle with 11% damage dealt. Despite the very high start up of Side B, about a whopping 35 frames, the end lag combined with the electrical strike means it is actually rather safe on hit since once the bolt vanishes, Storm is essentially free to act! You can often use this as a delayed launcher to strike airborne foes or simply extend a combo as enemies fall above yourself, or attempt to land the explosive hit to try and score a stylish KO.

Going back to the tell tale whirling winds that indicate where the bolt will strike, Storm can also hold Side B for up to a second in order to alter the placement of her lightning.The wind becomes darker and "stormier" along the ground, or at least on the same horizontal plane if off stage, as you hold the input and the resulting lightning will grow in power as well from the 11%/16% strike up to a 15%/22% strike at max charge. The movement is not too fast however, only reaching out from 2/3 of a platform to 1+2/3rds, but you can mix it up by going backwards and forwards to strike behind yourself, on your location, or even in the normal spot to catch opponents. Regardless of where they are summoned, the bolts still rain down at the same 75* angle relative to where they will strike. This of course adds to the casting time quite a bit, and if interrupted early no lightning will be summoned. it can be beneficial to distract foes with a Whirlwind or such beforehand, or just take advantage of the chaos from a multi-man battle to hurl powerful bolts down!

While it may be a common saying that "Lightning never strikes twice", Storm can prove that wrong by spending Power! Upon a successful hit with a Lightning Bolt, Storm can press (Side) B immediately and summon another bolt randomly from the Sky towards the foe! The random direction of origin only applies to the space above the foe, as all additional bolts will angle themselves towards the foe anyways. Each additional lightning bolt will cost 1 Bar of your meter, totaling up to 3 additional bolts and count toward the stale move queue, as well as only be the "standard" bolt regardless of whether or not Storm had charged Side B for the initial hit. This still adds up though, as even a string of 11+10+9+8 = 38%!

This damage can be spread out over multiple foes though in one of two ways. If you had only caught one target in your first lightning bolt, they will be the primary target and spark wildly when struck by additional bolts as they absorb the electricity directly. Other enemies touching this poor soul will be impacted by the strong Strike hit box that normally occurs on the ground! If you happened to catch multiple foes in the initial bolt, the additional bolts will be randomly sent to each of the targets with the same properties as the former example, with other foes still able to be struck by the "strike" hit boxes. Unique to this case though is that the lightning bolts will chain to other targets struck by the initial blast for 1/2 damage! For an example, lets say 3 targets were struck by the initial bolt and then Storm mashes Side B to strike them again. One target will receive the full bolt damage (10% lets say), and then smaller bolts will arc from that target to the others for (5%), and so on. Foes not caught in the initial hit can still be struck by the "Strike" hit boxes on impact with the foe taking the main bolt, or be caught by the arcing chain bolts as well for the lesser damage. This allows Storm to lay on the damage and truly show off her power to command the skies even in 8-man Smash!




Up B: Gale Force
Raising both arms up high in a "swooping" motion, Storm either cries out or exclaims "Wind, come to me!", "Gale Force!", or "Power of Winds!" as she summons a powerful gust of wind upwards!

By default, Storm will bring forth a crescent of wind from below herself that reaches up about twice her height before disappearing. The crescent is about 2/3 of a platform wide and will push foes the distance it travels if they are hit by the main crescent with hit stun and 1% damage, and about half that if they avoid that in favor of the column of wind behind said crescent that covers the area for the duration of the move, marked by a whooshing, distorted white graphic. As she summons the wind, Storm can angle the gust either Up by default, Left, Right or Downwards, each with the appropriate hand motion. Downwards angle in particular is of note as from the ground, this will just push wind down and around Storm to forcefully shove enemies to the sides of herself more potently than her Shield, though with much more lag. It goes without saying that the wind hit boxes cannot clank with other hit boxes, though of course interact with physical objects such as traps, characters, items and of course your own Whirlwind.

Whirlwind will be pushed along the distance of your gust swiftly, increasing the range and duration significantly with the Left/Right angles, or even reverse the direction for the remainder of the duration by blowing against it. Upwards Gale Force will actually raise your whirlwind up to a height where it will travel across platforms in the air, and a Downwards draft will simply push it similarly to shield on the ground, or if done from the air actually keep it in place and delay the hit as the down draft stalls the vortex.

Speaking of the air, the wind will also carry Storm just behind the crescent and halt her momentum as a four-way air dash of sorts for her recovery. You can cancel Gale Force with her double jump, allowing for a second use and making her recovery overall incredibly impressive and mechanically diverse given the 4 different angles you can mix and match, if easy to "swat" since the wind won't really be stuffing attacks directly. Even if not directly offensive, the wind still offers some protection against most direct attacks as they will be pushed in front of Storm if they cannot reach her, and the ability to quickly move in each direction freely offers her a lot of freedom in the air to maneuver around foes. Of course this can be potent off stage as well when on the offensive, as directly challenging other foes with a sideways or even downwards gust of wind can gimp them when applied correctly! Just be wary of trading in such a situation as if your jump is burned you lose out on a huge portion of her recovery. The timing is also a bit tricky to aim with the wind appearing at frame 12, though manageable given the disjoint it ultimately provides. Foes can counteract the wind with their own momentum though, often only being nudged if their own recovery moves provide sufficient push against the wind but sometimes that is just enough!


Things change drastically though if Storm puts some Power behind her Gale Force by upping the ante with tiered boosts. By holding the input for up to 60 frames, Storm will begin levitating as the winds she summons become drastically more powerful. In doing so, she will spend 1 Bar / 20 frames as indicated by the winds getting increasingly more violent around herself before releasing Level 1-3 of Gale Force:


Level 1
With 20 frames of charge / 1 Bar spent, the initial "gust" generated by Gale Force is simply boosted a good deal. The crescent of wind now deals 2% damage and covers an area a solid platform wide, and travels 50% more distance to both improve the utility on the ground, as well as the maneuverability and disjoint of Storm's air dashes. With a few bars at her disposal, Storm can certainly fly about any stage by riding these winds!


Level 2
With 40 frames/ 2 bars spent, things change a bit as the benefits of Level 1 remain, as does the wind generated! The area that Storm sends the crescent through nor continuously has the "weak" wind box blowing in said direction over the next 16 seconds. For a visual, this equates to most of the main floor of Battlefield now having a wind effect indicated by whooshing graphics and objects in the background being pushed in said direction. Up and Down both create columns of wind at the same height, despite Down usually just being the area immediately around Storm herself, with Left and Right still emanating from her location. Winds will create a constant pushing force in the direction applied that can benefit Storm by increasing her speed in said direction by Jumping up/slowing her descent, Fast Falling down, or running/drifting through the air left and right. It can also hinder foes as unlike Storm they are not immune to the negatives of the winds! In particular, while Storm moves faster by about 1.2x speed by traveling in the direction of these wind currents, as do foes, they also move 0.8x slower when trying to move against the wind. This can effectively alter the movement dynamics of a match to make somebody who normally outpaces Storm be slower overall than her depending on stage control. Aerial foes will notice the Updrafts/Downdrafts as they either get decreased or increased fall speeds that Storm can take advantage of in different ways, grounded foes will feel the effects of sideways wind currents more directly as their spacing becomes altered. For a visual, a sideways wind current is just about strong enough to push a foe at a speed of about 1 platform / 3 seconds, barring traction and obstacles if standing still. This could easily be enough to make them under/overshoot their running and aerial approaches or retreats!

Wind Attacks are also affected by these currents, either stacking together in the case of her Shield/Roll or altered somewhat in the case of Typhoon, Whirlwind and additional Gale Forces.

Typhoon will either grow exponentially in height by 50% in an Updraft, move side to side about a platform's length when caught in a sideways wind current, or gain less height but get more force and combo-ability by dealing 15% up from 10% in a Downdraft.

Whirlwind behaves similarly with it being boosted upwards on it's path if caught in an Updraft, boost it's speed forward or slow it's speed while keeping the same duration based on which direction the wind blows in a sideways current, or slow it drastically and actually gains a slight increase in damage (1.1x) as it is pushed down, and grown by a Downdraft. In any direction, Charging a Whirlwind also has it's time cut by 1.2x while in a wind current! This decreases the time down to 48 Frames normally, and 24 with a Bar spent rotating the stick for a rather significant improvement.

Gale Force itself is quite interesting as the direct control of the wind offers some advanced techniques based on your inputs. First things first, from the Ground your standard gusts of wind will be boosted if they match the direction of the wind, dealing 1.5x the damage (1.5%), pushing 1.5x as hard and traveling 1.5x as far for considerably better results all around. Level 1 gusts also share these benefits, overall becoming about 3x as effective compared to a powerless Gale Force and can truly shove foes around with ease!

In the Air, not only can Storm naturally ride the wind with her jump being boosted in the direction of her choosing (except Downwards), but she will gain a free, boosted Air-Dash if she chooses to boost through her wind current, pushing her total to 3 per air time combined with her jump. Boosting through a current has a special animation where Storm spins with her arms outstretched to signify the special use, though you can also Up B again into the current in order to gain momentum again though it won't be "free". This can make her ability to shove airborne foes even more deadly than before combined with the natural boost to the wind's push as Storm can go even deeper off stage without worry to blow foes away!

Gale Force summoned in the opposite direction of a Wind Current will clash with the current and create a brief, cylindrical, Cyclone hit box. Created about the same distance away as Marth's F smash from Storm, these Cyclones are as tall as Gale Force's normal hit box and will spin foes touching them rapidly for 5% as the foe's direction is reversed. Just like with Mario's cape, there is no real hit stun as the Cyclone simply swirls the foe around to spit them out in the opposite direction either Up, Down, Left or Right. You can extend combos, gimp or even reverse vertical recoveries with proper timing, or even reflect physical items and projectiles. Setting this up can prove predictable despite it's power, as for best results you will need beneficial wind currents at the sides of the stage either going into the stage or upwards away from the bottom for the gimping reverse hits. Aerial Gale Force air dashes create Cyclones but also carry the boosting effects, making them a bit trickier to time but potentially more powerful.

Lastly, performing a perpendicular Gale Force (Upwards/Downwards in a sideways stream or vice versa) will simply angle the attack or boost with the appropriate angle. Shooting an upwards blast of wind in a sideways stream will still be mostly upwards, while shooting sideways through a vertical stream will still mostly be horizontal and so on, allowing you to mix up your coverage areas greatly.
Costing only two bars, Level 2 Gale Force adds quite a lot of power to a match for the duration, allowing Storm to really dictate the pace of the match quite handily.


Level 3
With 60 frames / 3 bars spent, the most powerful version of Gale Force not only carries the effects of the previous levels, but also Aero-Forms the entire stage!

The entire screen will gain a blustery, windy aura as a global wind will affect everything for 16 seconds in the direction Storm chooses. This wind is about as powerful as Wispy Woods, but on a titanic scale that also affects airborne characters. In effect, this will boost or hinder running speeds, air speeds, falling speeds, jump heights and even knockback in the appropriate directions by a factor of about 1.2x / 0.8x, which also stacks with the Wind Current left behind like with Level 2. Regardless of the direction, Storm is unaffected by the negative aspects of these changes when it comes to moving slower against the wind due to her mastery of the element.

While under the effects of the strong winds, all of Storm's wind-based attacks are boosted by the same 1.2x factor in terms of Speed, Damage, Range and so on that stacks again with their interactions inside the main Wind Currents left by Gale Force. This can mean fully charged Whirlwinds in a mere 36 frames, or 18 with 1 Bar if you manage to wrack up meter, not to mention very powerful Gale Forces at your disposal that can easily shove foes about the stage, or off of it.

It should be mentioned that with another Storm in play, they can benefit from these wind effects too, as would just about any character who can generate wind when it lines up with the direction. Another Storm however can also change the directions of the winds in their favor, overriding the previous wind effects if given the time.


When all said and done, Storm's mastery of the winds and skies, combined with her Lightning and Whirlwinds, can prove to be quite the potent combination. She can hinder foes, push them around, contort the very air space foes want to navigate and soar through the air with ease to make it back to stage. Do not take this mutant lightly, or else you may find yourself blown away!




Down B: Storm Brewing
Facing the screen, Storm performs a small twirl and then raises her head and hands up high, calling out "Behold the powers of the Goddess!". During this lengthy period of lag, Storm's eyes glow noticeably white as the top of the screen visibly grows Storm Clouds, and after about a second cause Rain to fall onto the visible screen.

Storm Brewing is your other means of altering the air space to your liking alongside Gale Force, though this method may be more immediately apparent given the climate change from clear skies to a Rainy Day. Similar to Up B as well, Storm Brewing will change between Levels 0-3 based on how much power you feed into it. During the Falcon-Punch like start up animation, pressing B again will cause Storm to add a Bar of power, and subsequently change the level of Storm Brewing you use. Unlike Up B though, the start up animation is always the same length, though what happens upon completion varies tremendously.

Rain
is the basic form of precipitation available to Storm with No Power available, and gives every solid object a noticeable "wet" texture. Lasting for 6 seconds, wet surfaces and characters have slightly less traction than normal given the slippery nature of water, which in turn makes the effectiveness of her pushing Wind attacks all the more effective as foes slip and slide away with ease!

But, there is a far more dangerous aspect to having the stage and characters soaking wet... do you know why they tel you never to be in a pool during a Thunderstorm? Storm's Lightning Attacks vs soaking foes will deal considerably more Damage as well as gain more Power, about 1.25x normal. Seeing as many of her normals carry an electrical edge to them, this is a considerable boost to both her raw damage output and Power Gain given that the new rate (0.75x Damage) is also working off of a bigger damage number. For a basic example, lets look at her Lightning Bolt. A normal impact will deal 11% with the main bolt, which gives Storm back ~7 Power. A soaked foe will be fried for ~14% and give back ~10 power! Even better if you land the explosive strike hit box, dealing 20% and returning 15 Power, a full bar or more if you Charge Side B! With multiple targets able to be struck by lightning, this can make for huge returns in a multi-man battle. Speaking of that Strike hit box, when Lightning strikes Wet Ground it will electrify the surrounding area. Similar to powered Side B, an area the size of a platform will spark to life and deal 1/2 the bolt's damage (~6.5% fresh) and paralyze opponents momentarily before they are popped up into the air. You can easily follow up on this and greatly increase the threat-zone of Side B, potentially even getting in two separate lightning bolts despite another paralyzing hit simply popping the foe upwards. Paralysis also doesn't count as a direct hit for Powered lightning unfortunately, but the ability to stun in of itself is well worth the trade.

Level 1 - Freezing Rain
With 1 Bar able to be drained for Storm Brewing, your Rain converts to Freezing Rain with much harsher looking rain drops that carry a whiter hue than before, as well as slightly darker storm clouds up above. Again lasting for 8 seconds, this Freezing Rain carries the same properties as normal though it now coats the stage in a more "icy sheen" as traction for opponents is reduced even further, down to 0.75x normal.

Over time, characters also gain this icy coating if exposed to the elements for too long. Once chilled, characters will find their movement speed reduced to 0.9x globally. Chilling Wind attacks are especially nasty when exposed to the cold, with all her wind attacks dealing 1.1x more damage vs chilly foes. If a wind hit box did not already deal damage, then it will simply deal 1% or in the case of continual wind, 1% every 2 seconds. Combined with less traction, her wind attacks will do a number on foes in terms of their spacing capabilities.

Level 2 - Hailstorm
With 2 Bars available, Storm conjures up even nastier weather up above as brutal pellets of Snow and Hail are added to the mix! The entire screen will have scattered, Mario-fireball sized pellets of hail rain down at random that deal 1% to foes on impact with no hit stun. While insignificant individually, a full blown Hail Storm will often batter and bruise foes who face the weather for long enough! For an example, a character hopping from platform to platform on battlefield will likely take about 22%+ over the 12 second duration of the storm as they repeatedly cross paths with Hail.

Platforms and other outcrops actually provide natural shelter from weather effects for many characters. Given that it all comes from the skies above, pretty much any bonus effect that isn't normal Rain will be blocked by anything that covers the skies. Luckily for Storm, she has the Winds at her beck and call to alleviate this issue. Storm can use Gale Force to push Freezing Rain and Hail about the stage, making it "Rain Sideways" at times or even collect Hail in an updraft for foes to slam into more reliably. Hail that encounters wind currents take longer to fall to the ground and thus more can be concentrated in an area or knocked about to coat the surfaces in slippery ice, while Downdrafts will speed up Hail to pelt foes for 2% damage. Being physical objects of sorts, Hail and Snow can also be picked up by Twister and Typhoon! Vacuuming up the multiple projectiles can add variable damage and added hit stun to each of these vortexes, especially the Typhoon as it can gather up a large sum of hail to become a make-shift Icy Tornado. It won't be uncommon for Storm to gather up a good 15% or so of extra damage per Typhoon this way, spitting the foe into the air where they will come into contact with more Hail and deadly Storm follow ups!

Level 3 - Thunderstorm
With all available power at her disposal, 3 Bars will conjure up a powerful Thunderstorm! The screen darkened by black clouds overhead, Freezing Rain and Hail buffet the stage as Thunder grumbles from up above ominously, occasionally flashing Lightning across the sky.

Taking on the effects of all the other storms as always, Thunderstorms will last even longer at 16 seconds. The addition that matters most however is that Storm now has Lightning ready to command! Her Side B greatly benefits from the added electrical energy in the skies, always starting from the top of the screen no matter the distance and taking on a more ferocious appearance. A normal Lightning Bolt is a solid bolt from start to finish, but during a Thunderstorm it branches out at random to create a wide array of miniature bolts through the air! These branches of electricity can effectively triple the horizontal area of a single Lightning Bolt as they scatter left and right off the main line, dealing 1/2 the bolt's damage but otherwise hitting just the same. If these branches make contact with wet ground, they too will create paralyzing shock waves identical to where the main line strikes for 1/2 Bolt damage which can stack with other strikes. The added energy in the air has another benefit, with Lightning Bolts specifically granting 100% of the damage they deal back as Power on top of the normal damage bonuses from rain!

Furthermore, the actual Storm Cloud itself plays a role if characters dare enter it. Surrounding the top of the screen with it's wicked appearance, foes who enter the "Magnifying Glass" outside the main camera will be seen inside of the storm cloud and battered with wind and hail from within to take about 4% / Second. When Storm summons Lightning with Side B, the entire cloud reacts by sparking to life for 10% damage as well as very weak upwards knockback. At that height though, even the littlest bit could spell doom for those who dare challenge nature!


Overall, Storm will often want to have some weather effect in play. Given that this boosts her power generation, it is safe to at least have Rain on the field at all times so she can then gain power back to use Gale Force or other maneuvers. It is not that simple to just toss out though, as the beginning animation for summoning weather is essentially just as interruptible as the Falcon Punch, and Storm needs to complete it entirely to change the atmosphere of a match! Granted, if she catches a foe in a Whirlwind or just pushes them away with Gale Force she can make the space, though it requires effort on her part.

It should also be mentioned what Down B does when Weather is already in play, either by her own use or by another Storm on the field. With the same animation as before, taking as long as a Falcon Punch before the effect kicks in, Storm can regain power while saying "I call upon the power of the Goddess!" as her eyes glow brightly and electricity crackles around herself. Upon uninterrupted completion of this animation, Storm will regain 1 Bar of her meter instantly. If you have the space to pull it off, this can be a great boost to then unleash some fury later on, especially since you can keep doing this non-stop to regain bars. Two Storms in the same match can do this together, either as team synergy or to take advantage of the other Storm's weather effects. The Storm who created weather will also have their Character Portrait gain a cloudy, stormy aura for the duration to indicate ownership, making other Storms feel the negative effects of the weather such as Winds and Hail, while also being unable to abuse Thunderstorm with their lightning. Rain will always grant any Storm the ability to deal more damage and gain more power from Electrical attacks though.

Once the weather is altered, the pace of the match changes for everybody as Storm now gains essentially infinite stage presence combined with Lightning, especially in a Thunderstorm! It is best to try and brave the elements and pressure Storm herself to combat this, though of course time and again Mother Nature seems to be the one who wins vs Man...




SMASHES


Side Smash: Lightning Burst

Drawing both arms back as she charges up with electrical energy, upon release Storm will put both hands forward in a "Hadouken!" style pose as she unleashes a conical burst of lightning!

This burst covers an area that stretches just in front of her hands, outwards to be about as tall as herself when it begins to dissipate around 1/2 a platform away. Foes caught up in the burst will be electrocuted for 14-20% and paralyzed momentarily before being blasted off at the Sakurai angle with great force, able to KO at around 120%. This paralysis is almost entirely cosmetic as Storm begins her end lag when the foe gets knocked back, but it can be useful in a team setting to allow somebody to tack on an extra hit before they are blasted off! If you do not shock foes however, the end lag can be a bit punishable as Storm recovers.

In the Rain, the paralysis increases to cover a longer time period vs Soaked Foes based on the damage it deals, aka how much it is charged. At base, the rain will push an uncharged F smash to just a bit longer of a time that is noticeable, but you cannot do much about. Fully charged, not only does it deal a great 25%, but it will paralyze foes for a solid 15 frames after Storm is able to act! Off of a decent read, a mid to full charged F smash can deal a great chunk of %, gain a bunch of power and allow you or a friend to lay on even more hurt quickly.

Speaking of a Charge, just like with Twister you can dramatically speed up your charging period with all of Storm's smash attacks with Power! Once a charge is started, you can spin the control stick to have Storm take on a more dramatic "summoning" animation with her hands and glowing eyes to halve the charge timer down from 60 frames to 30 frames. While it is still a significant chunk of time, it is a dramatic change for what you get, especially considering that F smash here will gain you back a whole bar + change on impact!


Up Smash: Jacobs Ladder

Facing the screen, Storm raises both her hands in a wide " V " stance as lightning crackles around her, eventually traveling up her arms and bursting at and between her hands in a powerful arc!

The charge period actually has weak hit boxes that deal 0.5% in multiple, shocking hits that can add up to ~5% extra damage before the main arcing strike, with a Powered charge having more erratic electricity to deal double the damage but in less time to still deal about the same overall. The arc hit box on / between Storm's hands reaches an impressive height that can cover a decent portion of platforms above herself, or just general air space and is actually her strongest smash attack as it packs a walloping 18-25% damage and extremely high vertical knockback for a laggy, yet scary KO move.

Despite the hefty lag on both ends, U Smash has a lot going for it. Great range with disjoint in an arc above herself, massive power alongside combo potential with her Lightning and Up B wind juggling, and even a bit of safety while charging. Speaking of Wind, this is a good spot to highlight how it can affect her combo or even KO potential. Obviously, U smashes in Smash carry a bit of momentum when done from a running start. If the wind is at your back, you obviously get a significant distance boost one way or the other to catch foes you have popped up with a powerful hit. The Knockback would then be altered slightly by the prevailing winds which can help or hinder DI for various traps, such as if they wanted to DI in/Left for survival, then the winds pushing them out and right would stall them a bit longer for a possible follow up or vice versa with them trying to DI away and ending up flying further than they'd like! This is more pronounced with Up and Down wind currents though given it directly affects fall speeds. If you U smash somebody in an upwards wind current, their knockback is increased dynamically to the point where you could be KO'ing 15%+ or earlier or even more! In a downdraft it is just the opposite, where it allows for more combo potential as the foe is still in hit stun, but not sent as far as they would normally have gone for you to strike them again.


Down Smash: Hurricane

Crouching lightly during her hovering neutral pose, Storm whips up winds around her hands and feet as she charges, and upon release spins rapidly in place with her legs sweeping just off the ground to whip up a localized Hurricane!

The disk shaped whirling cloud whirls around Storm to create a huge, low area of effect that grinds up anyone caught in it with rapid hits that deal 18-25% on either side, before almost gently popping the foe out and away with knockback more like a jab finisher than a smash attack. Foes who come in contact with the "eye" of the Hurricane where Storm is performing the spinning kick, they will take only 10-14% and be sent away with strong, "GTFO" knockback that won't really KO until very high percent. Combined with her kick, the wind hit boxes to either end cover an incredible distance comparable to Shulk's down smash to grind away at foes for decent damage.

Being another wind attack, Down Smash of course also benefits from Gale Force's persistent winds. Like with Typhoon, left or right winds will move Storm left or right to chase down foes with a much greater area of effect. Generally, this will move her about 1/2 the range of the entire move in said direction by the time she stops spinning, which can account for nearly half a stage's floor! An Upwards wind will lift the hurricane up into the air slowly, ending at about the height of Storm herself / a short hop, and dramatically reduce the end lag of the move, where a Downdraft will add more energy to the Hurricane as Storm visibly spins faster and deals 1.2x more damage overall, though with a bit more end lag to compensate. Finally, if you happen to catch a Twister inside of your Hurricane, you will be able to take it for a ride around for the duration as you trap foes in both multi hits, and don't even get started with the addition of Hail in the mix! Overall, D smash can offer up a bunch of damage across multiple foes and a wide area, though its end lag and low power may make other options such as F smash more attractive based on the situation.





STANDARDS


Jab: Hover Combo

Storm is adept at riding the wind, and will use that to her advantage without second thought! Given that she is hovering at essentially all times, this gives her some leeway with her melee combat to perform some acrobatic moves in place, starting with her jab. A press of A will simply have Storm perform a "chop" in front of her for 2% damage, very quick and like most jabs simply performs hit stun. If A is continually pressed or held, Storm will take the chop's momentum to spin in place and perform a swift spin-kick with an aesthetic wind effect for an additional 4%, followed by a second spin from that momentum for 8% and real "wind" as she angles the strike upwards with some force!

Dealing 14% total, her Jab Combo is decent for just getting foes off of your face and up into the air thanks to the hard last hit and slight "push" at the same 45* angle right near her leg. Despite the speed and the large range of the final hit, Jab's shortcoming is that it has really tiny range in order to start the combo where foes can out prioritize Storm. While she often wants to keep foes at bay, when she is in trouble she can opt for Jab to either keep them out or begin an offensive.


Side Tilt: Gust Kick
Again taking advantage of her hovering state, Storm can launch herself forward with a gust of wind to deliver a long ranged kick! Drawing her arms up and forward for some start up lag, upon pushing back, Storm takes a classic "Falcon Kick" type of pose as she rides the winds forward about 2/3 of a platform's length total to strike at foes for 9% damage before stopping her momentum in mid-air. The knockback on the move is deceptive, with it really only "pushing" foes at the Sakurai angle away just far enough to follow up on at low-mid percents for the majority of the strike. However, a hit right as Storm boosts forward with the wind can actually deliver enough force to KO around 130~140%, though the window to hit is very brief.

Like most F tilts, Storm can angle her kick but with the twist of course being the movement options granted. An Upwards F tilt will send Storm into the air about her own height to strike for 8% damage overall, and leave her airborne momentarily which can of course lead into aerials / Up B / etc given the lesser damage output. Downwards F tilt hits harder at 10% damage, though it really only sends Storm just in front of her into the floor, trading range for damage and actually lesser end lag as she simply lands.

This aerial movement of course means that Storm can perform the attack to zoom off of a ledge, making Down angle an attractive if predictable option when right on the corner. Better yet, technically being a Wind move means she also benefits from Gale Force! The benefits are what you would come to expect by now with Left/Right winds boosting the range of the kick in all it's variants. Updrafts will angle all the types upward to make an Up Angle rise higher but with less horizontal range, normal angle will raise up about half Storm's height, and a down angle actually goes about the same as her normal angle but with the same power dynamics of 8/9/10%. In a Downdraft, the reverse happens as Up angle is now more like a neutral angle, Neutral is more like down, and the down angle may as well be a kick in place, though all versions of the strike now send the opponents struck at a lower 35* angle which could be devastating combined with the wind pushing them down. Despite its range and combo-extending/starting properties, F tilt like with Jab suffers a problem with priority, being that the hit box is a little slow to appear on top of only being on her leg. If you see it coming at close range, most characters can in fact easily shield-grab the kick if not at the absolute end of the move where Storm can quickly act. Something Storms may often do is F tilt -> Back Roll for quick pokes/ spacing games as you can either score a hit, or if that fails push yourself backwards and in turn create a small gust of wind in your wake to avoid retaliation.

Up Tilt: Static Uppercut
Reaching down to the ground for a bit of start up, Storm's hand sparks to life with electrical energy as she torques her body and punches upwards, leaving a trail of lightning in her fist's wake!

With a clear sweet/sour spot dynamic made visual by "Fist / Trail", U tilt hits one of two ways. The first being the strong, launching fist hit that knocks opponents up into the air at an 80* angle for 11% and can actually KO at around 120~130%. The trailing electricity from the ground up to where her fist reaches will in turn zap foes for only 7%, and then send them up at a shallower 65*angle up and away with weak-medium power. Despite the lackluster hit, the trail of electricity makes U tilt surprisingly safe given the sheer duration of the hit box, almost making a "wall" in front of Storm for foes to at the very least trade with and be knocked away when trying to attack!

Trading overall range for safety, U tilt is almost like a standing sex-kick that can be invaluable in the Rain for starting a combo without committing to U smash or F smash, and can often lead directly into Lightning Bolts from either hit depending on the Foe and their Percent. Everyone is a bit different here but it usually works!

Down Tilt: Static Discharge
Opposite of U tilt, Storm gathers electricity in a raised hand, before slamming her palm down to the floor below!

On impact, the built-up electrical energy disperses forwards to shock anyone standing in front of Storm similarly to when a lightning bolt strikes the ground. Foes struck will take a solid 10% and get launched at a sharp 30* angle out and away from herself that won't really KO, but sends them far enough away to put them in a terrible offstage position or into her more zoning type moves.

While the ground before Storm sparks to life with decent range, equivalent to many "sword" D tilts, this gets boosted if you D tilt onto Wet Ground from Rain. In the rain, the electricity travels even further to cover about a whole platform in total, a huge boost! Although enemies can always just jump to avoid the strike, this could also be exactly what you want as entering the Air is simply entering into Storm's element!

Dash Attack: Lightning Attack
From a dash, Storm will fly straight with both arms out as her fists become engulfed in crackling electricity!

As she flies, the rest of her arms / front half will gain electrical arcs, which lasts for the majority of the move until the ending, and creates a sort of "sex kick" similar to F tilt though with a twist. The initial hit of Dash Attack will deal 7% and pop foes up and away at a 50* angle with a bit more knockback than F tilt, which combined with the movement makes it rather safe. For the remaining second or so of dashing, Storm will shock anyone she comes in contact with repeatedly for up to 13% damage before the last hit sends the enemy at the same 50* angle but for much weaker knockback. It is possible to combo the initial strike into the multi hit, but really only vs poor DI and fast falling conditions through either a Downdraft or character physics.

Unlike F tilt, this attack can travel past shields, especially with the winds at your back for increased momentum, though it has considerably more commitment as a miss guarantees Storm going into a very laggy animation that is punishable by aerials from shield / etc. Also like F tilt, you can Dash Attack past a ledge as you fly and are unaffected by gravity until the ending of the move, though overall there is a tad more end lag to the move to compensate the sheer length of the move.



AERIALS

Neutral Air: Squall Kick

With a dramatic pose, Storm performs the classic "Sex Kick" animation with a windy twist as air quickly circulates around her body during the "strong" portion of the strike!

Dealing between 8% and 5% based on the early/lingering portion of the hit, you will strike foes away at either a shallow 30* with the strong that can KO very well when going deep off stage, or wall / combo folks with your lingering 45* hit given her supreme aerial mobility. With all that Wind circling her, it should be no surprise that Storm has the ability to ride the winds with Nair much like how she boosts forwards with F tilt.

Unlike her other moves, Aerials have a more intimate connection to the wind as she maneuvers through her slip streams for different purposes. In particular, N air has a special dynamic based not on the direction of the wind specifically, but rather the direction Storm is moving in relation to the wind. When traveling With the wind current, Storm opts to travel quickly in the direction of the wind for 1/2 the normal N air duration while the kick is always the Strong Hit! This allows you to travel quickly in 4 directions with a stronger, faster hit but without the real "staying" power of a natural N air. The polar opposite of this is when traveling Against the wind, which causes Storm to halt her momentum for 1.5x the normal N air duration with the whole strike being the Weaker Hit. This causes Storm to essentially be a "trap" where she can then quickly act after actually hitting a foe and cause her to punish spacing, especially since the lingering hit is facing the direction foes are being pushed from. Both versions are a bit tricky to master as you need to be actively moving (IE drifting with the control stick) With or Against the wind. If you simply Nair without any other directional input / N air into the wind, you will do a normal N air.


Up Air: Cyclone Flip

Storm performs a graceful flip-kick to strike foes in a huge semi circle from front to back, her foot creating a stream of wind in its wake!

The kick hits for a solid 9% all the way around and is actually a tad slower than you would expect, popping foes straight up no matter where they are stuck for the arc with medium knockback growth that allows for good juggles or high percent KOs near the top of the screen. Interestingly, U air also has a "flub" hit box as Storm completes the 360* flip from just below/behind herself to directly below herself that deals only 5% and sends foes at a nasty 0* angle for gimps. If you don't connect with the main meat of the flip, you can always try for the secondary, semi-spiking hit!

Like with N air, U air also rides the Wind based on if you travel With or Against the current. Traveling With the winds will considerably speed up U air to be more like Falcon or ZSS U air, but lose the "Flub" hit as she quickly flips while traveling in the wind's direction. When Against the wind, U air will halt Storm's momentum as she performs a 360* hit for 7% that either hits upwards on the top half or 0* semi spike at the bottom half (very beginning and end). Covering a great deal of air space during the flip, this like with N air can create a deadly frame trap to combo or gimp with.


Down Air: Tornado Drop
Spinning in mid air, winds envelop Storm as she falls through foes and tears through them like a Tornado!

Dealing 15% when all hits connect, D air is your standard "drill" in many respects with a small bit of stall'n'fall thrown in as Storm will fall a bit faster when doing this normally. You'll often want to try and use this as a punish option to try and come back down to the stage alongside downwards Up B, or as a more damaging punish option off of a stray hit when you just want to go for damage. It is especially stylish when combined with your own Twister, doubling up on the spinning hit boxes!

The last aerial to directly benefit from Winds, D air follows a similar pattern to the others. With the wind, D air will no longer fall (unless going down) and instead quickly travel and drag foes in the direction of the wind current somewhat like Megaman's Dash attack in any direction. "Double Down" can even gimp certain foes as you drag them down and continue to push with the wind current, or even go for a super stylish D air -> Downwards Up B! Against the wind, Storm halts all momentum and actually spins for about 1.5x longer in place, dealing up to 20% if all hits connect! While highly damaging, it is also an attractive thus predictable option and like all multihits will lose to stronger single hits when predicted.

Forward Air: Lightning Spark

Leaning back, Storm draws a hand back and charges up electrical energy, before thrusting the same hand down and out at a shallow diagonal and shooting a stream of lightning outwards!

Shooting out about the same distance as Ike or Cloud's sword, the electrical disjoint is pretty impressive for a poke. Dealing only 7%, foes struck will be popped up at a relatively diagonal 65* angle up and away rather weakly, allowing you to easily get another F air, N air, U air or pretty much any offensive special move off. With barely any ending lag when airborne, it is an incredibly reliable combo and spacing tool for Storm.

While normally not optimal to do close to the ground as Storm often loses out on valuable range as the electricity stops on surfaces, Rain can alleviate that problem. Not only boosting the damage to ~9%, but upon touching a Wet Surface the electrical energy will discharge just like with D tilt and continue forwards. The current will continue on to match the range of normal F air from when it makes contact, making for an optimal range of about halfway down the bolt to when you land just as the bolt comes out to get the most out of it, though you can always zap Platforms as well. This landing hit has the same properties as the normal strike for 9%, and counts as the same hit to greatly extend the range of this poke when in Weather, but unable to "combo" into both the hits.


Back Air: Thunder Spark

With a similar animation to F air, Storm raises her arm straight up into the air and charges up electrical energy, before turning around and forcefully shoving her palm forcefully behind herself horizontally as she shoots a more powerful, crackling bolt of lightning!

With considerably more start up and end lag as Storm charges for longer and has to return to a neutral aerial state, B air at least matches the disjoint of F air's lightning. Better yet, the more charge up also makes for more damage at 9% base, as well as launching the fried foes out at a 45* angle with some decent power! Alongside strong N air this is your other offstage KO option, often getting more secure kills though it is a bit harder to just toss out.

Like with F air, in the Rain you can use this to zap Wet Surfaces. Again, this recreates the hit box on the surface as an extension, though it is significantly harder to take advantage of due to not striking diagonally downwards so Storm will need to hit platforms or come up offstage and strike the floor directly.




THROWS


Grab: Vortex

Reaching out with both arms in a slightly exaggerated motion, Storm summons a swirling vortex of wind from the ground up that reaches up to about the same size as an uncharged Twister.

This grab is slower than normal and actually starts at a range pretty much between that of a tether and standard grab, making Storm's grab big but not "huge". This of course can be augmented by Winds. As you grab, your grab box will move alongside the wind current you try to summon it in, either moving out towards foes, dragging the grab box closer to, or even behind you, making it rise up taller to snag foes from the air, or flattening the grab and granting it a slightly longer duration (+2 frames) when in a Downdraft.

Once caught, foes are stuck spinning in place by Storm's controlled vortex, and uniquely can only be air grab-released if able. Pressing A at this time will cause Storm to shock the foe with small bits of lightning from her fingertips for 3% damage a pop, a fairly standard if flashy pummel.


Forward: Whirlwind

"Pushing" forwards with both hands, Storm sends the Vortex and the foe away from herself for about a platform as the Vortex multi-hits the foe for 4% damage, before bursting in a gust of wind for an additional 3% that pops the foe up and away with medium power.

This essentially deals set knockback that ends up with the foe being about 1.5ish platforms away from where they were grabbed, but of course has variable positioning based on the Winds as well. Traveling alongside the wind's direction will speed up the vortex for more distance, and against the wind of course slows it for less, an Updraft will shoot the foe out higher into the air and at a steeper 55* angle, and a downdraft will cause the foe to spin around in a wider radius as they travel and finally be spit out at a 35* angle. Storm can act pretty much just as the foe gets spit out of the Vortex,allowing her to attempt different followups based on the winds, the character and so on. Hail is always a welcome addition to these type of vortexes as the move will suck up extra % onto the foes, and sending the enemy through others will batter both of them for 5% each time they spin past another character as well as open up opportunities to try and combo into Lightning Bolts or Twisters.


Back: Whirling Tornado

"Grabbing" the vortex in front of her, Storm then spins in place slowly as the Vortex actually grows and spins in a wide circle around herself! Transforming into a cyclone even bigger than herself as she completes the second rotation, and having dealt 5% worth of multi hit, the vortex will violently expel the foe backwards at a 40* angle for 6% that can KO at a solid 120%.

Winds behave essentially the same here as with F throw, though the rotation adds a little something extra. As Storm causes the tornado to orbit herself, both she and the tornado will ride along with the wind in the same direction. Moving about half a platform back or forth, along with the Tornado either reaching further or closer to Storm in the rotation, you can vary the release point as well as the ability to strike others with the trapped foe quite a bit, though it is usually best to try B throw when you would be throwing with the wind instead of against it. An Updraft will raise the height of the tornado as well as levitate Storm to send the foe out at a 45* angle and drastically lower Storm's end lag. Finally, a Downdraft will actually stifle the growth of the tornado but cause Storm to perform an extra spin, dealing 7.5% before sending the foe out for another 5% at a 35* angle with a bit less knockback.

Both F and B throw have lengthy animations, yet also can cause wide spread havoc. Each cause an additional 5% to be dealt to both the grabbed victim and anyone they come in contact with as they get flung about, and of course also give plenty of time for team mates or others to smack the foe as they are spun about. They can be quite efficient power gainers in this regard, especially when bolstered by weather effects of Cold and Hail to add to damage!

Up: Thundergust

Storm raises her arms up as the vortex spins wildly, getting darker and stormier as it rises up and eventually shocks the foe upwards with an electrical discharge!

This localized thunderstorm will pop foes straight up into the air in front of you based on where the Vortex caught the foe of course. Taking 10% damage, enemies are flung with strong base knockback but little growth, often just out of range of direct follow ups but flung far enough to easily be in danger of Lightning and other juggle attempts. With an Updraft, you can on occasion actually KO floatier characters at around 150-160% with the move combined with the added grab height, and of course Downdrafts offer better combo ability.


Down: Static Storm

Pinning the foe onto the floor with harsh winds, Storm hovers above them at a slight angle, and with arms outstretched, rains down electricity from her fingers onto them!

Dealing multiple hits that add up to 8% as the foe writhes on the ground, the final hit will pop the foe up and out behind Storm with medium knockback similar to the final push of F throw, though a tad stronger. You can often follow up on D throw in similar ways to F throw, though with slight differences. The main attractions here are the differences between the foe expecting to be tossed left or right, as well as the benefits of Wind or Rain. In the rain, both U throw and D throw deal 1.25x more damage and grant more power, which is certainly something to consider!





SUMMARY:
Weather Goddess
Storm is all about control and tremendous stage presence. What she may lack in up close combat, she more than makes up for by being a threat to basically anyone on screen with her massive special moves and mastery of the air itself.

Starting with her specials, each one offers stage control in different ways. Twister allows Storm to control the horizontal space before her with a lingering, multi hitting projectile that of course can be altered in various ways. Lightning Bolts allow control of the vertical space within an area that is select-able by her, and threaten a huge punish on foes which can put fear into their hearts. Typhoon similarly controls the space just around Storm, and negates opposing projectiles and can also counteract some melee approaches. Gale Force can also control direct vertical or horizontal space, but not as well as the others. Upon a successful bait or punish for a foe to try and avoid or get hit by one of her spacing options, she can transition into her strong air game or gain a grab in order to reset and force the situation to play out again in her favor.

Her other specials offer a lot more complexity into Storm's gameplay, and ask of her to choose slightly between mastery of Winds or mastery of Weather. Gale Force feeds into the former, with Storm able to create wind currents, or even alter the entire stage temporarily to change the very physics that characters experience in the air and with her own wind attacks. Storm Brewing offers more direct damage as her electrical moves become much more potent, as well as adding damage to her wind attacks in the form of Frost and Hail. To get to the best parts of either move though will deny access to the other, at least temporarily, due to taking the majority of your Power Bar to use. There are benefits to mixing and matching, of course, and there is enough benefit to go around throughout her moveset to make either style just as viable based on your personal preference.

By commanding the air, you also command the ability to keep foes off the ground and thus off the stage for as long as possible. Storm excels at air combos and keeping the foe at bay, both traits that lead to a great gimping game. That is not to say she does not have stellar damage racking or KO moves, it is just that they require much more finesse or often are sort of one-shot-wonders in her kit. Being so light and floaty herself, it is ironic then that she can often find herself being abused by juggles as well as finding herself KO'ed as early as she can gimp others! Despite her immense presence, Storm is rather fragile once you get in on her and start landing hits. Her moves are often a bit on the slow side when you look past all the flashiness and wind, and often do not have that much disjoint aside from a few key moves. While it may be hard to combo Storm directly, all you need is to catch her slipping only a few times to really spell trouble for her!

Despite her shortcomings, Storm should always be treated with respect as she should also respect the enemies she faces. Sure, laymen and cowards may tremble before her might and be flustered, but worth opponents may be much more capable of weathering her powers. Keep your might in check and use it wisely, and when the time comes be ready to unleash the very powers of nature to show your enemies who Storm really is!



EXTRAS:


FINAL SMASH : Perfect Storm

Flying high into the background, Storm glows brightly with electricity as the entire screen darkens and the background replaced by storm clouds. Two tornadoes format either side of the screen as torrential rain and hail buffets the space in between, combining the forces of all her weather and wind effects across the stage!

After the animation of Storm flying back and creating the storm alongside her cry of "Prepare to witness the wrath of the Goddess!", you are able to control Storm in the background freely where you can press A or B to summon columns of Lightning onto the stage at her location. These bolts behave just like her Side B but are infinitely faster, able to be fired off every 20 frames. Foes struck take 15% and diagonally upwards knockback that Storm can chase with additional lightning bolts to "ladder" them to death, or at least coerce them towards the tornadoes at either side of the screen which will whip foes randomly either up to the top blastzone, down to the bottom, or off to the sides and certain doom.

After about 10 seconds of this, Storm will fly off the top of the screen and descend to where she began the final smash gracefully.



Up Taunt : Aerial Acrobatics

Storm performs some graceful flying maneuvers in place, looping in and out with precision. While not really viable, this can actually move Storm out of the Z axis and allow her to dodge certain attacks!

Side Taunt : Warning

With both her arms up, Storm summons a light whirlwind around her body that swirls from head to toe as she says "There is no escape!" In fact, this taunt also has a very close range suction effect to emphasize this, as well as remark to how Storm carries with her the ability to influence the entire stage.

Down Taunt : Electric Persona

Storm cries out as she strikes a graceful yet menacing pose and Lightning emerges from her fingertips and eyes, alongside her hair behaving a tad crazier.

Tony's Snark:

Looking out towards Storm, Iron Man will say "You know, it is amazing that your hair stays like that with all this humidity..."


Entrance : Flashy Flight

Storm enters the area with a rumble of thunder as she gracefully whooshes back and forth before landing at her spawn location.
 
Joined
Jun 10, 2014
Messages
4,663
Location
The Mask Falls
Spunky Scoring Striker: Daisy

image.jpg


The Princess of Sarasaland takes her trademark tomboyish attitude to the football field.
Having won the Brick Wall award five times in a row, she has the reputation of being a fierce defender.
As she puts aside her flower power for the impenetratable Crystals she won't let anyone through.
In Smash, she utilises her full potential as walling defender and with deadly precision she kicks the ball right in the faces of her opppnents.

Charged-Up Statistics
Weight:
Due to Daisy's Striker Armor, she's quite heavy for a female in Smash Bros., tieing with Shulk and Mega Man in 15th place.

Height:
Daisy ties with Peach in height. Due to, well, being Peach's height.
Her battle-ready posture makes up for the lack of heels

Dash Speed:
Daisy's quick legs allow her to dash quite quickly. Although she can't top some of the supernatural beings, or Little Mac, her top speed is the same as Roy.
This does change when Daisy is dribbling, in which case her top speed drops to be slightly above Marth and Lucina's.

Air Speed:
With her armor and lack of air training, her air speed is below average, having an air speed that's tied with her armored compagnion Meta Knight.

Fall Speed:
Daisy's armor, coupled with the fact soccer ain't an air sport give her a fast fall-speed, tied with Bayonetta

Jumps:
A whopping one mid-air jump and not a high one at that, being the same height as Cloud and Villager. That said, she has one of the highest initial jumps in the game, falling between Rosalina's and Diddy Kong's with a value of 41

Wall Jump/Wall Cling:
Daisy's shape and athletic background might give the impression of a good wall jumper, but due to her soccer armor she's not able to do that.
Daisy cannot perform a wall cling ever, not with those legs.

Scoring Specials
Neutral B: Ball Drop/Torpedo Strike
Ball Drop

When there's no ball on the field, pressing B results in a metallic ball dropping from the sky in front of Daisy, materialising in a puff of smoke just next to her just one head above her.
This deals 7% damage and heavy knockback on its own, killing Mario on the centre of Final Destination at 100%

However, the ball stays around on the field indefinitely, unless its knocked off the stage.
Since it's a metallic ball, it falls as fast as another metal ball, having a fall speed of Meta Knight with the Metal Box effect.

The ball can be kicked, punched, hammered, pikmin'd etcetera around, which makes it fly around the stage, dealing damage to the poor soul softening the blow for the ball.
Daisy especially can use this to her advantage, as she has various kicks and tackles at her disposal to keep the ball in her reach to kick it in the opponents' face when the right opportunity arises

The ball bounces of off shields, walls and opponents slightly, which means Daisy (and of course opponents) can use the ball to perform projectile comboes and this also makes using the ball safer.

What's more, unlike Dedede's Gordos, the ball can't be reflected easily.
In fact, it can only be rebound if it lost most of his momentum.

Anyway, the ball has an unique gimmick of its own, as it changes color per hit.
The ball starts out with a purple rim, which is its weakest form, though it still deals the same damage and knockback as the move that launched it, which can be very dangerous when used in combination with Smashes.
Both the opponents and Daisy can change the ball's color, which adds an incentive for the opponent to interact with the ball and play soccer with Daisy in a way.

When the ball has been hit with 5%, it turns red, adding 3% to each hit when compared to its purple-rimmed brother and dealing slightly more knockback.

After being hit with 10% damage after that, the ball turns orange, adding another 3% to each hit compared to the red ball and a bit of knockback.

After another 15%, the ball turns yellow, with the ball seeing a small increase of 2% across the board.

For the ball's final form, the yellow ball needs to be damaged by 20%, however, there's no damage increase, but the ball's knockback gets obnoxiously high.

The ball is not an item, which means it can't be caught and Z-dropped, in case you were planning on cheating.

These different charge levels have different functions.
The lower levels are used to poke and pile on damage, whereas the higher charge levels are high-risk, high reward kill moves.

While both the opponent and Daisy can use the ball to their advantage, Daisy has multiple advantages over the opponent when it comes to controlling the ball as she automatically dribbles when she runs or close to the ball.
When she does this, the ball automatically clings to her, which means she can roll, spotdodge and shield with the ball, meaning the ball gets invincible as well.
Daisy automatically stops possessing the ball when she jumps and attacks, although the latter kicks the ball away.
She does not stop possessing the ball when she picks up an item.

This possession mechanic does not mean Daisy cannot be hit out of ball control and in fact a ball hit out of ball control is sure to hit Daisy, making it a risky move to constantly have the ball close to your body
If they manage to hit the ball and Daisy is knocked back, not all is lost, as Daisy's down tilt is a mean slide tackle which automatically gives her the ball if she touches it with the hitboxes while sliding opponents away.
On top of that, multiple moves are designed to keep the ball away from the opponent, such as Crystal Smash or Flower Deke, with the latter also preventing the ball from becoming too powerful if the player fears it falls into the wrong hands.

Since the ball also acts as Daisy's core projectile, the ball has various uses.
First of all, it gives a big boost to Daisy's range, which is not only good when Daisy actually shoots the ball to the opponent, but also when she doesn't,
This is because the ball increases Daisy's area of effect, which is the range from which Daisy can damage the opponent.
Since the range is so high, opponents always have to be on their toes.
The danger of the ball alone makes it so opponents can't let their guard down, unless they want a white-rimmer to the face.

The high range of the projectile also add to Daisy's walling and punishing playstyle, as Daisy can knock back and punish opponents from far away if they make a mistake, although Daisy is wide open for counter attack when doing so herself.
In fact, due to the ball having a bit of a bounce-back, Daisy can safely pressure the opponent and potentionally wall them out.
This does allow the opponent to smash the ball into Daisy's face if they happen to regain control of the battle flow, which makes this a dangerous technique, despite the reward if Daisy does keep the ball for herself.

Torpedo Strike
The other part of the move is the one and only Torpedo Strike.
Holding B when there's a ball on the field allows Daisy to charge up a shot, swinging one leg behind her with her arms spread out for balance as a big dahlia-like crown appears behind her, with the petals appearing in clockwise order as she charges up.
The dahlia has no hitbox, being more like Palutena's blue aura crown.

The charge can be cancelled by using the shield button.
If the player presses the button again, Daisy kicks in all her might, dealing damage and knockback depending on how long she charged the move with a maximum of 12%
Of course, as a kick, the move really shines when kicking the ball, as the metallic ball turns into a multi-hitting torpedo, carrying the opponent across the stage.
At max charge, the true power of the Torpedo Strike shines as opponents that get hit by the ball get stunned for a short while
The ball travels horizontally straight after being kicked with this move, allowing for stunning skillshots from far away.

However, despite Daisy's long legs, the kick itself got little range, so even though the move is very potent at killing, it's very dangerous to do so without the ball.

Side B: Flower Deke
Daisy holds her hands at her chest and spins around once swiftly while standing on her toe with her left foot and holding her other leg behind her with her knee bent, before disappearing in a puff of both petals and smoke, with this puff dealing 5% damage and small knockback
She then reappears a few meters in front of her, with the exact distance depending on the ball's charge level up to half of Final Destination, with the lowest charge not going further than a normal roll, and the delay between disappearing and reappearing being similar to Farore's Wind.
While the move itself deals no damage, Daisy can immediately perform a kick when reappearing, which deals 12% damage and sends the ball diagonally downwards if she performed the deke while holding the ball at her leg.
However, this kick clears the ball's charge level back to purple, so while it's a powerful mobility move, it's not always the best way of handling the ball.

This move does not put Daisy in freefall, allowing her to keep comboing the ball.

The best use for this move is to either get the ball when you just kicked it away, although Daisy's ground mobility might suffice, or to keep the ball out of the hands of a greedy opponent. This is where the kick might come in handy, as an opponent with a purple ball is less threatening than one that got its hands on the fully-charged variant.

Of course, one can also use this as a recovery move to make up for her pitful air speed and one might also use it to improve her horizontal mobility in spite of her low air speed and low double jump, although the end lag, comparable to regular landing lag, might make the mobility a bit rough around the edges.
That does not mean it isn't a solid mobility move, compared to her more lineair standard mobility, it just means using this move isn't a substitute for mastering Daisy's awkward mobility.

A more advanced trick is to use the quick spin to prevent the opponent from launching the ball in your face, as the ball turns along with Daisy,
So if you're running towards an opponent with the ball and the opponent tries to Smash the ball away, using Flower Deke turns you and the ball around, meaning the opponent will Smash you, but not the ball, which would've hurt much more, especially if it were to have the famous white rim.

Up B: Crystal Strike
Daisy flies upwards in a trail of blue crystal dust, holding her hand upwards as a blue crystal gaunlet forms around her hand.
If the player presses A, she punches, dealing 8% damage and heavy knockback before becoming helpless
The psychics for this move are pretty unique, as there's no start-up lag before Daisy starts flying and the speed is constant, making it more akin to floating than jumping.
While the trajectory has no curves, it goes as far as Launch Star and can be angled in three directions, a bit like Dragon's Ascent.
The biggest downside of the move is that it's very slow, having a speed similar to Ganondorf's Up B, which means that she's pretty helpless aside from the punch itself.

If the move is done while Daisy possesses the ball, the ball drops down as she loses possession of it.

Down B: Crystal Smash
Daisy flip jumps two Daisies up and one Daisy backwards, causing orange crystals as tall as Daisy to pop out of the ground in a circular pattern around Daisy as she lands.
These crystals deal 8% damage to anyone that touches them and medium knockback.
The more you charge before you jump, the bigger the distance between the two sides of crystals.

Opponents and Daisy can run through the crystals, unlike Pac-Man's Hydrant, although they cannot walk through.
This allows Daisy to keep opponents from advancing the way they want, making Daisy a formidable defensive player.
The walls can also be used to perform trick shots, as the ball bounces towards Daisy if she shoots it against the wall.

Of course, the obstacle can also be used to keep the opponent away from the ball, both when you have it and when you try to catch it before the opponent does.
However, due to the jump backwards, it's more suit as a defensive move in order to keep the opponent away until Daisy has the perfect opportunity to strike.

Crystals can not be spawned in the air through conventional means, but if Daisy lands on a platform the crystals do spawn in the air, where they are not affected by gravity due to the "magic", almost holographic nature of Daisy's crystal smash.

The crystals do not stay around for long, vanishing as early as Sonic's Spring.
However, during the time they do stay, they act like walls, bouncing back the ball and keeping away the opponent, who has to find a new route to the ball.

If the crystals are on the field, Daisy can perform the jump again, though they won't create crystals.
If the move is done is rapid succession, Daisy won't create crystals every time.
Instead, if she performs the move and the previous crystals were on the field five seconds (or less than five seconds) ago, she won't create crystals either.
This is to prevent extreme camping and other abuse, since the jump itself has little start-up and end-lag.

If you have the ball while performing this move, Daisy flip jumps backwards with the ball between her feet.
Although the jump itself deals no damage, it will deal a fixed 7% damage if she has possession of the ball.
On top of that, she can kick the ball straight down, stomping it down like Ganondorf's Down Air for damage depending on the ball's charge, starting at (potentially another) 7% and ending at 15% for a white ball.
Unlike Flower Deke's kick, this does not clear the ball's charge level


Final Smash: Crystal Canyon
Daisy punches the ground with her crystal gaunlet, which causes several giant crystal structures to pop out of the ground.
These crystal structures not only hurt opponents that touch them, they also reflect the hot desert sun that started to shine, dealing heavy damage to any poor soul that were to get stuck in the multihit rays.


Spunky Strong Attacks
Jab:
Daisy scoops up with her right foot, stretching out her right leg and both arms.
This deals 2% damage and light knockback, with opponents being knocked towards Daisy,
Then she thrusts up her left knee, knocking up opponents if they hit the upper leg and knocking them fowards slightly if they hit the knee itself, dealing 3% damage.
Finally, she swings back her right leg, before kicking forwards with full force, dealing 4% damage and medium knockback
With the ball, the move can turn into a true walling move as Daisy's front gets protected well by the ball, aside from the ball and the opponent being launched at a fairly horizontal trajectory at the last hit.

Forward Tilt:

Daisy tilts her leg sideways and performs a quick kick with the inside of her foot, swinging her leg to upper leg height
This deals 5% damage and medium knockback.
This move cannot be comboed with and is instead used to defend, as the move as deceivingly big range.
It's also used to pass the ball to the opponent to lure the opponent into smashing the ball to Daisy, giving it an extra charge level.
The move does not launch the ball very high, in fact, it doesn't even leave the ground.
However, this gives it great synergy when used after another move hurt the opponent's shield, as the ball bounces off the shield, ready to be shot again by this move

Up Tilt:

Daisy jumps up a bit, the distance between her leg and the ground being one Bonus Fruit Apple, thrusting her head slightly foward at the apex of her jump for a headbutt.
This knocks up opponents, dealing 6% damage, although the move cannot be comboed with.
A good anti-air or a good way to catch the ball, as this move bops the ball slightly above her.

Down Tilt:
Daisy slides over the floor on her side with her legs stretched out, performing a slide kick, dealing 6% damage and medium knockback and sliding one Battlefield platform.
This kick automatically gives Daisy posession over the ball if she hits it.
If she already had the ball in her possession, she clenches the ball between her leg while sliding, which means the ball cannot be knocked away by opponents.
The move can also be used to catch the ball before the opponent does, as the move automatically knocks away opponents after catching the ball.

Dash Attack:
Daisy spreads out her arms and jumps on the floor, after which she slides on her belly for the lenght of one Battlefield-platform, hitting anyone in the way for 9% damage and medium knockback
If Daisy has the ball while performing this move, she clenches it between her legs before jumping and sliding.
This way, the ball cannot be taken away by the opponent, though the clenching part adds a few frames to the move as she kicks up the ball before holding it with her heels before jumping.

Aggressive Aerials
Neutral Air:

Daisy stretches out her right leg at 45 degree angle, damaging opponents that touch her leg for 4% damage and light knockback.
Then she scoops up her leg, damaging opponents for 2% and knocking them slightly upwards, although it's possible opponents fall out of the move before the second hit links with the right DI.
The real power of this move is its duration, with her leg staying out longer than Mario's in his Neutral Air, its range, with Daisy's long leg giving the move around Sheik's Neutral Air's range, but most importantly its usefulness when it comes to obtaining the ball, as the long range of the leg is perfect for catching the ball out of the air, with the scoop being a great way to get the ball in your control for a potential Forward Air.
However, this "combo" cannot be performed out of a short hop due to Daisy's high fall speed, which means she has to leave herself quite vulnerable due to commiting to a full hop, which combined with her slow air speed is quite a commitment.
This move has quite low landing lag, which means it's pretty forgiving if Daisy messes up the timing, although performing this move as a rising aerial is still the way to go, putting up a nice wall for those that try to contest the ball.

Forward Air:
Daisy holds her head to backwards, before slamming her head directly forwards as she's bending her back, delivering a headbutt with her crown.
This deals 12% damage and heavy knockback, killing off-stage at 100%.
If she has the ball, she holds it between her feet again.
However, if she performs a Neutral Air before using this move, the ball gets send up by the Neutral Air and thus can be smashed forward by this move.
This move is quite slow, like Toon Link's Forward Air.
This coupled with her fast fall speed means the timing to perform this move out after the apex out of a short hop is tight and the landing lag is so high it punishes those that dare to and fail.

Back Air:
Daisy kicks backwards with her heel quickly, with her knee before her body, knocking opponents and the ball slightly diagonally backwards hitting opponents for 4% damage.
This move can be comboed into itself and into Up Air at higher percents
This move is also very quick, which means it can be used to quickly kick away the ball from the opponent in the case of a frontal attack.
Speaking of which, if Daisy has the ball in possession while performing this move, the ball rolls over her leg before being flung away by her heel, sending it away in a diagonal upwards direction before it falls down.
This move can be performed twice from a short hop, which opens up possibilities for catching the ball in the air or for flinging it far away quickly.
In fact, since this is the only aerial that can be performed after the apex of the short hop easily, it's the only aerial that can do so, even though the Neutral Air's landing lag is very forgiving.

Up Air:
Daisy bends over backwards and kicks her legs over her head backwards, performing a flip kick like Mario.
This deals 7% damage and medium knockback.
Although it is slower than her back air, this move is more powerful and launches the ball harder.
The move has quite a bit of landing and end lag, but the start up is fairly quick.
Even though this move isn't meant to be performed out of a short hop, it's still a potential combo finisher because of Back Air's ability to combo and Up Air's relatively low start-up.
Another boon to this move is the range.
Whereas Mario pulls in his legs while performing his flip kick. Daisy keeps her legs stretched, giving this move a sword-like arc.
This range gives Daisy the potential to snag her ball out of the air and kick it away from the opponent while quite possibly hitting the opponent itself.

Down Air:
Daisy tilts her leg to be at the same angle as Peach's legs for her Down Air and then kicks downwards.
Opppnents hit are damaged for 8% damage and medium semi-spike knockback
While this move resembles both Sonic's and Sheik's Down Air, this move is not a stall-and-fall.
However, due to Daisy's high fall speed and the fact Daisy can fast-fall during the move, it can act like a stall and fall.
The move's main function, however, is barraging the opponent with the ball as Daisy's high jump and the extreme swiftness of this move allow Daisy to abuse her high jump for aerial strikes, repeatedly kicking the ball downwards to create a wall of hitboxes.
The move is extremely quick and can thus be performed out of a short hop.
When used out of a short hop, Daisy can abuse the fact the ball bounces upwards a bit when it hits the floor to position the ball so that it can both act like a wall of hitboxes and to easily kick it forwards with either jab, forward tilt or Smash.

Striking Smashes
Forward Smash:

Daisy charges as she readies a kick, pulling her leg slightly behind her, before striking with her legs forming a 90 degree angle at the end of her punt.
This deals 13% percent damage and heavy knockback, killing at 110%
The ball and the opponents are launched diagonally upwards, allowing Daisy to cover opponents recovering high with one kick, without having to risk her life by going off-stage.
However, this is still pretty risky to do, as a ball falling off-stage loses all its charge.

Like Ganondorf's Up Smash, the Smash is relatively fast to make Smashing the ball relatively safe.

Up Smash

A heavier version of her Up Air, Daisy performs a flip kick

Down Smash:
Daisy readies another kick by swinging her leg all the way behind her back, before striking in one fell kick that goes in a half circle from Daisy's back over the floor to the front, stopping around her knees' height
Opponents that are stuck in the kick are hit both on the initial back swing as well as on the actual kick to the front.
The back swing deals 6% damage, the front swing deals another 6% and medium knockback, generally killing around 130%
Opponents are knocked at a very low angle, as although they aren't knocked to the ground, they fly very low, making tech chases possible.
Due to the knockback of the move, this Smash is best used to shoot the ball, potentionally covering short hops.
Another way to use the peculiar knockback is to cover low recoveries without risking having to go off-stage, as the ball's trajectory potentionally covers the ledge.


Grab Game
Grab

Daisy stretches out both arms, holding her thumbs and index fingers like a triangle, like a keeper.
Opponents are held in front of her, using the same animation as of they were thrown by Mr. Game and Watch

Pummel
Daisy kicks the balled opponent up with her knees as a relatively quick pummel that deals 2%

Forward Throw:
Daisy holds the opponent behind her head with both hands, before throwing the opponent forward over her head, like a throw-in in soccer.
This deals 6% damage and is used to get the opponent away quickly, although it does not kill

Back Throw:
Daisy throws the opponent behind her before performing a bicycle kick.
Deals 8% damage and heavy knockback.

Up Throw:
Daisy throws up the opponent in the same vein as she does with her Forward Throw, except the arc is higher.
Deals 6% damage and little knockback, being used to get the opponent up more than to kill them.

Down Throw:
Daisy bends her right knee, ducking a little while rolling the opponent along the floor.
While it does not kill in itself, the opponent can be rolled into a ball, which damages them.
The throw itself deals 7% damage

Princess Playmaker
If Corrin is a sea urchin, Daisy is a fortress as she's a defensive character through and through.
Starting at her ball-mechanic, which gives her unlimited potential to cover several different angles at once from the ranges she wants.
In theory, this creates a character that can have a hitbox at any part of the stage.
In practice however, players need Daisy's trademark level of technical prowess to snipe opponents.
Daisy should play off of this theory to create fear in her opponents and control their movement with the occasional pass, before shooting the ball in their face. This leaves her vulnerable as she loses the fear factor of being able to shoot the ball, as she has to retrieve it before shooting again.

This is where her high mobility comes in.
Between tilts that launch her forward, her high dashing speed, her Side B and her top tier initial jump on top of her extra jump in Crystal Smash, Daisy is able to quickly retrieve the ball.

This does not mean her playstyle consists of high-power volleys all the time.
Sure, when the opponent is in a position to easily get pressured, the ball is versatile enough to deliver said pressure, but in neutral, Daisy's low air speed and high short hops stop her from having the same versatility in her mobility.

Daisy's high coverage gives her a high-risk high reward long range game, but the ball can also be used closer to her body in order to give a volatile disjointed hitbox to whatever move the ball augments.
This is mostly a defensive boon, as the jab with the ball gives a wall that opponents can't simply avoid.

 
Last edited:

Smash Daddy

Smash Master
Joined
Apr 29, 2007
Messages
3,262
Location
K Rool Avenue
MAGELLAN


Magellan is the Chief Warden of Impel Down prison, and serves as the main antagonist of the Impel Down arc in One Piece. This prison keeps many of the world's most notorious pirates in jail, in a massive complex that makes Impel Down one of the more impenetrable fortresses in the world. Magellan serves as the de facto leader of the law enforcement in this prison and is canonically one of the strongest and most competent characters in the world of One Piece. He defeats Monkey D. Luffy, Blackbeard and never canonically loses, the protagonists only escaping his prison by tricking him with a disguise. At this time Luffy was not quite yet the stereotypical protagonistic deity you see in these series, that happens post-Time Skip, but Blackbeard is casually tossed aside "off screen" and Magellan barely breaks a sweat taking down both very powerful and otherwise undefeated characters.

Magellan's fruit, the Venom-Venom fruit gives him control over poison. As a Paramecia-type Devil Fruit, makes Magellan immune to all poison and gives him absolute control and an ability to create poison all around his body. His most powerful techniques have Magellan summon his poison in the form of monsters, a giant Hydra and Venom Demon, a giant skull-shaped monster made of poison that Magellan cliams has the power to destroy the entirety of Impel Down. Magellan's poison is in fact so poisonous that anyone who touches it will inevitably die within a matter of minutes. Luffy only survives the fight and as a result manages to escape Impel Down because of a plot device surgery that reduces his life span by years in exchange for removing all the poison that was destroying his body on the inside. This is arguably the closest Luffy has come to death in the series' long history.

Magellan's personality is shown to be not as serious as you'd expect considering his prominent position in the Marine-run prison that polices the world's most dangerous criminals. Due to his Devil Fruit, Magellan has terrible diarrhea that forces him to spend hours a day on the toilet. This stems from him eating rotten/poisoned food that powers up his poison powers, the poison/rottenness apparently giving a unique taste. He is obsessed by his job, as you'd expect, and wears the horns seen in his art both to further his look as a demonic warden but can take them off to use as makeshift knuckle dusters. As he is so powerful Magellan naturally has become very arrogant and assumes that Luffy has died after their fight, and is tricked by Mr. 2 and later his subordinate Shiryu betrays him when he is freed from prison for crimes when he was part of the prison authority. In the end, because of these mistakes and underestimating the scale of the prison escape, Magellan loses his position as Chief Warden to his bumbling subordinate who sucks. This can be seen as purely a punishment for Magellan's mistakes, as the subordinate is a background comic relief character.

STATISTICS

Size: Ganondorf
Weight: Samus
Ground Speed: Link
Air Speed: Bowser
Fall Speed: Ganondorf

Magellan is your typical heavyweight, he's a big guy and stands at the height of Ganondorf plus a head taller, and has almost the same width as King Dedede, giving him a massive heavyweight body at the weight of Samus. He's not the absolute heaviest Smash 4 character at 108 weight units, the same as the Koopalings too. The speed he goes at on the ground is slow, but not the worst, he's as middling when it comes to the air or when he falls. In terms of gravity, he has high gravity that makes him harder to KO vertically but drags down on his jumps. Magellan's jumps are comparable to Ganondorf's, weak and clunky. As he also shares Ganondorf's fall speed, his basic jumps and fall speed combo is very comparale to Ganondorf.

SPECIALS

Down Special: Poison Body / Envenom


Magellan takes a constipated pose (for once actually in-character) and over the course of a 3 second charge, his body starts to drip more and more with poison until it becomes fully covered in it. In terms of how this feel to use, it's largely comparable to Ryu's Focus Attack down special. This comes in 5 phases spaced evenly inbetween the first phase, that activates after low start lag, and the last that happens at the very end of the 3 second charge. This can be cancelled with any move, shield or by dodging or rolling out of the quasi-charge. This can be picked up again after, the poison gradually dripping off and returning Magellan to normal, this takes 3x the amount of time it took for Magellan to charge up this state in the first place, so at max will last for 9 seconds.


This has very little start and end lag, but itself has no hitbox unless Magellan reaches the final state, which creates a weak hitbox all around Magellan of poison that deals 5% damage and weak knockback, comparable to Bowser's down aerial shockwave in size and power, merely a GTFO hitbox. When covered in poison, Magellan's movement and agility in general takes a minor hit, as his movement is reduced to 0.9x his normal ground and air speed, but does not affect his jumps. Whenever Magellan is on or over ground, the poison will drip constantly to create a weak poison puddle on the ground as wide as Magellan that does at minimum 1% every 5 seconds, but only lasts for 5 seconds after Magellan has stood there, essentially doing only 1% unless Magellan utilizes it. This is increased to 1% every 4/3/2/1 seconds over the same 5 seconds when Magellan's poison is stronger and more charged. However, over the period of time where Magellan's body has become poison, any foes who come into contact with Magellan will be poisoned themselves.


The poison can stack up for every time foes touch Magellan's body with their body or melee attacks. Every time that an enemy comes in contact with Magellan or Magellan's non-disjointed, non-projectile hitboxes (in essence, his body or melee attacks) they are poisoned, their body tinted purple and they will take 1% damage a second for 5 seconds. This can be refreshed 1 second later if they come in contact with Magellan to refresh the timer. The phase that Magellan is in for his poison will strengthen it against the foe, increasing the damage per second by 0.5%, at max damaging the foe 3% a second for 5 seconds, or a flat 15% damage.

When hit by this stronger poison, the foe's body becomes tinted a stronger purple, but will all be removed after 5 seconds has passed. This damage can be avoided by shielding, instead the foe's shield will be drained for the same damage but without the usual lower damage a shield would take, dealing a straight 1-3% a second, and one tick of damage the frame they put up the shield. The same visual effect of tinting is used on the foe's percent too as they take the damage, as it becomes the same shade of purple they have become due to the poison. What this all does for Magellan's playstyle is naturally make foes much less inclined to attack and combo Magellan. This is at the cost of making himself even more of a heavyweight for mobility. Even if they do back off, Magellan can always go on a counter-attack to keep refreshing and heightening their poison damage, forcing the foe to tank more damage or attempt to camp Magellan.

Neutral Special: Chloroform Ball


Magellan tilts his head back and chews on poison gum inside his mouth, over 0.8x the charge time of Samus' Charge Shot this bubblegum of poison is turned into a ball of poison called the Chloro Ball. The big poison ball is roughly 2/3rds the size as the Charge Shot at any level of charge and travels at the same clip and is also storable. When the Chloro Ball hits a foe, it will deal 6-18% damage and can deal medium to high knockback, but not quite as powerful as the Charge Shot, Magellan thankfully is not nearly as reliant on this for a KO move but it is a nice projectile to have. Magellan spits the Chloro Ball from a uniquely high angle. This can be angled as Magellan tilts his head up or down to spit it in an arc the same as Bowser's Flame Breath neutral special, although this will add some start lag, otherwise the move being slightly faster than the Charge Shot.

Wherever the Chloroform Ball hits, on the foe or a solid surface, the ball will explode into a cloud of gas that resembles the Smoke Bomb item. This deals 1% a second for 3 seconds. In series the Chloroform Ball is just what it sounds like, used as tear gas on prisoners who have grown unruly and is used on the mass escapees in the middle of the Impel Down arc. This translates in Smash to a status effect for the next 3 seconds in an area as big as the Smoke Bomb's smoke effect, slowing them down to 0.85x their usual ground and air speed. On top of this, the foe's start up on their dodges and rolls becomes doubled, making them far more vulnerable to Magellan's attacks. This doesn't affect their attacks at all however, daring them to try and attack Magellan to power through the debuff. As you may have noticed, the reduction in speed to the foe is slightly greater than Magellan's during all his down special phases and effectively gives Magellan a slight edge, but as he is already slow this is unlikely to give him a direct advantage. Only one of these clouds can exist at a time.

when Magellan has his phases charged up, each phase will make the Chloroform Ball slightly bigger and deal slightly more damage, capping at dealing 1.25x the damage and being the same size as Samus' charge shot at the fifth phase. The Chloroform Ball normally is semi-transparent but is filled in with poison once it's shot out and not only does it size/power increase, but its speed is changed too. Due to a very precise and real science, Magellan's poison chemicals cause the Chloroform Ball to actually go slower, at max going at only 0.7x the speed of Charge Shot and letting Magellan use his Chloroform Balls be used to approach easier as he can attack at the same time. However, when charging up the Chloroform Ball, Magellan's own effect will drain 1.5x as fast. Magellan's current phase is all that matters however so Magellan is best off storing a full powered Chloroform Ball then entering his fifth phase to get the most out of the slower, ore powerful Chloroform Ball if he wants to use that.

Side Special: Hydra


Magellan concentrates, causing a Hydra to be summoned over the top of him and extending out of his body like a shadow. The Hydra will bite any foes that are within a battlefield platform-sized area above Magellan, as the Hydra is summoned for 15% damage that KOs heavyweights at 120% at a diagonal angle, a deserved reward for scoring an anti-air hit when the move has such huge lag. The Hydra resembles a giant dragon made of poison and will extend a Ganondorf above Magellan's head, a little wider than him but coiling around in the general area to not take up all of the space. It is totally transcendent besides its attacks/hurtbox and will not even take hitlag when it is hit for damage, though takes no hitstun either. This has 40 frames of start lag, but no end lag and once the Hydra has been summoned it cannot be interrupted during the end lag, which is fairly short. When the Hydra is summoned it will follow around Magellan until it takes 30% damage or 10 seconds passes, glowing red when they’re at low health or about to die. When a Hydra is defeated through damage, Magellan will be forced into lag and interrupt any moves he is in for a short period of flinching knockback.

All of these attacks will be used independent of Magellan's own lag or actions, and are done by pressing s9de special and then a direction. These actions of course take up their own "lag" being that the player still has to input them so are best saved for when Magellan is already in lag. Side special and up makes the Hydra perform its biting attack it used when summoned, which is identical. When side special and forward is pressed, the Hydra will bite forward a Bowser width in a fast attack that deals 9% damage and will KO 20% later than the summoning version. This hits foes in a close range, only hitting foes directly above Magellan, missing most grounded foes. Pressing down introduces the foe to the Hydra's version of the Chloroball, it shoots this out with average lag for a projectile and has the same properties as a mid-charged Aura Sphere for 10% damage. This does not create a poison gas cloud however. This will be angled downwards at foes in front of Magellan on the ground, so can be used to hit foes off stage easier.


By smashing the side special input, Magellan will cause the Hydra to leap forward in a transcendent hitbox that extends a full 1.5 battlefield platforms of space in front of him and deals 15% damage as it bites forward, able to KO at the same percent as its other 15% bite attack. This has a decently low if noticeable amount of start lag and massive end lag, making it extremely easy to punish if whiffed, but unlike his summoning move comes out at good clip.

Once one Hydra is out, Magellan can use Poison Body to summon another Hydra! This will however take progressively longer if others already exist. A second Hydra while one is already out will take 1.5 seconds to summon, and a third will take a full 2 seconds, 3 Hydras are the max amount he can have out at once. These Hydras are not independent of one another in a singles match but instead increases the potential power of every attack one Hydra does on its own. In singles or against one single opponent 2 or 3 Hydras will bite at a foe to deal 12/16% damage and KO at 120/100% on a middleweight character, covering 1.3/1.6x the normal area due to the extra heads. For the projectile, their version of Chloroball will now be buffed to deal 13/15% and have the power of Aura Sphere at 75% or 100% charged, as all the heads focus their power onto creating the Chloro Ball. For the biting move that comes out of smashing side special, the two or three heads will increase the range of the attack by 1.3/1.6x as the heads space out across the area in front of Magellan, but deal the same damage except for in the sweetspots between the heads as they leap out, which now will deal 17% damage and KO 10% earlier. For each extra head here is minor extra start lag to worry about.

The Hydras do count independently for their HP and each time they’re killed, Magellan will recoil for his typical flinching knockback. So while these can be a powerful summon all together, the risk is that the foe will start to beat them up and cause Magellan to go on the back foot as he potentially gets put into 3x the usual flinching knockback or gets interrupted out of his own offensive. Magellan will therefore want to keep track of when the Hydras are low and try to avoid letting them take too much damage. At the same time, baiting the foe into wasting their attacks on them is also always a plus, so long as they don’t die. When the Hydras are summoned during the effects of Poison Body, this will give a bonus 4HP for each phase of it Magellan is in, capping out at 50HP for every Hydra that is summoned, also extending their size very slightly to 1.05x for each stack, capping at 1.25x, increasing their range by this much too. Summoning a Hydra is the opposite of the Chloro Ball as it’s a great move to bait the foe into hitting Magellan and interrupting the summoning process, but obviously is not going to be something he throws out to tank any attacks at a high percent or when it kills his momentum.

When sending the Hydras out to bite at the foe by smashing the move on the ground, Magellan can keep smashing the input during the end lag to separate himself and the Hydra permanently. This only works so long as Magellan himself stays grounded, as a line of purple goop connects him and the Hydra, and when he goes airborne this line is broken and Magellan's Hydra dies in place. The Hydra will stop at the end of its attack and remain standing in place, on the stage or in the air, to use its same attacks on foes completely independent of where Magellan stands, opting to use whatever attack suits its range from the foe. This has the cost of very bad end lag, a full second to separate the Hydra from Magellan. It retains the same HP and duration as before, the only cost is that Magellan has one less Hydra for defensive purposes, this extends the end lag of the bite but will mean when the Hydra is low on HP, it won’t cause Magellan to flinch when it dies. This can be a good way to use up Hydras when they’re no longer useful. This will be used on the lowest HP Hydra when multiple are summoned, defaulting to the oldest when multiple share the same lowest HP number. When on the stage, a Hydra is no longer transcendent and now semi-solid. When it’s walked through, it will slow any enemies down to 0.8x their normal speed and deal 2% poison damage a second. This will stack with Magellan’s poison and can alone be incredibly powerful to force the foe to kill the Hydra, take the poison or cede stage control to Magellan.

Up Special: Venom Road

Magellan’s body becomes spontaneously covered in poison armour as he leaps upwards in the air, the same distance that Ganondorf’s up special goes, dealing 8% damage and okay knockback, but never enough to KO. As he jumps up, Magellan has full super armour but has damage reduction for each phase of Poison Body, 1% per phase, so will take 5% less damage from incoming attacks at the final phase. At the end of his jump, Magellan is not put into helpless and can then use this armour and reduction to counter attack the foe out of their attack. This will put Magellan higher up however so is best used as an anti-air if he wants any use out of Hydras. This is not a bad recovery on its own due to the super armour but as Magellan’s air speed is reduced when in any phase of Envemom, gives him a pretty poor recovery if hit off stage during it unless he’s already close enough to recover. If he hits any Chloro Balls in the air during his ascent these will be absorbed into the attack, making Magellan go to his fifth phase immediately for another full up special that goes the full, same distance into the air. This doesn’t mean much for recovery however it’s very threatening as an anti-air on stage, or rarely can be a lifesaver with a luckily positioned Hydra and foe, as it does work on the Hydra Chloro Ball too.


When there are Hydras summoned or one that is within range of the attack when it’s used, Magellan can press the up special a second time to be absorbed into the body of the Hydra and will travel through the Hydra with a good amount of control over where it takes him. With a similar control scheme to the way that PK Thunder works, Magellan can angle himself to be taken in a variety of direction at once. This is hard to quantify, but with only one Hydra is the equivalent of 0.75x the amount of space that Ness’ PK Thunder can take Ness, but is increased for each Hydra that Magellan has out or he manages to get in range of, increasing the general area he can be taken over in the neck of the Hydra’s. At 2 or 3 Hydras this is increased to 1 and 1.25x the range of PK Thunder. This takes a full second to go through one Hydra to reach the end of their mouth and be spat out, increasing to 1.2 and finally 1.4x seconds to simply follow a normal route in 3 Hydras, but can be sped up by pressing left or right, making Magellan be spit out 0.5 seconds sooner or later. This will however have some negative effects on other ways the move works.

When travelling around in the Hydra, Magellan still has full super armour and damage reduction if he has Poison Body. He is, of course, not free to do any attacks of his own so has to rely on the AI of the Hydra to defend him from being picked at by foes. If the Hydra he is in currently dies, or an extra Hydra dies when he is nearing the end of his Venom Road – for example if he is in the last 0.2 seconds and a second Hydra dies – he will be forced out of the move early and into helpless. Normally when shot out Magellan will be shot out half the distance his up special goes with super armour and damage reduction relative to Poison Body again, with some end lag if he doesn’t catch a ledge. When the move has been sped up or slowed down by pressing left/right, this will instead mean that (sped up) Magellan will not be able to grab the ledge immediately, having the same recovery problem as Cloud as if he does go over a ledge he can’t grab it for a short period and easily punished or (slowed down) Magellan will have greatly increased end lag in the air, only further emphasizing the foe’s ability to punish or destroy his Hydras. This second one however means he can fully abuse the super armour if the foe threw out a Dr. Strangelove nuclear bomb or something.

As Magellan travels around in the Hydras, his body becomes a hitbox that deals 8% damage and decent knockback, able to KO at 150% on midweights. It will hit foes in the direction Magellan was going within the Hydra, so can to some degree be controlled by Magellan. As the Hydras are free to attack during this, it’s plausible Magellan could combo this and their attacks, but this is very difficult to time correctly. The same as always, Magellan can poison foes who hit him when he’s in the Hydra with his Poison Body, and if he can combo them will stack up the poison multiple times too. This is pretty nice too as obviously this recovery state ignores the slowed speed Magellan normally has to withstand. After coming out of a Hydra’s mouth for the end of the attack, a cloudy area will hover over where the Hydras are connected to Hydra’s back, signifying that they can’t be used in this way for the up special for 10 seconds before the transient poison that connects the two is repaired. This can be ignored however if Magellan makes new Hydras who do not suffer the same effect.

SMASHES

Forward Smash: Poison Blowfish


Magellan leans his head back and inhales in his poison into his cheeks, as well as expanding his body to look fatter, before throwing his head forward and spitting out an assortment of poisonous blobs! These are transcendent hitboxes and cannot be reflected. Each blob is the size of a Sticky Bomb. These blobs fly out at different angles, ranging from a mostly horizontal to a sharp downwards arc. The amount of blobs ranges from 3-5 blobs depending on the charge time and each will deal 5% damage, but enough hitstun that at even a medium range, all of the blobs should hit on foes that aren’t tiny. For tiny foes, this is not all good news as the blobs can and will attach to any solid ground or walls they hit, creating the same puddle that Magellan creates passively when he uses Envenom, so in essence can create 3-5 of these puddles on the stage though they do have the same short duration as ever. The knockback varies depending on how many blobs hit, only one will deal medium knockback that will KO at 200%, but at 3 blobs will KO at 170%, and at all five will KO at 140% on middleweights.

When Envenom is up, this will cause the blobs to take on the properties of a Sticky Bomb item. This means that instead of exploding on solid ground or a wall, the blob will stick to it for 1-5 seconds, a second for every phase that Magellan is in. If a foe touches the orb, they will take the 5% damage as the blob explodes. If this timer expires the blob will explode as it dies out, covering the same area in a puddle as it would normally or damaging any foes that come in contact for a more powerful 7% damage. Before they explode, these blobs will start to glow red to show they are about to explode. Magellan can increase the amount of damage these poison Sticky Bombs do by firing his Chloro Ball into them, increasing their size to 1.5x that of a Sticky Bomb with one average-charge Chloro Ball and making it deal 1.5x its normal damage, increasing its knockback. This will even delay the explosion another 5 seconds, but obviously is quite a commitment.

The poison blobs won’t explode on contact or stick to Hydras, but any form of them will interact with the Hydras in a unique way if Magellan angles the move upward or downwards. The poison blobs look slightly different when shot, a little lighter or darker shade than they are normally. Instead of being used up, poison blobs will travel through the Hydras the same way that Magellan does when he uses Venom Road, his up special. The orbs will travel through the body of a Hydra and are an active hitbox for the duration of this, exploding if a foe touches this portion of the Hydra and turning the Hydra’s body into a temporary hitbox of sorts. When they reach the end of the Hydra, an up angled blob will then be used to shoot out a Chloro Ball the next time a Hydra uses that move, this is the up angled version. This will increase the power of their attack by up to 5%, more if more blobs get stuck in the Hydra’s throat so to speak. A down angled version will instead cause the Hydra to drool the darker tone of poison, creating a constant puddle underneath it like Magellan’s that lasts for 2 seconds for every blob the Hydra had in its mouth. For as long as it’s drooling, its biting attacks will deal an additional 3% damage and knockback will be increased as well.


For the start up of the attack, Magellan takes on quasi-counter properties as he has strong armour the frames for the duration of the charge time until the projectiles are actually fired. This doesn’t mean a whole lot, but in this same period of time any attacks landed on Magellan will cause him to fire his blobs instead as a Counter against the foe, skipping the charge and any lag to immediately counter-attack by firing one stream of poison in a disjointed hitbox the size of Bowser’s max fire breath in front of him, dealing 11-15% damage, more depending on how much charge Magellan had. This is not affected by the attack the foe used, but is only activated if they used an attack that dealt 5% or more. This may not always seem favourable, and it’s not, but Magellan also has very little end lag when this happens and is given a “kickback” when he spits out this stream, pushing him back to a safer distance of half a battlefield platform so the foe can’t continue to attack.

The strength of this poison is improved when Magellan has been charging a Chloro Ball in his mouth, the neutral special. Can only imagine what it smells like inside of Magellan’s mouth. The Chloro Ball will make the stream deal an extra 1-5% damage and will not make it any larger as a hitbox, but its stronger poison will make the poison linger as a cloud for up to 3 seconds after the initial attack, over that time dealing reduced damage. With minimal charge, this only lasts for half a second and very quickly degrades to dealing miniscule damage of 1%, but this same degradation is applied after that so at 3 seconds, will deal scaling damage that can still be very powerful after only just being spit out by Magellan. The cost of this is that Magellan uses up any charge he had for his Chloro Ball neutral special, but this can be very beneficial, especially when Magellan doesn’t want the foe to attack him with Envenom down and get out his poison blobs projectiles, forcing the foe to awkwardly attack overhead, which is great if he has Hydras summoned, or to try and dodge around his blobs when they come out.

Down Smash: Poison Wall


Magellan throws up his hands for the charge period as they become more covered in poison over time, or the poison already on his body from Envenom becomes focused into his arms, and then slams them down creating a massive pillar of poison in front of him! This is a little taller than Magellan and slightly thinner, so is a massive disjointed hitbox and deals 15-21% damage, able to KO uncharged at 165% on middleweights. The wall lingers for an average amount of time for a disjointed hitbox in Smash 4. The start lag is fairly slow on this move and the end lag is only marginally better, definitely hinging on whether the huge range manages to land on the foe before they get one in on Magellan, but he may not particularly mind if he’s got Envenom up unlike Palutena’s up smash. This is based on Magellan’s ability to cover the doors of Impel Down in poison to block escaping prisoners.

Envenom will cause the wall to carry on as a semi-solid wall after the attack is done for 1-5 seconds depending on the phase and if the input is held into the end lag, using up all the Envenom to do so. This wall has only 25HP but even when destroyed will dissolve into one of Magellan’s puddles so is not a total loss. As a semi-solid wall, it has the same properties as one of Magellan’s Hydras when it’s separated, as foes can move through it but are slowed down to 0.8x their normal movement speed, but this does not stack with other walls or Hydras to completely ruin a foe’s movement speed. Despite being semi-solid, Poison Blowfish AKA the forward smash will pass right through it, however it will buff the damage and size of the poison blobs just slightly, making them 1.1x as big and deal an extra 2% damage if they pass through the wall.

The wall or normal version of the move will have a unique effect on Hydras. The wall will cause any Hydras to be absorbed into the wall and for the duration of the wall, will now be able to move itself within the reach of the wall as if it was all Magellan’s back. This effectively increases the range of Magellan’s Hydras to a size comparable to himself when the pillar is almost as big as him, the Hydra moving around it to get as close as it can to enemies. The wall and Hydra combine HP, but the wall’s HP is carried over so that once the wall’s HP is dealt in damage, the Hydra will return to normal and be interrupted out of any attack it was doing, and any extra damage dealt beyond the HP of the wall will be detracted from the Hydra. When the normal, non-wall version of the move is used, the Hydra will simply be taken to the top of the pillar for a moment and gradually lower itself back to the ground after it’s over, essentially forcing it high into the air, so can be used to move it on top of platforms or to make the Hydra into more of an anti-air.

The attack portion of the move has different damage to the wall itself, as at a very close range Magellan will hit the foe with his fists and deal 10-14% damage. This will either pitfall the foe into the ground, or spikes them off stage if he managed to hit them at the ledge or off a platform. Cloud and Little Mac are a little screwed, though besides them and their recoveries that have punishable windows during their up specials, most characters won’t care much about the aerial version. The pitfall is unique however as the foe is not just pitfalled into the ground, but will be pitfalled into the poison pillar! Over the course of their pitfall, pitfalling the foe for the same amount of time as WFT’s weak (and random) jab pitfall, the foe will be carried upward through the pillar which now will last for as long as the foe is pitfalled. They will go up a Ganondorf in height for every second, but are unlikely to be in it for a full second unless at a super high percent. Once they break out, what this means is they end up being in the air above Magellan and easy to attack with Hydras and Magellan’s various anti-airs, or lets Magellan get into the air too for an air-to-air attack.

Up Smash: Poison Cloud


Magellan arcs his head up and charges up poison in his mouth, then exhumes a cloud of poison out of his mouth, covering an area as big as Villager’s fireworks up smash! This start up animation is distinct from forward smash with how he leans back his head and doesn’t puff up his body. This will deal constant hits of damage for a total of 12-16%, slightly more than Villager’s move, and deals more knockback as a result but is still not a powerful KO move as it sends the foe at a slim diagonal angle. This has the least start lag of the three smashes, but is still on the slow side, hardly as fast as Ganondorf’s up smash but does have the least end lag of the three smashes, so purely for speed is the best. It does not however have any of the defensive properties of the other two smashes and obviously is the least powerful. What it does have going for it however is the entire move will poison the foe the same way that Envenom will, adding one tick of poison to the foe, and at mid-max charge will poison them for two stacks if they’re hit by more than half/one quarter of the hits.

The move is a perfect combo to help the Hydras hit the foe as it has a long duration with all the hits and as a result hitlag. The move will also power up any of Magellan’s stray set up that happens to be passing over, having the same effect on his Chloro Balls that the poison wall has on his forward smash projectiles and buffing them to deal an extra 2% damage as well as increasing their size to 1.1.x that of normal. This extends to those Chloro Balls spit out by his Hydras. His Sticky Bomb’d forward smash orbs, Hydra and Poison Wall will for the duration of the Poison Cloud, be given an extra 12-16%, letting them withstand the foes’ attacks until the move ends. This won’t just add HP to them however, and is essentially temporary armour as if their HP is below that number and Poison Cloud stops, they will “die” on the spot. This isn’t always such a bad thing though as Magellan can use this to delay their death for his benefit, making the poison orb explode later, his walls and Hydras dissolve into puddles later on too. This can make it more difficult for foes on a stage with platforms who want to casually kill a Hydra above Magellan then attack him head on, forcing them to attack Magellan directly or tank a hit from the Hydra.


The Poison Cloud lives up to its name, creating a fog of poison in that area depending on how much the move is charged. This is in an area as big as Bowser around the middle of the hitbox and lasts for 3-5 seconds after the move is used, obscuring that area. This does not fully obscure however, merely adding an effect that slightly makes the area 'wobble' in place. The poison fog will dissipate if nothing else happens and deal a passive 1% poison damage to foes who stand in it. However, the Poison Cloud will grow stronger if any poison moves are used within the cloud by Magellan, making it strengthen and become a stronger poison, starting to lightly obscure the area as if it was a full fog and deals a greater 1.5-2.5% damage. Every poison move used, which is most of Magellan's set, will add another 0.5% damage to the Cloud and every "phase" of his Poison Body counts as a move, letting him charge it up passively over 3 seconds if he chooses, but has no defence in this case. The down smash Poison Wall has the same effect, instead adding another tick of poison to the cloud as long as it exists within the cloud.

At the end of the 3-5 seconds, the Poison Cloud when it has been powered up to do more damage will not simply dissipate, but take in all the poison it just absorbed and create a small explosion as it dies out. This deals only 3-5% damage, but deals a high amount of wind hitbox as all the poison gas blow out from the centre in all directions, able to push around both Magellan and foes. This is stronger to foes standing at the centre of the cloud to be pushed a full battlefield platform, whereas those stood at the very edge only take the same wind knockback they'd take from the end of Bowser's Flame breath. At the very centre, any characters will instead be harder to hit away, as they are held in place weakly by the knockback going on all sides. This can be particularly useful for Magellan on top of his armour and Poison Body. The amount of variables for the cloud and its explosion means that it has many uses. Magellan can use it to defensively back off from the foe, or be pushed towards them, be pushed towards the ledge, or even push characters slightly into the air or towards the ground if they're above or below.

STANDARDS

Jab: Poison Boxing Gloves

Magellan swings out his fists in front of him, a bigger version of the Villager's jab essentially, and deals 3% damage a hit in a slow jab that has no KO potential. This has low start lag and end lag, making it one of Magellan's fastest moves. This is one of the better moves to use at close range if only to poison the foe with Envenom even if Magellan ends up doing not a ton of damage, as because it deals knockback greater than Villager's version, is even worse at actually keeping the foe in the jab until it ends. Despite the minimal amount of jab "stun" this deals, it's still a great move to hold the foe in place for a moment and let the Hydras get an attack in on them. The jab does fail against super low opponents such as ducking Kirby/Jigglypuff but as the Hydras are independent, they at least will punish those characters during their end lag if they attack Magellan with a down tilt.


When Magellan has Envenom charged up, he can channel poison into his fists by holding the jab rather than tapping it, gradually making his fists become poisoned. This takes 2-5 punches, faster if there are more phases of Envenom, for the firsts to become fully poisoned, and will deal up to 1.5% more damage per hit as a result, as well as poisoning the foe using Envenom's mechanics. This will also increase the actual size of Magellan's fists to hit lower foes such as the ones just mentioned or other characters such as MegaMan or Cloud who can attempt to slip underneath the jab using their down tilts. At the same time, this will use up the Envenom so that Magellan's hurtbox besides his fist loses its poison quality until after end lag so if the foe does manage to dodge the punches, they can counter Magellan's actual body with no repercussions! As a side note using this on a foe on top of a poison wall or Hydra, it will be much easier to combo into itself as a result of their reduced DI/movement.

The Hydras will not lose out on the party if they're free to attack. Working like Bayonetta's Bullet Artes, Magellan can hold out the jab button after the move's end lag to command the Hydra to attack for their own version of a Jab. The Hydra will bite forward directly in front of Magellan, hitting a Bowser jab-sized hitbox for 3% damage as it bites three times, the last dealing good knockback for a jab finisher, while Magellan commands it with a fist, locked into lag himself. At the end of the move Magellan will return to his normal stance with above-average jab end lag. This is not that easy to combo into out of a jab normally unless Magellan can make use of his set up like other Hydras, walls, his forward smash or poison clouds, but is possible when the foe is slowed or at a low percent. The extreme range of the move is nice enough that it's usable off of ledge to the same extent as Bayonetta's smashes, a decent gimping tool but one that is extremely telegraphed. It can be used without the jab pretty much by just ending on one jab punch, at that point Magellan is basically just pointing his fist forward to command the Hydra in terms of animation.

When there's more than one Hydra summoned, this Hydra Jab changes a bit to incorporate the others. Instead of a normal jab, the Hydras will perform a slower jab where they attempt to bite at the foe in a grab hitbox. This is much slower than Magellan's grab is but gives him one that is longer range. If it lands, the Hydra that grabs the foe will bite onto them and carry them into the air, dealing 1% damage 4 times a second, forcing the foe to mash out at grab difficulty, but Magellan is stuck in a grab state at this point. The other Hydras over the course of a long throw animation will bite at the foe as they're held in place, dealing 5% or 8% damage for 1/2 other Hydras, able to KO the foe at 0.85/0.95x the strength of Mewtwo's up throw. The angle will change depending on what Hydra bites the foe at the end, angled upward if it's the middle one, or slightly diagonal for the other two, choosing an angle in the middle for 2 Hydras. This can be avoided if the foe mashes out before the bite happens, leaving them and Magellan in a mostly neutral state, though Magellan has a couple frames advantage.

Dash Attack: Villain Shoulder Charge

Magellan does the signature Ganondorf dash attack, coming to a full stop rather than going any distance, but this allows him to put even more strength behind his shoulder. This makes the attack deal 2% damage more than Ganondorf's dash attack. Don't worry Shoulder Charge aficionados, as that speed boost can be gained back if Magellan charges into a Chloro Ball, letting Magellan leap forward 0.5-1.25x as far as Ganondorf's own move depending on the power of the Chloro Ball, but using up the Chloro Ball at the same time. This move normally has no super armour, but at the cost of a Chloro Ball, this is given as well and amounts to the same as Ganondorf's at mid-max Chloro Ball, but is weaker Strong Armour at levels below that. This can be an especially nice move to use into Poison Walls or Hydra as they don't slow down Magellan and essentially lets him speed through the bumps that hold up foes, almost like he's chasing an escaped prisoner slowed down by all his traps.

When Envenom is up, Magellan has a similar effect to his jab where one part of his body is covered in poison but others are not. During the first half of the charge, Magellan's front side is covered in poison and will pass on the effects of Envenom, while at the end the poison will disperse throughout Magellan's body, but during the end lag before returning to normal will flow to and protect his back instead. This will gives its own damage reduction from 1-5% for the duration of the poison armour, more reduction for every phase of Envenom Magellan has, but works for both halves of the shoulder charge. At the start of the move, any foes that attack from the front will be punished, while any that rolled or dodged to get behind Magellan will be further punished. This poison armour will deal two stacks of poison at once to foes that hit it, far more punishing than the normal passive Envemom effect.

Forward Tilt: Closed Fist


Magellan pulls back his fist and then launches it forward with an open palm full of poison! This deals 7% damage and merely average knockback. The most relevant part of this for a KO is that it scales very well, and besides that is another one of Magellan's token fast moves besides his jab to make full use of his counter-hitting Envenom. The start lag is very fast, while the end lag is merely above-average for fastness. The knockback of this move is not very conducive for KOs either as it is the same terrible angle as Bowser's forward smash pre-Smash 4, but once the foe hits 170% at middleweights becomes a good panic button to try and land if they're being that slippery. This is the opposite of the poison armour on dash attack, fist of all bringing the same poison armour behind Magellan if he has Envenom, then bringing it forward for the punch at the end, and works logically the opposite way the dash attack does for how you'd want to use it on foes. This naturally only works when Envenom is on.

The punch has a unique effect on any poison walls standing around, as Magellan will channel the poison from his open palm to the wall and cause it to explode forwards if the button is held after the move, just like the way he can command Hydras out of his jab. Over a short period of lag, Magellan will cause the wall to harden and then explode forward, dealing 7% damage in a short area in front of where the wall used to be and medium damage, mostly good for positioning the foe or as a defensive gambit. However the move is hugely boosted if Magellan manages to land this move on a foe trapped within the wall, as they are trapped and frozen in place. This becomes a much flashier looking animation as the frozen foe is then caught up in the explosion and dealt 10% damage, able to KO at 150%. This will work when the foe is pitfalled from the down smash as a direct combo, bu only when they're at an even higher percent than 150% making it arguable whether it's even the best use of Magellan's time instead of just pure damage or charging up his other moves instead. For lightweights using it to KO is probably correct though and a very nice reward for landing the down smash.

When the move is used on Chloro Balls, Magellan will absorb them back into his first, giving a couple of effects. One, a short burst of super armour for just a few frames after absorbing the Chloro Ball as his body shines in a bright purple goo, though it is very short lived this makes the move into a counter in its own right. Two, the forward tilt is cancelled entirely and has no end lag letting Magellan follow into any other move if a foe is in range, making the move have basically no risk and becomes an absolutely broken move if this was a remotely easy state to get into, but Magellan has to catch up with his Chloro Ball to do this. The amount of frames of super armour is extended for more than minimally-charged Chloro Balls, going up to 15 frames of super armour at a fully charged Chloro Ball. Not a bad move to use around Hydras either of course, what with the Chloro Balls they can throw out too.

Up Tilt: Poison Uppercut

Magellan swings his fist into the air in a standard uppercut motion, leaving a trail of purple poison behind it in the air, this uppercut deals 6% damage and light upward knockback. This is more of a juggle type of up tilt than a KOing one, but does lend itself well to hitting the foe into the Hydras or into Magellan's up smash at low percents, although far from guaranteed. If the foe is hit at the right percent, it's possible to force them to go behind Magellan or be hit by his Hydra or up smash, given the Hydra is in the correct range. This is much easier with multiple Hydras to cover more range, the more Hydras there are, the more range, and the more the foe is forced to DI hard in a predictable fashion. When the foe is hit up too far to directly combo, Magellan can still try and hit them with various anti-airs like his angled Chloro Ball, Venom Road or even his jab or down smash if they get low enough to the ground, or are going for the ledge.

Holding the move again like a Bullet Artes follow-up, the Hydras will be commanded to follow with their own attack. They will swoop up just in front of Magellan and then go vertically up, having not a whole lot of lag on top of the core move. This deals 6% for one Hydra, or 8/10% for 2/3 Hydra heads doing the same action. This is only for the first hit of the move as the foe is hit much higher into the air at a small diagonal angle, this won't KO but will create tons of space between Magellan and the foe. This can also help to hit foes in front of Magellan camping on platforms. The more powerful part of the move is the second hit, as the Hydras straighten up and bite straight upwards a Ganondorf height for 8/11/13% damage for 1/2/3 Hydras, able to KO at 160% with one head or 15% lower for each additional Hydra used. This does however scale pretty badly for end lag, leaving Magellan horribly open if it whiffs, and will fail to connect if the foe is hit by the first hit. This means that it's pretty much limited to only when the foe is extremely low percent or high enough percent that the up tilt itself will hit them into the second Hydra hit.

The Hydras will get a huge boost using this move in front of a wall or a separated Hydra standing in front of Magellan. They will skip the first hit and dive right into the wall or merge with the Hydra for the duration of their attack. Resembling Magellan, they are absorbed into the middle of the poison and travel in a bubble of poison where they deal 6% as they go along. The Hydras burst out of the top of the wall/Hydra and deal their normal damage as they leap up as if they just started the bite! If another Hydra is there, they will add their head to the others and this can then deal up to 15% damage and KO at a much stronger 115%.

Down Tilt: Goop Burst


Magellan builds up poison in leg and then kicks the ground, causing a geyser of poison to erupt! The kick is a very weak 2% damage and flinching just to hit into the geyser, which deals 5 hits of 1.5%, finally hitting the foe up a straight 90 degrees into the air. This gives Magellan a few frames as the foe is in hitstun to get an advantage on the foe as they return to the stage, oveall dealing up to 9% damage. The geyser is half the size of Palutena's up smash and is similar to the up smash in terms of what it accomplishes for Magellan's playstyle, holding the foe in place for the Hydra's attacks but not for nearly as long so is not as effective for that purposes. This is much better at the ledge however as it has faster start up and has a little less end lag, making it less risky. For the duration of the move, Envenom will give strong armour to the leg and 0.5-2.5% damage reduction depending on the phase of Envenom.

The geyser itself can be altered when Magellan holds the move out like his other tilts, Magellan will instead keep channel poison through the ground so that the geyser becomes sludge-like. This will cause the geyser to linger as a mudslide for as long as Magellan holds the button. Magellan sees a brown version of this every morning! The geyser will now deal constant 1% damage to any foes that touch it and some flinching, but not enough to just stun them in place and cancelling the move now deals Magellan massive damage. The point of this is then what happens when it is cancelled, as the sludge pile collapses on both sides, pushing sludge out a huge 0.75x battlefield platform distance and dealing a much greater 7% damage, with no knockback, only any natural hitstun. This can push the foe off stage for a gimp, push them into the forward smash poison blobs, push them into Hydras... or push them into Magellan so they get poisoned! This is a pretty definitive move for what Magellan is about, leaving himself open but Magellan is not concerned for his own safety. It's the foe who's at risk.

AERIALS

Neutral Aerial: Poison Rapids


Magellan braces himself and causes a circle of poisonous ooze to surround him, rushing around in a circular hitbox similar to how other neutral aerials look/work. Over the course of the rapids, there are actually 8 active hitboxes each dealing 3% damage, so if a foe is a background boss or somehow big enough to get hit by all these at once, this is one of those aerials that can do an insane amount of damage, in this case 24% damage. This won't ever KO however, but will deal massively scaling base knockback, to the point that at a plausible 4 hits at once, a foe will be sent with strong knockback at a radial angle. This makes it one of Magellan's most versatile moves for pure spacing issues, and lets him combo the foe around the ground/his walls, knock them high enough for his Hydras, and so on, a very important all-around tool.

This move has decently low lag, but terrible ending lag, so is best reserved for the air. Despite the low lag, the move does have a longer duration and is Magellan's go-to sex kick in the air. As the move sours, it will instead deal 2% a hit, and finally 1% a hit at the end of the move. The poison changes colour to a more faded poison at this point, but isn't all bad. At 2%, the poison deals low enough knockback it is much better to combo. At 1%, the poison will deal less damage due to lingering, but will now have turned rotten due to being left out for too long. This will now poison the foe the same as a stack from Envenom, dealing the usual poison damage, actually making it deal more damage than normal, especially good if more than one hit can land. This makes all versions of the Sex Kick useful in their own right.

When Magellan has Hydras out, he can hold out the move similarly to Bullet Artes and command the Hydras to circle him like the poison does. They will chase around Magellan at equal distances from each other, or start from the top of Magellan's hitbox and travel around him, each head a hitbox that deals 9% damage and hig knockback, the head now being around the size of Mario as a hitbox. This will KO at 150%, and with 3 Hydras this is a powerful KO move. However it comes at the cost of the Hydras being in lag as they return to their positions for a full second after the move ends, leaving it to Magellan to protect them for once, and they are just as vulnerable to attack during this aerial. When passing over other sources of poison, the Hydras will speed up going around Magellan's body and deal 11% damage, allowing them to get into position up to 1.5x faster if the move is used in the middle of a Poison Cloud or a poison wall. This can put them out of sync slightly to cover over more parts of the stream at different parts of the attack, which can be used to Magellan's advantage, or used by the foe to poke through his usual defences.

When used into the move's bad landing lag, Magellan will have a unique hitbox occur the same way Falco's forward aerial works for example, though a good bit flashier. In front of or behind Magellan depending on how early/late the move was when cancelled in ending lag, a small burst of poison will wash over a third battlefield platform wide area, as tall as a Freezie with a similar appearance and deal 3% damage with a good chance to trip foes. This can be tricky to predict if landed in the middle of the move, and is another example of the Poison Cloud making things easier for Magellan to obfuscate his moves. When the Hydras are out, they instead will bite forward the same distance across the ground one-by-one if they pass over the ground, going either forward or backward from Magellan's landing. They will go off the stage and not curl around the ledge, dealing 6% and low knockback to foes they pass over, and push them to the edge of their hitbox. This mostly works greatly as a way to cover the landing lag, but will again leave the Hydras unable to attack for a second, at an even later time than normal, leaivng Magellan open. As usual though this isn't that bad when Magellan might want to bait attacks from opponents.

Forward Aerial: Poison Dunk

Magellan holds his fists behind himself briefly then delivers an axe handle, bringing both hands overhead and bashes any foes over the head! This is an animation very similar to DK's forward aerial, and delivers the same damage and knockback to the foe, only with slight reductions on both fronts, but roughly the same lag, only a bit more back-loaded with more start lag/less end lag. This is another powerful gimping option for Magellan, but is pretty necessary when you consider his pretty awful recovery that relies heavily on him having the Hydras out, in that sense this is only insurance against foes who want to challenge him off stage. It's pretty slow too, but does have the same range as DK's move, so Magellan is definitely something of a presence in the air with this and the neutral aerial.

This is a good move to try and force the foe to counter, as it has a high enough amount of lag it should be easy to see coming. Foes who don't have a plethora of disjointed hitboxes or projectiles should be forced to counter Magellan and get poisoned by Envenom, and if they don't they'll still let him get close enough to touch and get off his Envenom too. When the move hits against shields or the poison walls, Magellan can cancel the move with a second input press to send himself at a small kickback the same as the one in his forward smash, making the shield a pretty ineffective defence against the attack, while damaging the shield. This is only possible when using up Envenom, using up the entire effect but dealing up to an extra 1-5% on the foe's shield that is not reduced by the normal shield damage formula. This in all makes it a great move to force a reaction from the foe, if not immediately to Magellan's benefit then a good way to test what way they do react.

Envenom and its phases will give Magellan's fists a poisonous aura that scales with the phases, giving an extra little bit of range to the move comparable to Ganondorf's moves from Brawl to Smash 4. This not only gives range, but has another effect when Magellan lands during the move. Normally the move has bad landing lag like the neutral aerial, but landing during the move with Envenom will cause Magellan to grab the ground as normal to get up, but at the same time send out a weak shockwave of poison across the ground in both directions. This is comparable to Bowser's down aerial shockwave, but unlike the one in his neutral special, will deal inverted knockback. This will drag the foe towards Magellan and leave both characters in a neutral frame state. This at most distances will pull in the foe close enough to be touching Magellan, and potentially get poisoned by his Envemom if it's up.

Up Aerial: Rising Tide

Magellan claps his hands together above his head, although he doesn't quite clap and instead the hands barely miss each other in midair to go the other direction. The hands deals 8% damage with medium-strong knockback as they pass by each other and a weak wind hitbox of poisoned air. Swat those peasantly prison escapees! This has average KO powe for an up aerial, but decent scaling to make it above average, and has relatively decent start and end lag, but is mostly good for its very low landing lag, especially in comparison to the neutral and forward aerial. Before the hands clap together, they are a sourspot that deals 5% and weak upwards knockback perfect for a juggle. Envenom makes this an even more appealing juggle as it stacks on far more damage anyway, and at that point is fast enough it's a good move to throw out, essential for the way that Envenom works.

The wind hitbox interacts with Magellan's Poison Cloud from up smash, causing it to be pushed upwards. This can move it up 1-3 Bowsers depending on how close Magellan was to the cloud, and will stop it making everything within the cloud invisible. After being moved, for a further second the poison cloud will become especially volatile from its sudden movement. This causes the entire cloud to erupt into an explosive cloud of poison, the size of Bowser that deals rapid hits for 7% and low upwards knockback. This is another great way to hold the foe in place to hit with the Hydra, but as it will end up being so high is hard to follow up on. This is not all the foe has to worry about however, as over the course of the active hitbox, the cloud will rain down poison onto the ground in the form of rain. Anyone hit by this rain will be dealt the Poison Body effect and takes a passive 1% damage. This creates a puddle on the ground the same as the one Magellan passively creates with Envenom.

Back Aerial: Horn's Edge


Magellan finally takes out his very important weapon, his demon horns, and punches them backwards! This has a bit more range to it, but otherwise is pretty comparable to Ganondorf's back aerial for lag and does 14% damage, a little less damage. This won't poison the foe as it's not a direct part of Magellan's body, but will deal some extra hitlag the same way Wolf's forward tilt did in Brawl, to keep the foe in place for a little longer. This has good landing lag so is fairly risk averse for when Magellan is triyng to fight more directly, but deals enough knockback that it doubles as a decent aerial KO move. The end of the horn points slightly upwards, and the angle of the knockback is too, making it a poor gimping move but makes it harder for the foe to get to the ledge safely too.

The pointed end of the horn is a sweetspot that deals 1.5x damage to shields, as well as 16% damage to foes, the same as Ganondorf's back aerial. Usually the move does slightly less knockback too, but is buffed to the full power of Ganondorf's version with the sweetspot, making it very powerful on Magellan as opposed to Ganondorf. There is also a sourspot if Magellan is very close to a foe, impaling the horn on the foe and dealing 5% damage, but leaving the foe in place for a short amount of flinching knockback, or stunned like Ryu's Focus Attack for a similarly short amount of time, lending itself well to follow ups. This is only as powerful as a quarter-charged Focus Attack, so is not too powerful, nonetheless this gives Magellan a massive advantage. This sour spot will poke through shields literally and let Magellan land his sweetspot on the foe's body. This acts as a direct shield poke and lets Magellan land the sweetspot on the foe's body, ignoring their shield at super close range. This is a good mix up for when the foe is expecting the Chloro Ball or neutral aerial, which are reasonable to try and shield.

Down Aerial: Demon Slam


Magellan braces himself in midair and then falls with his legs braced upward for a typical stall-then-fall down aerial. Foes hit by his feet will be dealt a powerful spike for 12% damage and of comparable strength to DK’s down aerial at the start, with a similar amount of lag and difficulty to land, only with slightly more end lag. The move is a decent way to get the foe above Magellan on the stage too when hitting them off the ground, to get them above him for his Hydras or to get them in range of his Poison Cloud, among other things in his poisonous repertoire. During the stalling part of the stall-then-fall, the Envenom phases will contribute super armour to the frames, then gradually a frame longer of the start lag frames, at five phases giving 5 frames of super armour to the start lag of the move. This makes it a perfect move to use to trade or simply get out of awkward positions, but without Envenom has all the usual negatives associated with slow stall-then-falls. This is of course a pretty nice move as well to use on top of Poison Clouds or separated Hydras as the foe can’t follow Magellan after the fact too well.

Magellan will create a shockwave effect when he hits the ground after the fall due to his weight and size, causing the earth to shake in an area 1.5x his width that deals 2% and weak flinching knockback, merely enough to cause a frame neutral state with opponents. Otherwise, or against shields, opponents will be able to punish the move. Against shields however the actual falling part of the move, that deals 14% damage, will deal considerable shield damage and stun. If the foe was already poisoned, this may just put them over the edge of a shield break when the Envenom poison goes through the usual resistances that shields have to damage. The shield stun also makes it more likely that Magellan will cause the shield to take another tick of poison damage. The shockwave will cause a small splash of any puddle that Magellan lands on to go either side of him dealing 1% damage and poisoning any foes who get hit by it, comparable to a half-sized version of the G&W down special when fully charged. This will not deal any knockback however, but if Magellan is in Envenom himself, will easily allow him to get at least a couple of stacks of poison on the foe within a couple of seconds despite not landing the down aerial in earnest.

When Magellan is falling with his Hydras out, they can still attack during the fall and will ignore the gravity of the situation. Their bites have far more range technically when falling, so if the foe was in range at the beginning can do a bit of a hit-and-run attack. Their projectile will be fired from the point they were, but when they fall, this means the projectile likely ends up going over the heads of foes. This is actually good to keep them grounded or force them to use their jumps to get over the projectile to punish Magellan. At the end of the move if Magellan hits the ground he can do a Bullet Artes-type follow-up to cause his Hydras to pound the ground themselves to make their own shockwave. One Hydra creates a 0.5x Magellan width shockwave in front of him for 3% damage and the same flinching knockback as his shockwave, for a solid frame advantage, two Hydras do it on both sides for the same effect. Three Hydras will slam the ground on the same level as Magellan for the same width shockwave as his, but it will be a powerful enough quake it lingers for 10 frames after that too, making it hard to spot dodge. This is pretty nice as dodging tends to be the best way to deal with Magellan as an opponent.

On a poison wall or separated Hydra, Magellan shows he has no mercy on his own poison creations by crushing them under his massive girth. This creates a massive disjointed splashing hitbox that deals 7% damage on either side of Magellan, with merely GTFO knockback but over a large area. When Magellan this the ground, this splash will extend 1.3x that of the G&W down special compared to his normal puddle splash and deal 12% damage with strong knockback, comparable to the first hit of his down aerial alone. This gives him very strong stage presence when above the walls or Hydras. A similar effect happens on poison blobs from forward smash, Magellan crushing them and causing them to explode. A difference there is Magellan can make them explode for 1.5x the damage if he lands more on one side of them than the other, causing the entire explosion to happen on the other side of him. This can then be pretty nice to follow into a forward tilt to read the foe’s reaction if they manage to defend against this, reading their dodge or roll.

GRAB GAME

Grab: Arrest

Magellan grabs out at the foe with both arms in a wide ranging but slow grab, average speed for a grab but with some of the best range. This can even grab foes in the air because of Magellan’s height although it will not be able to grab foes with exceptionally low crouches, best examples being Jigglypuff and Kirby. This is helped by the fact that crouching should prevent those characters from being able to react to the Hydras who will likely try and attack them as they crouch, so is not as much of a negative for Magellan as similarly high existing grabs in Smash 4. Whenever the foe is grabbed, this will count towards the foe touching Magellan's hurtbox and therefore pass on any poisoning effects from Poison Body automatically so long as the foe is grabbed.

Magellan has an alternate grab available when he has Hydras active above him, by holding the grab Magellan will command Hydras to perform a tether grab, biting out and grabbing forward in long-ranged tether. The size of the grab hitbox grows slightly for each additional Hydra, as all of their mouths become part of the grab hitbox, more than making up for his "high" normal grab. Once grabbed, the Hydras will dig into the foe and drag them back to Magellan to activate his normal grab game. In terms of speed, this is about average for Smash 4 tether grabs, but combined with his normal grab gives Magellan a great secondary grab option. In contrast to the normal attacks of Hydras, this takes up the same lag as Magellan.

Pummel: No Resistance


Magellan grabs the foe around their arm, a limb or simply by a chunk of their body and squeezes tightly, causing them to flinch in place and take 2.5% damage at a below-average speed for Smash 4 pummels. Despite the speed, this is easily one of the best pummels in Smash 4 due to the damage, which is on the very high end of Smash 4 while below the highest of Dr. Mario's at 3.6%. For every pummel that Magellan lands on the foe, they are given a unique poison aura and create their own puddle the same as Magellan's from Poison Body that are 1.5x the width of the foe. This damage does not stack with Magellan's poison puddles, and are only created after the foe escapes from grab or is thrown. This essentially lets Magellan pressure the foe to get into the air to go into his strong anti-air and Hydra part of his playstyle. The foe creates puddles for longer the more pummels are landed, lasting for 0.5 seconds per pummel, increasing to up to 2 seconds per pummel at the strongest form of Poison Body.

Holding the input down will instead make Magellan command his Hydras to attack the foe by simply pointing at them as they're grabbed by the other hand. This will make the Hydra drop down and gnaw away at the foe, splashing its poison around to appear as though it was blood. One Hydra will deal a steady 2% damage in an average speed pummel, this can be increased to 3% and finally 4% damage when a second or third Hydra is commanded. The downside of Hydras being used in the pummel is that they cannot be used in throws once used for the grab, Magellan instead throwing the foe by himself as the Hydras recuperate back into their normal place. The Hydras will also take a good second to recover and end up standing right in front of Magellan if the grab victim escapes. Magellan has the same grab release neutral state as any other character, but gives him a unique vulnerability for his Hydras if they are used in the pummel, making them easy prey for a foe who mashes out early.

Forward Throw: Crush

Magellan grabs the foe and picks them off the ground if physics allow it, headbutting them three times, the first two dealing 3% damage and the last deals 5% and strong knockback. This is not a strong KO throw but is the go-to "set up" throw as it will always create a good amount of distance between Magellan and the grab victim, and as it deals 3 hits of damage will count for three ticks of Poison Body poisoning on a foe without any fuss off a grab. The reason it will never be good for a KO is it sends the foe at a diagonal, the least productive KOing angle, but is again great for making space and positioning the foe, plus the 11% damage overall is decent, making it an overall useful throw.

When a Hydra has been used up in the pummel, it can add its own usefulness to the move in a non-attacking form. By holding the forward throw's direction, Magellan will not do his final headbutt and instead leap into the now horizontal Hydra to do a quick version of his Venom Road. This will make Magellan burst forward in the middle of the Hydra and out of its mouth, travelling two battlefield platforms fast enough to catch most foes at a low percentage. If he hits the foe, it will deal the same damage as the final headbutt but at an almost flat angle for a great semi-spike angle, great off-stage. As the hits are at a diagonal, this will helpfully enough end up putting Magellan beneath the foe in the air. This varies depending on the character he's fighting, but sacrifices the last hit of the throw to be able to do low percent follow ups or simply position Magellan once the throw is over. When there's more Hydras, this extends the amount Magellan can travel by 1.5x or 2x for 2 or 3 Hydra heads, giving him a great ability to follow up on his throws and punish even at high percents after the throw is over. This does all leave the foe and Magellan in frame neutrality however, so is not all that abusable, but once again Magellan definitely does not mind trading hits with his Poison Body and potential for super armour or Hydras to get in hits.

The pummel and normal Hydras can be combined if only one of them is used to do a unique combo where the Hydras headbutt the foe in different orders. Timed correctly as the Hydra deals its tick of damage, fairly precise to land, it will fling the foe up to the height of the Hydra who then delivers its headbutt, adding on an extra 3% from the initial Hydra's fling. This will give the foe even more height to end up higher in the air. After that's done Magellan can shoot himself out of the first Hydra only losing out in terms of some lag as he ends up behind the foe. The height of this fling is extended from one Ganondorf height to two with two pummel Hydras, and the power of the headbutt is increased by 1.5x with two normal Hydras not used up in pummel, giving Magellan a choice of KO power or anti-air punish for options. This is fairly risky in of itself however as there is a window for the foe to escape during the short fling animation, this will leave Magellan at a slight frame disadvantage so can lead to unforced erroris if Magellan gets too greedy pummelling with his Hydras before he throws.

Held Forward Throw: Headbutt

When the Hydras are available, Magellan can hold forward to command them to throw a foe instead! The Hydras will bash their heads down onto the hapless foe, dealing 5% damage for each Hydra head that's available. When there are more Hydras, they will strum their heads and the later ones hit the foe shortly after, technically during the hitlag. This mostly just makes the throw slightly flashier, but can extend its duration for the sake of dealing yet more damage when the foe is stood on a puddle, taking poison damage, or with other factors. This is a much stronger KO throw potentially than Magellan's normal version as it scales to the point it's as strong as the average KOing back throw, but still not quite to that level, it's enough to KO middleweights at around 135%, somewhat ridiculous for a forward throw.

This comes at a cost however, as each Hydra will deal itself 5% damage when it headbutts the foe. If the Hydra manages to deplete its HP to 0 with this attack, they will die performing the attack, but this itself causing a small poison explosion that deals another 8% damage. This will end the throw early, but deals great knockback that can KO at 160%. Depending on the Hydra that died, this will send the foe at a different angle - the first Hydra sends the foe at 80 degrees, the second at 65 degrees and the third at 45 degrees. Magellan can delay or manipulate his Hydras to send a foe at the preferable angle if he wants to destroy his Hydras mid-throw. This can add up to a ridiculous 18% damage if Magellan perfectly plays three Hydras clocking in as his most powerful throw, not taking the pummels into account, though he can't use his Hydras up for this perfect scenario so the damage doesn't climb too insanely high.

Up Throw: Hell Raiser

Magellan grabs the foe by the arm and tosses them into the air above him for 3% damage, then puts up an arm to shoot out a wave of poison above his head for another 5 hits of 1% damage with a final 5% hit as the foe is blasted away for strong knockback. This doesn't contend with his Hydra fthrow for power, but is still his second strongest KO throw after back throw, able to realistically KO around 180% on an average weight character. The multihit quality of the move, while not relevant for Poison Body, does make it a good sustained hit for hitting the foe into Stage Hazards, or Magellan's own set up like his Poison Cloud, which all will only contribute to the end knockback of the throw and the knockback it deals. Normally this will carry the foe up 1 Ganondorf height into the air as it deals them damage, but as Poison Body is stronger this will buff the power of the poison wave and make it appear to have extra volume. This will make the poison wave deal up to 5 more hits, ultimately dealing 13 hits of 1% at the very most. The power of the throw is then slightly increased, eventually carrying them up 2 Ganondorf heights at the maximum and all contributing to a lower KO percentage, equivalent to reducing the KO percent to 165%.

The power of the move can be uniquely buffed if the direction is held to use up Magellan's Poison Body effect. This shoots up a cloud of poison that is created at the same time as the wave of poison, leaving a huge amount of passive cloudy poison in the air for 5 seconds. This deals a passive 1% a second in an area half the size of a smart bomb explosion. This can help Magellan to meet that 165% cap even without Poison Body, but obviously comes at the cost of sacrificing Magellan's other set up for an attempt at a KO throw or simply damaging the foe or playing for stage domination. As Magellan doesn't have to exert himself so much from Poison Body though, this will free him up from the end lag of the throw, giving him almost no lag at all when enough set up is used, essentially becoming lagless. While this may be useful for making up the lost set up, the more prudent option is to use this to pressure the foe as they fall and only set up if the foe is outright KO'd by the up throw.

Held Up Throw: Running Water

When Hydras are free to be used in the throw, Magellan will do the same animation but have all available Hydras instead leap up into the sky instead of his waves of poison. The Hydra will deal hits of 1%, 1.5% or 2% for 1, 2 or 3 available Hydras, dealing 5 hits until they reach a set distance, then bite down on the foe for 5-7% damage. This is one of Magellan's best options for damage out of a throw without any of the inherent dangers of the forward throw and as it brings the foe high into the sky, makes the move KO roughly 10% lower at 170% compared to the usual, without having to sacrifice any set up. The trade off here is that unlike in his set up using throw here, Magellan finds himself in even more end lag, fairly paralyzed after the end of the throw more in line with other very powerful up throws so that he absolutely cannot follow up, as the Hydras return and he recovers. More Hydras in this case simply means more damage and more damage over a longer throw to take advantage of Poison Clouds or outside damage, not translating to much of KO percent bonus.

Magellan can command the Hydras to continue hitting the foe higher into the air by holding the input, instead skipping the bite and dealing up to 4 additional hits as the Hydras pass through the foe and carry them up to twice as far, going even further than the max distance of his powered up normal throw. These high knockback, low damage hits benefit hugely from Rage and at high Rage, Magellan can use this as his go-to, if slightly cheap KO throw from high platforms, certainly deserved if he managed to get Hydras into play at the same time. Like the forward throw, this will deal the same damage to the Hydras that they deal out, and if they die, will explode in a small but guaranteed hitbox for 3% damage and low knockback. This can be just what Magellan needs to put the foe over the blastzone. The final bite hitbox doesn't have this same effect, as the Hydras bite the foe rather than kamikaze attacking them with their body, so Magellan can opt for one or the other.

Down Throw: Impale


Magellan grabs the foe by the face and slams them into the ground, dealing 4% or more if there is anything damaging on the ground to add to it, abusing the foe's throw super armour. After that Magellan jumps and slams against the foe in a pseudo body slam that launches the foe off the ground at a similar angle to Bowser's up throw, only harder to get follow ups off, dealing 7%. This is the go-to combo throw when not at a super low percent or with Hydras available, and with Poison Body does allow for a couple of hits to further poison the foe when they touch Magellan, especially with the long duration of the throw spacing the poisoning further apart compared to the basic forward throw. The low knockback of the foe also at super low percents is low enough to put the foe into range for the Hydras after the throw is over, unlike all other throws, but they then enter lag to do any attacks so works mostly as a pressure move.

When Magellan has Poison Body active, body slamming into the ground will cause a small tidal wave of poison, a poisonwave, to expand out from the impact point and hit the thrown foe. This buffs the body slam to deal 10%, but instead sends the foe at a sharper angle into the air with slightly more knockback. This makes this harder to combo out of ever still more comparable to the original Bowser up throw (which is pretty bad) but aside from dealing slightly more damage, this will leave a poison puddle on that portion of the ground. Any poison puddle already on the ground will create a poisonwave as Magellan slams into it, buffing the attack's damage while not changing the knockback, making it no worse of a combo attack while keeping the higher damage. The higher angle of the poison wave will work better into attacks with the Hydras at least, as foes end up above Magellan for a follow up by Hydras, even when Magellan can't do it himself.

Held Down Throw: Ravage

When Hydras are available, they will all dive into the foe biting them in an explosion of poison after Magellan slams them into the ground, dealing 5%, 8% or 11% for 1, 2 or 3 Hydras, and additional knockback as a result that makes the move far worse for a follow-up. The positive besides the damage is that when the Hydras will splash poison all around the foe as they crush them underneath the Hydras. The splash of poison will coat everything in a 0.25x, 0.4x or 0.55x smart bomb explosion-sized area of the throw, more for more Hydras, so that all these areas are covered by Magellan's poison puddles, lasting for a far longer 7, 9 or 11 seconds for 1, 2 or 3 Hydras so that it's relevant for foes when they get back to the ground. This will extend the length of time that the Poison Cloud is around by half of what the puddle's own duration. This will also give the throw's own damage in the form of HP to the defences of both the poison walls and add half that damage to any poison blobs in the way, essentially being the opposite of the sacrificial forward throw.

Magellan can press down again as Hydras explode on the foe to make them glow red and cause self damage on purpose, dealing a huge amount of this to themselves. If a Hydra dies during the move, they will add another 3% damage as the explosion is bigger, and if all 3 Hydras die, they deal a tremendous 20% damage, but will get rid of them too. This will start to KO despite the low angle of the knockback in a comparable way to the original broken Charizard down throw, right down to the appearance, with similar power at 2/3 Hydras. This does mean having enough management knowledge to keep up with them getting low enough to die using this, as Magellan has to time it correctly, an earlier Hydra dying as it explodes hitting the foe away out of the throw if they don't do extra damage/hitstun to keep them in. This can be something of a balancing act in the middle of a match, well worth it when mastered.

Back Throw: Impale

Magellan drags the foe into the air and holds them with disdain in a Flame Choke animation, then spins them around and slams them into the ground behind him dealing 13% damage and high angled, high knockback. The foe will explode in poison energy as they're held by Magellan and he takes his time to slam them, all in all giving enough time to deal the foe 2 hits of his Poison Body at the same time, giving a good buff to his eventual throw's knockback once he finally hits them against the ground. At best this reduces the KO percent needed by 15%, and already will KO at 180% at default, making it one of his stronger KO options at higher levels of Poison Body. It doesn't use up the effect or have any other straggling effects on Magellan so definitely fits the moniker of his killer back throw.

Magellan's throw changes when he throws the foe against a puddle and "techs" when the foe lands on the ground. The puddle will pulsate back and forth, dealing high hitstun and forcing the foe to land into prone instead. Magellan does have plenty of time to prepare for the tech so is pretty prepared for the tech timing when it comes down to it, but the foe can tech this too. The foe will not be proned and instead released immediately in the air. Magellan can simply not do this version of the throw to mindgame the foe, mostly confusing the foe if they expect they're going to have to try and immediately react to Magellan as they tech into the air near him compared to when they're trying to recover. This isn't actually bad enough to just make them put in a wrong input, but works as an intended mindgame should in putting the foe in the wrong mindset once they're out of the throw.

Held Back Throw: Hydra Dinner

The Hydra snap at the foe after Magellan grabs and swings them by the legs into the air, the throw dealing 3% damage then the Hydra another 7% damage and slightly less knockback than the normal back throw. The lower knockback is obviously not always a bad thing as it lets Magellan more easily do a follow up, inverting the purpose of the back throw a tiny bit at very low percents or against other heavyweights. The single Hydra will at least release the foe a slightly further distance away making it a better gimping throw at the ledge.

Two or three Hydras will change this move entirely, as the two Hydras fight over the foe biting them at two or three ends. This deals 5 or 10 hits of 1% as the Hydras pull the foe in their direction, either left/right or left/up/right depending on if there are two or three Hydras. At the end of the move, the Hydra that was created first or the one with the highest HP will win this struggle as they pull the foe away, toss them up into the air and bite into their corpse for a final 5% damage. The Hydras will all position themselves so that this hits the foe backwards, but will send them from a varying distance depending on what Hydra wins. Magellan could try and manipulate this to put the foe further away for KOs, or closer for combos, but mostly can just work out of this what he wants and be happy with the massive damage it deals.

FINAL SMASH

Venom Demon: Hell's Judgement


Magellan throws out his arms in a power pose, summoning a massive monstrosity of poison that towers over Magellan the size of Giga Bowser. This is called the Venom Demon, and is many times the power of a Hydra. Any foe that comes into contact with the Venom Demon will immediately be heavily poisoned and dealt 5% a second as well as having their ground and aerial speed reduced by half and half their max shield health, and this can be refreshed whenever they touch the Venom Demon, initially lasting for a full 10 seconds. The Venom Demon has the same moves as the Hydra, but in addition gets a punching move similar to Dedede's forward smash where it slams against the ground, dealing 30% damage and having the same knockback as that move. It can also attempt to grab a foe, throw them into its mouth and pummel them as they're chewed up, dealing constant 3% damage for up to 30%, and if the foe reaches 100% or higher will consume them, healing Magellan for 50% as well.

The Venom Demon will follow around Magellan the same as the Hydra for 10 seconds, but gives some passive buffs to Magellan too. As long as it's active, Magellan has a constant phase 5 Poison Body active and constant armour too. This gives him 5% damage reduction and super armour against any moves that deal 15% or less, and makes him mash out of grab hitboxes twice as fast. Magellan's moves that use Hydras will be treated as if they have 3 Hydras with the Venom Demon around, who will on top of those numbers deal 1.5x the usual damage and has 3x the range of the 3 Hydras too. This will besides his own unique OHKO grab give ridiculously low KO throw percents. Magellan's pummel instead has him let the Venom Demon chew down on the foe for 5% damage a hit in an average pummel for speed, letting him use his Hydra throws without caring about the usual rules for Hydras being spent on pummel. The venom Demon is immune to damage for the duration of its lifespan. When it dies, it will explode poison in a smart bomb sized area of the stage that lasts for 11 seconds, dealing a buffed 3% damage a second to foes who stand on it as it bubbles away as if it's acid burning away the stage.
 
Last edited:

Bionichute

Smash Champion
Joined
Jun 30, 2012
Messages
2,144
Portable Space Bridge


The Space Bridge is an important object in the Transformers mythos. Space Bridges are capable of instantly transporting matter from one place to the other (More specifically, Earth and Cybertron), but require massive amounts of power to do so. Most Decepticon plans in Generation 1 required the use of Space Bridges, whether it be to bring in new troops from Cybertron, or to bring resources back and forth. That was years ago, however. Major advances in trans-dimensional travel have been made over time, resulting in the ultimate support weapon: The Portable Space Bridge.

The Portable Space Bridge resembles a normal Space Bridge, as pictured above. However, when spawned on the stage, it will be placed on its side, in order to make it more noticeable to players. It acts as a reskin of the Assist Trophy, but with a bit of extra lag to its start-up. Instead of the player holding the Space Bridge above their head to activate it, they will throw it to the ground, where it will activate. The Space Bridge will light up, creating a column of light that will then quickly disappear, revealing the assist character.

The Portable Space Bridge can summon 9 different assist characters, and they are:

Lugnut


Even without the GLORIOUS presence of Megatron in Primax 999.21 Kappa, his loyal servant Lugnut is here to continue his glory! All Space Bridge support characters have an equivalent to a level 3 AI, and have their own unique attacks as well. Lugnut is BIG, bigger than any other Decepticon fighter, and that's in both height and width. Though, he is more thick than he is tall. He's also slow, and is a more aggressive fighter, directly going after the nearest opponent.

Lugnut's main weapon is his war hammer, which he uses to smash opponents into scrap. His main attack is a heavy 3-hit combo, which has massive reach, but is also incredibly laggy and slow. The first hit is a swing to the left that deals 7% damage, the second is a swing to the right that deals another 7% damage, and the final hit is an overhead slam that deals 10% damage. The first two hits are much faster than the final hit, though the final hit has the best knockback, capable of KOing opponents at 120%.

His other main attack has him transforming into his bomber plan Alternate Mode, and taking flight. He remains as slow in the air as he is on the ground, but this only helps him. This attack has Lugnut drop a barrage of bombs onto the stage, in a ridiculously rapid manner. The bombs are small, missile shaped, and instantly explode whenever they touch something that isn't the player who summoned them. The explosions aren't amazingly powerful, only being 1/4th the size of a Bob-Omb explosion and dealing 4% damage each. The real threat of this move comes from Lugnut being able to drop so many of them, the maximum being around 14 bombs in a move that takes two seconds to complete. Their knockback is also much weaker than most explosive attacks in the game.

All Space Bridge support units have a hidden secret to them. When the correct Decepticon summons them, they will activate a new ability. For Lugnut, Blitzwing is required to activate this ability. When summoned, Lugnut will turn to Blitzwing, and let out a mechanical roar. Lugnut then raises his fist into the air, it gaining a large red button at its tip. He then slams his arm into the ground, creating a massive explosion. This is his patented P.o.K.E., or Punch of Kill Everything.

The explosion acts like a souped up Smart Bomb, gradually moving outwards at a slow pace. It even exceeds the Smart Bomb's power, as the explosion can cover the entirety of Battlefield if used directly in the center of it. The big difference is that it only deals rapid hits of 1%, and while that can add up to a ridiculous 100% if the opponent is caught in it from the start, it probably won't happen. The punch has a ridiculous amount of start-up lag, allowing opponents enough time to safely get out of the way for a bit. It also does not deal knockback, the opponents are instead just dropped back onto the stage with the damage they took. The explosion ends almost as soon as the attack passes by the top platform of Battlefield.

Blitzwing won't be harmed by the explosion, but he also can't move during it, and must use the aftermath of the attack to his advantage. Once the explosion ends, Lugnut will let out a hearty laugh, yell "HAIL MEGATRON!" and vanish back into the Space Bridge.
 

ForwardArrow

Smash Journeyman
Joined
Aug 17, 2011
Messages
432
Liz Eird
Honestly I was having trouble believing you would actually do something like this up until you actually posted it, but wow. You might actually be the most invested in "MYM lore" of anyone and I gotta love that. The actual set at least partially delivered on the hype with its very enjoyable base concepts, but I do have a couple concerns to get out of the way. I ultimately do find the set probably starts to focus in too hard on breaking shields after a certain point, and with how these effects just stack by hitting the opponent and no other prerequisite I worry a little about how much she can shut down shields. That being said the shield effects getting too strong and redundant pales in comparison to the ice throw. Its nice to address that specific playstyle as a thing, but the sheer lengths the throw goes to countering it are kind of ridiculous, especially when it lets her instant kill constructs. Maybe just make it double damage, that seems extreme. Its probably a result of using the status effect gimmick on absolutely every input and needing to make a different one, you did about as well as you could under those circumstances but it results in the set being kind of overloaded and having things that don't really contribute much of anything constructive(the fact that there are sub branches on the animated slime is plenty cool and I don't want it removed, but its a level of superfluous that I wonder is really relevant or interesting when not on paper).

All that aside, I do really like what the set goes for, creating a fully aggressive counterpart to go with the entirely defensive Lizard and the still very setup oriented Iguana. The playstyle is pretty deep especially with the self-affliction and mirrors the sets of mine it seeks to emulate in interesting ways, and I do really enjoy how creative the hexes get. I did say the set got superfluous at times but its not like it fails to flow, doing interesting things off giving the opponent a similar affliction to her own and setting up a huge counter for her to use. Her options have enough risk to them that while the set does feel a bit too strong with it afflicting statuses on every move it doesn't feel especially OP, and you're very careful to not deny the opponent too many options. It comes together as a very fun and unique rushdown character and safely the best status effect stacker we've had, given how awkward that genre is. I really can't stress how much I enjoy the background and extras too, its not 100% the direction I would've expanded the universe but honestly your interpretation of Cyluth as a character is about as good as I could ask for and it has so many fun references scattered throughout. The effort you put in was appreciated, thank you for this Kat(even if its no longer my favorite set this contest, blame Magellan).

Storm
This set feels kind of experimental for you in how it tries to tackle move interactions and flashy magic in a way you don't usually do, and the result is actually kinda cool. Storm's specials set up some potentially very powerful wind and weather effects based on the weather which can be further enhanced by their synergy, what with how the hail can be carried around by Storm's air currents. It creates a pretty interesting choice as to how to invest the power meter, and there's a lot of variety and depth gotten out of the attacks by working with the wind/thunder/rain. While the interactions here don't each seek to add a ton of depth, the way that the balance between each of them is handled is admirable and gives reasons to use wind attacks in each direction of air stream. I'll admit at times I feel the playstyle when not having to do with the many buffs the set provides doesn't feel quite as focused or interesting as the Beast's, probably because I don't think you've really done a set like this before, but I kinda wish there was a bit more substance to the moves beyond "it interacts with the buff in X way". Still, a good effort out of you JOE and I imagine it'll get even better once Jamie or Froy goes through it with a fine tooth comb like they usually do.

Magellan

So if you didn't catch from my Liz comment, I'm a pretty big fan of Magellan, and I'm glad I am given how hyped up this character is. I can't say I've seen Impel Down yet but I can certainly see why this character is so exciting, and its a good opportunity for Smady to get back into his classic style of poison set. Don't think he's done one of those since... L'Belle, was it? Magellan has a much deeper focus on this stuff than any set before him, avoiding tackiness in that sometimes it just lets poison damage be poison damage, and invests in stacking it as much as possible. Everything about Magellan is poisonous, including just touching him if he has his poisonous coating active, and several of his attacks play into that. Some of them just make the opponent bump into Magellan a lot, while others are focused on giving Magellan advantageous damage trades. Its actually a really sophisticated melee game, reminding me a lot of Artorias in some ways even if its less risk-reward heavy, and the throws really push it to the limit in that regard.

Of course, that's not to say the set doesn't have stuff beyond its melee game, which it does, even if its not quite as heavy of a focus. Magellan's stage control game gives him some interesting things to combine with his existing attack patterns like some goop bombs and walls, but the most exciting by far is the hydras. A minion attached to Magellan's body is a really rad concept I don't think has really been done before, or at least nearly this well, and while I said the set's melee game doesn't have the risk-reward elements of something like Artorias, that's not entirely true as the balancing mechanic on the hydras is fascinating. I really struggle to find much to nitpick about this set, I guess a few interactions here and there border on superfluous but he definitely needs to be kind of wacky given the nature of the character. Not to mention they're still plenty fun and I feel they actually do contribute plenty, so its a pretty moot complaint. He might do tons of damage and trade well but his slowness and poor recovery prevent him from being OP, so what can I actually complain about here? I guess Down Tilt's toilet humor might've been a bit too gross? I dunno, it was at least character appropriate. I wasn't 100% sure the set fulfilled on the ambitious potential this character offered at first, but I came away realizing its really good the more I thought about it.
 
Last edited:
Joined
Jan 11, 2010
Messages
1,196
Location
somewhere west of Unova
Advance notes:
1. Unless specified otherwise, KO percents assume the target is Mario standing at the exact centre of Final Destination with Rage as a non-factor. Moves are also assumed to be totally fresh for the purpose of KO percents, but damage values are listed as they would be perceived in Training Mode (thus omitting the 1.05x damage increase for freshness). This naturally means that with ideal conditions these KO percents can be reduced significantly.
2. I'm very insistent on using "from" terminology in regards to KO percents if the target needs to be at the listed percent before the move connects. If a move is listed as KOing "at" a particular percent, assume that the listed percent is post-hit.

After far too long, a new challenger approaches!


The Mechanical Marvel
Magearna

Magearna, the Artificial Pokémon and #801 in the National Pokédex, joins the battle! A marvel of arcane science invented 500 years ago as a gift for a king's daughter, Magearna is highly intelligent (and really quite sassy) but unable to truly speak. Its body is merely a vessel; its true self is the Soul-Heart in its chest. Its dull grey colouration is the result of the ravages of time, as its body isn't a self-repairing mechanism; its original colouration was red, white, and gold. Though Magearna is gentle by nature, the Soul-Heart — an artificial soul created with life energy gathered from hundreds of Pokémon — was originally designed in part to supply power to a terrifying war machine. Frightened by what he had created, the inventor of the Soul-Heart instead gave it a mechanized body and named it Magearna.

The reason Magearna is so gentle is because it can sense the Aura of living things, and thus is able to read even their innermost emotions and can analyze their physical health at a glance. That said, Magearna would very much like everyone to get along nicely, and it is not at all afraid to express its displeasure when people refuse to cooperate and respect each other. Magearna can also retract its entire upper body into its Pokéball-shaped base, becoming just a simple round sphere!

Magearna has a very feminine personality. It likes to dress up in girly clothes and becomes bitter and mopey if someone makes a comment about its weight. (It weighs 177.5 pounds! "Geeeee… na!" *switch, clunk* Oh! Uh… Sorry Magearna! Come out, okay? "NA!" Oh, great.) It cannot speak human languages, so when angered or upset it complains in pretty much the Pokémon equivalent of R2D2 beeps.

In Smash, Magearna makes use of a powerful cannon built into her right arm to fire a variety of beam attacks. Her signature technique, Fleur Cannon, uses a massive amount of energy and leaves her power systems drained, greatly reducing her damage output. But that's okay, because she is one of the only Pokémon to learn the move Heart Swap, and can use it to swap the power drain to one of her foes instead! In addition, the Soul-Heart boosts her damage output every time another fighter is KO'd.

Statistics:

Weight: 102 (Mega Man)
Height: Mega Man (though her build leaves her not quite as wide as his stance)
Walking Speed: 1.05 (Lucario)
Running Speed: 1.3 (Zelda)
Aerial Speed: 1.1 (Mega Man)
Ground Traction: 0.0505 (Pit)
Aerial Control: Mega Man
Ground Jump Height: 27.8 (Link)
Midair Jump Height: 33.36 (between Robin and Olimar)
Short Hop Height: 13 (Roy)
Fall Speed and Fast-Fall Speed: 1.75 and 2.8 (Sheik)
Gravity: 0.084 (Lucario)

Movement abilities: Magearna can crawl. For her crouch, Magearna collapses down into her pokéball form, reducing her height to about half of usual. For her crawl, Magearna rolls around while still in her ball form. For a crawl, it's pretty decently fast, almost as fast as her walk.

As you can see, Magearna is quite clumsy on the ground in terms of movement. Her air speed is marginally faster than her walk speed and only a bit slower than her run, and though her ground traction is poor and her dash-turn is slow and clunky she can turn on a dime in the air. That's not to say she has no business ever being on the ground, however, as her ground attacks are a force to be reckoned with, and she has ways to patch up that abysmal ground speed.


Mechanic: Soul-Heart
Magearna's signature ability in the Pokémon games is simply called Soul-Heart, and allows her to boost her Special Attack every time another Pokémon on the field is KO'd by absorbing the life energy they release into their surroundings.
This effect is translated to Smash as well. Every time another character in the match is KO'd, Magearna gains a stack of Soul-Heart, capping at 3 stacks. Each stack of Soul-Heart a character has increases their damage output by +0.12x. (So at 1 stack, they'll deal 1.12x damage, at 2 stacks 1.24x, and a 3 stacks 1.36x.) There'll be more to do with these later on, but for now, it's just a fun way for Magearna's shenanigans to snowball, and for her to do 1v2 comebacks in team matches.

Any character that has Soul-Heart stacks loses them if they're KO'd. Soul-Heart stacks are marked on the character's HUD by an icon to the left of their percent. The icon is of a small pink-and-blue flame, marked with anywhere from x1 to x3 in the bottom-right corner of the icon depending on the number of stacks.


Special Moves:

Neutral Special: Moonblast/Fleur Cannon
With a tap of the Special button, Magearna extends her right arm forward, and her hand and forearm fold away and open out to reveal a hidden arm cannon. A sphere of pink light gathers at the tip of the arm cannon and begins to grow in size, much like Samus's Charge Shot. Magearna can store the charge by shielding or dodging and can resume the charge later. When Moonblast reaches full charge after 140 frames, Magearna stores it automatically. Unlike Samus's Charge Shot, Moonblast can be charged in the air; Magearna has no aerial control while charging but retains momentum as normal. The sphere of light at the tip of Magearna's arm cannon is a hitbox while she's charging, dealing rapid hits of 0.5% damage each in a similar manner to Aura Sphere's charging hitbox. Each hit of the move's charging hitbox that connects with a character (or other living (or at least animate) entity, such as a Mr. Saturn, a cucco, a Hot Head, Luma, etc.) advances the charge by 4 frames as the Soul-Heart absorbs the target's life energy into the sphere of light, which isn't huge but can make for a noticeable decrease in the charge time.

Tapping the Special button while charging causes Magearna to fire off the Moonblast at its current level of charge. When Moonblast is fully charged, Magearna can unleash the shot with a single tap of the Special button without requiring her to be in her charging stance. Additionally, if Magearna does not have a fully charged Moonblast stored, pressing and holding the Special button causes her to fire Moonblast at its current level of charge without having to first enter her charging stance. The projectile varies in size with charge, overall matching an Aura Sphere from a Lucario at 0% with even stocks in terms of size. Regardless of the level of charge, Moonblast travels at the speed of a fully-charged Aura Sphere (again from a 0% Lucario with even stocks), but its range varies from 1.5 BFPs to the entire length of Final Destination's main platform depending on charge. Its damage ranges from 4–20%, and it causes Sakurai Angle knockback that is mere flinching from an uncharged shot and KOs from 110% from a fully-charged shot.


Pressing and holding the Special button while Magearna has a fully charged Moonblast stored instead results in a different move: Magearna's signature Fleur Cannon. This attack takes the form of a pink laser, about twice as thick as Magearna's forearm. It deals multiple hits, pierces through multiple foes, has truly massive range at about 1.5x Final Destination's length, comes out slightly faster than Moonblast does, and has slightly less endlag than Moonblast (although the laser's long duration more than makes up for that last point should it whiff). It deals 7 hits of 2% damage each, followed by a final hit for 11% and 35° angle knockback capable of KOing from 90%. In addition, its damage output is increased by +0.15x per Soul-Heart stack Magearna possesses, instead of the standard +0.12x, for a potential maximum of 37.7% damage! However, such power comes at a cost. Firing the Fleur Cannon causes a huge energy drain to Magearna's systems, reducing all of her damage output to 0.7x the normal amount for a whopping 10 seconds! However, if Magearna has Soul-Heart stacks, these will be expended to reduce the severity of the effect. If Magearna has 2 or more Soul-Heart stacks, 2 will be expended and she will suffer no further debuff. With only 1 Soul-Heart stack, the debuff decreases in severity to 0.8x damage for 7 seconds. The presence of the Fleur Cannon debuff is indicated by an icon on the HUD, to the left of the character's percent, along with a number to the left of that displaying the remaining duration in seconds. The icon is of a dark red lightning bolt, with either one or two downward arrows in the bottom right depending on the severity of the effect. The arrow is bright red for the less severe debuff, while the arrows for the more severe debuff are pure black.


Down Special: Autotomize
Magearna stops in place for a moment, and the sound of whirring gears is heard as the lower half of her poké ball-shaped "dress" folds away, leaving her with a shorter hemispherical dress that allows her legs a greater range of motion. All in all, this takes about 25 frames to perform, though the last 5 frames or so of that are just endlag.

The increased flexibility afforded by the shorter dress grants Magearna greater mobility: a 1.3x increase to her walk speed that brings it up to just 0.010 slower than Sonic's (this multiplier applies to her crawl speed as well), a 1.45x increase to her dash speed that brings it up to 0.005 faster than Palutena's, and a 1.1x increase to her air speed that brings it up to match Wario's. Unfortunately, it seems that the law of conservation of mass doesn't fully apply in Smash Bros., and the decreased mass of her shorter dress multiplies her weight by 0.8x (bringing it down to match Falco's) and her traction by 0.85x (bringing it down to just the tiniest bit above Yoshi's). Though her traction is worsened, her dash-turn is quicker and her initial acceleration out of a turn is improved, as the increased flexibility lets her more easily adjust her footing. Magearna's animations change to reflect the use of this increased flexibility: she has a longer stride when walking and running, her dash is lower to the ground as she leans forward slightly, and her dash-turn has a more dynamic look to it with her bracing her feet properly during the turn.

Immediately upon usage, Autotomize goes into an 18 second cooldown before it can be used again. The stat changes granted by Autotomize last for 10 seconds. When the Autotomize status wears off, or Magearna loses the status by some other means, her dress fills out back to its normal length without Magearna experiencing any form of lag. If Magearna acquires Autotomize status by some means other than using Autotomize, the changes to her dress and animations occur as normal, though Magearna does not suffer any lag for it.

The presence of Autotomize status, as well as its duration in seconds, is marked by a small icon on the character's HUD to the left of their percent, with the number of seconds remaining displayed to the left of the icon. The icon is a purple triple arrow pointing to the right, looking a bit like a boost panel in some racing games.

Magearna still goes completely into her ball form for her crouch and crawl as well as during some attacks, though the statistical changes from Autotomize remain in effect even in these cases. It doesn't make sense to me either; just roll with it.
Walk Speed: 1.05 > 1.365
Dash Speed: 1.3 > 1.885
Air Speed: 1.1 > 1.21
Weight: 102 > 82
Traction: 0.0505 > 0.042925


Side Special: Heart Swap
Magearna faces toward the screen and crosses her arms over the Soul-Heart in her chest for a short (15 frames or so) moment as a heart-shaped burst of pink energy overlays her body. Then she thrusts her arms out to either side, and a circular shockwave of pink energy expands outward in all directions. At full distance, the shockwave's radius is 1/3rd of a Battlefield platform. Similarly to Tabuu's Off Waves in Brawl, the timing to sidestep dodge this shockwave is deceptively easy if you're ready for it, as only the leading edge of the shockwave is a hitbox; and despite the fact that the shockwave appears to linger a bit at the edge of its range as it fades, it's no longer a hitbox at that time. If the shockwave does not connect, Magearna can act a good 25 frames after the shockwave has completely faded, giving this move endlag on the level of your average Forward Smash.

The shockwave itself is a ranged grab hitbox, unable to be stopped by either shields or reflectors. A character, be they friend or foe, hit by the shockwave is stopped in place in their flinch animation (though it will not flinch a sleeping or dazed character; a character under such an effect instead stops on the current frame of the animation) as a pink heart-shaped energy burst appears over their body identical to the one overlapping Magearna. (Magearna herself stops in place as well, but does not flinch.) Then, the one overlapping their body flies in a straight line to Magearna, as the one overlapping Magearna's body flies in a straight line to them. The move then concludes with little lag on Magearna's part as the target takes a set, small amount of Sakurai Angle knockback that leaves them with a small frame disadvantage. Allies may be hit by Heart Swap too, even if Team Attack is off, but they do not take knockback at the end of the move (so they're actually able to act again earlier than Magearna is), and are super-armoured during the command grab. Magearna herself is also super-armoured during the command grab regardless of whether she hits an ally or a foe, in order to make it not too easy to interrupt its animation. Heart Swap cannot grab more than one character at a time; the shockwave hitbox becomes inactive immediately upon successfully grabbing a character. If it hits more than one character at the same time, it prioritizes foes first, then characters in front of Magearna, then finally picks one at random if none of the listed priorities resolve it.

A character grabbed by Heart Swap switches status effects with Magearna. The DoT flower created by a Lip's Stick, invisibility granted by an effect such as the (not in Smash 4) Cloaking Device, size changes caused by Super or Poison Mushrooms, targeted time slow caused by a Timer or Bayonetta's Witch Time, etc. that apply to Magearna are removed from her and instead applied to her target, and vice versa. Magearna obviously is unable to use Heart Swap while asleep or dazed, but such an effect can be transferred from another character to Magearna if she uses Heart Swap on them, putting her under the status condition as soon as Magearna would normally be able to act out of the move. (But really, why would she do that?) If Magearna gains such a condition in this way while airborne, she tumbles uncontrollably to the ground and enters the stun state immediately upon landing. Freeze and burial states, along with other similar effects where the character is more physically trapped than they are stunned, cannot be transferred. In addition, even though helpless fall is, for all intents and purposes, a status effect, Heart Swap ignores it.

Character-specific status effects are also transferable, such as Shulk's Monado Arts, Palutena's Lightweight, and Magearna's own Soul-Heart boosts, Fleur Cannon debuffs, Autotomize, etc.. (The animation changes from Autotomize do not occur for characters other than Magearna.) Status effects with a permanent or non-time-based duration, such as Cloud's Limit Break attribute changes and Lucario's Aura, are also transferable, but these automatically swap back to their rightful owners after 8 seconds (unless the status effect/mechanic specifies otherwise in some manner). For the record, Kirby's Copy Abilities and similar moveset-changing abilities are not considered status effects unless identified as such in the set.
Magearna's Soul-Heart behaves a little differently. Each stack of Soul-Heart boost produced by Magearna's mechanic is thereafter entirely independent of the mechanic, so Magearna gaining another stack of Soul-Heart has no effect on any stacks of Soul-Heart that have been Heart Swapped off to other characters, and stacks of Soul-Heart boost do not automatically return to Magearna after 8 seconds pass.

Any status effect that is Heart Swapped resets its duration to its highest value, but only once per instance of the effect. For example: Say the foe has a move that applies a damage over time effect with a base duration of 7 seconds, but hitting another specific move increases the duration by 2 seconds. If the foe hits Magearna with the status effect, then 1 second passes before they hit her with the move that increases the duration by 2 seconds, then the effect has a remaining duration of 8 seconds. Because this is higher than the base duration, this becomes the effect's "highest duration", and is what the effect's duration will be set to if Magearna Heart Swaps it onto another character.


Up Special: Magnet Rise
Magearna charges herself with electricity for a very short moment, then begins to levitate! On the ground, she'll just pop very slightly into the air and continue to hover just above the ground. In the air, she'll slow her fall on activation, but not stop completely. It also takes longer for the move to start up if it's used in the air compared to when it's used on the ground. Magearna has free flight while this move is active, in a manner distinctly reminiscent of Pit's old Wings of Pegasus Up Special from Brawl, though she is able to perform attacks in the air without interrupting her flight. When the move is used from the ground, there's a bit of lag before Magearna can initiate free flight, largely just there to make it less likely that Magearna will accidentally start flying when she wants to be hovering. Magearna cannot land during this move, instead entering the near-ground hovering state that she enters when she uses the move on the ground. The move has limited charge, enough for 9 seconds of near-ground hovering or 3 seconds of free flight. The move can be deactivated at will simply by inputting Up Special again while it is active, even if Magearna is in the middle of another action; if this is done while hovering near the ground, Magearna will land back on the ground almost instantly. As a note, deactivating Magnet Rise in this way leaves Magearna hanging immobile in the air for an instant as it stops all horizontal and vertical momentum, though this isn't huge or anything. Additionally, inputting a jump while hovering near the ground will cause Magearna to cancel the move and jump from the ground. Magearna cannot air dodge during Magnet Rise, although she can still cancel out of charging Moonblast with an air dodge input. If Magearna gets hit by any attack that causes hitstun while Magnet Rise is active, she'll be knocked out of the move (but she can just reactivate it, assuming she has sufficient remaining charge). Magnet Rise recharges while Magearna is on the ground, taking 2 seconds to go from 0 to full charge.

While hovering just over the ground during Magnet Rise, Magearna is in all ways airborne, except that she will not fall any further, and has access to her ground jump as described above. Hovering just over the ground in this manner is sufficient to refresh her midair jump. She is not affected by her ground traction due to being airborne, and Magnet Rise is quick enough to initiate that momentum can be retained from the ground. The ability to use aerials essentially at ground level, as well as the ability to charge Moonblast in the air at ground level, is immensely valuable to Magearna and opens up her combo potential and neutral game drastically. Intelligent and moderate use of Magnet Rise is key to Magearna's movement in neutral. It's a good way to get around when Autotomize is on cooldown, too. Do be aware that Magearna lacks both her shield and her air dodge while Magnet Rise is active, of course.

Like the Wings of Pegasus in Brawl, using this move in the air and flying straight downward is in fact a very slightly faster way to get to ground level than fast-falling is, particularly since Magearna can interrupt her jump's ascent with it. Also like the Wings of Pegasus, ascending with this move is faster and gets greater distance overall if it's done from the ground than if it's done in the air, since Magearna doesn't start with downward momentum. If Magearna's goal is just to go upward, she'll get better height from a grounded Magnet Rise than from a jump, midair jump, and aerial Magnet Rise.


Smash Attacks:

Forward Smash: Charge Beam
Magearna steps back before the charge window, then afterwards spins forward a step and unleashes from her arm cannon a series of diamond-shaped bolts of yellow electricity. Similar in animation and hitbox properties to Mii Gunner's same input, this deals slightly greater damage, 10–14% over multiple hits depending on charge, with the last hit dealing the vast majority of the damage. It is significantly faster than Gunner's FSmash in terms of both startup and endlag, but is much weaker in KO power than the aforementioned move, KOing from 180% near the ledge.

If Charge Beam hits a foe (or their shield, or any other sort of thing with a hurtbox really), Magearna will gain a slight electric-yellow glow with small arcs of electricity occasionally criss-crossing her body. This indicates that Magearna has entered a Power Charge state. Power Charge increases damage output, but also causes the attacker to take recoil damage. At this basic level of Power Charge, attacks deal 1.09x damage but cause 0.12x their (newly boosted) damage output in recoil to the attacker. For projectile and trap-laying moves, all of this recoil damage is taken upfront when the projectile or trap is spawned. For melee attacks, half of the recoil damage is taken when the hitbox comes out and the other half is taken if/when the hitbox connects. Performing a grab with a Power Charge effect active causes recoil damage as if the grab were a melee attack that deals 2% damage. If the grab itself is damaging and deals more than 2% damage, it calculates recoil using its own damage value instead. A projectile grab causes recoil damage as if it were a projectile dealing 2% damage or its own damage output (if any), whichever is greater. Minions created by a Power Charged move inflict increased damage with whatever attack they make as part of being summoned (if any), but are not themselves buffed as a trap or projectile would be. Recoil damage from a minion-summoning move is also calculated based on the damage of the attack the minion does as part of summoning (if any), in addition to any hitbox the summoning move itself has. As a mostly-cosmetic side effect, all melee attacks that normally deal battering or slashing damage instead cause a very slight paralysis effect while the attacker is under the effects of Power Charge. Power Charge stacks multiplicatively with other modifiers to damage output, such as Soul-Heart stacks or Fleur Cannon's debuff. This basic level of Power Charge lasts for 5 seconds. The presence of Power Charge, as well as its remaining duration measured in seconds, is marked by an icon on the character's HUD, to the right of their %, with a number to the right of it. The icon for Power Charge shows a lightning bolt with a green up arrow in the bottom-right corner.

There are higher levels of Power Charge than just that, however. If Magearna is suffering a debuff from having used Fleur Cannon and she hits with Charge Beam, the strain on her system prevents her from expelling as much of the attack's electrical buildup, leaving her with a stronger Power Charge. The less intense version of Fleur Cannon's debuff, caused if Magearna had one Soul-Heart stack when she used Fleur Cannon, results in an Overcharge instead of a basic Power Charge. Overcharge has the character glow more intensely and have more sparks around them, and causes attacks to deal 1.18x damage, but cause 0.24x their damage output as recoil damage. It also lasts 8 seconds instead of a mere 5. It is otherwise identical to Power Charge. Its HUD icon is like that of Power Charge, but shows two partially-overlapping up arrows that are blue instead of green.
The more intense version of Fleur Cannon's debuff results in a Supercharge instead of a basic Power Charge or an Overcharge. Damage multiplier is 1.36x, and recoil is 0.45x the attack's damage output. Supercharge also gives melee attacks a slightly — but noticeably — more powerful paralysis effect than a basic Power Charge or Overcharge does, which can open up some combo potential in select cases. Supercharge lasts 12 seconds, and its HUD icon has three partially-overlapping up arrows that are purple instead of green or blue.

Because the trigger for higher levels of Power Charge is tied to Fleur Cannon's debuff, it takes a bit of creativity to make the most of them. Waiting until near the end of the debuff's duration is of course ideal if Magearna wants to use higher levels of Power Charge for herself. Magearna can simply deal with the painful debuff all that time… or she can Heart Swap it off to the foe, and then Heart Swap it back to herself just in time to then land a Charge Beam and get the Overcharge/Supercharge. If Heart Swap didn't cause enough hitstun to almost combo into Charge Beam, this would be horribly predictable. As it is, it's still a bit predictable, which can make actually getting the Charge Beam within the limited remaining time difficult.
An alternative, of course, is for Magearna to just go straight for a Supercharge after giving herself the Fleur Cannon debuff, and then Heart Swap both of these onto the foe. This horrific combination results in the foe dealing slightly less than normal damage and taking huge recoil with every attack they attempt. Magearna can then Autotomize and lead the foe on a wild goose chase, or take the fight to them while they're reluctant to make any more attacks than is strictly necessary.


Up Smash: Iron Head
Finally, we come to the first "normal" move in Magearna's arsenal. Her Up Smash, Iron Head, is visually similar to Pichu's Up Smash in Melee, though unlike Pichu's it is not angled to partially face the screen except during the startup and charge. Magearna leans back during the attack's charge and startup, putting her head in the background if she's facing right or the foreground if she's facing left. During this time, her head is also intangible to prevent this defensive measure from being ruined by 2D stages such as Duck Hunt. When the charge is released, Magearna shifts her posture slightly so that she's facing perfectly straight along the X-axis, then smashes forward with an overhead-arcing headbutt for 11–15.4% and 85° angle knockback that can KO from 135% uncharged. There's a short period where Magearna's head is vulnerable as she shifts her posture, but her head is again intangible during the hitbox's 3-frame duration as well as the frame before the hitbox comes out. The attack comes out fairly quickly and has moderate endlag (as opposed to the exceedingly short endlag that Mario's Up Smash has).

The very front tip of the headbutt's arc is a sweetspot of sorts, causing the same damage but having different knockback properties (as well as a unique, harsh-sounding metal "clang!" sound effect on hit). Against airborne foes, it causes strong knockback at a semi-spike angle, capable of KOing from 110% uncharged. Against grounded foes, it causes set knockback downward and away, pushing the foe back with extended hitstun; this is an ideal combo tool, able to be followed up with such things as jab, FSmash, DTilt, or even a grab. If the attack is fully charged, the set knockback increases, lengthening the hitstun and allowing the move to combo into FTilt, Dash Attack, or an uncharged USmash (which can be sweetspotted as well).

With a Power Charge in effect, the sweetspot has a greater paralysis effect than normal against airborne opponents. The paralysis the USmash sweetspot causes to an airborne foe allows Magearna to combo into FSmash (at mid-low percents), Fleur Cannon (at high percents), or a short-hopped FAir (works at low to mid percents). With a Supercharge, Magearna can even combo into FTilt or Moonblast at low percents.


Down Smash: Gyro Ball
Magearna retracts into her ball form. If the move is charged, she spins laterally in place like a top (or like a gyroscope), dealing rapid hits of 1% with absolutely no hitlag and weak diagonally outward knockback to foes that come into contact with her while she's charging. When the move is released, she whirls around in a manner similar to Wario's DSmash, but remaining upright. Her whirling motion describes three concentric circles, with the first rotation having the most reach and the last rotation the least. She deals 12–16.8% on contact during the first rotation, 9–12.6% during the second rotation, and 5–7% during the third rotation. Each hit causes 30° angle knockback, ordinarily strong enough that each hit cannot combo into the next, and enough to cover the attack's lag despite its lengthy duration even if hitting a low-percent foe. Though it deals slightly less damage than Wario's same input, it has slightly greater KO power and very slightly shorter endlag.

If Magearna is Supercharged, it's possible at point-blank range for the 1st hit to combo into the 2nd due to the paralysis effect. (Because the 2nd hit's paralysis effect won't override that of the first hit, the third hit will not combo.) This is pretty impressive raw damage output (28.56% Supercharged with no other modifiers), but it has to be to be worth the significant (14.382% Supercharged with no other modifiers) recoil damage as each of the attack's 3 hits causes recoil damage to Magearna.

If Magearna is Autotomized, all hits of this attack (including charging hits) deal 0.75x damage, but Magearna is able to slowly move to the left or right during the charge and attack. In addition, the knockback of the 1st and 2nd hits is reduced even further than the reduction in damage would suggest, allowing Magearna to combo the three hits together at low percents for a total of 19.5% uncharged.

An Autotomized target takes 1.33x damage from all hits of Gyro Ball, including charging hits. They also take significantly increased base knockback from all hits of the attack other than the charging hits, making it impossible for an Autotomized Magearna to perform the combo described in the above paragraph. Still, combine this with the decrease in weight that Autotomize inflicts, and a foe can be KO'd at frighteningly early percents! It should be noted that because this damage boost is in the form of a defence decrease on the target, it does not affect the recoil damage Magearna takes from performing Gyro Ball while affected by any level of Power Charge.


Grab: Grass Knot
Magearna's right hand folds in, and out from her arm pops not an arm cannon, but a bouquet of gracidea flowers. How nice! Or perhaps not. The leaves of the flowers in the bouquet promptly extend forward to try to snag a foe, giving Magearna a grab with some considerable reach but above-average startup, though it is not on the level of a tether grab in either aspect.
For her pummel, Magearna hip-checks the foe, smashing them with her heavy steel dress in a slow pummel that deals 3% a pop.

Forward Throw: Pain Split
If Magearna's grabbed foe is at a lower % than she is, she holds them close to her body for a little under half a second as a light shines from the Soul-Heart and she and the victim of the grab are surrounded by the sort of faint green aura that typically represents HP restoration in video games. As this occurs, Magearna heals an amount equal to 1/8th the current percent difference between her and her foe, and the foe receives damage equal to the amount Magearna healed; this is perfectly capable of both healing and dealing damage in minuscule decimals, rather than rounding. Then, Magearna punches the foe away with her left hand for a further 3% and middling mostly-horizontal knockback that mainly serves to reset the situation.

If Magearna's % is lower than that of the grabbed foe, she skips straight to the ending punch to launch the foe. In stamina matches or vs. other entities that have HP/stamina such as minions, it checks how much stamina they've lost/how much stamina Magearna has lost compared to the maximum in the same way that it would normally check % taken. In such conditions, the amount that Magearna can heal is capped at the current stamina of her target.

If Magearna has grabbed an ally (such as in a team match), this move is initiated with a pummel input. If the grabbed ally has higher % than Magearna, the grabbed ally heals an amount equal to 1/8th of the difference, and Magearna takes damage equal to the amount her ally just healed. If the grabbed ally has lower % than Magearna, then she'll heal off of them as she would off of a foe, so be careful of that. Magearna won't punch an ally away after using Pain Split on them, however, so she's free to use it repeatedly (though of course, diminishing returns are a thing). Inputting any throw on a grabbed ally causes Magearna to release them from the grab harmlessly, with little lag on her part and no lag at all on the ally's part. This is faster for both parties than if the ally actually mashes out of the grab.

The variable healing/damage of Pain Split is not modified by any multiplier to Magearna's damage output. It ignores Soul-Heart boosts, Power Charge effects, Fleur Cannon's debuff, and anything else of that nature. Only the ending punch on the throw is modified by these things, which also means only the ending punch of the throw causes recoil to Magearna if she has a Power Charge effect active.


Down Throw: Guard Siphon
Magearna arches her back in a stereotypical anime power-up pose as a light shines from the Soul-Heart. Specks of energy the same shade of pink as a Smash Bros. bubble shield are drawn from the grabbed foe into Magearna as the foe takes 8 rapid hits of 0.25% damage, and then Magearna collapses into her ball form in midair and spins rapidly, unleashing a bubble shield-coloured shockwave in all directions, bouncing the foe diagonally off of the ground at her feet and dealing them 6% damage. Magearna then emerges from her ball form during the throw's endlag, which is short enough for this throw to combo into FAir at low-mid %s, but not quite enough to true combo into Moonblast or Fleur Cannon.

The victim of the throw has their maximum shield HP reduced by 10 (50 > 40, generally) and their shield regen halved, while Magearna has her maximum shield HP increased by 10 (50 > 60) and her shield regen multiplied by 1.5x. Both of these effects last for 12 seconds. As one may expect, these effects can be Heart Swapped around if Magearna so desires. Both effects are marked with icons on the HUD similar to other status effects in Magearna's set. The shield buff is marked with a green bubble icon, while the shield debuff is marked with a red bubble icon.


Up Throw: Soul Siphon
Magearna grips the foe with her off hand and switches to her cannon with her right arm, then shoves the barrel of the cannon into the foe's chest. The foe twitches in pain as light blue-green energy is drawn from their body into the cannon, dealing 4 hits of 0.25%, then Magearna uppercuts them with the cannon for 1.5% before unleashing a shotgun blast of sparkling silver light for a further 3.5% and upward knockback with a low growth rate, good for combos. Oh, but I should clarify: these are the base damage values for this throw, which you'll basically never see. The energy Magearna drains from the foe is actually life force, granting her a temporary stack of Soul-Heart. This False Soul-Heart stack behaves in all ways as a normal Soul-Heart stack, except that it lasts for only 5 seconds, rather than permanently, and a character may have no more than one False Soul-Heart stack at a time. The False Soul-Heart stack becomes active after the first 4 hits of this throw. The HUD indicator for Soul-Heart stacks gains a number showing the remaining duration in seconds to the left of it while the False Soul-Heart stack is active.

As was briefly mentioned above, this is also Magearna's combo throw, letting her immediately capitalize on the damage boost it grants. The False Soul-Heart stack also allows Magearna to access Charge Beam's Overcharge effect without having to first have another character be KO'd, and without wasting such a precious resource as Soul-Heart stacks.


Back Throw: Sniper Eye
Magearna tosses the foe at a mid-high angle behind her for 5%, then follows through with a 180° spin to face toward the foe and switches to her arm cannon, charging the cannon with silver energy as she points it at the foe. She'll continue to charge as long as the throw input is held, for up to a second. When the input is released or maximum charge is reached, she'll fire a quick beam of silver light at the foe she threw. It deals 7–11.8% depending on charge, and 40° angle knockback capable of KOing from 160–110% depending on charge if near the ledge. It does not pierce. The beam is not guaranteed to hit regardless of whether it is charged or not, but clever timing can bait an air dodge (or the lack thereof) to help ensure that it connects.


Standard Attacks:

Jab: Mirror Shot
Magearna points her right arm forward, reveals the hidden arm cannon within, and braces herself before opening fire with a rapid barrage of beams of silver light in a repeating jab. Each beam travels half a BFP and deals 1% damage and very weak Sakurai Angle knockback with enough hitlag + hitstun to combo into the following beam. This sounds incredibly OP, right? Well, there's a catch: as the jab is held out, the shots begin to scatter, becoming further and further off-target the longer the jab is held out. They can even scatter into the foreground and background, where they obviously can't hit anything! The net result of this is that the longer the jab is held out, the easier it is to escape from it at long ranges especially. At near-max range Magearna can generally get 5% off guaranteed before it becomes escapable (though this depends on the size of the foe), while up close it's possible to get 9% fairly consistently. At point-blank range — that is, the foe is directly touching the barrel of Magearna's arm cannon — it is obviously impossible for a beam to miss, so depending on the opponent's size and weight Magearna could potentially get a massive 14% off of this move!

When the A button is released, Magearna fires one final, slightly wider beam straight forward for 3% damage and mid-weak Sakurai Angle knockback that won't KO until over 325%.


Dash Attack: Volt Switch
Magearna draws both arms back during the startup (during which she continues to dash forward), then thrusts both hands forward and generates a small explosion of electricity. The explosion is centred just a touch in front of her hands and has a diameter of about 3/4s Magearna's height. The blast of electricity deals 12% and medium knockback diagonally up and away that scales poorly but can still KO from 200% without Rage. It combos quite nicely into Moonblast at mid-high percents on most characters (barring extreme outliers like Jigglypuff, who flies too high for Magearna to follow up), and with a fully-charged Moonblast this is an efficient KO setup if Magearna has stage control.

The electric explosion Magearna produces causes recoil that pushes her back half a BFP assuming normal traction. The attack's endlag completes slightly before Magearna finishes the movement caused by the recoil, allowing her to carry a small amount of momentum into the air with a jump, or into a sliding shield, or into a dash to reach her max dash speed more quickly. Though Volt Switch is ostensibly a disjointed melee attack and not a projectile, the blast will not follow Magearna as she recoils backward, and its hitbox lingers for a couple frames, making Volt Switch an effective way to get some space in addition to being a solid punish tool. Because the blast is an entirely separate entity from Magearna despite not counting as a projectile, Magearna doesn't experience hitlag when it does, which makes it a bit less unsafe on shield than it would be otherwise.

Tapping backward on the Control Stick during the attack's startup causes Magearna to turn around immediately before unleashing the blast of electricity. The direction of her movement during the startup does not change, however, so she'll slide in the opposite direction to the one she's about to attack in. Volt Switch used this way still recoils Magearna away from the explosion. Reversed Volt Switch is an effective option for burst movement in certain circumstances, though it is generally a little too laggy to just be thrown out whenever. It's especially useful in conjunction with Magnet Rise, allowing her to extend the momentum and cover a much greater distance while remaining at ground level.

Because Magearna continues moving forward at her dash speed during the startup, any modifier to her dash speed (such as an Autotomize boost) will change the distance Magearna covers during the startup accordingly. Additionally, any modifier to her traction (such as the traction nerf caused by Autotomize) will change the distance covered by Volt Switch's recoil accordingly.


Forward Tilt: Flash Cannon
Much like Smash Attacks, Magearna's tilts can all be charged. The maximum charge time is 1 second, though the specifics beyond that can vary from move to move.

For her Forward Tilt, Magearna points her arm cannon forward before charging, gathering specks of silvery energy into the cannon. When the charge is released, Magearna shifts her stance very slightly and fires an orb of silvery energy straight forward. The orb is tiny when uncharged, about the size of a deku nut. Fully charged, it reaches the size of an uncharged Mega Man FSmash shot. It travels at a speed similar to Mega Man's fully charged FSmash, regardless of charge. Its range varies from 3 BFP to 5 BFP depending on charge, and it deals 10–17% depending on charge along with Sakurai Angle knockback capable of KOing from 140–95% depending on charge. This attack is slightly — but notably — slower than FSmash in both startup and endlag, but is more damaging, has much greater range and KOs earlier. It lacks the ability to catch spotdodges the way Charge Beam can, however.

Flash Cannon
can be angled up or down to angle the shot 30° in the respective direction. The ability to angle downward can be used to edgeguard, even though the angle's a bit shallow for that purpose. In teams especially, however, both upward and downward angles can help compensate for Magearna's lack of arcing projectiles. A high platform can be used to snipe down at foes over an ally's head, while the upward angle can be used to anti-air foes coming at an ally, as well as restrict a foe's movement in conjunction with an ally's attack.

Flash Cannon is a simple, reasonably high-powered projectile option for Magearna. It'll tend to see use at longer ranges, while her Forward Aerial is more useful up close.


Up Tilt: Thunderbolt
Magearna looks upward, reveals the arm cannon in her right arm, and points it straight up. She holds it pointed upward during the 1-second charge period, as electricity sparks around the cannon for sporadic hits of 1% and flinching. When the charge is released, Magearna fires a thin bolt of electricity from the cannon that instantly travels 0.5–1 BFP straight upward depending on charge, and lingers for a moment. The bolt deals 8–11.2% depending on charge and mid-weak upward knockback that combos into itself at low percents. Its ability to link into itself improves with charge, despite the increase in damage and knockback, because the hitlag increases disproportionately quickly with charge. Contrary to appearances, it's not quite a projectile, and the lingering hit will follow Magearna if she's moving. Despite the fact that it follows Magearna in this manner and the hitbox will of course instantly end if the attack is interrupted, it behaves similarly to Volt Switch in that the lightning bolt itself takes hitlag separately from Magearna. In addition, the arm cannon itself flares with electricity as it fires, creating a hitbox that just about covers Magearna's head, right arm, and shoulders, plus a tiny little bit to her left and right. It's a little like the grounded hitbox of Marth's Up Smash in terms of its horizontal reach, so it doesn't have much of it at all.

Though Thunderbolt has an exceedingly precise hitbox, lacking the horizontal reach of Iron Head, it has incredible vertical range and is very fast both to start and to end. It's obviously not as fast as Mario's Up Tilt, of course, but it doesn't need to be. Against some of the very fastest fast-fallers such as Fox, it's even possible to link a couple point-blank Thunderbolts into an Iron Head at very low percents. Fully charged, at point-blank it can link into an Iron Head just about whenever.


Down Tilt: Boost Ball
Magearna remains in her ball form as the move charges, and a whirring sound is heard, almost like an engine revving up. When the charge is released, Magearna rolls forward at speed, leaving a visible burst of displaced air as a visual effect. The distance the roll covers varies depending on charge, from the same distance as Cloud's Down Tilt when uncharged to 1.5x that at full charge. It deals 7–9.8% depending on charge. The knockback starts out at a low diagonal early in the roll, and the angle gets higher as Magearna travels. Hitting a foe early in the roll is ideal for leading into ground attacks or Magnet Rise-assisted near-ground aerials, while hitting late in the roll is ideal for aerial follow-ups. Magearna has 6% heavy armour during most of the roll, and for just a few frames before the hitbox comes out. The move comes out relatively quickly but has endlag that's just enough to be very punishable on a whiff, much like Cloud's same input.


Aerial Attacks:
Like Magearna's tilts, all of her aerial attacks can be charged by holding the attack button (or by holding the C-Stick if you C-Stick your aerials). The maximum charge time is 1.5 seconds for a 1.4x damage multiplier; you'll note that this is weaker than a Smash Attack due to requiring more charge for the same reward. Magearna cannot influence her lateral aerial movement while charging, forcing her to commit to a degree.

Forward Aerial: Aurora Beam
Magearna's bread-and-butter aerial has her point her arm cannon forward quickly and, after the charge period, unleash a spiraling double-helix beam of rainbow light straight forward. It travels 1–4 BFP depending on charge, moving at the speed of Mii Gunner's FAir. Like Flash Cannon, this breaks the normal charge formula, dealing 7–12% depending on charge along with middling Sakurai Angle knockback that can KO from 290% uncharged. The beam doesn't really linger much, and the tail of the beam is a sourspot dealing half the damage and reduced knockback. The sourspot is also piercing, however, so hitting with the tail of the beam won't interrupt its travel. It's quick to come out, has pretty short endlag for a projectile, and has a generous autocancel window. It also pushes Magearna back slightly, with the strength of the recoil increasing the more the move is charged. Though it doesn't really combo into anything, it's a great tool for projectile pressure, for camping, and for tacking on extra damage on a disadvantaged foe when a combo opportunity doesn't present itself or at the end of a combo. As a result of its simplicity and versatility, it's quite likely to see frequent usage.

Like Flash Cannon, Aurora Beam can be angled 30° up or down. This makes it useful for attacking grounded opponents from the air, giving Magearna a little more variety in the angles she can attack from with her projectiles. The angle of the recoil adjusts to match, meaning firing downward pushes Magearna back and slightly upward, and firing upward pushes Magearna back and slightly downward.

Aurora Beam's generous autocancel can be used in conjunction with the ability to cancel Magnet Rise even in the middle of another move, letting Magearna fire an Aurora Beam near the ground and then cancel Magnet Rise to reduce the move's endlag by a not-insignificant amount. This does come at the cost of making Magearna less able to fade back during what endlag there is, however, since cancelling Magnet Rise halts all momentum. As such, it's best used aggressively, such as to follow up with a Flash Cannon or Charge Beam to keep the pressure up.


Neutral Aerial: Spin Ball
A simple attack in which Magearna retreats into ball form and whirls in place, in a manner similar to Sonic's Neutral Aerial. It lasts for some time but is still a great tool to combo with. The early hit deals 7–9.8% and mostly upward knockback that's good for aerial follow-ups using a midair jump, such as Aurora Beam or another Neutral Aerial. For the most part, it won't KO until 270% at the earliest. The late hit deals only 4–5.6% and has a much more horizontal knockback angle with weaker knockback that will not KO even at 400% barring extreme circumstances, which can be very useful in conjunction with Magnet Rise's near-ground hover. For example, while hovering, Magearna can combo late NAir into Moonblast's charging hitbox. Charging Neutral Aerial is mostly only useful to slightly adjust the knockback strength, potentially making combos work at earlier percents than normal. Due to NAir's lack of reach, the move will mainly see use when Magearna already has the advantage or with a good read.


Back Aerial: Psybeam
Magearna spins partway around to point her right arm behind her as she reveals her arm cannon. From the arm cannon emerges a beam composed of rings of psychic energy that spreads out in a cone. It covers about 1/3rd of a BFP in horizontal range from the end of the arm cannon, and at its widest point it is as tall as Magearna herself when uncharged. The beam deals 10–14% depending on charge, and Sakurai Angle knockback with very weak base but high growth, similar in many ways to Mario's Back Aerial. It's slower than the aforementioned move in terms of startup, endlag, and landing lag, but while it doesn't much combo into anything it doesn't particularly need to; its massive coverage makes it an effective wall of pain aerial either way, and it's still fast enough for strings.


Down Aerial: Focus Blast
Magearna holds both arms straight up as if charging a Spirit Bomb, which is essentially what she's doing. However, the arm cannon in her right arm is revealed during this posture, as that's what she's actually using to focus the energy. As Magearna charges, she generates a massive ball of brownish-red energy overhead. It starts the size of a fully-charged Charge Shot, and as the move is charged it eventually grows to 1.5x that size. When the charge is released, Magearna points her arm cannon straight down below her, and fires! The massive bullet made of pure fighting spirit travels straight down with infinite range at approximately the speed of Toon Link's Down Aerial, passing through foes it hits and dealing 10–14% depending on charge. Its knockback is a strong semi-spike if the projectile connects even the slightest bit off-centre. If it connects dead-on, it's a Meteor Smash. The horizontal knockback can KO from 160% uncharged, while the Meteor Smash is a very powerful gimping tool. When the Focus Blast projectile hits the ground, it explodes in a dome-shaped blast with a diameter of 0.5–0.75 BFP depending on charge. The explosion deals 12–16.8% depending on charge and Sakurai Angle knockback capable of KOing from 140% uncharged. The projectile can combo into the landing explosion at very low percents if the foe is at ground level, or can combo at just about any percent if you hit with the Meteor Smash sweetspot.

Though Focus Blast has somewhat slow startup and bad endlag with awful landing lag, it's nonetheless a powerful attack in conjunction with Magnet Rise. Not only can this allow Magearna to bombard foes from above, it can also serve as a substitute Down Smash while hovering near the ground. Like Mega Man's Down Aerial, Magearna halts her vertical momentum completely for a short moment during the attack's startup (but after the charge window).


Up Aerial: Solar Beam
Magearna holds her right arm straight up, reveals the arm cannon hidden within, and begins to gather specks of blue-green light into the tip of the cannon. After about 1/3rd of a second of startup uncharged, Magearna fires a thin beam of blue-green light straight upward. The beam travels anywhere from 1 BFP to 2 BFP depending on charge, and does so near-instantly (but not quite instantly, and the speed at which it extends does not increase with charge). The beam is a projectile in much the same way that Lucario's ranged Force Palm is a projectile, and lingers for almost half a second after reaching its maximum extension. It deals 14–19.6% depending on charge, with strong upward knockback that can KO from 130% uncharged. The knockback has a slight horizontal angle to it depending on whether it hits more to the foe's left or right side. Despite its long duration, it cannot hit the same foe more than once. Due to its absurd duration, this attack is massively punishable… but also incredible at sweeping a wide area above Magearna in conjunction with Magnet Rise, since she can continue to drift to the left or right while it's active.

Magearna can cause the beam to cut out instantly by tapping the shield button while it's out, adding 1/3rd of the beam's remaining duration to the attack's otherwise-short endlag. This mainly serves to make Solar Beam actually usable in the air without assistance from Magnet Rise.


Playstyle
Magearna is a classic zoner for the most part. She has a number of tools to frustrate foes and keep them at bay while chipping away at them. Magnet Rise in particular is wonderful, allowing Magearna to throw projectiles at the foe while retreating. Even ignoring its actual primary effect for the moment, Heart Swap is an effective tool for breaking a foe's defences, being a ranged command grab that flinches the foe while having little endlag. While Magearna's melee kit is lacking, she has the tools — in the form of Down Tilt, Dash Attack, Neutral Aerial, Moonblast charge, Iron Head, and Gyro Ball — to exploit an opening, chew the foe up, and spit 'em back out. Magearna mostly wants to keep her distance, except to get in a quick combo or use her throws. What Magearna lacks is the ability to set up a defensive emplacement and attack from safety within it like so many other camping characters do.

Now onto what Magearna does that makes her unique: status effects. Magearna's Neutral Special, Down Special, Forward Smash, Down Throw, and Up Throw all produce status effects with different uses either on Magearna or on other fighters. Heart Swap, of course, can achieve this, and Side Special is pretty much Magearna's core special for that reason. Up Throw's status effect is the simplest, and primarily only useful for Magearna or one of her teammates. To get the most mileage out of each individual Up Throw in a team match, it might be best to keep it for yourself until the duration is almost up before Heart Swapping it to an ally for them to use. Another use for Up Throw is to access Overcharge by triggering the lesser of Fleur Cannon's debuffs, then hitting with Charge Beam. It can also be used in conjunction with a true Soul-Heart stack to increase Fleur Cannon's power and also prevent Fleur Cannon's debuff from triggering at all.

Speaking of Fleur Cannon, it's a doubly threatening move: Firstly, it is a very powerful and long-ranged projectile with piercing properties. Secondly, it gives Magearna a debuff that she can hand off to the foe. But using it is a commitment, because it forces Magearna to charge NSpec again, and forces Magearna into a somewhat flowchart-y pattern that is potentially very predictable and exploitable. And using it with Soul-Heart stacks removes them completely, and they're a very limited resource in 1v1 matches especially.

A wonderful combination, if Magearna can land it, is to fire Fleur Cannon, hit with Charge Beam while debuffed, and then Heart Swap the resulting combination of status effects to a foe. This is predictable, and attempts to make it less predictable can be costly due to self-damage, but its effects are devastating if successful. Suddenly, even attacking becomes a painful prospect for the foe, potentially allowing Magearna to go all-in, or allowing her to play keepaway even more effectively than normal if a foe becomes reckless.

Of course, there's nothing wrong with Magearna using Power Charge for herself. Even the higher-level, disproportionately costly versions can be useful to finish off a foe early or as a desperate gambit when Magearna is already at KO %, especially since some of that extra percent gained from self-damage can be shoved back onto the foe at the beginning of their next stock with her Forward Throw.

Autotomize seems useless to transfer to a foe, but it makes the foe lighter, and can also potentially act as a form of interface screw against an inexperienced opponent. A foe is mostly going to expect Magearna to keep Autotomize for herself or her allies, so they're a little less likely to be looking out for a Heart Swap leading into a KO move.

Trading status effects around isn't all free and easy, however. Magearna can't pick and choose what she wants to swap: Heart Swap is all or nothing. This can necessitate some juggling, potentially even accepting a negative status effect off of the foe temporarily or giving them a positive status effect so Magearna can take it back just a little later. Such hot-swapping is risky business, but can be very rewarding to pull off.

Magearna is at her most effective in team matches. She can even out percents between herself and her ally to save one of them from KO percent in a pinch, and trade her various buffs off to an ally for them to use. Heart Swap also resets the duration of status effects the first time they're swapped, letting Magearna use her buffs herself and then recycle them by handing them to a friend. In addition, against foes that utilize negative status effects, Magearna can trade such effects back to the foe, or even take them off of an ally before then foisting them on the foe. Her main weakness in teams is a lack of arcing projectiles, which makes her unable to lob projectiles at foes while her ally takes point. Either a stage with platforms or an ally who can provide platform constructs of their own can help with this a little, letting her fire Flash Cannons down at the foe.


Final Smash: The Flying Fortress of Azoth

With the power of the Smash Ball (and without a villain trying to control it for his own ends), Magearna has full control over Nikola's Flying Fortress! Magearna fires a grappling hook from her arm cannon straight upward, then quickly pulls herself offscreen. Then, from offscreen, the massive flying fortress lowers itself into view in the background. The bottom of the fortress opens to reveal its main cannon, which begins to glow with the pink light of a Fleur Cannon attack.


A targeting reticle appears near the centre of the stage. It can be maneouvred around using the Control Stick, but it controls somewhat similarly to Pikachu's Volt Tackle and so is a little unwieldy if moved at high speed. After 5 seconds are up, the cannon fires automatically. It's up to Magearna to ensure that the reticle is over a foe when that happens, although the reticle does have a small amount of automatic tracking.


The blast of the cannon when it finally fires comes out nearly instantaneously, a massive pink laser about as wide as Bowser that causes a huge explosion on hitting a foe or the stage. A direct hit deals 60% and radial knockback that KOs from 20%, while hitting with only the explosion deals 20% and radial knockback that KOs from 60%. This absurd power even by Final Smash standards is justified by the skill required to aim it.

After firing, the fortress flies forward overhead (and off-camera) and Magearna plummets down from it onto the stage, hiding in her ball form to protect herself from the impact. She deals 10% and middling Sakurai Angle knockback to anyone she hits during her fall, and creates a small crater on landing as a visual effect.

Entrance: Magearna rolls onto the stage in ball form, emerges from it, and bows respectfully to her opponent.

Dodges: For her sidestep dodge, Magearna suddenly retracts into ball form, then emerges after a bit. It behaves a bit differently from your normal sidestep dodge in that Magearna is invincible instead of intangible. Though this change is mostly cosmetic, it makes Magearna more able to defend allies in a team match and also makes her sidestep dodge slightly more difficult to intercept, because simply leaving a long-duration lingering hit as she comes out of the dodge doesn't work unless the attack does multiple hits. Her air dodge is pretty much the same thing but in the air.
Her back roll has her leap backward in a backstep, but since she can't make the landing she retreats into ball form to roll to her feet. With Autotomize active, however, her back roll animation has her simply do a longer backstep and not need to ball up at all. It's a bit faster than her normal roll.
Her forward roll is similar to her back roll normally (she just sorta twists to face the other way as she does the backstep), but the animation changes with Autotomize active to be similar to Lucario's forward roll.

Taunts:
Side Taunt: Magearna holds her right arm forward and reveals the bouquet of flowers hidden within. A soothing aroma wafts forward, represented by green specks of light, filling a Bowser-sized area in front of Magearna. All characters within the area heal 1%, but Magearna herself is not affected. Overall, the taunt takes about as long as Greninja's geyser taunt to complete.
Down Taunt: Magearna cheers, then gives a happy round of applause. With Autotomize active, Magearna jumps for joy instead of just pumping an arm in the air.
Up Taunt: Magearna puts her hands on her hips and glares forward with glowing eyes, chattering angrily. She's impressively expressive for a Pokémon with a face incapable of much in the way of motion.

Win animations:
Win pose 1: Magearna is seen eating a poképuff. She pauses in her eating as she notices the camera, then gives an inquisitive head tilt. (Yep. Somehow Magearna is able to eat, and to taste, using that little mouth of hers, despite her body being little more than a doll the Soul-Heart controls. How does that work, you ask? Quite well, actually.)
Win pose 2: Magearna turns away from the camera with a dismissive wave of her arm and walks away offscreen….
Win pose 3: Magearna does a polite curtsy, then waves to the camera.

Lose animation: Magearna claps her little hands together very quickly, in a manner similar to Mega Man.

Sleep: Magearna sleeps in her ball form, rocking gently from side to side.

Daze: Magearna staggers and twitches as both her eyes and the Soul-Heart flicker alarmingly.

Alternate costumes: Magearna has both her modern grey-pink and classic gold/red/white colour schemes as available costumes, along with 3 alternate palettes based on each of them. The "modern" palettes are mythril (blue-silver), a copper/green colouration suggesting rusting copper, and a grey/ruddy brown colouration suggesting rusting iron.
The "classic" palettes are her Shiny form (the black/yellow/white colour scheme shown below), a slightly darker-toned alteration of her classic colour scheme, and an orange-gold/pink colouration.

Kirby Hat: Kirby gains Magearna's "skin" colour, matching the alt colour of the Magearna he copied, as well as Magearna's ears and the gear around her head. His eyes change to resemble Magearna's, again matching the alt colour. He gains access to Magearna's Neutral Special, Moonblast/Fleur Cannon.

Match-ups:
Jestro loves minions, and loves to hand out debuffs to his foes as well. Magearna can clear a wave of Jestro's minions with a single piercing Fleur Cannon, and then hand off the move's debuff — along with many others — to Jestro or one of his stronger minions. In particular, giving Jestro a Power Charge of any level is punishing to him even without the Fleur Cannon debuff, as he does very little in the way of direct attacking and it will cause all of his minion summons to damage him in the process, since they all have attacks they make as part of summoning.
When damaged, Magearna loves weak monsters. A globlin at 5 HP is a globlin that hasn't been damaged at all, and Pain Split works off of damage taken. Magearna at 40% can Pain Split a globlin and heal 5%, and she can be almost as low as 16% and still kill a globlin with a single Forward Throw due to the throw's finishing punch, allowing her to recover a small amount of health off of it still. A heavily damaged Magearna can go full vampire mode and drain any and all weak monsters Jestro provides in order to recover health. She can also harvest False Soul-Heart stacks and Guard Siphon effects off of monsters.
This matchup isn't all fun and games for Magearna. In fact, it's actually disadvantageous overall, despite all of the unique options it offers for Magearna. Jestro has numerous ways of making copies of the foe, and Magearna's kit full of projectile normals can make this painful for her to deal with. Additionally, Magearna's already low speed means she very definitely does not appreciate the effects of Ash Attackers or the Book of Fear, and since these status effects have such short durations it's difficult to make anything off of trading them back to Jestro or his monsters. (However, it should be noted that remaining in the Book of Fear's area of effect keeps refreshing the status effect, effectively increasing its highest duration by as long as Magearna was in the area and letting her get more out of trading it to a foe.) And, of course, there's the fact that Jestro and his absurd quantity of potentially very durable minions can easily flood the entire stage with area of effect attacks and traps, making it so nowhere is safe. Additionally, even though Magearna can crush a wave of mid-strength monsters with a single Fleur Cannon, the time she has to spend charging her Neutral Special in order to do so is time Jestro can potentially spend pumping out even more monsters, though this can be mitigated by hitting Jestro or even one of his monsters with the move's charging hitbox.
Overall, even though Magearna will gladly abuse weak monsters for her own benefit, and even though she doesn't have to approach Jestro to hit him with her projectiles, she can't deal effectively with his sheer amount of area control. She's probably still one of the better character choices to fight against Jestro, however. Magellan would perhaps be better, since Jestro's monsters would kill themselves trying to hit Magellan with melee attacks while he has Poison Body up.


Changelog:
— Heart Swap duration on permanent/non-time-based effects reduced from 10 seconds to 8.
— Elaborated slightly on Heart Swap's startup time and endlag.
— Copy Abilities and similar moveset-changing abilities explicitly identified as not being status effects for purposes of Heart Swap, unless the other set specifies otherwise.
— Added some more general explanation for the thematic reasons why freeze and burial effects cannot be transferred.
— Kirby hat added!
— Added a specific exception noting that Heart Swap will not swap helpless/special fall.
— Reuploaded images from photobucket to imgur. Should fix the dead images problem.
— Aurora Beam has increased range (0.75–3 BFP > 1–4 BFP) and can be angled.
 
Last edited:

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,083
Location
Dedham, MA




Child prodigy Bruce Banner became a weapons researcher for the US Army, where he was inadvertently exposed to the radiation of a prototype Gamma Bomb. This granted him the power to transform into the nearly invulnerable Hulk -- but at the cost of suffering the consequences of the Hulk's unthinking rages.



ATTRIBUTES

STATS:
The Incredible Hulk is a mean, green, smashing machine! The big lug stands head and shoulders above just about any other hero in the cast, with his default stance having his neck/shoulders brush up underneath platforms while slouching a bit. His incredible size also gives him incredible reach with those big arms, and surprisingly he is not that shabby moving about despite a poor double jump. An interesting bit about the Hulk's physics is that despite having a very fast fall speed, he actually has a slow gravity stat which delays his eventual top speed. This allows for a bit more aerial control as the difference between Normal and Fast Fall is quite astounding!

Weight: 130 (:4bowser:)
Dash Speed: 1.7 (:4dk:)
Air Speed: 1.1 (:4falcon:)
Fall Speed: 1.8 (:4feroy:)
Gravity: 0.08 (:4littlemac:)
Jump: 38 Ground (:4rob:), 30.5 Air (:4wario2:)

Rolls: Poor
Wall Jump: No

Special: The Hulk suffers no penalty for picking up any item such as Crates, Beast's Turret, and so on. He can also only Smash-Throw items at all times, but anything the Hulk throws (including enemies) will deal more damage based on his power level. Hulk also deals 1.5x damage to anything marked as a "Structure" such as walls, vehicles, etc, that can be summoned.







GUARD:
Blocking is something Hulk doesn't really need to do too often, as his meaty attacks hit hard and fast enough to just bash through most things thrown his way. When forced to Guard, he will place an arm in front of his face in a frustrated manner as if you had flashed a bright light in his face. This is mostly aesthetic though, as a feint bubble shield will still envelop his huge body, though angling will often need to be required as it gets whittled down.


POWER TYPE: MOMENTUM

Everyone knows that the madder the Hulk gets, the stronger he gets! As the Hulk gains power, he will fill up a green meter seen below that measures his Rage. Separated into two halves, once his rage boils above the halfway mark the properties on some moves will change upon use.

////////////////////////////////////////

With a total of 40 Power attainable at any time, the Hulk's power meter is cleanly divided into sections of 20. This will come into play later on as the Hulk's moves take on some different qualities once he is "50-100% Mad", but there are some global changes that should be noted that occur as the Hulk's Rage builds. First and foremost, Hulk's Power Meter determines both the Damage of his attacks, as well as the Damage Resistance of Hulk's hide. Each point of power will boost damage by 1.01x, and reduce damage taken by 0.01x, both maxing out at 1.4x Damage Dealt and 0.6x Damage Taken. Once past the halfway point, Hulk also visibly grows angrier with a feint, Green "Steam" aura not unlike DK, as well as Physically growing a max of 1.1x bigger between 21-40 Power. This size increase is slight, but very beneficial as the range on all of Hulk's hit boxes also grow by the same amount! In short, try not to make him angry...

As a MOMENTUM power type, the Hulk actually uses a slightly different system for power than most. As the fight goes on, Hulk will actually lose Power automatically at a variable rate based on how much power he has currently. From 0-20 Power, Hulk will lose 1 Pow/Sec, and from 21-40 he will lose 2 Pow/Sec, and have a 2 second window after landing hits where this freezes if he is at Max Power, or if the hit would push his power level beyond Max. This essentially puts a timer on the Hulk's rage where he must continuously be gaining power in some manner in order to maintain the powerful boosts associated, thus making him want to be aggressive to feed into his monstrous anger. Despite draining Power faster when above 50% meter, one must keep in mind that the damage buff to his attacks also naturally make him gain more power per hit. For example, a hit of 10% would normally grant Hulk 6 Power in return. If it is modified to 1.2x damage, the now 12% hit would return 7 Power, and so on.

This drain can actually benefit foes as well. Due to the lower damage he takes as his Power builds, he will actually gain less when hit so that at higher percents, a solid whack will keep him away long enough to do a decent drain to his bar! Better yet, if you KO the Hulk he will instantly have his Power Bar set to 0 upon re-spawn, instead of carrying over like other AvX cast members. Momentum types makeup for these shortcomings with the sheer power behind their global buffs however, KO'ing the HULK of all characters will be a lot harder than you think!

Power
Each character has a meter referred to as "Power". This fills as you play and is linked to various effects and special moves. In general, Power is gained via landing attacks as well as being hit, but the latter at a very reduced rate. Power always starts at 0 upon first starting the game, and carries over between stocks for most all characters.

Power is gained equal to 0.6x percent dealt with attacks that do not spend power, and 0.2x of damage taken / blocked. Characters often have other ways of gaining power as well.

MOMENTUM power types are all about keeping the bar filled at nearly all times. Acting more like a "Battery" of sorts, MOMENTUM will constantly drain at a variable rate between 1-2 pow/sec based on if you have filled up over half your meter or not and will be reset to 0 upon death. That is not to say it's all bad, MOMENTUM always carries rather powerful global boosts to the characters who have it to more than make up for this!

With a total of 40 power points to build up, a MOMENTUM character needs to either:

Deal: 66~67% damage
Take: 200% damage


SPECIALS

Shield Special: ANGER POINT

To get the ball rolling quickly, Hulk can always opt for his Shield Special: Anger Point. Casting his arms to the sides and unleashing a screen-shaking roar, The Hulk will flash green briefly before calming down... at least relatively.

Much like a counter, Anger Point works by allowing the Hulk to be hit by a move during the period where he is flashing green. If struck, Hulk will exclaim "STOP HITTING HULK!" or "GO AWAY!" and is able to act immediately with any option. What makes this so special though is that upon being hit, Hulk has full super armor for 30 frames and converts 1.4x the damage he takes directly into power! On average, this allows for a solid chunk of your meter to get filled up for free, which then also scales with his normal damage resistance as is meter fills. It should be noted that multiple incoming attacks, such as Multi Hit moves, or multiple attackers, will extend the duration of the "Counter-Frame" until the move ends, at which point the Hulk can retaliate with whatever option he chooses after the net results of the moves boost his power.

The real benefit though is giving the Hulk a rather healthy frame advantage on average as he just shrugs off the attack as the foe is in their end lag. If you are able to predict when an attack is coming and opt for this, the foe is in for a world of hurt. Of course, if the foe baits this option in return the Hulk is prone to a massive amount of end lag himself, nearly 40 frames in which the Foe can pretty much do whatever they want to the confused Hulk! Unlike most other Shield Specials, Anger Point doesn't really have a power cost but the "opportunity" cost of it is very high. You will essentially always be hit by using the move, it is just a matter of whether or not the strike will anger the Hulk into a counter strike or if he will be battered around for the attempt!

If the Hulk is above 50% meter though, Anger Point will start to spend power upon use as Hulk flashes Green and Red as an indicator of a new level of anger! Upon a successful activation, Hulk will exclaim a definitive "SMASH YOU!!!" as the knockback stats of the next attack Hulk attempts within the 30 super-armored frames of activation is also increased by 1.2~1.4x alongside his damage. On a good read, you can easily net astronomically early KO's with certain moves as the added KB and Damage stats together multiply to give tremendous output. Attempting Anger Point past 50% meter will cost 10 Power, but you will still get the power back from whatever move you absorb during the counter-phase. Its just alongside the massive end lag, you lose out on a good bit of your gas tank upon missing, as well as actually getting a net loss on many moves that strike you. But that is a minor price to pay for the sheer firepower you get for triggering the Hulk in this stance, lets take a random move with the following stats for comparison:

10% damage, 25 Base KB (Baseline Knockback), 100 KB Growth (Scale that BKB grows by with %).

At base vs Mario at 50%, this hit will dish out a final Knockback of 93. Lets say the Hulk is fairly mad enough to get a 1.3x modifier. Boosting the damage to 13% will in turn boost the Knockback to 109. If the KB stats were boosted too? Well, the formula now using 13% / 32 BKB / 130 KBG will dish out 141 Knockback! Now, this isn't even on a full modifier for Hulk, nor on a particularly strong move. Those boosts on a smash attack? You'll be lucky to survive past like 40%.

Careful use of Anger Point can quickly get the Hulk mad enough to really dish out the hurt on foes early on in a match, as well as punish poor spacing in general by smartly tanking a hit in order to dish out one in return. An enraged Anger Point counter attack can even end stocks then and there if you plan accordingly! Just be careful not to be blinded by anger and just toss this move out whenever though, as if baited the Hulk is incredibly vulnerable himself to counter measures.


Neutral B: THUNDERCLAP

An iconic use of Hulk's super strength, he takes a big step forward as he draws both arms back wide before creating a tremendous, screen shaking Sonic Boom with a clap of his giant hands!

The Hulk's signature special hits in two parts, the clap itself which carries a tiny yet tremendously powerful hit, and the visible sonic boom it produces around the Hulk that hits a tremendous area for tiny power. Starting with the much more prominent secondary "Sonic" hit, Hulk's hands will unleash a circular hit box that grows rapidly to fill the space of about a platform's radius in all directions from the point of impact with a visible, slightly green shock wave. The sonic boom only lasts for about two frames however, but while active it will deal 5% (7%) and can nullify pretty much anything sent towards Hulk in terms of projectiles and items, as well as count as a tremendous wind box away from himself for moves affected by wind such as Storm's Twister. On impact with an enemy, they will either be tripped if on the ground, or weakly popped up and away from Hulk if mid air, both cases being essentially frame neutral for both parties given the end lag of Thunderclap if they are tagged a decent distance away, or even slightly disadvantageous for Hulk if very close and at low percent. Despite the start up of Neutral B being comparable to Ike's F smash, the tremendous reach of the sonic boom is easily enough to make up for the timing.

The laggy step forward that Hulk performs to give it such a wind up also grants him great, great reach also comparable to Ike's F smash when it comes to the sweet-spot of Thunderclap. If a foe is caught just at Hulk's Palms/Wrists during the two frames of impact, they will be pulverized for a decent 19% (27%*) damage and be sent off at a 40* angle with extreme knockback that can net KO's at around 90~100% at mid stage even at 0 meter. The secondary hit takes priority over this however, and is multiple times the size making the spacing for the mighty attack a bit tricky to master yet very rewarding.

This is slightly easier in the air as Hulk forgoes the large step forward and opts for a much quicker, diagonally downwards clap! In this case, the Sonic Boom hit box is essentially unchanged aside from hitting more around Hulk than mainly in front of him, as well as being about 0.8x smaller overall. The physical clap sweet spot is weakened quite substantially to only deal 13% (18%*) without the wind up. It may be more fruitful to aim for the quicker but weaker aerial clap over the much stronger grounded on in certain combos or off a launcher if it is easier to land, but those reads on the ground can also be oh so satisfying.

The reads get all the more satisfying if Hulk is enraged past 50% meter, as he really lets the Thunderclap become an outlet for all that pent up fury! With identical timing, but a more exaggerated animation, Hulk cries out loudly as he flashes green briefly before clapping his hands with thundering, screen shaking, echoing force! The sonic boom created goes slightly further at 1.2x the distance on the ground, and matches the normal grounded range in the air, but essentially remains the same as it is more an afterthought of the main goal: smashing your enemy like an insect between the Hulk's hands. Unlike most other moves in his arsenal, once past a certain level of anger the Thunderclap no longer scales in the normal way as the base damage increases (thus the asterixes), Thunderclap will spend 15 meter, but in return deal 10% more base damage! Right away this gives a range of anywhere between 29-23% depending on if you hit the Grounded or Aerial sweet spots, but given he will always have at least a 1.21x modifier with this version you can net 35-41% in one go from the grounded, with the aerial clap dealing a lesser but still devastating 28-32%. Getting hit for 30+ damage will easily net KOs at very, very low 15-25%, especially if coming off of an Anger Point counter, possibly even killing as early as 0% in some cases! If you're able to make the read and get the spacing right, you can really show the opposition just how powerful the Hulk really is. Just be weary of the cost associated, as with the start up, end lag and 15 power associated, you can really put a drain on your power meter when trying to clap the opposition.



Side B: GAMMA CHARGE

With a grunt, a greenish "burst" of air envelops the Hulk as if ripping through the air in front of him as he barrels forwards shoulder-first a platform's distance!

While moving, the entire front half of the Hulk is a hit box that strikes for only 10% (14%) but also only has set knockback of about his own width away at a 40* angle which is also perfectly within arm's reach. In fact, upon a successful hit you can cancel the end lag of Gamma Charge into another move! This can circumvent Hulk's somewhat lessened ability to link hits together at higher levels of Meter or just vs damaged foes as you can barge into them for a nigh guaranteed 1-2 combination. The only caveat here is that Hulk cannot cancel Gamma Charge into itself, or into shield/roll/grab.

While very laggy if you miss or hit a shield as Hulk enters an awkward end lag state (something of a theme for Hulk), you can take comfort in knowing that Gamma Charge carries Medium Armor while Hulk is moving/coated in that green "Sonic Boom" type effect. What this means is that Hulk can barge through and beat out any non grab attack that deals knockback comparable to say, most tilt attacks. Anything with KO power will beat out the armor, but pretty much every jab, normal projectile, etc, will be able to be Gamma Charged through. This plays wonderfully into Hulk's damage reduction too as the Medium Armor blocks more and more at even higher percents as Hulk takes less damage!

If performed in the air, Hulk still goes about a platform's distance which while decent, is not a lot of relative movement for the big guy. Instead of horrid end lag though, Hulk will enter special fall at the end of the move unless he successfully strikes an opponent, in which case he can act freely like with the grounded version. This is pivotal for his recovery as Gamma Charge has a very generous ledge grab area in the air, and the threat of being hit for Side B + Option damage can be quite scary to challenge without a powerful move! On certain stages, you can also Gamma Charge into Walls to cause Hulk to Wall-Cling. The impact causes Hulk to dig his hands into the solid surface with his raw strength, and grants him access to a normally unavailable vertical wall jump as well as refreshing his specials. If you have the space to try and slam into the stage with Side B it is always a great option, though you must be mindful that you only get 1 special cling per air time.

If Hulk is above 50% meter, his anger will drive him forward quite literally as he can now cancel the end lag of moves into Gamma Charge! Doing so will cost 10 Power, which limits how often you can opt for the tactic as often you will dip below the 50% threshold by cancelling a successful hit into Side B. In turn, you then can cancel that Gamma Charge into another move which cannot be cancelled further. So if you choose you can get a near guaranteed 1-2-3 string off of Move-Side B-Move, or even a 1-2-3-4 by starting with a Gamma Charge into a cancel! There is of course some risk/reward with what you want to go for here as Gamma Charge has a noticeable tell for when Hulk is about to charge with his "shoulder bash" stance and grunt right before he moves, so more often it may be better to go for a 3 parter more than a 4 parter off a safer move. You can often get big, big damage off of these strings which can of course maintain your momentum, though of course it is always wise to not get too overwhelmed by your rage and have it turned against you with baits and reads!


Up B: INCREDIBLE LEAP
Taking on a much more exaggerated jump-start pose, Hulk can charge up for up to half a second before launching skywards with an Incredible Leap!

While his normal jumps are rather decent, they do not travel high enough to go over the top battlefield platform or clip the top of the screen with a charge! Like a normal jump, Hulk can double jump, air dodge, and so forth the moment he leaves the ground despite having a longer start up than his normal jump, and he can angle the ascent up to 45* to chase foes into the air after launching them, or even just for evasive purposes. Given his unique air stats, he can get a lot of mileage when high up with his varied fall and fast fall speeds, especially if he opts to not cancel the jump. If left on his trajectory, after about 20 frames of falling Hulk will come crashing down for a hit box that meteors foes hard for 15-25% (21-35%) based on fall speed / distance traveled. Foes hit on the ground will be pit-falled aesthetically before being launched upwards as normal to emphasize the impact as Hulk crashes into the ground and sends chunks of debris up to either end. This debris can cause damage to either side of Hulk with multiple hits dealing 10-15% (14-21%) based on the impact, and push foes away from his main lower body hit box.

Landing on foes can be a very attractive option on a read given the massive landing hit and general power making essentially any trade favorable, though of course the landing comes with a ton of lag if you didn't perform any aerial options from it. If enraged past 50% meter though, you can perform Up B again from the moment you land instead of taking just landing lag! This can be an invaluable option despite costing 10 Power, as Hulk can harass a defensive opponent then back off, or even leap back up after a successful ground bounce thanks to the frame advantage of pit-falling foes into the ground!

While a fantastic movement option on the ground, while airborne Hulk has the problem of not having any floor to push off of. In the air, Up B cannot be charged or fast-falled for the landing hit box (more on that later) and instead is a laggier double jump that only moves him about 1 platform upwards. While it has a generous grab box and can be angled 45* to cling to walls once per air time like with Side B (they also share the same wall cling limit, so you can't side B for a cling then Up B for a cling), this is pitiful for a recovery move. Luckily it can be jumped from or an aerial performed from the jump as normal, but unless hit again you cannot use it more than once per air time. You also cannot Up B from the ground and then Up B in the air without a jump, dodge or aerial on between which while tricky has a bunch of commitment attached. Combined, the two specials and his double jump make up the Hulk's not so incredible recovery! A major drawback for him, Hulk will need to capitalize on his raw offense and stage presence / damage reduction to make sure he can maintain stage control and smash foes before they get him in a bad spot.

Luckily, Up B does change a bit both in the air and on the ground if above 50% meter. When enraged, both Up B's will have invulnerability from frames 1-10 and either go max distance with no need to charge (unless this was an Up B performed in the landing lag of another), or more importantly travel 2 platforms when airborne! This invulnerability carries over to options you cancel into if you are quick which can allow for a very scary aerial up close to either bash through a foe trying to edge guard, or threaten a trade where Hulk can just attempt another Up B with more meter in his gauge.

Overall Up B is a good representation of how Hulk likes to play: high risk, high reward with a great emphasis on commanding the stage. Try to limit your time off the ground unless you're on the chase, and you will be able to really make an impact!


Down B: GAMMA DIVE / GIANT ROCK

Picking up where we left off with Up B, we should mention Down B's aerial purpose first before getting to the more dynamic grounded input. While airborne, Down B will cause Hulk to perform a stall-and-fall™ version of the landing hit box from grounded Up B! Hulk will pause, look angrily at the screen and give an angry shout as he plummets down for 10-25% (14-35%) based on his height / fall speed as a meteor smash at his legs and feet. Upon impact with the ground, debris will still be shot all around him dealing 5-15% (7-21%) based on the impact's strength to cover the landing, but is otherwise very punishable on whiff unless you are above 50% meter and able to "Bounce" back with an Up B, or cancel the end lag into Gamma Charge. The Gamma Dive completes Hulk's aerial mix up potential between Grounded and Aerial Up B (or even Side B on impact) by offering him a delayed plummet down to earth. Unfortunately unlike the Up B's landing where you can angle the decent or cancel out of it with an option, Down B is much more rigid in it's commitment to straight down movement and the inability to cancel unless you hit the ground. That said, the ability to just halt and plummet to the earth is very good as well seeing as you can Up B off stage, cancel that as a fake out, then Down B to score a sweet suicide KO from a distance!

When grounded, the Hulk will dig his hands into the earth and rip out a huge chunk of rock to use as an item! The Giant Rock is about the same size as a Crate item, and is extremely heavy. Like said item of Bonsly, weighing down opponents who are not Hulk either minimally for the likes of Thor, Donkey Kong, and other such characters, or slowing them down tremendously with a slow pick-up animation as well as neutered movement all around if Hulk were to drop it. Once equipped, the Rock becomes throw-able like a normal item, with the Hulk of course only being able to Smash throw it as if it were as light as one of Peach's turnips. The Rock will soar towards foes with a slight arc downwards due to gravity, ultimately slamming into them for 16-13% (22%-18%) depending on how far the Rock has traveled, and heavy knockback at the Sakurai angle that can KO offstage fairly easily depending on the situation. Like all throwing items, the Rock can be thrown left, right, up, down or dropped onto the floor by the grab button. When tossed left or right, it follows the rules of closer to Hulk = more damage, as it trails in speed with distance down to 13% over it's 2.5ish platform arc from the ground. If thrown upwards, the rock will reach the same distance but then of course slow down to the 13% number, before it falls back down to deal 16% again before hitting the ground, and throwing downwards always deals 16% until it hits something. Dropping the rock will deal no damage, and allow Hulk or others to pick it back up at a later time. On impact with an opponent or surface if not simply dropped, the rock crumbles and disappears from play, though "strong" characters can catch it with a laggy animation. It is usually a better idea to either shield the hit, avoid it or simply smash the rock by clashing with a hit box that deals the same amount or greater. As long as a Rock is on the field, Hulk cannot pick up another one via Down B, but opponents still have to be wary of the newfound range offered to Hulk, and even the potentially altered specials at his disposal!

While held, the Rock will of course replace all of Hulk's normal moves with throwing the rock, but his Specials still work just fine. In fact, his specials will take on some new functionality while the Rock is in hand! Starting with Thunderclap, Hulk will actually shatter the rock in his hands to create a new hit box in between the sweet spot and the sonic boom that will deal multiple hits to deal 13% (18%) as chunks fly from the collision. Separate from the normal hits, the chunks can stack with the hits to deal both tremendous damage and even alter the knockback to keep the foe nearby for an epic combo, and specifically the Sonic Boom hit box of Thunderclap can shatter rocks in just the same way if they are lying about or tossed! Gamma Charge will turn from a shoulder bash to a "boulder bash" where Hulk barges forward rock-first! Dealing 16% (22%) and crumbling the rock into dust on impact, the Rock can take a single hit for Hulk aside from his normal armor during the charge to provide an extra layer of safety alongside the added damage and hit box placement. Incredible Leap / Gamma Dive will both have Hulk leap/fall Rock-first like with Gamma Charge to add more range as well as one hit worth of armor where foes will need to strike the Rock, then the Hulk in order to truly strike him but are otherwise unchanged beyond the rock smashing on impact with the ground. Lastly, Anger Point will behave more like a "real" counter where Hulk will gain meter, and then smash the foe into the dirt with the rock with both hands to shatter it just like with Thunderclap for 13%(18%), while the foe is temporarily pit-falled before being popped up into the air as Hulk is then able to act. Pressing Down B again will simply throw the rock forwards.

Overall, Giant Rocks do essentially what they say on the can in terms of being a fearsome projectile / barrier between Hulk and oncoming damage temporarily. They are not the best projectile in the game, needing a considerable amount of time to even be pulled from the ground, but when he has one in hand it would be best to respect the explosive versatility! Its best to try and take advantage of the Hulk's newfound projectile emphasis by actually trying to approach given he needs to commit to tossing the rock, but then again he still has his specials and the ability to drop the rock, though that also takes time that is not spent attacking or defending.

This of course changes a bit when enraged past 50% meter, the Hulk opting for something with a bit more oomph: a Car! Turning his back to the camera, Hulk grunts as he spends 15 power and heaves up a Car / Vehicle from the surrounding environment that is as wide as a platform and as tall as a Crate item. While normally a Car, it can be any manner of large item such as a Wagon, Fantasy/Sci Fi vehicle, or even just a REALLY big rock depending on the stage! With similar lag to unearthing a normal rock, the Car can only be lifted by the Hulk as an item and essentially acts as a solid object much like a tiny Landmaster to anybody else. The car can be dropped on the ground with ( Z ) and then struck with strong moves to behave almost like a big Soccer Ball item with Hulk's weight to bash foes for 1/2 the damage dealt to it at the Sakurai angle, or Hulk can simply throw the Car at foes as a massive hit box that deals 20%-15% (28%-21%) based on range, and follows the rules of the Rock in terms of being tossed up and down. One important distinction is that the Car sticks around unlike the Rock once thrown, and has priority similar to that of a Pikmin thanks to the car itself having 50% HP. This means that while it does not have trample priority, foes will often trade their hits with the car if spaced poorly and still be struck alongside the car! Unfortunately though, this means that the car will often be bodied by simply being tossed about or even used to attack as it takes 1/4 the damage it deals when it hits something. Heavy hitters can also in theory turn the car against Hulk, such as Ryu (who has a history with hitting cars btw), Hulk can always catch the car as an item and throw it back even harder. In general, throwing the massive hit box about either directly or by attacking it again for different angles will almost always be in Hulk's favor.

Oh, and don't forget about his specials! Gamma Charge and Incredible Leap/Gamma Dive both have the same functions as before but not have the benefits of the Car-armor absorbing hits for Hulk as well as huge walls of hit boxes to catch foes. Anger Point is also a true counter still with a built-in attack, this time the car smashes opponents into the dirt for 18% (25%) and leaves them there with a huge frame advantage for the Hulk before they popped upwards for him to combo off of. Lastly, Thunderclap will have Hulk smash the car between his hands for a big, meaty hit box for 20%(28%) that acts as a replacement for the original Thunderclap move as a sort of half-way between the boom and the sweet spot. While having the same overall stats as Thunderclap otherwise, the end lag here now has Hulk fashioning crude Boxing Gloves from the debris of the vehicle around his massive hands! These gloves grant Hulk's fists true trample priority as well as better range and 1.1x more base damage on all attacks involving his hands (which are most of them), but at the cost of only getting about 3~5 hits out of them before the gloves crumble away. While you have the gloves, you can do everything but Down B on the ground.

Overall the Car is an expensive Power investment like Thunderclap, but the benefits for finding the time and space to pull a vehicle into the fray can be tremendous. The sheer size of the hit box plus the armor, duration and damage can mean that Hulk gets a healthy return on the investment, and his raw power means he can make the space if he lands hits. The altered specials on both the Rock and Car have their uses and are generally worth the time investment in pulling the items, though getting greedy with them also means you are gonna get predictable and punished for just tossing debris around in a rage!

Luckily for Hulk, his wanton destruction can provide helpful Debris to use just like the rocks he forcibly rips from the earth! On moves such as Up B or Down B's landings, Debris get shot to either side and the floor below Hulk is cracked and jagged from the impact. These jagged outcrops have a chance to be large enough to stick around if Hulk is past 50% meter, looking similar to this when he lands:


These vertical outcroppings of ruined floor appear 50~100% of the time based on his level of meter when he attempts such a move, and are treated essentially the same as his Rock Item where Hulk can rip the chunks from the ground with either Down B or Grab to re-use just like he does with his normal Down B Rock. The Debris here are essentially aesthetic and get destroyed just like the balloon on Smashville from stray hits, crumbling to pebbles and away from the stage, except for the biggest piece which is usually standing almost vertically from the ground that Hulk can grab. There is only 1 big piece per debris field, but it is essentially the same as his normal Rock throwing item aside from being a bit smaller and less damaging at 13~10% (18~14%) when thrown. Hulk's Sonic Boom hit boxes can shatter these debris just like his normal rocks for an additional spray of 13% multi hit, and any character who is knocked back/thrown into one of these big outcrops will also smash it and take the multi hit, leading to additional options not just for Hulk but for his allies or even enemies! Unlike his big Rocks or Cars, you can have as many Debris chunks as you like at a time, but need to be aware that they are easily destroyed and the moves that create such debris also have start up time and a chance that they don't uproot something usable.So be on the lookout as you smash the stage and foes alike as your rage could open up new opportunities for improvisation as you unearth big chunks of stage to bash foes with!




SMASHES


Side Smash: INCREDIBLE PUNCH

Rearing his hand back far as he winds up the smash, upon release Hulk lunges his massive fist forward for a truly Incredible Punch!

His fist to his forearm make for a far reaching, sizable hit box that deals 19-27% (27-38%) depending on charge, and can easily KO at a 40* angle as early as 80% from center stage. There is little to say about the F smash aside from it being quite possibly the quintessential "Heavyweight F smash" if there ever was one! With a long wind up, long cool down but decent active frames atop good range and amazing power, you will be netting most KO's off of a read with your F smash or Thunderclap. This is especially true when you consider Anger Point -> F smash to get crazy results. While not as potent knockback-wise as the Thunderclap sweet spot, it is generally a bit easier to land despite having a slower wind up than the clap. It even has a visible Sonic Boom hit box for 1/2 damage just outside his fist when past 50% meter which can allow Hulk to smash Rocks and Debris, or simply catch enemies just a tad further away. This hit box is essentially the same as the Car's added size when you equip it as boxing gloves, but does not add bonus damage as the Boom and the Fist have mutually exclusive priority like with Thunderclap.

F smash is tricky to land even with a Gamma Charge cancelled into it, but it can also be very safe if you happen to have Gamma Charge in mind when past 50% meter. With his ability to cancel the end lag of an attack into Side B, you can toss out an F smash and then either keep the offense going by Charging forwards, or even retreat to safety by Side B'ing away!



Up Smash: OVERHEAD SMASH

Bringing his fist to the ground in front of him for start up, Hulk grunts as he looks up and swings his fist up from the ground, over his head, and slamming it into the ground behind him in a massive arc!

Faster than F smash (though that isn't saying much), U smash will cover a 180* arc from front to back around the Hulk and actually end up causing him to turn around. Foes in the way of his fist can be struck by one of three different hits, with the first being the upwards motion of the 1st half of the arc that will bash foes up and away at an 80* angle for 16-22% (22-31%) and can KO between 95~115% depending on the victim's fall speeds. The second half is the, well, second half of the arc where Hulk will bash foes away at a shallower 60* angle for 15-21% (21-29%) with less knockback, but still enough to potentially KO near a ledge. Finally, his Fist just as it hits the ground has a meteor hit box for 17-24% (24-34%) that lasts for a single frame, but can stylishly pop foes up into the air for a follow up attack, or simply spike them down to their doom off stage! Past 50% meter, this final hit into the ground also creates a visible Sonic Boom on impact that covers quite a bit of space. Hitting for 1/2 damage about 1 Hulk fist in diameter from his hand, the strike hits identically to the 2nd half of the arc at a 60* angle, but uses half of the final hit's damage. As with F smash, you can smash Rocks and Debris or simply use it to catch foes a bit easier with the decent range.

Like all his smashes though, this has a considerable amount of end lag despite being active for quite some time, so plan accordingly to balance the power with the spacing as to not get punished!

Down Smash: FOOT STOMP

Lifting his arms up with clenched fists, as he raises his big, green foot, Hulk roars as he slams down hard enough to crack the earth itself!

The Foot Stomp has even more lag than F smash by a hair, but to make up for it has a very potent asset: range. As you'd imagine, the stomp itself has a decent hit box around Hulk's foot as he makes contact that deals 17-24% (24-34%) and actually knocks foes out and away at a 45* angle with weaker knockback than you'd expect... at least for the Hulk. You can still KO at the ledge quite nicely around 110~120% or so, and if you hit with the heel of his foot the hit is turned into a Spike at a 45* downwards angle vs those trying to grab ledge! While nice, this is not what you'd normally want to aim for. As he stomps, the ground before Hulk for about 1-2 platform's distance based on charge becomes jagged and disrupted in a wave of force that can pop up grounded foes for 12-17% (17-24%) damage as a strong meteor smash!

It is important to remember that only grounded foes get popped up by the long-range meteor hit, and that jumping/being airborne is a great counter to this. That said, it has a very long duration giving the stomp technically little end lag for a Hulk-smash, and allowing you to catch foes as they land to come in contact with the huge area! This can also be a good tool to condition the foe into jumping up into the air where you can intercept with a U smash, throw a Rock/Car, or at the very least harass them with Thunderclaps. Speaking of the items, D smash is another move that can create Debris! For each platform of distance, Hulk has a chance to uproot a chunk of Debris when enraged, allowing for up to two Debris chunks with one move. This can be very useful for deliberately making Debris compared to landing with his movement specials or the like where they're more of a side effect, but be aware that Foot Stomp's hit box still doesn't change and while making debris to smash enemies with, you could end up being counter-smashed yourself!




THROWS


Grab: HULK GRAB PUNY ENEMY

Now that the specials and SMASH attacks are out of the way, we can move onto the more bread and butter aspects of Hulk's moveset. Starting with his grab, Hulk's huge arms afford him incredible reach though the speed leaves room to be desired as Hulk makes an exaggerated grab motion with and outstretched hand. This leaves him with a 10 frame grab as opposed to the average 7 frame.

As mentioned in his Stats section, Hulk doesn't mind too much about having a slower grab given that once he has hold of you, you're in for a world of hurt:


By pressing A, Hulk will hold the foe up by their leg / lower half as they helplessly get randomly slammed into the floor in around Hulk for 4% (6%). You can pummel like this up to 4 times in rapid succession, with a 10 frame break after that finishes where you can just intimidate the foe or choose to do a throw. Hulk will grunt / shake the foe in his hand as an indicator for when you can pummel like this again after the break, but until then the foe is held like a lifeless doll in his grasp. Even with the break to allow foes to try and escape, the sheer damage you can get from pummeling is well worth the risk of a grab escape. To break this down a bit, we can look at if the enemy was grabbed by the Hulk at 0% and with no meter:

Hit 1 = 4*1.00 = 4.00% dealt, 2 power gained.
Hit 2 = 4*1.02 = 4.08% dealt, 2 power gained.
Hit 3 = 4*1.04 = 4.16% dealt, 2 power gained.
Hit 4 = 4*1.06 = 4.24% dealt, 3 power gained.

So after the 4 hits, the opponent has taken ~16.5% damage for free, and Hulk has gained 9 meter already before he even tries to throw the enemy. With Meter, this can add up to an incredible 24% before throws which is terrifying not only to the person you grabbed, but to others as well as the helpless victim is also a hit box for the same damage + light (for Hulk) knockback per swing!

It should be repeated that his Pummel and Throws do not really interact with Gamma Charge when it comes to the Enraged version or otherwise. Firstly, Gamma Charge cannot cancel into grab, nor can a throw cancel into Gamma Charge. You will often need a read in order to land the grab, but thanks to his pummel you can get tons and tons of mileage out of it!


Forward: GET AWAY FROM HULK!

With the foe up in the air already having been hoisted up by Hulk, he draws them back as if about to toss a bowling ball, before tossing them effortlessly up and away at a high 55* angle for 9% (13%) and always shooting them about a platform and a half away even at 0%.

This throw is best for just re-positioning the foe or tossing them up into the air offstage, and sort of sets the baseline of Hulk's throw game. He often will not be able to follow up on his throws at all, but the space they provide is very much appreciated as Hulk can then read their follow up option to out muscle it, or give time to grab a rock for target practice.

This changes though when meter is in play as Hulk has the option to Smash-Throw! Once Enraged, Hulk can choose to hold down Z or A when inputting a throw in order to spend 10 Power on a souped-up version. Indicated by a flash of green and a yell, these smashed throws are all about the trade-off between damage now or later as while Hulk usually can get a follow up hit off certain throws with a read, his smash-throws spend his meter to send foes flying off as a punish then and there.

With F throw, Smashing the throw will cause Hulk to perform an overhand throw as opposed to the underhanded toss. Tossed at a slightly shallower 50* angle for 11% base damage (15%), this version has more oomph in that it can actually net a KO at the ledge if they do not DI properly at around 110%. Sure, you won't really be chasing the guy you flung, but they could very well have just taken 39% after a pummel session just for being grabbed!



Back: HULK TARGET PRACTICE

Hulk leans down to rip a chunk of the floor out with his free hand as he turns in place to throw his victim behind himself at a low 40* angle for 8% (11%) damage and medium knockback. He then proceeds to throw the fist-sized chunk of rock at the same angle to strike the foe for an additional 5% (7%) to pop them out and away at the Sakurai angle with lesser power and potentially 13% (18%) dealt!

Slower but more damaging than F throw, this is certainly another option to not only toss a foe off the ledge, but to also provide an interesting mix-up opportunity. You see, once B throw starts the foe has 3 options: the first is to do nothing and get smacked by the rock, and the others are to DI up or down to avoid the rock. While un-intuitive, it may actually be wise to take the hit as it can prevent Hulk from following up on your DI! You see, with DI you are either gonna go up at a more diagonal angle into the air where Hulk can smack you with an Up B follow up if necessary, or you will go towards the ground where Hulk can just run after you and tech chase if you didn't smash into debris. It is up to both parties to make the correct guess as to what happens after the rock is thrown, but in the end it is still in Hulk's favor as he made the damage count.

The guesswork can be eliminated somewhat by Smashing the throw to cause Hulk to roar and leap after the foe himself! Using his powerful leg muscles, the follow up rock toss is replaced by Hulk leaping at the same angle and attempting to punch the foe for an additional 8% (11%) damage and the same knockback as before. Being a much bigger object to avoid, it can be a nearly true combo for big damage and even potentially KO's off the stage at many percents! Though you should be cautious when trying this as leaping too far for that extra KO power can leave Hulk in a predicament as he is far from the ledge himself.


Up: SMASH YOU!

An exaggerated "pummel", Hulk lifts the foe high and slams them down hard, smashing them to the dirt for 11% (15%) before they get popped directly upwards for medium-high knockback. As they are slammed, the foe also counts as a sort of hit box for the same damage and Sakurai-angled knockback. Its sort of like Hulk using Marth's F smash, but with a person instead of a sword! His only real "combo" throw if you could call it that, you can get an immediate follow up strictly at 0% on most characters, but beyond that you will need to chase them with an Incredible Leap!

When Smashing the throw, Hulk leaps up with the foe to get some momentum, before falling back and slamming them down into the ground HARD for 14% (20%) and high vertical knockback at an 80* angle! Able to land on platforms when he jumps, this powerful throw can easily KO floaties below 100% on most stages, or even earlier thanks to platforms and his Power level. This can even hit hard enough to create Debris when the foe impacts the stage, allowing you to choose whether to chase them upwards with Incredible Leap or use the time to rip out chunks of earth to toss in their way first.


Down: STAY IN GROUND!
Reeling his fist back, the Hulk punches his opponent downwards so hard that they actually crack the ground and get left in a special prone animation where they can only really think about what just happened:


Taking only 7% (10%), the foe is able to act as normal from the prone position or even tech the moment that Hulk is done with his triumphant growl of "DOWN!" or "SMASH!", or simple growl. This can lead to a deadly tech chase situation as the foe must get away from the Hulk, though luckily they are actually at a +1 frame advantage to Hulk. Its not much, but trust me when I say you need all you can get vs him!

When Smashing the throw, Hulk takes no chances and punches down with much more exaggerated might for a healthy 10% (14%) and pushes them further into the ground as a pit-fall. This of course grants Hulk a rare opportunity to get a "real" follow up as the foe pops out of the ground by the time he is done with the animation, which can be invaluable for his punish game. While not the most damaging option of his throws, it also allows the best chance at actually getting combos or tech chases with Hulk outside of Gamma Charge.

While it also seems as if this is his only non-KO throw, you have to be aware of spacing. If you throw a foe at the ledge, they are actually meteor smashed and can be killed if they do not wall tech at high percent, and of course spending meter increases the power of this.



STANDARDS


Jab: RAGING FISTS

A two part jab, each press of A will have Hulk swing his arms overhead in front of himself quickly for a quick, space covering combo! Still a bit slow for a jab as it comes out on frame 5, the first hit will strike for 4% (6%) damage and pop the foe up weakly at that Sakurai angle, with the next swing having a tad more wind up as he slugs them again for 6% (8%) and sends them a decent distance away at the same angle. While slower for a jab, it is his fastest grounded option and can actually lead into other attacks, especially to and from Gamma Charge!


Side Tilt: HULK PUNCH
With a little bit of wind up, Hulk shoots forward an almost practiced looking punch compared to his other attacks! With a bit less range than his F smash, F tilt will strike for 12% (17%) across his elbow to his knuckle and strike foes at the Sakurai angle with decent power, before he retracts his arm back to neutral.

Able to be angled up or down slightly, this is usually Hulk's main poking option from mid range as he can use this to essentially jab at foes preemptively without the commitment of F smash or risk of missing Thunderclap's sweet spot. This can also score handy KO's with high meter as it cranks up to deal significant damage, even more when you consider that you can almost always get an F tilt out of Gamma Charge!


Up Tilt: HULK HAMMER
Drawing one arm straight up behind his head, Hulk performs a combination headbutt and massive slam of is fist to cover a wide 90* arc in front of himself! Hitting directly above himself and to the ground, U tilt can hit platforms as well as foes on ledges and anywhere in between for quite some coverage. Foes struck will either be sent up and away at a 55* angle for 12% (17%) damage which won't really KO like F tilt, more useful for swatting foes into the air, or they will be spiked by the ending impact with the fist for a ground bounce or possible offstage KO. The ending spike is small however, only lasting 1 frame and only on his hand as opposed to the rest of his arm/head, but it is worth to try and master just as with his U smash.


Down Tilt: HULK KICK
From Hulk's rather... lackluster crouch, a tap of A will cause Hulk to kick his foot forwards along the ground in order to boot the competition away! His fastest tilt overall, the kick will bop foes for 9% (13%) and send them packing at a low 40* angle. Short ranged, but quick, you will often want to mix this up with Jab for close quarters combat or to space a D smash / poke at a foe after you ravage them with your Pummel.


Dash Attack: RAGING RUN
Running forwards at full speed, Hulk roars as he lowers his head and wildly swings his arms side to side to batter and bash through anything in his way!

Each swing of Hulk's arms can hit foes for 6% (8%) damage with the former usually comboing into the latter hit which deals actual knockback at a 40* angle out and away. This covers about the same distance as Gamma Charge overall, but unlike that move it can actually cross-up shields as Hulk barges by the competition! Despite having some end lag that cannot normally be canceled, this can provide valuable mix up opportunity if a foe is attempting to shield grab your approach, and unlike Gamma Charge it is quite good at clearing a crowd in multi-man matches!




AERIALS

Neutral Air: RAGING FLAIL

Lashing out in anger, Hulk swings both of his arms in violent, wide circles as he attempts to bash away his enemies! Hitting twice, N air covers essentially a large circle around Hulk's head and torso as his arms swing around once each. Each swing will strike for 5% (7%) and pop foes out and away lightly at the Sakurai angle. Like with Jab and Dash Attack, N air comes out quick and is one of his only multi-hit moves, making it an invaluable tool for actually attempting combos.


Forward Air: AIR SMASH

Raising both arms up with fists clenched, Hulk swings them down hard in a huge arc to SMASH anybody in his way!

Foes in the path of this powerful attack will take one of two hits, either struck by the majority of the arc of his arms from right above his head to right in front of himself for 16% (22%) and very high knockback at the Sakurai angle, able to KO at ledge around 80% easily. At the end of the swing is a powerful meteor smash that deals 18% (25%) that can score KO's incredibly early with proper timing and spacing, or make for devastating ground bounce combos alongside Gamma Dive / Incredible Leap!

F air also has a landing hit box if you space the landing for when Hulk's fists produce the meteor effect, otherwise he just had normal, heavy, landing lag. Upon impact with the earth, Hulk's fists produce an explosion of force that causes the floor in front of him to shift for about 2/3 of a platform, dealing 12% (17%) damage and popping grounded foes up, and even producing Debris just like D smash! This hit can combine with your normal F air on shields to make for a killer shield poke or even shield break, which of course will lead to either a full F smash or a sweet spot Thunderclap on the helpless foe.


Back Air: HULK BACKHAND
A simple, spinning, backhanded fist attack is par for the course on most fighter's repertoires, but none of them have the muscle behind it like Hulk does!

With only a little start up, Hulk grunts and spins mid air to swing the back of his fist / arm out at foes at a slightly downwards angle. Contact with his fist / arm will deal either 14%/12% (20%/17%) and smack foes outward at a low 40* angle, able to KO easily off stage if hit with the fist, though the inner "sour" hit isn't so bad either. Hulk then continues the spin to revert to neutral to add some end lag to the aerial, giving it some punishable lag overall. Luckily, this is also his longest range aerial as his outstretched arm is comparable to F tilt, allowing him to have a "poke" of sorts in the air. That said, the Hulk poking at you is still more like a car backing out of it's driveway into you, but hey the concept still stands.



Up Air: HULK SWAT

Looking upwards with a look of frustration, Hulk swings his outstretched hand in a wide arc from back to front in order to smack pesky foes above!

The quick, wide arc of his arm covers just under a full half circle from Hulk's left shoulder to his right, and will smack foes one of two ways. For the first 2/3 of the arc, enemies making contact with Hulk's arm will take 12% (17%) damage and be popped straight upwards with mid-high knockback that can KO at higher percents, if not earlier thanks to Incredible Leap. If a foe is struck by the last 1/3 of the arc, they will actually be sent in the direction the hand was traveling, in front of Hulk at the 45* Sakurai angle for 11% (15%) damage. This can be useful to set up sort of "Custom Combos" with when short hopped or high in the air as you chase with a jump/Up B and N air, F air, Etc, especially when a foe is desperately trying to DI after you launched them up and are chasing with your super jump! Next to N air, U air is your go to combo aerial



Down Air: HULK STOMP

Lifting both feet up, Hulk then powerfully stomps both feet down at a 30* angle to put the hurt on those below!

Hitting in two parts like most of his aerials, Hulk's D air actually behaves more like a sex kick than your traditional stomp. The early hit just as he extends his legs down lasts about 2 frames and absolutely boots people down at a -30* angle spike for 15% (21%) and is another notch on his belt full of spikes and meteors. The rest of the move has Hulk holding his legs out as a more traditional sex kick for about 7 frames, where contact will deal 10% (14%) and medium knockback at a 40* angle. This can be useful to simply catch foes alongside N air, and especially useful when landing for comboing with Gamma Charge, or just for defense vs certain juggles to have a lingering hit box trade at the least. Like with F air, if Hulk lands during the strong hit he can create a landing hit box around his feet that pops foes up into the air at the Sakurai angle for 8% (11%), which is useful just for coverage and safety when landing.





SUMMARY:
HULK SMASH!!!
The Incredible Hulk really lives up to his title with his plethora of super-powerful moves, and despite his simple mindedness and brutish appearance, there lies some depth under the emerald giant's skin.

The first thing to get down is resource management, as his Power Meter essentially strictly dictates any sort of option Hulk will want to use at any given moment. As mentioned many times, as Hulk gets angrier his damage across all moves rises as well as his resistance to damage, which can lead to a variety of different playstyle choices. You can be a reckless, rage-machine where you keep just tossing yourself into combat in hopes of making favorable trades again and again, though that can get you punished and sent off stage where Hulk is at his weakest. You could try and actually try and be a cool, calculated, "credible" Hulk and map out your strategies knowing that X-Y-Z attack will leave you at certain Meter levels for certain strings or follow ups. You could also be special heavy or light in terms of wanting to keep yourself at full anger always, or just wanting to use up your meter as soon as you get it for your cancels and huge damage, high risk moves!

In any event, Hulk is always a brutal powerhouse who only needs a few reads or favorable interactions to win a fight. You rarely need to think about what moves may lead to what, but more in terms of what move would best lead to the next favorable positioning or interaction. Its a bit different than most characters, but when broken down can actually be quite mentally challenging in order to really master Hulk. Do you want to try X move in order to put the foe in Y position for later? Do you want to try for a grab right now knowing that they have been conditioned to try and shield, and get big damage? Do you want to just YOLO F smash or Thunderclap? The list goes on and on, but for each action you need to calculate what the foe might do in response. Something Dr. Bruce Banner is always reminding Hulk of internally, is that the Hulk's actions always cause reactions to those around him, usually negative ones. Tossing out his moves just in a fit of rage can often be predictable and liable to leaving you wide open for counter attack regardless of if he takes lesser damage or not. Given his size, weight and fall speed, it is often the case that skilled fighters can punish Hulk just as hard as he can punch them!

This is where his specials come into play, especially Thunderclap and Anger Point. Thunderclap's big range can buy you time and spacing to condition foes into being certain distances away from Hulk, or into being reckless themselves as they try and rush in to where attempting a clap would be punishable. On the same note, his armored Anger Point is an amazing bait option against foes who are reckless themselves vs Hulk as you get free meter + counter opportunities vs them! If at any point there is a lull in the action where you cannot force the foe into committing to something, you can always pick up a Giant Rock, Debris or even a Car to put some fear in their minds as you grant yourself ranged options. Tossing an item can be an amazing asset as it frees you up to run in behind it and punish the foe's defensive option accordingly. And when it comes to punishes, that is where your remaining Gamma Charge, Incredible Leap and Gamma Dive come into play! The latter two allow you to command tremendous amounts of air space combined with the likes of Thunderclap or even just with a Rock/Car on hand, and can be useful mix ups above the foe in terms of how you plummet down on them if at all. Gamma Charge on the other hand is probably the most interesting of the bunch as it is his sole combo tool. Side B -> Option is near guaranteed at many percents and can allow for a ton of damage off of a correct read, especially when you are able to cancel the end lag of a move into Gamma Charge once or twice at high meter! Just be wary that it is a gamble in that gamma Charge has to hit, and it is hilariously unsafe on shield/whiff.

Overall, the Hulk is a force of nature unlike any other fighter in the roster. His sheer stage presence and power behind each hit makes any action require careful thinking to either land or avoid hits on either side of the confrontation. Just be aware that both you and the opponent need to finish each other off as fast as possible to reduce interactions, and you can really show off that the Hulk is the strongest there is!



EXTRAS:


FINAL SMASH : WORLD BREAKER

Only able to be activated on the ground, once pressed the camera will spin around Hulk as his veins pop, steam comes off of him as he visibly hits his tipping point and exclaims:

"HULK.......... SMASH!!!!!!"

He will then proceed to do just that as Hulk takes center stage,and pounds down on the floor over and over again with alternating fists! This fit of rage will turn the entire stage into a hit box over and over again for hits of 15% and medium-high vertical knockback over the course of 5 seconds, before a final double handed strike that deals 20% and huge vertical knockback completes the attack! Hulk's final smash essentially turns the stage into "the floor is lava" for a time and can deal incredible damage, but clever foes can avoid this by timing their landings very carefully. Expect this to cause untold mayhem in a multi man battle though!


Up Taunt : ANGRY ROAR

Hulk beats one hand on his chest and lets out a screen-shaking roar for all to hear.

Side Taunt : "HULK SMASH _____ !"

Hulk has a look of confidence on his face as he pounds one fist into and open palm, and say's his catchphrase: "HULK SMASH (you)!"

Who he is smashing is all up to whoever is on his current hit list, IE the last character who hit the Hulk. If nobody has struck Hulk yet, he will simply say "You", but here is a list of candidates so far:

HULK SMASH FLAG MAN vs Captain America

HULK SMASH LASER MAN vs Cyclops

HULK SMASH TIN MAN vs Iron Man

HULK SMASH BLUE DOG vs The Beast

HULK SMASH BLONDIE vs Thor

HULK SMASH RAIN LADY vs Storm

HULK SMASH COPY CAT vs another Hulk

HULK SMASH GOOP MAN vs Magellan

HULK SMASH FAST LADY vs Tracer

HULK SMASH PUNY LIZARD vs Iguana, who takes supreme offense to this btw
HULK SMASH SNEAKY ROBOT vs any Transformer

HULK SMASH PESKY PLUMBER vs Mario or Luigi

HULK SMASH PUNY WAIFU vs any of the characters Frozenroy has made

Etc

Down Taunt : HULK POUND
Hulk slams both fists onto the ground and shouts, causing the screen to shake. His laggiest taunt, this actually comes with a hit box for 5% (7%) just around his fists that pops the foe up and away, though highly impractical to toss out.


Tony's Snark :

Iron man pops open his mask and with a worried expression asks; "Hey, we're still science bros after all this, right???"



Entrance : Puny Banner

Bruce Banner is seen on the stage as he holds his head with a scream, slowly but surely ripping through his shirt and transforming into the Incredible Hulk!


 
Last edited:

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,083
Location
Dedham, MA
AvX Edits incoming:

Hulk Changelist:

Special Grab difficulty rules removed.

Grab + Pummel in general reworked completely. Shortened to frame 10 from 12. He now can "Smash Throw" by holding Z or A + Direction for a power cost and altered throws.

Thunderclap adjusted. Now has a flat 15 power cost when above 20 meter and increased base damage to compensate. Essentially the same move, but now has less "Risk" associated with how it used to drain all power if you wanted just the sonic clap hit. Aerial Sonic Boom hitbox shrunk to compensate for the faster speed. Sonic Boom hitboxes can shatter rocks instantly just like his Nspec interaction while holding a Rock.

F smash and U smash have small Sonic Boom hitboxes as well as a "sour spot"

Various moves can now create "Debris" that can stick around the stage once Hulk is angry enough. Debris behave just like the Rock item he can pull at will, though do less damage when thrown. Rocks are bigger and hit harder, but Debris can be made as Hulk naturally fights and can be used as pseudo traps with Sonic Boom hitboxes or throwing foes into them.
 
Last edited:

Altais

Smash Lord
Joined
Nov 14, 2007
Messages
1,981
Location
Starbase, where no turtle has gone before.
FINALLY finished mine Celica moveset. I promised mineself I would have it finished before E3, and I make good on mine promises. Anyway, I would benefit more from critical feedback, but I suppose positive feedback is welcome as well.

[UPDATE] Made some changes, which I hope fixed most of the issues mentioned by below posters. And sorry for all the broken images, but apparently Photobucket is making people pay now.

[UPDATE] Dealt with the broken images by finding a new host.


Celica Moveset




♦ Index:
1). Specials
2). Jab & Dash
3). Tilts
4). Smashes
5). Aerials
6). Grab & Throws
7). Final Smash
8). Author's Notes



Summary

Celica, in a nutshell, is a glass cannon. She has a defensive, bait-and-punish fighting style that features strong projectiles and spacing swordplay. All of her moves hit fast and hard. Her normal attacks deal loads of damage, and her Smashes kill early. However, like Shulk's Buster, this power cuts both ways. Celica is dangerous to approach; however, approaching WITH Celica is also risky.
Celica is roughly Lucina's height, and the length of her sword is slightly longer than Marth's. Her running speed is between that of Robin and Corrin's. Like Robin, Celica is much more mobile in the air than she is on the ground, making vertical approaches easier. She is fairly lightweight, and has a high falling speed.
In Fire Emblem Gaiden, and its remake, Fire Emblem Echoes: Shadows of Valentia, weapons never break. If a unit wields magick, they will lose HP upon spellcasting. How much HP they lose depends on the spell's level of power--and there are even some spells that will absorb enemy HP. All of Celica's special attacks are magick based. They are extremely powerful, but as a price, Celica takes damage for every use. Her side-special, Nosferatu, can absorb health from opponents.



1). Specials:

Note: Sans Nosferatu, all of these moves can be absorbed and reflected.

Standard Special (Fire): A chargable move. From her palm, Celica unleashes a fire ball that leaves a trail in its wake. If it connects with an opponent, it will explode, launching them away. The fire ball travels in a straight line, the angle of which can be altered between 35 degrees and -35 degrees. By default, the angle is zero degrees. If used in the air, the default angle will be -45 degrees, and be alterable between -10 degrees and -80 degrees. The fire ball travels roughly the same distance as Bayonetta's Bullet Climax, and roughly as fast as Robin's Elthunder. Its speed and power increases the longer it is charged, and it takes slightly longer than Marth's Shield Breaker to fully charge. There are three levels of charge, and like Greninja's projectile, the charge cannot be held; once you use it, you have to throw it. If used immediately, it will deal 10.5% damage, and can kill off-stage at 70% damage. Each level of charge will multiply the damage dealt by 1.5, and divide the kill percent by 1.3. Depending on the charge, the cost of this move can be 1%, 2.5%, or 5% damage. Quick startup, low endlag. Even though this move packs a punch, it doesn't necessarily have to hit the opponent. Instead, it can act as a decoy; baiting your enemy into air-dodging, then punishing the dodge. Or, if this move is aimed down at an enemy whilst airborne and they shield it, Celica can fastfall and grab them.



Side Special (Nosferatu): A short distance in front of her, Celica conjures a burst of light that damages the opponent(s) once. If the move connects, it will deal 12% damage, and Celica will recover at least 5% damage for every opponent hit. Similar to Robin's Nosferatu, the higher Celica's damage, the more she recovers. Slow startup, slightly high endlag. Best used as a punisher. If this move is used in the air, Celica will enter helpless frames. Unlike her other specials, Celica will take no damage using this move--even if it misses. However, consecutive use of this move will increase its startup time.



Up Special (Sagittae): Celica propels herself upward by casting a barrage of light arrows below her. Like Wii Fit Trainer's up-special, the duration of this move increases the more repeatedly the special button is pressed; however, the more damage Celica takes. At its highest, this move covers roughly the same vertical and horizontal distance as Cloud's Limit Up-Special, but has the same ascending speed as Robin's up-special. A total of 36 arrows can be fired, and with each press of the special button, 6 arrows are fired. So the button can be pressed a total of 6 times. The arrows each deal 0.8% damage whilst pushing the opponent downward a little, and travel almost the same speed as Shiek's needle shuriken. The cost of this move ranges from 1.3% to 8% damage. Quick startup. At point-blank range, the start of this move has a spiking effect. After this move is used, Celica will enter helpless frames. If Celica and an enemy are competing for the ledge, she can use Sagittae on them and grab the ledge. If they air-dodge, quickly let go of the ledge, then spike them with a down-air or another Sagittae.



Down Special (Seraphim): Celica conjures a ring of miniature angels around her. This move functions very similarly to Mega Man's Leaf Shield, only there are five angels, and travels a shorter distance. While this move is in effect, Celica will not be able to use other attacks--only grabs. The angels completely block weak melee attacks and projectiles, and deal 5% light-element damage to anyone they come in contact with. However, they can be destroyed just like Mega Man's leaves. When thrown, they deal 0.9% multi-hit damage, and like the Drill Arm item, can trap opponents. The less angels there are, the easier it will be for the opponent to escape. Lastly, this move has high shield pressure, making it a bad move to block. Unless the enemy has a reflector or PSI Magnet, they have no choice but to jump over the move. After that, Celica can fake an approach, scare them into air-dodging or countering, and as they land punish them with Nosferatu or a kill move. The cost of this move is 4% damage.





2). Jab & Dash:

Jab 1: Celica deals a powerful horizontal slash to the opponent. Deals 4% damage.
Jab 2: Celica follows up with a slightly diagonal slash. Deals 4% damage.
Jab 3: Celica finishes the combo with a rising vertical slash. Has two hitboxes; one in front, and one above. The initial hitbox deals 6% damage, launching the opponent at a 45-degree angle. The late hitbox deals 3% damage, only causing minor hitstun.



Dash Attack: Shrouded in flame, Celica dashes forward, sword thrust ahead. The opponent is knocked backward at a 35-degree angle. The damage and knockback of this move is lowered the farther it travels--so you must hit the enemy point-blank if you want the best results. Slightly longer startup than Bayonetta's dash attack. Ergo, best used as a surprise attack. Initial hitbox deals 12% damage, late hitbox deals 7% damage. At the edge of Final Destination, this move is guaranteed to kill at 100%.





3). Tilts:

Forward Tilt: Celica performs a lightning-fast thrust that pushes the opponent away. Roughly the same distance as Marth's Shield breaker, but slightly higher above the ground. This move's main purpose is to counter the opponent. If Celica shields a laggy move, she can use this move to put more space between her and the enemy. Even if the enemy shields this move, they will still get pushed away a short distance. Quick startup; however, slight endlag makes this move punishable by faster enemies. Deals 10% damage.



Upward Tilt: An anti-air move. Celica swings her sword above her in a whirling arc. Anyone above her will be knocked straight upwards. Similar to Corrin's up-tilt, but with higher range and knockback. The main purpose of this move is to keep the opponent high in the air, leaving them vulnerable aerials or fake approaches. Quick startup, little endlag. Initial hitbox deals 11% damage, late hitbox deals 7% damage.

Downward Tilt: Celica slashes along the ground, launching the opponent upward. Afterwards, she can follow up with either up-tilt or an aerial. Similar to Corrin's down-tilt, but with slightly higher range. Quick startup, little endlag. Deals 8% damage. Useful for combo set-ups.



4). Smashes:

Forward Smash: Similar to Ike, Celica performs a devastating two-handed strike. Roughly the same speed and endlag as Lucina's f-smash, and roughly the same startup as Meta Knight's f-smash. As a result, landing this move usually requires accurate reads. Deals 18.5% damage, and launches the opponent at 45 degrees. At the centre of Final Destination, this move is guaranteed to kill at 100%.



Upward Smash: A three-hit move. Celica stabs her blade upward whilst twirling around like a dancer. The first two hitboxes cover her feet and torso, while the third hitbox covers only her sword. Any enemy adjacent to Celica will be pushed upward by the first two hitboxes, while the final hitbox will launch them upward. Like Ike's up-smash, this move has a slide effect if done while dashing. If the enemy's shield is small enough, the first hitbox will knock them out of it. Useful for punishing spot-dodges. The first two hits deal 3.5% damage, and the third hit deals 10.5%. Quick startup. On Final Destination, this move is guaranteed to Star-KO at 100%.



Downward Smash: Along the ground, Celica performs a sweeping slash in front of her, then behind her. Similar to Lucina's down-smash, but with Meta Knight's overall speed. The first hit deals 8% damage, while second deals 12.5%. Both hits launch the opponent at 25 degrees. More of a "get away from me" move than a kill move. At the centre of Final Destination, the first hit is guaranteed to kill at 140%, while the second hit is guaranteed to kill at 120%.



5). Aerials:

Neutral Aerial: A defensive, "get away from me" move. Celica does a quick front flip, sword held outward. Has roughly the same range and duration as Marth's neutral air, and roughly the same knockback as Shulk's forward air. The slash goes in a full circle, and deals 10% damage. Quick startup. The angle at which the enemy is knocked depends on what part of the circle hit them. Thus, if the stage has a diagonal bottom, this move can kill early if the enemy is knocked against the stage.



Forward Aerial: A two-hit move. Celica performs a strong, lightning-fast horizontal strike, followed by another. Very similar to Link's forward aerial, only it comes out instantly. The first hit deals 7%, while the second hit deals 9% damage, knocking the opponent at a 10-degree angle. Can kill off-stage at higher percentages. Useful for approaching, defending, and retreating.



Backward Aerial: With both hands, Celica stabs her sword behind her. Similar to Shulk's back-air, but with the startup of Pit's back-air. Deals 13% damage, and knocks the opponent at a 20-degree angle. This move's primary purpose is for killing off-stage. At the edge of Final Destination, this move is guaranteed to kill at 120%.

Upward Aerial: Celica slashes her sword above her in an arc before doing a backflip. Similar to Robin's up-air, but with slightly slower startup. Deals 14% damage. On Final Destination, this move is guaranteed to kill at 110%, but can kill at lower percentages, if the opponent is high in the air.

Downward Aerial: With both hands, Celica brings her sword downward, spiking the opponent. Similar to Roy's down-air, sans the sweetspot factor. Since this move is guaranteed to spike every time, just like Mario's f-air, Celica's down-air is slow to start. Deals 15% damage.



6). Grab & Throws:

Grab: In a thrusting motion, Celica grabs the opponent with her free hand. Roughly as fast as Ike's grab. Dash grab is slightly slower, pivot grab is slightly faster.

Pummel: Celica knees the opponent. Roughly as fast as Lucina's pummel. Deals 2% damage.

Forward Throw (Shove): Celica rams the opponent with her shoulder, staggering them. Deals only 3% damage, and has a low, constant knockback, but leaves the enemy stunned. Afterward, Celica can follow up with Nosferatu or a dash attack.

Backward Throw: Celica whirls around and throws the opponent behind her. Has roughly the same knockback as Ike's back-throw. Deals 4% damage. Afterwards, Celica can follow-up with Fire.

Upward Throw: Celica hurls the enemy straight upwards. Has roughly the same knockback as Lucina's up-throw. Deals 4% damage. At low percentages, Celica can follow up with either a f-air, u-air, or n-air.

Downward Throw: Similar to Lucina, Celica throws the enemy onto the ground. The enemy only bounces a short distance, but suffers high hitstun. Deals 5% damage. At low percentages, Celica can follow up with a three-hit jab or f-tilt. At higher percentages, she can follow up with an up-smash or up-air.



7). Final Smash (Ragnarok): Similar to Corrin, Celica conjures two pillars of light around her. Anyone hit by the pillars of light will be taken to a new scenery; a desert covered in a starry sky. In a dramatic motion, Celica waves her fire-encroached hands in a circle, then thrusts both palms forward. In a final dramatic motion, Celica summons a barrage of fire balls, then as she brings her arms downward, the fire balls rain down on the opponent(s), creating a massive explosion. When the cutscene ends, all enemies caught in the Final Smash will launched off the screen.





8). Author's Notes:

• I struggled to find a core playstyle for Celica. Obviously, her magick would make her unique from the other Fire Emblem characters, but how would she differentiate from Robin, and other characters that use magick? I already decided from the beginning that Celica's magick attacks would be powerful, but for me brute force just wasn't enough. In the end, I decided to give Celica a conditioning-based playstyle. Winning in Fire Emblem--as well as other strategy games--is all about staying as many steps ahead of your opponent as possible. So I decided to incorporate this.

• Since he has a similar fighting stance, and since he's been a favourite of mine since before Fire Emblem Gaiden got remade, some of the normal attacks in this moveset were inspired by Saber, a playable character in Celica's story.

• Down-Special was originally a counter move, but in the end I wanted to go for something original. Plus, sans Robin, every damn Fire Emblem character has a counter move, so it would just add on to the redundancy.

• Up-Special was originally Excalibur (basically Cloud's Limit Blade Beam, only downwards), but in the end I found it to be way too similar to Robin's Elwind. I considered making Warp magick into Celica's up-special, but there are already enough teleportation recoveries. Plus, I hate teleportation recoveries.

• I considered incorporating Thunder magick in Celica's moveset, but Thunder is Robin's gig. Instead, I decided to focus on the Fire and Light elements.

• Most of the Fire Emblem characters in Smash have pretty weak throws, especially Marth, Lucina, and Roy. Even worse, those throws have no guaranteed follow-ups. So I decided to take a different route with Celica. In this moveset, Celica's throws are weak, but they allow for multiple follow-ups.

• "Shove" is a skill that originated in Fire Emblem: Path of Radiance. It was also in Fire Emblem: Radiant Dawn. Since this skill returned in Fire Emblem Echoes: Shadows of Valentia, I decided to incorporate it; because I wanted something different.
 
Last edited:

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,249
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
SW-8229-3157-8114
Awesome to see another set from you, Altais Altais ! Celica actually has some pretty neat ideas, I must say. I like how the self-damage is limited to a couple of the specials, meaning that it's a choice to use a powerful move at the cost of recoil damage – as opposed to someone like Pichu who's pretty much handicapped no matter what he does. The specials themselves are also used for a degree of bait-and-punish, where Celica forces her foe into a bad spot and capitalizes on it; that's a very good aspect of Smash to keep in mind when writing a set.

Unfortunately, Celica doesn't really take advantage of a lot of this solid foundation. The surface-level part of this is that the baiting aspect of the specials isn't brought up until the very end – it'd probably be better to describe uses for the specials in their own paragraphs, so that the reader has it in mind from the very beginning. The rest of the moves also don't play into this a whole lot; the set lacks a real overarching playstyle. Like, moves like Dash Attack and the insanely powerful Fsmash are solid punish tools off of the specials, but a good amount of moves are basic attacks which aren't elaborated on much at all. The advice I'd give here is to think about how every single move plays into the overall gameplan / playstyle, and then describe that dynamic in the move's writeup.

Aside from that, a couple other things:
- Some details are missing. Stuff like how much Sspec weakens with consecutive use, or how far Uspec can travel when charged and how many arrows it can fire.
- As mentioned above, Fsmash is probably a bit too powerful – at least, for a character with such an ability to force the foe into a bad situation. Combined with Marth-level disjoint, it's kind of ridiculous when you can force a landing with Dspec and punish it with such a devastating Fsmash.
- Fair and Bair being mirrored isn't ideal; it'd be better to have two unique moves here instead.
- Running behind a fireball and grabbing the opponent's shield (as suggested in the playstyle description) doesn't sound very viable, given the speed of the fireball and Celica's dash speed.

I really like the ideas at the core of this set – the main thing now is to improve how they're fleshed out throughout the whole thing.
 

Altais

Smash Lord
Joined
Nov 14, 2007
Messages
1,981
Location
Starbase, where no turtle has gone before.
Awesome to see another set from you, Altais Altais ! Celica actually has some pretty neat ideas, I must say. I like how the self-damage is limited to a couple of the specials, meaning that it's a choice to use a powerful move at the cost of recoil damage – as opposed to someone like Pichu who's pretty much handicapped no matter what he does. The specials themselves are also used for a degree of bait-and-punish, where Celica forces her foe into a bad spot and capitalizes on it; that's a very good aspect of Smash to keep in mind when writing a set.

Unfortunately, Celica doesn't really take advantage of a lot of this solid foundation. The surface-level part of this is that the baiting aspect of the specials isn't brought up until the very end – it'd probably be better to describe uses for the specials in their own paragraphs, so that the reader has it in mind from the very beginning. The rest of the moves also don't play into this a whole lot; the set lacks a real overarching playstyle. Like, moves like Dash Attack and the insanely powerful Fsmash are solid punish tools off of the specials, but a good amount of moves are basic attacks which aren't elaborated on much at all. The advice I'd give here is to think about how every single move plays into the overall gameplan / playstyle, and then describe that dynamic in the move's writeup.

Aside from that, a couple other things:
- Some details are missing. Stuff like how much Sspec weakens with consecutive use, or how far Uspec can travel when charged and how many arrows it can fire.
- As mentioned above, Fsmash is probably a bit too powerful – at least, for a character with such an ability to force the foe into a bad situation. Combined with Marth-level disjoint, it's kind of ridiculous when you can force a landing with Dspec and punish it with such a devastating Fsmash.
- Fair and Bair being mirrored isn't ideal; it'd be better to have two unique moves here instead.
- Running behind a fireball and grabbing the opponent's shield (as suggested in the playstyle description) doesn't sound very viable, given the speed of the fireball and Celica's dash speed.

I really like the ideas at the core of this set – the main thing now is to improve how they're fleshed out throughout the whole thing.
Cheers for the input.

The surface-level part of this is that the baiting aspect of the specials isn't brought up until the very end – it'd probably be better to describe uses for the specials in their own paragraphs, so that the reader has it in mind from the very beginning.
Excellent point; I'll rectify that posthaste.

a good amount of moves are basic attacks which aren't elaborated on much at all. The advice I'd give here is to think about how every single move plays into the overall gameplan / playstyle, and then describe that dynamic in the move's writeup.
Again, excellent point. Admittedly, some of these moves were rushed, but mine top priority was to get mine ideas down. I'll definitely keep this criticism in mind when revising the moveset.

- Some details are missing. Stuff like how much Sspec weakens with consecutive use, or how far Uspec can travel when charged and how many arrows it can fire.
- As mentioned above, Fsmash is probably a bit too powerful – at least, for a character with such an ability to force the foe into a bad situation. Combined with Marth-level disjoint, it's kind of ridiculous when you can force a landing with Dspec and punish it with such a devastating Fsmash.
- Fair and Bair being mirrored isn't ideal; it'd be better to have two unique moves here instead.
- Running behind a fireball and grabbing the opponent's shield (as suggested in the playstyle description) doesn't sound very viable, given the speed of the fireball and Celica's dash speed.
Yikes, I really should have been more specific with the Up-Special. Also, now that I've rethought it, instead of lowering the damage or recovery of Nosferatu with each consecutive use, I might have the startup time increase instead.

Now that I think about it, F-Smash is a bit overpowered. I'll probably keep the overall speed, but lower the knockback.

I'll definitely be changing back-air. Right now, I'm thinking of a stab behind (similar to Shulk's back-air).

Lastly, grabbing a shield after using Fire is pretty hard to imagine, given Celica's running speed. If she had Fox or Sonic's running speed, then it would make sense. That said, I think I'll do away with that detail altogether.

Again, cheers for the input.
 
Last edited:
Joined
Jan 11, 2010
Messages
1,196
Location
somewhere west of Unova
Lastly, grabbing a shield after using Fire is pretty hard to imagine, given Celica's running speed. If she had Fox or Sonic's running speed, then it would make sense. That said, I think I'll do away with that detail altogether.
An alternative fix would be to make it so Fire has a naturally downward angle when used in the air. With Celica's good air speed and fairly high fall speed, angling an aerial Fire downward at say, a 60° angle would make it potentially practical to then land, dash in, and follow up with a grab. Since Fire can be angled 35° upward or downward normally, if you gave it by default a 25° downward angle if used in the air, that'd accomplish that nicely. It'd also give aerial Fire a really odd angle when you attempt to use it against another airborne foe (a 10° angle upward), but such is life.

And yeah, I think FSmash could stand to have slightly weaker knockback than the original version, but it's actually fairly balanced as-is if I'm reading it right. It has the startup of Meta Knight's forward smash (which is not a fast move to come out, by any means), and the endlag (or "cooldown" as you put it) of Lucina's/Marth's forward smash, right? This means it has overall 1 less frame of total animation time than Cloud's FSmash, and in addition to this it comes out 5 frames later than the aforementioned move and deals slightly less damage than it, too. It makes up for this with great reach and disproportionately powerful knockback, which could perhaps stand to be nerfed a little as you suggested, but overall the move actually isn't all that bad.

Another important point: It's a good idea to refrain from using the word "instant" to refer to a move's startup unless you actually mean that it comes out on frame 1 or frame 2. Likewise, it's generally a good idea to refrain from having moves other than jabs come out on frame 1 or frame 2.
 
Last edited:

Altais

Smash Lord
Joined
Nov 14, 2007
Messages
1,981
Location
Starbase, where no turtle has gone before.
An alternative fix would be to make it so Fire has a naturally downward angle when used in the air. With Celica's good air speed and fairly high fall speed, angling an aerial Fire downward at say, a 60° angle would make it potentially practical to then land, dash in, and follow up with a grab. Since Fire can be angled 35° upward or downward normally, if you gave it by default a 25° downward angle if used in the air, that'd accomplish that nicely. It'd also give aerial Fire a really odd angle when you attempt to use it against another airborne foe (a 10° angle upward), but such is life.

And yeah, I think FSmash could stand to have slightly weaker knockback than the original version, but it's actually fairly balanced as-is if I'm reading it right. It has the startup of Meta Knight's forward smash (which is not a fast move to come out, by any means), and the endlag (or "cooldown" as you put it) of Lucina's/Marth's forward smash, right? This means it has overall 1 less frame of total animation time than Cloud's FSmash, and in addition to this it comes out 5 frames later than the aforementioned move and deals slightly less damage than it, too. It makes up for this with great reach and disproportionately powerful knockback, which could perhaps stand to be nerfed a little as you suggested, but overall the move actually isn't all that bad.

Another important point: It's a good idea to refrain from using the word "instant" to refer to a move's startup unless you actually mean that it comes out on frame 1 or frame 2. Likewise, it's generally a good idea to refrain from having moves other than jabs come out on frame 1 or frame 2.
Excellent feedback; I can't believe I hadn't thought of that. Changing Fire's angle in the air would certainly add many possibilities. If I recall, Ness's PK Fire works differently in the air, and as a result has its pros and cons. That said, I wouldn't mind doing something similar for Celica.

Also, excellent point on the "instant" comment. From now on, I think I'll save that word mainly for jabs and weak attacks.

Cheers for the input; this should definitely help in mine revision.
 
Joined
Nov 24, 2008
Messages
965
Location
The Make Your Move Rooligan Society


Unemployed Ninja
OR
Devil-conquering Soul Talisman Legend Izuna if you're being polite

I'm Izuna, your run-of-the-mill kunoichi. I was hanging out with Shino-sis when I suddenly found myself in this weird place. Huh? What kind of place, you ask? Hear me out, man! The entire world has gone whack! There's this giant flaming cat prancing around, creepy monster scientists who put Jason to shame and a bunch of aliens with the same name! Those guys must not be very imaginative with their naming conventions, huh?

Anyways, this is too weird. Who the heck is the idiot who sent me here!? Thanks to him (c'mon, it's gotta be a guy!), I'm stuck having to fight all these people in random places like wrestling rings, jungles and dining halls! But I guess I can't blame em' for wanting me in this fight. People say I'm selfish, stubborn, lazy and greedy, but I think I'm just very cute and sexy. Who could possibly resist? I have swords, bracers, claws, pills, kunai, caltrops, shuriken, smoke bombs, a pistol and even talismans for awesome ninja magic! I've bested gods before (true story; go play Izuna: Legend of the Unemployed Ninja), so there's no way I'll lose to these blockheads!


<Stats>

Height: 158cm
Weight: 2.5
Ground Speed: 8
Jump: 10
Air Speed: 8
Fall Speed: 8
Traction: 6
Wall Cling: 7
Wall Jump: 9

Were you honestly expecting anything else from a ninja? I'm fast, fabulous and all around have amazing mobility! Unfortunately, those dumb designers had to make me a lightweight for "balance's sake" (or maybe it's because my games are so darn hard), but that just means I have to not get hit by the enemy. Should be easy enough, no? Unless they're actually competent, in which case I'll have to put some effort into this "Smash" thing.



<Specials>

Neutral Special ~ Talismans ~~
Talismans are my fave! They’re my signature weapons that make like easier for me, with all sorts of cool effects to help my stand out from the crowd. Here, I'll reach for the talismans by my side and cycle through them like the pizza guy's Bonus Fruits, their colored aura a visual indicator to you lovely players. I can then hold B to hold out my chosen talisman and cast its spell, or press B to resume charging (even from a full charge!), but if I pressed A or Z instead I'll do something else with it. Unlike those other dumb fighters, I'm actually smart enough to make use of those unused inputs!

By pressing A while charging, I'll stick my chosen talisman to my trusty sword to power it up. This is something I actually did in my own game! I can stick up to 6 of any talismans onto my sword to make the ultimate weapon, but it's not without a catch: the magic of the talismans puts stress on my sword and causes it to break after 6 uses minus 1 for each extra talisman I had slapped on, even if none of the hits connected! Losing my sword doesn't bother me as I'll just pull out another one I got from my dungeon outings, but the extra end lag from the breakage does: that's 0.17 seconds per talisman, so I'd better make sure I land that attack! Good thing I got a few non-sword attacks to help me land a big one.

By pressing Z, I'll instead hold the talisman as an item between the fingers on my free hand, and can hold and have out up to 4 talismans this way. If I was already holding an item at the time, I'll stick the talisman to it instead. Talismans act as short-ranged throwing items that descend like stickers once they lose all momentum, but don't inhibit me from using standards or grabbing - I'm a smart gal, I toss them with Z + directional input! These talismans serve a few different purposes:
  • By double-tapping B, I'll straight-up use the most recent talisman I was holding. This can save me from having to cycle to it.
  • By holding B when using a talisman, I'll use the talismans I was holding as well to enhance its effects, using 1 extra talisman per 0.1 seconds B was held down for. This comes at no extra cost other than a slight delay and having to use up those extra talismans. I can use up to 5 talisman for 1 attack.
  • Destroy a stray talisman to release its magic with 0.7x its usual potency for the attacker - including opponents! If 2 or more talisman were overlapping with each other when destroyed, they'll produce a stronger attack not unlike combining talisman as stated above.
  • Hold Z when throwing a talisman to make me do a hand sign and detonate the talisman manually after about one second, sticking to any opponent it touches beforehand. This is a bit slower and more telegraphed than a regular throw, my hand glows in the same color as the talisman, but it's a nice surprise attack and can be put to good use in the air where I can use the high fall speed to escape afterwards.
Whoa, that third one I gotta be careful of! Just don't throw talismans when near opponents, because they don't produce a hitbox when thrown. Worse yet, I drop my talismans pretty easily when struck, so just having them on me is risky and gives my opponents fodder to use against me. Talismans don't take damage from projectiles dealing 5% or less, but anything dealing more than 10% will plough right through them to potentially hit me, potentially being buffed by the talisman itself! Darn projectile spammers. Stray talisman stay around for 5 seconds before disappearing if not used, making them difficult for opponents to exploit if they had to launch me far to make me drop them.

When sticking or equipping a talisman, I'll keep on charging but my charge is immediately reset. I can brandish several copies of the default talisman easily enough, but no such luck with the other talismans. If I held A or Z however, I can stick/equip multiple copies of that talisman at half the rate it would take me to reach the level of charge required for it. This keeps me open more compared just charging normally, but man is it quicker!

...am I missing anything? Oh, that's right, I haven't told you what each of the talismans do yet! This move is already so long I thought you'd have skimmed it by now and assumed it did something cool.

0-10 frames: Rekka
A medium-sized flame burns enemies in front of me for 3%, disappearing almost straight away. It's boring stuff, but good for throwing out on a whim and interrupting opponents. If I threw in more Rekka, the flame's duration is extended and it'll trap enemies for longer and more damage, keeping them trapped in midair as I fall to the ground - not bad for something I can whip up in a mere moment. If Rekka is combined with another talisman or was destroyed by an attack, that hitbox will be set on fire and not only deal an additional 3% per Rekka, but also have its knockback increased appropriately by half the amount of damage added on ( for instance: 10% + 3% = 13% = 1.15x more knockback).

STICK EFFECT
This increases the power of my sword attacks by 1.15x per talisman, almost doubling my power at max! Could any other stick effect possibly top something so convenient? GG if I land that big blow.

11-20 frames: Jinrai
Slamming this talisman into the ground, a bolt of lightning is summoned to shoot up to half the height of that yellow mouse's thunder. This deals 6% and spiking knockback, but there's an explosive sweetspot at the start that hits grounded opponents for 9% and strong base upwards knockback. The more Jinrai, the stronger the sweetspot and the bigger its range, capping out at 1.3x and the whole hitbox being a sweetspot.

Holding B when setting this talisman will make my lay it down as a trap. Any Should a ground opponent come within 0.75 platforms of this talisman, it'll blink before electrifying them for 1% per Jinrai talisman thrown in, and continue damaging them at that rate per second they remain exposed to the electrified floor. The talisman can be destroyed by any attack, but it has another hidden effect: while it's not shocking opponents, the Jinrai talisman will build up power at half the rate it would damage, then unleash it all at once. This can amount to massive damage if it's left alone for a long time, but talisman only has the capacity to store 10% worth of electricity per Jinrai thrown in and even then that takes 20 seconds to fully build up. It also takes a bit longer for the talisman to unleash its shock when doing more damage, but it's capable of damaging and stunning shields. I can only have 2 Jinrai talisman on the stage at any given time.

Using this attack in midair will send the lightning bolt downwards instead of upwards, and reverses all instances of knockback - I now have an explosive sweetspot in front of me that can spike opponents, and can use the falling lightning to pull enemies below me off the ground! I can still set the talisman as a trap despite being airborne, only it is now levitating and constantly generates a Bowser-sized field of electricity that damages victims who pass through it. That might not seem like much, and I doubt most opponents would stay airborne for that long, but it can add up if I knock them up into it and they fall through afterwards. The airborne talisman can be used to bait aerial attacks, though I'd better be quick on exploiting this because it will disappear on its own after 7-12 seconds.

If I attempted to lay the Jinrai talisman as a trap and connected with its sweetspot, I'll stick it onto the poor smuck who got hit! They'll get shocked silly no matter what, and stick to them forever until they destroy it with a melee hitbox or by shaking it off...in which case it'll just fall off and continue to act as a trap where it was shaken off. Destroying the talisman is obviously the best solution, but if done too hastily I might be able to exploit my victim's opening!

A stray Jinrai talisman being destroyed will turn it into an electric trap that functions like the ones I mentioned above, except: it deals hitstun the instant it is activated, triple its usual damage within the first second and then double for the second second before dealing its regular damage. This is one of the better talisman to activate when distant to the opponent, because it will build up electricity over time to shock them with when they get close.

STICK EFFECT
Each Jinrai adds 1% and 1-2 frames of extra hitstun onto my attacks before the knockback is taken into account, through the added hitlag of electric attacks. With 6 Jinrai, the victim receives an additional 10% and is stunned heavily before being launched, but that doesn't matter because I'll be going through massive end lag at the same time - in other words, this essentially puts them on the same level as me. Honestly though, why would I waste time on something like stun when I could just go for a Rekka?

21-25 frames: Ten'i
This talisman teleports me a short distance across the stage - a platform length to be specific. This teleports me forwards on the ground or downwards if I was airborne. There's a hint of lag that comes from the casting, but otherwise I can move instantly after re-appearing...and potentially -ninja- someone! Heh. The more Ten'i, the further I'll teleport, and if combined with another talisman its hitbox will appear where I would have been teleported to. Ten'i detonate within about 0.25 seconds if I chose to do so after throwing one, and when that happens I'll be teleported to its location - potentially as an alternate recovery, if I was high enough to afford the time to reach the charge for it.

Fighters or hitboxes who destroy the Ten'i talisman are teleported in reverse to me, going backwards or upwards in midair. This can lead to interesting set-ups in the right situation, and even hinder opponents. Best of all, projectiles teleported this way become hostile to their owners and can hit them from behind if they were close enough! That'll teach them to use powerful projectiles to wipe out all my talismans at once.

STICK EFFECT
This makes me swap places with a victim I strike just before they're launched. It might not seem very useful, but my sword is actually pretty long: it can be used to create unique combos among other things in the right situation! Unfortunately, shielding opponents won't be teleported, but I'll still be teleported anyway and left close to them for a counterattack. Ten'i will still occur even on projectiles from firearms, but throwing items will return straight to their owners if they hit something. Nifty!

There's no benefit to sticking multiple Ten'i on a single weapon, so don't even bother unless you're an idiot.

Fun fact: Ten'i serves as a good mix-up to the previous spell Jinrai. Both spells are useful against grounded opponents in front of of the space below me (falling lightning, teleports downwards). With good timing, I could start up Jinrai, but delay it for long enough to shift to Ten'i; if opponents put up their shield expecting lightning to fall on them, I can just appear beside them instead and grab them!

26-32 frames: Ashikaze
This talisman makes thin vines crawl out from the ground as I point it downwards, covering a 0.6 platform area ahead of me to act as a breakable trap. If an opponent steps over the vines, one of them will wrap itself their leg as a tether, surprisingly hard to notice because it has no hitbox. By holding B when using the talisman, it'll become an actual attack as I make a single vine whip along the ground to reach 1.3 platforms ahead of me. This deals 10% up-close, 7% at mid-range or 3% from afar, tethering itself to the victim's leg regardless and doing so even if they were just out of range. If the vine didn't get anyone or was power-shielded against, it will pause for a bit and then whip up in a 45 degree area, dealing radial knockback to the first opponent it hits while tethering them. This comes out pretty fast, but the lag I suffer afterwards is quite...bad. Its range is good enough for me to mix up with a Ten'i talisman - a good counter against an opponent in my blind spot!

The vine tether extends infinitely and constantly remains taut. It doesn't restrict a foe's movement like you'd expect, but instead functions as a platform others can stand on! Assuming the vine wasn't upright, that is, or else it'll act as a makeshift semi-solid wall I can use to perform my wall-cling or wall-jump. The higher up the victim, the more vine I'll have to work with and can just run along it to hit them with my ground attacks...but it has no effect if the victim was grounded, thus I'll want to knock them up into the air. The vine has 46HP (or around double that amount with max talisman use) and takes twice double damage around the tip, effectively needing to take 23% from an opponent to break, and my attacks are capable of damaging the vine too. If the vine was broken by an enemy attack, I'll be sent tumbling off and left open to attack! I may be a ninja, but even I can't deal with something so sudden! The vine is instantly destroyed if its roots are struck, so I might want to keep opponents away from those.

If I used this move in midair, I'll have a vine lash out directly from the talisman on a mostly-downward angle. This goes a similar distance and speed to your typical stall-then-fall divekick, seemingly infinite but not quite. If the vine hits a target, it'll impale/constrict them for 4% and impact stall that allows me time to perform a follow-up. Pressing B lets me follow with a divekick dealing 4-12% based on the distance I dove, with knockback that more or less launches the victim up to where I started the kick. If I held B, I can kick off the opponent and leap to ascend 1.3x higher than where I was before, or just fall through them...and suffer bad landing lag. I can also press A to pull victims in towards me for 5% and knockback that automatically positions them above where I used the move as I begin to fall, good for starting an air combo. Any grounded opponent struck by the descending in any way will be tethered as it plants itself and gets stuck on their leg.

Destroying stray Ashikaze talisman will cause a very thin vine to shoot out a platform length from it, diagonally downwards if the talisman was airborne or diagonally upwards if it was grounded. The vine deals 10% that KOs at 200% on contact, but if you're hit by the tip you'll instead be pulled in for 5% and positioned where the talisman was, with almost no hitstun. Also, if the talisman was grounded you get tethered no matter what - even I can get tethered with one of my vines if I'm not careful!

Jinrai causes the vine to deal electric damage to the victim over time, and Ten'i artificially enhances the knockback they take. Oh yeah, if a Jinrai talisman comes in contact with a a tether vine, the tethered victim will be shocked no matter what as the electricity flows through the vine. Also, in regards to Ten'i talisman, if the tethered victim is ever teleported, anything standing on or clinging to the vine will be teleported along with them. Hmmm.

STICK EFFECT
Ashikaze makes my attacks deal 1.12x more vertical and diagonal knockback to victims if I launched them from the ground, and places a tether on them with half the HP my attack dealt. Hitting an airborne foe will heal the tether for the same amount, but no higher than its usual 46HP. Extra talisman stack HP onto the created tether, potentially making it stronger than normal, and heal it for on hit. Hitting with 6 Ashikaze is a special case in that it'll add massive upwards knockback onto even my weakest attacks, and will automatically create a tether with 100HP! Now that's worth it!

33-40 frames: Reppu
The last of my talismans summons a tornado that blows enemies sky-high for 13% and high base knockback that KOs at 160% - increased to a deadly 25% that KOs at 92% if I throw in 4. This baby has everything: it's fast, has a long duration, a suction effect up-close and even the ability to reflect projectiles! All of these get stronger on an enhanced tornado, by up to 1.5x their usual capacities. It would be the ultimate melee hitbox, except for one small issue: it's weak against shields. The tornado deals low shield damage and only hits once, leaving the victim free to act afterwards. This means that the tornado's suction and long duration can backfire on me if I whiff this move, leaving me massively open to punishment!

If I struck something with a grounded tornado, it'll stay around afterwards for 4 seconds (12 seconds if enhanced). It's calmed down enough that's no longer harmful, but it still has enough strength to influence its surroundings as follows:
  • Weakly pushes grounded enemies next to the tornado away from it. But...
  • Attacking inside the tornado will pull enemies towards you, very weakly or strongly depending on the move's power. This is good for me since I prefer close-combat!
  • Projectiles are slowed or sped up while they overlap or are within 0.3 platforms of the side of the tornado, depending on whether they were entering or exiting it. Furthermore, any projectile dealing 8% or less will be reflected without changing owners.
  • Being launched vertically from inside the tornado will boost the base knockback by 1.3x. Perhaps I could use this to boost Ashikaze on an opponent?
  • Exiting the tornado via dashing, jumping or a movement-based Special will be imbued with a huge burst of speed and 10% heavy armor for an instant! On the latter 2 options, this boosts the distance I cover with them by 1.65x.
The above effects are twice as potent on a fully enhanced tornado. Long story short, you want to be inside the calmed tornado to benefit from it...for the most part. It's a rad little trinket that further rewards me for landing the hitbox, making it easier to follow-up via a jump boost, but at the same time it makes whiffs all the more punishable as my opponent can use the tornado as well!

HOLD B:

By holding B when casting Reppu, I'll use it for an entirely different purpose as I create a harmless trail of spiralling wind wherever I go. If I was grounded while doing this, I'll automatically perform my first jump, so I'll always be in midair when doing this. I can move and jump while creating the trail, but not attack or dodge. Once I land or let go of B, I'll raise the talisman to detonate the wind trail, creating a blast that greatly varies in size and power. A trail of similar length to a tornado will deal similar damage to one, but any longer and it'll get weaker, its power cut down by 0.15x for every tornado height long the trail was with a cap of 1/3rd of its regular power. A blast portion next to be will never get weaker however, and in fact gets stronger by 1.07x at the same rate with a cap of 1.3x a tornado's usual damage. Victims of the blast are launched in the opposite direction I was moving when generating that specific part of the trail (being spiked if I was moving upwards at the time, for example), but given I'll generally be falling constantly when making the trail, a portion of the knockback will generally be upwards.

Much like the tornado, a wind trail will stay around afterwards if any part of it was touching the ground, or else this variant wouldn't be worth using! This trail stays around for 10 seconds, and does these things to anyone occupying it:
  • Airborne characters get pushed through the trail very slightly, providing they don't DI or fast-fall or do anything to fight against it. If the trail was going upwards, it will simply cut their falling speed.
  • Performing your first jump from a trail touching the ground will cause you to be carried through the trail, if you didn't fight against it via DI. If the trail was completely vertical, you'll instead jump 1.4x farther and this can stack with the boost from a tornado.
  • If a victim was launched off the ground while overlapping with one end of the trail, they'll follow the trail instead of being launched in the usual direction. This can be used for all sorts of kewl combos if I'm clever, or to knock the victim into the ground if both ends of the trail connected to solid ground. Like, knock them into a trap or something.
  • Items smash-thrown in the direction the trail was moving towards or away from will be carried along, similar to the above situations. If the item was going with the flow, it'll travel 1.3x quicker and deal 1.15x more damage, but if it went against the flow it'll instead be slower and weaker. This can affect my talismans.
Detonating a grounded Reppu talisman will create a tornado that acts as a hitbox for an instant before calming down for use, existing for 0.5-2 seconds based on the power of the attack that destroyed the talisman. A midair talisman will generate a wind blast that deals diagonal knockback, and ranges between Kirby-Bowser's size depending on the strength of the attack that destroyed it. The shape of the wind blast is somewhat influenced by the knockback trajectory of the triggering attack, in that an attack dealing vertical knockback will give it a vertical shape and so on.

STICK EFFECT
The Reppu sword will draw in nearby enemies during the starting lag and active frames of my attack. The suction extends to double the area my attack would cover, or 1.15x as far and to a greater extent with more Reppu stuck. With 6 Reppu talisman, I'll draw enemies in over thrice the radius with an extremely powerful pull, and push them away if they were still within range of my attack as soon as its active frames end - no punishment for me! If I threw the weapon, it will pull enemies in towards it, useful if I threw it over their heads or something, but the suction is generally weaker than the rate at which the weapon would travel so it's not all that effective. That being said, the flying weapon also creates a wind trail that very, very slightly enhances the speed of those who go with the flow and vice-versa. With 6 Reppu talisman, the wind trail will actually push and increase/decrease the speed of those inside by 1.3x, and can more strongly pull victims along as it moves past them. I don't have to worry about the huge end lag of the weapon breaking afterwards, either!

Let's see, what the other talisman do when thrown in with Reppu...

REKKA: The tornado/wind trail is set on fire, enhancing its damage output and dealing 2% to opponents who enter it. If my sword, items or any projectiles touch the tornado, they'll be set ablaze for a Rekka power boost that's half as effective as what you'd usually get with the number of talisman thrown in. In other words, generally a very minor buff.

JINRAI: Electrocute the tornado, turning it into a damaging hitbox against opponents who touch it! Like Rekka, it only deals half the usual damage though, and used on a longer wind trail damage will be dealt less frequently.

TEN'I: This causes a grounded tornado to travel 0.33 platforms forward per Ten'i, then move back towards me during its lifetime. Anyone who exits this tornado/wind trail via jumping, dashing or being launched is teleported half the usual length of the combined Ten'i talisman thrown in, as well as teleporting items thrown out of the tornado. The teleport is also applied when I create a wind trail by jumping off the ground, the trail covering the area I teleported, but if I didn't use the teleport for that I can teleport downwards once through a fastfall while creating the wind trail - potentially surprising enemies as I land quicker than they expected for that detonation. You'll cover more area with the added teleport, but used incorrectly opponents could exploit your blind spot!

ASHIKAZE: Ho boy. If I create a tornado while standing on a vine tether, the vine portion on the victim's end will get wrapped around the tornado and they'll be pulled in towards it, at Ganon's run-Ike's dashing speed depending on the strength of the tornado. Opponents will have a harder time dealing with the tornado as they can't shield, but can still move against the push or just destroy the vine, made easier by the fact that the tornado damages the vine. The tornado won't stay around afterwards given it was essentially made in midair, but I suppose that's a fair trade-off for being easier to hit with.

By making a downwards input in the above situation, I'll place the Reppu talisman on the vine to make all the wind sink into the vine towards the victim's end. This deals non-flinching hits equal to the half the damage the tornado would have normally dealt, and keeps the wind around the vine for the usual 4-12 seconds. This wind slowly moves small objects towards the tethered victim, and boosts my dash and first jump slightly when using them on the vine.

If I used a tornado on a trap vine that's not yet tethered to an opponent, the force of the wind will cause it to shoot up to 1.4x the tornado's height and flail back and forth slightly. This essentially gives it more area to cover, and the vine will automatically attach itself to a victim struck by the tornado. The vine will continue to flail until the tornado outright disappears, and retains its full HP while raised but can still be destroyed instantly from the root.

If I leaped off a vine to generate a wind trail, that area of vine will be carried up and follow me where I go until I detonate/stop generating the wind trail, excess vine growing from the ground if need-by. This has no real effect on the tethered victim, but objects on the vine can be influenced by its change in angle and can fall off to damage them.

Side Special ~ Leap Like A Ninja! ~~
This baby has me leap forward as I scatter leaves a make a whoosh sound, all for the sake of making this seemingly-ordinary move special. I can leap forward to go 1.5 platforms or backwards to go 2 platforms with a smash input - both usable once-per air trip, and I can attack with my aerials while doing so. I'm a ninja, so it's only natural that I'd have good air prowess! That, or I could leap along the ground for great mobility and access to my aerials, but if I land in the middle of this I'll suffer more landing lag than usual. Might wanna try this near the ledge, where I'll just go offstage and can recovery with my second jump/backflip/USpec.

While leaping, my Specials are replaced with a different attack I can use if I hadn't already attacked. If I was leaping forwards, I'll take out a pair of ninja claws and swipe with em'! These are faster than my sword-based attacks, but have less range. With these, I can perform one of a few attacks like one would when performing a Special. I can hold B when performing any of these to magically kill my momentum, otherwise the mobility from my leap is factored in when using them. Killing my momentum cancels the rest of the leap and lets me act out of the attack.
  • B: A delayed cross-slash that deals 12% that KOs at 160%. Momentum-killing can make this a decent surprise if enemies run into me, given the delay.
  • Side B: A simple downward swipe in front of me that deals 5%, and minor knockback that's great for comboing at lower percentages. A backwards input has me swipe behind me, and can be used to catch an opponent I passed while leaping.
  • Up B: You guessed it: an uppercut slash! Very basic stuff that deals 6% and upwards knockback that KOs at 200% for when I need it.
  • Down B: I'll stab my claws downwards to jab opponents for 9% and a spike that KOs at 170%. It's actually pretty fast for a spike, but the range is bad enough that I have to be up-close to land it.
I can keep attacking with my claws so long as I'm in the middle of the leap, but I'll generally only get time to perform around 2-3 slashes so it's kind of a one-off thing. They're gonna win the attack-of-the-year-award (unlike my amazing Neutral Special, heh), mostly being weak set-up moves, but when you consider that talisman sword attacks need to be timed right they're really hand to have around!

By pressing B during a back-flip, I'll instead toss a shuriken and can throw out up to 3 for the duration of the flip. If you're wondering why I don't just toss the shuriken more liberally, like say have them as my Side Special, it's because that would be generic and throwing them this way looks way more cool. With Neutral B, I'll toss the shuriken towards the space I was previously occupying before leaping, Side B tosses diagonally downwards, Down B tosses down on a steep angle and Up B does...nothing. Shuriken deal 3% on contact, and stick to any surface they hit as traps that last for 3 seconds and deal 1% on contact - or 2% when dashing over or landing on. Shuriken can slide off surfaces that become overly-steep, like my tether vines. Shuriken don't normally flinch when stepped on, but a cluster of 2 will cause minimal flinching or slightly better than that with 3. Shuriken can be picked up and thrown as items that I can stick my talismans to, if I can be bothered to go back and pick them up. Hey, when a ninja brandishes a shuriken, she gets a sudden urge to throw it!

By the way, the back-flip actually has a hitbox right in front of me as I kick the victim up into the air for 6% that KOs at 250%, coming with freezes frames because of what I'm about to say next. A backflip from this will take me 1.3 platforms instead of the usual 2, but you can play with the control stick to have me flip up to 1 platform further/or less so in the chosen direction. The freeze-frames give you time to input the direction! Landing this hitbox successfully will refresh my second jump and flips if I had used them, but only once per midair trip given I can just do this to a tethered vine...while damaging it in the process. Any shuriken I toss with an Up B input I'll automatically toss towards the target I kicked off, but in the case of opponents they'll almost certainly miss them given they'll be flying at the time.

By holding B when performing a leap AND while I'm holding talisman, I'll hold them out behind me visibly and apply them for my "Special" should I go to use it. I'll utilize 1 talisman per 0.1 seconds B was held down for, starting with the most recently equipped, letting me get choicey with this though it does add a bit of a delay. This works like you'd expect it to with the claws as they get powered up, only I don't have to worry about them every breaking or suffer any kind of lag associated with such. That being said, the talismans are used up should I so much as perform one slash. With shuriken, the talisman are all applied to the first one I throw out and power it up, but if the shuriken hit a surface or travelled 1 platform before hitting something, all the talisman will fall off and can be detonated per usual and what not. This can actually be a good set-up for placing the talisman specifically, where they can then be detonated immediately through through a follow-up shuriken toss at the same area with Neutral B.

There is one more action I can perform using held talismans during my leap, with or without the "pre-application" delay. By pressing Z, I'll perform a short-ranged hand swipe in front of me that deals 1% and minimal flinching as I stick my most recent talisman onto the victim (or construct) before passing through them to continue with the rest of the leap. I can do this once, or for however many talisman I was holding. Talisman stuck this way can't be attacked by the victim to detonate them, as I skillfully place them on blind spots of their body, but they will fall off after a few seconds or can be shaken off, after which they -can- attack them. In the meantime, I'll wanna land an attack so I can detonate those talismans myself for bonus damage! The victim may want to shake off the talismans while grounded, as airborne I still have a chance of detonating them myself from below, so it's a good thing I can use this move in midair! Also, I can use this move to place my talismans on a vine tether, or even items not hostile to me - airborne items being suspended with me during the moment in which I apply the talisman.

Up Special ~ Izuna Drop~~
BAM! Smoke bomb! This bad boy comes out in a flash, and hits up-close for 6% (with radial knockback!) as I magically vanish for up to one second. How did I even do that? Afterwards, I re-appear 3 Ganons above where I was with some DI allowed, with one of 2 options: either enter helpless like a boring person, which I can do early with a shield input, or press B to perform a cool attack! I'll plummet straight down with my sword and stab through airborne opponents for 11-16% and big skywards knockback, or deal 14-20% if they were grounded - the higher up I hit from, the more damage I'll deal. This comes out real fast, enough to be viable surprise attack or pseudo stall-then-fall, but it's real pain for me to pull my sword out of the ground afterwards...especially if it would break from talisman stress afterwards (bleh!). Still, I guess it's better than plummeting to my death offstage.

Having a Ten'i talisman stuck to my sword teleports me higher into the air, while Reppu causes me to leave a wind trail as I plummet which lasts for 5 seconds and treats anyone inside it as though they were in a low-gravity setting. If I plummet through a wind trail, I'll be guided along its path until you press down to have me resist, and will simply fall more slowly if the current was going upwards.

Oh yeah...if I struck an opponent with the smoke bomb blast and didn't hold up on the control stick, I'll position myself to appear high above them! It's a killer finisher if I say so myself, but I'll need to get up close and personal to hit with the bomb blast, though I'm perfectly capable of that. Better yet, I can just bomb a victim's vine tether to automatically appear above them, without even needing to hit them! (though the vine still takes damage) I just gotta be careful that they don't dodge and move away from me as I fall, or else I'll end up landing right next to them as I try to pull my sword out of the vine...leaving myself completely open to attack. *shudders*

Down Special ~ Fuuma ~~
For this move, I'll take up a defensive stance and hold out a lowing gold talisman confidently. Anyone dumb enough to hit me out of this stance will be sorry, as I block their move with my sword and seal them inside the talisman! Or not...the stupid talisman doesn't have any effect on bosses! This pisses me off so much that I'll kick my attacker in the crotch for 10% that KOs at 170%, and rush up to 1 platform towards them if they were too far away - that's how annoyed I am!

That was weak for a counter, you say? Well, I -was- just using my foot, but what if I used a I had talisman on-hand? I can do this by pressing B when I block an attack, to land its magic on my attacker without fail. If I didn't have any talismans on me, I can use some that are close to me instead, and may choose to do this voluntarily by tapping the control stick towards them. If the talisman wouldn't deal knockback, I'll kick the victim anyway and they'll take additional damage (Rekka) or be teleported to artificially enhance the knockback (Ten'i). I can invest all my talismans if I like and make my counter super-powerful, only fair given it's risky for me to hold so many talismans in the first place. Given how frequently I engage in melee, having a counter is a godsend for me and I have plenty of ways to bait foes into attacking me...stray talismans, vine tether, talismans on-hand, you name it!

If I countered a construct, my Fuuma talisman will actually work as intended as I seal it up! I then carry the talisman with me, discarding the oldest one if I already had 4 on me, and can release its contents like with a stray talisman - it even has the same 4-item limitation. I can use an opponent's construct against them, but they only 0.7x their usual damage/knockback against them, and if they get their hands on the talisman and exploit it I'll be in big trouble. Oh, and I can still be harmed by enemy constructs or minions even if I released them, contrary to the official website which LIES about them not harming me! Annnnnd if that wasn't sucky enough, I'll be forced to drop the talisman if I was struck or grabbed while sealing the target (butterfingers? Me?), leaving my opponent with more fodder to use against me. The laggier/more difficult it was for the foe to create the construct, the more lag I'll suffer when trying to seal it away. On the plus side, me sealing away the construct still counts as it being out, so if my opponent wants it back they'll have to come get it from me!

And yes, I can seal my own constructs and even talismans inside a Fuuma, by holding B and going through the whole counter animation uninterrupted. I can seal any number of talismans inside a single Fuuma talisman, though I obviously can't seal other Fuumas, and NSpec talisman still count as being onstage while sealed - I can produce more in their place, but they will disappear if those new talisman were still around when they were released.

Sealing a tornado, vine or Jinrai talisman acting as a trap will spawn their respective hitbox when released, and this can be used through the NSpec by holding B when holding that Fuuma talisman, indicate by it giving off a slight colored aura of the talisman effect it's sealing. It's even possible to seal multiple talisman hitboxes at the same time, to stack their damage and reap all their benefits upon landing them, but the stating lag from using this particular talisman is worse than usual. In any case, this lets me preserve a specific set-up to prevent it from disappearing over time or being destroyed, especially the vine as any traps stuck on it will re-appear when it latches onto a victim again. I can use this kind of Fuuma talisman as many times as I like until it hits, or at least until it gets knocked out of my hands.


<Standards>

Jab ~ Beat 'em Up! ~~
Finally, a breath of fresh air from the complex stuff! To celebrate this, I beat the crap out of the foe with a straight jab that deals 2%, followed by stepping forward for a gut punch dealing 3% and very, very minor knockback. Finally, I'll step forward again to perform a diagonal-downward slash with my freaking long ninja sword that deals 5% that KOs at 200%, the stun and auto-cancelling of the gut punch allowing this relatively slow slash to hit. With a sword like that, no wonder my punches hit hard. Ever since I was little, I've always thought: the bigger, the better!

This 3-hit combo is "pretty generic stuff" as some might say, but you've gotta appreciate the speed and pressure granted by my steps forward in comparison to my slower sword attacks. Yes, it's worth noting that my sword is really long if you bothered to click on that link, and grants me a bit of reach than most sword-based fighters...at the cost of being slower and generally weaker than them. This is where the punching portion of the Jab comes in to provide me with some much-needed attacking speed, and to set-up for a sword attack imbued with talismans without fear of whiffing. It's also worth noting that just the punches alone are useful as a set-up: the gut punch blows enemies back a bit farther than most "second hits", as the length of my sword and me stepping forward lets me close the gap easily enough, and as such it'll keep enemies close enough to me that I can follow into other melee attacks like my NSpec, SSpec, DSpec or more!

MY SWORD
What's this, another "Special" mechanic? Yeah, I didn't have any room on my Specials for this one, and though maybe it would liven up my "generic" attacks to give my set more appeal. By holding A during or after I've performed one of my Standards or Aerials and wasn't holding anything (other than a talisman), I can equip my sword as a throwing item! Talk about being resourceful. My sword is thrown in a straight line like a spear instead of spinning through the air, for "balance's sake", and cuts through opponents on contact, dealing 10% up-close, 6% at mid-range or 4% with flinching near the end of its flight - possibly coming back down to hit an opponent again if thrown up at them when dealing the weakest damage. My sword travels decently far with like any other battering item, but it's slow to both equip (taking 12 frames) and throw, making it unreliable as a projectile. That, and opponents can kind of use my swords against me if they catch or pick them up, but otherwise they'll disappear on their own after 3 seconds if not interacted with. I can only have 1 sword out at a time, unless it's being held by someone.

While slow to throw, I can drop my swords just fine like with any other item, and this can even lead into a set-up or combo if done in midair with an opponent beneath me. Also, when my sword hits the ground, a part of it will get embedded and leave a portion roughly my height sticking out, which I can then use as a makeshift platform! Because I'm a ninja, I get to have all these cool liberties. This gives me a rad vantage point, even though it doesn't really flow into my gameplan all that well, and I can equip the sword by crouching and pressing Z at the same time - or swap it with one I was holding as an item. By crouching for a bit, the sword will tilt back and can be positioned on a shallow angle within a second, though I obviously can't stand on the blade itself.

The embedded blade can be knocked around by attacks like dead stamina character to launch it as a projectile. This'll hurt me if I was standing on the hilt, though I can just use my counter to seal the blade and take no damage...providing I wasn't attacked while doing so. Most of my attacks will miss the blade while I'm standing on it, but my Up Special is an exception. Better yet, I can use the sword as a target to appear directly over, and double-tap B to use it for the plummeting attack or just keep it out as a token hitbox. If the sword got dropped onto a vine tether or similar thin platform, the blade portion will deal 6% against characters knocked into it (not interrupting their knockback) or if the construct is moved forcibly.

Sword-throwing isn't my most practical means of attacking, because I'm not really known for throwing swords around, but it does serve one important purpose: it lets me preserve a sword with talismans stuck onto it. This is especially useful on a sword with a full house of talismans where whiffing becomes super-risky, and can even be used to surprise or form unique attack combinations! If I used a sword-based attack and an item sword was close enough, I'll tech that sword and use it for the attack, which is especially useful if I threw the sword and had it come back down to me.

Dash Attack ~ Ninja Golf ~~
I lower my sword to the ground and swing it up as hard as I can! What's a reckless gal to do? Nailing an enemy head-on rewards me with a hit dealing 12% and powerful upwards knockback that KOs at 140%, but even hitting with the tip of my sword yields a decent 8% that KOs at 175%. Sadly, this deals little shield damage and missing with this leaves me open to some heavy punishment if I get predictable with it, which is bad because I like using it. Nothing beats running up to the enemy and hitting them as hard as you can, after all.

By holding A when using this move, I'll keep on dashing after I lower my sword to the ground and instantly swing it up once you let go of the button or I reach a ledge. It might seem pretty dumb for me to telegraph my attack like this, but it can be pretty tricky up-close, especially when I can quickly close the gap with my high dashing speed, and the lowering of my sword beforehand constitutes all the starting lag I suffer. What's more, by tilting the control stick downwards while dashing, I'll lower my sword further to the ground, which now functions as a hitbox that deals 1% (no flinching) for every 0.1 platforms it covers but this only really affects the floor like vine tethers. I can also raise my sword horizontally behind me if you tilted the control stick upwards. Lowering and raising my sword lets me drag small grounded or airborne items respectively, which I can of course do with my talismans for convenient positioning. If I was still dragging talisman behind me when starting the slash, they'll temporarily stick to the sword to empower it (potentially more than usual!) before being blown off and up 1.3 Ganons above me from the force of the swing. This makes whiffing the slash riskier than usual, but hey, hopefully those talisman will distract the victim after they're done messing around with me.

If I had a Ten'i talisman stuck upon connecting, I'll be teleported back to where I started the attack once I finish it. This makes the attack safe on shields if I ran a decent distance before performing the slash, but at the same time I probably won't land it because of such, because you know telegraph. That being said, I can just use this on a vine tether to trigger the teleport if I had one out.

F-tilt - Slicer ~~
Holding out my sword next to me, I'll perform a simple horizontal slash that - like most of those other Forward Tilts - can be angled. This has some noticeable starting lag given how long my sword is, and deals 11% at the base or 4% at the tip. The tip deals diagonal knockback by default, but spikes weakly if angled upwards or vice-versa if angled downwards - knocking opponents in front of me! - but will sweep grounded opponents down into prone. Meanwhile, the base KOs at 155% by default, deals mostly-upwards knockback that KOs at 170% if angled upwards or mostly-horizontal knockback that KOs at 205% if angled downwards. FYI, this has surprisingly low end lag, so it can be used to follow-up easily! Label it generic all you like, it's a neat defensive/poking option that utilizes the range on my sword, and the ability to angle it is great atop of a vine tether - where I can angle up towards an opponent or down to damage/destroy the vine - or with nearby talismans that I can strike with precision.

There's more to this attack too, as I can choose to perform a follow-up slash halfway into the end lag with only half the starting lag! This second slash won't hit the same opponent twice though, unless they were shielding (not that my slashes deal much shield damage without talisman assistance) or struck by an angled tipper to follow-up into an non-angled tipper...OR, if I had a Reppu talisman stuck to my sword, I can draw the victim in close enough to be hit by the base of my sword! Sadly, performing the second slash adds a bundle of end lag to my attack, and each slash counts as a separate attack in regards to stick'd talisman. Thus, it's best used as a surprise attack - especially given both slashes can be angled separately - mainly atop a vine whether I can use the second slash to destroy it and circumvent all that nasty end lag.

BTW, Ten'i combined with the tipper of my sword is good for starting combos.

U-tilt - Under the Moon~~
I'll lower my sword before swinging it overhead, dealing 4% at the tip, 8% and vertical knockback at the base or 12% and great skywards knockback (KOs at 138%) if I hit from the front. Yadda yadda, the strong hit is risky to land because my swing has a relatively long duration and it hits at the start of it. This is a basic slash made even cooler by a Ten'i talisman, as hitting an airborne opponent lets me swap places with them and cancel out of the long attack! This actually makes the sourspot deadly to hit with as I can true combo an opponent who was directly above or diagonal to me while they're locked in stun, though the 8% hitbox also has combo potential at lower percentages.

D-tilt - Caltrops~~
I'm bored of swinging my sword around, so I'm just gonna whip out a sack of caltrops and chuck 6 of them along the ground. I swipe in a quick motion that can bop enemies close-by up for 4%, but the whole darn point of the move is to hit with the caltrops themselves, which stick around and prick anyone who steps over them for 1.5%. I'll normally spread the caltrops roughly a character-width ahead of me, far enough that long-ranged melee attacks like my sword could poke past them (how cunning!), but I can tilt the control stick sideways to alter the way I spread them: tilting backwards will make me spread the caltrops in a cluster in front of me, whereas tilting forwards will make me spread them a platform apart in front of me. Caltrops normally stay around for 1.2 seconds, but if they were clustered they'll stay around for 2 seconds and deal 12% on contact. These prickly guys are good for deterring opponents if I want space for a talisman attack, but they hurt me just as much as opponents, and I can't throw out more caltrops until the current batch disappear. Can't go wasting them all at once, now can I?

If A was held down when using this move, I'll slap a talisman on the sack before chucking the caltrops, whichever one I had stored at the time. This takes a bit longer to perform and uses up the NSpec charge, but the caltrops stay out for twice as long for better or worse, and apply a different effect based on the talisman. Rekka increases the damage done by caltrops by 1.3x, Mikagami causes anyone who steps over a caltrop to turn around (maybe I could use that to my advantage?), Ten'i teleports victims forward, or in front of me if I was crouching at the time and on the same platform, Reppu pushes victims forward and Ashikase applies a vine tether, but it only has 1-10HP and can't be placed on me.


<Smashes>

F-Smash - Bushido ~~
Borrowing a samurai skill from my good buddy Shuuchi, my big one has me assume this serious and badass pose (except my sword is pointed forwards) before thrusting my sword out and blitzing 1.3-2.2 platforms across the stage. Because y'know, just swinging my sword down dramatically would be kind of generic. This move is painfully laggy to start up as I take the time to assume the stance, being a cut above heavyweight smashes, but from there on it's smooth sailing as the rush is difficult for opponents to stop. I'm pointing at long weapon at them after all, giving me unparalleled reach, not to mention I recover quickly and won't get punished if the tail end of my rush gets blocked. My cool slash cuts through all in my path for 12-18% and mostly-vertical knockback that KOs at 130-100%, and does a slight number on shields. It's am amazing approach move, assuming I'm given time to prepare it. Also helps that the hitbox is high enough off the ground that it won't activate grounded talisman.

A ten'i talisman makes this move even deadlier: a struck victim is teleported to where I started this attack, while I'm teleported along with them to be positioned within close reach of my sword. I'm sure you all know where this is headed: on a victim that was shielding or super-armored, I can potentially rush into them multiple times to deliver huge shield damage, enough so that my thrust sword can shield poke them - hitting up to 3 times up-close at full charge. This all assumes that there was ground for me to rush along when being teleported back with the victim, or else this move is cancelled in midair though that's not a bad thing in itself.

U-Smash - Yukikaze~~
This isn't a real talisman from my game, but no elementalist set would be complete without ice! Thrusting it above me, a flat whirlwind of ice is created overhead with a long duration and 0.75 platforms of length. The blizzard traps opponents for multiple hits before launching them, dealing 15-21% with high upwards knockback at the center (KO'ing at 165-135%) or half as much damage around the extremities and a bit of diagonal knockback away from me. This won't hit grounded opponents, but it's a rad anti-air to easily catch enemies above me, and is able to hit tethered victims diagonal to me at the expense of hitting the vine as well. Oh, and the frost slows a victim's movement by a % equal to twice the damage they took (up to 30-42%) for 2-5 seconds, to make them even more vulnerable to my air game if I can capitalize. Unfortunately, the flat hitbox is easy to dodge past and if throw the move out too early to net more damage I can leave myself open to attack.

The icy properties of this move interact with my various constructs, as you'd expect from an ice move. This freezes items like my sword and talisman and keeps them suspended in midair until they'd disappear or are picked up, which is nifty for keeping them in one place for my air game. These objects are whirled around inside the blizzard while it's out to contribute an additional 1% apiece, enhancing the slowing effect by 4% apiece for a maximum of 60% altogether. The objects return to their original position afterwards, or I can position them at a specific part of the wide blizzard when it ends by angling the control stick appropriately.

This move gets a big boost while I'm inside a tornado, or maybe the other way around. The chilly tornado will damage opponents touching or next to me, dealing no knockback or hitstun if they weren't right up-close to me but they'll still get slowed. This works pretty well with the tornado's suction effect while I'm charging the smash.

D-Smash - Gouka~~
Yes, this is a stronger fire talisman, saved for a situation just like this one. I'll crouch down and raise the talisman overhead before slamming it into the ground, causing powerful flames to burst out next to me! These flames cover a "Wario" on either side of me, and deal 20-27% up-close with powerful upwards knockback that KOs at 110-80% - my strongest attack outside of talisman empowering! Farther away, the flames deal 14-20% and backwards mostly-upwards knockback that KOs at 145-115%, but are still pretty powerful. The flames are ephemeral and there is moderate lag in creating them, but they're definitely good for when I need power and want to save my sword-based attacks! In fact, this is one of my more ideal moves for detonating grounded talisman nearby, especially if you consider that some of them are more effective when destroyed with stronger attacks.

Do these flames interact with my talisman-made constructs? Of course they do! This would be a boring attack otherwise. For example, if I use this move atop a vine the more powerful flames (at least compared to Rekka) will engulf and burn it up completely, while damaging the tethered victim with the sourspot! This destroys up the vine, but cancels out my end lag and the inwards knockback pulls the victim above me, not to mention it gives me a way to attack an airborne opponent from anywhere outside of the more reckless Up Special...assuming they didn't dodge. I can also use Gouka inside of a tornado to make the tornado a (sweetspot) hitbox as well, which essentially extends the move's hitbox to hit over and slightly above me. This has the bonus of setting the tornado on fire to burn enemies for the Gouka sourspot's total damage over the remainder of its lifespan, good for punishing opponents who punish my attack. Finally, detonating a Ten'i talisman with one of the flames will create a duplicate of it over the area where it/I would have been teleported to, letting me cover more area and attack opponents without having to go over there myself!

Gouka has one more little trick to it. By charging it halfway, the talisman will produce heat over the area of the impending hitbox that deals 1% to opponents or constructs that enter it. We all know that this is moot as an attack, but rather it serves a more cunning purpose: it detonates talismans prematurely! This is extremely useful for the simple fact that Gouka's main hitbox can knock opponents away from some talisman hitboxes like the tornado or vine, and lets me use the main hitbox to interact with these new constructs: especially good with the latter, where I can tether a victim to a vine and then burn it up for a true combo! Also, detonating a Ten'i will teleport me unlike with the main hitbox, which is especially good if there were other talisman clustered with it AND I got teleported offstage where I can cancel out of the attack entirely.


<Aerials>

N-air - Booty ~~
Not the type of booty you were thinking of, I go for a butt-kicking with sexy legs, kicking diagonally downwards in front of me 3 times. The first kick comes out hardest and deals 4% with strong hitstun below the knee, or 6% with below-average mostly-upwards knockback that KOs well past 250% if my beautiful body hits above the knee but below the breasts. The other 2 kicks deal 2% or 3% at the thigh, with the final hit at the thigh dealing slight upwards knockback. This attack doesn't have much range, and frankly it comes out on an awkward angle, but it compensates by having almost no lag. It's great for weaving through enemies in conjunction with my strong jumps (especially from a tornado!), high fall speed or the Side Special, and can even set-up for a combo or empowered sword attack if I connect with the third kick. That being said, there's enough of a delay between the kicks that the first won't connect into the third combined with my fall speed, so trying to land that third kick can end up being telegraphed.

If I kick part of a vine tether, It'll get stomped down about a Kirby-height per kick, bending it as I do. If the vine was mostly upright, the victim will be pulled down towards the roots along with the vine, and potentially get caught in my kicks or a follow-up if I performed all the kicks. Or this could totally backfire on me if the victim smacks me with an aerial on the way down, because I'm completely defenseless from above while kicking. If the vine was diagonal or mostly-horizontal - enough so that it could be used as a platform - I'll keep stomping on it before going through with my landing lag, and effectively bend the vine as it gets pushed down. As the vine bends downwards, the tethered victim is pulled towards the space above me, and the vine is more or less bent into an L-shape which does obvious things that are obvious like turning it into a wall and a platform at a same time. The vine remains bent until I get off it, whereby it springs back to become a taut tether again, but if the part of the vine I was standing on was grounded I can stick a sword through it to keep that part of the vine pinned to the ground until the sword is removed or destroyed. The vine snapping back into shape does nothing other than catch characters and objects it hits along the way to provide a platform beneath them, but talismans on the vine when it snaps will detonate on contact with opponents. Unfortunately these will never hit the tethered opponent, but the sudden snap-back of the vine can potentially get them hit by traps on it if they would run into the newly-repositioned vine.

F-air - Cleave ~~
This one has me raise my sword behind me dramatically, before swinging it down in a nice, wide arc in front of me! It takes a long time to come out, reminiscent to that ape man's own Forward Air, so it's not the easiest attack to hit with. The slash deals 16% that KOs at 120% no matter where and when it hit to compensate, making it one of my best aerial finishers - especially if I had some Rekka talisman slapped on! The entire slash covers a 180 degree area in front of me and launches differently based on where it hit. Overhead triggers completely horizontal knockback, diagonal triggers upwards knockback, forwards triggers diagonal knockback and being hit from below is a spike. Lag aside, the slash actually has a pretty long duration, giving me a good chance of catching an opponent should they run into me recklessly. This duration is increased by 1-6 frames with Rekka talisman as I leave a trail of fire in my take, but the hitbox is only 3/4s as powerful.

This move has 2 unique properties, just because I'm awesome. Firstly, landing early into the attack (about 1/3rd of the way through) will cut the landing lag I receive more than usual, which is really slick on a vine that's acting as an uphill slope for me...providing I time this right, as my target could move around and make me land earlier or later to mess up my timing. The other unique property is that, by having a talisman on my sword while holding A, I can briefly invoke its magic as I hold my sword overhead!
  • Rekka or Jinrai burns/shocks opponents for 1% per-talisman the instant I raise my sword, and deals slight hitstun with knockback in front of me if I was using at least 3 Rekka. The hitstun is minimal though, so they can still escape my oncoming slash even if I was positioned to hit them with it. If my raised sword was touching a vine, the vine will catch fire/electric and damage opponents no matter how far they were from me.
  • Ten'i teleports me back to where I first started the slash! This lets you get really tricky with the attack, but the sword will glow with a purplish aura when I invoke this so opponents will know, and I can only do it once-per air trip.
  • Reppu keeps me afloat for a portion of the attack while I hold A, based on how many Reppu talisman I had invested. Having 3 Reppu lets me stay afloat for all of the starting lag, which is really sneak for catching falling opponents or being used out of the SSpec! Like with Ten'i, this trick can only be used once-per air trip.

B-air - Sexy Kick ~~
Haha, get it? My sword is too long to slash or stab behind me practically, so I just go for a "flying kick" pose as I lay on my side lazily. Enemies hit by my foot from the get-go are given a nice thumping of 10% with solid knockback that KOs at 160%, or a lesser 6% later into the attack that's still neat for pushing them around. My beautiful legs and body are a different story, smacking for 3 hits of 2% followed by some light knockback that is vertical if the legs struck or on a 50* angle ahead of me if my body struck. These hitboxes net me some nice variety without needing to use my sword, be they knockback, weaving through opponents or positioning them in front of me, all useful from my nifty Side Special.

This attack gets more fun if I had a vine to boot at full-force. Doing so will launch the kicked part back and pull the parts above it down until they're level to where I kicked, giving me access to the tethered victim. If the distance was short enough, the victim will be pulled into my sourspot boot or even my legs/body if I DI'ed, whereas longer distances give me enough time to go into another move to capitalize on the pull. It's great for controlling my opponent's positioning should I need it, but it's not -too- hard for them to see coming given I have to hit the vine with my foot, and if they do they can punish me if I'm not careful ... unless I use my counter to punish their punish! Even so, kicking the vine will damage it, and it will remain stretched out for one second before it reels itself back into the ground at Mario's dashing speed to become taut with the victim again.

Something different will happen if my legs connected with the vine at the start of the move and I was moving sideways at the time. Here, I'll wrap my legs around the vine and pull it back like a rubber band as I go, no longer producing a hitbox. Once the move would end and then some, the vine will snap back and I'll be flung 1.5x farther than how far I stretched the vine! And that's not even the half of it, as the victim is pulled down as far as I stretched back or down to my level, and attacks performed in the direction I was flying will gain a 1.1-1.3x power boost depending on how fast I was flying. This is especially good with my high air speed or even better my Side Special, though it should be noted that I'll be sprung back on a slight downwards angle either way due to gaining height from both of these ... which is actually good for attacking the dragged victim, given gravity will have likely come into effect and they'll be beneath where they were pulled down to by the time I get sprung towards them.

U-air - Kancho ~~
I wish, but I have better ways of attacking! For my next trick, I'll lay back in midair somewhat and ready my beloved sword before swinging it away from the screen in a half-circle motion, which looks really cool animation-wise as I end up spinning once from the swinging momentum. Attack-wise, this produces a paper-thin, yet tall hitbox right above me that varies in power based on how close I hit: up-close, it hits hard for 14% and big knockback that KOs at 140%, at mid-range it deals 10% and average knockback that KOs at 180% while hitting near or at the tip simply results in a weak 8% that scales baaadly. On the other hand, the move isn't all that slow despite its reach, and suffers from almost no ending lag or landing lag whatsoever as I recover from the spinning ever-so gracefully. Go me!

Btw, I can have a lot of fun with this move if I have a ten'i talisman slapped onto my sword and hit with the tip, as the reach of my sword will ensure that I teleport as high up as reasonably possible! What's more, the victim will be launched up towards me as they appear where I was before, allowing me to pull off a sick combo! I could footstool jump off their face, or even just use this move on them again. This only works if I hit with the tip of my sword or I connect at mid-range against a healthy opponent however, as otherwise they'll just get launched too far to be comboed.

D-air - Super Ninja Dive ~~
You know how a lot of fighters like to "stall-then-fall"? Well this is one of them. Sure, I did this before in the Up Special, but this functions in reverse by getting weaker and a touch slower the farther I descend, though less punishing as well once I touch down from a greater height. It even has a different animation, as I turn upside-down and hold my sword close to me before kicking off of thin air to leap downwards (don't sweat the small stuff). Anyone stabbed by the sword when I thrust it out is shot down for 18% and gets spiked like they got hit by that Warlock's boot, which sure is worth it offstage if I don't mind killing myself. Otherwise, I simply launch victims on a steep angle and deal as much as 16% or as little as 7% after falling from fairly high up, but on the plus side that weak damage makes it easy for me to follow-up when I suffer less landing lag from high up. Kind of obvious, though. Also, I can plummet near-indefinitely by holding A, or just fall at a similar height to all those other stall-then-falls.

Armed with a ten'i talisman (I swear this is the last time I reference the darn thing), something unique happens when I hit a victim dead-on: they get teleported up to where I started this move! Now you know a cheap way to get the enemy high up into the air without needing them to be at a high percentage.


<Grab>

So we're getting hands on here, eh? I only have one free hand, so I just swipe with that while I hold my sword in the other because it makes me look cool. Also, you might remember that I can still grab even if I was holding talisman. In that case, I'll let them go to perform the grab, and they'll magically swirl around me - and the foe if I'm successful in grabbing them. Talismans make my grab laggier, on par with that blue ninja frog's terrible grab if I was holding 4 talisman, but they also make my grab stronger to compensate. If I pull off my grab while standing on a vine, we'll both be suspended in midair magically. I can still use my pummels this way, but my U-throw is replaced with the Up Special smoke bomb while the Down Special is replaced with the Side Special backflip.

Pummel - Giving it Hard! ~~
I can't be bothered thinking up a productive, ninja-like way of attacking a held opponent, so I'm just gonna do the first thing that comes to mind: knee 'em real hard in the crotch! Hey, it works right? After all, this weird world seems to be chock full of creepy men. I think I'd prefer to fight another girl, because then I could fondle their goods or tease them for their lack thereof (unless it would make them scary like Shino-sis...*shivers*). I could get it done over and quickly, but I'm gonna take my time here, just to ensure that the 3% I'm dealing per hit is not excessive.

If I had talisman on me when grabbing, pressing B will have them magically fly towards the victim and stick to them so I can exploit them for all sorts of cool things when throwing them, the only exception being that Ten'i talisman won't stick here. The talisman fall off the victim if they escape from my sexy clutches, but they stick quick so escape shouldn't much of an issue even at lower percentages if I react quickly enough.

F-throw - A Ninja's Touch ~~
Bam! Palm strike to the chest! This hits for 6% and low mostly-horizontal knockback. By itself, this is a very simple throw that's easy to follow up on with my speed and SSpec, but talismans make it into something else. Just having any talisman on me bar Ten'i will make the throw 2% stronger without affecting the convenient knockback, a slick 14% throw at best. That's not to say Ten'i are useless, as smashing the input lets me use one to teleport to the space directly beneath the victim, who is thrown on a slightly higher angle. With talismans stuck to a victim, this throw will:
  • KO earlier with Rekka, doing so at 120% with a full house.
  • Create a wide electric trap directly beneath where the victim recovered right down to the level they were launched from, punishing them if they fall straight down. This is destroyed by them hitting one of 2 split talisman located on either extremity of the trap.
  • Place a vine on the victim.
  • Create a wind trail and tornado in one that is connected to the ground where I was (affected by Ten'i teleporting) and the victim for 3 seconds or until they land, upon which it shrinks back down into a tornado.


B-throw - Butt Monkey Swing ~~
Pictured with good old Matsumoto up there, I grab hold of my victim's legs and swing em' round and round before letting em' go flying! Think Plumber Man's B-throw and you've got it. This variation deals a lesser 6% and high base knockback that KOs at 180%, but I swing my victim so comically fast that I whip up a tall tornado (2 Bowsers tall) that draws in small objects within a platforms on either side! Objects like my shuriken and caltrops will hit the enemy and contribute damage if they were at the same height, as well as my stray sword which is knocked up into the air as though smash-thrown on contact with them. The end result is all manner of small objects and items being deposited on either side of me, talisman included, with the latter having their timers reset.

U-throw - Izuna Drop ~~
So apparently I'm so amazing that they named a ninja skill after me, and it's used by other famous ninja. Huh? What do you mean it wasn't named after me!?

Wrapping my arms around the victim's shoulder, I'll leap high into the air (as though I performed a footstool jump!) before coming down with a spinning pile-driver that wrecks them for 8% and high upwards knockback that KOs at 160%. While airborne, I can move back and forth freely like the B-Man with his Flying Slam, the victim able to influence my movement in the same way on the way down, but neither of us can go offstage. I have full control if my percentage was 50% greater than the victims' or was below 50%, and can potentially knock them into one of my traps! Damage dealt by these traps contributes to the knockback of the throw if triggered at the time of impact, to make it stronger than average; KO'ing 2% earlier for every extra 1% dealt. If I had talisman placed on the slammed victim, they will be triggered simultaneously to pile on that extra damage without me needing to guide them into a trap.

Using this throw out of a tornado will propel me higher up than usual, upping the drop's strength to 10% that KOs at 145%...or 15% that KOs at 100% if the tornado was a full-power 4 talisman creation. And that's not even taking into account the potential contributions of traps! Also, speaking of propelling, I can tap A at the peak of my ascent to bow out of the drop and just kick the victim straight down towards the ground for 6% and a tech-able prone state, leaving me high up in the air to do set-ups! Yes, I can perform my second jump out of this among other things. Not bad for a FFA match, but if we're taking 1v1 into account I can also follow-up with a D-air (all the better with a ten'i equipped!) or kick a foe down into a talisman. The damage from my kick will contribute to a talisman attack to have it deal more knockback, even something like a simple Rekka could launch the victim a short ways up towards me, and make Reppu into something that could start an air combo from high up. Overall, this is a great way to make use of grounded talisman so they don't expire and get wasted.

D-throw - Submission ~~
I'll just swing my victim around and down into the ground for a simple 5% plus another 1% per talisman that puts them into prone. Fair enough, no? This disarms the victim of any items they were holding, and if they dared to get-up attack such a talisman they might meet with my counter! But most talismans such as the ones I slapped onto them will be triggered without them suffering their knockback, something I can't normally do with Ashikaze and Reppu. If the victim had a Ten'i talisman on them and I smashed the input, they'll be teleported forwards the instant they can act and may even end up offstage. If A was held, I'll swing my victim along the ground when throwing them and they'll go sliding for decent knockback that won't "KO" til past 200% but won't knock them offstage so it won't kill except on walk-off stages. If a Ten'i talisman was activated through this variant, they'll be teleported back to me and any of my constructs they hit along the way will be teleported along with them.



<Playstyle>

Stubborn, Tricky Dungeon Crawler ~~

Using me in Smash is really simple: stick 6 Rekka talismans to my sword, rush up to the enemy and hit them with big one. Good game.

...Huh? Did they just dodge my attack? They always just let me hit them back in my game. Well darn, I guess it takes a lot more than a super-powered weapon to win a fight.


<Final Smash>

Divine Intervention ~~
Did you just say 'intervention'? Now that's more like it: a move where I don't have to do anything! I'm getting sick of all this fighting!

Once I obtain the Smash Ball, I'll call upon the 6 Gods of Kamiari Village to beat up the foe in my place. These guys gave me a lot of trouble on my first adventure (though to be fair I kind of pissed them off), but after beating them up we all became friends or something along those lines. They are supposed to be confined to the village they watch over, but I apparently have some kind of special power where I can act as a "portable shrine" for gods and make them fight for me. I wonder if it would work on that undisputed brat?

What's that, you actually want to know about these random one-shot characters? This -is- my set, but fine...

The guy at the top-left is Shuuchi, God of Earth and bushido practitioner. The chick below is Fuuka, God of Wind who is sweet and gentle, but also surprisingly violent. Guy below her is Kagen, obviously the God of Fire and a major narrow-minded hothead to boot. Top-right is Suiren, the God of Water and a childish, immature mermaid who tries to act like an adult. Next is Utsuho, God of Air (Void) whose a bit expressionless, and finally Takushiki, God of Consciousness and stern big-wig who leads all the other gods (what an annoying guy!).

Anyways, onto the attack itself: long story short, I call the gods, they appear at my side, and then begrudgingly circle the enemy and shoot out elemental beams to finish them off or something. The end.
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,080
Location
Las Vegas, Nevada
With the final month in tow, it is time for an all out Iron MYMer! Restrictions? Bah, we don't need that! July 4th is coming up before the contest ends! What we need is...

FREEEEEEEEEDOM!

This month's Iron MYMer is simple. Make sets. Make many sets! There's no restrictions and anything goes, but there IS a steadily increasing bonus: Every set you make gives you more and more of those delicious User Rankings points...and don't think I've forgot about them, they're gonna be posted at the end of the contest. :)

Your first set, as normal, goes to 45 points for the bonus. Each set after that gets 5 more points than the last. So your 2nd set is 50. After that is 55. And so on and so forth. This thing is already pretty wide open, so you can bust things pretty wide open...

And, finally, there's an additional thing. If we manage to reach 60 sets by the end of the contest, that's July 10th by the way, then I might just have a special reward for the winner! What reward? That's a secret, little ones. Get there and I'll say!

Note that, given how close Izuna was when I posted this, I'll be counting that as an entry for Kat. Would be kinda unfortunate otherwise.

Lets end this contest with a bang, alright?!
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,083
Location
Dedham, MA
AvX Edits incoming:

Captain America Changelist:

Specials now use an additional input of Shield to use meter as opposed to smashing.

Side B shield throw now has a smash version where Cap throws it against an object in the background for much more range, but a "dead spot" in front of him.

With the shield gone, Neutral B calls back the shield as a hitbox and manual return hit whenever cap wants, even mid-combo!

Up B now has a follow up hit instead of generic height / power boost when powered.

Down B completely changed:

Tactical counter can now spend power to extend the counter window AND/OR move while holding the counter window. Once active, you can spend meter to add combo hits to the counter.

Super Soldier reworded in many areas. Now provides slight damage reduction for him and allies.

Smashes all reworded to have bonus effects when Powered under Super Soldier.

New dash attack and Jab.

Reworded many parts of the set.
 
Joined
Oct 27, 2015
Messages
263
Location
Pop Star
"Are ya ready to roll, li'l buddy?"

"Not really, no. But... I suppose I don't have a choice."

"That's the spirit! Now get on in there and make me proud!"

"And do be careful; you are piloting a precision instrument, after all."

"Aw, horsefeathers! He can be careful when he's dead, Prof!"

"...thanks for the vote of confidence, Grease."

"Don't mention it, li'l buddy!"
...has it really been THAT long since this little tease of mine? Huh.
 

Slavic

homura on the outside, madoka on the inside
Premium
Joined
Jun 5, 2013
Messages
675
Location
taco bell, probably
Are you ready to get rumbled? Here comes two daytime, soundly written comments and one wild late night comment fam.

Izuna reminds me a little bit of writing Melia, which was a lot of fun, with the different talismans that are very utilitarian. As a concept I like it a great deal, and Izuna pulls it off better than Melia for sure. The biggest issue with the explanation of the talismans at the beginning of the set is a sort of abstract description of the inputs that make it a little unclear how the different uses are handled and activated. It’s described as pressing the input to begin a cycle of the talismans, and then either holding B to cast the move or tap it to continue charging. However, the actual result of charging isn’t explained anywhere, and one of the talismans has an alternate casting that involves holding B instead of tapping. The choices the talismans give are neat and I like them, but the actual mechanical parts are confusing and hard to imagine in the context of a game.

The actual talismans themselves have solid choices for both the attacks and buffs, and some good balancing with talismans like Jinrai to prevent the hitstun locking from being completely busted. Reppu is by and large the most interesting of all the talismans and it would have been nice for some of the others to have quite the same interactivity of it. Ten’i is the most interesting in context of the whole set, allowing Izuna to constantly teleport around for some crazy combos. Perhaps a more competent player would find the combo potential is too good, but I am not a good judge of Smash combos. The only other issue I can imagine being relevant is the amount of micromanaging the talismans seem to take for a faster paced fighting game, but that’s just a personal idea that’s hard to prove one way or another. A visual description of exactly what the talismans look like would be helpful as well. While the sword-breaking mechanic is ehh for me normally, the ability to apply talismans to different parts of Izuna’s kits for the same effect mitigates that plenty to make it an acceptable weakness.

One of the set’s biggest underlying problems is just a lack of descriptions on some actions. In addition to what I’ve mentioned, Izuna Drop’s description of the smoke bomb is just ‘BAM! Smoke bomb!’ without explanation of if it’s a projectile or just where Izuna stands. Other issues within the set I can relate to as having made them with Melia, where many of the moves interact with one or two of the talismans but are inconsistently done. Melia was overly long and complex for what it was, however, while Izuna is a much simpler, if sometimes confusing, read.

Writing - 3
This set definitely has the Kat charm, between innuendos and crotch kicking, and is fun to read, but unfortunately there are just too many aspects of the move which are unclear that take away from the reading.

Gameplay - 3
Outside of the talismans, this set doesn’t do much with the standards or even the smashes, and the talismans seem a little micromanage-y. However, the combos suggested in the set feel like they would be fun to play.

Creativity - 4
I enjoy the different effects the talismans provide, especially Ten’i and Fuuma.

Overall - 3.33

Hulk’s use of power is pretty nifty for as simple as it is, and very fitting with the Hulk. While a Hulk set could end up devolving into a bunch of wild punches and kicks, Joe does pull a Hulkish moveset from the Jolly Green Giant befitting for both AvX and Sm4sh. Hulk has surprising and terrifying range on some of his attacks, allowing him to completely steamroll the competition if he plays properly. While a lot of sets claim the ‘high risk, high reward’ title, Hulk earns it through his power meter, forcing him to constantly throw himself into battle to keep charge up. Thunderclap is really advertised for the massive potential it has for damage, but dually serves a great purpose of disrupting his foes’ ranged attacks. Gamma Charge is both a fun combo starter and ender as described, and plenty of depth pulled out from Heavy Rock. The use of the boulders as extra armor on the specials is a refreshing use, and the concept of a car and a Pikmin having similar priority is pretty amusing.

The amount of set pulled from the Grab Game is impressive, especially on a brute character who could easily have a boring set of throws. The obvious stars are the back and down throws, which are both entertaining and terrifying to deal with. Hulk does absurd amounts of damage with his pummel alone, and is such a potent threat from his throw combo potential. As someone who doesn’t frequently play Smash 4 compared to others, it makes me wonder if Hulk is too strong, as his damage output before his power meter is even brought up. The Anger Point Shield Special seems very powerful, even for costing a fourth of his power, and is highly effective on any move, even ranged ones, making this potentially an overly potent move. The fact that Thunderclap can potentially KO from 0 damage is astronomically absurd, even if in character for Hulk, and could be balanced a bit better. The standards and aerials are fairly lackluster compared to the rest of the set, though for a character like Hulk who can squeeze every bit of potential from these moves with his combo setting and his power plays, this isn’t necessarily a bad thing.

Writing - 4
This is technically well written, pleasant to look at, and has succinct move descriptions that aren’t hard to envision.

Gameplay - 4
Airing on the side of generosity, I’m not judging too harshly on my perceived balance of the power Hulk has, and everything in the set leads to a fast, aggressive playstyle which feels fun to play.

Creativity - 4
While the inspiration somewhat dips later in the set, taking a brute character like Hulk and creating a set with this amount of detail and interactions can’t be easy and props for pulling it off.

Overall - 4.00

As the planets align, another Jamie set appears with Magearna, and this one has a combination of a great underlying mechanic combined with the Jamie Trademark game balance. I’m kind of a sucker for buffs and debuffs and this set is like a candy store for me to read honestly. I love the different sets of buffs and debuffs from both the Soul-Heart mechanic and Magearna’s moves, and being able to swap them off onto opponents is an exhilarating concept. There’s so much packed into Heart Swap, beyond just the obvious take good buffs from enemies and give away Magearna’s Fleur drop. The dynamic against buffing/debuffing foes (a large chunk of the MYM roster) is really interesting, as just because Magearna can trade off any debuffs doesn’t shut down debuff-based sets, as it also means Magearna must sacrifice any buffs she has as well, creating an interest choice for both players. Magnet Rise actually benefits Magearna’s aerial game rather than just claiming that it’s useful, and though the aerials fall a bit shorter than the other parts of the set they serve their purpose well in this set.

Furthermore, the interpretations of many of the moves used for inspiration (Grass Knot, Mirror Shot, Automize) are charming and enjoyable to read while making sense within the context of both the character and the set. I wish there were more constructive criticisms I could give besides ‘make sets like this more frequently’. I guess I just enjoy reading this set too much, with a barrage of precise numbers padded out perfectly with personality and a great mechanic. Maybe I’m just loopy cause it’s late when I’m reading this but this is genuinely one of my favorite from this contest and, comparing it to Victini or Daisy, way more interesting in my eyes.

Writing - 4

Technically a well-written piece, and the splashes of color across the piece help to brighten it up. More images or larger font would help make it more appealing on the eyes imo, but still a well-written piece.

Gameplay - 5
Jamie’s experience in the modding community really shines through (I think that was him) as he builds up Magearna’s numbers like he’s some kind of expert or something.

Creativity - 4
There are some really brilliant interpretations of the moves in this set, as mentioned in the comment, and I wish some of that creativity shined into the aerials past a multitude of beam moves.

Overall - 4.33
 

Bionichute

Smash Champion
Joined
Jun 30, 2012
Messages
2,144
What better way to celebrate the return of a certain anthropomorphic mascot character by... not doing anything at all related to him!



Nick Wilde


Nick Wilde is one of the two main characters of Disney’s Zootopia, one of the highest rated and most popular films of the year 2016. You probably haven’t heard of it.

Well, to get introductions out of the way, Nick is a fox. Shocker, probably couldn’t tell by looking at him. He’s also a conman, living in Zootopia and making money off an incredibly elaborate popsicle hustling scheme. After a run-in with other main character, Judy Hopps, he’s basically forced into solving a case. This leads the two on an adventure where they solve a conspiracy, but I’m not going to spoil everything here. Go see the movie.

What I will say is that Nick has a very unexplored past, with a lot of implications, but no answers. Maybe that will happen in the inevitable sequel, but for right now, we just have fanfics to fill the gaps for us.


Stats

Weight – 79
Running Speed – 1.8
Walking Speed – 1
Air Speed – 0.95
Fall Speed – 1.5

Nick stands about as tall, if not slightly shorter, than Ness. He has a lean build, and usually has his paws in his pockets whenever he doesn’t need to use both, making him incredibly thin as a character. When running, he leans down, probably to become more aerodynamic. This is why he’s as fast as he is. Nick’s jumps are rather mediocre, but are still usable.
Special Mechanic – A Little Help


When Nick enters battle, much like with Rosalina, he is partnered with a minion. In this case, it's his, ahem, "business partner", Finnick. Finnick is a fennec fox, and unlike Luma, acts as a mostly autonomous minion. Stat wise, Finnick is even shorter than Nick is, less than half his size. His small size makes him incredibly hard to hit, and it helps that he’s already a very speedy mammal. Seriously, Finnick runs slightly faster than Nick. Like Luma, however, Finnick can be KOed by opponents, which isn't difficult due to his small size. He is, in fact, only slightly heavier than Luma is.

Strangely enough, even though he's a minion, Finnick likes to do things on his own. Hee really enjoys being as far away from Nick as possible when they aren’t doing business, which comes up to around 3 Battlefield Platforms, at the absolute least. When on his own, Finnick doesn't do much, mostly waiting for Nick to call him over and give him something to do. Oh yeah, that's a thing.

Despite being a minion, Nick requires a bit of extra care when it comes to actually having Finnick do anything. If you want Finnick to get anywhere near the fox, you’ll have to input the Side Taunt (ugh), making Nick pull out a trumpet, and toot on it. Though he looks reluctant to do so, Finnick will rush over towards the fox as fast as he can. However, you need to have something to keep Finnick interested. If you don’t do anything, Finnick will move away from Nick after around 5 seconds. Finnick has a ton of interactions throughout the set, which will be detailed when we come to them.

On his own, Finnick has a single attack that he uses when an opponent comes near him. He'll pull out a baseball bat, and swing it at the opponent’s shin (Most of the time, some characters don’t have shins in Smash) that deals 9%. This basically functions as a laser sword sweep, with around the same length as an uncharged one. It isn't particularly strong, dealing knockback that can only KO at 200%, making it completely unreliable for anything, but it comes out fast and acts as a decent way for Finnick to protect himself




Specials
Neutral Special – A Fox's Favorite(?) Treat

Nick's NSpec is rather unique, as it basically functions as two moves (It originally was two moves, not very difficult to figure out) that can be used via charging. Tapping the attack will cause one version of the move, while the second will change it completely, as if they weren't even connected moves in the first place! We'll start with the one you get by tapping, since its the one that actually means anything to the set, and also the first one I wrote out.


By tapping the button, Nick pulls out a popsicle, which is in the shape of a paw. A pawpsicle. Nick pulling it out doesn’t take a long time at all, around the same length it takes to pick up an item. Other than that, the move doesn’t do anything else. He just pulls out the pawpsicle, that’s pretty much it.

Well, it does do more, obviously, it just requires a bit more input. The Pawpsicle is pretty much an item, which only Nick can use. As a note, Nick has a unique idle when he’s holding the Pawpsicle, where he licks it. Anyway, using the standard attack button while standing still will cause Nick to eat the Pawpsicle, wholesale. This recovers a rather pitiful 2%, but can be used multiple times in a row. This totals up to 3, and after the third, Nick will get a brain freeze, which acts as a stun that lasts a fourth as long as a shield break stun. Due to how that stun works, getting shorter the higher your percentages is, it can be actually useful to use this at higher percents.

Using a tilt, however, will cause Nick to throw the Pawpsicle forward. It has multiple uses when out of Nick’s paws, the most obvious being a projectile. Its comparable to a Mr. Saturn in both its speed and size, dealing 1% with barely any knockback to it. This is its most useless use, if you can’t tell. Once the Pawpsicle hits the ground, it’ll become an item that can be used by any opponents. It behaves like a normal food item now, but the brain freeze effect still applies if an opponent eats three in a row.

Anyway, the more important part of this is that, after a second of the Pawpsicle sitting there, it will melt into a pool of red juice. This is one of the most important parts of Wilde’s set, so keep this in mind. Each Pawpsicle will melt into a pool around the width of Kirby, taking around 8 frames in a very quick animation. When an opponent steps onto it, they will suddenly gain ice physics, though not as bad, around half as bad as normal ice physics.

This isn’t the only way the melting effect can be applied, however. After around a second of standing still, the Pawpsicle will start to melt while Nick is holding it. The melting acts differently here, however, as the Pawpsicle will create a drop of juice every 5 frames, leaving a smaller pool around 2/4ths the size of a normal one. The Pawpsicle can create 5 of these pools this way.

Nick can still throw the Pawpsicle, however. When thrown, it will instantly explode into a small burst of juice, leaving behind a similar sized pool, but the burst acting as a weak hitbox that deals 4%. This is one of the better ways of creating a pool, mostly because, well, it does some damage. These pools can be used for things later in the set, just be patient.

Nick can only have 5 Pawpsicles and their pools out at a time. Overall, it mostly comes down to how you spread them around the stage. The brain freeze, while providing absolutely no benefit to Nick himself (Dumb fox), can be used to play with opponents. The only reliable way of removing a Pawpsicle from the stage before it melts is to eat it, so make of that what you will.

This is the first case of Finnick interactions here, which are mostly activated by using an attack while right next to Finnick. Summoning a Pawpsicle when Finnick’s nearby will cause Nick to toss it to him. Finnick gets very confused by this, because what the heck is he supposed to do with a single popsicle? Well, he can do two things, in any case. The first is that he can activate the melting effect himself, leaving a trail of juice behind him. Fairly simple.

The second is that, when an opponent get’s near Finnick while he’s carrying the Pawpsicle, he will attack them with it. The animation is identical to the baseball bat, except with an even shorter range to it. It also still only deals 2% damage, so it isn’t an amazing attack either way. But, when the Pawpsicle hits, it will stick to the opponent, turning them into an unwilling pawn in your overall game plan, leaving behind a trail of popsicle juice.

The charged version of the attack is the completely unrelated blueberry attack, apparently too tacky to actually be its own attack.


Fun Zootopia canon facts, Nick is a vegetarian (Meat eaters eat primarily bugs and fish). His favorite food, in particular, are blueberries. For the charged verion of his NSpec, Nick balances a small (Though its still very visible on screen) blueberry on his thumb, before flicking it up into the air. The blueberry acts as a projectile, kind of. It wouldn’t be inaccurate to call it a disjointed hitbox, either. The blueberry is potentially one of the smallest hitboxes in the game, but it moves fast, and actually covers a decent amount of air.

When it’s flicked up, the berry will curve back down after reaching roughly half of Nick’s height in the air. Once it falls back down, Nick will catch it in his mouth, providing a 2% health boost. Before you even think of spamming this, not only is the attack not fast enough to be incredibly spammable, but after 3 uses, the berries will stop healing for 10 seconds. Too much of a good thing, you know?

Finnick has a few interactions with the blueberries, but the main one isn’t that interesting. When used next to Finnick, Nick will flick the berry over to him. Finnick, unlike Nick, isn’t a vegetarian, meaning he is a lot… less excited by the food. He will, however, still eat it, healing him by 5%. Not much, but a decent way to keep Finnick healthy. The decay still affects him, however. There's a bit more the blueberries can do, but because of editing, that will have to wait until later.


Side Special – Jumbo Pop Slam


With a rather laggy start, Nick pulls out a massive popsicle (Not Pawpsicle, mind you, those are shaped like paws, this is shaped like a regular ice pop), and then slams it down on the ground in front of him. This is remarkably laggy, obviously, since this thing is around twice Nick’s size by itself, taking around longer to complete than an average Smash attack. This is 2/3rds as slow as Ganondorf's UTilt.

Fortunately, its considerable size means it has good range as well, reaching… well, twice Nick’s height in distance. Which is a lot. The Jumbo Pop can deal a pretty dang ridiculous 25% damage,, and is capable of KOing at 80%. The downside is that this thing is still incredibly hard to hit with, due to it’s terrible speed. Even worse, once the Jumbo Pop hits the ground, Nick will go into a severe end lag animation where he rests for a moment. This is really terrible as an endlag animation, and whiffing the attack can leave Nick wide open, but its not the worst endlag in the game.

However, you’re never at a disadvantage when using the Jumbo Pop. I mean, aside from a probable Smash Attack to the face. Both whiffing and hitting with a Jumbo Pop gives Nick some very unique opportunities. Whenever the Pop hits the ground, Nick can decide during the lag animation whether or not to leave it on the ground, or pick it back up.

Leaving it on the ground is caused by inputting down, or getting hit by an opponent during the endlag. A grounded Jumbo Pop behaves like a Pawpsicle, only it’s also a platform about half a Kirby tall, and just under 1 Battlefield platforms wide. There’s a more accurate description of it’s range, too. It behaves like the slippy juice, only it’s less useful in that you can’t push the Pawpsicle stand over it. Also, opponents can’t eat it. You’d have to be Giga Bowser size in order to eat this thing. (Giga Bowser cannot eat the Jumbo Pop, this is a joke)

Anyway, like a Pawpsicle, the Jumbo Pop will start to melt once a bit of time has passed. Specifically, you get 10 seconds of it as a platform before it dissolves into 4 Battlefield Platforms worth of juice. This is obviously a great way to cover ground, but it takes a while for it to be anything but a bit of a nuisance. Fortunately, Nick has a way of getting rid of it quicker, but it won't come up for a bit, thanks formatting.

That’s what Nick can do with it on the ground, now to see what it can do if you decide to pick it back up! Holding up during the endlag will cause Nick to pick it back up, in a rather laggy animation, adding on some more lag. Surprising that a fox this small has this much HMA lag to him, huh? Anyway, while holding it, Nick plops the stick on his shoulder. This reduces his speed by a third, and gives him an upright stance while moving around, making him easier to hit. His jump height is also decreased a bit.

There is a slight saving grace to this, for a few reasons. One, while Nick is holding the Jumbo Pop it acts as a shield of sorts for his backside, negating all damage until it hits a limit of 30%, where it then shatters. The second saving grave is that, while moving around, the Jumbo Pop will drop a bit of juice every half second, resulting in 1/3rd of a Battlefield Platform worth of juice hitting the ground. The Jumbo Pop still runs on a 10 second timer, with it letting out a drip every half-second. Once the ten seconds are up, Nick will drop the stick to the ground, where it vanishes.

The obvious application of this is that Nick can use the attack again by inputting any standard input, only with half the start-up lag to it. This arguably makes the actual attack of this… attack, more useful. However, while it is held in his paws, Nick can unleash a secret attack! By inputting SSpec again while he’s carrying it, Nick will throw the Jumbo Pop forward! This is one of the largest projectiles in the game, being about as wide as Captain Falcon, and partnered with its already established height. It’s also one of the slowest, and really cannot travel any distances.

Its speed is equivalent of Ganondorf’s run, and its maximum distance is around 1.5 Battlefield Platforms. It does deal 30% damage, though, and can KO at 100%. Still won’t be using it much as an attack, though hitting something with it can be appreciated. Once it actually manages to hit the ground, it will explode, this time in a much more focused blast. It’s equivalent to 2/3rds of a Bob-Omb explosion, and has the same force as a fully packed Pawpsicle explosion, and still deals 25% damage. It’s juice output is the same, however.

Finally, while Nick is carrying the Jumbo Pop, he can transfer it around a bit. First, he can give it to Finnick. Despite his size, Finnick’s a tough li’l fox, and he ca carry around the Jumbo Pop without any negatives to his stats. It still leaves behind a trail of juice, and runs on the 10 second timer, however. Finnick also can’t throw the Jumbo Pop, and instead swings it like his baseball bat. It’s functionally the baseball attack with slightly more powerful stats.

Deals 15% damage on hit, KOs at 130%, has high range to it, you get the drill. Most important thing to note is that Finnick has increased start-up lag for the attack as well, though it’s only barely better than Nick’s start-up lag when using the Jumbo Pop anywhere. There is another interaction, which we'll get to in a moment.

Nick can only have one Jumbo Pop in play at a time however, and attempting to use the attack while it’s in play will activate a slightly different move. Nick will pull out the Jumbo Pop’s stick, and slam it into the ground in almost the exact same animation. It has the same range to it, but deals a more standard 9-16% damage, and also has pretty terrible knockback that can only really KO in the mid 170%s. The attack is much faster, obviously, behaving more like the lightweight Smash Attack you’d expect from a conman like Nick. Also, whenever the stick hits anything, it snaps in half. Good thing he’s got a bunch of them.


Down Special – Pawpsicle Stand


As soon as the button is pressed, Nick will start to build… something. Okay, no need to hide it since you can see the move name, he’s building a Pawpsicle stand. This takes a while, around a second. Finnick can help mitigate this a tiny bit, as he can be called over before hand. When the move is inputted after calling him over, Finnick's AI will change drastically, as he’ll actively protect Nick while he’s building the stand. This counts as a full job for him, meaning you’ll have to call him back once its finished.

The building animation is mostly Nick fiddling with something as he faces towards the back of the stage, a cartoonish cloud signalling that he’s doing something important. Nick can cancel out of it at any time, however, by inputting a dash. This will leave behind a collection of wood, markers, and a cooler in a big pile. Once Nick is free from that, he can summon Finnick over. This will instantly put Finnick to work, having him build the rest of the object. This takes however long you had remaining to complete.

Opponents can still destroy the incomplete object, as it has a fairly pathetic 20% HP. Once its destroyed, you'll have to start over again.

Once he’s finished, the cloud will clear, revealing the stand. It isn’t exactly the most impressive structure, cooler full of ice on wheels, and a sign showing the name and the price above it. It isn’t very tall, only slightly taller than Nick himself. It is very wide, however, slightly less than the width of Bowser. HP wise, the Stand has a fairly large 75%, meaning it can take a while to fully destroy.

The hitbox of the stand is the box part of it, the sign counting as a “background” object, even though it’s not technically in the background but whatever. Thanks to the wheels, Nick, and any other characters, can push it. This behaves exactly like a wheeled crate, only it has far less acceleration, and doesn’t deal any damage when pushed into another opponent. It can also be used as a platform, with similar ice physics to the juice. The stand can take 40% damage before being destroyed.

So, what’s the actual point of this thing? Well, the Pawpsicle Stand has a LOT of different ways it can be used. Let’s start with the obvious: It can carry Pawpsicles. If you throw a Pawpsicle at the stand, it will appear in the box, pointing up. The stand can carry around 10 Pawpsicles, and they do not melt while in it, making it a good prepping tool. Nick can pull a Pawpsicle from the stand by using his Neutral Special while next to it, which is slightly less laggy than the normal version. The slippery juice placement is fairly integral to Nick’s business strategy, so using the stand in this way is a major plus. However, Pawpsicles can be used by opponents as well, them being able to pluck them out and eat them easily. The brain freeze application still applies, however. The stand can still be stood on with Pawpsicles in it.

Next, we have Finnick’s interaction with it. This isn’t as major as the Pawpsicles, but still useful. You know how I mentioned that the stand can be pushed. Well, that’s what Finnick does, push the stand. Pretty exciting, huh? This is an important positioning tool, though. Also, if the stand slides over juice, it will actually accelerate, turning into a moving hitbox that deals 7-15%, depending on how much speed it’s gathered. Speed gathers depending on how much juice the stand slides over, with a 2/3rds of Battlefield maxing it out at around Captain Falcon’s dash. Of course, the stand can still go over ledges so… be careful. It can also hit Finnick, which deals normal damage to him. So, not a fun time for either of you.

Nick can also place the Jumbo Pop into the Pawpsicle stand… Which isn’t really a Pawpsicle stand if it has a Jumbo Pop in it now, though. Anyway, the stand can only hold 1 Jumbo Pop, and nothing else when it’s inside. The Jumbo Pop sticks straight up, given a slight boost to its height thanks to the stand. The stand, surprisingly, doesn’t seem to take any of the weight, and can be pushed around like normal. It also isn’t affected by the Jumbo Pop's melting timer, and doesn’t drip anymore.

The main focus of this is the Jumbo Pop, which turns into a frosted hitbox of death when the stand gets pushed around. The thing deals 4-11% damage depending on how fast the stand is moving, and while it doesn’t have incredible knockback. It’s usually constant and large hitbox can prove a problem to any opponents.

There isn’t even any saving grace when the stand gets destroyed while the Jumbo Pop is in it either. Normally, when the stand gets destroyed, all the Pawpsicles go along with it. The same can be said here, kind of. Instead of just vanishing, the Jumbo Pop will explode, in a near equivalent of the thrown explosion. It has the same size, but only deals 15% damage, and KOs at 140% now. Basically, when a Jumbo Pop is in play, it’s either you or the opponents that are in trouble.

Going back to NSpec for a moment, there's some extra fun to be had with the charged blueberry. if Nick uses it next to the Pawpsicle Stand, he will instead fling it into the stand. This will turn the ice in the stand blue, alongside any Pawpsicles and Jumbo Pops that get put in it, as well as any Pawpsicles that Nick summons from that moment on. This also affects the juice color, which, alongside the Jumbo Pop's color, mostly just functions as an aesthetics thing. However, it does change how the Pawpsicles work.

Now, when Nick or an opponent eats a Pawpsicle, it will boost its healing properties to 7%! Combine two of Nick’s favorite things together, and you get a super healing item, just basic math. The downside of this, aside from it obviously also giving opponents boosted health, is that now Nick and opponents can only eat two before the ice cream headache starts. There is a way to get rid of this, which will be detailed in the next move.

Finally, there’s what Nick can do with his Down Special while the stand is already in play. As the stand takes damage, it visually becomes more and more… damaged. Well, when Nick uses the Down Special now, he’ll pull out a wrench. He tosses it into the air, and then swings it downwards after catching it. This is a rather laggy animation, not helped by it having no range, dealing an incredibly pitiful 2% damage and no knockback. Of course, using it as an attack isn’t what it’s here for.

Hitting the stand with the wrench will cause it to instantly spruce back up a bit, healing 10% of it’s health. The laggy animation is the real problem with this, as it gives opponents ample time to counter it, and presumably damage the stand as well. Nick might be able to build the stand, but he’s not entirely great at the “fixing” aspect, unfortunately. This is why Finnick’s around.

Finnick might have a bad temper, but he’s good at sprucing things up (Well, he’s good at it to a point, his van still needs a lot of work). Using the wrench attack next to Finnick will cause him to fling it over to the fennec. This will cause him to rush over to the stand, and start working on it. This puts Finnick out of commission for a bit, leaving Nick to fend for himself. Despite Finn working on the stand for a while, and leaving him a bit open, a full operation can heal it back to full! How long Finnick takes is dependant on how much damage the stand has taken. The maximum amount of time it takes is 2 seconds, which really only applies if the stand is SOMEHOW surviving at 1% health.

The stand has a lot more applications to it, but we’re obviously not there yet.

Up Special – Fox Pounce

Ah yes, a generic recovery move! A real classic. Nick rears up… like a fox, and leaps up into the air. This is a very standard recovery move in most cases, Wilde leaping up around the length of, uh, Fox’s recovery. The main difference is that this takes less time to start up, but is also a bit slower. IIf the attack hits an opponent, it will deal 12% damage, with some very weak knockback that can only KO above 150%. It can also help combo into aerials, as it doesn’t put Nick into freefall.

The main thing with Fox Pounce is that you can angle it in 6 different directions. Most of these behave the same, upwards angles acting as recovery, and more vertical directions turning it into a traversal and attack move. This doesn't apply to when aim it downwards, however. This will change the move completely, causing Nick to short-hop into the air, and then dive back towards the ground. If you want a good visualization, its similar to how foxes dive.

Anyway, this… doesn’t really do anything on its own. Nick will just crash into the ground, creating a weak hitbox that deals 5% damage. The move is slow enough for this to… really not be useful as a defense mechanism. It also puts him into a brief stun animation as he gets back.

However, when this is used while standing on top of a Pawpsicle Stand, it becomes much more useful. If the stand has any amount of Pawpsicles in it, the leap will cause Nick’s dive to create a large burst of juice, depending on the amount of Pawpsicles in it. 1 Pawspicle causes a really pitiful plop of juice, only barely breaking the sign’s size in terms of hitbox. It also only deals 3% damage and barely any knockback, while leaving behind half a Battlefield platform worth of juice on the ground.

When this is used with all 10 Pawpsicles in the stand, it will create a massive burst, equivalent to 3 Bowsers as a hitbox, dealing 15% damage and above average knockback that can KO at 100%. The juice it leaves behind is the most important part, covering 4 Battlefield platforms, two on either side of the stand. This means that it’s already prepared you for a decent amount of travel. Downside of all this is that it has really bad end lag, Nick getting stuck in the ice for half a second before he pops back out. This is also what happens when you try to use it without any Pawpsicles in it. Also, it can be used while the stand is moving.

The leap can also be used on the grounded Jumbo Pop as well. This causes the Jumbo Pop to explode, which behaves like the explosion created from 7 Pawpsicles. The size of the blast is noticeably less, it only deals 11% damage, and the knockback KOs at 120%. The amount of juice it creates is only worth 3 Battlefield Platforms as well. This is a good way of getting rid of the Jumbo Pop if it becomes more of an obstacle, but not really a reliable way of spreading juice around the stage.

This leap is also a way to get rid of the current color of Pawpsicle, as using it on the Stand will cause it to explode, releasing the juice out and returning all ice products back to their, ahem, "natural coloring".

Nick can leap into Finnick as well. If he hits the poor fennec, he'll send him flying across teh stage, almost definitely accidentally. Maybe. This turns Finnick into a short lived living projectile, distance depending on Finnick's own invisble percentage meter. The damage doesn't change however, as Finnick will always deal 8% damage and mediocre knockback when coming into contact with an opponent. The hitbox can actually be extended if Finnick is knocked onto juice puddles, helping him slide around further. If the attack hits, Finnick will become very... angry at Nick, taking double the amount of time to respond to a call the next time you call.

Finally, Nick can interact with the Pawpsicle juice with the side version of the leap as well. If he hits a patch of the juice when he hits the ground, he’ll start to slide across it on his belly. He’ll only travel the amount of distance remaining when he hits the juice, however. This doesn’t really have much to it, other than a mobility tool. When Nick reaches the end of the slide, he’ll go into a bit of lag where he wipes the juice off his tacky shirt. The fox ball attack can be used with this as well, any area with juice it passes over will not be counted for its duration.


Smashes
Forward Smash – Going Savage

For the charge up animation, Nick goes down on all fours, looking like he's letting out growling noises. Once the charge finishes, he flings himself forward and through the air, pouncing at whatever opponent comes near him. The attack has some pretty great range, especially for a Smash Attack, being able to reach 1 Battlefield Platform forward with noc harge, and 1.5 Battlefield Platforms at full charge. Nick himself leaps through the air at around slightly less than a Kirby high, meaning the attack is capable of hitting all characters, but characters with a decent duck can possibly avoid it.

If Nick hits an opponent, he'll slam into them, itself dealing 7-10% damage. On top of that, Nick will latch onto the opponent and unleash a series of swipes, dealing an extra 10% damage over the course of a few frames. He'll follow this up by attempting to bite the opponent's neck (or closest equivalent), which deals another 3% and also ends up dealing the knockback.

The knockback to the move isn't terrible, but it isn't amazing either, managing to be able to KO at 125%. The attack, after the leap, takes a surprisingly short amount of time, blistering past in a few frames. The downside of the attack is that Nick will enter a pretty bad endlag state after using it, though its not the worst in the game. Nick will end up seeming to shake something off before returning to normal. This is... relatively punishable, but only if Nick whiffs the attack.

There are a few more things. There is kind of a Finnick interaction, though it isn't really that great. If Nick attempts to leap into Finnick, the fennec will react in fear and swing his bat at the fox, knocking him back. The effect here has the leap turning to face the other direction, heading at a more upwards angle, and only travelling half as far as what was charged. This can be used to attack opponents you might have missed, but this still won't protect you from the endlag if you whiff.

Finally, a bit more can happen if an opponent is attacked by this while standing on juice. Instead of latching onto the opponent, they will instead slip, Nick pinning them down. The attack continues as normal, but the bite gets a major knockback boost. Thanks to the juice, the opponent will enter a much quicker velocity, starting off sliding across the ground for a few frames before being launched up into the air. This can KO at 90%, making it one of Nick's best attacks.

Down Smash – Bottle It Up


Guess what? More props! Nick loves this kind of stuff. Anyway, when the Down Smash is used, nick will pull out a large jar, and then slam it into the ground. This doesn’t have a great distance to it, only reaching out a bit in front of the fox (Exact measurements will be provided in a second, it is a prop). It’s also a fairly weak attack in general, dealing 10-14% damage depending on the charge. Like most of Nick’s attacks so far, it’s use as an attack is… underwhelming. It does come out fairly fast, however, despite the jar's size.

Once the move is completed, however, Nick will leave the jar on the ground, with very little end lag. There, it will become kind of an item, roughly 1/3rd of a Battlefield Platform wide (See? Told you), and roughly 2/3rds of Nick’s own height. It behaves like an item for the most part, anyway, and can be passed through by other opponents. However, while Nick can interact with the jar, opponents can only interact with it via attacks. After taking roughly 20% damage, the jar will shatter.

Nick can interact with the jar like any normal item, by pressing the standard button next to it. This will cause him to pick it up, where it acts like a crate or barrel, slowing him down a bit. While holding the jar, he can actually use the Down Smash again, though it behaves exactly the same, but with less start-up lag. Anyway, Nick can let go of the jar at any time, like with a normal item. Unlike the barrel/crate I compared it to, Nick will place it down directly in front of himself.

So, what the heck does this jar even do? Before we get to that, we have to explain something I “neglected” to mention about the juice. It wasn’t relevant until now, sue me. So, when juice is spread over thin platforms, there will be a bit of a drip to them. As in, the juice will drip down beneath them at a steady pace of 1 drip per 10 frames. This is entirely cosmetic… until the jar comes into play!

By placing a jar under the drip, it will start to BOTTLE them up! (Much like Nick and his emotions hahahaha) The jar will be filled to the top after 10 drips. From there, it doesn’t do much else until Nick decides to interact with it again. When he does, he’ll just pick it up again so he can move it. What you do from here on depends on what you want to do.

But before we get to the uses, I have to note a few more things. The first is that, if the attack is used next to Finnick, he’ll take the jar off your hands. Paws. Grabby appendages. Basically, he’ll just take it over to the nearest drip, and place it there, before heading back to do his own business. You can’t use this when there are no drips, however, as Finnick will just shoot Nick a glare before moving on with his life.

Second, the drips aren’t the only way to fill up the jar. A juice explosion of any kind will fill it up completely, but it will need to be directly under the hitbox in order for it to register. This requires a lot more set-up for virtually the same reward, but it makes one aspect of something we’ll get into easier.

By using the Down Smash while there’s juice in the jar, the move will get some extra oomph to it, boosting the damage to 9%-17%. The start-up lag is a lot worse however, but the slam also causes some juice to spill out, creating two 1/3rd of a Battlefield Platform sized patches of juice. Using this attack drains two of the drips from the jar, meaning you can use this about ten times before it reverts back to normal.

The second use is to have Finnick deal with the full jar. Handing it to the fennec results in something incredibly simple. He takes his bat, and swings it at the jar, shattering it, creating a forward shooting juice explosion. This creates a hitbox relative to the amount of juice in it, with the maximum reaching forward 2 Battlefield Platforms forward, and nearly reaching one of the lower Battlefield Platforms in terms of height. It deals 13% damage, but has high knockback, capable of KOing at 120%. Also a decent way of covering ground with juice fast.

There's something extra Finnick can do with the jar, but it requires the use of a blueberry. Like with the Pawpsicle Stand's interaction, Nick will flick a blueberry into the jar if its used next to him. The juice will turn blue, which doesn't affect much on its own. It does, however, completely change the juice projectile once Finnick destroys the jar. It expands the hitbox to around 3 Battlefield Platforms at max juice, but reducing the damage to 10%, and the knockback down to 140%. This greatly reduces it chances of a KO, but it also helps cover ground (with juice) faster.

The third and final use is something that Nick himself has to do. By taking a jar of juice over to the Pawpsicle stand, trying to let go of the jar will result in Nick pouring all of the juice into the stand. The ice in it will cause the juice to freeze over instantly (Don’t question it, Smash Bros. rules). This adds an additional bit to the stand’s movement. First, you can’t put anything in the stand while the frozen juice is in it. There just isn’t enough room.

So, now when you push the stand around, it will ALWAYS be a hitbox, no matter how fast it’s going. The damage has now been boosted to 5-20% based on the speed. These measurements are only for when a full jar is used, however, as they do change depending on how much juice was dumped into it. So, yeah, the jar can be helpful.


Up Smash – Feeling Foxy

For the start-up animation, Nick bends down, in a surprisingly athletic pose for someone like him. Once the move actually starts, he’ll leap up in the air a bit, around a ducked Kirby high, and rapidly slash at the air. Once the attack finishes, he’ll fall back to the ground and enter a brief endlag animation where he has to take a breather from the energy it took.

This is a rather standard Smash, compared to his other two ones. In fact, this is one of the few moves in Nick’s entire set that DOESN’T interact with anything! It is a pure KO move, and one of his best. Well, second best, before FSmash, but is the best one he can use on his own. The attack deals 6 rapid hits of 3-4% damage depending on the charge, resulting in 18-25% damage, and upwards knockback that can KO at 120%.

This is a very good move, having decent speed and a considerably large hitbox despite Nick's smaller size. The first hit of the move comes when Nick leaps up, meaning that it will pull up grounded opponents into the attack. The main downside of the attack is the endlag, which is pretty awful. It has Nick take a bit of a breather once he lands, though he'll get back into the action fairly quickly. Its still incredibly punishable if he whiffs the attack, however.


Standards
Jab – Fox Claws

Nick has an incredibly simple jab, all considering. It doesn’t interact with anything (Well, it interacts with ONE thing) and is overall… not an incredibly good move. The animation is also simple, Nick slashing forwards with both his claws, though he looks a bit uncomfortable as he does so. It’s generally socially unacceptable to use claws for violence in Zootopia. It’s a pretty standard three-hit combo, the first two hits being a swipe to the left and to the right. The final hit is multi-hit by itself, as Nick swats forward with both his paws, acting as another three hits.

None of these attacks hit very far, since Nick himself is pretty small. They also don’t do that much damage, maxing out at 10% damage, the last hit also dealing really weak knockback. It really isn’t that great, even as a jab, but it does come out quick enough to… not be the worst. Pretty mediocre jab, basically.


Forward Tilt – Police Training

Spoilers for a movie most people have seen, Nick becomes a police officer at the end of the film. This means he has at least some access to police equipment, in this case a tranquilizer dart gun. He pulls the gun out, and aims it forward, a bit unsteadily. He fires it, sending out a small projectile. If you’re a nerd like me who cares about this kind of thing, then you can consider this a set for the Nick between the cut to the last scene. But nobody else cares about that. (To see more proper use of a tranquilizer gun, check out my Judy Hopps set coming to an MYM 20 near you)

Anyway, the tranquilizer dart is a ridiculously small projectile, slightly smaller than one of Mega Man’s standard buster shots. Due to how badly Nick fired it, however, the dart has really weak range, flying in a small upwards arch, before hitting the ground. The maximum height this reaches is maybe up to Mario’s nose, while the distance is a rather pathetic, for a projectile, single Battlefield Platform.

The firing of the dart is fairly quick, though it seems almost accidentally so, as you can see Nick fumbling with the gun for a moment before it fires off. This amounts to a short amount of start-up lag, longer than a standard projectile does, but not long in really any way. Nick does suffer a slight amount of recoil when the dart fires off, though instead of pushing him back, it just puts him into endlag, though again, it isn't anything awful.

When the dart hits an opponent, two different things will happen. For one, the dart will deal 7% damage, alongside some incredibly minuscule knockback, equivalent of Fox's laser blast in terms of it. However, it does have a bit more to it. In addition to the knockback, the dart will also tranquilize the opponent. this comes in the form of brief stun, for around half a second. The knockback, as weak as it is, still manages to push the opponent back a tiny amount. If the opponent is pushed by the dart while on juice, it will actually start their momentum up

Like with the blueberries on the NSpec, the dart can affect the Pawpsicles and all other ice related goods. By using the attack next to the Pawpsicle Stand, Nick will “inject” it with the dart. Remember, tranquilizer darts are made using a mix of chemicals to apply the tranquilizing effect, meaning that the ice of the stand is now full of tranquilizing juice, signified by it becoming purple.

Now, after that quick lesson in reality, we break from it for a bit. When a Pawpsicle (Or Jumbo Pop, but that’s only really an aesthetics change) is placed in the stand, they will turn purple. When Nick pulls a Pawpsicle form the stand now, it will retain the purple color. Once one is grabbed, this will change all of the Pawpsicles Nick can pull out into purple ones. This affects the Pawpsicle’s brain freeze aspect. Instead of taking three Pawpsicles for it to activate, it will only activate after one is eaten, which behaves like it normally does. It also doesn’t heal opponents, instead dealing 3% damage to them. This makes it harder for opponents to get rid of Pawpsicles, but it also means that Nick’s quick healing is pretty much done for.

You can get rid of this by, like with the berries effect, diving onto the Pawpsicle Stand. Finally, any juice created by tranquilizer affected Pawpsicles and Jumbo Pops will be colored purple as well, but again, just an aesthetic change.

Next, there’s Finnick’s interactions. When used next to him, Nick will actually toss the dart gun to him. Unsurprisingly, Finnick is a lot more competent with firearms than Nick is, and is actually able to fire the tranq gun in a straight trajectory. When fired like this, it has a range of 3 Battlefield Platforms, and moves at around the speed of a Super Scope’s weakest shot. All effects remain the same however, it’s just a more convenient way of handling it. Of course, the downside is that Finnick, being an AI, will generally tend to shoot at opponents without thought, and as described above, not exactly a good thing. He can also only fire 5 shots before the gun runs out of ammo.

Like with how the blueberries can effect the jar's juice, the tranquilizer can as well, turning it purple. This doesn’t particularly affect anything Nick can do with it… But Finnick certainly can. When Finnick bursts the jar open with his bat, the properties of the juice projectile. Aside from turning it purple, the juice’s distance will lower, maxing out at 1.3 Battlefield Platforms, but also boost the damage to 17%, and able to KO at 100%.


Up Tilt – Foxy Flailing

Nick quickly swats one of his paws above his head in an arcing motin. This is a fairly simple attack, much like a standard Old Style Bionichute set. The range of it is rather decent, considering Nick's size, reaching around the upper parts of his model and such. Just imagine DK's UTilt, but a lot faster.

And it definitely is faster, coming out at around the speed of his jab. Unfortunately, despite being somewhat spammable, and dishing out a decent 9% damage, its knockback isn't great, being able to KO at 14)%. On the other hand, this makes it fairly easy to juggle with, but the knockback might be a bit too decent for even that to be a real option.

Down Tilt – High Tailing It

Nick’s Down Tilt is probably exactly what you expect from it. From his crouching, position, he sweeps around in a circle with his tail. It’s general animation and effect is incredibly similar to, uh, Fox’s Dtilt. It’s a sweeping move the main differences coming from it being able to hit on both sides, and having a LOT more start-up time, as Nick is nowhere near as athletic as Fox is. It takes a bit more doing.

The range is also different, due to size differences, as it can only reach about 3/4ths as far as Fox’s. This is made up for, of course, by him being able to hit on both sides. Other than that, the general knockback is similar, being rather weak, and not a particularly good KO move. The damage is also suitably weak, only dealing 5%. Generally, this isn’t that great of an attack. Sensing a pattern?

Like most of Nick’s attacks, this has a secondary function. If Nick uses it while in a pool of the juice, his tail will pick some of it up, coloring the edge of his tail a reddish pink. This behaves similarly to when he’s carrying the Jumbo Pop, dripping occasionally and creating a small pool of juice behind him. In this case, it drips every second, creating a pool 1/3rd the size of a Battlefield Platform, like the Jumbo Pop.

Unlike with the Jumbo Pop, Nick can still use any attacks during this period. The big downside is that this only runs on a 5 second timer, meaning it doesn’t create as much juice as a Jumbo Pop, but still being able to spread juice yourself while attacking is a decent make-up.

Also, when Nick uses his Dtilt now, it will shoot off a small burst of juice, increasing the attack’s range, but getting rid of the juice in the process. This isn’t a projectile, and merely acts as an extension of the attack’s normal hitbox, boosting it to a full Fox Dtilt in range… though it only hits in front of Nick, the back hit behaving as normal. It also boosts the damage to a slightly better 9%, but the real downside is that it doesn’t actually leave any juice on the stage, it vanishes once the attack is used.

Also, yes, the attack is called High Tailing It even though it’s a low attack. It’s the only pun I could think of.


Dash Attack – Fox Trot

From his dash, Nick leaps into a pounce. Unlike his Up Special, this is more of a normal pounce, rather than a physics defying nonsense attack. As in, it’s a very standard leap forwards, Nick’s entire body acting as a hitbox. The pounce reaches forward half a Battlefield Platform forward, but is actually very quick to come out, making it a decent surprise attack if used at the right times.

Nick does suffer a bit of ending lag, no matter if the attack whiffs or hits. If it does hit, Nick will bounce back off the opponent after dealing 9% damage with moderate knockback. This puts him into a prone position before he gets back up. If he misses, he’ll hit the ground on all fours, and have to get back on his legs, in roughly the same amount of time it takes when he does hit an opponent.

The secondary effect of this attack only works if Nick uses the move over a juice pool. It also only activates when the attack misses, and ultimately leaves this as a traversal move rather than an attack. When the attack is used, Nick will quickly switch his positions during the last few frames, going onto a relaxed, hands-on-head position as he hits the juice.

When this happens, he will slide across the juice for roughly half the pool’s current length. Due to the speed behind the attack itself, the slide is faster than Nick’s dash itself, meaning that, on larger pools, he can traverse rather large sections of the stage in a short time. Also, due to Nick’s hitbox being much shorter at the time of the slide, he can slide underneath taller character’s legs.

This only works if a character is standing, as a ducking character will block it no matter what. Once the slide is finished, Nick will be put into the same fairly bad endlag as when the attack is used normally. When the slide finishes naturally, he’ll quickly get up, and shake the juice from his fur. If the slide is blocked by an opponent, Nick will bump his head, and quickly scramble to his feet.


Aerials
Neutral Aerial – INCOHERENT FLAILING

Nick does NOT like heights. His falling animation has him visibly terrified of it, but this is Smash Bros. and he really does not have a choice in the matter about jumping or not. This plays into his incredibly simple NAir, where he spins his arms around, flailing and trying to grab at something. The start-up of the attack is quick, and there is very little endlag, allowing Nick to cancel from this attack into something more useful later in a fall.

There really is not much to the attack, other than it POSSIBLY being Nick’s best physical attack (As in an attack he does himself), capable of dealing 12% damage if it hits right, as it deals several hits of 3% over its quick hitbox. Unfortunately, the hitbox of the attack is incredibly small, due to Nick’s arms being small, meaning it can be hard to hit accurately with it. The knockback of the attack is weak, KOing at 180%, but is also a bit upwards, meaning that getting it off correctly can help Nick descend faster than the opponent.


Back Aerial – Get Some Tail

Nick, from his panicked aerial state, manages to gather some courage up, and spin around in what amounts to a very simple BAir. Nick’s tail acts as the hitbox here, having a bit more reach than it does on the DTilt, if only by a slight measurement. It isn’t a very powerful move, dealing only 11% damage, with very mediocre knockback, but the speed of the attack definitely makes up for it. The knockback, still mediocre, isn’t horrible mind you, meaning activating it out of a shorthop for a decent keep-away move.

If Nick has juice on his tail from the DTilt, using the attack will activate a similar effect, which behaves almost identically from how it does on the ground. The hitbox is slightly changed from how it is when used on the DTilt, however, spreading out a bit more with less range. This boosts the damage to 14% damage, and makes the knockback a bit better. Its still as fast as normal, meaning that you can use it as an even more effective keep away attack.

You know, maybe I should have called this “High Tailing It” and the DTilt “Get Some Tail”? Nah.


Forward Aerial – NEED A PAW

Nick lashes out a bit, stretching his body out as he attempts to grab onto anything in fornt of him. Of course, since this isn’t a grab, it fails 100% of the time. However, his flailing arms make for a decent hitbox! It isn’t an amazing attack by any means, having less range than his BAir and also having a much longer animation, as well as start-up.

The attack does go on for quite a few frames, in fact, you can make Nick keep doing it by holding the button down, but this isn’t an incredibly useful thing. When used normally, it can actually last around 25 frames. The attack, like Nick’s NAir, attacks via multiple hits, each one doing 3% damage. With a standard press, Nick can deal 12% damage over the course of the attack, if it hits the opponent from the start. If held, the damage can be boosted to a total of 16% damage

It isn’t an amazing attack, but Nick can retain some forward movement while using it, making it a decent aerial approach tool, even if its something Nick isn’t really built for.


Up Aerial – Bit of a Reach

Nick desperately reaches upwards, again attempting to grab onto something. In this case, with both of his paws at the same time, claws out. This is an incredibly standard UAir, though it doesn’t have great range, but that’s shared with most of Nick’s non-prop attacks. It isn’t even that decent damage wise, only hammering out 11% damage, though the knockback is above average at least, managing to KO at 130%.

The animation also comes out fairly fast, though not as fast as some other aerials. It can still be used for a decent shorthop attack, helped by the fact that, though the hitbox isn’t very tall, it is a bit wide due to how spread out Nick’s arms are. Its still not as useful as Bair as a shorthop tool, however, but it is a good alternative.


Down Aerial – Jumbo Drop

Nick, like the completely unconventional lightweight he is, has a HMA stall then fall attack for his DAir! He pulls out another Jumbo Pop, and grips onto the handle as it falls down. The Jumbo Pop retains its general statistics from the Forwards Smash as well, making it a RATHER LARGE hitbox compared to most stall then falls. Due to the size of the attack, it's surprisingly laggy for a lightweight like Nick, but it is slightly shorter to perform than Bowser's DAir

It also dramatically increases Nick’s falling speed, nearly to the equivalent of the Bowser Bomb rather than any generic stall then falls. This of course, also plays into the attack’s damage, as it can deal 16% damage on its own, and acts as a meteor smash, like most stall then falls. Its incredibly powerful… if it hits. The bad start-up makes it very clear when its used. It also has bad endlag, as Nick has to hop back down from the top of the Jumbo Pop.

Oh yeah, this is a prop too! Once the Jumbo Pop hits the ground, it smushes down, becoming a large wall. By that I mean it can completely block movement and such, which can be useful if you have an out of control Pawpsicle Stand and not enough time to stop it yourself. Just quickly plop one of these down, and it stops instantly, no problem. It can also be used as a platform. General statistics for the Jumbo Pop on the SSpec also apply to its height and size, so consult that. (I’m too lazy to rewrite it down here.)

Anyway, the Jumbo Pop only acts as a wall for a short time, anyway. It lasts the same time as a usual Jumbo Pop does before melting completely, and leaves the same amount of juice as well, but this Jumbo Pop visibly melts as time passes. It loses about a half-ducking-Kirby every half second, until it just becomes mush on the ground. This means that any applications it has as a blocking tool, or even an extra platform, doesn’t last very long.


Grab Game
Grab & Pummel

Like all of (my) Grab & Pummels, these are ridiculously simple attacks. For his grab, Nick reaches forward with both paws, in a quick motion that also comes off as a bit awkward at the same time. It doesn’t reach that far, obviously, but isn’t a… terrible grab, at least.

When Nick grabs an opponent, it will be similar to what happens when Kirby or Pikachu grabs someone, the opponent being pulled down a bit to be on eye level with him. For his pummel, Nick scratches at the opponent, directly in the FACE. Its actually a rather quick pummel, all considering. It only deals 2%, but Nick can dish it out rather quickly before it ends.

Also, Nick can grab Finnick. Every one of Nick’s throws does something different, always related to the move at hand. These will be expounded upon with each move.


Forward Throw – Bunny Ears!

For this basic throw, Nick lets go of the opponent, before kicking them back up to their normal stance. He then spins around and pulls out his phone, shooting a peace sign (or bunny ears) as he takes a picture of himself and the opponent. This, in total, deals 8% damage, making it weak even for a throw. That’s because it also doesn’t deal any real knockback.

Instead, it locks the opponent into a stun state that behaves exactly like the headache effect from the Pawpsicles. This allows Nick some set-up time while the opponent recovers, giving the fox a bit of leeway before he gets pummeled by Ganondorf. Since the stun behaves the way it does, getting shorter the more damage the opponent has taken, this is mainly used for set-ups, rather than as an actual throw.

When used on Finnick, Nick won’t kick him up, obviously, but the fennec will also very visibly not want to do this. Once the picture is taken, Finnick will enter a blind state, thrashing around the stages in random direction while swinging his baseball bat around. He swings blindly, of course, meaning they can come out at any direction, and they come out faster than normal. During this time, Finnick practically becomes a walking hitbox that deals 7% damage and mediocre knockback. He also only moves at half speed during this.

This only lasts for around 3 seconds, however, and it also angers Finnick a lot, meaning that he won’t be able to do any work for a bit. In case you forgot that from the last move. This is a decent to use during crowd control, or if you need to defend something for a bit. It comes out quickly too, making it even more useful for that function.


Up Throw – Two Paws!

For the standard throw, Nick lets go of the opponent, before grabbing them again and attempting to lift them over his head. This doesn’t work, obviously, because he short and not physically fit. When he tries it, he eventually tips over, performing an accidental suplex on them. The suplex is fairly standard for a throw, dealing 10% damage with upwards knockback once the opponent hits the ground. The knockback is mediocre, KOing at 160%, and the animation takes a bit too long for it to be valuable in the heat of the moment.

Its use with Finnick, however, is a lot more useful. Using it will cause Nick to fling the fennec up into the air, much higher than he can normally jump. As in, around 2.5 Ganondorf’s high. This is useful for getting Finnick around, mostly because its actually fairly hard to get him to actually go where you want him to go. The animation is much faster than the regular throw’s animation as well, meaning you can use it much more reliably. This is actually the one throw that doesn’t make Finnick angry, so you don’t have to use it sparingly!


Back Throw – For a Stroll

Nick, of course, lets go of the opponent at the start of the animation. He then proceeds to climb up the opponent a bit (Okay, he kind of just hovers to the side of their model for a frame or two) before jumping around their backs and kicking them back with both his feet, mimicking a certain rabbit. This deals 9% damage, and causes surprisingly mediocre knockback, but does knock the opponent off their feet, which is the important part.

By using this throw, Nick is able to knock the opponent into the Pawpsicle Stand if their model ends up touching the stand (Explaining the poor knockback), instantly causing it to move forward a bit. While an opponent is in the Pawpsicles Stand, it behaves like it does when filled with frozen juice, turning into a moving hitbox. The difference comes from the weight of the opponent that was tossed in. If the opponent is lightweight, the stand will travel fast, but only deal 8% damage. If the opponent is heavy, it will move at half speed, but deal 15% damage. Opponents can escape from the stand by mashing, much like a grab. This carries over the current grab strength before the throw was activated.

Nick can also use this with Finnick, though he instead just tosses Finnick in rather than kicking him. Finnick acts as a lightweight character, meaning this isn’t remarkably useful, but it is quicker to get out than the jar combo. Once the stand stops, Finnick will hop out of it, a bit angry that Nick did that without any warning. It becomes even more humiliating if he’s in the elephant costume, but that’s a personal thing


Down Throw – Slick Nick

Nick lets go of the opponent, before straightening his tie. He then kicks them in the shin (Or whatever is closest for the animation to hit on smaller characters), causing them to fall down, taking 12% damage. Yeah, this isn’t particularly amazing as a throw. It has functionally no knockback, instead acting as an instant tripping mechanism. The trip lasts a few frames longer, in order for Nick to at least get away before the opponent wrecks him.

The move does change for the better if its used while standing on juice. Once Nick kicks the opponent down, they will actually start to slide off during the tripping animation, reacting to the slippery physics of it. It also keeps the opponent down for a couple more frames than usual, and actively leaves them open for a follow up attack. Or, the more likely case for Nick, letting him get away faster.

When used on Finnick, Nick will continue to be just absolutely terrible to him, tossing the fennec to the ground. This does nothing other than piss Finnick off when used on normal ground, meaning you just wasted using Finnick for something. When used on juice covered ground, however, Nick will quickly hop onto Finnick’s back as he starts to slide across the juice. This is faster than actually running across the juice yourself, and is also pretty funny to watch.

While sliding on Finnick, Nick can perform an attack. Specifically, he can pull off any of his tilts, and the Up Smash. Larger prop based moves do not work. Like with most of the Finnick interactions like this, Finnick gets mad. After travelling 2 Battlefield Platforms, Finnick will throw Nick off his back himself, causing the fox to facefault into the ground himself. Most of the time, this move can be very situational, as you need to wait for a time when Finnick isn’t needed, but the ability to land some hard to hit attacks while moving is a major plus.


Final Smash
Get in the Van!


Nick has the Smash Ball! What’s a relatively average guy supposed to do with that power? Well, he… pulls out a set of car keys! Finnick, regardless or not if he’s on the battlefield, will show up and snatch the keys away, before running off for a moment. He instantly comes back, driving in an incredibly tacky van, to pick Nick back up. Before the van comes back, Nick will put on a pair of shutter shades.

The van is large, but only around as tall as Bowser, and as wide as 1.5 Bowsers. Control wise, the thing behaves like the Wario Bike, except able to turn around much more precisely, and with the ability to jump, because of course. The van is basically a moving hitbox, travelling at the speed of the Wario Bike as well, and will deal 20% damage on contact. The knockback is also pretty decent, being able to KO at 70-80%, since running into someone with a car is generally a fatal thing. The van lasts for around 9 seconds before it disappears. Once it disappears, Nick and Finnick will high five.

The shutter shades will remain on Nick until he gets KOed.
 
Last edited:

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,249
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
SW-8229-3157-8114

MIN MIN

Representing the world of ARMS, Min Min joins the battle! ARMed with the fierce Dragon fist, the wrecking-ball-like Megawatt, and the curving Ramram disc, she utilizes the game's signature long-ranged attacks while also bringing her own flavor* to the table in Smash for Wii U!

*That flavor being ramen-flavored, to be specific.

Stats
Min Min is pretty agile overall, to be expected given her slender stature. Her walk speed is just a touch above Bayonetta’s, but her dash can keep up with fighters like Yoshi and Pikachu just fine. Min Min’s jump height is average, her air speed is about the same as her walk, and she leans toward the fastfaller side of things. One thing to note is that her combination of low-end weight plus big, springy arms makes her easy to hit and easy to launch.

As for unique gameplay gimmicks, almost all of Min Min’s attacks are long-ranged moves, in the spirit of ARMS. They operate quite differently from a normal attack, and to see how that works, let’s check out her Neutral Attack real quick:

Neutral Attack / Neutral Aerial
Min Min dons a Sparky fist on her right arm and then shoots it forward, with low startup before the fist starts flying through the air. Those coiled-up ramen arms aren’t just for show, as they’ll uncoil and stretch out to let the arm travel 5 SBB before stopping and then retracting to Min Min! That reach is pretty massive, and it’s shared with most of your other arm-based attacks.

Another common trait is that the punch takes a whole 25 frames (60 frames = one second) to reach the end of that path, in addition to the startup lag, after which the fist lingers for a moment and then quickly snaps back to Min Min’s position. Oh, and before going any further, I should tell you that in Neutral Attack, the Sparky does 6% of damage and low-mid knockback at a normal, forward-upward angle. Neutral Attack can be used in the air, meaning it acts as your Nair too.

While an arm-based attack like the Sparky is active, Min Min can walk (but not turn around), perform a grounded jump, and use Side B. While the ability to move at all is awesome for a melee attack, you can’t shield, dodge, or do anything else. The thing that makes this trickier is what happens if a foe hits your outstretched arm: the arm will snap back to Min Min instantly, putting her in recoil for 14 frames. During this, the opponent is pretty much free to advance and take back stage control, as Min Min is stunned in place with a special animation. You can move to somewhat counteract this (moving doesn’t affect the fist as it travels, but it can affect the stretched arm’s position), but it’s not much. So just try not to overextend – quite literally.

If an opponent attacks the fist itself as it’s in the middle of an attack, as opposed to attacking the arm, the normal laws of priority apply. If the difference between the damage of your attack and the opponent’s attack means that your attack would be canceled out and put you into a recoil animation, the fist will simply fall to the ground and then retract.

One helpful thing to prevent against that 14-frame stun is that your arm will retract right away upon hitting a fighter, shield, reflector, wall, or misc. hurtbox, making ranged pokes safer under these conditions. Follow-ups are also easier due to this – the quicker that arm returns, the earlier you can perform another attack (same for rapid shield pressure). And while we’re on the subject, other things that’ll cause it to retract include getting launched with tumble-state knockback, being grabbed, having most stun-like status effects, or going more than 8.5 SBB away from the arm itself.

So yeah, these traits shake up how Min Min plays quite a bit. You’ll generally want to keep the foe 5 SBB or so away from you, since that’s the maximum range of your attacks. There are also upsides and downsides to the different ranges within that area. If you get closer, the foe has less time to react to your punches, since they have less travel time. However, spacing them from afar means that if the foe does manage to dodge the attack and hit your arm, the distance means that the punish on those 14 frames won’t be as strong. Y’know, since they have to spend some of those 14 frames actually dashing over to you. So at long range, you pretty much only lose stage control, and won't really get punished directly with a hit.

From the opponent’s point of view, defending against Min Min’s ranged moves also presents a few options. Shielding is the easiest, and is pretty safe for just blocking an attack since Min Min generally doesn’t deal a lot of shield damage. However, that’ll also make the arm instantly retract, so you don’t get a big punish. In that case, jumping over the attack or using a spot-dodge / other moves with intangibility might be the way to go! But that can be tricky to time, and Min Min also has options to deal with a lot of these strategies if she predicts them.

SPECIALS

Down B
So your Down B is actually a charge move, kinda like Limit Charge. For as long as you hold B, Min Min will widen her stance and “rev up” her left arm, acting as a storable charge of sorts with hardly any lag on either end. Letting go of B stores the current charge to be continued later, but getting hit out of the charge state resets your charge to zero. Down B reaches maximum charge after three seconds, but you can still hold or re-enter the charge stance after that point… y’know, if you wanna B-reverse it or something.

When you hit full charge, your left arm will flash and turn into a hefty Dragon Arm – Min Min’s signature technique! Normally your punching attacks use Min Min’s right arm, but if you’ve got a Dragon Arm active and you hold the attack button, they’ll use your left arm. Then that attack will use the Dragon Arm buff to gain a special effect! For example, the Sparky becomes an electricity-powered punch, paralyzing foes for as long as a half-charged Zero Suit Paralyzer and dealing 8% of damage instead of 6%. And thanks to the Dragon Arm’s added girth, the punch also gains special priority.* Another cool thing about Dragon Arm is that you can input another arm-based move to attack with your right arm while your left arm is already extended, allowing for more effective follow-ups! To clarify, you can only have two punches extended at once by using up a Dragon Arm charge.

*Any moves which would normally clash (i.e. put both characters involved into a recoil animation) will instead only cancel out the opponent’s move, meaning that your fist will plow straight through them.

The thing about Dragon Arm is that you’ve gotta use it wisely, though, since performing an attack with your left arm uses it up. Fortunately, unlike a Limit Break, you can choose whether or not to use it by holding or tapping the attack button. By the way, I mentioned that you can attack with your right arm while your left (charged) arm is already extended, and that also applies in reverse (i.e. not only can you do charged → uncharged punch, but also uncharged → charged punch). So you can potentially use a powered-up Dragon Arm attack to combo off of a normal punch! As for smash attacks, an uncharged punch uses the right arm, while one given any amount of charge will use the Dragon Arm if it’s charged.

Dragon Arm is generally there to give you potential for a surprise comeback, turning the tides with a powered-up punch. Your long-ranged moves give you plenty of time to charge it up over the course of a battle, and the buffs to the moves plus the ability to perform two attacks at once give you a lot of options once you’ve built up the charge. But of course, a lot of that’ll come in later moves. For example…

Neutral B
Min Min’s Neutral B uses one of her specialty ARMS: the Dragon. (Not to be confused with the Dragon Arm that you charge via Down B.) Tap B, and your fist will turn into a mechanical dragon’s head before shooting forward at an upward angle. This punch doesn’t extend the full 5 SBB, instead ending up 2 SBB in front of and 1 SBB above where you started the move. But it’ll still deal 5% of damage and moderate knockback as it travels.

The Dragon hovers at its destination for 30 frames, opening its mouth and drawing in energy. After those 30 frames are up, it’ll fire a yellow laser beam in front of it, which reaches 4 SBB and lingers for 40 frames, dealing 10% and moderate knockback. If you tap up or down while the Dragon is still flying through the air, then it’ll slowly tilt 30 degrees up or down while it fires the laser, sweeping a big area with the beam. Think of it like timing a B-reverse: tap B, then immediately tap up or down. Oh, and you can also B-reverse Neutral B, by the by.

Dragon is all about space control, able to force reactions from an opponent and cover large areas with a disjointed launcher. This is especially useful if combined with a Dragon Arm charge, since you can then use Dragon in combination with something else. For example, with a charge ready, tap Neutral B, and tap up immediately after to get the Dragon to sweep upward. Then, when the Dragon is about to fire, shoot a Dragon Arm-powered Sparky across the ground. And bam, you’ve got the Dragon covering the air and the Sparky handling the ground! If you want, you can choose to power up the Dragon instead, depending on whether you think it’s more likely for the opponent to be grounded or airborne. In this way, a Dragon Arm charge lets you cover two options while also choosing one of those options to get a bigger reward off of.

You can also, of course, choose to power up Dragon with your Dragon Arm charge. If you do that, then the laser becomes much more intense, turning reddish-orange with a coiling spiral of energy around it. This’ll turn it into a multi-hit move, dealing rapid hits of 10% across the 40 frames and then a final hit that deals 13% more and KOing from 100% from center-stage. That’s pretty insanely powerful given the amount of space Dragon covers, especially if you combine it with another attack to really scare your opponent. Just be sure not to become too predictable, since if the foe catches on, they can just attack you or your arm during the long delay, and then you’ve just wasted a Dragon Arm charge.

I mentioned that you can B-reverse Dragon earlier, which also ties into some neat combo applications. If you use it in the air with forward momentum, you can actually make it so that the Dragon ends up behind you when it fires the laser. This means you can potentially use it to follow up on certain short-ranged moves by jumping in with a Dragon and then using the melee-ranged attack to launch them into the laser. Your main short-ranged move is actually gonna be Side B:

Side B
Min Min is fundamentally a ranged fighter, but in ARMS, she’s also the only character with short-ranged kicks that can deflect punches. In Smash, these Kicks are mapped to Side B, and the kick you perform depends on A) whether you’re grounded or airborne, and B) the direction you use the move in. Uniquely, you can perform a Kick even when your arms are extended, so use this as a defensive mixup. Just don't get predictable!

Grounded Forward:
Min Min front-flips forward and kicks in a downward arc, covering a big area in front of her and moving forward a quarter of FD’s width. While unsafe on shield due to the fact that Min Min moves right into the foe’s shield-grab range, the 11% of damage and handy semi-spike make it a useful tool for setting up long-ranged attacks and tech-chases. Like the other Kicks, this attack has pretty low lag on both ends, and it’s a good way to surprise an opponent with an approach after poking from mid-range with arm attacks. You can also use the movement aspect to cross-up an opponent’s shield, or utilize its unique ability to ledge-cancel throughout the animation for tricky combos!

Grounded Backward:
Acting similarly to some of Ryu’s command inputs, Min Min has a different Kick on the ground if you inputs it in the opposite direction you're currently facing. She’ll perform a backflip not unlike Bayonetta or Falcon’s backward dodge, covering the same distance as the forward Kick in terms of movement (¼ of FD). The main difference is that the kick at the start of the backflip hits the move’s point of origin, dealing the same 11% but launching the opponent at a diagonally upward angle. So it’s handy for anti-air, since it covers a good vertical area and sets the foe up for a ranged move. This angle also allows for trickier follow-ups, such as jump in with a Dragon → land and perform a backward Kick to launch the foe into the beam. The backward grounded Kick also has intangibility on startup, making it perfect for dodging attacks – and like the forward Kick, it can ledge-cancel at any point.

Aerial:
In the air, it doesn't matter whether you Kick forward or backward: either way, Min Min dashes ¼ of FD to the side while performing a swift roundhouse kick, dealing 10% and low-mid knockback that doesn’t scale a whole lot. Low ending lag means that you can double-jump quickly after the Kick to get a follow-up, or you can read an airdodge and get a more powerful punish. At higher percents, it’s basically a 50-50. Whether you’re true-comboing at low percents or using a high-percent mixup, it’s usually best to end up facing in the direction you came from after the Kick, since your main tool for following up is gonna be a Bair. (More on that later.) Normally the Kick will keep you facing the same way you were at the start of the move, but you can hold B to have it turn you around with a noticeably different animation. On a similar note, an aerial Kick hits not only in the direction of travel, but also hits foes who happen to be at the spot you just left for a quick getaway.

The aerial version of Kick is probably the most versatile: it can be used for combos, tweaking your spacing in neutral, recovering, landing from juggles, and quick approaches. Offstage or near the ledge, it can even be a high-percent kill move! Keep in mind, however, that you can only use it once before landing, grabbing the ledge, or getting hit. So use this burst of quick horizontal mobility carefully!

Up B
Your last special, Up B, is Dragon’s Flight. Dragon fist equipped, Min Min leaps upward with an uppercut as flames fly from the Dragon’s jaw, dealing a fiery multi-hit as you ascend. Dragon’s Flight has notable disjoint to its hitbox, which deals 15% of damage across the whole move and KOs beginning from 150% from the ground, or earlier near the ceiling.

For recovery, it can be angled similarly to Corrin’s up special, traveling about 3 SBB at any angle between 20* (a bit above horizontal) and 85* (a bit below straight up). It’s a pretty quick recovery, and its hitbox makes it pretty safe. However, for the horizontal version, the placement of the hitbox means that you’re left open to attacks from above. The main thing that makes this recovery a bit safer than average is the generous ledge-grab range, since your springy arm is already outstretched. Like most recovery moves, Dragon’s Flight leaves you in helpless, but uniquely, you can act out of it if it’s used from the ground. At low percents, you can actually combo into something like a Kick!

With a Dragon Arm charge, Up B mainly gains more attack power, now dealing a total of 23% and KOing from the ground starting at 110%! Since it’s an arm-based attack, you can perform Up B in the middle of another arm attack by using up a charge, but you can’t perform another move while using Up B. Not only is the Dragon Arm version a devastating finisher off of a setup move – especially if you angle it all the way forward to travel a good distance across the stage – but the larger hitbox from the more intense flames makes it safer as a recovery.

STANDARDS
Forward Tilt
Forward Tilt is a return to more basic long-ranged punches, as Min Min punches forward with a Ramram arm – a sort of spinning ringed weapon – with the ring “facing” the camera (as in, Toon Link’s boomerang instead of Link’s Gale Boomerang). It travels the same distance and speed as the Sparky, but deals multiple hits adding up to 14% if you catch the foe from the very beginning of the move. Catching a foe at more of a distance, of course, results in lower distance. The final hit at the end of the Ramram’s range launches the foe with moderate knockback, sending them a fair bit further than a Sparky especially since it drags the foe along.

The big difference between this and a Sparky is that in Ftilt, the Ramram won’t stop upon hitting anything, such as a shield or opponent.* So it’s actually unsafe on block most of the time, since your arm keeps traveling – and so the opponent can just drop shield and quickly punish. To make up for that, though, Ftilt has a bit of a better reward than a Sparky, since it sends the foe really far all things considered. A lot of the time, it actually sends them offstage! And while it’s not safe on block, Ftilt deals a decent bit of shield damage due to its multi-hit properties, especially at the very end.

*If the LAST hit hits something, it’ll retract right away.

When charged up with a Dragon Arm, the Ramram gains a Fire effect, dealing 20% total (the extra 6% is all in the final hit). Also, the final hit launches the opponent toward Min Min instead of away, leading to new combo opportunities with up-close attacks like a Kick or other moves that’ll come a bit later. At low percents, it’s more of a move to set up into other ranged attacks. The final thing that comes with charge is that the Ramram grows quite a bit in size, making for a larger hitbox!

Up Tilt
Up Tilt uses the Ramram again, this time fired at a slightly downward initial angle. It’ll soon curve upward, making an arc of a trajectory that still goes the same horizontal distance in the same amount of time. Unexpectedly for an up tilt, this move actually doesn’t hit very high except at the very end of the path, since it dips down before then. During this initial travel, the Ramram deals 8% of damage and pops the opponent up a fair bit, and the arm retracts upon hitting an opponent. Handy for certain combo setups.

If the Ramram doesn’t hit anything initially, the arm itself will retract at the end of its path, but like in ARMS, the Ramram disc will detach and fly through the air in a curving arc as it returns to Min Min. This covers the air between the end of the path and Min Min’s location, dealing 7% of damage and weak knockback toward Min Min. This makes Up Tilt quite the handy anti-air tool, even if the high-hitting part is telegraphed due to the initial punch. It has the distinction of having a hitbox while the arm retracts, as well as the disc itself being disjointed / a pseudo-projectile (but it can’t be reflected).

A Dragon Arm charge once again gives the Ramram a Fire effect, but this only affects the power of the second part of Up Tilt, now dealing 11% of damage and more knockback, which brings more hitstun too. The initial hit, meanwhile, no longer stops upon hitting something, meaning that it pops opponents up into the second part of the move, which is pretty much guaranteed. So a charged Up Tilt basically guarantees a close-ranged follow-up if you land either part of the move!

Down Tilt
From a crouch, Min Min uses the Ramram yet again, this time with the disc flat to the ground. The punch itself this time has half the distance and half the travel time, making for a quick move that’s good for mid-range poking. It deals 9% and a semi-spike that almost always forces a tech, so it’s also a good move to use for proper attacking. Tech-chases are definitely a favorable situation for Min Min to force – long-ranged punches are ideal for covering multiple options!

If the initial part of Down Tilt doesn’t hit anything (if it does, it retracts), then it’ll release the Ramram disc as it travels the remaining half of the 5 SBB as a non-reflectable, boomeranging projectile, dealing 8% of damage and knockback at a normal diagonal angle. This adds to Dtilt’s reach and gives it an amount of disjoint, but doesn’t give you the reward of a tech-chase. Down Tilt in general only hits very low to the ground, too, so that’s the main thing to keep in mind here. One final thing to note is that Dtilt’s projectile doesn’t stop upon hitting anything, and has a returning hitbox which deals 6% of damage and weaker knockback. So it actually has kinda similar applications to a returning Tink boomerang for combos and such, but the shorter range means you can’t really surprise anyone with it.
As for the Dragon Arm version of Dtilt, it keeps with the general theme of Fire-based Ramram attacks. The initial half of the move explodes in a little burst of fire upon hitting a foe, dealing 14% of damage and launching the opponent with low power toward Min Min. Since it launches the foe backward, it can be used as a DI mixup, since it sends the foe in the opposite direction they’d expect. So if they hold away from you to escape a combo, a charged-up Dtilt can throw them off!

If the initial part of Dtilt doesn’t hit, the projectile part is mostly the same. However, upon reaching maximum distance, the Ramram will hover in place for half a second and charge up with fiery energy before launching in the direction it came from at high speeds, dealing 16% and KOing horizontally near the edge at 80%! It’s pretty telegraphed, but a good way to put some real pressure on an opponent or catch them by surprise.

Dash Attack
Dash Attack is a more conventional move, as Min Min lunges forward and punches ahead of herself with an outstretched Dragon fist, acting as a multi-hit similar to Up B. Your arm doesn’t actually stretch out during this move, so it “only” reaches about 1 SBB in front of you, but Min Min travels a good amount of distance in this burst of speed, so its effective range is quite a bit longer. The move deals 11% if you hit with the whole thing, launching the opponent with a semi-spike at the end to set up a tech-chase. Dash Attack has pretty average lag on startup for this type of move, but its range really sets it apart. The downside is that you can just jump over Min Min really easily to counter it, or shield the multi-hits to punish the rather long endlag.

Since Dash Attack is a canned animation rather than a special attack, you can’t use it at the same time as another arm attack by consuming a Dragon Arm charge. However, you can power up Dash Attack via a charge, which only affects the last hit. The dragon’s jaws chomp shut as it lets out a fiery explosion, adding 11% of additional damage to the end of the move and sending Min Min backward in a burst of recoil momentum. Not only does this also allow Dash Attack to KO near the ledge at around 80%, but the recoil makes it safe on shield! Unless your opponent has a really quick, long-range punish, but even then it won’t typically be a huge reward.
SMASHES

Forward Smash
Forward Smash uses the Megawatt arm, a giant wrecking ball of a fist which in ARMS is known for its devastating damage and ability to plow through smaller punches. The uncharged version of Fsmash has it move forward slowly like in ARMS, taking a whole 70 frames to travel the normal distance of 5 SBB. This is actually great for covering space, especially since Forward Smash has the same increased priority of a Dragon Arm-charged move – but all the time! So you can beat out almost any other move with a Megawatt, since it deals a whopping 17% of damage.* The catch? Since that arm takes so long to reach its destination, it also won’t retract for a while. So if a foe rolls, jumps, or spot-dodges past the Megawatt, you’re left wide open to a punish during that long travel time, such as the foe attacking your springy arm. The uncharged Fsmash doesn’t really have a lot of killing power, but it can plow through multiple targets if you hold A after firing it. If you don’t hold A, it’ll retract upon hitting something, just like normal.

*To start beating out a Megawatt, a move has to deal at least 26% of damage!

When you charge this smash attack, it instead turns into a different type of move entirely, as Min Min plants her feet in the ground to brace for a strong impact. Then the massive Megawatt fires forward at high speeds, taking only 20 frames to extend 5 SBB while dealing 17% to 24% of damage depending on charge, KOing from the ledge at 110%~70%. This is pretty powerful for a long-ranged move, but the catch is that since Min Min needs to brace for the impact, she can’t move or act while the Megawatt is out. You can use Dragon Arm to use a charged Fsmash while your other fist is out, though, so take advantage of that surprise kill option!

Speaking of Dragon Arm, a charged Fsmash will use it to gain an electric stun effect, similarly to a Sparky, as well as growing to an absolutely massive size. This boosts the damage to 20%~28%, as well as stunning foes for 0.5~1 second to open up combos at low percents. If they’re at high damage, though, the increased knockback means that a combo usually isn’t necessary to get the most out of this move – they’re dead anyway.

Up Smash
Up Smash is your other main non-arm-based move, as Min Min performs a Generic Flipkick™ to cover a big area above her. The sweetspot in front of Min Min deals 12%~17% and KOs vertically from 100%~80%, while the rest of the kick only deals 9%~13% and KOs from 130%~100%. Usmash is best used as an anti-air move to stuff aerial approaches, such as a tomahawk grab attempt, or as a way to get the opponent off of you as an alternative to Side B. Like Side B, by the way, you can use Usmash while an arm is extended, so it’s a good surprise kill move in that sense. Usmash has pretty average lag for a smash attack, so it’s a good, reliable kill move as a bit of a last resort. Since your up-close options are generally limited, Usmash isn’t something you specifically want to look for – you’re better off keeping the foe at a distance, and using this only when you need to.

Down Smash
Down Smash uses the Tri-Blast arm, leaping up and firing it downward – its three small projectiles cover a pretty big area below you. Each bolt deals 9%~13% and mid-power upward knockback. Since you’re left in the air after Dsmash ends, you can actually combo off of the knockback at low percents, while at high percents it sets up a juggle. Like the charged version of Fsmash, a Dragon Arm lets you use Dsmash in the middle of an arm attack, but not vice-versa. Dsmash is a pretty unique tool, since it lets you cover a pretty wide area of the ground while also leaping out of hARM’S way, but its long duration means the foe can easily jump and intercept you with an aerial. At the ledge, one of the bolts will go underneath the stage, reaching 5 SBB for a great edgeguarding strategy. It’s like Villager’s bowling ball, but not quite as deadly.

With a Dragon Arm charge, a charged Dsmash gains an Explosion effect, dealing 15%~21% and KOing vertically from 90%~70%. Other than the increased power and hitbox size due to the explosions, Dsmash doesn’t change much other than that. In practice, though, a Dragon Arm Dsmash makes for an extremely scary option, covering a huge area with a powerful kill move! Since you can use it in the middle of another move thanks to the Dragon Arm charge, try baiting a foe into hitting you while your arm is extended before dodging their attack with a Dsmash – plus giving them an explosive surprise to boot.
AERIALS

Forward Air
Min Min once again uses a Megawatt fist (although smaller than the one in Fsmash), the main difference here being that this time the fist actually obeys gravity. After falling and hitting the ground, it’ll then bounce back up a height of 1.5 SBB, making for a tricky trajectory to deal with! From a full-hop’s height, it’ll typically fall to the ground and then reach the apex of the first bounce. The speed and horizontal range of the punch are the same as a normal punch, and it deals 9% and moderate knockback. Fair excels as an air-to-ground attack, and can also cover the air at longer distances due to the bounce.

When charged with a Dragon Arm, Fair gains electric attributes, adding a moderate stun effect as well as boosting it to 15% of damage and making the fist itself bigger. This mainly serves to give you a bigger reward when attacking air-to-ground, as well as when edgeguarding against low recoveries. Its unique trajectory makes it excellent for covering different options when throwing two punches at once, since it covers both the air and the ground at different times.

Back Air
Bair is unique in that it’s an arm attack that doesn’t hit at long range: Min Min holds out a Ramram right behind herself as it spins like a buzzsaw for a multi-hit melee attack. Like a normal aerial, it has an actual animation, meaning that you can use a Dragon Arm charge to use it in the middle of something else but not vice-versa. Bair deals 12% overall, and the final hit launches opponents weakly at a diagonally upward angle. So it’s awesome for comboing at low-to-mid percents, but the tricky thing is that Bair also turns you around. So you can’t just do Bair → Bair; instead, you’d want to do something like Bair → Side B in the same direction you Baired while also turning around → Bair. The tricky thing is getting that string started, since Min Min typically plays a more range-based game, so she won’t often be in melee range. Maybe off of Utilt’s projectile? Bair is quick to start and to end, so its low duration means that it’s also ideal for turning around quickly in midair in order to face the opponent and start throwing some punches.

Dragon Arm basically turns Bair into a fiery kill move, boosting its damage to 20% and giving it a semi-spike that KOs outright from 80% at the ledge. It’s about as quick as ever, meaning that a Dragon Arm charge also makes Min Min terrifying at close-range just because of Bair. It KOs at a low percent already, but the low-angle semi-spike is the scariest thing about Dragon Arm Bair, since it puts opponents in the perfect position for a gimp using your long-ranged attacks. Neutral B, Dsmash, and Fair are notable ways to edgeguard a recovery from a distance, while Up B, Side B, and another Bair are good for getting up close and personal.

Up Air
Once again using a Ramram, Minmin throws it upward and at a forward angle, about 20* to the side. Similarly to Utilt, it’ll then curve around, reaching 4 SBB above Min Min and covering a decent bit of width. The arm itself deals 9% and moderate upward knockback, while the detached Ramram deals 6% and sends opponents downward with a weak meteor smash for a potential follow-up. Most of the move’s properties are similar to Utilt, but since this version goes straight up, it’s ideal for juggling opponents above you. The main thing about Uair is that its “startup animation” is a bit longer than the average arm attack, so if the opponent dodges the attack, they can punish it rather easily. Another use for Uair is as a follow-up off of Bair, thanks to Bair’s more upward-angled knockback.

With a Dragon Arm, Uair just gains more attack power thanks to the fiery boost: the arm deals 17% and KOs vertically from 110% at ground level, while the detached Ramram deals 15% and actually sends the opponent a good distance downward, potentially KOing. The general theme with Dragon Arm attacks is making the opponent scared, and Uair is no exception, as Min Min now has a deadly anti-air threat to work with.

Down Air
Finally, for Down Air, Min Min brings back the Megawatt one last time and performs a front-flip while facing more toward the camera. The Megawatt arm swings around Min Min during the flip before slamming down as a spike hitbox, at a distance of 4 SBB below her. Since the Megawatt doesn’t travel straight down and instead kind of comes in from the foreground, the hitbox only starts 4 SBB below her, and can’t hit foes directly next to Min Min. That hitbox is devastatingly powerful, though, dealing 15% and a spike a bit more powerful than Captain Falcon’s stomp. Dair is a canned animation just like Bair due to the sheer weight of the Megawatt, so it can be punished if you just randomly throw it out. But your arm is actually invulnerable during the attack, so there’s that. Dair is basically Min Min’s go-to for devastating, kinda risky edgeguards when she doesn’t have a Dragon Arm charged up.

Speaking of Dragon Arm, it only serves to make Dair even more powerful, giving it electric properties and boosting the damage to 25%. Not only that, but the spike’s power exceeds even that of Ganon’s stomp! Needless to say, it’s pretty much a one-hit kill if you’re unfortunate enough to be put offstage in this scenario.
GRAB GAME

Grab
Finally we have Min Min’s grab, and as you might expect, it’s quite different from other grabs in the game. Min Min throws both of her arms forward as they spread out a little bit and emit a coil of green energy between them. They travel at the same rate and distance as a normal punch, but since the fists are spread out to either side, the opponent can’t attack the fists themselves; they’ll just get grabbed, unless it’s super-disjointed to the point where it hits the springy arms themselves. So basically, the opponent needs to react differently to Grab than to a normal punch attack, which means it can be used as a mixup. Since it uses both arms, though, you can’t use it during another attack, even with a Dragon Arm charge. That said, you can walk / kick / etc during Grab.

Upon successfully grabbing an opponent, Min Min pulls them toward her, with the option to pummel by kneeing the opponent for 3% of damage with average speed.

Grab can also be used in midair, acting just like normal (instead of acting like other zairs). If Min Min ever happens to be in midair right when the grab connects, she’ll instead pull herself to the opponent before immediately performing a backflip kick type thing, dealing 12% of damage and sending the foe at a 45* downward angle with decent knockback. It won’t kill until about 90% offstage, but sets up nicely for tech-chases and gimps.

Min Min also has a tether recovery; if the midair grab makes contact with a ledge, she’ll pull herself to it, then acting like a normal zair.

Forward Throw
Min Min hops up and performs a rapid-fire barrage of stomp-like kicks on the opponent, no longer needing to hold the foe in place with her arms. After these kicks, she dons a Dragon fist and hits the opponent with a wind-up straight punch, launching at a semi-spike angle for decent knockback. The throw deals 14% total, and is an awesome way to set up either tech-chases or edgeguards depending on position and percent.

To use your Dragon Arm charge on a throw, just hold the direction of the throw during the initial startup. Forward Throw gains an explosion on the Dragon fist, adding 9% more damage to the end of the throw and giving it the ability to KO at the ledge from 70%. Keep in mind that since you won’t usually be grabbing right from the ledge, that’ll normally look like something closer to 90% or so, but still… pretty scary.

Up Throw
After tossing the opponent up and forward a small distance, Min Min throws a Ramram disc at the opponent, dragging the opponent diagonally upward along the full distance of a normal punch with rapid multi-hits. Uthrow deals 12% of damage in total, and the final hit deals moderate knockback with low scaling. The cool thing about Uthrow is that it puts the opponent high up in the air and in front of you, meaning that you can challenge their landing from a relatively safe distance using long-ranged punches. So it’s pretty much ideal for setting up edgeguards against high recoveries, or just a juggle situation if you’re far away from the ledge. It puts the foe in a pretty bad spot overall.

Dragon Arm turns the last hit of Uthrow into an explosion, adding an additional 7% to the final hit and sending the opponent diagonally downwards (angled a bit away from Min Min) with decent power. It won’t kill at low percents since it drags the foe upward (away from the bottom blast zone), but does have the ability to set up deep edgeguards, or to send the opponent into another punch attack. I should probably mention this, by the way: the ability to use Dragon Arm to throw two punches simultaneously also extends to throws. In other words, if you use Dragon Arm on a throw, you can throw a punch before the animation ends! In Uthrow’s case, it’s awesome for follow-ups. And of course, if you use a normal throw and have a charge to burn, you can use a Dragon Arm attack out of the throw too.

Back Throw
Min Min grabs the opponent with a Dragon’s mouth and performs a motion similar to Toon Link’s back throw, bending over backward and swinging the opponent overhead as her arms stretch out. This actually means that Bthrow is handy for hitting other opponents (or minions / etc), dealing 12% and KOing vertically with similar power to Mario’s usmash, but that’s besides the point. Unlike Tink’s bthrow, this one slams the foe into the ground, forcing a tech. At high percents, failure to tech results in a bounce, which Min Min can combo off of. Either way, you can really capitalize on the tech-chase here.

If you have a Dragon Arm charge, go for a charged Forward Smash: the ability to start the move during the throw animation (because of Dragon Arm) means you can charge it up for a while, and the speed at which it covers that distance means that you can cover most – if not all – of the opponent’s tech options! The opponent lands roughly a tech-roll’s distance away from Min Min, so the main thing is that you might need to time it differently depending on the tech option.

Near the ledge, you can actually send the opponent straight down off the stage with this throw. It’s not super-powerful to the point where it’d actually kill outside of really high percents, but of course, it’s ideal for an edgeguard, such as Dair.

As for Dragon Arm, the Dragon fist will now explode once it hits a surface, adding 7% of extra damage and launching the opponent forward – so they end up a moderate distance in front of Min Min. The applications are obvious: the foe is still roughly in arm’s reach, so hit them with a follow-up! Especially since that Dragon Arm lets you throw a punch at the same time as you throw your opponent.

Down Throw
With a quick kick to the gut, Min Min knocks the opponent flat onto their back before using a Ramram like a buzzsaw, grinding it into the opponent for a multi-hit that deals a total of 17%. It deals low knockback at a diagonally upward angle, with super-low base knockback but rather high scaling. So at low percents it’s an awesome combo tool, able to lead into a Side B, Up B, and sometimes a dashing Usmash or RAR Bair. At high percents, meanwhile, it can actually kill at the ledge from 110% – but given the ranged aspect of Grab, you usually won’t land it right at the edge of the stage. Since it sends the opponent diagonally upward, it’s also not something you can combo off of at high percents.

Dragon Arm turns Dthrow into a bit of a different beast, as the final hit’s fire aspect boosts the total damage from 17% to a whopping 24%! Not only that, but the knockback scaling is actually lowered, while base knockback is increased. So basically, it’s an insanely powerful throw that combos within a super-wide percent range. Watch out for that one. If you happen to land a grab at the ledge and the opponent has about 110%, you should just go for a normal Dthrow to get that kill power.

OVERVIEW
Offense
Long-ranged attacks give Min Min unique pressuring options, but she lacks good close-range burst moves.

Defense
Her ranged attacks are ideal for walling opponents out if she plays her cards right.

Advantage
Min Min has a lot of ways to pressure an opponent while in advantage state thanks to long range, respectable attack power, and devastating Dragon Arm moves to turn the tides.

Disadvantage
On the other hand, Min Min has trouble escaping pressure, combos, and being cornered due to her lack of get-off-me moves, and she’s in trouble if one of her arm attacks gets punished.

Mobility
Min Min’s movement stats are alright, and her Kicks give her a handy mobility tool.

Range
This one’s pretty obvious.

Survivability
Min Min’s low weight means she’ll die pretty early, but her Kicks and Up B give her the tools she needs to recover back to the stage pretty often, as well as having a tether to mix things up.
 
Last edited:
Joined
Oct 27, 2015
Messages
263
Location
Pop Star
The year is 30XX. Mankind has (somehow) managed to achieve world peace, master interstellar travel, and successfully create alliances with civilizations from other galaxies. Indeed, things were great for Man. That is, until IT appeared on the radar…



Many planets had met their ends from the same fate. Many had fought, none had survived. The beast known only as The Maw had consumed every world it set its sights on. And now, it had spotted the Earth. Understandably, Mankind panicked once they noticed it coming. They created a task force of the greatest minds on Earth in an attempt to destroy the Maw. This team, known as B-12, consisted of the universe's finest scholars, mechanics, and tacticians. Together, they devised a plan: kill the Maw from within.



The fated day arrived; the Maw was sure to land on Earth any moment. The first phase of B-12's plan was underway: activate a powerful force field around the Earth just before the Maw landed. While the hulking abomination broke through, the carefully crafted barrier performed its duty: knocking the beast unconscious. Now, a young man by the name of Tim Jection must enter the body of the Maw and destroy it piece by piece. Luckily for him, he has been outfitted with B-12's masterpiece: the Gel Supplement. The Gel is one of several suits specially crafted to survive the Maw's body and has multiple unique weapons systems designed to destroy the beast's strange organs.



With the help of xenobiologist Professor Sharpe Molar and ace mechanic "Grease", Tim may just stand a chance…





INNARD TURMOIL is a fictional video game of my own design. I plan to create some movesets, stages, and perhaps more for MYM. Please look forward to seeing movesets in future MYM contests, as well as the impending release of the first INNARD TURMOIL set before the end of this MYM!
 
Joined
Oct 27, 2015
Messages
263
Location
Pop Star
Introducing the very first INNARD TURMOIL set!


Father Canine Makes a Pilgrimage!






(Please excuse my rough spriting skills...)



Sanctimonious Stats


Size: 7

Weight: 4

Ground Speed:5

Jump: 3

Air Speed: 6

Fall Speed: 4

Traction: 10



Father Canine is the affable head of the ominous Church of the All-Consuming Void. Under his guidance, the Church give their lives to serve the Maw from within its massive body. Unfortunately for them, the creature is totally unaware of their contributions; however, Canine and his Children of the Void have learned to manipulate the creature's involuntary actions to their benefit. Canine is a pragmatic, cowardly man, and doesn't particularly enjoy fair fights. In INNARD TURMOIL, he only attacks the player when he feels that he has an advantage over them. His eerie mask is made up of the bones of the Maw itself as well as those of followers that have lost their lives in the unforgiving body of the Maw; it is dyed a deep purple with the Maw's blood. His robes, once white, have been died a sickly green with the Maw's bile. His beloved bowler hat was a gift from his father, and never leaves his head; it too was once white, but Canine's position required him to dye his beloved hat as well. Canine has a unique mechanic in that each of his Specials activate a special stance from which he can use a different, more limited move set.



Specials: For Lo, She Will Consume All In The End…


Neutral Special – Coward's Step



Canine throws his hands up before retreating a few steps. When he does so, he suffers a split second of lag, then a short period of invincibility. This period acts identically to a dodge roll. Once this period ends, he will step back twice more before the move ends automatically. All in all, the move lasts roughly 1 second. During this move, Canine enters the Coward Stance. Canine has a few unique lines that play when using this move to dodge attacks from certain characters, especially INNARD TURMOIL characters.



Coward Stance:



Signified by Canine walking backwards with his hands held out in front of him. Coward Stance is slightly slower than Canine's walk speed. This stance allows access to three moves: Excommunicate, Silver Tongue, and Indoctrinate. Coward Stance can be canceled by shielding or jumping, but Canine will suffer some endlag as punishment. Should Canine come to a ledge while retreating, he'll simply walk in place.



Coward Stance Special: Excommunicate



While retreating, Canine suddenly pulls a large bone from his robe before savagely swinging it with all his might. This is by far the laggier option from Coward Stance, with the endlag being especially painful. However, the move deals a nasty 13% and knocks the foe into a sliding prone position. This move has above-average range, roughly equal to Marth's Shield Breaker. Additionally, this move has a somewhat unique effect on shielding foes: it causes them to slide across the stage rapidly. This can be great to keep shield-happy foes away from Canine. Using Excommunicate ends Coward Stance.



Coward Stance Standard: Silver Tongue



Canine owes much of his success to his charismatic personality and smooth talking. Here, he puts his words to good use. When this move is activated, Canine continues retreating while speaking kind words to the foe. This is represented by him babbling gibberish and a silver, illegible speech bubble flying forwards from his person. This bubble accelerates as it flies forwards, starting at Mario's walk speed and capping at Sonic's dash after crossing Final Destination. Should it hit a foe, they suffer 7% and flinch. This move is unique in that it can destroy nearly any projectile in the game and interrupt most non-armored moves. This allows Canine to talk his way out of bad situations, but do note that Silver Tongue projectiles are mutually destroyed when interrupting a projectile. Using Silver Tongue extends Coward Stance for two more steps. Canine must endure a short cool down before using this move again, but it's very simple to chain them together and continue Coward Stance indefinitely. Do note: Silver Tongue does NOT have the dodge qualities of Coward's Step.



Coward Stance Grab: Indoctrinate



From his retreating walk, Canine, with very little startup lag, lunges forward a Bowser length in an attempt to grab a foe. Should he connect, he chuckles good-naturedly as he hugs the victim tightly. This friendly gesture deals 8% and no knockback, but has one major benefit: the lunge is armored and nearly impossible to interrupt. Being a command grab, Indoctrinate can grab shielding foes. Should this move miss, Canine suffers some rather harsh endlag. This move ends Coward Stance.



Side Special – Pilgrimage



Canine claps his hands together, bows his head, and begins marching forwards solemnly. The clap deals 5% and causes the victim to flinch, but the main purpose of this move is to enter Procession Stance.



Procession Stance:



Signified by Canine walking forwards with his hands clasped and head bowed. Much like Coward Stance, Procession Stance is slightly slower than Canine's walk speed. This stance gives access to four moves: Bless, Sacrifice, Pardon, and Ascend. This stance can be canceled by shielding, but Canine will suffer some lag if he does so. Otherwise, he will remain in the Stance for roughly one second before it ends automatically.



Procession Stance Special - Bless



Canine calmly removes an ornate bottle of acid from his sleeve before tossing it forwards. The acid lands roughly a Kirby length ahead of him and creates a large puddle. Anyone standing in this puddle (even Canine himself) takes constant , rapid damage. These puddles last 5 seconds, and only one can be onstage at a time. Hitting a foe with the bottle itself deals 6% and flinching, but does not create a puddle. This move ends Procession Stance.



Procession Stance Standard - Sacrifice



While Canine remains in Procession Stance, one of his mask's teeth glints brightly. This signifies that Sacrifice is ready. Should any foe attack Canine, he will instantaneously pull a large dagger from his sleeve and stab them, dealing a nasty 15% and causing a Crumple effect like Ryu's Focus Attack. However, this move is very clearly telegraphed and only hits if Canine successfully counters a foe's attack. Inputting this move refreshes the duration of Procession Stance, but landing it immediately ends the Stance.



Procession Stance Grab - Pardon



Canine pulls another ornate bottle from his sleeve while making a grab motion with his other hand. Should he grab a foe, he will pour the bottle's contents on his victim. This heals the foe for one fourth of their current damage, but the healing comes at a cost: they take constant, rapid damage that leaves them with 1.25 times the damage they began with. For example, a foe with 100% damage would be healed 25%, then take 50% over time, leaving them with 125%. The damage racks up fairly quickly, making this a frightful move. This move ends Procession Stance, and cannot be used on a foe already suffering from its effects.



Procession Stance Jump - Ascension



Not quite an attack, this input immediately ends Procession Stance and puts Canine into Enlightened Stance.





Up Special – Reach Enlightenment



Canine looks skyward as a beam of light envelopes him, pulling him skyward at the speed of Duck Hunt's Up Special even if used on the ground. While this move seems overtly supernatural, the beam is in fact a tractor beam emitted by a spacecraft from within the Maw. Entering the beam will forcibly pull any fighter upwards at half the speed that Canine is pulled, allowing this move to kill foes that are close enough to the top blastzone. Unusually for a recovery, this move can kill Canine off the top blastzone. The beam covers a Bowser length, and is centered on Canine. Once Canine lands, he enters Enlightened Stance. The light lasts for roughly half a second, and can only be used once in the air.





Enlightened Stance:



Signified by Canine looking skyward and raising his hands high above his head. Unlike Coward Stance and Procession Stance, Canine does not move automatically during this stance. He can, however, move left and right at a rate slightly slower than his walk speed. From this stance, Canine has access to four moves: Damnation, Admonish, Offering, and Penance. This stance can be cancelled by shielding or jumping, but Canine will suffer some lag; the Stance naturally ends after a second if no inputs are made.



Enlightened Stance Special - Damnation



Using this move causes an eerie blue light to shine down upon Canine. This light forces anything within it downwards at double it's normal fall speed. This light covers a Bowser length, and is centered on Canine. The light lasts for roughly a second, and deals no damage. Using this move ends Enlightened Stance, but gives Canine a small window of movement before the light fades.



Enlightened Stance Standard - Admonish



With very low startup, Canine slams his arms downwards while shouting sharply. This move has decent range and deals 9% and a very short stun. The main purpose of this stun is to help Canine escape particularly aggressive foes. This move ends Enlightened Stance.



Enlightened Stance Grab - Offering



Canine suddenly lowers his head and attempts to grab his foe. Should he succeed, he will hoist them high above his head as a brilliant light shines down from above, pulling the victim up slowly. Since this beam is identical to the Up Special, it can kill foes off the top blastzone. This move is designed to force foes to play by Canine's rules. This move ends Enlightened Stance.



Enlightened Stance Crouch - Penance



Canine quickly sinks to his knees, bows his head, and places his hands in his lap. This is not an attack, but quickly puts Canine in Altar Stance.





Down Special – Beseech



Canine quickly bows his head and drops to his knees. There is a hitbox on Canine's head during this that deals 6% and decent knockback. More importantly, this puts Canine in Altar Stance.





Altar Stance:



Signified by Canine kneeling with his head bowed and hands in his lap. Canine cannot move during the Stance, but has access to 4 moves: Angels, Intervention, Fellowship, and Revelation.. This Stance can be cancelled by jumping, or will naturally end after one second.



Altar Stance Special - Angels



Canine audibly mumbles a request for help, and, soon after, three white blood cells appear from the top blastzone. These cells are each the size of Kirby and hover about at his dash speed. The cells ostensibly protect Canine, but can in fact attack him as well. They boast two attacks: a short ranged charge and an infinite range projectile. The charge is a bit slow, and deals 7% and knockback that KO's at 175%. The projectiles fly at the speed of Luigi's Fireball, and ignore gravity. They deal 4% and a short stun. Each "Angel" has 35 HP, and Canine cannot summon any more until all three are dead. Once the Angels are dead, Canine must endure a 5-Second Cooldown before more can be summoned. He will flash white to signify that the summon is ready. This move ends Altar Stance.



Altar Stance Standard: Intervention



Canine throws his head back and his hands to the sky, crying out for help. Suddenly, a large tentacle lowers from the top blast zone. This tentacle is as wide as Marth, and stretches until it is a Kirby above Canine's head. It cannot pass through platforms. This tentacle writhes around constantly in an attempt to slap fighters silly. It's repetitive swings cover a rather large area, but said area is focused around the tentacle's tip, meaning the bulk of it is harmless. Luckily, by inputting this move while a tentacle is out, Canine can have it slowly retract, then have it stop at the desired height. The tentacle's slaps deal a nasty 9% and KO at 165%, but Canine is not immune to its onslaught. The tentacle remains on stage until it's 45 HP is depleted. If Canine has the tentacle retract all the way back up, then summons it again, its HP is NOT replenished; it must be killed before he can summon a fresh one. Once a tentacle is killed, Canine must endure a 7-Second Cooldown before it can be summoned again. He will flash purple to signify when it is ready. This move ends Altar Stance.



Altar Stance Shield: Fellowship



Canine makes a somewhat sinister hand gesture while chuckling, then exits Altar Stance. Shortly afterward, a Child of the Void drops from the top blast zone. This loyal follower of Canine roams the stage, controlled by a LVL 3 AI. The Child of the Void is precisely Marth's height, and has Luigi's weight. They have an invisible percentage meter, meaning they follow the same KO rules as a normal fighter. Children of the Void are generally somewhat docile, but fly into a rage if Canine is damaged; they will chase his attacker down until they land a successful attack. Otherwise, they simply wander about aimlessly, attacking foes that happen to get close. Children of the Void have a very limited moveset consisting of: Excommunicate, Indoctrinate, Bless, and Sacrifice. They also have access to a rather generic stab of their knife that serves a dual purpose as their "Jab" and sole Aerial; this stab deals 5% and light shoving knockback. Unlike Canine, the Children of the Void do not enter Stances. While the Children of the Void are great allies to Canine, he is NOT immune to their attacks. Once a Child of the Void is summoned, Canine cannot summon another until the current one is killed and 10 seconds have passed. When another Child can be summoned, Canine flashes red.



Altar Stance Grab: Revelation



Canine lowers his head even farther, quietly chuckling in a sinister manner. After a moment of this laughter, Canine slowly stands back up, still hanging his head and chuckling. After a Warlock Punch startup passes, Canine suddenly snaps his head up and abruptly stops laughing. Once this happens, a massive (Bowser-sized) chunk of bone and metal falls from the top blastzone at Sonic's Dash speed. This "boulder" lands roughly a 1/2 Battlefield from Canine and deals an absolutely devastating 35% and pitfalls its unfortunate victim. However, should it hit the ground without hitting anyone, it will simply burst into harmless shrapnel. Revelation is a powerful move, but Canine can be easily hit out of it and can in fact be hit by the boulder himself.





Standards: …And The End Is Nigh, My Friends…




Jab: Canine performs a quick swipe with his right hand (4%), then follows up with his left (5%). This two-hit Jab is quick and has more range than one would expect, but pushes the foe away far enough that comboing is somewhat awkward. Pausing and moving the camera reveals that Canine uses two concealed knives in this move.



Dash Attack: Canine performs a quick "dodge" of sorts, nearly halting his momentum for a split second as he crouches slightly and slides forwards. At first, this move doesn't seem to have a hitbox, but dodging through an opponent will cause Canine to quickly stab them as he goes. This deals 7% and places the victim in prone. It's worth noting that this move does NOT actually function as a dodge.



F-tilt: Canine performs a polite bow, taking advantage of his bulky, bony mask to sneakily hit the foe. This move is rather slow, but deals a nice 8% and some handy knockback. Canine's head is lightly armored during this move.



U-tilt: With minimal startup, Canine tosses a rather ornate knife upwards, suffering a short, but noticeable bit of endlag. This knife flies at Pikachu's Dash speed, and has infinite range. It deals 6% and causes the foe to flinch. No worries about spamming this move; Canine seems to have a limitless supply of knives…



D-tilt: Canine casually attempts to trip the foe. This is a very short ranged move, requiring Canine to get very close to his target. However, should it hit, he will immediately Dash to his tripped victim and stomp them, dealing 9% and leaving them in prone. This followup is unavoidable.





Smashes:… Soon, All Will Return To The Abyss…




F-Smash: Canine bows his head slightly while charging, and an observant player will notice him quietly attempting to retrieve something from his voluminous sleeve. Once the charge is released, Canine suffers a bit of startup before performing a rapid series of stabs with one of his numerous ceremonial knives. This move is dangerous, dealing between 15-22% and causing a Crumple effect similar to Ryu's Focus Attack. Thankfully, Canine suffers some hefty endlag and the move's range leaves much to be desired. If this move is fully charged, Canine leaves his knife in the foe's body; this is merely cosmetic, and it drops off of them after a while.



U-Smash: While charging, Canine looks skyward while reaching for something in the pocket of his robe. Once the charge is released, he takes a moment to pull out a large bone before performing an upward swing with it. This swing is one of Canine's main KO moves, dealing 12-22% and KO'ing from 175-160%. The startup lag on this is somewhat unfortunate, but there is little endlag.



D-Smash: Canine stands perfectly still while charging. When the move is released, he quickly tosses down an ornate bottle of acid, causing a large splash around him. This splash causes a sort of "poison" effect, making foes constantly take damage for a few seconds. The duration of the "poison" status varies from 1-3 seconds depending on the charge time.





Aerials: …And We Shall Be Uplifted Into Her Grasp




N-Air: Canine throws his arms up and out, as though praising The Maw. This serves as a simple N-Air, dealing 4% and light knockback that will never KO.



F-air: Canine spins around quickly, whipping the train of his robe forwards. This move has rather long range for an aerial and boasts a disjointed hitbox. This whip deals 7% and KO's at 180%.



B-air: Canine quickly swipes behind him with a knife. This swipe covers most of his back, and has decent range for a B-Air, but is somewhat slow. This swipe deals 9% and KO's at 170%.



U-air: Similar to the U-Tilt, this move has Canine toss a knife upwards; the knife still deals 6% and flinching. However, this has an advantage in that it can be used up to 5 times in the air.



D-air: Canine quickly flips over and plummets mask-first to the ground. This is a relatively simple stall-and-fall D-Air, dealing 10% and a moderately powerful spike. Canine suffers a bit of endlag when landing, but less than some of the heavier fighters with similar moves.







Grab: With little startup, Canine extends his hand as though attempting a handshake. Should he connect, he'll quickly pull the foe into a full grab. Dashing increases the range of this grab as well as its lag.



Pummel: Canine quickly stabs the foe. This is a very quick pummel, but only deals 2% a pop.



F-throw: Canine releases the foe before quickly swinging a large bone into them. This deals 8% and sends the foe sliding across the stage in prone. If a Child of the Void is nearby, they will pursue the sliding foe and attempt to use Indoctrinate once said foe stands.



B-throw: Canine quickly slides behind the foe before viciously backstabbing them. This deals 7% and causes a Crumple effect. If a Child of the Void is nearby, they will perform their Jab on the Crumpling foe.



U-throw: Canine holds the foe high in the air for a moment before tossing them upwards. If a Child of the Void is around, they will quickly rush to the thrown foe and attempt to hit them with Excommunicate. This throw deals 6%.



D-throw: Canine roughly drops the foe before gleefully stomping them into the ground. This deals 9% and leaves the foe prone. If a Child of the Void is nearby, they will use Bless on the prone foe.






Final Smash: Return To The Void!


Canine laughs maniacally as the screen darkens rapidly. Once it becomes nearly impossible to see, he quickly dashes forwards roughly a 1/2 Battlefield. Should he hit a foe, they are treated to a cutscene in which Canine and several Children of the Void carry them off to a massive pit of stomach acid. Canine says a few words, then his congregation begin to toss the victim into the pit. Suddenly, the camera fades to black…. Once it returns, Canine is standing alone over the prone foe, who is now down a stock and temporarily invulnerable.





Extras: Can I Get An Amen?



Up Taunt: Canine tips his hat. "Pleasure meetin' you folks."



Side Taunt: Canine pulls out an ornate knife and examines it lovingly. "Ah, nothin' like cold, clean iron…"



Down Taunt: Canine bows his head and clasps his hands for a moment. "Oh, Mother Void, grant me your blessings."
 
Last edited:

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
772
Location
Vincennes, Indiana
3DS FC
1908-0105-4965
President George Washington
When human history began in 1776, one of the first prominent figures was the legendary Virginian - then General George Washington. Washington was monumental in the independence of the United States of America from the tyranny of the British tea tax, acting as the head of the continental army and ultimately being named the first President of this new country. He and the other Founding Fathers then spent the next few decades desperately trying to keep the cobble of states from collapsing in on itself, except for Washington, who left his position as the universally loved head of the country after 8 years to smoke tobacco in his home Mount Vernon until his death two years later in 1799. What a fuckin' badass.

United Stats of America
Washington was a man of great stature, standing at six feet two inches of pure patriotism - this puts him at matching heights with the flamboyant Captain Falcon. Much like his words to the American people in his legendary farewell address, Washington carries weight, matching Ike in this regard. His speed matches his tactics of war - a slow burn, but able to strike quickly. His dashing speed is average among the cast but the man can turn to surprise attack on a dime. His aerial game is less than stellar - the only thing flying here is Betsy Ross' flag - but its decent enough to get him up and about relatively efficiently.

United Specials of America
Down Special - Declaration of Independence

Washington produces the flag designed by Betsy Ross out of the ether, planting it in the ground proudly for the whole world to see, slamming it downward if airborne. Immediately, an invisible circle is drawn on the stage, occupying an area of the stage initially just large enough to encompass Washington himself, but over the course of 30 seconds grows to 75% the size of a smart bomb blast, and continues growing at that rate until it encompasses the entire stage. That's right, Washington has decided to declare independence from this aggressive, war-torn stage to create a greater future for generations to come. Within this space, known as America, whose only indicator of being up is the Stars and Stripes proudly displayed for all to see, Washington is President, and flashes red, white, and blue to indicate that he is within his realm of power. Washington holds immense power within this space, increasing both his movement speed and weight, putting him in the top 5 of both in terms of stats. His knockback dealt while in America is also increased universally by a tangible amount, about 10%.

President Washington cannot have two separate unions, thus using this move again while the flag is planted will not create a new America but will rather teleport Washington directly to his beloved flag, so long as he is within the space. Outside, he has far less power, making this input null and void. Strategic founding of America makes Washington quite hard to KO if placed near the edge of stages. The major downside, however, is that any damage to the flag (who's hurtbox, the pole, is about as tall as Washington himself though much much thinner) is transferred directly to Washington himself, though with no stun or knockback. America crumbles with the pole after 50% damage, though Washington can simply found a new America as soon as the old one goes away. Clearly, Washington's goal here is to defend America and to use his power within to overcome his foes.


Side Special -
The Continental Army of the United States

Washington waves his hand, summoning before him a soldier of the Continental Army, shown above. This rag-tag volunteer army (in need of a shower, and probably food, please, Congress!) somehow defeated a the army of a global superpower thanks to the brilliant use of tactics put together by Washington and other people less important than Washington. The soldier, who stands about the size of Foc, wields that huge, unwieldy musket pictured with him, and is trained in how to use it. If an enemy comes within the direct, horizontal sight line of the soldier, he will aim and fire his musket, the ball bearings dealing 3% damage and slight knockback (Falco's lasers-esque) to the foe. The soldier then takes 5 seconds to reload the musket before he can fire again - hey, technology wasn't exactly great back then, you know!

The soldier by himself is quite weak, only having 25% health to his name, making him quite easily disposable to the foe. Luckily, Washington is no stranger to leading many men to their deaths (looking at you, Battle of the Monongahela), and can have 5 of these brave young souls onstage at any time. Their behavior changes when they are within American borders, capable at seeing and sniping at foes anywhere on American soil or airspace, as well as able to reload their weapon a second faster!

Up Special - You Best Believe It's A G*ddamn Red White and Blue Bald Eagle

From offstage, a red, white, and blue bald eagle who looks EXACTLY like the one pictured above swoops in. He needs a name. We're gonna call him Freedom. So Freedom swoops in from offstage to catch George Washington should the president be in the air, carrying him upwards a distance comparable to that of Sonic's Spring, though controllable in angle to a small degree. At the top of this arc, Freedom releases Washington from his talons, not putting the president into freefall and screeching oh-so-patriotically. Freedom himself is a hitbox who knocks foes away, dealing them 7% damage and getting them away from the President like some avian secret service.

While on the ground, Freedom can be used by Washington to either rearrange his troops or to attack his foes from a distance. Should any member of the continental army be deployed, Freedom will automatically rocket's red glare to the closest one to pick them up and bring them back to Washington's position, with the same damaging properties as when he's escorting the President. Should there be no soldiers onstage, Freedom will instead become a roving protector of America, circling Betsy Ross' flag until a foe comes within her ever-expanding borders. In this instance, he truly becomes a rocket, hitting the foe like a bomb and bursting in air into a bang of patriotic fireworks, dealing 15% damage and high upwards knockback capable at KOing a foe at as low as 100%. If Washington requires Freedom's assistance to recover while he's patrolling, Freedom will immediately zoom to Washington and perform the recovery.

The downside to Freedom is that he is somewhat fragile - attacks which deal more than 5% damage will nullify his attack attempts and send him back offstage, knocking Washington into a freefall if he was using Freedom to recover and stopping Freedom's protective attacks. Washington has a duty to protect Freedom himself, because Freedom is one of America's greatest assets.

Neutral Special - The Indomitable Will of Valley Forge
One of Washington's greatest victories was not against the British scourge, but against the coldhearted ***** that is Mother Nature itself. When he and a large portion of the Continental Army camped an especially cold winter in the harsh Valley Forge, a victory often credited to Washington's ability to inspire his troops through sheer force of will. Sure, a bunch of them died, but still. Suck it, weather, Washington's got willpower.

Upon the input being pressed, Washington salutes, and a visible aura explodes out of him, covering an area similar in size to that one Pit's Guardian Orbitars. In fact, it acts similarly too, though effective around the whole dome which the willpower expands in, blocking melee attacks and reflecting projectiles back at his attackers. Unlike the lowly soldier Pit, however, the Commander-in-Chief Washington can imbue his will onto any of his summons. Should he use this next to any of them, including the beautiful waving flag itself and the steadfast companion Freedom, they gain an indomitable will to live. They take only half of the damage dealt to them until Washington uses the move again, either to protect himself or to share his will with another one of his loyal companions.

National Standards Agency
Up Tilt - Born on the Fourth
While Washington himself wasn't born on the fourth, America was - meaning that now's the time for fireworks. Washington produces a small firecracker from his coat pocket, lights it, and throws it upwards. Outside of America, this act has little significance, producing a small explosion which is rather hard to catch opponents in that deals 5% damage along with weak upwards knockback. It's a decent tool against airborne attacks on Washington's person, though nothing to write home about. Within America, however, everything's bigger and better.

Should these fireworks be thrown upwards and stay within America's borders, they instead produce a brilliant fireworks show which encompasses 3 explosions (one red, one white, and one blue) each the size of a party ball, the force of which deals 12% damage to any opponent who's caught in the fireworks show, and high upwards knockback which can begin KOing at early-mid percents. Beautiful, big, and oh so illegally patriotic. Hope your pets and veterans don't freak out around loud explody noises.

Jab - Second Amendment
George is a soldier, and of course a law-abiding citizen of this great nation. That means he's definitely packing heat, with a concealed carry license to boot. With his Jab, Washington quick draws like a western hero, shooting a ball bearing from his flintlock pistol, which travels a good distance and deals 3% damage, along with respectable knockback for a jab. But it doesn't stop there - with a second press, Washington reveals a second, almost identical flintlock and shoots in the same manner, dealing the same amount of damage and knockback, A good, reliable tool for damage from afar, though George suffers from a small bit of ending lag whilst re holstering his trusty side arms. Within America, these flintlocks become sweet Desert Eagles, and deal 6% damage per each shot - freedom at any costs.

Forward Tilt - Justice is Blind and Also Has a Sword
George Washington, like many of us, studied the blade, and was actually a very accomplished swordsman. Drawing his blade, he attacks with an elegant slash, dealing 6% damage and bounces the opponent off of the ground just in front of Washington. Within the bounds of America's beautiful borders, this actually knocks opponents upwards a good distance away from Washington, negating his ability to follow up with any of his second second slashes other than his upwards. Within America, this sword becomes a lightsaber and increases every slash's damage by 3% damage. Also, it makes the sweet swooosh sound like from the Star Wars.

This second slash is only available if Washington hits the opponent with the first slash - he can input up, forward, or down as soon as the sword hits to automatically follow up, Upwards is a heroic upwards slash which launches opponents even further upwards and deals an additional 5% damage. Forward is a patriotic stab straight through the gut, knocking opponents away from Washington horizontally, allowing for a follow up with his flintlock pistols and dealing an additional 6% damage. Downwards is an all-American suplex, with Washington emulating America's greatest warriors from the squared circle and suplexing his foe, dealing the most damage, 8%, but also leaving them closer to harm what he's built.

Down Tilt - Super Soldier, Super Sniper
George Washington was an expert marksman, too! He hunkers down here, taking aim with his long rifle and shooting a round off with it, dealing any opponent unlucky enough to be within its shotgun-esque range with 7% damage and decently high knockback for a tilt. Within America? Its a laser-guided missile, delivering 20 pounds of pure explosive freedom directly into the face of anyone close to Washington's person - 10% damage and even more knockback than before.

Mount Smashmore
Up Smash - Thomas Jefferson

America wasn't made great the first time by just Washington you know! Washington's compatriot and future successor President Thomas Jefferson appears behind him, seemingly having stolen Ben Franklin's kite, the silly slave owner! Jefferson is translucent until the charge is released - the charge itself increasing the length of the kite's string's length, starting at barely above Jefferson's head, and ending up able to go off the top of Final Destination's screen.

When the charge is released, the silly declaration writer begins faffing about onstage, running back and forth at a rather slow, Ganondorf-esque speed, attempting to run around the entire stage Jefferson himself has 15% HP, and is about the size of Link. Washington can of course imbue him with his indomitable will to keep him safe while he plays. Jefferson will run around for up to 10 seconds before disappearing into his study to play violin.

When Jefferson comes into contact with the American flag, God himself becomes so enraptured with the sight of American iconography that lightning strikes the kite, electrifying the entire line, making a potentially massive hitbox which deals 32% damage and high knockback that'll KO at mid-high percents - the only downside being the necessary protection of Jefferson and the necessity of America's existence to make him in any way useful. Of course, you can only have ONE Thomas Jefferson on screen, and summoning a new Jefferson makes the old Jefferson poof into cloud of smoke.

Side Special - Teddy Roosevelt

As the Smash charges, a silhouette of a huge figure appears behind Washington, slowly morphing and becoming larger until the Smash is released automatically. The figure, of course, is President Theodore Lightning Bolt Wolverine Roosevelt, and he's riding on the back of some magnificent creature, just like he used to do with his rowdy band of environmentalist Rough Riders!

Uncharged, the attack is still formidable, as Teddy is riding on a moose, which, if you've never seen a moose before, are huge. Teddy-on-the-moose rushes forward, yelping with joy, antlers first. The ramming moose travels a decent distance from George, about as far as one of Zelda's knights at mid charge, and deals foes a whopping 15% damage and diagonal knockback that'll kill a foe at mid percents.

While during the charge, Teddy instead comes out riding a massive and monstrous polar bear, who travels a shorter distance but deals more damage, ranging from 20% to 24% damage, as well as having slightly higher average knockback. It also just looks sick as hell.

At full charge, Teddy Roosevelt riding a huge, motherlovin' T-Rex appears behind Washington and takes a chomp. While this has the least amount of range, it deals the most in damage and knockback, dealing 26% and KOing characters at early percents.

The major downside to using Teddy's powerful attacks is that once he's onstage, he lingers for a bit. Not anywhere near as long as Jefferson, but the fact is that there really only is one Teddy Roosevelt, and he bends for nobody. Generally, it'll take about 2 seconds for the badass of Manhattan to leave, making these some of the least spammable tools in the all-american arsenal.

Down Smash -
Abraham Lincoln


A tall figure looms behind Washington, waiting to be called for duty. Upon the release of the input, Abraham Lincoln steps into the fray, ready to wisen up some smashers. Lincoln pontificates, addressing the violence he sees around him, with his voice carrying so heavily that shockwaves eminate horizontally from his being, pulsing outwards every half second or so. The shockwaves at no charge barely reaches away from his body at all, in keeping with his soft spoken personal life, dealing very little damage, 4%, and pushing opponents away somewhat lightly.

At full charge, Lincoln's booming voice reaches lengths away from him equal to that of DK's Final Smash, pushing opponents even harder, but still only dealing 8% damage per push. Lincoln has 25% health and can be attacked regularly, though he also automatically disappears far too early, after only 8 seconds onstage. And yes, Freedom is able to carry Lincoln and his words great distances. In fact, his words are fantastic for protecting America.

Alexander Grabilton

Grab - Alexander Hamilton


Yes, specifically Lin Manuel-Miranda's version because Hamilton is great and marketing. George Washington didn't quite like getting his own hands dirty, instead letting a lot of the dirty work fall onto his right-hand-man Alexander Hamilton, who had no qualms doing bad things to political rivals and cucking farmers. For his grab, Washington snaps his fingers and Hamilton appears before him, walking forward slightly before grabbing onto them by the shirt collar. Washington can still work and move while Hamilton is grabbing the foe - while Hamilton is on the field, the way to input throws is by holding the grab button whilst pushing the desired direction. Hamilton's pummel involves him smacking the opponent with taxes, dealing them 2% damage per hit.

Down Throw - Immigration Polic
y
Despite being an immigrant himself, Hamilton was notoriously anti-immigration. With this throw, Hamilton just wants to get the opponent as far out and away from America as possible - he drags them out the the farthest part of the stage that's not yet been touched by manifest destiny and leaves them there, just waiting to cross the border once more. But this time, hopefully, Washington'll have raised more defenses.

Back Throw - Duel Commandment
Alexander challenges the opponent to a duel turning them around and facing them down with only a pistol in his hand to challenge them. The opponent is totally free to move during this time, and even attempt attacks. However, any and all projectile attacks will get directed directly at Hamilton, who has a somewhat paltry 12% HP. Of course, Washington can make him tougher and let his self-destructive right hand man take more punishment for him. Alexander will also fire his gun exactly once, dealing 6% damage and no knockback to the foe.

Forward Throw - Say No To This
Alexander does what he does best and attempts to pay the opponent off, supposedly for sleeping with their significant other. Violently shoving money at them, Alexander deals a significant amount of knockback as he throws away his life savings on an affair, allowing Washington to set the foe up to get hit with any number of his far more useful attacks. Hamilton sure can occupy someone's time for much longer than they want, though, proving him to be a useful tool.

Up Throw - Like He's Running Out of Time
Seemingly getting into a verbal disagreement with the opponent, Hamilton lays down at the opponent's feet and beings to write exceedingly quickly and passionately, throwing papers up with each new passing argument to prove them wrong. The whole process of angry shouting and paper disposal becomes so violent that a small hurricane erupts almost immediately, which sucks the opponent up and hits them multiple times, dealing 13% damage and sending them swirling upwards with mid-range knockback, Hamilton finally tiring and huffing himself out of existence until he's called upon again to mess literally everything not having to do with finances up.

Central Intelligence Aerials
Neutral Aerial - Eaglets of Freedom
Lets not forget Washington's Eagle, Freedom! Turns out, Freedom's got kids, 2.5 to be exact. Washington turns his coat outwards, allowing 3 cute eaglets to fly out and attack any freedom-hating foes that happen to be directly in front of Washington in the air. The eaglets each deal small hits of 2.5% damage, hitting opponents in quick succession, lightly knocking them horizontally. Neato!

Down Aerial - Carpet Bombing for Freedom
Washington takes out more of those firecrackers from earlier and decides to treat those down below him to a double dosage of freedom by throwing them all over this mother indiscriminately! The explosions go off just a stage builder unit underneath Washington, bursting brightly and dealing 10% damage, along with some downwards knockback. Good for getting in that last, second, unnecessary hit.

Up Aerial - Spirit of Freedom

Washington prays like any good American, and wouldn't you know it, God answers. A light shines from above as an angel sporting an American flag shoots from his back. Upwards, the angle flies towards heaven smacking any opponents away who dare get in the way of America. This deals a small amount of damage and knockback, because wouldn't God, even if it were a non-American, wouldnt want to hurt anyone too bad. This Manifest destiny stuff is all well and good, but wouldn't you think that that's what He'd want? If America was really the greatest, god given country, I mean?

Speaking on that, what really makes America great? Does anything? On this, the day where we celebrate our freedom (sorry to you non-Americans for this little rant), I feel like we sometimes loose sight of what it really makes our position in both the world today and in history so truly unique and special. There's a lot of pessimism about having pride in your country, which I can honestly say that I've been guilty of. For a long time, I didn't understand or appreciate that I could love my country and what it stands for while not loving the people in charge or really the people in it.

Captain America and Superman, characters who embody what I consider the American ideals, really helped me come to terms with this kind of optimism about the country I live in. Truth. Justice. Freedom. What they all mean on both a national and personal scale, even if they're generic terms anyone from outside the US can relate to or even claim them as their own, are really what make America special. Sometimes we see things that make us question if we even have them, but inevitably they always win out, even in the darkest of times.

God, or whatever you do (or in my case, don't) believe in, Bless the USA.


















Final Smash
 
Last edited: