A joint move-set by Hyper_Ridley and Goldwyvern
---CORTEZ, THE PIRATE KING---
Game of origin: Paper Mario, The Thousand Year Door
Cortez was once a might pirate king, but he eventually died as all men do, taking his treasure with him. His spirit guards it on Keyhaul Key, where he should never loose since he is actually incincable. However, he decides to let Mario take one of the Crystal Stars in exchange for the power source to his ship, the legendary skull ruby. Cortez's minions are little blue fire balls called
embers.
---OVERVIEW---
Cortez is a strange character. He's not very fast nor strong, and he's light for his size. However, he has Godlike melee range, great amounts of disjointed moves, and a special ability with his four arms that allows him to have some adaptation in combat
---WEAPON SWITCHING---
As you can see from the picture, Cortez holds a different weapon in each of his four arms: a sword, a scimitar, a rapier, and a hook. However, while he does have all four out simultaneously, he only has one “equipped” at a time. Depending on which weapon he has equipped, the properties of his moves may change, or he may even use completely new attacks depending on what weapon he’s using. Note that some moves aren’t affected by this mechanic, mainly ones that don’t use his weapons.
You can tell what weapon he currently has equipped because the arm holding that weapon will be enveloped in blue ghostly flames. You can switch your weapon simply by using the down special, and it always swaps in the order of sword scimitar rapier hook.
---STATS---
CONSTANTS
Movement Speed: 4/10 (Mainly due to his walking animation)
Attack Speed: 4/10
Traction: 7/10 (He skids ever so slightly, but you can’t complain)
Jump Strength: 2/10 (Cortez is mainly a grounded character, considering he’s essentially made by linking together bones out of a pile)
Second Jump Strength: 5/10 (Cortez gets some real lift for once)
Fall Speed: 6/10 (Amazingly, Cortez is able to actually have an aerial game despite his size and weight)
Priority: 8/10 (Plenty of disjointed moves with all four weapons)
Size: BIG! Like, he may be thin due to being bones, but because of the length of his spine and the he even bends it stop from being screen filling, he’s actually slightly larger than Bowser, making him the biggest character in the game in terms of radius during his idle animation.
Weight: However, because he is made out of bones, which are in turn made of paper, he is actually not extremely heavy. A heavyweight, yes, but not on the level of DK or Bowser or Dedede.
SWORD
Attack Strength: 3/10 (weak despite its size)
Range: 10/10 (Epically long weapon, reaching about 2/3 as far as one of battledield’s floating platforms, the giving Cortez the best melee range in the game)
SCIMITAR
Attack Strength: 6/10 (Decent enough for KOing, but still not awesome)
Range: 7/10 (Not extremely long, about as long as Ike’s sword but it looks bigger because its blade is wider)
RAPIER
Attack Strength: 4/10 (Not terrible, but not very good either)
Range: 8/10 (Slightly longer than Ike’s sword)
HOOK
Attack Strength: 3/10 (not strong at all, the hook’s main strength is its poisoning effects on man moves)
Range: 6/10 (while it may be the smallest of Cortez’s weapons, his sheer size means that it still at least is above average)
-----
PROS
Best melee range in the game
Lots of disjointed moves
Can adapt to situations through his weapon mechanic
Primary KO move is shared by all weapons
CONS
Not very fast
No weapon excels in KOing
Big target
Light for his size
---MOVE SET---
STANDARD ATTACKS
Standard Combo: "Five Points of Doom": Cortez will in turn do a short stab forwards with each weapon. He starts off with the weapon he has selected and then continues in the same order as the weapons swap. Each weapon does 1%. Cortez then finishes the combo by performing a horizontal slash with his selected weapon for 2% and low knockback, making this a five hit neutral combo. It is best to start out with the hook, otherwise it will probably miss due to being so much shorter than the other weapons and naturally you’ll want to take advantage of Cortez’s insane reach if you start with a different one.
Forward Tilt: “Haunted Hacking”: Cortez pulls back the arm of his selected weapon and then he swings it forwards slightly and lets go of the weapon. The weapon does not get thrown however; instead, it floats in midair at the point Cortez let go of it. Cortez will then automatically perform his down-special to change to his next weapon in line, and he cannot use the thrown floating weapon until he gets it back by performing this move again. He’ll simply skip the weapon in the weapon swap rotation.
When you use this move when a weapon is already floating, Cortez will once again perform his throwing motion with the same hand that set up the weapon. After he does this, the weapon will perform a quick horizontal slash before quickly floating back to Cortez. The sword deals 5% and below average knockback to offset its extreme range. The scimitar deals 8% and average knockback. The rapier deals 6% and below average knockback. The hook deals 3% and low knockback. Similarly to Snake’s C4, is Cortez is hit before he completes the activation motion, the weapon will remain floating and he will have to have to try again to get the attack to come out and to retrieve his weapon. The move has above average startup lag to stop this from being a trap that is too easy to setup, but it has low end lag as the weapon returns lightning fast to Cortez’s hand. If Cortez is KOd, the weapon will disappear like Nana and Cortez will respawn with it back in his hand
Down Tilt: Dramatic Spike/Parry/Toss It On the Deck
With sword or scimitar: “Dramatic Spike”: Cortex lifts up the selected weapon while pointing it straight down. He then stabs it straight into the ground directly in front of himself (or at the height of his bone pile if he attacks the air), and then he pulls it out of the ground. The hit box is only on the end of the weapon, so at first you may think this is a pointless attack when combined with its average startup lag. However, you may hold A for Cortez to continue holding up the weapon for up to 3 seconds, effectively giving him a fake-out opportunity. The sword deals 6% with average knockback, while the scimitar deals 9% with above average knockback. The move has below average end lag.
With rapier: “Parry”: Cortex thrust his rapier forwards while pointing it straight-up. He only reaches just barley in front of himself, giving the move poor horizontal range, but the length of his rapier gives it great vertical range. This time the entire weapon is a hit box, but it deals no damage. WTF? What this move does is shove opponents away with set average knockback, and it even works if you hit a sword or some other disjointed weapon (since it’s like he’s parrying their attack in fencing, hence the name). So essentially this is a move with infinite priority but is purely a spacing/interrupting move. The move has below average startup lag so that it is usable without being spammable, but it has high end lag, making Cortez very punishable if he misses.
With hook: “Toss it on the Deck”: Cortez will sweep his hook across his body on the ground. He doesn’t reach very far, which combined with the hook’s short range compared to Cortez’s other weapons gives this move poor range for Cortez. If he connects, his opponent takes 4% and below average knockback that puts the foe BEHIND Cortez. Cortez will also do a 180 turn as from the momentum of his swing, so he ends up facing the enemy again despite their backwards knockback, allowing him to keep his offensive momentum, though there is too much end lag for him to infinite with this (though the end lag is still below average). There is low startup lag.
Up Tilt: Head Whirl/Musket Shot
With sword, scimitar, or rapier: “Head Whirl”: Cortez’s skull will rise up a short distance off his shoulders while spinning around like a top before neatly resting back on his shoulders. The move deals 6 in total, each hit deals 1% and the final one deals average knockback. Since Cortez is so big, his head can really only hit opponents attacking from the air. Cortez’s head has decent priority, but if he does get out-prioritized his head gets knocked away and fall to the ground. During this time, you may not use moves that require Cortez to use this head for, and since he has less mass, his weight decreases somewhat. After 3 seconds, his head will teleport back to his shoulders in a wind effect, even if it fell into a pit. If his body is struck while performing this move, Cortez’s hit animation will end up sticking his spine back with his head, so it’s like he was normally interrupted. Virtually no startup lag with below average end lag.
With hook: “Musket Shot”: The arm that’s holding Cortez's RAPIER (yes, the rapier, not the hook) will suddenly replace the rapier with a musket and it will aim it at a 45 degree angle upwards before firing. However, it does not fire an actual bullet, just a burst of fire that is about the size of Olimar. The fire blast is disjointed and deals 9% with average knockback, surprisingly strong for a hook attack. Afterwards Cortez will return to holding his rapier with that arm. The move has below average startup and end lag.
Dash Attack: “X Marks the Spot”: Cortex immediately stops dashing and stabs his selected weapon directly onto the ground in front of himself. If he connects with any weapon, the move deals 12% and high knockback. The move has low startup lag as well, but it does have above average end lag making Cortez highly punishable, and it isn’t terribly easy to connect with since Cortez stops moving to attack and it only hits directly in front of himself.
SMASH ATTACKS
FSmash: Cleave/Thrust/Arrgh!
With sword or scimitar: “Cleave”: Cortez holds the selected weapon up high and then he cleaves downwards, hence the name. It does 10% (20% charged). The sword has more range and does average knockback, while the scimitar does above average knockback to offset its lower range. Average startup lag but only a small amount of end lag.
With rapier: “Thrust”: Cortez pulls back the rapier, and then he thrusts it forwards which also propels his whole body forwards 1/5 of battlefield and his body actually has a hit box. While the sword is of course disjointed, his body has abysmal priority. His body and the non-tip of the sword deal 11%(23% charged), but the tip of the sword deals 15%(30% charged). Unfortunately, the move deals low knockback in either case, and while the move does of course have awesome range due to the size of Cortez and the length of his rapier, it probably ends up requiring more sweet-spot precision than Marth. The move has below average startup and end lag, but in most cases you’ll only use this move if you feel you can connect with the sweet-spot.
With hook: “Arrgh!”: Cortez rears his head and yells “Arrgh!" which sends out sound waves forwards (out of his mouth of course) about 1/3 of battlefield forwards and are as tall as Mario. It only deals 7% (17% charged), but deals good knockback on a low trajectory and while the sound waves aren’t disjointed they have still have good priority. Has below average startup lag and average end lag. If you listen closely, you can hear that Cortez has a Spanish accent.
DSmash: "Dishonrable Stab": Cortez will swing his selected weapon backwards to attempt to hit cowards who dare sneak up on the mighty pirate king. The Sword deals 6% and aerage knockback, the scimitar deals 10% and above average knockback, the rapier deals 6% and average knockback, and the hoko deals 5% and average knockback with 2 seconds of poison damage with 2% a second. Below average startup and end lag.
USmash: “Treasure Flaunt”: Pretty proud of the loot he plundered in the world of the living, Cortez opens his arms and looks up as the Sapphire Star shoots up from his chest and floats a little above and front of himself while spinning rapidly before disappearing. It spins for .5 - 1.3 seconds, depending on how long it’s charged. Each .1 seconds is a hit that deals 1%, with the final one dealing good knockback. The Sapphire Star is disjointed and about the size of Kirby. The move has low end lag, but the move’s specific hit box combined with above average startup lag means that this move is probably situational.
Note: This is not actually the Sapphire Star, but imagine this blue and you have the same thing essentially
AERIAL ATTACKS
Neutral Aerial: “Shake, Rattle, and Roll”: Cortez straightens his spine and the bone pile at Cortez’s base begins to vibrate sending out very small shock waves on both sides of it that travel a short distance. Each Wave deals 1% with slight vertical knockback. The trick to this move is that the vibration begins to work its way up Cortez’s spine, and each group of two bones along the spine will release its own shock waves in turn that do the same damage and knockback, so essentially once you get hit by one, you are knocked into the next wave in succession, making this very dangerous if you are hit by the first one. Cortez’s spine has 16 vertebrae in it, which combine with the base gives this move a total damage potential of 9%. The sound waves are disjointed. If Cortez hits the ground while doing the move he will continue to do with it while standing on the ground, keeping his spine stretched up until the move is finished. Virtually no startup lag with low end lag, but the move is still difficult to use since it has such a weird hit box.
Forward Aerial: “Bone Ball”: Cortez lets go of all of his weapons and they float in midair as his spine curls up into Cortez essentially turns into a large ball of bones that still includes his head, arms, and bone pile. He then falls forwards at a sharp angle while “rolling” across the air for 2 seconds. If he hits anyone with his body they take 8% and average vertical knockback, and Cortez has below average priority everywhere except where the bone pile is located in this ball, and that has good priority, giving this move a strange twist on the sweet-spot concept. If Cortez hits the ground while performing this attack, he continues rolling across the ground at a slow speed until the move ends. When the move is finished, Cortez will unfurl and hold out his arms as his weapons quickly fly back to him. This does no damage and is simply an animation for Cortez to return to his normal stances. Low startup lag and average end lag.
Back Aerial: "spookyosis": Ghostly spikes shoot backwards out of Cortez's vertabrae at a quick speed. These each only do 1% each with low completley horizontal knockback. However, if the opponent is hit by the base of the spikes (where they connect with Cortez), they are paralyzed for 2 seconds. If Cortez's head is gone (via up tilt) the paralyzing effect cannot occur. Virtually no starup lag with below average end lag, but the sheer weakness of the move makes it its own kind of high-risk, high-reward.
Up Aerial: “Soul Devour”: Cortez looks upwards and opens his jaws, exhaling a purple fog that goes as far as Mario is tall. If his breath connects, his enemy takes 6% and below average knockback as a small blue glowing ball flies out of them and into Cortez’s mouth, healing him for 2%. The move has below average startup lag, but above average end lag, so take careful consideration before you attempt to get some minor healing. The breath is disjointed.
Down Aerial: “Dual Poke”: Cortez will stab two of his weapons downwards. There are two pairs of weapons that go together for his move. With the sword or hook, the sword will go forwards at a 45 degree angle downwards and the hook will go straight down. With the scimitar and rapier, the scimitar will go straight down and the rapier will do the same angle as the sword but behind Cortez instead of forwards. The sword deals 5%, the scimitar 8%, the rapier 6%, the hook 4% with 2 seconds of poison with 2% a second. All weapons deal average knockback. Below average startup and end lag.
Zair: "Hook, Line, and Floater": Cortez extends his hook arm straight fowards (it’s made of folded-up paper after all) and swings it downwards until the hook is in the half-way point horizontally between where it started and where it was when the arm is fully extended, and then he retracts his arm. THe arm fully extended goes as far as 1/2 of battlefield. If it connects, the enemy is pulled to Cortez and this counts as a grab. You may then either hold the enemy until you land or suicide, which will deal no damage as Cortez will simpply release his enemy, or you can press A for Cortez to throw them fowards for 7% and average knockback. Above average startup lag with low end lag. If your selected weapon is the hook, then the enemy will take 3 seconds of poison damage for 2% a second after being released or thrown. Surprisingly, this Z-air cannot tether.
SPECIAL MOVES
Neutral Special: “Netherworld Slice”: Cortez points his selected weapon straight up into the air as green flames emit from it (not to be confused with the blue flames emitting from the arm holding his selected weapon). After the same amount of startup lag as a Falcon Punch, Cortex swings his weapon downwards.
However, this does nothing by itself, but actually sets up for the real attack. As Cortex swings his weapon downwards, two thin “tears” in the screen will appear running across the whole screen as though a pair of scissors had cut through the screen like paper. 1 second after the lines appear, they explode in green spiritual energy, which deals 14% but no knockback or hit stun. The shape of the lines is dependent on the weapon Cortez used to summon them:
- Sword makes a < shape
-Scimitar makes a ^ shape
-Rapier makes a > shape
-Hook makes a V shape
If Cortez is hit before the lines are formed, the move is completely canceled, but once Cortez swings his weapon and summons the tears he is free to move again even before the lines explode. While the move deals good damage and has godly range, its main weaknesses are its slow speed to come out (Falcon punch startup to summon the lines + 1 second for the lines to explode) and that it deals no knockback, which prevents Cortez from simply abusing this on opponents near the edge of the screen to score cheap KOs. The move (or better said, the summoning part) does have low end lag however.
Side Special: “Bone Toss”: The hand of Cortez’s selected weapon will reach into the bone pile at his base and will pull out a generic looking “dog-bone”. He then throws the bone forwards a decent speed that travels in a slight curve, going ½ of Mario at the lowest. The bone lasts for one second. If it connects, it will deal 6% and low knockback, and when you combine that with the moves above average startup lag, you may think the move is useless. However, since taking out these bones from the pile is lightening Cortez’s load, for every bones he takes out, he gets slightly faster movement speed and jump strength for the rest of his current stock. There is a 10% chance Cortez will pull out a skull, in which case the move deals 9% and slightly higher knockback. Both types of bones have below average priority. The move has low end lag.
Up Special: Ember Lift/ Weigh Anchor
With sword, scimitar, or rapier: “Ember Lift”: A ring of 12 embers circle Cortez and allow him to slowly float upwards as high as Luigi’s Fire Jump Punch and about 1/5 of battlefield horizontally. If someone touches an ember they take 5% and low knockback in fire damage. Each ember has average priority, and if it is out-prioritized will disappear in a poof of smoke. If 7 of the embers are taken out, Cortez will immediately enter free-fall. The move has low startup lag and below average end lag.
With hook: “Weigh Anchor”: Cortez lengthens his hook arm in attempt to latch onto something. It goes as far as 2/3 of Aether diagonally. If it grabs a ledge, it pulls Cortez in after digging into the ground, similar to a tether recovery. If it hits an opponent on the way, they take 7% and low knockback. If the opponent is hit as the hook digs into the stage, they take 4% and pitfall effect, as well as poison for 2 seconds with 2% a second. The hook also has a sweet-spot on the very tip, and if this manages to connect (very difficult considering the hook bends towards Cortez, so the enemy would basically have to jump into it from below) the enemy is pulled to Cortez and he latches onto them and falls straight down to the ground with them, for a potential Cortezcide. This deals only 4% though (in case there is no SDing involved). Low startup lag with below average end lag.
Down Special: “Weapon Swap”: Cortez sticks all four weapons into the ground and concentrates as the blue fire on the arm of his selected weapon flows over to his spine and then to the arm of the next weapon in sequence. This takes as much time to do as it takes for Ike to perform his FSmash. Afterwards Cortez will take remove his weapons from the ground and resume his basic stance. The move has virtually no startup lag, but average end lag as he gets back into position. A unique benefit of this move is that if Cortez is hit while the fire is transitioning to his next arm, it will still continue doing so even if Cortez is damaged, it just going along his body during his hit animation. This means that once you perform this move you will always be able to switch to the next one, but this isn’t overpowered considering Pokémon Trainer and Zelda/Sheik are invincible during their own switching moves.
GRABS
Grab Animation: No matter what weapon you have selected, Cortez will reach out with his hook arm to latch onto his foe. It has decent range for a grab, mainly due to Cortez’s size. If your selected weapon is the hook, your opponent takes 3 seconds of poison damage with 2% a second after they escape or are thrown.
Grab Attack: “Tri Stab”: Cortez will stab his foe with all three of his sword-style weapons at once. This deals a whopping (for a pummel) 6%, but is really slow. At lower percents your opponent will escape from your grab before you even connect once with this mighty pummel attack.
Forward Throw: “Shovel Swing”: Cortex will briefly let go of the opponent before doing an uppercut swing with his selected weapon on the opponent. The sword deals 5% with vertical below average knockback. The scimitar deals 8% with average knockback and does not have as steep an angle as the sword. The rapier deals 6% with below average knockback that is on a 45 degree angle. The hook deals 4% with below average knockback and is on an almost completely horizontal trajectory.
Back Throw: "walk the plank!": A short tfloating plank (1/3 as long as battlfield's floating platforms) appears behind Cortez and he places the grabbee onto it, poking them once for 3% to make them walk it. After they walk off, a robot fish like the one from Paper Mario 2 jumps out from the ground and bites the victim for 8% and average vertical knockback. The plank remains on the screen for 5 seconds, during which time it functions like a drop-through platform, as it floats off the ground at the height of Ike's chest. If this throw is used again while a plank is one the screen, the old plank disappears as the new one is formed.
Uthrow: "Raise the Jolly Roger": A mast appears in front of Cortez and he hooks the opponent up to the rope, causing them to be pulled upwards at high speeds before the rope lets them loose at the top for knockback. The mast is as tall as two Bowsers' height and does not damage opponents as it appears, as it appears in the background. This also releases a sail, and anyone hit by it as it opens is given 7% and above-average horiznatal knockback, but it can't hit the main victim, making it only useful in free-for-alls. The thrown character takes 6% and average vertical knockback in addition to the distance from going up the mast.
Down Throw: “Slither Slashing”: Cortez shoves his enemy a short distance forwards and then quickly slithers by his opponent while striking him with each of his sword-type weapons in quick succession. Each strike deals 3% and the final one deals average knockback. In addition to damaging the opponent, Cortez does in fact end up a little bit ahead of his starting position. If there is a pit in the way, Cortex will not move forwards and instead simply stab his opponent with each weapon in turn.
OTHER ATTACKS/SITUATIONALS
Get-up Attack (both): “Reassemble”: From his lying down pose (which makes him look fallen apart), Cortez’s body will pull itself back together before he swings his equipped weapon 360 degrees around himself in a circle. Each weapon does a different effect if it hits. The sword deals only 5% and average knockback. The scimitar is the strongest dealing 8% and above average knockback. The rapier deals 7% and average knockback. The hook has the lowest range and deals low knockback but delivers 6% with 2 seconds of poison damage with 2% per second.
Ledge Attack (under 100%): “Surprise!”: Cortez will hop upwards and over the edge before he slams his weapon down. All weapons deal 6% but surprisingly deal high knockback, though it is laggier than most edge attacks. The hook also deals an additional 2% of poison damage over one second to make up for having the lowest range of Cortez’s weapons.
Ledge Attack (at 100% or more): “Ghost Rider”: Cortez lets go of the edge and then a group of embers appear beneath him and carry him up and over the edge back to solid ground. It takes about one second for the embers to complete this rescue mission, perhaps because Cortez is so much heavier than the small spirits. The embers deal 5% in fire damage with low knockback. Cortez has super-armor throughout the move and keeps it until he touches the stage.
---FINAL SMASH: FOUR ARMED FRENZY---
Cortez starts laughing in Spanish-pirate style as the blue flames on his weapon arm begin to cover his entire body. For the next 14 seconds, Attacks that change depending on the weapon will in fact have Cortez using every move at once. So for FSmash, he would cleave with his sword and scimitar while thrusting with his Rapier and yelling “arrgh!” For his Up Special, Cortez will toss the enemy downwards if he grabs them with the hook sweet-spot and continue rising with his embers. Cortez is invincible during the final smash and when it’s completed all of the flames disappear except for the ones covering the arm of his selected weapon. It is possible to change weapons during the final smash, but you can’t see the fire transitioning due to the fire covering his entire body already.
---STRATEGY GUIDE---
Cortez takes a while to learn properly, partially due to his weapon changing, but also due to his non-excellence in both speed and power. A good Cortez player must learn to take advantage of his range and disjointed if they are to succeed. For this reason, the sword will be used a lot, offering insane melee range and disjointedness. Moves like FSmash, DSmash, and Ftilt are quite fearsome when uesed with this weapon.
The scimitar is a nice stronger alternative to the sword, it providing you with more KO options than the other weapons. However, it still doesn't deal much raw damage, and it is the second shortest of Cortez's weapons.
The rapier is like the balanced weapon. It has reach and strength in between the other two sword types, and it also has its own unique moves, such as the great defensive option "parry", as well as the greatly ranged FSmash.
The hook is essentially a gimmick weapon. It tends to excel in poisoning foes. Its also great for grabbing as it has the poison effect when used to grab as well.
All in all, Cortez has a lot of strange moves that require some getting used to, providing him with some unique advantages to well, take advantage of. His Ftilt is a nice trap-type move, especially when you use it with one of the sword-type weapons. Netherworld Slice is a great way to scare your opponent and control space, especially since you can move for a short time before the attack itself goes off, allowing you to use it for cover or combo foes into it.
Cortez's aerial game is also kinda gimmicky, but it certainly has its uses. Nair and Dair are your primary options, being the most basic attacks in function as well as providing great coverage. Fair is another commonly used move, considering its large hit bos and the fact that Cortez can continue the move on the ground, a bonus shared with nair. Uair and Bair are rather situational, but they nicley round out Cortez's arsenal and give him a few more options for when he needs them.
Cortez has two recovery specials, but becuase they share the same input, cannot be done together. Ember Lift is probably more usefull in most cases due to the fact that it has a large hitbox. Weigh Anchor can still be useful in some cases though.
---OTHER---
Idle: Cortez stands with his spine bent like in the picture
Crouch: Cortex hunches his spine over even more to lower his top part to the ground.
Walk: Cortez slowly slithers along the ground using the lower extremes of his spine, dragging his bone pile behind himself
Dash: Cortex leans forwards more and uses more of his spine to slither along the ground, this time the bone pile is slightly held off the ground by the end of his spine to keep it from getting caught in the ground.
Fallen over/Knocked down: Cortez’s body breaks apart and the pieces stay close together, never rolling off of edges.
Kirby Hat: Kirby gets Cortez’s pirate hat and also holds a small rapier, so his version of Netherworld Slash will always be the rapier version.
Win Music/Logo: Mario’s
Special Animations
Taunt1: Cortez thrusts forwards his selected weapon and says “You challenging me?”
Taunt2: Cortez chuckles and says “Amigo, you’re in over your head!”
Taunt3: A locker appears in front of Cortez and he says “To Davy Jones’ with ya!”
Win1: Cortez stabs all four swords into the ground and then he crosses all four of his arms
Win2: Cortez pulls back his selected weapon and then thrusts it forwards right into the camera, which causes the camera to “fall over” and get a “crack” in the screen. Cortez then looks into the camera and says “That was for me mateys!”
Win3: A tornado appears on screen and Cortez’s head emerges from it without the body. His jaw opens and closes slowly like his idle animation in Paper Mario.
Snake Codec
Snake: Colonel, I thought pirates were dead. So how’s one fighting me?
Colonel: Well I guess you haven’t noticed that he’s a skeleton. Anyways, that’s Cortez. He was once a mighty pirate but now his remains guard his treasure.
Snake: So you mean to tell me that he was once General Grievous? I’ve never seen somebody with four arms before. Does he even know how to use all those different sword styles?
Colonel: His current form is actually created by fusing together the bones of his enemies. And yes Snake, he is a competent wielder of those weapons, mixing brute strength with the finesse of fencing in a deadly combination.
Snake: Hmmm, this should be an interesting battle then. I just hope he isn’t one of those pirates that always say arrgh…”
Unlock Info
How to Unlock: Beat classic mode with Hyper_Ridley (Space Pirate unlocks normal pirate)
Unlock Message: “Cortez, the pirate king, has joined the Brawl!”
MUSIC STUFF
Cortez battle (techno remix)-paper mario:TTYD
http://www.youtube.com/watch?v=3g6veiNdUxI
Keelhaul Key-paper mario:TTYD
http://www.youtube.com/watch?v=7bZZRe2u7gI
Shadow Queen final part-paper mario:TTYD
http://www.youtube.com/watch?v=rXSSI_3Jv28
Title screen-paper mario:TTYD
http://www.youtube.com/watch?v=qxfiG...eature=related
Theme of Ms. Mowz -paper mario:TTYD
http://www.youtube.com/watch?v=cN44cyWicQc
Super Bowser bros. medley-paper mario:TTYD
http://www.youtube.com/watch?v=ZudEh...eature=related
Lineland road-super paper mario
http://www.youtube.com/watch?v=rYXYp-qlc7s
Brobot L type-super paper mario
http://www.youtube.com/watch?v=LORV0...eature=related
Nostalgic under ground theme-super paper mario
http://www.youtube.com/watch?v=CFaY3...eature=related
Joke Final Smash
“Game Pirate”: Cortez pulls out a computer screen from out of nowhere and on the screen we can see him downloading illegal game ROMS! Afterwards the entire screen is covered in a split screen for the number of players there are, and we find that Cortez has decided to pirate the original Warioware! Everyone must now play through 4 randomly selected microgames from the first stage of that game. Not Brawlified version, the actual microgames. Everyone who does not get the most points takes 40% and high knockback after the move finishes. Ties are allowed. To make this final smash worth using, Cortez will have the microgames rigged in his favor (so for example there be more ammo for him in a shooting game). After the final smash ends, for the rest of Cortez’s current stock,
this song will play. There is also a 5% chance that
this song will play instead.
Note: There is no way to use this final smash without Ocarina codes. The code has been found, but if I showed you it, this move set would be as long as Cortez and Tiny with Dr. Robotnik detail on every single move and extra. DO YOU REALLY WANT THAT!?