BEAUTY AND THE BEAST UNIT
Game of Origin: Metal Gear Solid Four: Guns of the Patriots
The Beauty and the Beast Unit is a group of four shock troopers created by Liquid Ocelot in order to kill Solid Snake. All four members are women who have been traumatized by war. I will go more in depth with each member as I get to them, but for now, just know that their names are Laughing Octopus, Raging Raven, Crying Wolf, and Screaming Mantis.
UNIT OVERVIEW
The Beauty and the Beast unit is a 4-in-1 character. As with other multiple move set characters, you can switch characters mid-battle, but this isn’t done through down special or a final smash, oh no, this is done through your taunts!
Unlike other characters, the Unit has four taunts, which determine who you switch to:
Up: Laughing Octopus
Right: Raging Raven
Down: Crying Wolf
Left: Screamin Mantis
Going clockwise, it's the same order as when the characters are fought in MGS4. Each character has a special that they do when appearing on the battlefield, while the leaving character simply jumps into the background and disapears. If you press the same direction as the character you're currently controlling, nothing happens, so in esscence, each character still has three "taunts".
LAUGHING OCTOPUS (LO)
When she was just a teenager, Laughing Octopus’s home village was attacked by insane bigots. While most of the village was simply executed, LO was instead forced to kill her family while laughing. After being found by Liquid Ocelot, she was given mental conditioning, a set of mechanical tentacles, and a device known as FaceCamo. Laughing Octopus often laughs (I would have never guessed that!) manically while executing her targets, but it isn’t really laughter…
OVERVIEW
Laughing Octopus, as you’d expect, has a rather good reach due to her tentacles, and has a respectable amount of power and speed behind it to boot. She’s certainly nowhere near being the fastest or strongest character in the game, but neither stat would really be major flaw either. Her movement speed, however, is lacking, and unless she’s using specific moves, her air mobility isn’t so great either. In addition to tentacle strikes, LO also has a personal machine gun, and will occasionally throw in a few kicking attacks for good measure.
STATS
Movement Speed: 3/10 (poor)
Attack Speed: 5/10 (average)
Attack Strength: 5/10 (average)
Range: 8/10 (great)
Priority: 5/10 (average)
Weight: Slightly heavier than Samus
Jump Strength: 4/10 (below average)
Second Jump Strength: 5/10 (average)
Fall Speed: 6/10 (above average)
Size: A little bigger than Ike
SPECIAL ABILITIES
Laughing Octopus has no special abilities.
Pros:
Great range backed by decent power and speed
A long range grab
Cons:
Lacking in both ground and air mobility
Below average recovery
MOVE SET
Standard Attacks
A: Mid level kick. 3%
AA: A quick “elbowing” motion with a tentacle. 3% below average knockback.
>A: A short range tentacle whip. This can be performed up to four times in succession, with a different tentacle being used for each attack. First 3 do 1% damage and guarantee the next hit, the final one does 4% with low knockback.
VA: LO sweeps one of her tentacles on the ground. 7% damage low knockback, with a small chance of tripping the opponent.
^A: LO swings two of her tentacles upwards and behind her. 8% below average knockback.
Dash attack: LO performs a lunging kick. 5% low knockback.
Smash Attacks
FSmash: LO pulls out her machine gun and fires a volley of 10 rounds. Each round reaches about 1/5 of final destination and does 2% damage with no knockback.
DSmash: LO whips forward one of her tentacles while it is charged with electricity. 16% above average knockback. This move is slower than average.
USmash: LO releases a small orb that will slowly follow an opponent. If it makes contact with one, it will stick to that player like a gooey bomb. Attached orbs can be detached and deactivated by rolling. After 4 seconds, the orb will explode doing 10% damage with above average knockback. Using this move while an orb is already in use will deactivate the current one.
Aerial Attacks
Nair: LO spins around while rolled into a ball. 6% average knockback.
Fair: LO reaches forwards with two tentacles. 5% average knockback. Afterwards LO will quickly pull herself towards the end point of the tentacles.
Bair: Lo reaches backwards at a low 45 degree angle. 6% average knockback. Afterwards LO will quickly pull herself towards the end point of the tentacles.
Uair: LO kicks upwards. 4% low knockback.
Dair: LO fires 5 machine gun rounds downwards. Each round has the same properties has the ones in her FSmash.
Special Attacks
B: “Ink Smokescreen”: LO fires cloud of ink a short distance in front of her that is slightly larger than her. This cloud lasts for five seconds. Nothing can be seen behind the cloud. If an opponent's head is behind the cloud, all of their attacks do slightly less damage and knockback due to poor vision. Up to two clouds of ink can be onscreen at a time from each LO (or Kirby) being played.
>B: “Octopus Ball”: Named after a type of sushi, LO rolls herself into a ball and starts to roll around at an above average speed. Getting hit will result in 16% damage with above average knockback. LO will not stop unless she hits an opponent or the special move button is hit again. LO will enter freefall if this move ends in the air.
VB: “FaceCamo”: LO disappears after a cloud of ink, and after the ink clears, she will be in the form of one of her opponents (randomly chosen). The character’s stats will be adjusted to be more like LO’s, so expect to see things like an Ike that has a reasonable attack speed, a Sonic that can finally be on the receiving end of his side taunt, and a Meta Knight that might be considered balanced. The character’s size is also adjusted. LO inherits her opponent’s entire move set, except for their Down-B, which instead ends the FaceCamo, and their Final Smash (collecting a smash ball instantly cancels FaceCamo). If LO wins the battle with FaceCamo activated, she will actually stay in her opponent’s form and perform one of their win animations.
^B: “Tentacle Lariat”: LO reaches out a longer than normal distance with two of her tentacles. Getting hit will result in 4% damage with low knockback. This is a tether recovery, and when that happens, the main part of the move begins. After grabbing the ledge, LO will very quickly pull herself towards the platform, but as she draws near, she will let go with her tentacles and perform a very quick spinning drill kick. Getting hit will result in 12% damage with above average knockback.
Grabs
Grab Animation: LO reaches out with one of her tentacles, and then pulls the opponent close to her.
Grab Attack: An electric charge is sent through the tentacle, shocking her opponent. 4%
Fthrow: LO tosses her opponent forwards. 6% above average knockback.
Bthrow: LO tosses her opponent backwards, but quickly catches her opponent behind her and slams him or her to the ground. 6% no knockback, opponent is lying on the ground afterwards.
Uthrow: LO tosses her opponent in the air and then shoots him or her with a volley from her machine gun. 10% average knockback.
Dthrow: LO spins the opponent around. 4% damage low knockback, with the opponent facing away from LO.
Other Attacks
Lying down front: LO lashes out with her tentacles. 4% below average knockback.
Lying down back: Same as above
Ledge attack <100%: LO does a small strike with one of her tentacles. 3% low knockback.
Ledge attack 100%: LO fires a small ink cloud that lasts for 2 seconds.
OTHER
Entrance: LO slithers onto the screen while chuckling
Swap-in taunt: LO crashes down from above while saying, “Laugh with me!”
Idle animation: LO stands propped up by her tentacles
Crouch: LO crouches down with her tentacles silently thumping the ground
Walking animation: LO slithers along the ground using her tentacles.
Dashing: LO leans forwards and slithers faster.
Win: LO rises on her tentacles and says “Why is no one laughing?”
Loss: Claps with two tentacles.
Wiimote noise: “Let me hear you laugh!”
Kirby hat: Kirby gets the tentacle head piece.
Alt Colors
1) Default
2) Deep blue jumpsuit (Blue team)
3) Green jumpsuit (Green team)
4) Red jumpsuit (Red team)
5) Purple jumpsuit
6) Black Jumpsuit
RAGING RAVEN (RR)
Raging Raven was captured by rebels and thrown into a crowded prison cage when she was an adolescent. Every day more and more anger built up inside of her as the guards tortured her. One day she finally snapped, and ended up killing her captors as well as most of the prisoners. Raging Raven has a special flying unit known as a slider that effectively functions as wings. Her primary weapon is a grenade launcher, but she can also summon other individual sliders to assist her.
OVERVIEW
Raging Raven is a superb aerial combatant. She has some very punishing moves in the air, and most specials receive some type of enhanced functionality while airborne. In fact, one of her smash attacks is performed in the air instead of the ground! If only she could say the same about her ground game. Most of her ground attacks will probably only be used if you want to counteract stale move negation. If I wanted to sum up Raging Raven in 6 words it would be: DO. NOT. STAY. ON. THE. GROUND.
STATS
If a stat has two ratings, it means ground stat, air stat
Movement speed: 5/10
Attack speed: 4/10, 7/10
Attack Strength: 4/10, 7/10
Range: 6/10,
Priority: 3/10, 6/10
Weight: same as Samus
Jump Strength: 3/10
Second Jump Strength: 9/10
Fall Speed: 6/10
Size: 50% taller than Captain Falcon. Even through her wingspan is quite large, her wings don’t have hit boxes.
SPECIAL ABILITIES
Glide
DSmash and Grab are performed in the air instead of the ground.
Pros:
Great air game
Good Recovery
Cons:
Poor ground game
MOVE SET
Standard Attacks
A: A weak punch. 2% small knockback.
>A: Left hook. 4% small knockback.
VA: RR shoots a small grenade at the ground that makes a small explosion. 5% below average knockback.
^A: RR kicks upwards in a motion similar to Ganon’s up tilt. While this move has good range, it also has rather bad priority due to RR having to try and balance on only one of her talons. 6% below average knockback.
Dash Attack: RR jabs forwards with her grenade launcher. 7% below average knockback. If this move seems better than the others so far, it’s probably because of RR’s dashing animation.
Smash Attacks
FSmash: RR swings her grenade launcher horizontally. 9% average knockback.
USmash: RR fires a wind grenade at the ground. Does no damage, but the opponent is launched an above average amount straight upwards, forcing the opponent into aerial combat with you.
Aerial Attacks
DSmash: RR points her talons straight down as she drops to the ground at a high velocity. 18% above average knockback. RR hovers in place while charging. Warning: RR will most likely be on the ground again after using this move. See that x button? Use it!
Nair: RR does a backwards flip kick. 7% average knockback.
Fair: RR does two consecutive spin kicks. First one does 8% damage with average knockback, second one does 10% damage with slightly higher knockback. The first hit does not guarantee the second.
Bair: RR fires a grenade into the air at an angle that causes it to fall backwards. The grenade can be caught in midair and will explode if it hits an opponent or the ground. 12% above average knockback. A good edge guarding move, but be a little cautious, as RR can be damaged by it if she keeps moving backwards while using this move.
Uair: RR points her grenade launcher upwards, and a small explosion emits from it (think Zelda’s Uair). 10% above average knockback straight upwards.
Dair: RR stomps downwards with both talons. 8% damage, meteor smash. If you ms your opponent into the ground, try following up with a DSmash.
Glide Attack: RR does a rapid spinning motion. 8% average knockback.
Special Attacks
B: “Specialist Ammo”: RR fires an incendiary grenade straight ahead that travels at the same speed as Samus’s super missile. The grenade does 6% damage with average knockback, and it counts as fire damage. If done in the air, RR instead fires a flash-bang grenade downwards at a forty-five degree angle. This grenade has the same properties as a deku nut. There is a small delay between aiming the launcher and firing for both variations of the move.
>B: “Slider Assist”: RR puts her free hand to her ear as if she’s radioing something. After about 1.5 seconds, a slider appears in the background, observing the battle. The next time this move is performed, RR will do the same motion, and the Slider will fly off the screen to the side, only to come dashing by at the same height as RR mid-section, disappearing for good afterwards. Hitting the slider results in 7% average knockback. If the attack command is done in the air, the Slider will fly by on its side, giving it more vertical range.
VB: “Rage Mode”: RR looks down and begins charging for four seconds. Afterwards, she screams “Rage!” and is covered in a red aura. During this time, all aerial attacks have one quarter stronger damage and knockback. This lasts for six seconds. If done in the air, RR enters freefall afterwards. Note that specials are not affected by this move, and pressing VB while Rage Mode is activated will do nothing.
^B: “Rising Raven”: RR rises upwards the distance of Sonic’s up special with a mighty flap of her wings. Hitting her results in 6% damage with below average knockback. If performed in the air, A downwards gust of wind is formed beneath her as she takes off, pushing opponents down. This can be really nasty on an opponent who relies on vertical recovery.
Grabs
Remember, RR performs her grab in the air.
Grab Animation: RR hovers while choke-holding her opponent.
Grab attack: RR smacks her opponent with her grenade launcher. 5%
Fthrow: RR puts her grenade launcher to her opponent and blasts them away. 10% above average knockback.
Bthrow: RR tosses the opponent backwards. 6% average knockback.
Uthrow: RR flip kicks her opponent skywards. 5% above average knockback.
Dthrow: RR puts her opponent in between her talons, and then slams them into the ground. 8% damage, opponent is lying on stomach afterwards.
Other attacks
Lying down front: RR swats at the air. 2% damage small knockback.
Lying down back. RR swings her grenade launcher. 4% below average knockback.
Ledge attack <100%: RR pokes with her grenade launcher. 4% low knockback.
Ledge attack 100%: RR shoots the ground with her grenade launcher. 7% average knockback.
OTHER
Entrance: RR appears in a burst of feathers.
Swap-in taunt: RR flies in and says “Let me see your rage!”
Idle animation: RR stands still. For someone who’s always full of rage, she sure seems calm. Note that she’s always holding her grenade launcher, in her right hand.
Crouching: RR kneels down.
Walk: RR walks forwards on her talons.
Dash: RR glides along, similar to Meta Knight.
Win: RR floats up and says, “You must be furious!”
Loss: RR throws a hissy fit.
Wiimote Noise: “RAGE!”
Kirby hat: Kirby gets her facemask.
Alt Colors
1) Default
2) Blue jumpsuit with a black Slider (blue team)
3) Red jumpsuit (red team)
4)Green jumpsuit with a silver slider (green team)
5) white jumpsuit and slider (it's angelic Raven!)
6) Golden jumpsuit with a black slider
CRYING WOLF (CW)
Crying Wolf’s village was attacked by militants. After escaping with her baby brother, Crying Wolf became afraid of capture as her brother started crying loudly. In an attempt to quiet him, Crying Wolf accidently suffocated him. Her brother’s crying still haunts her to this day. Crying Wolf’s armor suit has several grenade canisters on her front shoulders, and she also packs a powerful rail gun that requires her to temporarily reveal herself outside of her armor.
OVERVIEW
Crying Wolf is essentially a stealthy, sniper based character in MGS4, as well the biggest and strongest member of the BB unit. CW’s armor suit gives her great mobility, allowing her to get into position for an attack. However, like a sniper, she needs time to set up her strike, so her attack speed is slow. While her rail gun isn’t a spamable projectile, it is a very effective edge guarding tool.
STATS
Movement Speed: 8/10
Attack Speed: 3/10
Attack Strength: 8/10 (overall, her speed/strength ratio is comparable to being a faster and weaker Ike)
Range: 6/10
Priority: 6/10
Weight: a little bit lighter than Bowser.
Jump Strength: 6/10 (both jumps have the same strength)
Fall Speed: 7/10
Size: Around Bowser’s size. Her armor suit’s practically like a mini-mecha unit!
SPECIAL ABILITIES
Crawl
Pros:
Very strong
Good mobility
Good at edge guarding
Cons:
Slow attack speed
Somewhat predictable recovery
MOVE SET
Standard Attacks
A: A quick swipe with a front paw. 4%
AA: Head butt. 4% average knockback
>A: A slow but strong slash. 7% above average knockback
VA: A low swipe. CW sure likes claw swipes! 6% above average knockback
^A: The top hatch of CW’s suit pops up to smack the opponent. 4% below average knockback straight up
Dash Attack: CW does a small pounce. 7% above average knockback
Smash Attacks
FSmash: CW does a short range shoulder barge. Hitting an opponent with this does 10% damage, and also causes the grenades on her shoulder to detonate. The grenades create a small explosion that does 7% damage with high knockback. Opponents that weren’t hit by the initial shoulder barge can still be hit by the explosion, so watch out!
DSmash: CW shakes like a dog drying itself, releasing two grenades that land in front of and behind her. The grenades’ fuse last for 5 seconds, can be picked up and thrown, and explode for 8% damage and above average knockback.
USmash: CW jumps up like a dog catching a Frisbee. Hitting her head results in 14% high knockback straight upwards.
Aerial Attacks
Nair: CW does a quick forwards head butt. 6% average knockback
Fair: CW does a front flip. 8% above average knockback
Bair: CW does a drop-kick maneuver. 10% above average knockback
Uair: CW does two scratches in an arc above her. Each scratch does 8% above average knockback.
Dair: CW spread her limbs and drops to the ground. 10% damage, Meteor Smash.
Special Attacks
B: “Rail Gun”: The top hatch of CW’s armor opens as she appears lying on a small harness on top of her armor. She will then start to charge a rail gun bolt. It takes two seconds to charge a bolt. You know when charging is complete when her rail gun starts to emit purple flames. Press the special attack button again to fire it. The bolt moves extremely fast, like, as fast as a shot from Fox’s blaster. When it hits an object (or enemy), it will create a small explosion that does 10% damage with borderline high knockback. CW will then begin charging another shot. Press the standard attack button to cancel the move and return to normal control. CW cannot move while using this attack, but can angle her shot up to 45 degrees upwards, and 20 degrees downwards. Finally, CW’s suit has super armor while using this move, but hitting CW herself will do a quarter-more damage than normal.
>B: “Leaping Pounce”: CW leaps forwards after a one second windup. If she makes contact with an enemy, she will knock him or her down, doing 12% damage but no knockback. This is unblockable, but can only hit one enemy, and CW stops moving forwards afterwards. Afterwards, you can press the special attack button again to attempt an additional charge that will do 16% damage and high knockback. This charge can be blocked, but CW will keep moving forwards even if she hits an enemy, making this a good KO move in free-for-alls.
VB: “Howl”: CW lets out a pitiful howl that emits a small sound wave around her. Hitting the sound wave results in 6% damage with below average knockback. The sound wave can reflect projectiles.
^B: “Kinetic Jump”: CW kicks off the ground (or air) and jumps up. The momentum of this move functions like Dedede’s up-special, however, CW can still grab the ledge without having to cancel the move (then again, CW can’t even cancel the move in the first place). Hitting CW during her ascend results in 6% damage with below average knockback, hitting her during her descend results in 10% damage with above average knockback.
Grabs
Grab animation: CW holds the opponent with one paw.
Grab attack: CW head butts the opponent. 6%, cannot be performed very rapidly.
Fthrow: CW does a strong head butt that sends her opponent away. 10% above average knockback.
Bthrow: CW spins around and tosses the opponent. 12% average knockback and CW is facing the opposite direction afterwards.
Uthrow: CW slams her opponent on the ground, knocking him or her skywards. 8% average knockback. If this is used at the stage’s edge, this could be used as a meteor smash due to having no ground for the opponent to bounce off of.
Dthrow: CW slashes at her opponent. 7% average knockback
Other Attacks
Lying down front: looks like Bowser’s. 6% below average knockback.
Lying down back: CW lashes her tail. 4% low knockback
Ledge attack <100%: CW scratches at the ground. 6% low knockback
Ledge attack 100%: CW releases a grenade. It has the same properties as the ones in her DSmash
OTHER
Entrance: Leaps onto the screen.
Swap-in taunt: jumps onto the screen and says “Let your tears drop.”
Idle animation: CW stands on all fours while occasionally sniveling
Crouch: CW gets closer to the ground
Walk: Like a wolf stalking its prey
Dash: Like a wolf going for the kill
Win: Howls and says “It’s okay if you want to cry.”
Loss: CW silently pouts. She appears out of her armor.
Wiimote noise: “I’m so sad…” (Is Crying Wolf related to Gygas?)
Kirby hat: Kirby gets a little shoulder harness with grenade canisters. Note that when using Rail Gun that Kirby does not get the super-armor effects of CW’s armor, nor does he get the weakened defense of CW’s vulnerable body.
Alt Colors
1) Default
2) Red armor (Red team)
3) Dark blue armor (blue team)
4) Green armor (green team)
5) golden armor
6) pink armor
SCREAMING MANTIS (SM)
WARNING: DO NOT READ THIS IF YOU HAVE A WEAK STOMACH
Screaming Mantis stumbled upon a hidden torture chamber while hiding from rebels. The screaming haunted her day after day. In order to not die from starvation, she was forced to eat the flesh of the dead corpses. As a member of the Beauty and the beast unit, Screaming Mantis has been given the ability to control living creatures with nanomachines in them. She also has teleportation abilities and a powerful scythe-like sword on one of her arms. Finally, SM has “inherited” Psycho Mantis’s abilities’ to play mind games with her opponent.
OVERVIEW
Screaming Mantis’s biggest strength is her mobility. In addition to having the fastest movement and attack speed of the BB unit, several of her attacks move her around the battlefield while damaging her opponents. Her speed comes at a price, however. Her KOing power is relatively weak, and she isn’t as heavy as you might think. Her down special is either borderline useless or borderline broken, depending on how you see it.
STATS
Movement Speed: 8/10
Attack Speed: 8/10
Attack Strength: 3/10
Range: 6/10
Priority: 4/10
Weight: Slightly heavier than ZZS
Jump Strength: 5/10
Second Jump Strength: 6/10
Fall Speed: 4/10
Size: Slightly larger than ZZS
SPECIAL ABILITIES
Screaming Mantis has no special abilities
Pros:
Very Fast
Good mind games with some attacks (and I’m not just talking about strategy here)
Cons:
Poor KO potential
Relatively easy to KO
MOVE SET
Standard Attacks
AAAA….: the Psycho Mantis and The Sorrow dolls alternate swinging forwards in a punching motion. 2% small knockback each. Can be done indefinitely.
>A: SM swings her knife-holding hands in an x shape in front of her. 5% low knockback.
VA: SM swings her Psycho Mantis doll as if it were doing a leaping kick. 4% low knockback.
^A: SM does a subtle flick with one of her free hand’s fingers, causing the text “HIDEO1” in green letters to briefly appear above her. Hitting the text results in 6% damage with below average knockback.
Dash Attack: SM points forwards with the text “VROOM!” appearing in front of her in yellow comic-book style letters. Hitting this results in 4% with below average knockback.
Smash Attacks
FSmash: SM swings her free arm as if swinging a sword. While doing this, the image of a Wiimote is in front of her doing the same motions (I guess Motionplus is made from nanomachines). Hitting the Wiimote results in 10% damage with average knockback.
DSmash: SM swings her scythe forwards. 9% average knockback. SM moves backwards while charging, but quickly teleports back to her starting point when releasing the attack, making this a good move for dodging and counter-attacking.
USmash: SM teleports upwards and then swings her scythe in an upwards arc. At full charge, she can land on the lower floating platform of battlefield. 10% above average knockback.
Aerial Attacks
Nair: The two dolls spin around SM while doing a kicking motion. 5% low knockback.
Fair: SM “swings” a character selection chip downwards and in front of her. 7% below average knockback.
Bair: SM teleports a small distance backwards, and then does a spinning motion with her scythe. 4% below average knockback.
Uair: SM points upwards and a gust of wind blows upwards (She “blew up”!). No damage, but the wind gust can push you away like G&W’s Uair.
Dair: SM points downwards and the image of a small meteor appears below her. 6% damage, meteor smash.
Special Attacks
B: “Mind Reader”: SM puts her scythe to her hips like a Samurai. A half a second later, she quickly swings it across, doing 15% damage with above average knockback. In addition to being a viable KO move, a clean hit will result in one of the following graphics appearing, that are randomly chosen based on your game saves:
-Default: The smash bros logo
-Any Mario Wii game: A star
-Any Mario VC game: An 8-bit sprite of Mario jumping
-Any Metroid game: Samus’s helmet
-Any Zelda Wii game: The master sword
-Any Zelda VC game: The triforce
-Any Pokemon game: A pokeball
-Earthbound VC (if it ever comes out): A static picture of Gygas!
>B: “Knife Toss”: SM throws a quickly traveling knife. The knife’s trajectory will curve slightly if the target is above or below SM. 4% small knockback.
^B: “Teleport”: Remember Mewtwo’s up special? That’s basically what this does. The primary difference is that SM may perform one aerial attack after teleporting before she enters freefall.
VB: “Mind Control”: SM charges up for four seconds, and then fires a ball of light out of her Psycho Mantis doll that goes about one character length in front of her. The ball does no damage, but if it connects, you gain control over your opponent’s character for two seconds. In addition to being able to make your opponent suicide, any KOs that the controlled character makes in a free-for-all go to you! SM hovers in place while the target is being controlled, and being hit will break the control. The ball cannot be reflected.
Grabs
Grab Animation: SM holds the opponent by the throat with her free hand.
Grab Attack: SM hits her opponent with one of her knives. 2%
Fthrow: The dolls grab her opponent and toss him or her away. 4% low knockback.
Bthrow: SM turns around with her opponent, and then… places him or her gently on the ground. Can be followed up with pretty much any attack that has a reasonable speed.
Uthrow: SM throws the opponent upwards. A possesed dead Haven Trooper then quickly performs a jump kick through the opponent 6% average knockback.
Dthrow: SM teleports behind her opponent and then slashes him or her with her scythe. 8% average knockback.
Other Attacks
Lying down front: swings knives in both directions. 4% low knockback
Lying down back: SM kicks off the ground. 5% low knockback
Ledge attack <100%: SM swipes with her scythe. 6% low knockback.
Ledge attack 100%: SM releases… a smash ball?!? Don’t be fooled; touching it results in a small explosion that does 8% damage with above average knockback. It will disappear after two seconds.
OTHER
Entrance: Walks out of the Foxhound logo, which then disappears.
Swap-in taunt: Teleports onto the screen while screaming.
Idle animation: SM floats just above the ground
Crouch: SM crouches down while the dolls “hide” behind her
Walk: SM floats forwards
Dash: Like Mewtwo’s.
Win: SM gives a scream of delight
Loss: SM puts her hands to her head like the painting “Scream”.
Wiimote noise: “Prepare for scream for help!”
Kirby Hat: Kirby gets her face-mask
Alt Colors
1) Default
2) Blue jumpsuit (blue team)
3) Deep red jumpsuit (red team)
4) Green jumpsuit (green team)
5) golden jumpsuit
6) The dolls are replaced with Mario and Luigi dolls.
EXTRAS
Special Win Animation
If all four members of the Unit are used for at least 20 seconds each, a special animation will play at the victory screen. The BB member’s will appear out of their armor and clap in unison together.
The BB unit has Snake's icon and win jingle (they're from the Metal Gear Series after all).
Codec
As a reference to the fact that Brawl was released before MGS4, the codec is the same for all members of the Unit:
Snake: Otacon, who is that women? I’ve never seen her before.
Otacon: I have no idea Snake. She may be some type of new super soldier.
Snake: Is there anything at all you can tell me about her?
Otacon: Well, it looks like her armor isn’t invincible. You could definitely damage her.
Snake: Well that’s better than nothing I suppose.
Otacon: You know, I wonder if there’s a beautiful face underneath that beastly armor.
Snake: Sounds like an old movie… Beauty and the Beast…
FINAL SMASH
“Beauty of Emotion”: The current unit member sheds her armor in a burst of light. Afterwards, you are now controlling the member in her “beauty” form. The beauty is invincible and can only walk (though it’s a decent speed) and jump once for movement. If she makes contact with an enemy, she will grab her opponent in a somewhat suggestive way (I can already see the pics of this move done on ZZS). After grabbing your target, you may throw your opponent forwards, backwards, or upwards, doing 40% damage with high knockback. The Final Smash lasts for 10 seconds. At the end of it, the beauty will let out a loud sound based on her name while going into another burst of light, and afterwards she will be in “beast” form again.
SSE Role (Potential Spoilers)
After completing the SSE 100%, a new level will appear on the map called “Shadow Moses Island”. In this level, you will make your way through many of the same rooms Snake traveled through in MGS1 while fighting off PMC troopers and Gecko units. Once you enter the central courtyard (same place where Crying Wolf was fought in MGS4), you will face Laughing Octopus and Crying Wolf in a brawl. Upon reaching Metal Gear Rex’s hangar, you will face Raging Raven and Screaming Mantis. At the end of the level, you will face Metal Gear Ray (complete with KoJ’s move set for him ^_^). Complete the level and your file will read 101%.