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Make Your Move 4

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KingK.Rool

Smash Lord
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Nov 26, 2005
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I prefer the first, myself. The second has its own advantages, but it's a bit harder to distinguish between attacks. I'd go for the first one, myself.

And glad I could be of help. It's a decent moveset, after all; it just needs a bit more detail on most of the attacks, like Mendez said.
 

SonicBoom2

Smash Journeyman
Joined
Oct 12, 2008
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Location
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Hey, I added a new section to Protoman.EXE on page 22.
I submitted it for review, but wasn't looking for mine to be super awesome.
Anyone have any tips for me? (Not involving text coloring and stuff :p)
 

TVTMaster

Smash Apprentice
Joined
Mar 7, 2008
Messages
124
So I'm bad with procrastination. Here's a bigger preview of my Calill moveset. (minus formatting, color, extras, grabs, FS, stats, and animations) I'd just like to know what balancing issues I've got here.

Calill, Crimea's mistress of flame, joins the Brawl!



Calill, a vain yet talented sage from Fire Emblem, uses a combination of short-range melee swipes and fiery enchantment to rack up tons of damage on the opponent. Despite having a wealth of unpredictable kill moves, her heavy-like movement speed and jump height combined with a relatively low weight makes it almost impossible to approach opponents. Calill needs to rely on baiting the opponent into her mid-range comfort zone to effectively KO. Her Down-B move, Sigil, is perfect for that purpose, forcing the opponent to move exactly to where they don't want to be. Her tilts are good for setting up her smashes and her side special can be used to replace aerials in the event that their range and versatility don't serve their purpose. Unfortunately she has no effective way to deal with camping, as her firey hitboxes have no priority, and energy projectiles are completely unstoppable. As such, Calill is bound to have a wealth of good and bad matchups, and will take plenty of skill to beat both overly aggressive characters such as Metaknight or campy characters like ROB. Due to the nature of many of her hitboxes, she'll be trading hits a lot.

Pros and Cons:
+ Plenty of good kill moves
+ Easy to rack damage
+ Very effective at her range
+ Great attack speed
= Fairly fast faller
- Lightweight
- Slo-o-ow
- Very small jumps and a predictable recovery
- Nearly nonexistant priority on fire moves

Standard A

A: Uppercut- Calill does a quick uppercut in front of her, knife in hand, turning her back/front to the screen slightly in the process with a smug expression on her face. This doesn't rise higher than her head and has very little range. It can stop non-explosive physical projectiles like the (Toon) Link arrows and boomerangs, as well as thrown items. It has great speed and phenomenal priority- unlike her magic moves, her knife attacks are purely physical (from a technical standpoint- most fire attacks don't get absorbed by the bucket or the Mother boys Magnets) and as such can clank with plenty of moves- due to range it rarely means a hit. 3% and no knockback, chaining into AA.

AA: Knife Sheath- Calill brings the knife back down in a slashing motion in front of her, pulling it back towards her when it is level with her waist, where it disappears under her cloak. This move, again, has high priority, but this time with more range. 2% and minimal sliding knockback, enough to prevent being counter-grabbed.

AAA: Sucker Stab- Calill lowers herself and lunges forward in one nearly instantaneous motion. The lag after AA when she pulls the knife in leaves a window open for some long grabs or a very fast roll or jump, but normally the attack goes right into the enemy, eating through sheilds and staying out for a bit, dealing med-high knockback that can KO at around 120%. 7% and great priority again, with a tiny, rather low hitbox.

Ftilt: Fire Tome- Calill snaps her fingers audibly, and a lick of flame blossoms in front of her. This happens at about head level and doesn't quite touch her hurtbox during the move. Low crouches like Jiggs and Kirby can dodge the move entirely. The move lasts for three seconds, the first almost-second being where she snaps- the only lag and no hitbox. The second second is the burst of flame, which deals disjointed 8% damage with a fire effect. Very little knockback and priority, simply popping them up a bit and only sending them diagonally up about a Yoshi's Island platform length at high %s. No KO potential. The thrid second is the dying down of the flame. Touching it at this point deals 1% and no knockback beyond a quick flinch. Note that after the snap, Calill is free to do anything except another Ftilt while the fire is out, meaning that she can put up a quick hitbox and retreat when in uncomfortable close quarters.

Utilt: Flame Ribbon- Calill snaps her fingers and a white-hot ribbon of flame shoots up, does a couple of loops above her head, finally ending by going behind her to curve to shoot forward a bit. Other than the upper hitbox, the horizontal part of the move has very little range. Despite this, the move deals 9% and is a viable upwards KO move over 110%. The main downfall of this attack is its duration, which requires precise timing to get the hitboxes in the right place to avoid punishment, along with the complete absence of priority. It happens pretty quickly, only taking about 2 seconds, with most of the first one being the snap, but using it is risky due to the shifting nature of the hitbox. Handle with care!

Dtilt: Ankle Stab- From her crouching position, which is very similar to Marth's, Calill pulls back her knife and thrusts her knife forward, with range comparable to Ness's Dtilt. It has very high priority, and holding the A button until she pulls it back can very slightly increase the time it stays out, to stop edgeguarders. It can be repeated constantly with no decay until it hits, but the low-to-the-ground hitbox and windup between strikes makes it impractical to use as a barrier to approach. This move benefits from Pyro extra, doing three hits of 4% rather than 2%. From base damage it deals 6%, but it has plenty of knockback and can actually kill fairly well. If the move hits its sourspot at the tip, it deals rather pitiful knockback but forces prone, setting up Dsmash with ease.

Dash Attack: Feint/Phoenix Rush- When Pyro is not active, this move causes Calill to end her dash with a forward motion, lunging forward much like the third hit of her AAA. The move has lots of priority but much less power than her other moves, as she literally pulls her punch. Calill has super armor during the lunge, which deals 5% with low knockback. After the attack part of the animation ends, she spins her cape in front of her while quickly sliding backwards- ending up further back from where the attack began. It allows her to get a safe hit in while retreating infallibly.
When Pyro is active, however, Pheonix Rush replaces Feint. The attack is much the same, except that the forward hitbox is surrounded in a rush of flame much like Kirby's Melee dash attack. The move deals 6% with high priority if the knife hits, but this time with REAL ULTIMATE POWER! It can kill lightweights at 75% easily. If the flaming barrier connects instead, it deals 2% with little knockback and a fire element effect. The move comes with a screeching sound effect similar to the screech during Falcon Paunch. The retreat does not occur, and using Pheonix Rush instantly dispels Pyro.

Ledge Attack: Flame Rune- The ground just above the ledge bursts into flame. The hitbox deals 4% multiple hits and no knockback, but it does trap the enemy there for a second after Calill gets up, allowing her to initiate, for example, an AAA combo. Again, the move has no priority- sufficiently ranged hitboxes can strike Calill as she gets up, without interrupting the move. Above 100%, the move gains a bit of knockback and Calill takes longer to get up, since leaving them there to hit her is a bad thing.

Aerials

Nair: Ka Tamashii Gekido- The air around Calill's legs begins swirling into a ring of fire, swirling for two seconds before dissipating. The hitbox is very close to her hurtbox, but she kind of curls up a bit during the move so there's not much of her that's not covered- she still hates disjointed hitboxes that don't care about the protection, but kicks and punches will either whiff or trade hits on this one. Almost no startup lag, but the hitbox begins in the back, so there is a split second of vulnerability at the beginning. KTG deals a good 8% despite its lackluster range and makes a good short-hopped aerial, even if it has very little knockback. (And if you know where the name Tamashii Gekido comes from, you get a cookie. Or the deep feeling of worthlessness that comes from Googling it in quotes, you sneaky weasel.)

Fair: Elfire- Calill basically uses her Ftilt with 10% and it looking closer to Octal Burst. She can angle this attack a bit, allowing for a little more control over the move. Not much to say about this move besides the fact that it's impossible to tell what she's going to do- Octal Burst or Elfire. This move has much more power than her forward special, and acts as one of her best aerial KO moves. One effect of this attack, however, is that after the snap, Calill actually changes her position in the air- starts facing the other way, so pressing in the same direction would trigger Bair instead. This can be somewhat useful when recovering or when trying to remedy a mistimed jump out of dash dance.

Bair: Triple Baselard- Calill slows her fall and draws a larger knife, covered in serrated teeth. The windup as she pulls the knife is significant- just under two seconds. Turning around swiftly, she stabs three times behind her, first with long range a bit above horizontal, the second with medium horizontal, and the third with short range a bit below horizontal, each dealing a whopping 12% with great knockback. This'll KO MK at 80%. Despite the move having three hits, the knockback of the move and time between hits ensures only one will connect, even if the duration (2 secs) is more than enough to hit a vulnerable opponent. Calill lets out a fierce cry as she executes the move. The exertion of power during the attack leaves Calill in normal FallSpecial, unlike her Up-B, which has a completely helpless freefall.

Dair: Flaming Stalactite- Calill totally stops her momentum in the air and snaps, while a ribbon of flame starts at her feet and makes its way downward, spinning shrinking in width as it moves downward until reaching 2/3 Calill's height below her. The move deals comparatively little damage (4%)and treats all nondisjointed hitboxes as if they were disjointed, meaning that it's all but useless against anyone with a decent Utilt. However, in the air, a slight wind effect keeps people from getting close enough to Calill to hit with most Uairs, and leaving them right at the tip of the move, which acts as a potent meteor smash. The move lasts for just under three seconds, leavign her open if she whiffs.

Uair: Knife Toss- Calill throws her knife in the air 2/3 of her height above her, where it spins for a second and comes back down to her. It deals 5% in multihits but completely ignores DI, making it inescapable until the end, which is fairly short. It doesn't stay up for long at all until someone hits it, in which case it takes a bit for it to come down again, leaving Calill vulnerable in FFAs. It's got good range and deals 6% with okay knockback both on the way up and on the way down. Calill can't use knife moves until it comes back, nor can she move beyond about a Bowser-width around where she was when the move began, but since it's so short this is rarely an issue. It usually comes back before she hits the ground from a full double jump. If hit by a move while waiting for the knife, it disappears and is assumed to have returned to her hand. The spin deals 10% when Pyro is active due to the move being multiple hits.

Smashes

Fsmash: Alight- Calill, once again, snaps her fingers, causing a small spark to sparkle just in front of her for a bit over a second. Upon an enemy making contact with the spark, they are engulfed by a fireball, which holds them dealing 14-22% over a period of time ranging from 3-5 seconds while Calill is immobile. It deals rather mediocre knockback upon release, however. In addition to this, it can be easily taken advantage of in FFAs, allowing one to either slam the target or Calill herself. Since it has little startup lag, it makes a great damage racker in one-on-one. It's can't be DI'd out of and is very useful in team matches to boot. One technique that can be used is to catch someone while timing the hit with the disappearance of a disappearing, dropping, or moving platform on certain stages. The enemy remains alight but Calill is free to attack. Note that the last two % of the move happen after the move ends, allowing them to attack while taking damage.

Usmash: Arcfire- Calill withdraws a deep red tome as the charge to the move. Upon releasing the move, she puts the book away as six swirling fireballs form a ring above her head, spinning in a ring as they close in on the spot right above her head. The move initially causes 3% as the enemy is either trapped inside the ring (if hit with the top of the hitbox) or is burned by the fireballs without being trapped (hit by the edges of the hitbox). After this, the ring collapses, causing 13-20% and great knockback, sending the opponent straight up. A 0-10% enemy can be hit with Utilt and chained right into c-stick Usmash with relative ease. To see the move in action, check out http://www.youtube.com/watch?v=YD5Co4PEq5M when Calill herself attacks as the first move. Envision that except above her head. BURNINATION!

Dsmash: Bolganone- Calill begins throwing patterns of light on the ground and in the air around her during the charge animation. Upon the release of the move, the ground underneath Calill explodes in a flaming swell, cracks appearing in the ground filled with lava. This move literally cannot hit someone in the air, but against a ground foe it has tons of power, dealing a good 15-22% depending on charge. The move actually doesn't have more knockback than most C-stick smashes until full charge, at which point it gains utterly massive launching power, comparable to that of a charged Jet Hammer. The radius of the move, however, decreases the more it's charged, so balancing range for power is important. At no charge, it's further than as if G&W were using his manhole cover Dtilt on both sides, but at full charge it barely extends past Calill herself. Against a foe who has trouble in close quarters, charging is a good option, but for the more aggressive ground-based characters, the c-stick variety is indispensable.

Specials

B: Pyro- Calill slowly draws her knife up in front of her, enchanting it with fire magic. After three seconds, she has another second of invincibility as she pulls her knife down to waist level vigorously, as her cape flaps. This move causes all moves involving her knife to gain a 1% bonus to damage, among other described effects. Calill can execute three Pyro moves before this wears off- good to use after you've KO'ed someone in order to start off the new round with moar powar. Pyro leaves Calill vulnerable to attack for a while, making it very difficult to set up without items or strategic use of Sigil and Ftilt. Only usable on the ground.

>B: Octal Burst- Calill snaps her fingers in a manner identical to her Dair, Fair, Ftilt, Fsmash, Usmash, and Utilt, making it hard to predict which move is about to come out. After the snap, you may press on any of eight directions on the control stick to generate a huge burst of flame in that direction. The circular radius of the move depends on the strength of the tap, as does the delay from snap to burst. The move leaves Calill in FallSpecial when in the air for the duration of the burst of flame, and it has quite a bit of lag. Its ability to cover all sides is welcome protection, however. On the ground, pressing a downward direction cancels the move without lag, unless you're on a drop-through platform, in which case the move acts as normal. It deals 8% and medium knockback, KOing mid-weights at 150%. Like most fire moves, it has no real priority- although it constantly acts like an aerial move, using the aerial priority rules. A large burst can hit fairly easily if faced with a laggy aerial. However, if a move hits Calill during the move, it instantly disappears.

^B: Thunderhead- Calill uses a thunder tome for this one- a large, sparking cloud appears an Aether height above Calill, which deals 3% if touched and deals a bit of knockback. Calill becomes a thread of electricity that travels up to the cloud. Tapping in either direction causes her to swerve a bit on the slow flight path, able to reach either side of the large thunderhead. However, the move can be easily gimped when used for recovery- jumping into the electric thread deals 20% and Warlock Punch-esque knockback to the gimper, but Calill herself goes into a totally helpless state- unable to even DI in either direction or grab the ledge, usually falling to her death. It can be used for offense onstage, but it is slow, easily avoidable, and leaves her with tons of lag. Hitting the ground from the freefall state gives three seconds of inescapable prone animation. Ouch.

vB: Sigil- Calill takes three seconds to set up a glowing point of light, hanging in the air shaped kind of like that star above like the stable where Jesus was born or the FE10 critical flash thingy- the four-pointed star thing? Yeah. It's about the size of a soccer ball and if an opponent makes contact, three tiny orbs of flame chase the enemy to half a battlefield platform away from Calill's position when the Sigil was activated, dealing 3% multiple hits. This sets up Ftilt and Octal Burst easily, and can be used for extreme mindgames and such. Two sigils can be present onstage at once. (These can be bucketed and magneted, but counters and reflectors merely negate the move.) This will be set off by rolling, dashing special moves like Quick Draw and Fox Illusion, and non-projectile disjointed hitboxes. This move initiates FallSpecial when used in the air.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
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Make Your Move
I don't really like how you are over-relying on fire magic (even making up attacks that don't exist in the FE universe) when Calill has access to Fire, Wind, and Thunder magic.

If it were up to me, I wouldn't include the knife in anything except maybe the A,A,A combo if that, but I can't blame you for using it, since (for some reason) they decided to give Calill a completely useless knife instead of a useful healing staff.

In fact most of the magic based attacks that she has don't exist in the FE universe.

And she definitely can't wield the Baselard. That knife didn't even exist until FE10 (where they take away her ability to use knives.)

Doesn't Calill possess the Nihil skill? Why not implement that in her set?

Other than that, I rather like the set.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Coolz, TVTMaster. I admit that I haven't read it, but it looks sufficiently detailed; you've raised your standards just as everyone else has.

At the moment, I'm exhausted from poring over Cortex & Tiny. Warlord, the review is up.

*phew*
 

TVTMaster

Smash Apprentice
Joined
Mar 7, 2008
Messages
124
Replying to Lionheart

Chris L said:
I don't really like how you are over-relying on fire magic (even making up attacks that don't exist in the FE universe) when Calill has access to Fire, Wind, and Thunder magic.

If it were up to me, I wouldn't include the knife in anything except maybe the A,A,A combo if that, but I can't blame you for using it, since (for some reason) they decided to give Calill a completely useless knife instead of a useful healing staff.

In fact most of the magic based attacks that she has don't exist in the FE universe.

And she definitely can't wield the Baselard. That knife didn't even exist until FE10 (where they take away her ability to use knives.)

Doesn't Calill possess the Nihil skill? Why not implement that in her set?

Other than that, I rather like the set.
I figured there were enough dang mages in MYM as it is, so since Calill has a higher Fire rank and gets Meteor in both games, and whoever is doing Ilyana, I figured I'd go the fire route. I built this around a playstyle and fire fits it best.

I was running out of ideas for fire moves and the knife fit the bill.

There's only like seven fire tomes.

And I needed a good name for a powerful knife move. ARTISTIC LICENSE NOW SHADDUP

What would Nihil do? Be unnecessarily situational and not help her playstyle by removing buffs that mostly exist only in MYM characters? Um, Lucario, Olimar, and, um, no one else.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
AN UNIDENTIFIABLE LUMP LIES IN YOUR PATH, SNORING AND DEVOURING; SNORLAX JOINS THE BRAWL BETWEEN NAPS!


~~(CHARACTER)~~

Snorlax is a pretty basic Pokemon. He eats more than any other Pokemon, and sleeps the most as well. Pokedex entries:

A lazy Pokémon continually fatter by sticking to a cycle of sleeping and eating. Awake only when it eats.
Its stomach's digestive juices can dissolve any kind of poison. It can even eat things off the ground.

Snorlax's typical day consists of nothing more than eating and sleeping. It is such a docile Pokémon that there are children who use its expansive belly as a place to play.


Snorlax is a Normal-type with a relatively diverse movepool. However, trademarks are the attacks Rest, Snore, and Sleep Talk. These really exemplify this fat fellow's lifestyle. I say fat because he's the heaviest Pokemon who isn't either made of steel or a gigantic legendary.


~~(THE TWIST)~~

Snorlax's twist is an extremely simple one, and one that will be outlined almost entirely in his attacks themselves. He has a full set of Sleep Attacks; that is to say, attacks that only work while he's asleep. Since the chances of you falling asleep from Jiggly's Sing or an item are low, Snorlax can do it himself. These Sleep Attacks are actually quite powerful and useful in a variety of ways; Snorlax is actually more dangerous asleep than awake.


~~(OVERVIEW)~~

Idle Stance --- Snorlax is very idle at all times. When he's not moving, though, he stands at full height, and continuously pulls large apple-like pieces of food from behind his massive bulk, stuffing them in his greedy mouth. This IS the hungriest Pokemon we're talking about, here.

Walk --- Snorlax extends both arms to either side, and, lurching from side to side, wobbles forward. Pretty quick, for a walk; he must have seen some food in the distance.

Run --- His arms flying behind him, leaning back, Snorlax tramples all in his path. Not quick in the slightest, but not as slow as some other super heavyweights. About equal to Squirtle's, a bit slower.

Crouch --- Snorlax simply drops into a sitting position and continues to munch random bits of food that appear to come from nowhere. He loses almost no height when doing this, and he's already so big that, even crouching, he's about as tall as Ganondorf. Add in slight lag as he jumps up off of his feet and you have a useless crouch indeed.

Roll --- Snorlax falls face-first into a clumsy somersault in his roll. This is very slow and quite short. I mean, it's longer than you'd expect because he's just so big, but still short.

Spot Dodge --- Snorlax teeters on one foot, leaning into the background, and waves his arms to try to regain his footing. Resembles DK's slightly. This is a very long spot dodge, comparatively.

Air Dodge --- Facing the screen and extending his limbs in a move resembling Kirby's Neutral Aerial, Snorlax does a clumsy dodge. This also takes a long while, so, combined with his short air time, you'll get only one or maybe two of these in before hitting the ground.

Dizzy Stance --- Snorlax falls over onto the ground, flat on his back, his eyes rolling around in his head comically. Looks kind of like he's sleeping, but is NOT. You'd think that he'd be harder to hit lying down, but his big stomach sticks up, as I'll mention in the next section.

Sleep Stance --- This is EXTREMELY RELEVANT, so pay attention. Snorlax sleeps flat on his back, his chest heaving up and down, snoring slightly. He's about as long as a Bowser and a half while in this state, so he's pretty big, covering almost half of Battlefield. As for height, well, the tip of his stomach reaches up about as high as Pikachu, so he's decently easy to hit. At least, he WOULD be, if he didn't have attacks to help him out.

---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---​

Height --- Snorlax is actually pretty huge. Since he stands up completely straight, he's about a head over Bowser. He's a really big target, so beware.

Weight --- HUGE! All that fat is not for nothing, you know. Snorlax is about 1.5x heavier than Bowser, so he's hard to budge at the best of times. Heaviest character in the game, here we go.

First Jump --- Tsk, pathetic. Snorlax leans down, then shoves up with all the strength in his stubby legs. He goes up less than the height of a Bowser and then falls right back down. The end result is that his jump is ALWAYS a short hop, and can't be any more in any situation. This means that he can chain aerials, but that he doesn't get enough air time to combo.

Second Jump --- Disgustingly small. Rather like the first one, Snorlax pushes down with his legs to gain a bit more air time. As short as Zelda, absolutely horrible. With both jumps put together, Snorlax hardly gets higher off of the ground than his own height's distance. No aerial combat for you!

Power --- Snorlax has the expected high power of the heavyweight. Many of his attacks require only a single hit to KO at low percentages; landing them is the challenge. Now, while he's asleep, his attacks are pretty fast AND have KO potential...

Attack Speed --- Snorlax is laggy as all hell. His bulk prevents him from making quick moves, and it's hard for him to chain together attacks in general. Think of a slower Dedede for this.

Traction --- To turn, Snorlax has to dig the heels of his stumpy feet into the ground, so it takes him a bit of time. He trips more often than most, falling flat on his face and taking a while to get back up. Slightly below average in this department, all in all.

Fall Speed --- Snorlax is highly gravity-affected. There's no pause between him going up and him coming down, it's one fluid motion. This is because Snorlax has a huge fall speed. You could call him a fastfaller, although I consider that term to apply only to light, fast character who fall quickly.

Range --- Snorlax's limbs are small, but he's just so big that his body can hit foes from impressive distances. Handy in this regard, he is.


~~(MOVESET)~~

SPECIALS

Neutral Special --- Rest --- Like a falling tree, Snorlax topples backwards and goes to sleep. This sleep lasts anywhere from ten seconds to thirty seconds, depending on how damage Snorlax is - lower %, shorter nap. Every two seconds, he'll heal 2%. Snorlax can be knocked out of his sleep, which will cut off the healing process.

Notes --- If any poor sap is unfortunate enough to be directly behind Snorlax as he falls, they will be crushed by his bulk and knocked away on a horizontal trajectory, taking 10%. He falls quite suddenly; it takes just a bit over a second from the execution of the attack to him being fast asleep.

Uses --- This is Snorlax's most vital attack, by far. Since he's gaining health, the foe has to try to attack him out of the sleep, but now he has access to all of his impressive sleep attacks, which are outlined directly below. With them at his disposal, it's quite possible for a skilled Snorlax to frighten a foe into staying at a distance while he sleeps it off.

However, the attack has more lag than most at its opening, so make sure the foe isn't too near when you decide to have a Rest, or you may end up taking more damage than you'd be healing.

Forward Special --- Yawn --- Snorlax lets out a huge yawn, his mouth stretching widely as he leans back and stretches his arms. A small puff of white air comes out of it, moving on a wavy trajectory like a less exaggerated Fireball, and a bit faster than a Charge Shot. If the puff of steam hits a foe, it causes them to let out a yawn as well. In a few seconds - it varies - they'll fall asleep spontaneously. If they were in the air, they'll fall to the ground, asleep. They will remain asleep anywhere from two to six seconds, depending on their %.

Notes --- Snorlax has to complete his yawn for it to be shot forward, and that takes about a second. This attack crosses a distance equivalent to Final Destination, and travels on about eye level with Pikachu. It can be jumped over, therefore, or even ducked under by Kirby. However, once it hits them, they'll fall asleep in anything from two to ten seconds.

Uses --- This is sort of a quasi-projectile. It can't be absorbed, reflected, or deflected, so it's very good at getting those sneaky projectile spammers like Pit and R.O.B. As they have a limited period of time before they fall asleep, you should keep them on their toes; ideally, you'll knock them off of the stage before they take their nap, because that'll cause them to fall limply to the abyss if timed properly. In any case, after being hit by this, they have to play carefully, and you should take the chance to get as close as you can, to better punish them when they fall asleep.

On the flip side, this projectile is laggy and not too fast, so it's easy for foes to dodge. Best used in the havoc of a melee or to mix it up against spammer foes.

Up Special --- Giga Impact --- Snorlax freezes in midair, pulling his limbs in as they tremble with power. He then unleashes that same power, shooting on the trajectory you point him at like a more controllable Dedede Up Special, in belly flop position. After a bit more than the distance of a Fire Fox, Snorlax not only loses momentum, he falls asleep.

Notes --- Like Dedede, Snorlax has to go up; his vertical height is always the same. You get to control where he goes horizontally. It's a lot more controllable than Dedede's, actually. The other major difference is that Snorlax CAN grab onto ledges; however, he had better get off that ledge quick, because his energy is spent, and he'll be asleep any second. Alternately, when he reaches the peak of his trajectory, if he finds no ledge, he falls asleep, and will plummet to his doom or to a waiting foe. The trade-off is that his belly does 15% on contact and knocks foes an impressive distance away. His sleep here lasts about 8-15 seconds.

Uses --- Snorlax's recovery takes a while to come out, and is very risky; you had better sweet-spot that ledge and then roll up onto the stage VERY quickly, or he'll lose his grip and fall. There are so many ways in which this recovery can backfire, it's not even funny. It may be strong AND long, but unless you have very good aim AND very good luck, you'll find yourself dying without any edgeguarding necessary from the foe.

Not that it's easy to edgeguard Snorlax when he uses this, though; he moves quickly and his whole body is a hitbox.

Down Special --- Belly Drum --- Snorlax rears back and slams his fists alternatingly against his stomach a grand total of four times, making a drum-like sound. Each hit deals him 10%, for a total of 40% damage. However, if he pulls them all off, all of his attacks deal 1.5 times the damage and the knockback for the remainder of his current stock.

Notes --- The four hits take about three seconds to pull off. It can only be used once per stock.

Uses --- This is not something you want to try if the foe is nearby. If the beating is interrupted, you'll take the damage AND get no bonus out of it. Wait until they've been hit FAR away, or even until you KO them, and then pull this off, for the safest results. Try to have it whenever possible; the heavy damage can be partially alleviated by Rest, and the power boost is substantial. Smashes that normally do 20% now do 30%, and are brutally strong.

Be cautious with your use of Belly Drum, but take full advantage of its strength boost. This is at the heart of mastering Snorlax.

---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---​

STANDARDS

Neutral A --- Pound --- Snorlax brings one arm around and pulls foes within reach in with a sideways blow.

Notes --- This is one of Snorlax's less laggy attacks. It does a measly 2%, but has the unusual property of pulling foes in, right up against Snorlax's massive bulk. Range is nothing impressive; Snorlax's arms aren't good for much.

Uses --- This is a great way of mixing up your slower attacks against foes who come in close. It has a similar application to Ike's A Combo. Of course, that's with the second part of the combo put into consideration, and this one is mainly used as a way to set that one up.

AA --- Bounce --- The foe, who has been pulled right up against Snorlax, is bumped away as he thrusts out his stomach.

Notes --- This one comes out very quickly after the first part of the combo. It does 4% and has very respectable horizontal knockback, sending the foe skipping right along the stage's ground. It's possible for shorter foes to go right under it. There's a smidgen of wind-down.

Uses --- This attack can actually KO lighter foes by 120%. This combo as a whole is ideal for punishing quicker foes who need to come in close to pull off their attacks.

Dash Attack --- Mega Kick --- Snorlax hops ever so slightly off of the ground and delivers a mighty kick that comes out and goes back in a very short period of time. He doesn't lose momentum as he does so.

Notes --- This attack is as easy to see coming as most Dash Attacks, but at least it packs a punch. The actual window to hit is very short, because the kick is so short, but the hit deals out 13% and has very real KO potential.

Uses --- To tell the truth, this is only really useable for intimidation, and to keep the foe cautious by the threat of power. It's too slow to start and easy to see coming to be relied on. When you DO KO someone with this, kicking them away like a football, the effect is very good, very intimidating.

---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---​

SLEEP ATTACKS

Sleep Special --- Sleep Talk --- Snorlax lets out a short grumble. He then uses one of three attacks at random: he either raises his head slightly, not opening his eyes, and then falls back down (used Rest); lets out a great yawn, having all the same properties of the attack Yawn; or taps his belly in his sleep, using Belly Drum.

Notes --- This is entirely random in almost all respects; Belly Drum can only be used once per stock, and that includes Sleep Talk'd Belly Drums. After you've used it, only Yawn and Rest will happen. Rest obviously extends your sleeping time; it's as though he fell asleep all over again. Yawn is as laggy as ever...

Uses --- ...But it gives him some range even while he's asleep; not that you'll be able to punish a foe who fell asleep all the way over on the other side of the stage. Now, this is useful to bolster Snorlax with Belly Drum even while he's out of it; to hit foes at a distance and stall them by putting them to sleep; and to extend his sleep (and heal) time. Handy, but, of course, random, and laggy. I don't suggest using it at all if the foe's near you or in the air, where Yawn wouldn't be able to hit.

Sleep Neutral Attack --- Snore --- Snorlax heaves a great snore. A large, round wave of sound radiates from his mouth and covers his whole body in a matter of milliseconds, moving outwards and then fading.

Notes --- This comes out the quickest of all his sleep attacks, and, as it should be, it's very useful. It pretty much covers his whole body, however briefly, and shoves away foes with great priority. It doesn't last long, and only does 4% with small knockback, but...

Uses --- ...Its purpose isn't to damage, but to protect. This is your primary measure against Snorlax's sleep being disturbed. It makes it very difficult to actually hit him, as the high-priority shield of sound comes out instantaneously. You have to get the timing of this attack down - it only lasts a little while and isn't so fast that you can use it without having vulnerable gaps - but if you do, it makes sleeping Snorlax partially invulnerable all on its own.

Sleep Forward Tilt --- Low Kick --- Forward here means Snorlax's feet. He suddenly extends a foot, kicking out at foes mightily with his sole.

Notes --- This comes out surprisingly quick, and does very nice knockback and 8%. It shoots foes at a very horizontal trajectory, and is quite capable of KOing at higher %s. It doesn't have much range, sadly.

Uses --- This is very good attack to use against fools who come too close to Snorlax's sleeping body. It's quick enough to catch them off guard, and will knock them far enough away for you to gain some more % or to pelt them with a Sleep Talk'd Yawn. However, the foe has to come pretty close, so you shouldn't rely on this to keep him from hitting you; Snore is better to repel.

Sleep Back Tilt --- Bite --- Still unmoving, Snorlax opens wide his mouth and shuts it with the speed of a crocodile's jaws.

Notes --- For this attack to hit, the foe must literally be standing in Snorlax's mouth. Horrible, horrible range. It does, however, do 16% and cause the foe to trip (a bit farther away, so that you can’t continue it in a loop). Now, the only reason you'll ever be able to land this is that it comes out relatively quickly, and that Snorlax has super armor for the whole first part of the attack, fading as soon as he closes his mouth. And, of course, a bit of wind-down.

Uses --- This makes the other side of Snorlax's prone body dangerous as well. It's an excellent way of catching foes who try to Dash Attack you, as they'll be halted by the super armor and then whacked for very nice damage. In fact, this attack is best for racking damage and protecting Snorlax.

---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---​

TILTS

Forward Tilt --- Doubleslap --- Snorlax brings both arms together before him in a mighty clap, grunting as he does so.

Notes --- This takes a second to come out, as Snorlax brings his arms behind him and then forward. However, it does a tidy 11% and some strange semi-vertical knockback. Range isn't much, no more than most of Snorlax's arm attacks.

Uses --- This attack is actually slower than most of Snorlax's smashes, and doesn't have as much KO potential. However, this is a great way of pushing the foe up into the air, if that's what you want. However, knowing Snorlax, the only way you could even hit a foe high up in the air is with a sudden Giga Impact into a sleep state.

Up Tilt --- Block --- Snorlax bends back, raising a single paw, and then swings it in an arc, as if he were trying to intercept a basketball and bring it down to the ground. If you do this at the right angle, it causes a hit foe to be buried a la Pit Bomb.

Notes --- This actually comes out surprisingly fast. It's not a very big hit, dealing only 5%, but if it does hit on its way down, the foe will be buried in the ground directly in front of Snorlax, ready to be smacked away. Better time it right, though; if you hit while they're right above you, they'll just take a bit of upward knockback.

Uses --- Mastering the timing of this attack will add a whole new level to your gameplay. The attack finishes quickly, so there's plenty of time to Body Slam them or what-have-you. However, you have to master the positioning and timing necessary; hit them as Snorlax is bringing his arm down, and not when he's bringing it through the air.

Down Tilt --- Dizzy Punch --- From his seated state, Snorlax jabs forward deliberately in a move reminiscent of Bowser's. Instead of causing knockback, it spins them around once and puts them into their dizzy animation.

Notes --- Remember, Snorlax's crouch takes a while to get into. This attack comes out quicker than most, but still slow by others' standards. It deals a sad 6%. It's range isn't great, though, and it can go right over the heads of small crouching characters.

Uses --- The dizzy animation this sends the foe into is a prime opportunity to punish. However, this attack is as hard to pull off as an actual KO move, so you'd be better off just trying to pull one of those off.

---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---​

SMASHES

Forward Smash --- Body Slam --- Snorlax raises his arms and shouts. He then drops face-first onto the ground in front of him, crushing foes beneath his bulk.

Notes --- This attacks takes some time to pull off, and even more in its wind-down, but it's very strong indeed, dealing out 21% and having great, strictly horizontal knockback. Snorlax's belly is a large hitbox here.

Uses --- Your best finisher. Follow up a Yawn, a Block, or a Dizzy Punch with this to great effect. This attack has deceptively long range, since Snorlax is so very tall, so use it to poke foes who think that they're out of reach.

Up Smash --- Hi Jump Kick --- In a shockingly acrobatic move, Snorlax leaps up and delivers, essentially, a bicycle kick. Unlike Fox, he doesn't go all the way around; after his foot reaches the air right where his head would've been, he falls back-first onto the ground and slowly clambers back to his feet.

Notes --- Comes out surprisingly quickly, but has disgusting, two-second wind-down lag. The trajectory of the foe depends on when they were hit; at the start, they're knocked straight up, while at the end, they're kicked back behind Snorlax. This move has 16% and great knockback whenever it hits.

Uses --- Mainly, this is a good tactic against airborne foes while your back is to the ledge; if you time it right, Snorlax will kick them right off, which looks pretty dang impressive. However, it's predictable due to the distinctive way in which Snorlax moves during it, so use conservatively.

Down Smash --- Double Edge --- Snorlax drops onto his belly and spins around repeatedly, limbs extended, pulling in foes who are nearby with a Ganon Up Tilt-style effect, and smashing them away with a singular hit.

Notes --- Unlike Bowser's (similar in theory) Down Smash, Snorlax's dishes out a single hit upon contact. It's much more laggy, too, with Snorlax having to get down onto his stomach to use it and get back up at the end. It's powerful, though; a good kill move that deals 18% both to the foe AND to Snorlax himself. Yes, this attack hits with recoil, if it hits at all. Low priority, but range is made better by foes being dragged in, and as a final bonus point, there is super armor on Snorlax as he's spinning everywhere but right on top of him.

Uses --- This is a pretty complex smash; it's slow, powerful, pulls foes slightly in, does damage to Snorlax if it connects, and has super armor. That's a lot of pros and cons. On the whole, it's not the most useful of moves; there are more reliable kill moves out there, indeed. It's one of those attacks that you WANT to pull off, which makes you take stupid risks (coughGanondorf’sUpTiltcough). Remember that Snorlax can heal back the damage dealt him by taking a snooze.

---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---​

AERIALS

Neutral Aerial --- Defense Curl --- Snorlax pulls in his arms and legs slightly, making himself into a large, mishapen ball.

Notes --- This has all the properties of the sex kick without the range; Snorlax's body is a hitbox, and the attack stays out for about a second or until Snorlax hits the ground, which will probably come first. It does 8% and has medium-low knockback.

Uses --- This really isn't Snorlax's greatest attack. It comes out fast enough, I guess. Use it to put some space between you and your foe if he's up in your face. Otherwise, avoid, I'd say. In fact, avoid the air in general.

Forward Aerial --- Jump Kick --- Leaning back slightly, Snorlax extends one toe on a rather diagonal angle before him.

Notes --- The toe stays out for about one second, so this is another long aerial you probably won't complete before you hit the ground. It has plain old low knockback, and does 11% or so. However, rather like Zero Suit Samus's Down B, the tip of his toe can spike. It's not a very strong one, but it's still a spike. Now, this is slower to come out than Defense Curl, but quite a bit more effective.

Uses --- Jump Kick has okay range compared to most of Snorlax's attacks, even if it has low priority, so it's a bit more useful than Defense Curl. It can poke out at foes who are just a bit too close, and, if mastered, is Snorlax's best - by far - edgeguarding option. Be careful when doing that, though, because of his huge fall speed; it could easily blow up in your face.

Back Aerial --- Lick --- Snorlax twists his head around, extends a rather short tongue, and brings it up slowly. Foes caught by it are pulled up as he moves it.

Notes --- This attack also has long duration, but it moves throughout that time. It's a bit slower to come out, and has truly awful range. It only does 5%, and doesn't have any knockback whatsoever. However, foes who were caught by his tongue right away and were in contact with it for the whole lick are sent into a free-fall.

Uses --- This is usually a bad attack. It has a ton of cons, and only one pro. That one pro, however, is pretty impressive. This is a decent edgeguard against a select few foes with horrible vertical recovery. It can also, of course, play games with the foe's mind. And, of course, it holds the foe next to Snorlax for about a second, giving a teammate time to whack him with a stronger aerial.

Up Aerial --- Swallow --- Snorlax looks up, curious. An apple suddenly falls off of the top of the screen, as if from an invisible tree, and falls down toward him at a decent speed.

Notes --- If the apple reaches him, whether he's on the ground or in the air, he'll quickly stuff it into his mouth, regaining 4%. If it hits a foe on its way down, they take 6%, the apple vanishes, and they take flinching knockback. If the apple misses everyone - or, say, if it hits a platform - it'll become a regular food item, giving whoever grabs it first 2% health. All this adds up to a versatile attack, and the fruit starts falling almost as soon as you press Up A.

Uses --- Now, this takes about two seconds to reach Snorlax on Final Destination. During that time, it's easy for the foe to disrupt him, wait for it to land, and then heal. Timing is vital if you want to be healing. If you want to damage, your best bet is to knock the foe up - although I can't imagine what with - and then start whacking him with fruit while he's right at the top of the screen, rather like a Pikachu Thunder juggle. Remember, though, that this doesn't have upwards knockback, so you'd just be racking damage.

Down Aerial --- Earthquake --- Snorlax flips upside down and extends a fist. If he hits the ground while he's in this position, his fist collides with the ground, causing shockwaves the size of one battlefield platform to reverbate along the ground in either direction, knocking away foes up into the air.

Notes --- The fist, surprisingly, does no damage and knockback. He holds it out for a second and a half, more than enough time to reach the ground and send out invisible shockwaves. These shockwaves only hit foes standing on the ground, and send them up with below average knockback and impressive 14% damage. Now, these shockwaves come out very quickly and rumble along, kicking up dust trails to signify their presence. The attack itself comes out relatively quickly, with Snorlax flipping suddenly. However, the wind-down is nasty, as he pulls his arm slowly out of the ground.

Uses --- Shorthopped, this is a fantastic approach AND spacing technique. When you think about it, this is a quasi-ground attack, and not much of an aerial; if used without solid ground beneath you, it does absolutely nothing. However, it's very possible for foes to jump a bit to dodge and then punish the wind-down, so caution must be exercised when wielding Earthquake.

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GRAB AND THROWS

Grab --- Snorlax reaches out clumsily and pulls foes in close, into a bear-hug kind of deal. Pressing A causes him to squeeze them, doing 3%. This is a bit slower than most grab attacks. Snorlax doesn't have a very good grab game, although he does have diversity on his side.

Forward Throw --- Fling --- Snorlax lifts the foe above his head as though they were a javelin, with one arm, and tosses them forward mightily, staggering forward a bit as he does so.

Notes --- This is actually by quite a bit Snorlax's strongest throw. It has fantastic knockback, with KO potential; compare to Mewtwo's back throw for an accurate estimate. On the flip side, it's not too brutal, only doing 6%.

Uses --- It's a KO move, and that's all there is to it. Don't use it to rack damage, and the knockback is too horizontal to be followed up on, so use it to KO at higher percentages against speedy foes you can't land anything else on.

Back Throw --- Whirlwind --- Snorlax spins around rapidly and repeatedly, causing a small tornado to be formed around his body. The foe is taken along for the ride as he whirls, spinning around and around, and eventually he stops and the foe is shot back.

Notes --- This is a looong throw - just over two seconds. It has the interesting property of sucking in foes who weren't grabbed and items lying nearby and tossing them away as well. These foes, as well as the grabbee, take 10%. They don't take much knockback, though.

Uses --- In the midst of a fray, this is the throw to use; it's just about impossible to interrupt without the wind picking you up as well. However, there's not much other incentive to use this; it's subpar in all departments.

Up Throw --- Seismic Toss --- In a move that recalls Kirby's, Snorlax grips the foe tightly, jumps up a ways - although not off the top of the screen like Kirby does - and then descends, not turning upside down like Kirby, slamming the foe into the ground and releasing them to upwards knockback.

Notes --- Not much upwards knockback, though, and there's really nothing to follow up with at that point. Damage is very decent - 13% - but the throw really has no special properties to set it apart here.

Uses --- Again, no way to follow up this grab, no KO potential, and long duration make this a rather useless one. If you really need to rack damage, then go ahead, but otherwise...

Down Throw --- Headbutt --- Snorlax lifts the foe away from him, and delivers a mighty downwards headbutt that causes the foe to bounce along the ground, rolling a short ways away.

Notes --- This does a neat 9%, but can't be chained, as the foe is automatically sent into a prone animation. It's fairly short, really.

Uses --- This is a good throw to use when you don't want the foe to be able to bounce right back up and come back in your face. It's also handy because it always keeps the foe on the ground, where you want them to be. In fact, the timing is such that, if they don't dodge properly and mistime how they get up, you can follow with a dash'd Mega Kick.

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FINAL SMASH

Final Smash --- Sleep Walk --- Snorlax closes his eyes, and extends his arms in zombie-like fashion. In this state, he gains 2% every two seconds, just as he does in Rest. However, he also has access to several of his sleep attacks and other attacks: B makes him use Yawn, which moves a lot quicker here; A makes him use Snore; Forward A on the ground or in the air, Low Kick, which looks - when he's standing - like a Sparta kick. He also has bolstered hit resistance and heightened strength on all of these attacks.

Notes --- So, essentially, what you have here is a Final Smash that makes Snorlax stronger, tougher, and healing constantly. It also limits his movepool but gives him access to an annoying projectile, a very fast, high-priority attack, and a KO move that comes out much quicker than most. You have a full forty seconds to use these gifts; if the foe does nothing but run, you'll simply heal 40% and be done with it. If not, though, well, the strength boost makes both Snore a potential KO and Low Kick a fantastic one that can take out Jiggly at 35%.

Uses --- As I say, the % heal is mostly to bait the foe into trying to fight; obviously, that won't go too well, as Snorlax has access to two lightning-quick attacks and a speedy projectile that'll take the foe down and make him kick-able. You have plenty of time to toss them around, so use it wisely.

~~(PLAYSTYLE)~~

FIGHT AND NAP

Snorlax is a character of extremes. Much of his moveset is based around keeping the foe in fear and terror of a huge KO attack. He’s a character of comebacks; a well-timed Body Slam or Hi Jump Kick will turn around any game. To contrast with this, and unlike any other heavyweight, Snorlax excels at disabling his foe, either by putting them to sleep, making them dizzy, or burying them a la Block.

Snorlax is at his best when incorporating Rest into his style. It allows him to attack more recklessly, as he can heal it all back. When he finally falls asleep, he has plenty of ways to repel foes and allow the healing process to complete unhindered. Snore is the most vital one, but Bite and Low Kick are just as important.

Belly Drum is another, easily forgotten cornerstone of Snorlax’s moveset. It allows him to rack up damage much more easily, one of his major weaknesses, since everything is 1.5 times stronger. It also allows some of his attacks to KO at ridiculously low %s. Belly Drum has a consequence – doing damage to yourself – but that’s acceptable, because Rest will help you bring it back. And a Drum’d Low Kick is just as effective as a Body Slam.

Snorlax doesn’t want to leave the ground. He spends very little time in the air, and most of his aerials are rather ineffectual. Snorlax won’t often be edgeguarding anyone, partially due to this, and partially because he’ll just as soon knock them out – he doesn’t need to rely on edgeguarding. The only aerial you should really be using is Earthquake, a fantastic attack that gives him some much-needed range and forces the foe to approach from the air, which, of course, Hi Jump Kick likes just fine.

One of Snorlax’s greatest weaknesses is his recovery. He needs to keep both feet firmly grounded in the center of the stage; he falls like a brick, and his Up B isn’t anything to celebrate. Rest, rinse, repeat; don’t let yourself get to high enough %s that you’re forced to try to slip past an edgeguarder.

All in all, Snorlax can be played recklessly while he’s awake and defensively while he’s asleep. The two counteract one another perfectly, continuing a graceful cycle of damage and healing. While he’s awake, even the heaviest of foes have to take heed and play a more cautious game, trying to find a decent opening without being disabled or just punished with a mighty kick; while asleep, the weakest of foes have to seek an opening to break in. In the hands of a master, Snorlax can dish out KO’s like mad and linger for much longer than seems fair.

~~(EXTRAS)~~

TAUNTS AND POSES

Forward Taunt --- Snorlax yawns mightily, stretching his arms up and about.

Up Taunt --- Snorlax sits himself down, pulls a rutabaga-like root out of the ground, and eats it in a single gulp. A long taunt, but a fun one.

Down Taunt --- Snorlax taps his belly twice with one arm, and looks down at his big, jiggling belly, giving a little chuckle.


Victory Pose #1 --- Snorlax is lying in the middle of the screen, snoozing it off with his feet in the foreground and his head in the background. Suddenly, he twists a bit, lifting his head and looking at the screen, rather like he does in Pokemon Snap:



Victory Pose #2 --- Snorlax jumps off the top of the screen, then comes down like he does in his current Pokeball iteration, sighing "Snorlaaax", and going right off the bottom of the screen. A tribute to his Pokeball.

Victory Pose #3 --- Snorlax sleeps it off on the foreground, like his picture way above. He doesn't move; he doesn't really do anything. Some victory.

Losing Pose --- Snorlax... sleeps it off in the background. He doesn't really move; he doesn't do much of anything. Some loss.

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ALT COLOURS


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ALT COSTUME/CLONE

What this feature is: Just as Wario has his original outfit as an "Alt Costume", Snorlax has an "Alt Costume" as well. In his case - and in the case of pretty much all my movesets to come - this alt. costume is actually a fully different character. Or, if you will, a luigified clone. Stats are different, but many attacks remain unchanged.

So, essentially, this is a second character. For the price of one! And he doesn't even take up space on the select screen!

MUNCHLAX​


Munchlax is smaller than Snorlax - he's about as tall as Mario. He's also lighter, if still a heavyweight; compare his weight to that of Wario, and you'll be more or less there. His attacks all deal about 0.8 times the knockback, and less damage, too. Obviously, he has less range. He still falls like a brick, but, since he's now small, you can call him a fastfaller. The main advantage he gets - other than his size - is his speed. He no longer is one of the slowest runners in the game - he's about as fast as the Ice Climbers, which is, admittedly, still pretty slow. His attacks, though, come out quite a bit quicker.

Several of his attacks are different:

Neutral Special --- Munch --- Yeah, Munchlax doesn't have Snorlax's legendary sleep game. Instead, his Special has him dash forward suddenly for the distance of about one Battlefield platform. If he runs through an item, he'll scoop it up along his way and stuff it into his mouth without stopping his run. Same thing happens is he runs through a foe! At the end of his run, he makes a face and spews everything he ate - minus the items - a good distance away. For the items, he gains 10% for each one he ate.

Notes --- This comes out almost instantly. Instead of Rest-ing to regain health, Munchlax eats! He doesn't go far, but he outprioritizes just about everything, having quasi-super armor for the duration of the attack. Items - including food items, which he can produce with his Up Aerial - heal him 10%, while foes are spat out, taking very decent knockback, with KO potential near the ledge and at higher %s.

Uses --- Unlike Snorlax, Munchlax has no qualms with edgeguarding, so spitting the foe off the ledge is great; follow it up with a Forward Aerial or something. Since Munchlax can make food, this is also a great way to get more of a bang for your buck. In wild free-for-alls with items turned on high, this makes Munchlax a house, and warns you to use items as soon as they appear.

Forward Smash --- Tackle --- In a Wario-esque attack, Munchlax pulls back a bit, then shoots forward into a dive, hitting foes with his oversized head.

Notes --- This has shockingly long range as Munchlax actually jumps forward to use it. It's relatively quick, too, all the while dealing 15% and having good enough knockback. A very handy attack.

Uses --- Use it for poking out at foes like Ike and Marth who think that they outrange you. It's just as ranged as Snorlax's Body Slam, although it has wind-down and causes Munchlax to move. It's possible to use this attack to actually jump off of a ledge and hit foes who are recovering from below. A handy move.

Back Aerial --- Recycle --- If you haven't recently Munched an item, this attack does nothing; Munchlax just looks somewhat confused. If he has eaten one, however, he reaches into his own mouth, pulls out that same exact item, and tosses it behind him the same way you'd throw any item.

Notes --- This takes a bit of time to pull off; there is start-up lag. Items do damage upon hitting if they would be potentially throwed anyway. For instance, if you throw a piece of food, it won't hurt anyone; it'll just fall onto the ground, ready to be Munched again.

Uses --- The main point here is to heal from eating an item, and then either heal again or actually use that exact same item. It's not much as an offensive attack, even if you've swallowed a throwing item like a Home Run Bat. However, it can really add up the amount of % you gain back. It lags, but isn't impossible to pull off if the foe's been knocked away far enough.

Final Smash --- Munch Reserves --- Munchlax spews out all of the items that he's swallowed so far! All of these items, no matter what kind, go berserk; hammers whacking people on their own, Pokeballs activating, Bob-Ombs chasing foes, and so on. The items fly across the stage once, all activating, and then fall off the other side. Food items turn into tiny creatures with claws and fangs, that run across the stage viciously.

Notes --- Munchlax has some creepy stuff going on in his stomach. All that you've eaten throughout the game adds up, attacking foes with some limited AI. Some of these - depending on how much you've gobbled - have KO potential. Food items - like your apples -do.

Uses --- Use this when you're at the side of the stage, so that all foes can be properly hit and your hard-stocked items won't be wasted. Obviously, this is by far better in item battles, but even in regular ones, you're sure to have eaten a few of your own produced apples, which turn into some sort of demon creature, and have the power to both damage and KO before they leave the screen.

NOTES - Munchlax has no sleep attacks. The second part of Munchlax's A combo bashes them with his skull instead of bouncing them off of his belly. Munchlax's Forward Aerial comes out just as quick, but is generally stronger and better. Munchlax's jumps are quite a bit better than Snorlax's, but still only average.

---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---​

SNAKE'S CODEC

Snake: Who am I fighting, Colonel?
Colonel: Looks like you're facing Snorlax, Snake. One of the heaviest Pokemon. He eats more than any other Pokemon, and sleeps more than any other Pokemon.
Snake: I guess it's no surprise he's the heaviest. He really should get more exercise.
Colonel: Don't let his bulk fool you, Snake - Snorlax packs a punch.
Snake: Uh, Colonel? Why did he just go to sleep?
Colonel: Quick, Snake! Now's your chance!
Snake: You sure?
Colonel: Of course! Go! NOW!
Snake: Uh, right!

---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---​

MISC EXTRAS

Entrance --- Snorlax emerges from a Pokeball. Unlike the other Pokemon, his is a heavy ball:



Wiimote Sound --- A long groan "Snooooooorlax". Rather like his current sound when he emerges from a Pokeball.

Kirby Hat --- Kirby gains the ability to use Rest, but not, sadly, the ability to use sleep attacks. This makes it exclusively useful in team battles, where your partner can cover you while you heal. See:



Symbol --- The obligatory Pokeball.

Victory Theme --- The soothing, single-chorded theme of the Poke Flute. Sounds pretty much exactly like this, only a bit more orchestrated.

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---------------#143​
 

PDawgy

Smash Journeyman
Joined
Dec 10, 2007
Messages
367
Location
California
Yeah, I remember making a moveset for Midna and Wolf Link a long ass time ago.

Here it is (I know the drawings suck, shut up) oh and everything in red text are commentaries....

I drew a moveset for Midna and Wolf Link, yay for me!!!! (sorry if the drawings are kind of sucky, I didn't put that much effort :()

Standard B: Twilight Blast


This one kind of works like Mewtwo's Standard B. Depending how long Midna charges the energy, the more projectiles she will throw.



Neither is your face, so shut up!!!! (wtf?, as you can see I used to had a very ******** sense of humor........and I still do :()

Down B: Dark Energy Attack



If you've played Twilight Princess then you know what this is, Midna raises her hand and summons a growing circle of crackling Twilight energy which will surround any enemies within range. Once you let go of B, Link will attack any one touching the force field on the ground. It may be strong on the knock back but once wolf link launches at them there is no coming back. If a character is standing on an edge you will fall of the edge.

Up B: Warp



In this move, Midna makes a portal above wolf link and sucks him in. Then another portal appears above and Wolf Link falls out of it. Unlike in Twilight Princess were the animation is slow, in Brawl the animation would be more faster. It works kind of like Zelda's up B... except cooler.

Side B: Wolf Lunge (Wolf ****)(this is probably the best thing I've posted on the SWF)



This move is a mixture of Bowser's and Diddy's side B. Wolf Link would jump onto enemies, and then grab and bite them by pressing B repetitively. On smaller foes wolf Link would pin them down on the ground and start biting them. In Twilight Princess you can do this attack on the Shadow Beasts so this move is canon :p.

Final Smash: Fused Shadows

(ARG!!! I don't know why my image doesn't show up D:<)


For there Final Smash Midna gets all the Fused Shadows and transforms into that thingy, which I suck at drawing (and that you can't see because Image Shack sucks :mad:)!!!

Taunt: Howl



He howls....

Taunt: Pee(this is probably the second best thing I've posted on the SWF)



MAIN reason why they need to be in (the next game) :p just imagine what you can do to your opponent after you killed them in stamina :)

Taunt: Laugh



Midna laughs (yeah that one laugh from the game) as wolf link looks at her and wags his tail
yup,yup,yup, maybe I will draw and write the rest of the moveset......If I don't get lazy
 

Chris Lionheart

Smash Champion
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Make Your Move
I figured there were enough dang mages in MYM as it is, so since Calill has a higher Fire rank and gets Meteor in both games, and whoever is doing Ilyana, I figured I'd go the fire route. I built this around a playstyle and fire fits it best.

And I needed a good name for a powerful knife move. ARTISTIC LICENSE NOW SHADDUP
Lol I'm not trying to insult you....

If you really want to make some really unique fire moves, and don't care about trueness to the series (which you apparently don't), heres some Guild Wars fire magic you can work with:

http://guildwars.wikia.com/wiki/Fire_Magic_skills_quick_reference


And seriously... implement Nihil in her moveset, perhaps as the Final Smash.

Final Smash:
Nihil-
For 60 seconds, no enemies can use their special moves.


And speaking of Sages, I might make a moveset for Bastian or Tormod.
 

TVTMaster

Smash Apprentice
Joined
Mar 7, 2008
Messages
124
Meh, I've got a FS planned already. There are tons of FE characters with Nihil and I'm planning on saving that for Nolan. I just don't see it working that easily beyond that FS suggestion- wait nvm, I have an idea to implement it via grabs- being thrown front or back disables UpB until you catch ledge.
 

Chief Mendez

Smash Master
Joined
Mar 25, 2007
Messages
3,161
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Somewhere
Chris...you're just...just such a nerd. :laugh:


@TVT: Haven't actually read Calill yet, but I do have a question: how do you keep the text un-italicized when putting text in a quote box like that?

@Snorlax: I'll read you eventually. Maybe. Probably.

You do need a bigger picture on top, though. If you open that sprite in GIMP, zoom in all the way, and Ctrl+Print Screen, you can scale it really big without compromising quality. Do it. So that I don't have to do it for you--IT'S GRIM REAPER ALL OVER AGAIN.
 

Chris Lionheart

Smash Champion
Joined
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Messages
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Make Your Move
Chris...you're just...just such a nerd. :laugh:
You mean like Kibble is with Kirby and *gasps* you are with Castlevania?

BTW, I despise people who coin the name nerd as an insult.

Is not everyone a nerd in their own right?

Even the popular crowds are eccentric towards their own interests.

Jocks are obsessed with sports or popularity.

Preps are obsessed with the way they look.

Those who are called nerds are simply obsessed with video games, knowledge, literature, etc. They are unliked for this because those who don't have the mental capacity (namely, everybody) to appreciate these wonderful things despise the "nerds" for it.

That is my philosphy.

~Chris a.k.a "Sam"
 

TVTMaster

Smash Apprentice
Joined
Mar 7, 2008
Messages
124
Chris...you're just...just such a nerd. :laugh:


@TVT: Haven't actually read Calill yet, but I do have a question: how do you keep the text un-italicized when putting text in a quote box like that?

@Snorlax: I'll read you eventually. Maybe. Probably.

You do need a bigger picture on top, though. If you open that sprite in GIMP, zoom in all the way, and Ctrl+Print Screen, you can scale it really big without compromising quality. Do it. So that I don't have to do it for you--IT'S GRIM REAPER ALL OVER AGAIN.
You know the "quote=" part? Just use
Code:
[quote]
and forget the =whoever.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
@Snorlax: I'll read you eventually. Maybe. Probably.

You do need a bigger picture on top, though. If you open that sprite in GIMP, zoom in all the way, and Ctrl+Print Screen, you can scale it really big without compromising quality. Do it. So that I don't have to do it for you--IT'S GRIM REAPER ALL OVER AGAIN.
REALLY??? Wow... but that picture isn't even that small! Anyway, I can find no such feature in the 'Shop. So nyeh. If it bothers you, you're just going to have to do it yourself. :p

I can see how Grim Reaper needed it, but this guy... naaaah. I even have the little sprites on the sides!

Snorlax is a pretty d*mn good moveset. :)
Thanks! I seem to have posted it in a down time, so every compliment is worth twice as much! *gives two Oreos*
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
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Hippo Island
Snorlax is awesome. I like how the sleep moves are actually useful enough to warrant using rest. He's like a heavyweight who can actually fight worth a d*mn in competitive play, so kudos to you.

Oh, and I forgot to mention, I nearly died laughing at the opening sentence.
 
D

Deleted member

Guest
Hey, guys, I need some help. I'm thinking of entering an OC. The only problem is making a picture him. I can't draw or take a photo of myself. Any suggestions?
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Snorlax is guranteed a spot in the Top 50.

I KNOW FOR SURE.
Snorlax is awesome. I like how the sleep moves are actually useful enough to warrant using rest. He's like a heavyweight who can actually fight worth a d*mn in competitive play, so kudos to you.

Oh, and I forgot to mention, I nearly died laughing at the opening sentence.
Muchlax! I love Munchlax!
Awww. Your words bring warm feelings to my heart. Thanks, guys. Although I'm not so sure about him making the Top 50. There's just so much quality these days...

I'm guessing OC is original creation?
....


Wait... You can do that?
Indeed you can. Look up the excellent Charley's Ghost a few pages back, or any of Chris Lionheart's movesets, for good examples.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Holy fudge, Snorlax is awesome. One of my favorite Pokemon characters of all time. Good job, KingK.Rool, but I have a question. Don't all characters have the same fall speed?
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
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Location
The Cosmos Beneath Rosalina's Skirt
I'm guessing OC is original creation?
....


Wait... You can do that?
Yep, you can do original characters : )

am i a regular?

for roombas sake i hope i am
Well...he didn't really mean that if you were a regular you were guarenteed a spot in the top 50, he meant it more like because of how experienced we are, we know what it takes to get up there. You'll be a regular soon enough if you keep posting and improving : )
 

SonicBoom2

Smash Journeyman
Joined
Oct 12, 2008
Messages
480
Location
Florida
DUUDE! NO ONE EVER TOLD ME!

I would submitted a bunch back in MYM 3!

Oh well,
I lost most of the ideas :p
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Holy fudge, Snorlax is awesome. One of my favorite Pokemon characters of all time. Good job, KingK.Rool, but I have a question. Don't all characters have the same fall speed?
Thanks, Kholdstare! And nah, characters fall at different speeds. It was more noticeable in Melee, where Fox obviously fell waaaay faster than Mewtwo. You can kinda see it in Brawl, too, though. Compare Lucario to Fox, there's some difference there. I think.

EDIT: WHOOO, Agi, you're working on it as the contest moves along, then? SWEET. It strikes me how there are more and more video game characters and less and less of everyone else...

That'll really help me to figure out who I have left to read. Lots.
 

~Cruxis~

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