Wild DEOXYS appears!
So...DNA comes from outer space? Christ this is stupid, Japan.
( ( ( ( ( DNA Pokemon ) ) ) ) )
Deoxys is a Pokémon formed from a mutation of an extraterrestrial virus that has been exposed to a hi-tech laser beam. It has psychokinetic powers and a high level of intelligence, along with the ability to generate large fields of energy, and emit pules of light from the mysterious crystalline organ in it's chest, which some speculate houses it's brain. It has the ability to transform into four different forms, each with a specific purpose: Normal, Attack, Defense, and Speed.
Deoxys first appeared in the seventh Pokémon film, Pokémon: Destiny Deoxys. In the film, it demonstrated the ability to switch between its forms, create shadow copies for use as drones, regenerate missing body parts, launch an aurora into the sky, and erect a city-size force field which keeps nearly every sort of machine within from operating. The film also demonstrated that Deoxys is not a one-of-a-kind unique species like Rayquaza; more than one Deoxys is seen.
((( STATS )))
- Power = 3
- Weight = 3
- Speed = 4
- Range = 4
- Jump = 7
- Recovery = 4
- Traction = 3
- Power = 1
- Weight = 2
- Speed = 9
- Range = 5
- Jump = 7
- Recovery = 7
- Traction = 7
- Power = 8
- Weight = 3
- Speed = 4
- Range = 4
- Jump = 5
- Recovery = 5
- Traction = 5
- Power = 2
- Weight = 9
- Speed = 1
- Range = 3
- Jump = 2
- Recovery = 2
- Traction = 10
((( + / - )))
POSITIVE
- Peerless versatility for dealing with any situation.
- Excellent projectile.
- Floaty physics make for great air game.
- Great range on several key attacks.
- Unique Final Smash.
NEGATIVE
- Not exemplary in any forme, each of which has painful shortcomings along with the gains.
- Slow recovery.
- Floaty physics make for easily juggled character.
- Difficult to KO with below 150%.
- Unique Final Smash.
((( TUTORIAL )))
Playing Deoxys successfully takes practice. More than most characters, success with this Pokemon is very much dependent on how familiar you are with it's ins and outs. It does have a number of KO moves, but has far more non-damaging moves, meant only to reposition an enemy (or Deoxys itself). Learning how to effectively use Deoxys' unusual mobility and "enemy control" is just as important as knowing when to unleash a KO-capable Up Smash.
And then there are the forms. Deoxys has four different modes it can shift into at any time, each with stats that emphasize one particular trait over all others. In other words, each form excels in one area, but isn't even on par in the others. Deoxys' normal form is even below-average, though balanced in comparison to it's extreme forms.
So not only must a Deoxys player learn how to handle a highly-unusually functioning set of moves, but also which form to use and when. Shifting forms takes some time (with the exception of Attack Form, possibly), and doing so always has a disadvantage--switching to Defense Form makes you immobile for two seconds, Speed Form causes you to float slowly into the air for a while, and the reversion to Normal Form takes away your ability to shift at all for a long period of time.
In other terms, you must commit to a form before changing to it. Otherwise you'll be prone to finding yourself in the wrong form for the situation more often than not. Keep in mind that if a form shifting move is interrupted, the shift will not complete.
In short: always be one step ahead of your foe, and victory with Deoxys will be assured.
( ( ( ( ( MOVES ) ) ) ) )
((( STANDARD )))
AAA Combo )) Deoxys lashes out with one set of tentacles, grappling for a foe in reach. If the initial strike catches the foe, the tentacles wrap firmly around their torso as Deoxys pulls them in closer to it. Suddenly, eyes flashing, Deoxys applies great pressure with it's arms--crushing the captured foe with a powerful constricting force. The broken opponent is then dropped limply to the ground. No knockback is dealt.
{8-10%}
The initial reaching strike travels a good distance ahead of Deoxys, but can't usually grab smaller foes, due to Deoxys' height. Also, if the foe mashes the A button and twirls the control stick enough, there's a good chance they'll escape the crushing blow (though the chance lessens the more damage they have). Finally, it takes a full 2 seconds from the moment of capture to the actual attack, so beware interlopers.
Side Tilt )) Deoxys attacks at the speed of sight as a colored blur strikes out ahead, while it calmy turns around. Enemies caught in the blur take several light hits from Deoxys' super-rapid assault, then are tossed away by the final strike, which takes the form of several flickering star-shaped fragments of energy.
{0-1% first three hits, 3% final}
Since Deoxys delivers all three attacks (which are in fact impossibly-fast tentacle whips) before they connect, the move has virtually no ending lag. The damage as abyssmal, and the knockback is only servicable, but this is a great combo starter.
Up Tilt )) After taking a moment to center itself in a rigid, upright stance, Deoxys's entire body lurches upward, head radiant with a luminescent glow of psychic energy. Deoxys does not move any part of it's body during the attack, but rather lifts itself suddenly into the air with it's mind. The attack is short-ranged (Deoxys only raises about a foot into the air) and the hitbox is only the top of Deoxys' head, but the damage is good and victims can be sent into a Star KO at less than 120% with this.
{10-12%}
Down Tilt )) Bending low into a Wolf-esque stance, Deoxys thrusts it's four tentacles into the ground to it's sides. Suddenly, millions of tiny pin-pricks of terrenial energy burst up from the ground in front of and behind Deoxys. The attack deals light damage and only flinches, but stays out for quite a long time, and if a foe is caught in it from the start (i.e. is standing next to Deoxys, vulnerable), it can do much, much more damage than normal.
{2% per spike, 10 spikes to each side}
There's no vacuum effect, so even if you are caught from the beginning, DI away and you'll only get hit once or twice. Also since Deoxys is stuck in the move for a while, and defenseless from above...
Dash Attack )) Deoxys disappears in a blink of white energy. It rematerializes at the end of whatever platform it was on, or against the first obstacle in it's way (other players count, but items don't) almost immediately. This move deals no damage or knockback, however if an enemy contacts Deoxys while it's reappearing (i.e. if an opponent Deoxys hits doesn't shield or dodge immediately), they will be stunned for one second.
Never use this move on a walk-off stage, as you will almost always be KO'd. You can cancel the move by pressing the A button again, but the move is so instantaneously-fast that you probably won't manage.
((( SMASH )))
Side Smash )) All four of it's tentacles pointing toward the ground ahead of it, Deoxys channels all the psychic energy it can muster down it's appendages, sending pulses of mental strength into the earth. Once Deoxys has gathered it's energy (charge time), it lifts it's tentacles upward, the psychic bonds with the earth causing large chunks of stone to levitate upward in synch. Finally, with a powerful push forward, Deoxys sends the debris flying forward, where it shatters upon impact with anything, dealing damage that varies by the size of the rocks. The longer Deoxys charges the move, the farther the rocks fly, and the larger they become. However, the maximum range is 1/5th of Battlefield--after that, the rocks simply disintegrate in midair.
{2% per Capsule-sized rock uncharged, 5% per Freezie-sized rock charged}
Up Smash )) Deoxys rears backward as currents of infinite energy course up it's tentacles and congregate above it's chest. When the power is gathered, Deoxys unleashes the attack, firing a pure-white beam of power directly above it. The beam normally reaches as far as Luigi's recovery above Deoxys, but is rather thin. However, when fully charged, it reaches only one Luigi short-hop, but is incredibly dense and wide, thus more damaging.
{13-14% uncharged, 20-24% charged}
Essentially a lesser, inverted version of the move Deoxys uses in Brawl. This is usually Deoxys' primary KO move, as even the uncharged version has awesome knockback. The denser version may be harder to hit with, but can KO middle-weight characters on FD at around 80%.
Down Smash )) Deoxys glowers at it's foe as it pulses dark purple colors (almost as if it's been infested by Shadow Bugs). It remains this way for one second, and if a foe hits it with an attack during that time, both the foe and Deoxys take the damage, but not the knockback, of said attack. If a foe only touches Deoxys, they both take 10%, and still no knockback. No starting lag, but decent ending lag--use this sparingly to maximize effectiveness.
{varying / 10%, cannot be charged}
((( AERIAL )))
Neutral Air )) Deoxys disappears in a blink of white energy. It rematerializes on the ground directly below it almost immediately. This move deals no damage or knockback, though if an enemy contacts Deoxys while it's reappearing, they will be stunned for one second.
Never use this move above a pit, as you will always be KO'd, without fail. You can "land" on drop-through platforms, the stage itself, other fighters (which results in an automatic footstool jump), and thrown items (basically anything you can normally jump onto for an effect).
Forward Air )) Deoxys stretches out forward with all four tentacles, grasping directly ahead of it in a thin line. If a foe is hit by this move, they take no damage, and instead are brought in close to Deoxys who spins once, then tosses the victim behind it. Deoxys returns to it's original facing after throwing it's captive.
A Deoxys in search of an early KO will use this otherwise-useless move as a setup for it's now-monstrous Back Air to keep the foe off-stage. Alternatively, this "attack" is great for manually controlling a foe's positioning--throwing them into a spike pit, stage hazard, or towards another player.
Back Air )) Without turning around, Deoxys crosses it's "arms" as it's eyes glow brightly, and any foe behind it is caught in a powerful wave of psychic energy. If Deoxys catches something, it will then turn around to face it's prey, and knock them away with a powerful blow from it's tentacles. The player can alter the direction their captive is sent in by tilting the Control Stick slightly up or down, though the knockback/damage are decent no matter which way they go.
{5-6%}
Note that Deoxys can catch non-energy projectiles and thrown items with this move, as well. Items "countered" this way will count as an item thrown by Deoxys.
Up Air )) Forms a four-part spiral drill with it's tentacles above it's head, then spins around repeatedly, drawing foes into the dervish with psychic energy. The attack draws in foes only from above, not below or to the side, and the final hit ejects them slightly below Deoxys.
{1-2% per hit, 4 hits, followed by 3% final hit}
Down Air )) The orb in Deoxys' chest lights up, sending an arc of bright white energy down Deoxys' body. Any foes touching Deoxys or slightly below it (the fork of energy continues off of Deoxys' feet for a very short distance before dissipating) will be struck by the great force and sent flying away.
{15%}
The hitbox is only active for one frame, but the move has amazing priority, knockback, and damage. It's also relatively lag-free, and the very tail-end of the current can spike, though it requires a sweetspot...which, combined with the already-tough to work with range and speed of the attack, make it more of a humorous extra than a useful ability.
((( GRAB AND THROW )))
Grab )) A tendril of psychic force, all colors of the rainbow, lunges out from Deoxys' chest-orb, acting as a tether grab (cannot be used as a tether recovery, however). Decent range, and Deoxys doesn't lose momentum during a dashing grab, as a bonus.
Pummel: Deoxys focuses on it's foe, crushing them between invisible walls of psychic pressure.
{1%}
The damage is terrible, and the attack is the slowest pummel in the game...but for every time you use it, the opponent's Stale Move rates go up by one, determined by the last move they used. In other words, if your foe just hit you with their Side Tilt, attacking with this pummel twice will cause their Side Tilt to degrade x2. Degrading a foe's moves like this does not cause their other moves to restore in contrast, making this an especially effective tactic against opponents that like to abuse a select few attacks.
Forward Throw )) Deoxys levitates it's victim off the ground with it's mind, then cartwheels it's arms (similar in motion to Falco's Up Tilt) once, landing four rapid strikes on it's trapped enemy's body. The fourth blow sends them flying upward.
{2% per hit}
Back Throw )) After linking arms with it's opponent, Deoxys begins to spin rapidly in place. After one full spin, it releases the foe behind it, for light damage and almost no knockback. However...if you hold the control stick backwards, Deoxys will continue to spin, until the momentum forces the foe's body to lay almost horizontally as it spins, arms taut. The longer you hold the charge, the farther the foe will be thrown, though the damage remains the same. Also, the knockback, though varying, is always set. In other words, the foe's % does not affect how far they'll be thrown (making it almost useless as a KO move).
{3-4%}
Chargng the throw for too long will cause Deoxys to let the foe go, dealing no knockback and no damage...and will leave both players in a dizzy state, as if their shields both broke simultaneously.
Up Throw )) Deoxys wraps it's captive in a tight embrace with all four of it's appendages, then rockets into the air, propelled by telekinetic force. After flying up to the top of the stage, Deoxys reverses directions and heads straight toward the stage. At the last minute, it releases it's foe and pulls out of the dive itself, leaving it's victim to crash head-first into the ground.
{10%}
A powerful attack with solid damage, though Deoxys rises only as fast as it jumps, meaning that unlike Kirby or Meta Knight, this throw can be interrupted by interlopers.
Down Throw )) Deoxys slams it's captured foe to the ground, pressing them down with it's tentacles, which are crossed in an "X" over their back. Deoxys quickly channels a surge of special energy down the tentacles and into the foe, dealing painful damage and sending the opponent spasming away in a small, set arc.
{3%}
In addition, when a foe falls prey to this move, they will not be able to use the last Special Move they used before being grabbed again for three seconds. For example, if Pit had just finished using Wings of Icarus before Deoxys grabbed him, he'd be unable to use the move for three seconds.
((( MISCELLANEOUS )))
Rising Attack )) The entire screen flashes white for a split-second, and suddenly, Deoxys in back in it's normal stance--no rising animation whatsoever. During this mili-second blink, any foe within one Battlefield platform in any direction of Deoxys is left stunned, similar to Zamus' Paralyzer shots (uncharged). No damage or knockback, but the unique properties leave Deoxys with more than enough time to evade any would-be pursuers (though a properly-timed spot dodge can evade this attack easily).
Ledge Attack )) Deoxys is surrounded in a thin red aura as it casually raises itself back onto the stage. Once it's back in it's normal stance, the aura fades away. Unlike other ledge moves, no Super Armor frames are involved here. If a foe strikes Deoxys with a physical attack while it's glowing, the knockback (but not the damage) will be immediately returned to sender.
Note that energy-based attacks, such as Bowser's Fire Breath or Fox's Blaster, are not affected by this.
Ledge Attack over 100% )) A flickering blue light emanates from Deoxys' body as it struggles to pull itself back onstage. Once it has done so, the glow dissipates into nothing, and battle resumes as normal. However, if an enemy lands an energy-based attack on Deoxys while the blue light still shines, the damage (but not the knockback) will be immediately dealt to the user of the move.
Note that physical attacks, such as Link's Spin Attack or Mario's Super Jump Punch, are not affected by this.
((( SPECIAL )))
Neutral Special « Psycho Boost [Normal Form] - Deoxys raises it's arms upward as a large purple cloud of energy forms above it. After a quick moment, it launches the energy foward. The cloud travels about the length of Battlefield and deals awesome damage with high knockback and priority. There is no lag on the end of this move (as soon as the cloud is pitched, Deoxys an begin to move again), but for the next ten seconds, none of Deoxys' other Special Moves may be used. Trying to do so will simply cause Deoxys to shudder violently as it tries and fails to muster the needed energy. A powerful projectile, but the after-effect stops it from being spammed.
{18-21%, high knockback}
Using this attack causes Deoxys to return to it's Normal Form. However, if a foe manages to interrupt the attack, the shift to Normal Form will not finish.
Side Special « Pursuit [Attack Form] - Deoxys' eyes glow bright, and it's body becomes transparent and faded, as if it's halfway between dimensions. The exception is it's chest core, which remains solid. The core, following an invisible trail, dashes toward the last foe to damage it. After it does, Deoxys rematerializes in a shower of psychic sparks, rapidly damaging the foe. Note that Deoxys can only travel about 1/3rd of Battlefield in any direction as a result of this move, and since the transistion isn't instantaneous, probably won't ever move in a straight line (as the targeted foe can move about while being chased). If the attack misses, the ending lag makes for a quite punishable attack, but if it hits...
{1% per hit, 10-15 hits}
Using this attack causes Deoxys to morph into it's Attack Form. However, if a foe manages to interrupt the attack with a higher-priority move, the shift to Attack Form will not finish.
Up Special « Cosmic Power [Speed Form] - Deoxys rises slowly upward on a wave of mental force so great as to be visually apparent. This energy forms a space around Deoxys that is similar in shape to two cones, bases meeting flat in the center of Deoxys--one pointing up, the other down. Within this zone, gravity is lessened greatly, and any items/objects/players within are sent into a helpless state as they're carried upward with Deoxys. The move ends after Deoxys travels upward the same length of two Battlefield platforms.
Using this attack causes Deoxys to shift to it's Speed Form. Also because of it's unique properties, despite Deoxys' snail's pace, it's very difficult to interrupt the move unless you use a powerful energy-based projectile. However, if a foe manages to do so, the shift to Speed Form will not finish.
Down Special « Iron Defense [Defense Form] - This move can be activated whenever--even in the middle of an attack, and has no starting lag. Deoxys immediately takes on a steely, mirror sheen, and freezes in place. Solid as steel, Deoxys takes all the knockback from any attack it's hit by, but none of the damage. Therefore, this move becomes less useful as a match goes on, where almost any attack will send Deoxys off-stage. But at low %s, it can keep Deoxys from taking too much damage. After two seconds, Deoxys returns to normal.
Using this attack causes Deoxys to change to it's Defense Form. Also note that unlike Kirby's Stone, Deoxys must wait for two seconds to pass for the move to end naturally--it can't be cancelled out of. Also despite the steel-like appearance, Deoxys does not weigh any more in this form, so it's relatively safe to use in midair, without fearing a sudden drop to your death.
Final Smash ««« Trick Room
In a lightning-bright flash, Deoxys' spherical core, located in the center of it's body, dissolves into an infinite number of psychic particles. These scatter about the stage, causing all match participants to be affected by their psychic interference.
For thirty seconds, all fighters' stats are inverted.
This means that slow, strong characters like Bowser will become quick, lightweight fighters...while characters such as Fox and Meta Knight become walking tanks. The same holds true for Deoxys...though due to it's multiple forms, the only real detriment this brings is a quick mental re-working of which form to use.
The move takes considerable skill to master, as it's primary strength relies on forcing foes to fight in ways they're not accustomed to. Certain fighters are relatively unaffected, such as Mario or Pikachu, while others are at an immediate disadvantage--floaty fighters like Kirby, Jigglypuff and Wario will suddenly fall almost as fast as Fox, for example.
After time is up, the glimmering particles cyclone inward toward Deoxys, collecting together and forming the core once again. The match resumes as normal.
( ( ( ( ( EXTRAS ) ) ) ) )
((( TAUNTS )))
- Up: Deoxys emits a humming sound as it rolls its head in a circle. Shimmering mirages of the three formes it's not currently in warp around it as it does this.
- Side: As it irkingly whips the ground with a set of tentacles, Deoxys' eyes glow a bright blue, as if to question why the opponent is performing so poorly.
- Down: Deoxys floats around in a circle, like a backflip. It finishes by teasing its tentacles toward the opponent.
- - -
Gotcha!
DEOXYS was caught! V