~~~~Ladies and Gentlemen!~~~~
~~~~Now my mystery moveset is unveiled!~~~~
~~~~*Drumroll*~~~~
~~~~Kumatora!~~~~
The Special Thing That Makes Her Special
First, just a little trivial thing: If you press Z on the select screen, like to get Zamus, you start off with 999 health. See, 999 = 0, and when she is attacked it goes down, reminiscent of an RGP. So 800 is really 100, get it? Kinda useless, but cool.
Now the important part: Power Points, or PP. Kumatora starts with one hundred and twenty, and then various attacks drain or revive PP. If you run out, or don't have the required amount of PP, you can't use that attack. You regain one PP a second, but it may be easier to just set up a Magnet Maze (see F Tilt) and hope that they fall for the trap or just use Lifeup when the opponent has been KOed. This PP system my seem like a disadvantage, but Psi Magnet can usually get your PP back in no time. The PP is shown in a bar under her name.
Stats
Power: 9/10: Kumatora is very powerful.
Walking Speed: 2/10: Kumatora has dismal walking speed, one of the slowest in the game.
Dashing speed: 5/10: Kumatora is a mediocre runner. However, if you run while in a crouch, it is very fast, but hitting someone will do high lag for you.
Weight: 5/10: Kumatora is not a super lightweight, but not particularly heavy.
Range: 9/10: Kumatora has excellent range.
Projectiles: 9/10: Kumatora has very good projectiles.
Attack Speed: 2/10: Kumatora is a very slow attacker, with only a very few exceptions.
Fall speed: 6/10: She falls at normal speed.
Air Speed: 6/10: Kuma has nice air speed, but nothing special.
Size: 4/10: Kumatora is the size of Lucas.
First Jump: 7/10: Kumatora jumps up.
2nd Jump: 7/10: Kumatora's second jump looks just like Lucas's and Ness's.
Recovery: 8/10: Kumatora has great recovery.
Crouch: 6/10: Kumatora squats down in a mediocre crouch.
Traction: 8/10: Kumatora has good traction.
Wall Jump: No
Wall Cling: No
Crawl: Yes: Yeah, she can crawl with about the speed of Snake.
Glide: No
Float: No
Tether Recovery: Yes: Rope Snake.
Specials
Neutral B - PK Ground
Kumatora raises her hands in the air, and five rocks, each about the size of a Smash Ball, rise from the ground around her. Then, they slam back into the ground, sending off a yellow and orange shockwave. This has about the range of Donkey Kong's Down B, and does five damage for each rock, for up to twenty five damage, along with high knockback. Broken, you say? This has very high ending and starting lag, so while it is a good KO move, if it misses it has tons of lag and can mean death. It has a lot more lag than Lucas's up smash, need I say more? In the air, this is quite impossible, no? Well, Kumatora has a different Neutral B in the air, which is also her main form of recovery. The rocks, not the shockwave, do damage.
PK Ground is a very situational attack, backfiring if you use it at the wrong time. Do it if someone is under Hypnosis, because under this attacks effects, they are sleeping. This takes up fifteen PP. Paralysis, Brainshock, and whatnot are also good choices for using this.
Neutral Aerial B - PK Thunder One Point Five
Kumatora lifts her arms up, and yells "PK, Thunder!" A bolt of yellow lightning shoot out of each of her hands. The thunder bolts each make a semicircle around her until they meet at her feet, where they ram into her. This propels her upwards. This is like Ness and Lucas's PK Thunder, but it is yellow and can't be steered, and always results in recovery. This shoots her the length of Lucas's PKT2. The lightning does seven damage and low knockback, while her body does ten damage and high knockback. This can be aimed in any direction. It has high range, but high ending lag as well.
Use this for recovery or short hop and then use it, angling it down for seventeen damage, hitting the opponent down with the first one and then slamming them up with the second. This takes up twenty PP.
Side B – Brainshock Omega
Kumatora pulls back her hands, and sends a chain of orange circles forward, yelling “Brianshock!”. This can be charged for one second, and is a projectile. It travels quite quickly, and has low lag. However, it drains a huge sixty PP, So is not very spammable. It goes a bit farther than aura sphere. If it hits an opponent, several things can happen. First, and most commonly, they receive high knockback and seventeen damage. Second, about thirty percent of the time, they are stunned, and go into dizzy mode with fifteen damage. Third, and only one percent of the time, they receive fifty damage and SD. This is extremely powerful, but very rare. There is a slight difference that can be seen between them. Normal Brainshock is just four orange rings linked together. The stunning one glows red twice a second. The one that makes your opponent Self Destruct glows yellow and has another ring in the center.
This, like all of Kumatora’s specials, is quite powerful, but seems to have a down side. This takes up all of your PP points, so you have to risk Lifeup or use Psi Magnet and hope someone attacks you. Really, use this only if you know it will hit, or if they are under Hypnosis, PK Fire, or stunned. You could also use this after PK Freeze, but hitting with it is risky and hard.
Up B – Hypnosis
Kumatora yells “Hypnosis!” and a few purple rings surrounds her. These purple rings extend around her to a little more than Jiggly’s sing. This, also like Sing, makes opponents fall asleep, but has much higher priority than Sing. The sleep effect lasts longer than that of Sing, and has higher range, along with continually putting people to sleep instead of doing it in waves.
This has a terrible downfall. 30% of the time, it backfires, sending Kumatora to sleep! Oh no! This is really very situational, so only use it, well, in teams, really. It's to risky to use alone.
Down B – Lifeup
This has a slightly different effect than it does in the actual game. At the beginning of a match, Kumatora has 120 PP, the maximum. However, Psi attacks gradually, or quickly, drain it. Lifeup, while it has extreme starting lag, revives all of your PP. It has four seconds of start up, during which Kumatora sends out a few blue sparks. Then, they group around her, and she yells "Life Up!" Then, her PP is full. Use this after a KO or while the opponent is under hypnosis, otherwise just use her F Tilt, Psi Magnet. This does no damage or knockback.
Final Smash - PK Love Omega
Lucas's voice yells "PK..." and Kumatora disappears in a flash of blue light. Then, his voice shout "LOVE!" and he falls down from the top of the screen, one hand's palm facing the floor. He falls through all the platforms, even solid ones, until he reaches the main one. When he touches it, a huge blue hexagon emerges from him, expanding until it goes off the blast zones. Whoever touches it gets sixty damage, tons of hitstun, and then Off Waves knockback, but it can be dodged, although it is hard. Then, you can play as Lucas. This is extremely powerful, but like Ike's, does absolutely nothing if you don't land the first hit. Lucas's final smash summons Kumatora:
Final Smash - PK Elemental
Although it's not a real move, I thought the idea fit Kumatora well. "PK..." is heard in Kumatora's voice, and Lucas disappears in a blue flash of light. Then, Kumatora appears hovering in the air, and she yells "Elemental!!" She then attacks four times. The first time she yells "FIRE!" and makes random parts of the stage burn with fire, the fire doing ten damage and low knockback, along with the stun effect when they land. The second time she yells "WATER!" and random parts of the stage are blown with icy wind, which does the freeze effect, medium knockback and ten damage. Next she yells "EARTH!" and a bunch of stalactites shoot from random parts of the ground, doing ten damage, medium knockback, and the pitfall effect. Then, she yells "AIR!!" and lightning strikes, doing ten damage, high knockback, and the sleep effect when they land. Then, she can move, and KO them however she finds fit.
Final Smash - Epic Dance
Since I can never choose just one Final Smash, here is the other one: Epic Dance. Kumatora starts doing her Epic Dance. When it is over, everyone is KOed.
YOU MUST WATCH THIS. THE PREVIOUS MOVE WON'T MAKER SENSE WITHOUT IT. http://dagobah.biz/flash/kumatora-dance.swf
Standards
Jab - Angel Gloves
Kumatora gets little pink and white gloves on her hands, and punches. The gloves disappear after the attack finishes. The first punch has medium range and two damage, the secopnd one high range, medium knockback and five damage. Little hearts appear around the gloves while she is doing this attack.
Dash - PK Wave
Kumatora pulls back her hands, and then pushes forward, sending a few blue ripples forwards at about the range of Lucas's dash attack. This has high starting lag, but high knockback and nine damage. It also has high range. There are four waves, but they all do the same thing, except for the last one. This one can be angled down, for the pitfall effect, but is extremely hard to hit with, so don't bother unless you are SURE it will hit. Each wave takes up one PP.
Tilts
U Tilt - Psi Collect
Kumatora lifts her hand into the air, and the nearest Psi Magnet spills it's damage into Kumatora's PP bar, so if ten damage was done to it she gains ten PP. Not much else to say, low lag, and the Magnet disappears after that. No damage or anything, but extremely useful.
F Tilt - Psi Magnet
This works differently from Lucas's and Ness's, in that it is a projectile and revives not HP, but PP. Press side and A, and Kumatora instantly pushes her hand forward. Out of it shoots a purple sphere of energy, that has several uses. First of all, it does no damage or knockback, until someone attacks it. This also has low lag, but can only be used once every ten seconds. Kumatora's whole game play revolves around strategically setting up the possible ten Magnets at a time, just like Chef Kawasaki must put his pot somewhere good, just dropping a Magnet anywhere is useless. Now, this has about the range of one Battlefield platform, so it doesn't go far, but they can be pushed. They also float in the air. They are about as big as Jigglypuff. Now, how to use them? They absorb energy, aura, fart, and most non "solid" attacks, just like the other Psi Magnets. So, it won't absorb a grenade, but it will absorb the explosion. There is a little counter saying how much damage there is in the Magnet, so you can tell when to explode them. Now, Up B makes the damage return to you in the form of PP, while Down B makes the Magnet explode with an explosion about the size of Dedede that does as much damage as is contained within them, and also as much knockback. However, it is up to you weather you should regain your PP or kill the opponent with better, more reliable options, as the explosion has a lot of warning, but happens quickly, thus being easy to dodge. Making a maze of them, so that the opponent can hardly help but attack them to get to you (they shatter if they hold more than one hundred twenty damage) is a good way to get back PP, but can be deadly for you if they blow up all the magnets at once, doing hundreds of damage in seconds. They disappear if Kumatora is KOed.
D Tilt - Psi Release
Kumatora lifts her arm up and pulls down, like if someone won something they may make such a gesture. So, it looks like her elbow is bent 90 degrees, than she pulls her fist in and her upper and lower arm meet. You know what I'm talking about. Anyway, then, the nearest Psi Magnet explodes, doing all the knockback and damage within it to a radium about the size of Dedede. This has high lag for Kuma, but is a good move all the same. It takes up no PP, but doesn't give any either.
Smashes
U Smash - PK Freeze
Kumatora puts her hands in front of her chest, says "Pee Kay," and a big morphing snowflake appears between them. The snowflake gets bigger as it charges, and instead of flashing yellow, like with most smashes, she flashes blue. When released, she yells "Freeze!" and shoots it upwards. This does only eight to eleven damage, but has medium high knockback and the freeze effect. This also, if it just grazes, adds the frostbite effect, which makes you move slower for a little while. It takes up ten points, and following up with Ground it is one of Kuma's best killers. It also has high range. It uses up eight PP. It has high ending lag, a bit more than Lucas's.
F Smash - Paralisys
Kumatora crosses her right arm in front her her chest, and green fire surrounds her hand. When she releases this, she pushes her hand forward, and a large green star shoots out of her fingers and floats in front of her for a second. This has high lag and medium range, and seventeen to nineteen damage. It also has high knockback. However, it has a five percent chance of making the opponent whom it touches be immobile for a few seconds, allowing her to follow up with PK Ground. Obviously, they don't receive knockback, but hope for this to happen, as Ground is more reliable. This uses up nine PP.
D Smash - PK Starstorm
Kumatora raises her arms up and says "PK..." When the smash is released, she yells "STARSTORM!" and ten of yellow stars zoom around her. Each does two damage, and the biggest does high knockback. This has high range, but also high lag. The stars disappears after two seconds. This, unlike most of Kumatora's attacks, has low KO potential, due to hte opponent most likely being slammed away from you by another star before the KOing star can hit them. If uncharged, the stars only do one damage each. This takes up ten PP.
Aerials
Nair - PK Ring
Kumatora says "PK Ring!" and a golden ring appears around her for a second. Anyone who touches the ring receives five damage and low knockback, but this has quite high range and is very good for FFAs where everyone is ganging up on you. It has low lag, unlike most Kumatora attacks, but lacks the power that also appears in her attacks regularly. This uses five PP.
Fair - PK Helios
Kumatora shoves her hands forward, and a large star appears in front of her as she shouts "PK Sun!" Then, she flips over it, so it stays behind her. The star lasts for one second, and does low knockback and eight damage to anyone it touches. This has medium range, but almost no lag. It can be used for recovery, but the PK Steam is much better, as Kumatora's losing Vertical height cancels her horizontal recovery. This takes up 4 PP.
Bair - PK Splash
Kumatora pushes her hands back, and a splash of water shoots out. This does no knockback, and only two damage, but makes the opponent trip a lot when they hit the ground. It has high range, and also high lag. The water falls to the ground, and lands in a puddle, which acts like a nanner. This takes seven PP.
Uair - Triple Combo
This is one of the few attacks that does not use any Psi. First, she punches upwards, propelling her up a bit and doing four damage. Then, she does a flip kick, which does six damage and pushes her up farther. Finally, she headbutts upwards, doing six damage and medium knockback. This has high range, and medium lag. It is a good recovery technique, as is attacks gimpers and goes up quite high.
PK Steam
PK Steam is a recovery AT for Kumatora. First, use Helios. Then, use PK Splash, which, if timed correctly, will land on the Sun. Then, quickly use Triple Combo up into the mixed sun and water, which now looks like a cloud of steam. Then, it makes you hover upwards about the length of both Quick Attacks. This does no damage, btu is good for recovery. It has medium lag.
Dair - PK Fire
Kumatora does a forward somersault, blasting fire downwards in the middle of it. The fire can spike, and does medium knockback and eleven damage. It has high range, and high lag. This takes up six PP points. This also does the fire effect, which does absolutely nothing but look cool.
Grab and Throws
Grab - Rope Snake
Exactly like Lucas's. It's a clone, but at least it's more interesting than "Kumatora grabs with her right hand."
Pummel - Psi Spark
Kumatora shoots out a small blue spark of Psi energy. It does four damage, and has high lag. This has exactly no unique properties. It takes up one PP.
F Throw - Anime Punch
Kumatora jumps back, and yells "Hiya!!!" She jumps into the air and punches you. While she does that, the area behind her becomes one color, that streams, like when someone in an anime is about to deliver a devastating blow to someone else. It has high lag, and does medium knockback. It also does eight damage.
B Throw - PK Rock
Kumatora pushes the grabbed opponent behind her, yells "PK Rock!", summons up a boulder, and hurls it at them. It does high knockback, and does ten damage. It has high lag, and takes up seven PP.
U Throw - PK Vine
Kumatora yells "PK Vine!" and a few vines come up from the ground and engulf the opponent. Then, they squeeeeeeeze, until the enemy has gotten twelve damage, then they throw it upwards, for medium knockback. This has low lag, and takes up three PP points.
D Throw - PK Snow
Kumatora, holding the grabbed one, jumps up into the air, and throws the opponent back down, covering them in snow in the process. This does low knockback, but thirteen damage. It takes up six PP points. It has medium lag, and Kumatora stays in the air after this finishes, allowing a PK Fire spike to PK Ground combo.
Extras
Up Taunt - Kumatora shout "Ore!" Yeah, I got that one from the Kumatora in Brawl thread.
Side Taunt - A beaver trap chases her around for a second.
Down Taunt - Kumatora makes a few Psi sparks appear.
Victory 1 - Kumatora uses PK Starstorm, and a bunch of huge flaming stars fall from the sky.
Victory 2 - Kumatora is with Duster, Lucas, and Boney, and they walk away.
Victory 3 - Kumatora cheers and just generally acts happy, smiling and whatnot.
Loss - She claps, a glum look on her face. Poor Kumatora.
Kirby Hat - Kirby gets spiky pink hair.
Entrance - You know that video for the final smash? She walks out of that rock's mouth.
Cheer - Kuma - Tora!
Victory Theme - 00:25 to end of http://www.youtube.com/watch?v=NH07e_AL2fI
Music
http://www.youtube.com/watch?v=NH07e_AL2fI
http://www.youtube.com/watch?v=sxqkDM4gHnk&feature=related
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