NACK THE WEASEL (A.K.A. Fang the Sniper)
In addition to the star of this move set, pictured here is Nack’s hover craft, the Marvelous Queen, and that little brown ball is a ball of oil that he uses in his side special.
Note that in Brawl, he also has a sniper rifle strapped around his back.
Game of origin: Sonic Triple Trouble
Nack is a gun-toting’ bounty hunter whose favorite things include money and women. His profession is both jewel-hunting as well as bounty-hunting (this guy sure loves hunting!) He got his nick-name, “Fang”, because his left canine teeth is freaking huge. Other interesting little tidbits include having only four fingers on each hand and being a weasel-wolf hybrid.
OVERVIEW
Nack is one of those characters who seems overpowered at first glance because most of his cons aren’t immediately noticeable. His pistol attacks are quick, long-ranged, and disjointed, but rely on scarce resources. When those no longer work, he has to rely on his melee attacks, and he’s got fast ones as well as strong ones, and his tail gives him good (if not great) range. However, these have the problem of having bad priority, and his most powerful moves are hard to connect with in a serious fight. Nack’s main method of scoring KOs comes from his plethora of spiking moves and a good edge-guarding projectile. However, his own recovery, while having good distance, is easily gimped due to all of his recovery moves being melee-based (which brings up his bad priority).
STATS
Movement Speed: 6/10
Traction: 8/10 (He can’t stop instantly, but the distance he slides is barely noticeable anyway)
Attack Speed: 5/10 (Some attacks are on the slow side, but for the most part he’s average in this department)
Attack Strength: 3.5/10 (Below average for the most part, with some stronger ones for KOing)
Range: 8/10 (Not only do his guns give him great range, but a lot of his melee attacks have good range as well, mainly his tail based ones)
Priority: 3/10 (Gun attacks are disjointed, but melee attacks usually leave something to be desired)
Weight: Slightly heavier than Sonic
Jump Strength: 6/10 (both jumps have the same strength)
Fall Speed: 5/10
Size: A head taller than Sonic. While Nack is also a little thinner than Sonic, his tail ends up making him a much bigger target horizontally than his body would suggest.
SPECIAL ABILITIES
Bullet Clip: Unlike other guns in Smash Bros, Nack’s has limited ammo! A full clip for his pistol has 10 bullets. You can see how many bullets he has left through a little display at the top of his HUD. Using any attack with his pistol, with the exception of FSmash, uses up one or more bullets, as specified by the attack.
The moment Nack runs out of bullets, he will eject the old cartridge and load up a new one in an animation that looks similar to how Marco reloads in Metal Slug. It takes slightly longer for Nack to reload than for Captain Falcon to unleash a Falcon Punch (not including ending lag), and Nack cannot move while reloading, so he’s definitely vulnerable should you ever run out of bullets. If Nack is hit during his reload animation, he doesn’t try it again. Instead, you’ll have to reload manually (see below). Also, if Nack is in the air when he runs out of bullets, he won’t try to reload. If you try to use an ammo requiring attack with an empty clip, Nack will still try the attack ,only to have a worried look on his face as nothing comes out of the pistol except for a *click* sound. As a final note, Nack’s ammo will automatically be restored to full when he is KO’d. The very end of this move set will be a listing of what attacks use ammo, in case you can’t figure it out from the move’s themselves.
Manual Reload: You know how pressing attack while shielding attempts a grab? Well, Nack can do something when you press special-attack while shielding! Doing so will cause Nack to reload his pistol in exactly the same way as when he runs out of bullets. This can be done only on the ground, but can be done whenever you want, as long as you have less than a full clip. Handy when you still have 6 bullets left and you just KO’d your opponent.
Tail Hang: Nack has his own special “Zair”. Pressing Z in the air when Nack is just underneath a drop-through platform will make him wrap his tail around the platform as Nack hangs upside down underneath the platform. He leaves a little of his tail unwrapped, so that he has some mobility. Nack can hold this position indefinitely but will be knocked out of it if he is hit. He assumes this position pretty much instantly, so if you’re underneath a drop-through platform and you want to try this out, just press Z!
From this position, Nack can do several things. You can press up for him to swing to the top of the platform and be standing on it. You can press down and Nack will simply drop down (he will not enter free-fall). The final thing to note about this ability is that Nack has a couple new moves that can be performed from this position! See the end of the “Move Set” section for more details
Pros:
Guns attacks are ranged, disjointed, and quick
Competent melee moves when out of ammo, especially in the range department
A relatively high amount of moves that have combo button presses like an AAA move.
Good edge guarding capabilities
Multiple meteor smashing moves
Long distance recovery
Cons:
Gun attacks rely on limited ammo which is difficult to replenish
Melee attacks tend to be weak and have low priority
Strongest moves hard to land
Recovery is easier than average to edge guard
Vulnerable should primary edge guarding move fail
Bigger-than-expected target due to his tail. Mewtwo players should feel right at home.
Adding to his “size” problem, he’s not particularly heavy. Mewtwo players should REALLY feel at home now.
Grab has poor range
MOVE SET
* = Based on move from Sonic the Fighters
** = Based on move from Sonic Triple Trouble or Sonic Drift 2
Standard Attacks
*A: “Tail Whip”: Nack spins around 360 degrees to his right with his tail outstretched. His tail only strikes in front of himself, but since it’s so long, this move has great range. 2%, with low priority
*AA: “Double Tail Attack”: Nack now does a 360 spin to his left, once again whipping his enemies with his tail. 2% with slightly higher priority than the first hit.
*AAA: “Tail Vault”: Nack now leans back on his tail and uses it to propel himself forwards, feet first. Nack goes far enough so that he ends up just in front of where his tail attacks reached. Nack can damage enemies for the entire duration of the vault with those big boots of his, doing 5% with above average knockback. Yes you heard me, above average knockback with a standard combo. And the move has good priority too! The downside? Nack actually has a little bit of startup lag as he leans back, so enemies can theoretically escape this hit if they DI and dodge properly, even after being hit by the tail swipes. The move also has a surprising amount of end lag for a standard combo, not enough to be truly slow, but enough so that you can’t simply jab on the A button and hope for a KO with this move.
*>A: “Triple Tail Kick”: Nack leans back holds and up his body with half of his tail. He then does a left, right, left thrusting kick combo. Each kick moves Nack forwards a small distance. The hits work like Meta Knight’s or Snake’s forward tilts, in that you have to press the attack button for each hit, like a neutral combo.
Now, each kick does 3%, with the first two merely keeping you in range for the next hit, and the final one doing average knockback on a low trajectory. Each kick has below average priority and the entire move has little lag on either end. Unlike Nack’s neutral A combo, his side tilt has properties more fitting for a standard combo.
VA: “Shooting the Breeze”: From his crouching position, Nack points his pistol forwards and fires a round from it. The round travels about 1/3 of battlefield and goes so fast, that all you see is some wind where the bullet stops. For all intents and purposes, treat the bullet’s path as a long invisible disjointed hit box.
If an enemy should be anywhere in the line of fire, he will take 2% damage and no knockback, with it quickly decreasing to 1% as stale move kicks in, but he will be stunned for a brief moment, and considering this move has practically no lag on either end, Nack can just keep pumping rounds into him until either he DIs away or you stop firing. Just remember that each shot takes away one ammo from your clip, it would suck to run out as a Captain Falcon successfully DIs towards you with the shots and presses B as you’re reloading. Overall, a pretty good spacing and damage building tool, but having a limited supply of ammo stops it from being all-powerful
^A: “Upwards Shot”: Nack points his pistol straight upwards while holding it with both hands and fires into the air. The bullet functions very similarly to the one from his VA, only this one shoots straight upwards. This makes it a good anti-air move, especially since you can juggle your foe a little. However, the similarities include running off of Nack’s ammo supply, though it’s still only one shot per attack usage. This move has very little lag on either end, just barely more than Nack’s VA.
*Dash Attack: “Horse Kick”: Nack does an about-face and does a thrusting kick with both feet as he holds up his body with his hands. There is slightly above average lag as he’s preparing for the kick and slightly above average end lag as he returns to normal position afterwards. If you’re hit by the kick, you take 5% with below average knockback. The move has low priority.
Unlike the Sonic the Fighters version of this move, there is a second hit you can perform if you wish by pressing the attack button a second time. Before leaving his hand stand, just after the kick, Nack will whip his tail downwards. This part of the attack has more range than the kick and low priority, and anyone hit by it will take 4% with average knockback straight downwards. This is a pretty cool feature, as it’s possible to hit an enemy with both parts of the attack if you’re quick or they are at low percents. You can either knock the enemy away after the first hit or you can try to knock him down into the ground close to you, I’m sure either scenario has its uses. If you do try the tail whip, the ending lag is still the same.
Smash Attacks
FSmash: “Cross-arm Shot”: Nack faces the screen, takes out two pistols (I have no idea where he gets the other one from), and crosses his arms, pointing the guns in opposite directions. He looks like Dante from Devil May Cry doing twosome time with Ebony and Ivory. After cocking the guns, Nack fires a small blast of fire from both guns simultaneously. They go about as far as Kirby is thick. Either fire blast is disjointed and does 14% (20% charged) with good knockback.
Unfortunately, the move is rather slow, having a fair amount of lag on both sides of the move. This means that you won’t be using this much in a one on one match, but the fact that the move hits to both sides makes this a useful move in a free-for-all or a team match. The other helpful thing to note about this move is that it requires no ammo to perform, I guess because Nack is using a different type of ammo from his normal gun attacks.
*DSmash: “Tail Down Attack”: Nack does an about-face and then he slams his outstretched tail on the ground (or where the ground would be) If he hits someone, that person will be slammed into the ground like a pitfall, or spiked if the opponent was in midair, taking 13% (19% charged) with good knockback. Unfortunately, the move has a fair amount of startup lag and below average priority. But the move does have great range and a low amount of end lag so that Nack has time to deal out additional pain to his victim should he bury him. As you’d expect from the appearance of this move, Nack ends the move facing the opposite direction, and you’ll have to turn around manually.
USmash: “Callous Kill”: Nack takes out his pistol and points it upwards and behind himself at a 60 degree angle. Nack apparently doesn’t care who he’s shooting at, as he doesn’t look back as he’s doing this. Anyways, after “aiming” his gun, Nack shoots a powered-up bullet in the direction his gun is pointing as a little bit of electricity emits from his gun. This one is (surprise!) as fast and disjointed as the other bullet-based moves so far, though this one doesn’t go as far, about ¼ of battlefield if it were traveling horizontally. This one is also of course much stronger than the other gun attacks (FSmash notwithstanding), dealing 12% (18% charged) and above average knockback, which combined with this move’s below average startup and end lag, makes this a great KO move. Unfortunately, unlike Nack’s FSmash, this attack does rely on ammo, and it takes 2 bullets to create this super-shot. If you only have one, this attack does half damage and knockback, and you get no cool electric effect. This attack deals electric damage, but only the 2-bullet version.
Aerial Attacks
Nair: “Semi-auto”: Nack points his pistol at a downwards angle and fires 3 shots in rapid succession, each one doing 3% with no knockback but a slight amount of hit stun. These bullets still travel instantly through their disjointed path, which in this case would be enough to travel ¼ of battlefield if they were going horizontally. While this move has almost no startup lag, this attack takes 3 bullets to utilize instead of only one, and there is actually a noticeable amount of end lag. If there are less than three bullets left in the clip, then this attack will just use up whatever’s left.
Fair: “Metallic backhand”: Nack crosses his left hand over his chest and, then does an upwards swat with the back of his open hand. The animation prior to the swing means that the attack has slightly above average startup lag. The attack covers a decent area, from directly in front of Nack’s waistline to a little bit above and front of his face. If an enemy is hit, he takes 5% with below average knockback on a nearly completely horizontal trajectory, and the move makes a nice little metal clanging sound from hitting the metallic plate on the back of Nack’s glove. The attack has low priority.
After finishing the backhand, if you want, you can press the attack button again for Nack to immediately point his pistol forwards with his right hand (seriously, how does he pull it out of the holster so fast for all of these gun attacks?) and fire a single shot. It goes about ¼ of battlefield forwards with the same speed and disjointedness of other pistol shots, and likewise will deduct one count of ammo. Each shot does 2% with small knockback. You can keep firing in this way until Nack either runs out of bullets or hits the ground. This a great way to try and add a little more damage to the initial backhand strike, as well as keep up a frontal defense against would-be attackers. Just remember to watch your ammo counter!
Bair: “Tail-flip Kick”: Nack leans forwards for a moment and then whips his tail downwards, damaging enemies from a little behind and above him to directly below him. This tail whip has below average priority and does 3% with no real knockback, just hit stun for the next part of the attack.
The momentum of the tail whip carries Nack into a full back flip with his body straightened out and his tail tucked close against his body, and once his feet end up in the space behind him, anybody hit by his feet take 7% with above average knockback and decent priority, with the direction of knockback being in the direction Nack’s legs were pointing when he hit you, so this move can give you vertical KOs, horizontal KOs, and even meteor smashes depending on where the enemy was when you hit him.
Despite the usefulness of this move, there are two things to take into account when using this attack. First, there is above average startup lag as Nack prepares the actual tail whip. Second, considering how long Nack’s tail is, it’s possible for the second part of the attack to miss because you just barley nicked your foe with the end of Nack’s tail. Fortunately, this move has very little end lag, mainly because Nack ends the move in almost the same position as before he started. As a final note, remember that unlike many of Nack’s other moves, the second part of this attack is not optional, this move will always carry out both the tail-whip and the resulting flip-kick.
*Uair: “Body Dive”: Nack hops upwards (yes, a hop in midair) a short distance while starting to lean forwards. As his body is completely horizontal, which takes about .4 seconds, he drops straight down while holding his arms in front of himself and slightly spread apart. So basically he looks like he’s skydiving. He falls down until he hits the ground or he suicides himself.
During the initial hop, hitting Nack’s head does 5% with low knockback. Hitting any part of his body as he falls does 6% with average knockback straight down. The entire move has low priority. While there is virtually no startup lag, as even the initial hop is part of the attack, the move has a lot of end lag as Nack smacks right into the ground and has to get back up.
However, this move is not really intended to be a primary attack, but rather an anti-edge guarding move. Why is that you ask? Unlike other aerial attacks, which make you fall past the edge as your doing the attack, this move can actually grab the edge! As long as Nack’s hands come in contact with the edge of a platform as you’re falling, he will automatically grab it as if he sweet spotted an up-special. Combine this with its spiking properties and you have yourself an interesting way to KO edge guarders while recovering yourself. Just don’t miss the edge.
Dair: “Triple Trouble”: This is another move that requires button presses to perform all of the hits like a neutral combo. First, Nack stomps straight downwards with one boot. It has above average startup lag and does 9% with above average knockback straight down, and has low priority. This means that the second two hits won’t connect, but that’s actually okay.
Interestingly, the next two parts of the “combo” hit above Nack, which is why the first one acts like a stand-alone attack. Upon a second press of the attack button, Nack stabs upwards with his pistol. The pistol is disjointed and also come out pretty quickly but only does a meager 4% with almost no knockback. On the third and final part of the combo, Nack shoots a single bullet out of his gun. This bullet travels as far as jigglypuff is tall and does 2% with below average knockback. Like other bullets fired from Nack’s gun, it’s super quick and disjointed, and it requires Nack’s gun to have bullets available to be used. Stopping after any part of the attack results in average end lag.
Overall, this is a pretty strange move. You can spike someone below you with the first hit and then damage someone above you with the second and third hits. A useful move for sure in free-for-alls, and something to toy around with in 1-v-1. Maybe there’s a way to make all three hits connect…?
Special Moves
B: “Sniper Rifle”: His nick-name isn’t Fang the Sniper for nothing! Nack pulls out his sniper rifle and aims it forwards, looking down the sight. After a moment, a laser sight will appear, which is basically when the startup lag is over. After the sight appears, you can aim up to 45 degrees upwards or downwards, press A to put the rifle away, and press B to fire a shot.
There are three types of shots you can fire:
Normal:
A basic sniper round. It is very small and travels as fast as Sheik’s needles, and has infinite range. It does 6% with below average knockback and has high priority. This type of bullet has no lag between shots apart from the recoil of the gun, so you can use this attack relatively quickly.
Stun:
A slightly larger bullet that travels as far as battlefield’s main platform as quickly as Falco’s laser and has average priority. If this one hits an enemy, he will be stunned like Zero Suit Samus’ paralyzer, though the stun time is always fixed. After firing a shot, Nack has to load up a new one, which takes a short enough amount of time for Nack to perform follow-up attacks if he is close. Please note that the enemy takes no damage from this bullet, so Nack cannot keep his enemy in an infinite combo.
Explosive:
A bullet that is the same size as the stun type but red, and travels the same distance at the same speed with the same priority. However, if this one hits a foe, he will be sent away with good knockback and 13%. The small explosion that occurs can even damage other enemies in the vicinity. After firing one shot, Nack will load up in a new one in 1 second, so don’t miss!
Now, in order to change shot types, you need to press the shield button while the sight is active. Nack will pump a special handle on the underside of the rifle. This changes the type of bullet that his neutral special will fire, in a set cycle of normal - stun - explosive. A small burst of element will emit from the barrel of the rifle to indicate what type of bullet was switched to, wind for normal, lightning for stun, and fire for explosive.
The element doesn’t do anything other than its ammo-type indication. After the element disappears, Nack will put away his rifle. Once the element emits from the gun, even if Nack is hit before the move technically ends, he still gets to keep the cycled to bullet type. It takes about 1 second for Nack to complete this move’s animation.
Overall, a very versatile move if used properly. You can build up a little bit of damage, interrupt attacks, and even edge guard or KO with it, all from a distance. But don’t count on it for every situation, because it’s laggy taking out the rifle (about 1 second for the sight to appear) and there’s the reload times for non-normal ammo. Fortunately Nack puts the gun away with slightly less than average end lag.
**>B: “Oil Ball”: Nack tosses a ball of congealed oil a short distance behind himself. This ball does nothing until it hits the stage. When it hits the ground, it turns into a small pool of oil. If it hits a wall, the droplets just fall down to the floor and do the same thing. If anyone, including Nack, touches the oil spill, they will trip, but take no damage, and the oil spill will disappear. There is not much lag for Nack to toss the oil ball, and the oil spill will remain in place indefinitely. Nack can only have one oil spill on the stage at a time. If you use this move while one is already out, Nack will glance at the one that is currently out at the moment, and continue on his way.
**^B: “Tail Spring”: Nack crosses his arms and holds up his body with his tail as it starts to bend into a coil, like a spring. It coils up tighter as you hold the special move button. It takes about 1 second for a full “charge”, and Nack can hold a full charge for up to an additional .5 seconds (meaning he auto-releases .5 seconds after a full charge). You can hold left or right on the control stick for Nack to lean up to 45 degrees in that direction, depending on how far you tilt the control stick.
When you release the charge, Nack will spring himself in the direction he’s leaning, head-first, at a relatively quick speed. Hitting his head does 6% with below average knockback and low priority. While Nack can get a pretty good distance with a fully charged spring, he enters free-fall at the apex of his leap, and when you combine that with this move’s low priority and how big of a target Nack is (thank you tail!), it is kind of easy to edge guard against Nack.
What’s this, Nack? Sprites? Of course!
VB: “Feral Hunter”: For the first time in his life, Nack is actually going to acknowledge the wolf-side of his family tree! Upon entering the command for this move, Nack will get down on all fours, with his tail being held up along his back, and a devious smile on his face.
You can tilt the control stick left or right and Nack will crawl forwards or backwards, but not turn around. He kind-of looks like how Bowser crawls, and moves as fast as that. While Nack is of course low to the ground while in this stance, the fact that his tail is in the air means that he can still be hit by most attacks. If you would like to get back up, just press the shied button and Nack will stand back upright. He enters and exits this stance very quickly, so don’t be afraid to try it when you think it may be useful.
If you press the attack button while in this stance, Nack will slam his tail across the ground behind him. Like Nack’s other tail attacks, this has great range in the space it hits simply due to the length of his tail, and if you hit, it does 6% with average knockback straight downwards. While there is a low amount of lag on either end of this move, it has low priority. After he retracts his tail, Nack remains on all fours, so you can immediately try this move again if you like.
If you press the special move button, a very different sub-move is performed. Nack’s will lean back on his back legs ever so slightly, while a little shine effect emits from his fang. If he’s facing to the right, you can still see the shine effect through his head (Nack only has one fang, on the left side of his face). After it disappears after a moment, Nack will suddenly leap forwards with his hands outstretched and his mouth slightly open, looking quite literally like a wolf pouncing on its prey. He goes about 2/3 of battlefield on a low trajectory. Connect with this and the enemy takes 6% as he is taken down to the ground. Oh, and did I mention that this move is a grab? If you miss, Nack will get back into his down-b position after a brief moment.
After pouncing on an enemy, Nack will finally display some level of intelligence higher than an animal. He will get-off his enemy slightly, take out his pistol, and point it straight at his opponent’s face. At this point, you can rapidly press the attack button to continuously shoot your enemy at point-blank range while he struggles to get you off, with each shot doing 3% and subtracting one from your clip. You can fire as much as you want until you either run out of ammo or your enemy escapes, with it becoming harder for him to escape at higher percents. When he does escape, he will punch Nack in the face, knocking him away a set short distance (Nack is knocked down on his back), and the enemy will be lying down on their back. Duel of the wake-up games!
If Nack falls off the stage while attempting a pounce he will enter free-fall, so be careful. If he grabs an enemy who was off the edge he WIIL suicide with him (Weaselcide? Wolfcide? IDKcide) though Nack’s pounce is on such a low trajectory that his opponent would have to be already at the level of the edge for it to work. If Nack is knocked off and was at the edge, he will regain control after a moment, so he can still double jump and recover.
Now, if you try to initialize the main move in the air, it works completely differently! Nack will curl up slightly with the same evil grin and his fang will once again shine briefly. Yes, there is only one attack in the air. So anyways, after the startup animation is finished, which is as long for Ike to use to a non-charged quick-draw, Nack will leap forwards while spinning around, curled into a ball, looking similar to Wolf doing his Nair (hehe, looks like Wolf). He will go the same distance as the ground pounce and as fast.
Unlike the pounce, this ball-of-death attack is a melee move, not a grab. If you connect with this, the enemy is knocked straight upwards with below average knockback but a nice 12%. Unfortunately, this move has low priority, and in addition to its startup lag, Nack enters free-fall after he’s finished, and this move cannot sweet spot the edge. However, this move does have one nice property. It can deflect projectiles if Nack hits them head-on. Not reflect, DEflect, as in the projectile will bounce of Nack in random angles instead of directly being sent back to the target. Still, it’s a nice thing to have against a camping Pit. Or Snake. Or Xigbar. Or Bass.EXE. Wait, what?
As a final note, when in the ground version stance, you can press any taunt button and Nack will let out a small howl. It’s actually quite similar to a wolf-howl IRL.
Final Smash
**“Marvelous Queen”: Nack pulls out a remote control and presses a button on it. He then puts it away while chuckling. Very soon afterwards, his precious hover-craft quickly descends to his level, and he jumps into the driver’s seat. After doing so, a drill pops out from the bottom if the craft and Nack starts it up.
For the next six seconds, you can control the Marvelous Queen in any direction you want, with it moving as fast as super-dragon Yoshi. Anyone who hits the drill takes 8% with average knockback.
After the six seconds are up, the marvelous queen stops moving, and the drill starts to spin even faster as Nack starts to laugh maniacally. After a moment, his craft plummets straight down very quickly, and it doesn’t stop until it hits the ground, so be sure you’re not over a pit when time’s up. Anyone hit by this attack takes 16% with above average knockback. After the hover-craft hits the ground, Nack stops laughing and has a dumb-struck look on his face, as it seems that his craft’s drill has gotten stuck in the ground. Nack presses a button on the control panel and hops out, landing a decent distance away from his craft, but he will stop at the edge of the platform. After he lands, the Marvelous Queen explodes, and anyone caught in its explosion (including Nack) takes 20% with good knockback, though Nack just takes damage (super armor).
After this is done, Nack says “And that wasn’t even the best part!” and pulls out a golden colored pistol. For the next ten seconds, Nack’s pistol attacks have unlimited ammo, so have fun. After the ten seconds are up, Nack puts the gun away, and the clip on his normal pistol is reloaded.
Grabs
Grab animation: Nack reaches out with his left hand in a motion similar to Captain Falcon, which of course means that this grab has bad range. If he grabs his foe, will pull out his pistol while still holding onto the enemy with one hand.
Grab Attack: “Whack Him!”: Nack puts his pistol to his opponent’s head and pulls the trigger. While the enemy won’t actually be crossed out on the Soprano’s hit list, he will take 3%, and Nack can fire his gun relatively quickly. However, just because it’s a grab doesn’t mean that this move is exempt from using up ammo (one ammo to be exact)! Note that Nack won’t reload if he runs out of bullets while using this move, since he’s still grabbing the enemy.
Fthrow: “Dead-aim”: Nack tosses his enemy forwards with the hand that grabbed him, sending him forwards and 60 degrees upwards while taking 8%. Nack then quickly aims his pistol and rapidly fire two shots from it in rapid succession at the thrown foe. Unlike Fox’s blaster-based throws, which can miss with the shots, Nack’s aim is so good and the shots fire so fast that the bullets always hit their mark, dealing 3% each. This effectively stops his enemy from going very far (overall below average knockback), but this throw does the most damage of Nack’s throws. This throw takes up 2 shots from your clip, and if only one is present, Nack will only fire one. If there aren’t any bullets left when Nack does this throw, his opponent will travel a little bit further.
*Bthrow: “Tail Throw”: Nack does a back-flip, grabbing his opponent with his tail, and eventually flinging him backwards at a low trajectory. Afterwards, Nack swishes his tail around a little as a taunt, just like in Sonic the Fighters. Nack has super armor while he’s mocking his opponent. 8% average knockback
Uthrow: “Bicycle Kicks”: Nack tosses his enemy a short distance upwards and proceeds to hold up his body with his tail. He then starts to kick his foe repeatedly, juggling him with his feet for a full second before the last kick sends his enemy away with average knockback at an upwards angle. If all of the kicks connect (meaning Nack isn’t damaged before he finishes), the enemy takes 10%.
*Dthrow: “Foot Stomp”: Nack stomps his opponent in the foot, causing them to hold their foot and hop around in pain for a moment. ROB will just stutter as his eyes malfunction. The enemy will hop around longer at higher damages. At 160%, there will be just enough time for Nack to reload. While this move does no damage, the opponent does not go very far, so Nack can do follow-up attacks. He could technically even grab his enemy again, though the fact that this move does no damage means that any hopes of a chain-grab have officially been nullified.
Other attacks
Get-up attack (front): “Pistol Wind Burst”: Nack pushes off from the ground with all four limbs, sending him a short distance into the air. He then instantly points his pistol to the ground and fires up to 2 shots from it straight into the ground. This creates a small wave of wind that spread out from both sides of Nack, pushing enemies away up to one character length. If only one bullet can be fired, the wind only goes forwards. After shooting, Nack lands back on his feet. This is a good way to get tech-chasers away from you, but keep in mind that the move does no damage.
Get-up attack (back): “Starting Signal”: While lying on his back, Nack pulls out his pistol and points it straight up into the air. He then fires one shot upwards while saying “On you marks!” in a really mocking tone. If he’s out of ammo, he’ll say “On your… crud.” This bullet works like all the others in terms of speed and priority, and it goes as far as the top platform of battlefield and does 4% with below average knockback. After this Nack casually gets back up. This attack has above average startup and end lag due to the animations.
Ledge attack <100%: “Blind Fire”: Nack lets go with his right hand so that he can grab his pistol and point it just over the edge. He then fires a single bullet that functions almost exactly like the one in his VA except this one travels just along the ground. Afterwards Nack climbs back up to the stage.
Ledge attack 100%: “Goodbye Cruel World!”: That’s it. Nack can’t take it anymore. He’s sick of all the lying, scheming, and betraying that’s gone on his life. Just like his other ledge attack, Nack let’s go with one hand and takes out his gun, but instead of pointing the gun at the stage, he points to his noggin as he closes his eyes. He holds it there for 2 seconds.
Now, if anyone come in direct contact with him while he’s contemplating pulling the trigger (that means no projectiles or swords), he immediately let’s go of the ledge, grabs his foe with his free hand, and plummets with his foe still in his grasp. The good news is, Nack doesn’t want to kill himself! Yaaaay! And since he never fired his pistol, you don’t lose any ammo! Double yaaaaay! The bad news is, Nack still ends up suiciding anyway, but at least he’s taking his enemy down with him!
The obvious advantage of this move is of course, its suicide properties. Because the actual “hurting” part of the move comes out quickly, and because the enemy can still be grabbed if they touch Nack with a direct attack, this move is an excellent edge guarding move. If your opponent’s recovery move is physical, and they need to use it, they’re already dead. The bad part though is less obvious, besides the fact that Nack loses a stock when he does this move. Because this attack can’t be used until 100% or higher, that means that you can’t just get one stock ahead and then suicide to victory. And if you happen to KO your foe first while you’re at a high enough percent, you’ll most likely be KOd before you can effectively use this move.
If the two seconds pass and Nack doesn’t get to KO someone, he puts the gun back, opens his eyes, and slowly climbs back to the stage while saying “See if I care when YOU want to off yourself!” Of course, I very much doubt that he would care in the first place.
Tail Hang Attacks
A: “Magazine Discharge”: Nack unloads the remains of his pistol clip rapidly, firing as many shots as possible in the direction he’s facing. Each shot only does 1% with next-to-no knockback, but still travel as far and as fast as the VA shots as well as retain their disjointedness. Even better is that these shots, for this attack only, are UNBLOCKABLE! While your enemy’s shield won’t take any damage, the shots pass right through it. Still, at most, this attack can only deal 10%, less potential than using up all of the ammo for a VA or ^A, and after using this move, your clip’s all empty. I’ll let you decide if this move is ever worth using.
Note: if this is used during Nack’s final smash, he will shoot out ten bullets, and you will have to wait a moment before this can be used again.
B: “Shrink Ray”: In the European Sonic Comic (that ended a long time ago), Nack had a shrink device on his belt that he used to help him carry treasure. In Brawl, he’ll be using it to help him defeat his opponent. Nack presses a button on his belt that causes a small greenish beam to emit from it that goes as far as Rob’s FSmash but is narrower. If any enemies are hit by it they are shrunk like a mini-mushroom for 5 seconds. Naturally, this makes them easier to KO, but this also means that moves such as Nack’s VA will be harder to hit with continuously, since they might now be knocked too high up for the next shot to connect.
The beam comes out almost instantly, and lasts for about .5 seconds, but because Nack is still in his hanging position while doing this move, if he catches someone with it just as the move begins, Nack will end up spending his foe’s shrink time just dropping down from the platform, as the move has average end lag. Because of this, it’s best to try and use this move when your enemy will hit the ray just as it’s about to end, giving you ample time to take advantage of your pea-sized foe. Also note that because the beam is narrow, it’s possible that sometimes your opponent can simply duck under the beam, and Olimar might actually be impossible to hit in any circumstance.
STRATEGY GUIDE
By far the most important thing to know when playing Nack is how to use your ammo supply. Nack’s gun attacks are easily his best tools while they last. VA is an insanely good attack, being ranged, disjointed and fast. This move is so versatile it’s not even funny. Stop attacks, get some spacing, set up for a grab, set up for just about any quick move, you get the picture. ^A is a good anti-air attack, Nair is a good anti-ground attack, and the gun-based part of Fair can be used as a wall to stop anybody looking to approach Nack during aerial combat. And that’s not taking into account the other cool moves that use Nack’s pistol!
But alas, those unstoppable gun assaults are short-lived. You’ve only got ten bullets, and it is very difficult to reload in the heat of battle, so you’re really only ever going to get those shots back when either yourself or your foe is KOd. Because of this, Nack players will want the make the most of every single shot they fire. Just like in a gun duel, that one missed shot could mean the difference between life and death. Never fire a shot for the heck of it, and never, ever get over zealous and start acting as though your gun is an SMG. Unless you’ve either got an enemy locked in your VA, or you’re defending with Fair, most shots will be by themselves, usually to set-up for other, more powerful moves. As a final warning, don’t EVER use your last shot when on the ground, unless you like being forced to reload. The only possible exception to this is USmash, as if you connect with the 2-bullet version, you can possibly KO your enemy with your last remaining shots, allowing you to reload as your enemy turns into a star.
Now, when you inevitably run out of ammo, you’ll be thanking God that Nack is capable of defending himself in hand-to-hand combat. He’s got plenty of quick moves, many of which have decent if not outright good range, and while he's weak power-wise, he still has a few with decent strength. However, remember that Nack’s melee priority is almost always bad, so try to outspeed and out range your enemies rather than hit them mid-attack. The first two hits of Nack’s AAA combo work well for this, as would his >A. For those who are like Falco, Nack’s air-game tends to be worse than his ground game, but Fair and Dair should help you out, Fair for its range and Dair for its good strength. If you can bounce your opponent off the ground with the first hit of Dair, it is possible to hit with the upwards reaching pistol whip. An important part of Nack’s melee attacks is his Oil Ball, it’s a great way to set-up for attacks and an interesting way to control space. An aerial Feral Hunter is also good for approaching campers, provided you short-hop it to reduce vulnerability time.
Nack’s an interesting character when it comes to KOs, in that his strategy with bullets is so different from his strategy without bullets. With bullets, the general idea is to use the brief stun-times from the shots to set-up for a Dthrow or Dmash, allowing you to hopefully pull-off a FSmash. This is risky, however, and by the time you get someone to KO percent you will most likely be out of ammo, so it may be better to simply get your opponent of the stage, in which case you can use Nack’s edge guarding capabilities, which also happen to be the core of his ammo-less KO approach. He’s got a large selection of meteor smashes, that are useful in different situations depending on how your foe recovers. Predict an air-dodge? Use that time to start-up a Bair. Coming from below the edge? Turn around, get into Feral Hunter stance, and smash Nack’s tail in their face. And of course, there’s always Dair, dash attack, and Uair. If you’d rather go for damage instead of gimping, Nack’s Sniper Rifle is perfect for the job.
Now, if Nack’s the one trying to recover, you have a few options. The most common move for this is Tail-Spring, but an aerial Feral Hunter is a good alternative when you need to quickly get your feet over solid ground. In either case the problem is Nack’s generally poor melee priority, these moves being no exception. If you don’t need to use a third jump, consider using Uair as a way of spiking would-be edge guarders, but only do this if you know that you’ll land on the stage or grab the edge.
Overall, Nack’s a character in which the first few moments of each stock are crucial. Players will want to take advantage of the many options his pistol attacks provide, and then play a more conservative game when the ammo runs dry, using the range provided by his tail and his decent speed and strength to eventually force his foe into recovery mode, trying to take advantage of Nack’s edge-guarding and gimping capabilities to seal the deal. On the flip side, his opponents want to make Nack waste his ammo, take advantage of his low priority whenever possible, and hopefully get into their own edge-guarding position ASAP, where Nack is at a definite disadvantage.
OTHER
* = based on animation from Sonic the Fighters
** = based on animation from Sonic Triple Trouble or Sonic Drift 2
Idle animation: Nack stands still with an evil little smirk on his face, and his right hand hovering just above his holster. He’s holding his tail the same way as in the picture at the top (I told you it makes him a big target!)
Crouch: Nack kneels down, and his tail drops a little. His fingers are still itching to pull out his gun
Walk: Nack walks forwards in a pseudo sneaking motion, similar to Snake’s
**Dash: Nack hurries along, forgoing gun-readiness in favor of using his arms to keep his blood pumping. It’s the same animation as when he runs away in Sonic Triple Trouble
And just ‘cause I’m nice, here’s a pic of what he looks like when he slides:
Jump: Nack simply jumps upwards in an animation similar to Snake’s
Midair jump: Nack does a forwards flip.
Roll: Nack does a military-style forwards roll in the direction indicated. For better visual, it’s basically how the characters roll forwards in Gears of War 2.
Side Step: Nack leans sideways with an arrogant grin on his face.
Shield: Nack wraps his tail around his body while blocking his face with his hands and the standard bubble shield forms around him. This makes Nack a smaller target than he normally is while he’s shielding.
Air Dodge: Nack spins around a little in mid-air
Dizzy: Nack wobbles forwards and backwards while groaning
Sleep: Nack’s such a badass that he sleeps standing up. With his arms crossed. In fact, he’s not really sleeping, he’s waiting.
Note that Nack is technically not sleeping in the picture, but it’s close enough to what I envision.
Wiimote Noise: “Any last words, pal?”
Star KO: “This wasn’t part of the deeeeeeaaaaaaalll!”
Kirby Hat: Kirby gets Nack’s fedora. His sniper rifle is smaller so that he can hold it, but otherwise retains all of the ammo properties of Nack’s
Logo: Sonic’s logo
Win Music: Sonic’s win music
Credits Theme:
http://nackisback.ytmnd.com/
Special Animations
Entrance: Nack flies in on his Marvelous Queen, jumps out, and checks his pistol.
**Taunt1: Nack holds his stomach with one hand, throws his head back, and laughs.
**Taunt2: Nack does a little finger waggle. Does every Sonic character do that?
Taunt3: Nack points his gun forwards and says, “Dead or alive, mate.”
*Win1: Nack holds up his body with his with his arms crossed like in his Up-B. He bounces on his tail a little bit. While doing this he says, “Why’d I even bother wasting a clip on you?”
**Win2: Nack is holding a chaos emerald and grinning as he examines it. While he’s doing this he says, “You’re gonna make me rich, rich, rich!” He then pockets the chaos emerald. Where? Why in hammer space of course! This taunt is actually derived from some unused sprites of Nack in Sonic Triple Trouble that were found by hackers. Well now these finally get put to use!
Win3: Nack pulls out his gun, points it at the screen, and pulls the trigger. However, all that happens is a *click* sound. Nack looks into the gun barrel to see if the bullet jammed, and pulls it away from his face right before a bullet fires from it. He spends the rest of the time with a O_O expression on his face.
**Win against Sonic: Nack is resting against his tail with his hat over his eyes. After a few moments, he lifts his hat, grins for the camera, and says, “This is why I’m the greatest treasure hunter in the world.”
Lose: Nack angrily throws his pistol to the ground, and then slowly starts to clap for his opponent. Though he’s probably just contemplating how he’ll enact revenge
**Tripping: Nack loses his footing and falls to the ground face first. He skids a short distance and his tail falls forwards, hitting Nack on the head. This happens at the end of nearly every encounter with him in Sonic Triple Trouble, so it’s iconic enough for a tripping animation to get a special mention.
Alt Colors
1) Default
2) Purple fur turns deep blue (blue team)
3) Fur turns black and grey, and his boots and hat turn red (red team)
4) Purple fur turns green (green team)
5) Albino
6) A pseudo-alt costume. Nack pays a little homage to the head weasel in “Who Framed Roger Rabbit”. In addition to his hat, boots, belt, and gloves, he’s also got a pink suit jacket, a black shirt, and a pink tie. I must say, Mr. Nack, that suit looks quite good on you.
Snake Codec
Snake: Colonel, there’s a big weasel here with a fang and he’s carrying a sniper rifle…
Colonel: You mean Nack? He’s a bounty and treasure hunter, who’s also possibly one of the greediest, most selfish jerks you can find.
Snake: A bounty AND treasure hunter? This guy could use some actual people in his life. So just how good are his marksman skills?
Colonel: They’re top notch Snake. His aim and that canine tooth that you mentioned ended up as his nickname, Fang the Sniper. And you might be interested to know that he’s only partially a weasel, he’s also got wolf blood in his veins.
Snake: Fang the Sniper? Wolf? Sniper Wolf?
Colonel: Very funny Snake. Oh, and watch out, he’s also got a small pistol.
Snake: Good thing he’s not also partially ocelot…
Unlock info
How to Unlock: Collect 400 coins total (the kind used to collect trophies) or play 128 vs matches
Unlock Message: “Nack the Weasel, the fanged sniper, has joined the Brawl!”
SSE ROLE
After completing “The Sea of Clouds”:
Wario is seen driving his trophy-truck through an arid desert. He looks very thirsty. Fortunately, he sees a city in the distance, and he drives to it.
When he arrives, Wario finds that this city is practically a Las-Vegas style resort, with all sorts of flashing neon lights. Wario gets out and goes to a bar. Inside are various NPCs from Zelda. He orders a soda (no beer in Smash) and sits patiently. Suddenly, a few primids show up and ask for a soda. Wario ignores them, as he’s on their side, having no reason to worry about attack. However, he notices a strange shadow looking at the trophy-truck. Wario gets up to investigate, but the primids get in his path. For some reason, Wario’s been betrayed, and as the other customers look-on, he flexes, prepared for battle.
Level: Casino Night (Sonic the Hedgehog 2)
Wario must take on 10 metal primids to proceed. This is challenging, as there’s no pits to throw them into.
After winning the bar brawl, Wario hurries outside, only to drop his jaw as he finds that his truck is missing! On the bright side, he has a radar that can track it. Wario takes out his radar, and begins to follow it. What follows is a silly montage of him narrowly avoiding danger as he searches for his truck while never lifting his eyes from the radar. Eventually, he trips, landing on and breaking his radar. After trying to put it back together, he gets back up and screams, “Sakuraaaaaaaaaaaaiiiiiiiiiiii!”
The game now changes to another playable segment, as Wario fights his way through the city, doing his own parodies of classic Sonic stunts (i.e. curling up into slot-machines). Eventually, you have to make your way up the side of a building by way of moving platforms. Overall this level feels more like a Mario or Sonic game than a Kirby game, thank god for that.
After finally reaching the top of the skyscraper, Wario finds his truck sitting by itself on the roof! He runs towards it happily, relieved to see that Peach/Zelda is still on board. But as he is about to jump into the driver’s seat, a bullet hits the ground right next to him, causing Wario to yelp while jumping back a few feet. The camera pans to Nack on an adjacent rooftop looking throughout his sniper scope as his name banner is shown. Wario does a “come over here” taunt and Nack simply smiles, puts his sniper rifle on his back, and leaps to Wario’s location while drawing his pistol. You play as Nack in a brawl against Wario.
After defeating Wario, Nack kicks his trophy off the roof-top and starts to laugh like in his up-taunt. However, he hears the sound of a countdown. Nack presses a button on his belt, signaling the Marvelous Queen to show up, and Nack jumps into it. He grabs the princess trophy and puts his hovercraft’s jet into overdrive as he narrowly escapes a sub-space bomb that engulfs the entire city, along with Wario’s trophy.
From this point on, Nack pretty much takes on Wario’s old role in the SSE. He ambushes Ness and Lucas, gets his trophies stolen from him by Dedede, and eventually decides to attack Lucas and the Pokémon Trainer, only to be defeated. However, after the heroes enter the ruins, a ROB shows up and revives Nack. He gives the ROB a brief nod, and departs once more on his Marvelous Queen.
The final time Nack shows up before the Great Maze is in the “Canyon” level. After Mario’s group defeats the enemy swarm, a new cut scene plays in which Nack appears with a group of ROBs to try and ambush Ike’s group. However, Lucas senses this, and fires a PK freeze at Nack’s mini-army, taking out about 10 ROBs. The rest of the heroes turn to face Nack, who grimaces and just points his finger forwards, ordering the ROBs to attack.
You now play Ike, Marth, Lucas, Ice Climbers, and Pokémon Trainer in a brawl against Nack. To make things complicated, ROBs will regularly spawn throughout the battle, helping their general (how Nack got on such good terms with the subspace army is one those things that’s never explained). At last, Nack is finally down for the count.
When you get his trophy in Kirby’s subspace level, a cut scene will play if you also collect Wario’s. After both are revived, Wario flexes as Nack draws his gun, both ready for round 2. However, Ness intervenes, firing a PK fire between the two, allowing him to draw everyone’s attention to the GIANT MASS OF THEIR HOME floating above them. Nack and Wario reluctantly shake hands, and head off into the Great Maze.
Wario and Nack’s shadow versions can be fought in a Great-Maze portion of Casino Night. It’s located near sky world’s area, and is mainly comprised of a simplified version of the building climb to make it less tedious to traverse.
And then you eventually kill Tabuu. The End.
AMMO USAGE LIST
VA: 1 ammo per usage
^A: 1 ammo per usage
USmash: normally 2 ammo if available, otherwise a weaker version of the attack is used for 1 ammo
Nair: up to 3 ammo per usage, as many as can be used
Fair (after the melee strike): 1 ammo per after-shot
Dair (last attack): 1 ammo per usage
VB (after connecting with a pounce): 1 ammo per grab-shot
Grab attack: 1 ammo per usage
FThrow: up to 2 per usage, however much can be used
Get-attack front: up to 2 ammo per usage, however much can be used
Get-up attack back: 1 ammo per usage
Ledge attack <100%: 1 ammo per usage
Tail Hang A: all remaining ammo in clip