KingK.Rool
Smash Lord
- Joined
- Nov 26, 2005
- Messages
- 1,810
A PILE OF PUTTY THAT MIRRORS YOUR EVERY MOVE; DITTO OOZES INTO THE BRAWL, WITH HIS MANY TRANSFORMATIONS!
ε(( CHARACTER))ε
Ditto is among the simplest of Pokemon; it learns one attack and one attack only, Transform. This allows it to form an imperfect imitation of its foe, becoming them, but keeping its same old stats.
How does this translate into the world of Smash? Well, Ditto starts every battle and every stock as itself, but it has a sadly limited moveset, and poor stats. At the tap of the B button, though, it'll quickly Transform into a random foe. This is an imperfect copy; a few things in each character's moveset are changed, be it attacks or stats. It respawns as itself, but you can hold B as you respawn to transform without leaving a vulnerable opening.
ε(( OVERVIEW))ε
ANIMATIONS
Idle Stance --- Ditto jiggles up and down a bit, smiling eagerly. Once in a while, it stretches up and plops back down.
Walk --- Ditto squirms forward, not really changing its stance too much as he goes.
Run --- Ditto roils as it tosses itself forward, trailing its own viscous body as it goes. A pretty slow run, as it may sound. Not the absolute worst, but pretty bad.
Crouch --- Ditto compresses itself, flattening like a pancake. This is as low as they get; Ditto's crouch is one of its few advantages before it transforms.
Dizzy --- Lurching back and forth, bubbling slightly, Ditto looks like it's in bad shape.
Sleep --- Slumps onto the ground in a miserable pile.
-~~~~~~~~~~~~~-
STATS
Height --- When Idling, Ditto is about as tall as Pikachu, but very jiggly, going both higher and lower at times.
Weight --- Eeesh. Ditto's all goop and air. Un-Transformed, he's very light, about equal to Game and Watch.
Jumps --- Ditto's jumps are both essentially gooey bounces. Neither are impressive, although the first one is a bit above average, so that's something.
Power --- By default, Ditto is a really weak fighter. Usually, in order to scrape a KO if you're trying to go pure Ditto, you'll have to Transform.
Attack Speed --- In general, Ditto's attacks are fairly speedy to come out, and quite unpredictable. Decent enough.
Traction --- All that goo makes Ditto incredibly sticky. It very rarely trips, and can turn from its slow but frenzied run on a dime.
Fall Speed --- Ditto's actually quite a slow faller, although not noticeably so.
Range --- Nothing really special in this department. Ditto can extend parts of its body to attack, but typically not too far, and it has no projectile.
ε(( MOVESET))ε
STANDARD ATTACKS
AAAA --- Plasma Steps --- Each tap of A does the same thing, here. Ditto allows its own body to flow underground and bubble up before it. Each tap causes a new bubble/protrusion of goo to emerge from the ground, going progressively further before it.
Notes --- This can only be used when you're standing on solid ground; if used on a platform, it won't work. Each bubble causes tripping and 2%, which conveniently pushes the foe back onto the next step in the line. The first hit has slight lag, but the three after it, if you use them, come out quick enough that the foe won't have time to get out of there and WILL be hit by all of them. This is NOT a disjointed hitbox, so beware; if the foe smacks a bubble, Ditto will be sent flying oddly.
Uses --- Hoo, boy. This shockingly decent attack is, if timed, a great way of stacking the damage. If you stop tapping after the second hit or so, the foe might just be caught by a surprise tilt or dash attack, if they're not vigilant. You might want to linger as Ditto for the first part of battle if the foe is weak at racking up damage, as Ditto is quite decent at it.
Dash Attack --- Parachute Crumple --- Ditto fans out as though it were a parachute let out horizontally. If it makes contact with a foe as it goes, they'll be absorbed into Ditto, who drops and can mash A for damage or tilt forward or back to throw 'em.
Notes --- So Ditto goes into its parachute form pretty quickly out of its dash, and soars forward, losing speed, for about half a Battlefield platform. It has slow priority, but its whole body is a hitbox that slurps the foe up, causing Ditto to bounce forward in a tightly curled ball with the foe contained inside. This is a quasi-grab, where you mash A to deal 1% per hit, they mash A to get free, and you tilt forward or back for them to be catapulted out of Ditto a short ways and take 5%.
Uses --- This isn't usually the best move, despite its decent speed and surprising properties, as it's too easily predicted and outprioritized. There is one most excellent trick with this: if used when the foe is backing a ledge, Ditto should bounce right off of it and take the foe down in a Dittocide. Gotta love 'cides.
-~~~~~~~~~~~~~-
TILTS
Forward Tilt --- Primordial Burst --- Two taps, optionally. The first causes Ditto to extend a thick pink feeler a short ways ahead. The second, if you use it, causes the feeler to burst in a small bang.
Notes --- The first attack takes a bit of time to come out, as Ditto braces itself and moves forward, using momentum. It does a mere 3% and has a strange effect that actually pulls the foe in instead of away. The second hit can come out instantly after that, and is rather small a hitbox, but quite potent, doing 8% with okay knockback. Attempting to use a Forward Smash will result in this.
Uses --- This two-hit combo is great for stopping close approachs and for when you need a bit of breathing room. Don't expect to be racking up many KO's with this, though; for that, you'll have to transform.
Up Tilt --- Bounce --- Ditto ducks down low, its center going way down low. It then pops up a short way off the ground, compact and sphere-shaped. This can lead directly into your second jump, optionally.
Notes --- This one has almost a second's start-up. Ditto pulls foes with it on the way up and then knocks them away with a sex kick-style attack, dealing 7% and solid knockback that can't really KO. Obviously, since the hitbox is on Ditto's compact body, this can be easily out-prioritized.
Uses --- This attack has a characteristic start-up, and is quite predictable, but on the other hand, at low %s, it's really simple to follow this up with your Aerial. On the whole, you can use this to mix it up and not much else, as it can potentially be confused with Ditto's usual jiggling if you don't overuse it.
Down Tilt --- Imprint --- Ditto moves back slightly, leaving a small pink spot on the ground, which glows occasionally and has tiny tendrils reaching out of it.
Notes --- This has more lag than it sounds, taking about a second to pull off. The area remains in place for about fifteen seconds before fading. It does nothing if anyone goes over it; however, if Ditto uses Transform while the spot is on the stage, Ditto will apparently vanish, and the spot, which contains much of his body, will be transform instead, effectively teleporting Ditto while it transforms.
Uses --- This is the most vital tactic in Ditto's arsenal, as it pretty much allows it to move to any part of the stage at the tap of the B button. It allows it to use Transform as a recovery or as a way of placing itself; against a projectile user, you may want to lay the Imprint somewhere and then lure the foe to the other side of the stage, so you can start right off the bat at a favourable position. Mastering the Imprint's placing is absolutely crucial to Ditto's game.
-~~~~~~~~~~~~~-
AERIALS
Neutral Aerial --- Spatterstorm --- Ditto bursts into many smaller particles and briefly hovers in mid-air before reassembling.
Notes --- This comes out almost instantaneously, but it's a brief hitbox as it splits, that does about 9% and decent knockback depending on the angle of the hit. Ditto hovers like this, then, for about a second during which a hit on any single droplet will cause it to reassemble and take the hit. Surprisingly priority.
Uses --- This is Ditto's lone aerial, and it's kind of decent. Use this mostly for psyching out the foe when you're sure they won't airdodge the hit and immediately punish you afterward.
-~~~~~~~~~~~~~-
SPECIALS
Neutral Special --- Transform --- Unlike Zelda, Ditto doesn't glow as it transforms. It is molded, as if by an invisible hand, into a pink replica of a random foe.
Notes --- This process takes just under a second, so it's quite speedy. The ending is rather lagless, so you can pull off an attack as soon as you become them. Obviously, if you have an Imprint, Ditto's main body will simply appear to vanish, sort of dissolving into the air, and the small puddle of tendrilly goo will rise up and become a copy of the character instead.
To recall, though, Ditto's copies are imperfect and vary from the original in stats and a few attacks here and there: transformations in "Super Smash Bros: Make Your Move 4" are listed below.
Uses --- This is, obviously, the attack that makes Ditto Ditto. You're usually going to want to use this at the very beginning of the battle, unless the foe's character is waaay underpowered. You're probably gonna want to hold B at the start of every stock, too, to get a quick early transformation. The question, rather, is when to stay as Ditto. I'd suggest it only against weak foes or characters with very noticeable problems racking damage.
Used with Imprint, this is even better, as it can save you from the very brink of death, teleporting Ditto across the whole stage if need be. This can also be used as an ambush, to pop up right behind an edgeguarding foe or what-have-you.
ε(( TRANSFORM))ε
Mario Ditto--- Ditto as Mario loses out, primarily. Its jumping power is about three quarters that of Mario, making it a lot less mobile in the air. What's more, its cape is pink and flabbier, coming out quite a bit slower. On the other side of the spectrum, its forward air - the punch-spike - is quite a bit larger than its original user's, as the fist swells to about twice the size. This makes it a lot easier to spike in general, although it's tricky enough to spike an enemy Mario.
Guntz Ditto --- When he copies Guntz, Ditto primarily loses firepower. Just about all of his guns and other weapons are gooey extensions of his own body, rather than actual weapons, so their knockback is cut almost in half and their damage is reduced slightly as well. The Up Smash is changed completely, but for the better: rather than drawing a flamethrower, Ditto simply turns and breathes a column of flame straight up. This reaches about a Dedede above him and hits with multiple hit for a second and a half, doing up to 18%. Guess he still has the stomach of a Bowser. In general, though, Guntz Ditto is far worse than the original.
Doggy Ditto --- Now is the best chance to point out that when Ditto becomes a multi-character, he can't switch or anything; he's stuck as that one. Now, his stats remain more or less the same, but several attacks change. Down Tilt becomes a rather generic crouching chomp at the ankles; it comes out quickly, has a 50/50 chance of tripping, and does 7%. Up Smash has it flipping onto its head, balancing, and then giving three upwards kicks, each dealing 4%, with the final one having okay knockback. Its Up Air is a simple bark that does good upwards knockback and has a disjointed hitbox, doing 6%. If the foe is just out of reach of the actual hit, they'll go into freefall instead of being knocked away. They have to be right there, though, for this to work. And Down B does absolutely nothing, I'm afraid. Doggy Ditto is quite decent and in some ways, better than the original.
Bear Ditto --- Ditto as Bear is a bit lighter - about a 7.5 instead of a 9.5. His Down Tilt is different, and has him whipping his tongue all the way around him in a speedy spin that does 5% but really stands out in a slow character's arsenal. His Down B, unlike Doggy's, is replaced by him swelling up slightly, which makes him slower, and ever so slightly heavier until he loses his stock. This can be used three times, making him more and more extreme each time. On the fourth time, he releases his pent-up flatulence in a Wario-style fart, losing his stockpiled weight. Each swell takes about a second, so it's not too easy to find the openings to get all the way, but quite worth it. Ditto as Bear plays very differently indeed.
Dimentio Ditto --- This one varies from the original in one crucial way: the Boom Box. Ditto's is quite different, due to it not having a mastery over Dimension D. It moves quite a bit quicker than Dimentio's does, for starters. However, it's solid right off the bat, and can't enclose a foe or Ditto itself. This box, though, lingers for ten seconds, before blowing up automatically, doing 15% and good knockback to anyone. This makes its uses very different; it hangs in the air for much longer, making it a fantastic way to recover, and is more like a time bomb than a grenade. This is the only change, but it has a profound impact on the Ditto/Dimentio match-up.
Kiba Ditto --- As Kiba, Ditto keeps the same stats, but loses Akamaru as a helper, changing his moveset considerably. His Up B has him going all mushy and amorphous and suddenly spinning rapidly, like Meta Knight, except more mobile. If a foe is caught in this, they get pulled along with you - it's impossible to escape - and take a total of 10%. His Side B becomes a grab-lunge; if he catches the foe, mash A to claw them for 3% each, or toss them forward or back for 8% and 10% respectively. B has Kiba sniff the air and heighten his sense for five seconds, taking one second to execute. This causes him to move extremely fast and hit extra hard, while also making him much heavier; it's like he's moving in fast motion.
Puppetmon Ditto --- Ditto as Puppetmon loses a lot of its original jumping power. Its hammer isn't, of course, a real hammer, so it lacks some of the punch, too. The B Down is completely different, though; it causes Puppetmon Ditto to break apart into a bunch of separate pieces, and fall to the ground, which happens almost instantly and can be used in the air or on the ground. While in this state, Ditto is more or less immune to hits, with only his head taking damage or knockback, and it's small enough to make it hard to nail. Pressing Down B again will cause all the pieces to fly back together. Puppetmon Ditto is very different from the original, having to work that Down B into its game completely to atone for the loss of stats.
Hoss Ditto --- Ditto's robo-hand is not nearly as heavy as Hoss's, so its speed is about twice his, really. As an exchange, its attacks are all weaker and do less damage, making Hoss Ditto an all-arounder rather than a heavyweight powerhouse. Its Up Smash is Ditto raising its arm and having it turn into a lightning rod, raise it slowly, and allow a bolt of lightning to shoot down from above, doing 6% and multiple hits to anyone it hits, knocking them out the side. Like a slower, weaker version of Pika's. Its Neutral A combo has it stick out its leg and then activate it on the second hit, for 8% and some good knockback. Hoss Ditto is a force to be reckoned with, quite a bit better than the original.
Breloom Ditto --- Ditto's quite experienced at copying Pokemon. All the attacks here are the exact same - only stats are different. Ditto's moves have less knockback, albeit not by too much, but its fall speed is also a lot slower, and its traction is quite improved. Breloom Ditto is therefore much more controllable and air-based than Breloom, but not as threatening.
...And so it goes, on and on, for every single moveset in the contest. That was me counting on there being next to no entries in the latter half. Yeah, right.