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Make Your Move 4

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Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Warioknight was very funny, but I'm disappointed with Knoll.

At least Lyon had an animated down taunt :laugh:

I have two movesets that I will make before I leave MYM. This isn't saying I am going to leave anytime soon, just that I want to make these before I do.
The movesets are=
Ripper Roo
Levant

If people know who Levant is/ what he is from, that will make me happy.
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
OH YEAH! I'm ninth most posts!
Because that matters and everything. -_-


NO REPOSTING MOVESETS!!!!
Knoll was intended as a JOKE, because there were pages of crappy spam, so I took one of my less known and appreciated movesets and posted it as a clone if you want so, so people STOP SPAMMING and post freaking MOVESETS. That's what this thread is about after all.
Haha. Baloo fails.

@ Warioknight: Oh, heck yes. WINNAR right there.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Could it be... Jade Cocoon?! =O
Yep :bee:
I remembered how much I loved that game, and realised it'd be fun to make a moveset for him.
I'm going to use the merging feature from the 1st game, but I may give him the Lute of Darkness that he has on the 2nd.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Neutral B: Tornado bite: Warioknight appears in a tornado with his mouth open, and if the opponent is caught, he gets hit by the tornado and the biting, very powerful. Rapidly press B to recover with.
Expect to see a version of this in the Wario + Meta Knight section of my next set. Thanks, froggy! (I'm also making move submissions open, send them to me via VM.) :)

DISCLAIMER EDIT: Don't send me any 'doubles', two moves of the same type. I'll be writing all of those personally.

If you have no idea what I'm talking about, I have 780 moves to write combining the Neutral B's of all of Brawl's characters for my next 'set, Crystal Shards Kirby. Contributions are very, very welcome. Now, back to our previously scheduled broadcast.

EDIT: See my post on the first page for the origins of lolchillinz.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Hey, does anyone know what page of MYM3 Mendez's Dracula was on? I wanna do a bit of research for my future movesets. :bee: I should be able to get a BETTER template down than I have now, which should help me.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Okay, I did it...got a new template made. I'm gonna WORK on Redead for a bit, but if I can't get him done in two weeks, then oh well. I'll have him for MYM5.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
I think so. If I have time to finish him soon, I'll start Dr. Mario, but there's a lot of chances I keep him done until MYM5, so I have one of the first movesets!
Considering I will most likely be doing the Virus Trio from Dr. Mario, you maybe should keep Dr. Mario back, so that we have the protagonist and the antagonists of the game in one contest. =P

 

The Trophy Master

Smash Journeyman
Joined
Dec 27, 2008
Messages
272
Location
*Sends Sundance an orange elephant on Chirstmas, a
Oooh.. VT and Dr. Mario, my favorite character from Melee! Awesome!

I hope someone will include some of my characters in their story mode.

...

Anyone?

...

;_;

I would but, to do so, I need to know some information about their personnality. ( Beside Latios/Latias and Porygon )

But I'll include Latios and Latias! :bee:
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
:bee: Ready for a bit of the old ultra-violence?
A malenky bit of the old ultra-violence, indeed, my droog. First, some moloko!

...Win. :bee:

TVT is gonna be fun. kinda ooc, but w/e.
Tsk, that reminds me of TVTMaster. Anyone other than me remember him? He was a really decent moveset maker, and a good guy. He's gone now, and only posted one moveset in this MYM. :(

:bee: Thanks!

You all should know that Porygon evolves into P2 and PZ in the moveset, using a special mechanic.
I, for one, am REALLY looking forward to this. Should be great fun. Can't wait to see what you make of the Conversions.
 

Scyphozoa

Smash Cadet
Joined
Feb 11, 2009
Messages
65
Location
Back from the grave.
A malenky bit of the old ultra-violence, indeed, my droog. First, some moloko!

...Win. :bee:
*drinks* This moloko plus is dobby. It really sharpens you up.

I, for one, am REALLY looking forward to this. Should be great fun. Can't wait to see what you make of the Conversions.
Yay!

*looks at your signature*

Snorlax and Electrode? I must read this.
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
Silver how much time do we have to vote?

And I DID do some crappy movesets in MYM 3. Goomba, Shy Guy, and Sir Kibble. Look at them then look at Dexter. Even the comments say that it was a big improvement from MYM 3. Ah well you know what they say: "It's better to lose a lover than to love a loser." - Some guy

/randomstuff
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Silver how much time do we have to vote?

And I DID do some crappy movesets in MYM 3. Goomba, Shy Guy, and Sir Kibble. Look at them then look at Dexter. Even the comments say that it was a big improvement from MYM 3. Ah well you know what they say: "It's better to lose a lover than to love a loser." - Some guy

/randomstuff
technically, voting hasn't started yet.
although pelikinesis prematurely sent me his votes.
It'll officially start once the moveset submission period ends (& the advertising rush dies down). I'll announce when its starting :lick:

...
*goes back to lurking*
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
Ah, Porygon ay? Intresting, as one of my favourite pokemon is Porygon Z, and thought of an mechanic that has something to do with the Download ability he has, so that he copies an opponent mechanic if they have one, and will some moves will get nerfed for the sake of fairness (such as copying Ice Climbers or Lucario)

Good luck, I say!
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
It's been an hour, and no one has posted...PREVIEW TIME!!!

[Down Tilt: Tundra]

Two horizontal waves of blue energy quickly shoot outwards from Mia's body, expanding to the length of one stage builder block in both directions. If an opponent is hit by this energy, they take 6% damage and a bit of hitstun. The energy waves then release a small shower of ice crystals and snow that fall down to the ground, coating it in a thin layer of ice that occasionally glimmers, alerting you and the other fighters to its location. The ground beneath Mia is also covered in ice, though it does not affect her. When an opponent steps on this ice, they have a 70% chance to trip and slide forward, and a 30% chance to freeze upon contact, dealing 10% damage. Mia and characters like the Ice Climbers are not affected by this terrain change. The ice lasts for twenty seconds before it melts, allowing you to use the move once more. The entire move takes about 1.5 seconds from start to finish, but Mia can move after the snow begins to fall.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Very cool attack. That's no joke. Nice. I do think you could work a bit on the floe of the paragraph, though.

PPL, you need to chill out about the whole SM angle. Your constant requests result in Spade behaving coolly towards you and leave the rest of us out in the cold.

Now I want to make an Ice-based moveset. Hail be to the masters of cold!
 

Scyphozoa

Smash Cadet
Joined
Feb 11, 2009
Messages
65
Location
Back from the grave.
Please don't kill me, MasterWarlord.

Out with the old and in with the new! Capsule J has joined the fray!



Stats

Size: 3/10 Capsule J is around the same size as Kirby, making him a small little target that’s hard to combo.
Weight: 4/10 J is without a doubt on the lighter side of the spectrum due to his size, but his gear prevents him from being knocked around too easily.
Walking Speed: 5/10 Nothing special.
Running Speed: 5/10 J is somewhat like Captain Falcon with awkward running speed that doesn’t match his other statistics. Yes, his run is faster then his walk.
Traction: 3/10 The guy skids a bit due to that jetpack on his back making movement more awkward.
Power: 3/10 J has very few moves with any possibility of KOing, being one of the weakest characters in the game. J relies on his gimping to finish his foes for the most part.
Attack Speed: 6.5/10 J is above average speed, but he still has his fair share of laggy attacks.
Range: 3.5/10 J’s range is generally very poor except in the attacks where he zooms about with his jetpack, but these attacks last very briefly and require charging thus can’t be taken advantage of.
Priority: 6/10 J has a good share of disjointed hitboxes, but his moves that don’t use them are on the lower end of the spectrum. It evens out for the most part.
First Jump: 4/10 Below average due to his size.
Second Jump: You can’t really rate this statistic as it depends on how charged up J is. See the full explanation of the second jump for details.
Hover: No.
Fall Speed: 2/10 J is extremely floaty, on the same level as the aerials gods as Wario and Melee Jigglypuff.
Crouch: Yes.
Crawl: No.
Wall Jump: No.
Wall Cling: No.
Gliding: No.

Not so basic actions (You should actually read this one):

Jump 2: Blue flames emit from J’s jetpack to propell him upwards. J’s second jump functions somewhat more like a hover in that you have to hold the button down to go higher, although you can gain vertical distance with this, thankfully. If anything, this goes more vertical then horizontal, sending you upwards at high speeds while giving you limited horizontal DI.

Now, the important catch. You can only keep shooting up as long as you have your jets charged. However long you charged your neutral special is exactly how long you can hover in the air, so don’t use the extra charge any more then necessary. J’s recovery with a full charge is astounding, but when he comes back to the stage after recovering he’ll be helpless and have no way to recover if he’s sent flying back out again by another big hit.


Special Attacks:

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READ THIS


B – Charge Up: Capsule J hunches over and his jet starts charging up fuel. You can charge for a maximum of 5 seconds (Which is far longer then you’d think in Smash Bros., around twice that of DK’s neutral B), and you can hold the charge like the neutral specials of DK and Samus. J will flash white slightly to indicate when he’s fully charged, just like in the Kirby games. Pressing this button input when fully charged causes J’s fuel tanks to explode and leave him with some black soot on his face, dealing 5% damage and destroying his charge. So what use is this move then? Nearly all of J’s essentials moves use up jet fuel, so you’re gonna be charging up very regularly. You need the charge for pretty much everything, so always charge at every possible interval. You’ll want every last ounce of fuel you can get.

READ THIS
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B Side – Jet Charge: No, this isn’t a alternate means of charging your fuel, instead J charges forwards with his jet. This move will use half a charge worth of fuel or all of it if you have less then that. The actual attack is that J hunches over like in his neutral special, but then rockets forwards at high speeds, that of Sonic’s run. J’s whole body is a hitbox during this time, dealing 8% damage and average knockback. At the end of the charge, J kicks forwards, doing 14% damage and above average knockback, albeit this is hard to sweet spot. If you have no charge, J will only do the kick forwards. This has no starting lag but slight ending lag, and this ending lag is increased the smaller your charge. With a half full fuel tank, J goes half of Battlefield, the lower the amount of fuel making him go less far. A good way to recover is to use half of your fuel to go up with J’s second jump, then use this for some good horizontal recovery.

B Up – Emergency Back-Up Fuel: This move has a charge that’s nearly identical to the Wario Waft, Wario’s down special. After 2 minutes it will be fully charged, although you aren’t given any indication that it is. When you input the move, J takes out a small canister of fuel and pours it into his jetpack then throws it away, the move having virtually no lag at all. If one minute has passed, you’ll gain 50% fuel, if 30 seconds have passed, 25% fuel, and so on. If you go over 100% with this, the same thing will happen as if you try to charge up with maxxed fuel, so be careful. You’ll prefer to play stock matches with a timer on just so you can see when this move is fully charged, more likely then not.

Yes, this move is not a recovery of any way, shape, or form, but J needs no up special recovery with his ridiculous second jump.

B Down – Rising Gas Prices: Capsule J takes out two canister of fuel, one quality, one a cheap alternate brand. Capsule J throws the canister he was using previously away and pockets the new one instead. By default, J uses the quality fuel. What’s the difference? With the cheap fuel J’s jet charge time is reduced to 3 seconds from it’s previous 5, but there’s a 20% chance that whenever you do any attack that uses the fuel (Or your second jump) your jetpack will explode in your face, destroying your charge and doing 5% damage to you, putting you into your helpless state if you were in the air. Only use this if you’re desperate.

Basic Attacks:

A - 180 Spin: J spins around to hit his enemies with his jetpack. 2% damage with a brief flinch. Horrible range, tiny lag.

AA – Pack Whack: J takes his jetpack off his back and whacks his enemies with it for 3% with a brief flinch as he turns around to face them from his position of facing away from them in the previous part of the combo. Look out Banjo, you’ve got some competition! The jetpack is disjointed and has decent range for such a small character and it has slight starting lag, though will always hit if the first part of the combo hit.

AAA – Fuel Shower: Holding his jetpack up in front of him from the previous attack, he turns it upside down and shakes it for as long as you hold/mash A. You can do this for twice as long as you have charged up your fuel (10 seconds with a full charge), it using up a half a second’s worth of charged up fuel a second. Each second five droplets of fuel come out of the pack which each do 1% damage and a slight stun. This is powerful for a neutral combo and has good range, but wastes your precious fuel.

Forward Tilt – Jet Lock: Capsule J leaps forwards about the width of Bowser, and if he connects with anyone during this time, he’ll grab them with his fists, it counting as a standard grab. Both characters must then try to push each other over by mashing A, and the loser gets knocked down with a brief hit stun that could be followed up with another attack and 8% damage. The thing is J has to button mash harder since he has a handicap against him. . .Without fuel, that is. With fuel, J will use his jetpack to push forward harder, making the handicap in his favor. Every small nugget of time you’re in the lock takes away from your fuel, it going down at the same rate it goes up when you charge it.

Up Tilt – Inhuman Jet Fighter: J shakes a bit to cause a bit of fuel from his jet to spring up out of his jetpack. If it hits anyone during this time, it does 2% damage and tiny set knockback. J opens his mouth as the drop falls back down and catches it in his mouth, healing him for 2% (The guy ain’t human!). He above average start lag and slight ending lag as J rubs his tummy from drinking the fuel. This takes up a half a second’s charge worth of fuel. With no fuel, it does absolutely nothing, J just shaking his jetpack for nothing to come out.

Down Tilt – Pack Crush: J falls overbackwards to crush enemies with his jetpack for 11-12% and above average knockback, having impressive power for a tilt. Has above average end lag as J moves flails his limbs about like a flipped over turtle then gets up, but no starting lag. This causes a second’s worth of fuel to spill out accidentally as an additional penalty when J smacks it down. However, due to not actually using the fuel, J can still use this move with no penalty when he has no fuel.

Dashing Attack – Fuel Slide: J jumps very slightly and spins around in midair, then falls onto the ground and slides along it slightly, his body briefly being a hitbox. J goes his body length forwards, giving the move bad range, and it has average start up and ending lag as he jumps/pulls himself back up. What’s the point of this attack? If you have fuel, some of it will spill out of J’s backpack as he falls to the ground (A half a second’s worth of charge) and it’ll make him slide forward the length of a batltefield platform at a high speed. Getting hit by J as he falls down to the ground does brief set downward knockback (Which hits them into the sliding part) and 6% while getting hit by J as he slides does another 6% and below average knockback. This can be used as a defensive measure as J has high priority as he falls to the ground, and is an okay damage racker.

Misc. Attacks:

Rising Attack (Front) - Wild Take-off: J ignites his jet and he flies forwards across the stage at a decent speed, sliding on his belly. He keeps going until he either reaches the edge of the platform he’s on or he hits a wall. If he goes off a platform, he will actually take off like an airplane and fly upwards at a 30 degree angle for 1 second. If he hits a wall, he will bounce off it a short distance and return to his standing position. Hitting CJ’s body at any point during the move results in 6% with average knockback, and his body has low priority to offset its potentially absurd range. The move drains fuel at the rate of 5% a second. The fire from his thrusters is just a graphical effect and does not inflict any damage.

Rising Attack (Back) - Break-Dance Thruster: J spins around like a break-dancer on his back while firing his thruster, sweeping it to both sides 4 times, and the flames reach as far as Mario is tall. Each hit by the flames deals 2% and the final one deals low knockback, and the flame is disjointed. The move uses up 7% fuel.

Ledge Attack <100% - Letting Go: J lets go of the edge and leans back so that his legs are facing the platform. He then ignites his thruster and propels himself away from the edge for about 1/3 of battlefield’s distance before doing a half front flip and rocketing towards the platform at a fast speed, skidding to a stop at just the correct height to be back on solid ground. Hitting his body at any point during the move deals 8% with above average knockback, and the fire deals no damage, and the move has average priority. The move drains 8% fuel, and as you’d expect it should mainly be used for edge guarding considering he mainly covers space off the edge.

Ledge Attack 100% - Oh Shi…: J starts to perform the attack listed above, but as he goes to turn around to come back to the stage, his engine stalls and stops working. CJ starts to flail his arms around comically before falling off into the abyss. While this does in fact SD him, anybody he hits on the way down is spiked with 15% damage (and his falling body has great priority), making this essentially a Capsulecide move, though one that is hard to pull off correctly. Hitting his body as he does the beginning portion of the move deals the same damage and knockback as the “weaker” ledge attack. This move only costs 4% fuel, but why would it matter when 90% of the time you’ll end up KOing yourself? Unless of course your enemy is a moron and saves you.

Smash Attacks:​

Forward Smash – Black Gold: J takes out a pickaxe and lifts it over his head as you charge the smash attack, then swings it down in front of him when you release it. This does 8% damage with average knockback no matter what the charge, being rather weak. What’s the point of this move then? He wasn’t trying to hit you with the pickaxe, he was mining for fuel! Those oil prices are FAR too high.

After 3 seconds, the point on the ground J hit with the pickaxe will have oil shoot up out of it, doing 15% and above average knockback, being as tall and wide as Ganondorf. This is obviously disjointed. If J stands over the point he hit when the oil sprouts up, he’ll take off his jetpack to catch the oil in it as it sprays up out of the ground, increasing his fuel by 30%, but not being usable as an attack.


Up Smash – Remote Jetpack: J takes off his jetpack and takes out a remote control as it rockets about without him! You then control the jetpack directly in a fashion like Snake’s missiles in his side B, although you have far more control over the jet pack then Snake’s missiles, it having easy handeling. The jet pack lasts for as long as you had the fuel in it charged up. Contact with the jet pack causes it to explode in a radius the size of Wario for 13-18% damage and above-average-high knockback. This is one of J’s main KO moves, but the catch is that unlike Snake’s you can’t end the move early, it leaving you horribly vulnerable. J takes out a new jetpack and straps it on after the attack is complete, giving it some ending lag, one just magically appearing on his back if he’s hit out of the move early. The safest time to use this move by far is to gimp enemies while you have your feet planted safely on the stage.

Down Smash – Fuel Tank Empty: Capsule J takes his jetpack off his back as he charges the smash attack and holds it upside down, shaking it to empty it of it’s fuel, and when you release the charge, absolutely nothing happens, J putting back on his jetpack. What the hell?!?

The actual effects of the move happen while you’re “charging” it. The fuel (Which looks like some sort of green liquid) poured out onto the ground can cause enemies to trip, and J pours out more and more fuel as you “charge” the attack. The percentage of time you “charge” the smash attack is the percentage of likelihood one will trip over the spot when they pass over it. A full “charge” will completely empty your fuel tank. . .Seems like sort of a waste for what’s essentially a long start up lag version of Diddy’s down special.

This would be true, but J’s slippery spot covers three times as much ground as Diddy’s banana peel, is completely invisible so your enemy will likely forget of it’s existence, and you can make as many of them as you want. The slippery spots last a good long 30 seconds, although if the timer expires and nobody has tripped over it, they’ll continue to live on until they trip up at least one victim. This may sound slightly overpowered, but considering it takes a full charge of both the neutral b and the dsmash for this, this will be used rarely, and is only recommended for those who are master players of J.


Aerial Attacks:

Neutral Aerial – Suicide Bomber: You can hold down the button to delay the attack as long as you like, but instead of having DI to move about, you instead angle about which angle J is facing which is the direction he’ll shoot out when you release the button, so get into position. When the button is released, J will blast forward using up all of his fuel at the speed of Sonic’s run, him going farther depending on how much fuel he has. A full tank of fuel will make J go the entire length of Battlefield. If J runs into anyone, he’ll grab them and then go straight down with any of his remaining fuel, changing his course, it all happening in the blink of an eye. Once his fuel runs out, J will let his grip on the target go and go into a helpless state, although if he’s already brought the foe low enough with him they’ll still get KOd anyway. If you crash into the ground with a foe like this, they’ll take 15-16% damage and above average knockback. This move is a decent idea for Jcides, but nothing else is worth mentioning as far as uses go, as it’s rather hard to use and uses up a full fuel tank.

Forward Aerial – Loop De Loop: J puts his arms to his side and glides forward with his jet, doing a loop de loop. During this time, J is being propelled by his jetpack, blue flames coming out of it. Contact with these flames does 5-6% damage and a flinch, while contact with J himself does 8-9% damage and below average knockback. This his a wide hitbox and J travels very fast, making this a good multi purpose move. This uses up a third of J’s fuel. If you have less, J stops the attack early, not completing the loop de loop. If you have no fuel, the attack does nothing and forces J into his helpless state as you hear his jetpack go “Ka-put”.

Back Aerial – Fuel Splatter: Capsule J suddenly goes on his back in midair in a fashion nearly identical to Wario’s bair. His body is briefly a hitbox during this time that does 7% with below average knockback, and the move is slightly laggy, more then Wario’s bair, while being weaker at the same time. What’s the point of it then?

If you have fuel, it’ll splatter out the jetpack behind J. The move will use up to half of a full charge, using all your fuel if you have less then that. At a half charge, the amount of fuel that spills out is equal to that of Mario’s FLUDD, it becoming lower and lower with less fuel. This can be used to gimp foes away and push them away with knockback like FLUDD.


Up Aerial – Wild Pack: J’s jetpack rockets off his back directly upwards, doing 14-15% damage and above average knockback to anything it connects with. The more fuel the jetpack has, the farther the jetpack will go, it going up the height of 4 Ganondorfs with a full tank of fuel. J takes out another jetpack and equips it the moment he launches off his old one with no fuel in it. The wild pack is disjointed. This is one of J’s better KO moves. With no fuel, the move does nothing, just giving J some annoying to deal with lag.

Down Aerial – Stall then Rise: Kind of ironic, isn’t it? Upon pressing this button input and holding it down, J will start charging up fuel, although he won’t be in his normal charging position, instead facing the camera and looking upwards. It takes twice as long to charge up in this fashion and you’ll still get the usual 5% penalty if you overcharge. The main point of this is to keep your enemies guessing as to when you’ll release A and do the attack.

Once you release A, J rockets upwards, going up the height of 3 Ganondorfs at full charge. This uses up all of J’s fuel. The hitbox is J’s body as he rockets up and a slight radius around him as a blast comes out of his jetpack when he first shoots up, somewhat like Wario’s fart as he rockets upwards. This does 15% damage and above average upward knockback to anyone hit, and J goes up at the same speed as Wario’s fully charged fart. This attack leaves J in a helpless state once used. This is a good move for gimping enemies with high percents if you can KO them off the top with this, but otherwise you’re just helping them recover.


Grabs and Throws:​

Grab: J reaches out with both of his stubby little arms. Bad range and laggy for a grab. J doesn’t have a notable grab game.

Pummel - Bite: J opens up his jaw of sorts and bites the enemy, dealing 2% damage. Average pummel speed.

Forward Throw - Hitchhike: The foe regains control of their character as J hops onto the character’s back and latches on, biting at them once every half a second for 2% damage. They have to do an attack that hits around their body to knock J off, although he’ll take no damage from this attack, just knockback. This is J’s only throw that has no reliance on his fuel.

Back Throw – Fuel Choke: J reaches into his jetpack to get it covered in fuel, then forces it down the enemy’s throat for 5% damage. J then runs around to the opposite side of the enemy while they’re stunned and kicks them away for another 6% and decent knockback for a throw. This uses up a second of fuel charge, and if you have less then that, J will look shocked as he takes his hand out of his jetpack to see it normal, freeing the enemy from the grab and enabling them to punish him.

Down Throw – Living Fuel: J keeps his hold on his enemy with one hand and takes off his jet pack with the other, emptying it. J then stuffs his foe into his jetpack! You can do any attacks as if you had full fuel with the enemy characters in the jetpack, them taking 2% damage per second while inside. They can escape the jetpack through button mashing in the same way as a grab, so if your enemy has any competence you won’t be using them as a fuel source for long.

Up Throw – Extermination Pack: The throw works like J’s down throw at first, but instead of using them as fuel J takes out a remote like in his up smash and can move the pack around with the same controls with the foe in it, them once again taking 2% damage per second while inside. You won’t be able to move them far while they’re inside, but if they’re at a high percentage you might be able to take the jetpack under the stage before they can bust out so they can’t recover. Once the throw is complete, J takes out another jetpack and equips it.

Final Smash – Jet Booster:​

J’s jetpack turns gold and he smacks his fists together, smirking. For the next 30 seconds, you have a completely full tank to use at your leisure, it never emptying. Anything that would normally charge it won’t blow up in your face either. Unlike the average final smash, this doesn’t make you invulnerable, so some actual thought is required to make good use of this. Abuse your second jump heavily to dodge attacks and use your more powerful ones that require bigger charges to good effect, and your enemies will start cowering from you like any other final smash and wish they could deal with Giga Bowser rather then your mad jet skills.

Overall Play Style – Jet Fighter:​

Newcomers may be slightly scared by J due to his awkward specials (Only one being an actual attack) and heavy reliance on his fuel, but those who stick him out will have an excellent aerial combatant at their disposal.

J will want to keep charging at all times possible, and if by some miracle he has spare time he could be using his dsmash, so there’s generally always something he could be doing. You’ll want to use your fuel guzzling attacks more sparingly at the start when you’re just damaging your enemy to save it for when you need to recover or KO your enemy. J isn’t particularly exceptional in damaging or KOing, his KO options being quite scarce and his attacks not being particularly fast. While J’s recovery is very good, at least if you’re at all decent with charging fuel, J requires precision to go with that much for the most part. J is a god at gimping with his insane DI, good gimping moves and, if used correctly, good recovery. This is how J will be getting most of his kills in higher level play.

J is a beast in free for alls and team matches where he’s not paid much attention, as then he can easily abuse his attacks that require a more heavy charge. In any case, just make sure you do indeed hit with your better attacks, as you generally don’t have that much shots to use them thanks to having to charge up. If you have trouble charging up, you can play more defensively. Use your fsmash to hit your enemy with the pickaxe to get them away, do some charging while you wait and dodge your foe more, then go over and pick the oil up when it shoots out of the ground. Playing with J requires that you don’t go all out and be reckless and actually think about each attack you use. While it’s not really a strategic playstyle, J requires considerable thought, and you’ll develop a play style of your own with him in how you decide which attacks are worth using fuel on.


Taunts:​

Up Taunt: J takes out a can of oil and a gold bar and looks between them, then throws the gold bar away and pockets the can of oil. Who needs that old fashioned gold anymore?

Side Taunt: J does a smug smile and does a “come on!” motion with his hand like Captain Falcon’s side taunt.

Down Taunt: J does the animation where his jetpack blows up in his face from where he overcharges, but it doesn’t hurt him or how much he’s charged up.

Entrance: J blasts in from the background in a dramatic entrance landing in a cool explosion. . .Using up all his fuel. Idiot.

Results Screen Poses:

Win 1: J hovers and waves to the camera then goes to fly off the top of the screen, but then runs out of fuel and falls on his rump. J takes off his jetpack and holds it over his head looking into it to try to see if any fuel is left in it, wondering why it’s not working for all the fuel to splatter over him.

Win 2: J uses the boost to get through a closing door in the background just as it closes, then does a barrel roll to avoid crashing into the losers. Looks like all J’s training with Peppy finally paid off!

Win 3: J smacks his pickaxe into the ground to dig for oil like in his fsmash, but the head goes flying off to hit one of the losers (at random) in the face, knocking them over and KOing them. J rubs the back of his head and shrugs to the camera.

Loss: J is sitting on his jet pack as a small chair and clapping.

Kirby Hat – Jet Kirby:​



Kirby gets the usual jet helmet that he gets when copying Capsule J in the games. When you press B, Kirby charges up, but he can’t hold the charge. When you release B, he’ll do Capsule J’s side special without any hesitation.

Color Swaps: Blue (Standard), Green, Red, Gold, Silver, Bronze, Black, White

Snake Codec Conversation:

Mei Ling: That’s Agent J, Snake. He goes around with the other Elite Beat Agents to sing and dance people back into good spirits!
Snake: He doesn’t look like much of a dancer, Mei Ling. . .He looks more robotic. Are you sure you’re looking up the right guy?
Mei Ling: Oh. . .Sorry. Here’s the right one. That’s XJ9, a teenage robot who tries to regularly save the world while-
Snake: I don’t know what that thing is, but it’s not a robot. . .Got anything else?
Mei Ling: Uhhhh. . .Try this. Capsule J. He’s short’s and relies on his jets to move around, doing all sorts of fancy manuevers.
Snake: I guess that’d fit. . .What’s he look like?
Mei Ling: He’s short, round, blue, and has a green visor for a face. Fit the bill?
Snake: Just forget it. . .This guy is way too obscure.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
Out with the old and in with the new! Capsule J2 has joined the fray!



Stats

Size: 3/10 Capsule J2 is around the same size as Kirby, making him a small little target that’s hard to combo.
Weight: 4/10 J2 is without a doubt on the lighter side of the spectrum due to his size, but his gear prevents him from being knocked around too easily.
Walking Speed: 5/10 Nothing special.
Running Speed: 5/10 J2 is somewhat like Captain Falcon with awkward running speed that doesn’t match his other statistics. Yes, his run is faster then his walk.
Traction: 3/10 The guy skids a bit due to that jetpack on his back making movement more awkward.
Power: 3/10 J2 has very few moves with any possibility of KOing, being one of the weakest characters in the game. J2 relies on his gimping to finish his foes for the most part.
Attack Speed: 6.5/10 J2 is above average speed, but he still has his fair share of laggy attacks.
Range: 3.5/10 J2’s range is generally very poor except in the attacks where he zooms about with his jetpack, but these attacks last very briefly and require charging thus can’t be taken advantage of.
Priority: 6/10 J2 has a good share of disjointed hitboxes, but his moves that don’t use them are on the lower end of the spectrum. It evens out for the most part.
First Jump: 4/10 Below average due to his size.
Second Jump: You can’t really rate this statistic as it depends on how charged up J2 is. See the full explanation of the second jump for details.
Hover: No.
Fall Speed: 2/10 J2 is extremely floaty, on the same level as the aerials gods as Wario and Melee Jigglypuff.
Crouch: Yes.
Crawl: No.
Wall Jump: No.
Wall Cling: No.
Gliding: No.

Not so basic actions (You should actually read this one):

Jump 2: Blue flames emit from J2’s jetpack to propell him upwards. J2’s second jump functions somewhat more like a hover in that you have to hold the button down to go higher, although you can gain vertical distance with this, thankfully. If anything, this goes more vertical then horizontal, sending you upwards at high speeds while giving you limited horizontal DI.

Now, the important catch. You can only keep shooting up as long as you have your jets charged. However long you charged your neutral special is exactly how long you can hover in the air, so don’t use the extra charge any more then necessary. J2’s recovery with a full charge is astounding, but when he comes back to the stage after recovering he’ll be helpless and have no way to recover if he’s sent flying back out again by another big hit.


Special Attacks:

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B – Charge Up: Capsule J2 hunches over and his jet starts charging up fuel. You can charge for a maximum of 5 seconds (Which is far longer then you’d think in Smash Bros., around twice that of DK’s neutral B), and you can hold the charge like the neutral specials of DK and Samus. J2 will flash white slightly to indicate when he’s fully charged, just like in the Kirby games. Pressing this button input when fully charged causes J2’s fuel tanks to explode and leave him with some black soot on his face, dealing 5% damage and destroying his charge. So what use is this move then? Nearly all of J2’s essentials moves use up jet fuel, so you’re gonna be charging up very regularly. You need the charge for pretty much everything, so always charge at every possible interval. You’ll want every last ounce of fuel you can get.

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B Side – Jet Charge: No, this isn’t a alternate means of charging your fuel, instead J2 charges forwards with his jet. This move will use half a charge worth of fuel or all of it if you have less then that. The actual attack is that J2 hunches over like in his neutral special, but then rockets forwards at high speeds, that of Sonic’s run. J2’s whole body is a hitbox during this time, dealing 8% damage and average knockback. At the end of the charge, J2 kicks forwards, doing 14% damage and above average knockback, albeit this is hard to sweet spot. If you have no charge, J2 will only do the kick forwards. This has no starting lag but slight ending lag, and this ending lag is increased the smaller your charge. With a half full fuel tank, J2 goes half of Battlefield, the lower the amount of fuel making him go less far. A good way to recover is to use half of your fuel to go up with J2’s second jump, then use this for some good horizontal recovery.

B Up – Emergency Back-Up Fuel: This move has a charge that’s nearly identical to the Wario Waft, Wario’s down special. After 2 minutes it will be fully charged, although you aren’t given any indication that it is. When you input the move, J2 takes out a small canister of fuel and pours it into his jetpack then throws it away, the move having virtually no lag at all. If one minute has passed, you’ll gain 50% fuel, if 30 seconds have passed, 25% fuel, and so on. If you go over 100% with this, the same thing will happen as if you try to charge up with maxxed fuel, so be careful. You’ll prefer to play stock matches with a timer on just so you can see when this move is fully charged, more likely then not.

Yes, this move is not a recovery of any way, shape, or form, but J2 needs no up special recovery with his ridiculous second jump.

B Down – Rising Gas Prices: Capsule J2 takes out two canister of fuel, one quality, one a cheap alternate brand. Capsule J2 throws the canister he was using previously away and pockets the new one instead. By default, J2 uses the quality fuel. What’s the difference? With the cheap fuel J2’s jet charge time is reduced to 3 seconds from it’s previous 5, but there’s a 20% chance that whenever you do any attack that uses the fuel (Or your second jump) your jetpack will explode in your face, destroying your charge and doing 5% damage to you, putting you into your helpless state if you were in the air. Only use this if you’re desperate.

Basic Attacks:

A - 180 Spin: J2 spins around to hit his enemies with his jetpack. 2% damage with a brief flinch. Horrible range, tiny lag.

AA – Pack Whack: J2 takes his jetpack off his back and whacks his enemies with it for 3% with a brief flinch as he turns around to face them from his position of facing away from them in the previous part of the combo. Look out Banjo, you’ve got some competition! The jetpack is disjointed and has decent range for such a small character and it has slight starting lag, though will always hit if the first part of the combo hit.

AAA – Fuel Shower: Holding his jetpack up in front of him from the previous attack, he turns it upside down and shakes it for as long as you hold/mash A. You can do this for twice as long as you have charged up your fuel (10 seconds with a full charge), it using up a half a second’s worth of charged up fuel a second. Each second five droplets of fuel come out of the pack which each do 1% damage and a slight stun. This is powerful for a neutral combo and has good range, but wastes your precious fuel.

Forward Tilt – Jet Lock: Capsule J2 leaps forwards about the width of Bowser, and if he connects with anyone during this time, he’ll grab them with his fists, it counting as a standard grab. Both characters must then try to push each other over by mashing A, and the loser gets knocked down with a brief hit stun that could be followed up with another attack and 8% damage. The thing is J2 has to button mash harder since he has a handicap against him. . .Without fuel, that is. With fuel, J2 will use his jetpack to push forward harder, making the handicap in his favor. Every small nugget of time you’re in the lock takes away from your fuel, it going down at the same rate it goes up when you charge it.

Up Tilt – Inhuman Jet Fighter: J2 shakes a bit to cause a bit of fuel from his jet to spring up out of his jetpack. If it hits anyone during this time, it does 2% damage and tiny set knockback. J2 opens his mouth as the drop falls back down and catches it in his mouth, healing him for 2% (The guy ain’t human!). He above average start lag and slight ending lag as J2 rubs his tummy from drinking the fuel. This takes up a half a second’s charge worth of fuel. With no fuel, it does absolutely nothing, J2 just shaking his jetpack for nothing to come out.

Down Tilt – Pack Crush: J2 falls overbackwards to crush enemies with his jetpack for 11-12% and above average knockback, having impressive power for a tilt. Has above average end lag as J2 moves flails his limbs about like a flipped over turtle then gets up, but no starting lag. This causes a second’s worth of fuel to spill out accidentally as an additional penalty when J2 smacks it down. However, due to not actually using the fuel, J2 can still use this move with no penalty when he has no fuel.

Dashing Attack – Fuel Slide: J2 jumps very slightly and spins around in midair, then falls onto the ground and slides along it slightly, his body briefly being a hitbox. J2 goes his body length forwards, giving the move bad range, and it has average start up and ending lag as he jumps/pulls himself back up. What’s the point of this attack? If you have fuel, some of it will spill out of J2’s backpack as he falls to the ground (A half a second’s worth of charge) and it’ll make him slide forward the length of a batltefield platform at a high speed. Getting hit by J2 as he falls down to the ground does brief set downward knockback (Which hits them into the sliding part) and 6% while getting hit by J2 as he slides does another 6% and below average knockback. This can be used as a defensive measure as J2 has high priority as he falls to the ground, and is an okay damage racker.

Misc. Attacks:

Rising Attack (Front) - Wild Take-off: J2 ignites his jet and he flies forwards across the stage at a decent speed, sliding on his belly. He keeps going until he either reaches the edge of the platform he’s on or he hits a wall. If he goes off a platform, he will actually take off like an airplane and fly upwards at a 30 degree angle for 1 second. If he hits a wall, he will bounce off it a short distance and return to his standing position. Hitting CJ2’s body at any point during the move results in 6% with average knockback, and his body has low priority to offset its potentially absurd range. The move drains fuel at the rate of 5% a second. The fire from his thrusters is just a graphical effect and does not inflict any damage.

Rising Attack (Back) - Break-Dance Thruster: J2 spins around like a break-dancer on his back while firing his thruster, sweeping it to both sides 4 times, and the flames reach as far as Mario is tall. Each hit by the flames deals 2% and the final one deals low knockback, and the flame is disjointed. The move uses up 7% fuel.

Ledge Attack <100% - Letting Go: J2 lets go of the edge and leans back so that his legs are facing the platform. He then ignites his thruster and propels himself away from the edge for about 1/3 of battlefield’s distance before doing a half front flip and rocketing towards the platform at a fast speed, skidding to a stop at just the correct height to be back on solid ground. Hitting his body at any point during the move deals 8% with above average knockback, and the fire deals no damage, and the move has average priority. The move drains 8% fuel, and as you’d expect it should mainly be used for edge guarding considering he mainly covers space off the edge.

Ledge Attack 100% - Oh Shi…: J2 starts to perform the attack listed above, but as he goes to turn around to come back to the stage, his engine stalls and stops working. CJ2 starts to flail his arms around comically before falling off into the abyss. While this does in fact SD him, anybody he hits on the way down is spiked with 15% damage (and his falling body has great priority), making this essentially a Capsulecide move, though one that is hard to pull off correctly. Hitting his body as he does the beginning portion of the move deals the same damage and knockback as the “weaker” ledge attack. This move only costs 4% fuel, but why would it matter when 90% of the time you’ll end up KOing yourself? Unless of course your enemy is a moron and saves you.

Smash Attacks:​

Forward Smash – Black Gold: J2 takes out a pickaxe and lifts it over his head as you charge the smash attack, then swings it down in front of him when you release it. This does 8% damage with average knockback no matter what the charge, being rather weak. What’s the point of this move then? He wasn’t trying to hit you with the pickaxe, he was mining for fuel! Those oil prices are FAR too high.

After 3 seconds, the point on the ground J2 hit with the pickaxe will have oil shoot up out of it, doing 15% and above average knockback, being as tall and wide as Ganondorf. This is obviously disjointed. If J2 stands over the point he hit when the oil sprouts up, he’ll take off his jetpack to catch the oil in it as it sprays up out of the ground, increasing his fuel by 30%, but not being usable as an attack.


Up Smash – Remote Jetpack: J2 takes off his jetpack and takes out a remote control as it rockets about without him! You then control the jetpack directly in a fashion like Snake’s missiles in his side B, although you have far more control over the jet pack then Snake’s missiles, it having easy handeling. The jet pack lasts for as long as you had the fuel in it charged up. Contact with the jet pack causes it to explode in a radius the size of Wario for 13-18% damage and above-average-high knockback. This is one of J2’s main KO moves, but the catch is that unlike Snake’s you can’t end the move early, it leaving you horribly vulnerable. J2 takes out a new jetpack and straps it on after the attack is complete, giving it some ending lag, one just magically appearing on his back if he’s hit out of the move early. The safest time to use this move by far is to gimp enemies while you have your feet planted safely on the stage.

Down Smash – Fuel Tank Empty: Capsule J2 takes his jetpack off his back as he charges the smash attack and holds it upside down, shaking it to empty it of it’s fuel, and when you release the charge, absolutely nothing happens, J2 putting back on his jetpack. What the hell?!?

The actual effects of the move happen while you’re “charging” it. The fuel (Which looks like some sort of green liquid) poured out onto the ground can cause enemies to trip, and J2 pours out more and more fuel as you “charge” the attack. The percentage of time you “charge” the smash attack is the percentage of likelihood one will trip over the spot when they pass over it. A full “charge” will completely empty your fuel tank. . .Seems like sort of a waste for what’s essentially a long start up lag version of Diddy’s down special.

This would be true, but J2’s slippery spot covers three times as much ground as Diddy’s banana peel, is completely invisible so your enemy will likely forget of it’s existence, and you can make as many of them as you want. The slippery spots last a good long 30 seconds, although if the timer expires and nobody has tripped over it, they’ll continue to live on until they trip up at least one victim. This may sound slightly overpowered, but considering it takes a full charge of both the neutral b and the dsmash for this, this will be used rarely, and is only recommended for those who are master players of J2.


Aerial Attacks:

Neutral Aerial – Suicide Bomber: You can hold down the button to delay the attack as long as you like, but instead of having DI to move about, you instead angle about which angle J2 is facing which is the direction he’ll shoot out when you release the button, so get into position. When the button is released, J2 will blast forward using up all of his fuel at the speed of Sonic’s run, him going farther depending on how much fuel he has. A full tank of fuel will make J2 go the entire length of Battlefield. If J2 runs into anyone, he’ll grab them and then go straight down with any of his remaining fuel, changing his course, it all happening in the blink of an eye. Once his fuel runs out, J2 will let his grip on the target go and go into a helpless state, although if he’s already brought the foe low enough with him they’ll still get KOd anyway. If you crash into the ground with a foe like this, they’ll take 15-16% damage and above average knockback. This move is a decent idea for Jcides, but nothing else is worth mentioning as far as uses go, as it’s rather hard to use and uses up a full fuel tank.

Forward Aerial – Loop De Loop: J2 puts his arms to his side and glides forward with his jet, doing a loop de loop. During this time, J2 is being propelled by his jetpack, blue flames coming out of it. Contact with these flames does 5-6% damage and a flinch, while contact with J2 himself does 8-9% damage and below average knockback. This his a wide hitbox and J2 travels very fast, making this a good multi purpose move. This uses up a third of J2’s fuel. If you have less, J2 stops the attack early, not completing the loop de loop. If you have no fuel, the attack does nothing and forces J2 into his helpless state as you hear his jetpack go “Ka-put”.

Back Aerial – Fuel Splatter: Capsule J2 suddenly goes on his back in midair in a fashion nearly identical to Wario’s bair. His body is briefly a hitbox during this time that does 7% with below average knockback, and the move is slightly laggy, more then Wario’s bair, while being weaker at the same time. What’s the point of it then?

If you have fuel, it’ll splatter out the jetpack behind J2. The move will use up to half of a full charge, using all your fuel if you have less then that. At a half charge, the amount of fuel that spills out is equal to that of Mario’s FLUDD, it becoming lower and lower with less fuel. This can be used to gimp foes away and push them away with knockback like FLUDD.


Up Aerial – Wild Pack: J2’s jetpack rockets off his back directly upwards, doing 14-15% damage and above average knockback to anything it connects with. The more fuel the jetpack has, the farther the jetpack will go, it going up the height of 4 Ganondorfs with a full tank of fuel. J2 takes out another jetpack and equips it the moment he launches off his old one with no fuel in it. The wild pack is disjointed. This is one of J2’s better KO moves. With no fuel, the move does nothing, just giving J2 some annoying to deal with lag.

Down Aerial – Stall then Rise: Kind of ironic, isn’t it? Upon pressing this button input and holding it down, J2 will start charging up fuel, although he won’t be in his normal charging position, instead facing the camera and looking upwards. It takes twice as long to charge up in this fashion and you’ll still get the usual 5% penalty if you overcharge. The main point of this is to keep your enemies guessing as to when you’ll release A and do the attack.

Once you release A, J2 rockets upwards, going up the height of 3 Ganondorfs at full charge. This uses up all of J2’s fuel. The hitbox is J2’s body as he rockets up and a slight radius around him as a blast comes out of his jetpack when he first shoots up, somewhat like Wario’s fart as he rockets upwards. This does 15% damage and above average upward knockback to anyone hit, and J2 goes up at the same speed as Wario’s fully charged fart. This attack leaves J2 in a helpless state once used. This is a good move for gimping enemies with high percents if you can KO them off the top with this, but otherwise you’re just helping them recover.


Grabs and Throws:​

Grab: J2 reaches out with both of his stubby little arms. Bad range and laggy for a grab. J2 doesn’t have a notable grab game.

Pummel - Bite: J2 opens up his jaw of sorts and bites the enemy, dealing 2% damage. Average pummel speed.

Forward Throw - Hitchhike: The foe regains control of their character as J2 hops onto the character’s back and latches on, biting at them once every half a second for 2% damage. They have to do an attack that hits around their body to knock J2 off, although he’ll take no damage from this attack, just knockback. This is J2’s only throw that has no reliance on his fuel.

Back Throw – Fuel Choke: J2 reaches into his jetpack to get it covered in fuel, then forces it down the enemy’s throat for 5% damage. J2 then runs around to the opposite side of the enemy while they’re stunned and kicks them away for another 6% and decent knockback for a throw. This uses up a second of fuel charge, and if you have less then that, J2 will look shocked as he takes his hand out of his jetpack to see it normal, freeing the enemy from the grab and enabling them to punish him.

Down Throw – Living Fuel: J2 keeps his hold on his enemy with one hand and takes off his jet pack with the other, emptying it. J2 then stuffs his foe into his jetpack! You can do any attacks as if you had full fuel with the enemy characters in the jetpack, them taking 2% damage per second while inside. They can escape the jetpack through button mashing in the same way as a grab, so if your enemy has any competence you won’t be using them as a fuel source for long.

Up Throw – Extermination Pack: The throw works like J2’s down throw at first, but instead of using them as fuel J2 takes out a remote like in his up smash and can move the pack around with the same controls with the foe in it, them once again taking 2% damage per second while inside. You won’t be able to move them far while they’re inside, but if they’re at a high percentage you might be able to take the jetpack under the stage before they can bust out so they can’t recover. Once the throw is complete, J2 takes out another jetpack and equips it.

Final Smash – Jet Booster:​

J2’s jetpack turns gold and he smacks his fists together, smirking. For the next 30 seconds, you have a completely full tank to use at your leisure, it never emptying. Anything that would normally charge it won’t blow up in your face either. Unlike the average final smash, this doesn’t make you invulnerable, so some actual thought is required to make good use of this. Abuse your second jump heavily to dodge attacks and use your more powerful ones that require bigger charges to good effect, and your enemies will start cowering from you like any other final smash and wish they could deal with Giga Bowser rather then your mad jet skills.

Overall Play Style – Jet Fighter:​

Newcomers may be slightly scared by J2 due to his awkward specials (Only one being an actual attack) and heavy reliance on his fuel, but those who stick him out will have an excellent aerial combatant at their disposal.

J2 will want to keep charging at all times possible, and if by some miracle he has spare time he could be using his dsmash, so there’s generally always something he could be doing. You’ll want to use your fuel guzzling attacks more sparingly at the start when you’re just damaging your enemy to save it for when you need to recover or KO your enemy. J2 isn’t particularly exceptional in damaging or KOing, his KO options being quite scarce and his attacks not being particularly fast. While J2’s recovery is very good, at least if you’re at all decent with charging fuel, J2 requires precision to go with that much for the most part. J2 is a god at gimping with his insane DI, good gimping moves and, if used correctly, good recovery. This is how J2 will be getting most of his kills in higher level play.

J2 is a beast in free for alls and team matches where he’s not paid much attention, as then he can easily abuse his attacks that require a more heavy charge. In any case, just make sure you do indeed hit with your better attacks, as you generally don’t have that much shots to use them thanks to having to charge up. If you have trouble charging up, you can play more defensively. Use your fsmash to hit your enemy with the pickaxe to get them away, do some charging while you wait and dodge your foe more, then go over and pick the oil up when it shoots out of the ground. Playing with J2 requires that you don’t go all out and be reckless and actually think about each attack you use. While it’s not really a strategic playstyle, J2 requires considerable thought, and you’ll develop a play style of your own with him in how you decide which attacks are worth using fuel on.


Taunts:​

Up Taunt: J2 takes out a can of oil and a gold bar and looks between them, then throws the gold bar away and pockets the can of oil. Who needs that old fashioned gold anymore?

Side Taunt: J2 does a smug smile and does a “come on!” motion with his hand like Captain Falcon’s side taunt.

Down Taunt: J2 does the animation where his jetpack blows up in his face from where he overcharges, but it doesn’t hurt him or how much he’s charged up.

Entrance: J2 blasts in from the background in a dramatic entrance landing in a cool explosion. . .Using up all his fuel. Idiot.

Results Screen Poses:

Win 1: J2 hovers and waves to the camera then goes to fly off the top of the screen, but then runs out of fuel and falls on his rump. J2 takes off his jetpack and holds it over his head looking into it to try to see if any fuel is left in it, wondering why it’s not working for all the fuel to splatter over him.

Win 2: J2 uses the boost to get through a closing door in the background just as it closes, then does a barrel roll to avoid crashing into the losers. Looks like all J2’s training with Peppy finally paid off!

Win 3: J2 smacks his pickaxe into the ground to dig for oil like in his fsmash, but the head goes flying off to hit one of the losers (at random) in the face, knocking them over and KOing them. J2 rubs the back of his head and shrugs to the camera.

Loss: J2 is sitting on his jet pack as a small chair and clapping.

Kirby Hat – Jet Kirby:​



Kirby gets the usual jet helmet that he gets when copying Capsule J2 in the games. When you press B, Kirby charges up, but he can’t hold the charge. When you release B, he’ll do Capsule J’s side special without any hesitation.

Color Swaps: Blue (Standard), Green, Red, Gold, Silver, Bronze, Black, White

Snake Codec Conversation:

Mei Ling: That’s Agent J, Snake. He goes around with the other Elite Beat Agents to sing and dance people back into good spirits!
Snake: He doesn’t look like much of a dancer, Mei Ling. . .He looks more robotic. Are you sure you’re looking up the right guy?
Mei Ling: Oh. . .Sorry. Here’s the right one. That’s XJ9, a teenage robot who tries to regularly save the world while-Snake: I don’t know what that thing is, but it’s not a robot. . .Got anything else?
Mei Ling: Uhhhh. . .Try this. Capsule J. He’s short’s and relies on his jets to move around, doing all sorts of fancy manuevers.
Snake: I guess that’d fit. . .What’s he look like?
Mei Ling: He’s short, round, blue, and has a green visor for a face. Fit the bill?
Snake: Just forget it. . .This guy is way too obscure.
 
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