BRZZZZZZT! THE SHOCKINGLY ROUND ELECTRODE HAS ROLLED INTO THE BRAWL! WATCH OUT FOR HIS SHORT FUSE!
--∑CHARACTER∑--
Electrode's main claim to fame is his astonishing speed and his capacity to store huge amounts of electricity in his body. Oh, and, of course, the fact that he can explode at the drop of a pin. Pokedex entries:
It stores electric energy under very high pressure. It often explodes with little or no provocation.
Electrode eats electricity in the atmosphere. On days when lightning strikes, you can see this Pokémon exploding all over the place from eating too much electricity.
They appear in great numbers at electric power plants. Because they feed on electricity, they cause massive and chaotic blackouts in nearby cities.
Electrode was among the first Pokemon to use the move Charge, which doubles the strength of its next electric attack. It's also famous for its use of Selfdestruct and Explosion, both devastating attacks that take it out as part of the bargain.
--∑THE TWIST∑--
Electrode has three states - Regular,
Charged, and
Fizzled. At the start of a battle, he's in Regular form. His Down B - which will be explained in depth - eventually sends him into Charged form. After using an explosive attack, he goes into Fizzled. Both of these change a large portion of his moveset, alternatingly making it stronger or weaker.
After being KO'd, he restarts at Regular form. Simple enough, right?
--∑OVERVIEW∑--
ANIMATIONS
Idle Stance --- Electrode looks a bit shifty, but keeps his broad grin on his face. Once in a while, he pulls a little spin.
Walk --- Slowly rolls forward, as any ball would do in his position. A fairly slow walk. If you've seen Electrode in Pokemon Snap, you'll know what this looks like.
Run --- Electrode rushes forward, rolling again, at high speeds. His is a fast run, comparable to Marth's, as befitting his stats in the game.
Crouch --- Uh oh! Electrode has no crouch! How does a stiff sphere crouch?
Roll --- Ummm... take a guess. Electrode literally rolls past foes. It's actually pretty short, since he only turns one vertical spin before it ends.
Spot Dodge --- Electrode rolls ever so slightly into the foreground, then way back into the background, and then back. Decently long and confusing dodge.
Air Dodge --- Electrode flips so that we only see his red underside, as he spins into the background. Short dodge.
Dizzy Stance --- Electrode is off balance, rolling and spinning as his eyes flit around in his sockets uncontrollably. His movement is erratic, so it's actually tricky to hit him.
Sleep Stance --- Electrode is tilted slightly down, his eyes shut, still grinning in his sleep. Kinda basic.
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STATS
Height --- Well, vertical and horizontal size is obviously equal here, and either way, about as tall as Mario, if a bit shorter.
Weight --- Electrode may be heavy in actuality, but you wouldn't know it, because he has all the hit resistance of a lightweight. Must be something to do with his compact ball shape. In any case, he's below average here, although not ridiculously so.
First Jump --- A very basic hop. Not too great in range. Not too horrible, either.
Second Jump --- Electrode pulls a twirls as he gains more height. Again, a slightly below average jump. For recovery, you'll have to rely on his exemplary Up B.
Power --- Electrode is good at racking damage, but when it comes to KO, you're going to be relying, 75% of the time, on an explosive attack. And, of course, this just gets worse when you've fizzled. Although, in Charge form, he has a couple more options up his sleeve.
Attack Speed --- This is good here. Many of Electrode's attacks come out almost instantly, to counteract their poor range. Those with better range are a bit slower.
Traction --- Electrode is quite a slippery customer. It takes him a bit of time to turn, and, even worse, at the end of a dash, he slides a ways before stopping. Not as bad as Luigi, but still... you're usually gonna wanna be approaching from the air.
Fall Speed --- Another good department. Electrode doesn't take FOREVER in the air, but he still leans towards floaty. Lets him pull off more aerials!
Range --- This is bad here. Many of Electrode's attacks have poor range, to counteract how quickly they come out. Those that are slower have better range.
--∑MOVESET∑--
SPECIALS
Neutral Special --- Selfdestruct --- Electrode closes his eyes tightly, facing the screen, for a second, and then... KABOOM! He blows up, with a hit radius a bit bigger than that he has in Brawl. After the smoke clears (which happens quickly) Electrode will be in Fizzled form.
Notes --- This comes out in a second, much quicker than it does in Brawl. It deals a very nice 20% and has knockback that is a
bit less than that of a Bob-omb.
Uses --- Many. The explosion has an excellent radius, making it one of his most ranged attacks, and don't forget, this can be used in mid-air as a fancy way of edgeguarding. The attack in itself is practically broken. HOWEVER, after its use, Electrode is fizzled, and he's much weaker in many ways. Therefore, timing is essential here.
Fizzled --- Electrode hunkers down and tries to explode, but only a puff of steam escapes him. He frowns, looking sad, as he does in Brawl when he fails to explode.
Forward Special --- Gyro Ball --- Electrode begins to spin like a top, frantically. A small crosshairs emerges from him. For about two seconds, you control the crosshairs. After the two seconds are up, a small greyish ball of light shoots out of Electrode, zooms speedily to the spot where the crosshairs where, and explodes in a fireworks-like blast, about the size of a PK Flash.
Notes --- Obviously, this attack has a duration of two seconds. Those two seconds are utilized to lock onto a foe. Once the time is up, the ball gets there as quickly as possible, although it can't go through solid surfaces. It doesn't hurt anyone along the way. Its final explosion, though, deals a great 13% and has very, very nice knockback.
Uses --- This takes a while to activate, and if Electrode is hit, it's cancelled, so using it when the foe is near is a bad idea. On the other hand, the crosshairs moves quickly, so it's an ideal way to pester a foe way on the other side of the stage. It's ideal for edgeguarding, since it has KO potential in its own right. Just make sure you properly predict where they're gonna be by the time the Gyro Ball gets there.
Charged! --- Instead of a mere Gyro Ball, Electrode launches a Zap Cannon! This one moves a bit more slowly, and is a larger ball of lightning, but its explosion is about twice as large and deals 16%! This one doesn't do any knockback, but rather suspends the foe in the air, paralyzed, rather like ZSamus's B, for two seconds, just enough time to get in there and PUNISH.
Fizzled --- Instead of a Gyro Ball, Electrode launches a puff of smoke!... Wait. Yeah, this is just a large puff of smoke. The explosion is about the same size, but it's... just smoke. It deals about 5%, but with not even flinching knockback.. and kinda obscures the screen for a few seconds. Yeeeeah... no. Not worth the long start-up.
Up Special --- Magnet Rise --- Electrode glows and sparks for a second as he rises into the air. Suddenly, he hurtles towards the nearest solid surface. This can be bumpy, flat, upside down, or curved. Upon contact with it, he'll stick to it as if attracted by a magnetic force. He's essentially in a wall cling here. He can then jump off and repeat the process.
Notes --- The magnetic attraction only goes a certain distance; if he's more than a Fire Fox away from the surface, he won't be able to move. In any case, this usually homes on to walls, but it can also take him straight to a ledge if that's within reach. He can only use two Magnet Rises before landing on solid ground.
Uses --- This is a very handy recovery. However, it's tricky on some stages; since he locks onto the NEAREST surface, he could end up under the stage, where, even after jumping out of his wall cling, he can't reach the ledge with his second Magnet Rise.
Fizzled --- Electrode pulls out the very last bit of magnetism left in his body. When in this state, he can only use Magnet Rise once before touching the ground, and its range is slightly shorter. Makes it quite difficult to recover at the best of times.
Down Special --- Charge --- Upon pressing Down B, Electrode goes into a charging animation; he shuts his eyes tight, scrunches himself up a bit, and motes of energy start appearing around him and going into him. You need to charge for a total of seven seconds to reach charged form. This is pretty easy to pull off; he charges as long as you hold Down B, and the amount he's already charged carries over to the next time he uses it.
Notes --- Electrode goes into his charging animation and comes out of it almost instantly, making this more than just an attack you can use when the foe is far away.
Uses --- It's so easy to pull off that you should be charging during every instant when you're not trying to combo or in imminent danger of being hit. Charged form is very good, but you need a whole seven seconds to reach it, so start adding it up as soon as the fight starts.
Charged! --- Electrode simply grins for as long as you hold Down B.
Fizzled --- Electrode scrunches up and pulls a concentrating face. Small puffs of smoke emit from him as he tries to restock his electricity. This works just like regular Charge, with him Charging for as long as you hold the button, and the charge you have carrying over to the next time you do it. After about eight seconds total, he'll spin sharply, all the dust and grime flying off of him. Congrats - you're no longer Fizzled.
---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---
STANDARDS
Neutral A --- Tackle --- Electrode hops slightly forward, ramming foes with his body.
Notes --- This hardly give him any horiozontal distance at all, but he spends quite a while in the air. The hit actually does 3% with almost no knockback. Very low range, obviously, with puny priority. It comes out quick enough.
Uses --- Almost nothing. This can really only be used to chain into AA, which is somewhat decent.
AA --- Rapid Spin --- If you tap A while Electrode's still in the air from Tackle, he'll repeatedly spin like a top as he goes.
Notes --- This causes the Tackle to do multiple hits of 1%. You'll often get five or six in, if you properly caught the foe.
Uses --- Excellent way of racking up damage with an attack that isn't too conspicuous. The major selling point for this is that it remains unchanged even when you're fizzled. In that state, it's probably your best damage output mechanism.
Dash Attack --- Rollout --- Electrode simply speeds up his rolling dash for a brief distance, hurtling forward at a sudden breakneck speed.
Notes --- Unlike Sonic's, this has very horizontal knockback. It comes out almost as quickly, but only does 5%, and can't KO. This combined with the usual poor priority/range...
Uses --- ...Makes this an attack well worth skipping. It's decent against inexperienced foes who don't know how to predict it, but otherwise, pass.
Charged! --- This time around, small sparks materialize around Electrode as he rolls. As in Pikachu's Down Smash, foes are pulled in by the sparks and therefore pulled along as Electrode moves. Multiple hits here, each dealing 2%, for a maximum of 14%. Much more decent, although still predictable.
---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---
Forward Tilt --- Thundershock --- Electrode pulls a grimace and a small spark emerges from his forehead, crackling like a whip for a second before fading.
Notes --- This takes about 0.5 seconds to come out, so it's pretty quick. The spark hands out multiple hits, each doing 2%, for a maximum of 10%. Like many lightning attacks, the foe is sucked in, which kinda makes up for the surprisingly short range of the spark. There is no knockback at the end, but some wind-down lag, making it impossible to chain multiple Thundershocks.
Uses --- Damage racking, foremost. One of Electrode's higher priority attacks, without losing too much speed. Small hitbox, though, and, unless you catch the foe in the whole thing, they hardly take any damage.
Charged! --- The lightning bolt that emerges from Electrode is now a whip about as large as Sheik's. This pretty much just makes it more ranged and disjointed. However, the start-up is now 0.8 seconds, so it's quite a bit slower.
Fizzled --- A tiny wire pops out of Electrode's smoldering forehead and lets out a tiny spark as it waves about. As a contrast to the Charged form, this is pretty much waaaay smaller. You literally have to be on top of Electrode to be hit by this. However, it comes out stunningly quick. Even with the speed, though, you're rarely going to be hitting with it.
Up Tilt --- Flash --- Electrode hops slightly into the air, then scrunches himself up, and suddenly flashes pure yellow. This counts as a first jump; he can use his second jump immediately.
Notes --- This comes out about as quickly as you'd expect it to, but it's pretty predictable. On the other hand, they might just think you're going for a real jump. If they're literally right on top of you for the very short duration of this attack, they take 14% and are knocked away on an angle depending on the angle they were hit at. This doesn't have KO potential, disappointingly, and a very small hitbox. Low priority.
Uses --- Like many of Electrode's attacks, this suffers from lack of range and priority. Worse still, it only has a split second of hitbox open. On the other hand, this does plenty of damage and is perfect for getting the opponent off your back. At lower %s, you can follow this up with a second jump and an Aerial.
Charged! --- Electrode glows for the whole duration of the hop! This means that contact with him for the whole attack will give you 14% and the knockback. The hitbox comes out much more quickly, therefore. Much more handy, and a great way of spacing a foe who's in too close, although it still has low priority.
Fizzled --- Electrode simply hops up without flashing at all. He uses his body to hit foes instead, but that does a mere 4% and tiny upwards knockback. Still, look on the bright side; it's easier to follow up on with an aerial.
Down Tilt --- Sonicboom --- Electrode turns upside down and spins like a top, causing small shockwaves that look kind of like wind to shoot out to either side of him.
Notes --- This takes 0.6 seconds to come out, relatively quick. The shockwaves don't go out very far, though... about half of Electrode's size to either side. It only hits foes who are on the ground proper, and does a set 5%. It sends them flying outwards and away, but not all too far. Decent priority.
Uses --- When you need breathing room and want a bit more range, this is your attack. You're going to be using this a lot when you're fizzled, as it remains unchanged, and therefore one of his only ranged attacks. Otherwise, you have better, electrical options.
---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---
SMASHES
Forward Smash --- Spark --- Sparking with electricity, Electrode suddenly zooms a short distance - half a Battlefield platform - forward, ramming foes with his body.
Notes --- This comes out astonishingly quickly for a smash. It does a decent 13%, but with kind of below average knockback, unfortunately. It has decent range, since Electrode moves forward, but the same old bad priority.
Uses --- This is a great move for surprising foes who think that they're comfortably out of range. It's not going to be KO'ing until very high percentages, though. It's a decent option until you're Charged, but since it doesn't get bolstered then, Electrode'll have better attacks.
Fizzled --- A simple one - the exact same thing happens, minus the sparks. Instead, a small puff of steam shoots out of Electrode at the start of the attack. Without the power boost, it does only 9%, with slightly less knockback.
Up Smash --- Swift --- Electrode turns onto his side and spins, small stars materializing around his middle to make a bigger hitbox.
Notes --- This takes about 0.8 seconds to come out, so it's not Electrode's speediest attacks. However, the hitbox is at his middle and is pretty big thanks to the stars that circle him like a planet's rings. This one does multiple hits as he spins, each of 3%, for a total potential 18%. It has little knockback, though, even on the last hit.
Uses --- This is a fantastic damage racker. It's got a decently sized hitbox that can really catch aerially approaching foes by surprise, and the stars are pretty useful in that they suck foes in slightly. Use liberally.
Fizzled --- Very obvious, isn't it? No stars appear, meaning Electrode just turns and spins. It's a bit quicker, but loses the range, priority, and useful properties, and does a mere 11% with a single hit.
Down Smash --- Static --- Electrode suddenly moves back and forth very quickly, like a mini version of Sonic's Down Smash, but several times more. He then jumps slightly off of the ground as a series of lightning bolts crackle beneath him, hitting multiple times over a fairly large area (almost as much as battlefield platform).
Notes --- This takes just a bit over a second to come out, as Electrode rubs the ground with his body. This process does NO damage, even though it seems as if it should. He hops off the ground fairly quickly, and then the lightning bolts begin to shuffle around beneath him, forming almost a cage. This has a nice surface area, and sucks foes in to multiple powerful hits, each dealing 4%, for a potential total of 24%! The final hit shoots foes slightly away on a horizontal trajectory. The whole attack takes up a bit over two seconds.
Uses --- This is a powerful but sadly slow attack. It's decent at edgeguarding, as it has the perfect timing to capture a foe in its bolts just as they reach the ledge. It's also yet another fantastic damage racking mechanism. Not to mention that the early part of it - the shuffling - is great for mindgames, as it looks almost like a foxtrot where Electrode doesn't turn.
Charged! --- Since Electrode is so full of static already, it takes only one or two rubs against the ground to transfer the charge. Essentially, this means that the attack's start-up is cut in half. This makes it much more useable as a whole, and a great tool for building up damage.
Fizzled --- Oooh. Electrode has to rub against the ground for TWICE as long to see any effect, and even then, the effect is minimal, making only a tiny little sphere of lightning on the ground directly beneath him. Each hit here does a mere 2%, for a maximum of 12%. In other words, once you're fizzled, avoid this one.
---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---
AERIALS
Neutral Aerial --- Discharge--- Electrode, facing the screen, releases an small, translucent circular wave of electric energy from his core.
Notes --- This wave hardly leaves Electrode's body before fading, so its range is mostly overlapping Electrode himself. Therefore, blah blah, lousy priority. This attack does a mere 4%, with no knockback. Its important properties are twofold: it comes out FAST; it paralyzes foes right in midair a la ZSamus Down Smash/B. It holds them there, unmoving, for a second or so.
Uses --- Now, this paralyzes the foe for just enough time to follow up with another, more effective aerial, or even a Selfdestruct in a pinch. It doesn't help Electrode's lack of KO moves, but it CAN chain into one.
Fizzled --- Umm... nothing happens. Electrode kinda pulls a face, trying to concentrate, but only a small puff of smoke emerges from him. That's it. Umm... fourth taunt, anyone?
Forward Aerial --- Thunder Wave --- Electrode focuses and a ring of crackling lightning appears directly before him, at eye level with him. The ring is about half the size of Electrode himself.
Notes --- The ring created by this attack doesn't come out too quickly; this is a slower aerial. It crackles there for about a full second, dealing multiple hits the while. A foe caught right in the ring will take about 12% from the whole attack.
Uses --- This is probably Electrode's most useful aerial, as it has truly excellent range. It's also a good damage-dealing machine. However, to truly capture the foe in the ring is a real challenge; you're more likely to use this as a spacing tool.
Charged! --- The ring almost doubles in size! Now, it's just as big as a second Electrode, hanging in the air before him! This obviously makes it waaaay easier to actually catch the foe in the middle for all of those juicy multiple hits. Nothing else really changes.
Fizzled --- Instead of a ring of lightning, a ring of smoke emerges from Electrode's forehead. It kinda hangs there for a little while, obscuring vision quite nicely. If a foe passes right through it for the three or so seconds it remains, they'll take 1% without even the slightest knockback. The use of this attack is primarily to frighten the foe and cover up your own movements; this is vital for Fizzled Electrode to be able to get in close.
Back Aerial --- Light Screen --- True to its name, a thin wall of light - about as high as Electrode's body itself - materializes behind him, hanging there for three seconds where it was summoned. Can only be used once every ten seconds.
Notes --- This has a mere second's lag as Electrode releases his charge. The light screen lingers where it was placed, suspended in the air. It can be walked through or jumped through or attacked through or pretty much anything else-through. However, if it captures a projectile - an energy projectile - that projectile will be absorbed by the screen. It doesn't end there. At the end of its three second lifespan, if Electrode is near - one body length away - its charge will be transferred to him, leaping into him in the form of a lightning bolt. This, as you may have guessed, increases how much he's charged himself. A blaster bolt from Fox cuts down how much you need to charge by 0.5 seconds. A Samus blast cuts it down by three seconds.
Uses --- This is primarily for the stoppage of projectiles, and it serves that purpose wonderfully, as, against campers, this is a fantastic way to get up to full charge. Since it cuts down how long you'll have to charge, it means that you can charge yourself without living in fear of the projectiles constantly cutting you off. It's also good as a surprise tactic against an aggressive foe who won't give you breathing space, but, at the same time, likes to mix it up every once in a while.
Charged! --- Everything happens almost the same way. However, since Electrode is now so magnetic, the light screen will follow him around, staying a constant distance away from him, for the duration of the attack. To dodge projectiles, now, all you have to do is turn your back on them. Obviously, it doesn't add to your charge at the end. However, now, the projectiles will be reflected instead of just absorbed! Very handy.
Fizzled --- Happens similarly, except it doesn't add to your charge and the light screen can only swallow one projectile hit before shattering.
Up Aerial --- Charge Beam --- True to its name. This attack takes about one second to start up, one second in which Electrode is deadly still. After that, a pillar of lightning reminiscent of Pikachu's Thunder shoots down onto Electrode. After being hit, Electrode's Charge increases.
Notes --- As I say, start up lag abides. It only does minimal knockback and about 3% in a single hit, keeping it from being as annoying as Thunder. It does, however, reduce your remaining charge time by the one second it took to start up. It only does this if it isn't interrupted by an overhanging platform. Obviously, it no longer does this once you're charged.
Uses --- If you want to charge without being vulnerable, this is your attack. It's a really ncie way to poke out at foes who are approaching from above; you won't inflict any real harm, but you will screw up their approach. Once you've Charged, though, this is a subpar option, since it isn't improved in any way.
Fizzled --- Kinda obvious by now? A pillar of smoke emerges from Electrode and zooms straight up. This looks very wide and intimidating, but does absolutely nothing. A strictly visual effect. Of course, as aforementioned, this visual effect is crucial to fizzled Electrode's game.
Down Aerial --- Magnet Bomb --- A stall-then-fall. Electrode rises a bit, glowing silver, then turns and drops head-first at a high speed. This is your typical attack if he hits solid ground, or if he jumps off the ledge with it, but if he makes contact with a foe, he goes KABOOM, as seen in Selfdestruct. He'll be in Fizzled form afterwards.
Notes --- This takes a bit under a second for the stall part. Electrode drops fast, looking like a silver bullet/oval thing. If he hits ground, he'll bounce off, losing his glow, and that's that. If he makes direct contact with a foe, KABOOM. For details of the explosion's properties, see Selfdestruct above. It's the same thing.
Uses --- This is way harder to land than a simple Selfdestruct, since you have to make contact. It's easy enough to just airdodge or spotdodge it. However, it'll really keep any foe on their toes, as Electrode descends really quickly. Be careful not to suicide with this one.
Fizzled --- Electrode still pulls the attack off; however, he can't explode and doesn't glow. Instead, he goes right through foes he smashes, giving very low knockback and about 5%. he trails smoke like a shooting star. A bad option.
---~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~---
THROWS
Grab --- Electrode releases a small line of lightning. It reaches out a frustratingly short distance, then reels the foe in, whereupon Electrode hops slightly off of the ground and they slowly rotate in orbit around him. Not too quick a grab, but with okay range. Tapping A will cause him to release a bit of electricity into them, dealing 2%.
Fizzled --- No line of lightning, no way to grab. Fizzled Electrode has no grabs.
Forward Throw --- Flash Cannon --- Electrode launches the foe forward with a large ball of light in their gut. After a certain distance, that ball explodes in a flash, temporarily making all ground-bound foes dizzy.
Notes --- You won't have time to get off the ground before it explodes, which means that this throw will always make Electrode dizzy. It won't work on the foe, since he's in the air. On the other hand, he'll take 14%. Low knockback, but 14%. And, in multiplayer, this'll also hit everyone else who's not in the air.
Uses --- This has titanic damage for a throw, but at the cost of them landing a shot on you. The dizziness is pretty short, so if you tap frantically and they have a bit of damage already, you should get un-dizzy before they can punish you. Handy for racking damage, not that Electrode needs much more in that department.
Back Throw --- Mirror Shot --- Remember how a grabbed foe rotates slowly around Electrode? Well, this throw causes him to unleash his magnetic hold over them, sending them flying at whatever angle they were at that moment in relation to Electrode's body.
Notes --- Get it? If they were currently right above him, they'd fly straight up. If they were beneath, they'd be bounced off the ground. And so on. The actual knockback isn't too good, but it IS versatile. Only 5% is dealt by this weak throw.
Uses --- This is a weeeird throw. It may be back, but it'll usually end up going in some other direction. In fact, at lower percents, you're unlikely to be able to hold them long enough for them to complete one full orbit around him. However, its versatility more than makes up for this; any angle is fair game.
Up Throw --- Vital Throw --- The foe grabs Electrode by surprise and tosses him straight above!
Notes --- WHAT??? A throw where Electrode is the one who gets thrown??? Yes, that's right. Electrode here takes 5%, and fairly small upwards knockback. What? Why? It makes no sense? Hey, he's the ball. People throw balls.
Uses --- At first glance, this is the stupidest attack ever. However... wait for it... at the right %, this is the ideal set-up for a Magnet Bomb down aerial, and to blow them up! This is going to be one of your major set-ups for a KO once they reach higher %s. Pretty neat, eh?
Down Throw --- Thundershock --- Electrode releases the foe on the ground beneath him, and lets loose with a flurry of lightning bolts on them. They are therefore paralyzed.
Notes --- This looks painful, but only deals 6%. It also has no knockback, only leaving the foe stunned as in ZSamus's B or Down Smash.
Uses --- The foe will be paralyzed for about one second, so follow up with something! This can't really be used to chain into Selfdestruct, as the foe will have a nice window in which to escape before you blow up, and that's really not something you want to be using frivolously. Still, chain it into a damage racker!
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FINAL SMASH
Final Smash --- Explosion --- Electrode begins to glow a violent yellow, drowning half the screen in it, and then explodes, a great tempest of fire and smoke that covers a radius as big as TWO smart bombs! However... Electrode is KO'd.
Notes --- Once you press B, foes can't do much; the explosion is on its way! In that last split second, they can scurry to get out of its reach, but the blinding light makes it hard to see how far away you really are. The explosion itself sends anyone it hits FLYING, with godly knockback, and a full 60%! How unfair! But... Electrode is KO'd, and vanishes in the explosion, respawning along with his victims. What a ridiculous attack.
Uses --- This Final Smash is pretty much game over if they're at all damaged; just get in close and KABOOM, off they go. The effect is very intimidating, what with the column of smoke and fire and all. However, you're not gonna want to use this if you're not already damaged. You're going to want to hold on to the Final Smash until you've taken some substantial damage already... or until you're Charged.
Charged! --- Electrode is fully charged, oh no! And he used his Final Smash! Now he's super-charged! He's invulnerable in this state, still taking damage, but with constant super armor. All of his attacks do 1.5 times the damage. Best of all, foes are now attracted to him by the immense magnetic charge stocked in his body. In the ground or in the air, they're pulled to him as if by a wind, at a decent speed. This makes it so, SO easy to rack up tons and tons of damage and the unsuspecting foe; and, as soon as they reach a sufficient amount, just hit 'em with a Selfdestruct. His super-charged form lasts for about twenty seconds.
Fizzled --- Awww, poor fizzled Electrode, can't do anything about it... or can he? Using his Final Smash here causes a thunderstorm to brew way up above. Three bolts of lightning will descend. The first is right in front of Electrode, wherever he is. The second, right behind him. The third will come down, ripping through foes, and hit Electrode directly! He proceeds to devour the electricity all around him, and - yes - become fully charged! The lightning bolts deal 20% and pretty good knockback to any foe they smash in to. You're going to have to chase them down if you want the bolts to make contact, since they always fall in the same pattern.
--∑PLAYSTYLE∑--
THE ENERGY CYCLE
Playing Electrode is all about timing, technique, and pressure. At the start of the match, our primary objective will be to Charge yourself and to rack up damage. Electrode has many options for that. However, you’ll also want to be spacing and sneaking in Charges, and why?
Electrode by default needs to be right next to a foe to do any damage to them. His speed and mobility help him a bit with this, but his pathetic priority doesn’t really do him any favours. Until you’re charged, you’re at a disadvantage, and any head-on clash will end up in the opponent’s favour. Sneak in Charges at every available moment. Pace yourself, and focus on your more ranged attacks – Forward Aerial being chief among them, as well as Gyro Ball – to buy yourself time.
Once Electrode is charged, things change. Many of his attacks have excellent range, now, or at least improved properties. He still suffers from lack of a KO move, but he can now dish out the damage like there’s no tomorrow, racking up well over 150% with a single chain of close-combat attacks.
So, the foe is sufficiently electrified. You want to bide your time until there’s a real opening. Once you see an opportunity, a real chance, go ahead and launch your Selfdestruct. If you fail, you’re kinda in trouble, as fizzled Electrode has no KO options whatsoever. In that case, you’ll have to rely on gimping. This is part of the reason why you want to ensure the foe is at huuuge %s before going for the kill. As fizzled Electrode, now, you have only one advantage; the smokescreens summoned up by many of his attacks. It’s not too hard to keep the screen shrouded in greyish steam, where you might just be able to get in close enough to the foe to make up for his lousy priority. Still, it’s a tough battle; you want to spend as little time Fizzled as possible. Take risks to get in those vital Charges, and go back to your regular state.
Whatever his form, a large part of using Electrode is making wise stage choices, due to his unique recovery. A stage like Pokemon Stadium is very bad; you’re going to end up homing in on the underside, or even on the tall support in the center, where you won’t be able to return. A stage like Yoshi’s Island, with steep, flat edges, is vastly superior as a pick.
In general, Electrode’s all about compiling electricity, releasing it with a bang, and then repeating the cycle. He makes up for low range and priority on most attacks by keeping up a steady assault, staying right in the foe’s face, or by playing a spacing game, staying at a distance and stocking your lightning capacity. Energy is the key word here. Generate it, use it, spend it.
--∑EXTRAS∑--
TAUNTS AND POSES
Up Taunt --- Electrode turns upside down and flips so we see his back. Without his face visible, he looks exactly like a Pokeball. He stays like this for about a second, then flips back.
Forward Taunt --- In a taunt reminiscent of one of Meta Knight's, Electrode rises slightly into the air and spins rapidly, like a top, dazzling us with his speed.
Down Taunt --- Electrode starts vibrating like crazy. It looks as though he's been placed into a washing machine.
Victory Pose #1 --- Electrode is right next to a Pokeball. He casts it a few shifty looks, then appears to have an idea, and flips upside down, looking exactly like the Pokeball next to him, but bigger.
Victory Pose #2 --- Electrode smiles broadly in the foreground as several large lightning bolts crash down onto him, electrifying him and causing him to spark with energy.
Victory Pose #3 --- Electrode focuses for a second, then causes a huge web of crackling lightning to jolt all around him, filling the screen. He sits in the centre of this chaos, grinning and looking behind him.
Losing Pose --- Electrode attempts to explode in the background, but fizzles out instead. He frowns, miserable:
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ALT COLOURS
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SNAKE'S CODEC
Snake - Colonel, what is this ball and why is it fighting me?
Colonel - Snake, stay away from that. Electrode is packed full of electricity, and it can unleash it at any moment.
Snake - So you're saying I should stay at range?
Colonel - It may be quick, but it's just a ball, after all. Take advantage of how close it needs to be to harm you.
Snake - Right.
Colonel - And don't get blown up.
Snake - WHAT?
Colonel - *end transmission*
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MISC EXTRAS
Entrance --- Electrode pops out of the obligatory pokeball. His is a fast ball:
Wiimote Sound --- The sound of crackling electricity, followed by a large and booming explosion.
Kirby Hat --- Kirby becomes more or less an Electrode with limbs:
He gains the ability to use Selfdestruct, but he has so little electricity that his explosion is little more than a pop, and does only 5% with minor knockback. But hey, it's reuseable.
Victory Theme --- Electrode's theme is the chilling but mechanical
Power Plant theme.
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