UnSaxon51
Smash Journeyman
- Joined
- Mar 3, 2008
- Messages
- 285
- Location
- SoCal
- NNID
- UnSaxon51
- 3DS FC
- 0619-3482-4034
- Switch FC
- SW 1864 9526 0695
Don't get caught in his iron grip!
Height: 5'11"
Weight: 260.1 lbs
Type: Bug/Steel
Classification: Pincer Pokemon (also called the Scissors Pokemon)
Pokedex Entry: Scizor has a body with the hardness of steel. It is not easily fazed by ordinary sorts of attacks. This Pokemon flaps its wings to regulate its body temperature. It swings its eye-patterned pincers up to scare its foes. This makes it look like it has three heads. These pincers, which contain steel, can crush any hard object it gets a hold of to bits.
SUMMARY
(Scale of 1-10)
Size: 7 ~ Scizor is pretty tall, about the same as Link.
Power: 9 ~ Scizor is renowned for its high attack stat, making it one of the strongest characters in the game.
Attack Reach: 7 ~ His claws give him some extra reach, but not too far.
Attack Speed: 4 ~
Walk Speed: 2 ~ Um... he's made of steel. He don't walk fast.
Dash Speed: 5 ~ But he does have wings, which gives him a moderate run speed.
Air Speed: 4 ~ Not terrible, but certainly not great.
Fall Speed: 8 ~ Yeah... he falls like a rock... made out of metal.
Weight: 8 ~ He flies about as far as one too.
Floatiness: 3 ~ Yup. Still steel.
Ground jump height: 3 ~ His jump is pretty bad due to his weight.
Air jump height: 4 ~ His wings help a little in the air, but not by much.
Traction: 9 ~ His heavy weight and low speed allow him to start, stop, and turn very quickly.
Glide: no
Crawl: no
Wall Jump: no
Wall Cling: no
Tether: no
Character Portrait:
Universe Symbol:
POKEMON SKILLS
PROS
BATTLE STRATEGY
Coming Soon
BATTLE SCENE
On-Screen Entrance: A rectangular hedge appears on stage. A slash mark goes from bottom-right to top-left, followed by another going from bottom-left to top-right. The hedge then falls to pieces and disappears, revealing Scizor in a battle pose.
Oh snap! Didn't expect that for a Pokemon entry, did you?
Standard: Scizor bobs up and down in place every second or so. His right pincer is in front of him just below his face, and the other is held lower and to the left. They are both angled upwards in the direction he is facing, and he snaps them impatiently every once in a while. His open wings also flit occasionally.
Idle pose 1: Looks at his right claw (the one he holds in front) and examines it to make sure it's still sharp. Satisfied, he snaps it shut.
Idle pose 2: Scizor's wings retract, he takes a breath as if overheating, and then flutters them quickly to cool down.
Crouch: Scizor kneels on his left knee with pincers ready to attack in front of his torso. Cuts his height roughly in half.
Walk: At slow speeds, Scizor inches forward with his pincers in a slightly defensive pose in front of him. At standard walking speed, he moves with a heavy metallic gait, pincers at his side.
Run: Claws pulled back and pointed forward, Scizor glides along the ground with wings buzzing.
Jump: Bends his knees and then pushes off the ground with his legs and a single flap of his wings.
Air Jump: Flutters his wings several times and "jumps" from his left leg, with the right one bent in front of him. Claws are held out to the side and slightly behind him.
Ascending Pose: He faces diagonally up, elbows at his sides, claws facing "palm up", wings spread wide.
Descending Pose: Looking downward, both knees slightly bent, claws held in front of him, wings pointing straight back.
Shield: Folds in his wings and then places his claws in front of at chest height, forming the shield bubble around himself. He holds the right claw above the left one, using them to defend oncoming blows.
Forward Roll: Buzzes wings and slides forward while turning around. (like Mewtwo's except slower and only travels about half the distance)
Backward Roll: Closes wings and takes two small hops backwards.
Sidestep: Takes a small step to his right while leaning in the same direction and twisting slightly clockwise. His wings remain closed during the dodge.
Air Dodge: Turns to the side with his claws pulled close to his shoulders.
Ledge Hang: Grips the ledge with his right claw as the left hangs at his side. Wings are folded while hanging.
Ledge Roll: In one fluid motion: pulls himself up by his one arm, then buzzes his wings to hover forward as he stands up.
Ledge Roll (100%+): Grabs with the other claw, pulls himself up to chest height, folds his wings, and then tumble rolls once before standing.
Asleep: Scizor's wings fold in as he bends at the waist with his pincers hanging limply in front of him.
Dizzy: Rocks slowly from one side to the other, apparently being pulled down on each side by the weight of his claws.
Trip: Scizor's eyes grow large in surprise as he waves his claws to the sides and then falls flat on his face.
Topple: Scizor stands with his "toes" on the ledge. His heavy claws start to drag him forward until he reaches a 45-degree angle. He then buzzes his wings to bring him back to standing upright. Repeat.
BATTLE TERMINOLOGY
Damage: How much damage the attack does
Knockback: How far the opponent flies when hit
Range: How far the attack reaches
BATTLE MOVES
~STANDARD ATTACKS~
Neutral Combo 1 - False Swipe
Scizor backhands the opponent with his right claw.
This move has low startup time and almost zero recovery time. However, the range is bad (only hits immediately in front of Scizor) and it has terrible damage. It does however, have fairly good hitstun.
Damage: 1% / Knockback: very low / Range: low / Priority: low
Neutral Combo 2 - Bullet Punch
Scizor follows up his pathetic tap with a fast and powerful jab from his left claw. Accompanied by a ricochet sound.
This is an excellent follow-up to False Swipe. It comes out just as fast but has significantly more damage and knockback. Range is slightly better, but not great. The recovery is a little laggy, but not terrible.
Damage: 5% / Knockback: medium / Range: medium / Priority: medium
Dash Attack - Double-Edge
Scizor puts his claws (pointed upwards) in front of his body with the tops of them facing the opponent. He then closes his wings and leaps forward in a full-on body tackle, landing on top of the claws and sliding forward slightly. He then slowly gets to his feet.
This attack is powerful, but is also a commitment. It has excellent damage and knockback, and the sliding frames have an additional hit box, but it has a noticeable startup animation, a long duration, and a long recovery time.
Damage: 11% (tackle), 4% (slide) / Knockback: high (tackle), low (slide) / Range: medium / Priority: medium (tackle), low (slide)
Forward Tilt - Iron Head
Scizor leans down into a lower stance and gives a very short charge leading with his head. His wings are closed and his claws are at his sides during the attack. After finishing, he shakes his head once and returns to standard pose.
The move has the slight start up animation of the initial crouch as well as a very small hitbox (his head); there's also a minor cooldown when he shakes his head. However, he has super-armor frames during the actual charge, and the move will go through pretty much anything that isn't a disjointed hitbox.
Damage: 9% / Knockback: medium / Range: low / Priority: very high
Down Tilt - Vacuum Wave
While kneeling, Scizor opens his claws horizontally and begins to draw the opponent closer like a vacuum. After approximate 3/4 of a second, he thrusts both claws forward and snaps shut, then pulls back to his crouch.
Yes, I know this is nothing like how Vacuum Wave works in the games. No, I don't care. Anyway, the draw-in effect works pretty much the same as Ganon's up-tilt, although it has shorter range and a shorter delay before release. The actual attack is pretty fast and the recovery time isn't that bad either. It has decent knockback, but won't kill until higher percentages.
Damage: 10% / Knockback: medium / Range: low (vacuum range is medium) / Priority: medium
Up Tilt - Air Slash
Pulls his claws to his chest and vibrates his wings rapidly for a moment, then bends over so the wings are pointed upward. He then flaps the wings once, causing a blade of wind (about as wide as Scizor) to shoot straight up about 3/4 of his own height. He then returns to his upright position.
This move only hits directly above Scizor, not to the sides. The windup time for this move is pretty bad, especially considering the relatively poor damage and knockback. The recovery isn't too bad, but unless the opponent was hit or really far away, it's still pretty punishable.
Damage: 7% / Knockback: low / Range: high / Priority: low
~SMASH ATTACKS~
Forward Smash - Night Slash
Scizor lifts his right claw back and holds it close to his left shoulder. He then leans forward and slashes horizontally in front of him. The vicious strike leaves a dark, purplish trail behind it. As the streak fades, he snaps the claw and returns to normal stance.
The draw back is where he starts charging the attack. The longer it charges, the darker the purple streak is, which also increases knockback. Fully charged it is Scizor's second strongest KO move (after max-power Fury Cutter). The pull back to his shoulder is somewhat slow, making this move very telegraphed. Fairly low cooldown on the move, though.
Damage: 15-22% / Knockback: medium-very high / Range: medium / Priority: high
Down Smash - Double Hit
Scizor lowers his stance and pulls his left pincer back, open and ready to strike. He then snaps at the ground to his right, followed by attacking the opposite side with his right pincer.
The charging animation is with his left claw pulled back, opening wider as the charge continues. The hit box is deceptive; even though he snaps at the ground, the area immediately surrounding his claws also counts as a hit. The start up and ending lag are about the same, neither of which is too terrible.
Damage: 12-17% to each side / Knockback: low / Range: medium / Priority: medium
Up Smash - Superpower
Scizor crouches down with his pincers just above his knees, then rises quickly, violently snapping each claw at a 45 degree angle. After a moment, he brings the two claws together, crushing the area above his head. He then lowers his arms and shakes his claws to recover from the power of the attack.
Scizor's most damaging smash. The outward strike and the upward crush are two distinct hits. The first hit has average knockback away from Scizor; the second has good knockback straight up and can hit from any point when he starts swinging the claws together. The damage potential if this move is staggering (theoretically up to 38%!!!), but the the knockback from the first hit makes hitting with both parts fairly difficult. The move has about a quarter-second of startup, a long duration (just over a second) and another half-second of ending lag, making it very punishable if it misses.
Damage: 13-18% (sides), 15-20% (above)/ Knockback: medium (sides), high (above)/ Range: medium / Priority: high
~AERIAL ATTACKS~
Neutral Air - Bug Buzz
Scizor draws his legs up and crosses his pincers in front of his face. He then vibrates his wings quickly, causing a green and yellow soundwave (complete with buzzing sound) to emanate from his center, surrounding his body. As the sound disperses, he lowers his legs and claws again.
Because it is sound based, this move has ridiculously high priority once it is out, but its range, damage, and knockback are all on the low side. However, it does completely cover his body, making it a nice aerial spacing move. It has the start up/recovery of Scizor scrunching up/stretching out, but it's minor.
Damage: 7% / Knockback: low / Range: very low / Priority: very high
Forward Air - Metal Claw
Scizor leans his whole body forward so that it is parallel with the stage (claws at his shoulders), then reaches out with both claws and mightily clamps them shut. He then pulls them back and returns to his standard aerial pose.
This is a very strong move (one of Scizor's best), but it has a fairly short duration and a very small hitbox. The only part of the attack that actually does damage is when the claws actually clamp shut. The start and end lag are about equal (about the same as Bowser's Up Air), though if Scizor hits the ground while performing the move, he lands face down and takes a lot of time to stand up again.
Damage: 13% / Knockback: high / Range: medium / Priority: medium
Back Air - Feint
Scizor starts the move almost identically to Metal Claw. As he comes parallel with the ground, he rotates to the left and twists sideways so that he is suddenly turned towards the opponent and strikes with an open right claw. As he pulls the claw back, he continues to rotate to an upright position, facing the opposite direction he started from.
The total start up time on this attack is pretty long, but since the beginning looks a lot like Forward Air, it acts like a fake-out maneuver. Unlike Metal Claw, the hitbox activates as soon as Scizor begins to extend his claw and lasts until he pulls it back. The recovery time is the same as Metal Claw, but without the extra landing lag.
Damage: 14% / Knockback: medium / Range: medium / Priority: medium
Down Air - Pursuit
Scizor raises his claws, folds his wings, and quickly drops straight down approximately two body lengths with one foot extended in a point. During the last fourth of the drop, his extended foot glows with dark energy. If he is still in the air when the move ends, he opens his wings and stops falling for a split second.
This is a fall-then-stall aerial. Deals normal damage during the falling animation, but if he connects once the darkness forms, he deals extra damage. Knockback is the same regardless. Hitting the ground at any point causes some short landing lag.
Damage: 7% (drop), 14% (end) / Knockback: low / Range: very high / Priority: low
Up Air - Wing Attack
Scizor withdraws his wings for a moment. He then leans forward a bit and pokes the area over his head by quickly extending the upper wings. He retracts them again and returns to standard pose.
The start and end recovery times have pretty much the same duration, and neither is very long. The entire wing is a hitbox, but the very tip does the most damage. This is the only aerial he has that auto-cancels if he hits the ground.
Damage: 8% (wing), 12% (tip) / Knockback: low (wing), medium (tip) / Range: medium / Priority: low
~SITUATIONAL ATTACKS~
Ledge Attack - Knock Off
0-99%: Grabs the ledge with both claws, then pops up onto the ledge delivering an upward kick on the way.
Damage: 7% / Knockback: low / Range: low / Priority: low
100%+: Climbs up about half way, then swats horizontally at the opponent with his left claw before finishing the climb.
Damage: 9% / Knockback: low / Range: low / Priority: medium
Prone Attack - Frustration
(face up): Rolls over part way and snaps horizontally towards his head side. Moves to one knee and snaps vertically at the other side, then stands up.
Damage: 9% each / Knockback: medium / Range: low / Priority: low
(face down): Flutters wings to bring him to his feet, punching to both sides as he does so.
Damage: 8% / Knockback: medium / Range: low / Priority: low
~SPECIAL ATTACKS~
Neutral Special - Fury Cutter
Scizor places his right claw close to his left hip for a moment and then rapidly slashes diagonally upward in a samurai-esque motion and holds the pose for a moment. He then lowers his claw and returns to default stance.
The hitbox is an arc directly in front of Scizor from his waist to just above his head. This is a unique move in that it is the only move in the game that gets stronger the more it is used. Each time you successfully hit an opponent with this move, its damage and knockback double. However, if you don't actually hit the opponent, the move resets to base damage and knockback. The move also resets if you: lose a stock, attack a stage hazard, or hit with the full power attack. The initial pose gives a sign that the move is coming, but when I say the slash comes out fast, I mean like 2-frames fast. He holds the pose after striking for almost a second, though, so if he didn't connect (or if it's the first hit), he'll probably get punished.
Damage progression: 2%, 4%, 8%, 16%, 32%
Knockback progression: very low, low, medium, high, very high
Range: medium / Priority: low
Side Special - Brick Break
Scizor raises both claws over his head and then delivers a downward hammer-blow to the ground, causing small cracks where he strikes, though these are purely for looks. If used in the air, the animation begins the same but he then continues swinging downward and then flips to bring himself right-side up.
This causes massive shield damage (like Marth's Shield Breaker or DK's Headbutt). Hits the opponent straight down; this either bounces them off the ground or spikes them if they are in the air. It has a bout a half-second of start-up time, and if he hits the ground, there is about another second of recovery. The lag in the air is fairly minimal because of the flip, but the aerial swing still only hits directly in front of Scizor.
Damage: 10% / Knockback: high (straight down) / Range: medium / Priority: medium
Down Special - Razor Wind
Scizor begins slashing rapidly at the ground in front of him, slowly creating a miniature tornado about half his own height. When he finishes, he spreads both claws outward, releasing the tornado in front of him. It travels along the ground at a constant speed, slashing at whomever it passes, until it dissipates.
This move is charged by holding the B button and released by letting go. The longer the button is pressed, the farther the tornado travels. The charge animation always takes at least half of a second, while the full charge takes 2.5 seconds. It lasts for as long as it was charged, but disappears immediately at the end of a ledge or at a wall. It moves at about the same speed as Wolf's Blaster shot, but passes straight through characters, items, and projectiles, dealing a single hit of damage to each. The tornado does no damage until it is released.
Damage: 7% per hit / Knockback: flinch only / Range: medium-very high
Up Special - Steel Wing
Encasing himself in a layer of protective steel, Scizor begins buzzing his wings rapidly, granting him temporary flight. While flying, his legs are pulled up and his claws are held in front of him threateningly, though they deal no damage. When the move ends, he spreads his limbs out, shattering the steel skin, creating a burst of metal debris, and giving him one last upwards boost, albeit a small one.
Scizor's otherwise mediocre recovery is somewhat redeemed by this move, which lasts a maximum of 3 seconds. It can travel roughly 2/3 the distance of Wings of Icarus. As long as the metal is active, he takes damage but no knockback. He cannot grab the ledge while in this form. The metal explosion at the end is the only damaging part of the move, and after doing so he goes into freefall. You can end the move early by pressing an attack button.
Damage: 10% / Knockback: medium / Range: low / Priority: medium
~GRAB ATTACKS~
Grab - Vicegrip
Standard: Reaches straight forward with claws open vertically and then clamps them shut to grip the opponent. Very fast to come out, but if he misses, he has lag with both claws remaining shut in front of him (similar to the animation for Wario's Chomp).
Dashing: While running he pulls back a little with both and then reaches forward in a similar fashion to his normal grab. However, if he misses, his claws continue in a downward angle and close on the ground, causing even worse recovery lag.
Pivot: Turns and quickly swipes horizontally with his left claw open. The range is slightly longer than his standard grab, and the lag is significantly shorter than the other two.
Pummel - Crunch
Holds the opponent in between both claws and crushes them with a cracking sound (similar to sound made by Snake's pummel).
Scizor can attack three times every two seconds.
Damage: 3% per hit
Forward Throw - U-Turn
Scizor holds the opponent by the upper body. He quickly turns away, dashes a very short distance (pulling them with him), pivots, and moves back in the original direction at the same speed. He stops on a dime and heaves the opponent with an underhand toss, sending them at a mostly horizontal angle.
The opponent receives damage when Scizor performs the actual turn-around maneuver, caused by the rapid change of momentum.
Damage: 8% / Knockback: medium
Back Throw - Fling
Scizor gets a grip on the opponent, turns, and chucks them over his shoulder at an upward diagonal angle.
This throw only does minor damage to the target, but anyone else that is hit takes a set amount of damage based on the thrown opponent's weight class.
Target Damage: 6% / Knockback: medium
Deadweight Damage: 1% (very light/Jigglypuff-Meta Knight), 3% (light/Fox-Peach), 5% (middle/Toon Link-Ivysaur), 7% (heavy/Wolf-Samus), 10% (very heavy/Ganondorf-Bowser)
Down Throw - Giga Impact
Scizor raises the opponent over his head with one claw and then slams them into the ground with screen-shaking force. Scizor actually hops a body distance away from the opponent and shakes his claw to recover from the concentrated power.
This throw automatically leaves the enemy in a prone position. Because of the moderate recovery time, Scizor cannot immediately follow-up with any other moves, but is out of distance of most get-up attacks.
Damage: 14% / Knockback: none
Up Throw - Aerial Ace
Scizor holds the opponent in his right claw and hovers up approximately one body-length. He then punches them with his left claw at a downward diagonal angle. The opponent flies towards the ground and bounces away a moment before Scizor lands where he started.
If Scizor is attacked by someone else while rising in the air, he takes damage but completes the throw. Scizor cannot perform any actions after finishing the throw until he touches the ground or is attacked.
Damage: 8% / Knockback: medium
~FINAL SMASH~
X-SCISSOR
When Scizor grabs the Smash Ball, he is ready to unleash his full power on his target. Upon activation, the camera zooms in on Scizor as he crouches forward, left leg bent, right leg straight back, pincers held down and behind him. He then launches forward at amazing speed (comparable with Sonic's dash) reaching about 2/3 the distance of Final Destination. Hitting a wall or ledge results in him stopping abruptly and losing the Final Smash.
Hitting an opponent holds them in place and triggers the attack portion of the move. Scizor violently slashes upwards with his right claw, creating a giant slash mark to appear on the screen from the bottom left to top right. He then slashes horizontally with his left claw as he moves past the opponent, holding his attack pose as a second slash mark appears on the screen, forming a giant X. Scizor makes a dismissive gesture and says "Scizor..." as the opponent is launched into the sky.
Each slash does 15% damage and will hit other opponents within two party ball lengths. The first causes stun, the second causes knockback. The target suffers a One Hit KO unless he hits a ceiling. Other enemies damaged by the second hit will be KO'd if they are at about 80% or higher (prior to taking damage).
RIBBONS
COLORS
Red Team: Default
Blue Team: Red turns to Royal Blue
Green Team: Red turns to Yellowish Green (shiny color)
Extra 1: Red and Black colors are reversed
Extra 2: Red becomes a white
Extra 3: Red becomes light-orange.
Taunts
Up Taunt: Raises both open pincers in the air, then snaps them both twice as he says "Zor!"
Side Taunt: Slides the inside blades of his claws against each other twice to sharpen them, then makes a "Come on" gesture with the right one.
Down Taunt: Bends into a partial sitting position with his pincers held at his sides and yells "Sciiiiiiz" as it buzzes its wings to create small gusts around it.
Victory Screen
Music: Pokemon Theme
Pose 1: Snaps to the left with his right claw, to the right with his left, and then thrusts his right open towards the camera. Open wings flit every few seconds.
Pose 2: Clicks pincers rapidly in front of him then raises them open above his head. As he is doing all this, he says "Sciiii-zor!"
Pose 3: Flits back and forth in the air, then an X-shaped slash is made across the screen. Cut to Scizor with one knee on the ground, pincers held out and back (as if he was the one who just slashed).
Loser Pose: Stands with back to the winner, wings closed, as he looks over his shoulder at the winner.
He can't really clap... he doesn't have hands!
Random
Kirby Hat
Kirby gains Scizor's 3-spiked crest. His Fury Cutter is much smaller than Scizor's (but has the same speed).
Codec
Snake: Colonel, there's some kind of giant bug out here.
Colonel: Careful Snake, that's no ordinary bug. That's Scizor, the Scissors Pokemon.
Snake: Scissors? What's it gonna do, give me a haircut?
Colonel: Don't get cocky, Snake. Its pincers are powerful cutting weapons and it wields them with expert skill. Not only that, but it also has a steel-hard exoskeleton that protects it from attacks.
Snake: So it's got both strong offense and defense, huh? Guess I'll need more than a fly swatter.
Colonel: That's right, but it has disadvantages, too. Even though it has wings, it can't stay in the air for very long because of its heavy weight. It also has a weakness to fire-based attacks.
Snake: Hm... Now I wish I hadn't left the flamethrower behind.
SCIZOR
is ready to make the cut!!!
National Dex No: 212is ready to make the cut!!!
Height: 5'11"
Weight: 260.1 lbs
Type: Bug/Steel
Classification: Pincer Pokemon (also called the Scissors Pokemon)
Pokedex Entry: Scizor has a body with the hardness of steel. It is not easily fazed by ordinary sorts of attacks. This Pokemon flaps its wings to regulate its body temperature. It swings its eye-patterned pincers up to scare its foes. This makes it look like it has three heads. These pincers, which contain steel, can crush any hard object it gets a hold of to bits.
SUMMARY
(Scale of 1-10)
Size: 7 ~ Scizor is pretty tall, about the same as Link.
Power: 9 ~ Scizor is renowned for its high attack stat, making it one of the strongest characters in the game.
Attack Reach: 7 ~ His claws give him some extra reach, but not too far.
Attack Speed: 4 ~
Walk Speed: 2 ~ Um... he's made of steel. He don't walk fast.
Dash Speed: 5 ~ But he does have wings, which gives him a moderate run speed.
Air Speed: 4 ~ Not terrible, but certainly not great.
Fall Speed: 8 ~ Yeah... he falls like a rock... made out of metal.
Weight: 8 ~ He flies about as far as one too.
Floatiness: 3 ~ Yup. Still steel.
Ground jump height: 3 ~ His jump is pretty bad due to his weight.
Air jump height: 4 ~ His wings help a little in the air, but not by much.
Traction: 9 ~ His heavy weight and low speed allow him to start, stop, and turn very quickly.
Glide: no
Crawl: no
Wall Jump: no
Wall Cling: no
Tether: no
Character Portrait:
Universe Symbol:
POKEMON SKILLS
PROS
- Very powerful
- Many high priority attacks
- Good reach with nearly all attacks
- Aerial attacks are excellent damage dealers
- Hard to knock off
- Up Special cannot be interrupted
- Neutral Special is immensely strong at full power
- Ground hugging projectile
- Slow movement both on ground and in air
- Poor jumping ability
- Easy to combo because of weight
- Noticeable start-up time on multiple attacks
- Most deadly attacks have significant recovery lag
- Up Special does not auto-sweetspot ledge
- Neutral Special requires multiple hits to be effective
- Avoidable, non-spammable projectile
BATTLE STRATEGY
Coming Soon
BATTLE SCENE
On-Screen Entrance: A rectangular hedge appears on stage. A slash mark goes from bottom-right to top-left, followed by another going from bottom-left to top-right. The hedge then falls to pieces and disappears, revealing Scizor in a battle pose.
Oh snap! Didn't expect that for a Pokemon entry, did you?
Standard: Scizor bobs up and down in place every second or so. His right pincer is in front of him just below his face, and the other is held lower and to the left. They are both angled upwards in the direction he is facing, and he snaps them impatiently every once in a while. His open wings also flit occasionally.
Idle pose 1: Looks at his right claw (the one he holds in front) and examines it to make sure it's still sharp. Satisfied, he snaps it shut.
Idle pose 2: Scizor's wings retract, he takes a breath as if overheating, and then flutters them quickly to cool down.
Crouch: Scizor kneels on his left knee with pincers ready to attack in front of his torso. Cuts his height roughly in half.
Walk: At slow speeds, Scizor inches forward with his pincers in a slightly defensive pose in front of him. At standard walking speed, he moves with a heavy metallic gait, pincers at his side.
Run: Claws pulled back and pointed forward, Scizor glides along the ground with wings buzzing.
Jump: Bends his knees and then pushes off the ground with his legs and a single flap of his wings.
Air Jump: Flutters his wings several times and "jumps" from his left leg, with the right one bent in front of him. Claws are held out to the side and slightly behind him.
Ascending Pose: He faces diagonally up, elbows at his sides, claws facing "palm up", wings spread wide.
Descending Pose: Looking downward, both knees slightly bent, claws held in front of him, wings pointing straight back.
Shield: Folds in his wings and then places his claws in front of at chest height, forming the shield bubble around himself. He holds the right claw above the left one, using them to defend oncoming blows.
Forward Roll: Buzzes wings and slides forward while turning around. (like Mewtwo's except slower and only travels about half the distance)
Backward Roll: Closes wings and takes two small hops backwards.
Sidestep: Takes a small step to his right while leaning in the same direction and twisting slightly clockwise. His wings remain closed during the dodge.
Air Dodge: Turns to the side with his claws pulled close to his shoulders.
Ledge Hang: Grips the ledge with his right claw as the left hangs at his side. Wings are folded while hanging.
Ledge Roll: In one fluid motion: pulls himself up by his one arm, then buzzes his wings to hover forward as he stands up.
Ledge Roll (100%+): Grabs with the other claw, pulls himself up to chest height, folds his wings, and then tumble rolls once before standing.
Asleep: Scizor's wings fold in as he bends at the waist with his pincers hanging limply in front of him.
Dizzy: Rocks slowly from one side to the other, apparently being pulled down on each side by the weight of his claws.
Trip: Scizor's eyes grow large in surprise as he waves his claws to the sides and then falls flat on his face.
Topple: Scizor stands with his "toes" on the ledge. His heavy claws start to drag him forward until he reaches a 45-degree angle. He then buzzes his wings to bring him back to standing upright. Repeat.
BATTLE TERMINOLOGY
Damage: How much damage the attack does
Knockback: How far the opponent flies when hit
- Very Low: almost no knockback at all; cannot KO
- Low: very little knockback; KOs at >200%
- Medium: average knockback; begins to KO around 140%
- High: a lot of knockback; KOs at around 100%
- Very High: amazing knockback; KOs under 80%
Range: How far the attack reaches
- Very Low: Jigglypuff Jab
- Low: Lucario Jab
- Medium: Zelda Down Tilt
- High: Ike Up Smash
- Very High: Dedede Forward Tilt
- Very Low: cancelled by pretty much anything
- Low: cancelled by a lot moves
- Medium: average; beats some moves, loses to others
- High: cancels a lot of moves
- Very High: cancels or beats almost everything
BATTLE MOVES
~STANDARD ATTACKS~
Neutral Combo 1 - False Swipe
Scizor backhands the opponent with his right claw.
This move has low startup time and almost zero recovery time. However, the range is bad (only hits immediately in front of Scizor) and it has terrible damage. It does however, have fairly good hitstun.
Damage: 1% / Knockback: very low / Range: low / Priority: low
Neutral Combo 2 - Bullet Punch
Scizor follows up his pathetic tap with a fast and powerful jab from his left claw. Accompanied by a ricochet sound.
This is an excellent follow-up to False Swipe. It comes out just as fast but has significantly more damage and knockback. Range is slightly better, but not great. The recovery is a little laggy, but not terrible.
Damage: 5% / Knockback: medium / Range: medium / Priority: medium
Dash Attack - Double-Edge
Scizor puts his claws (pointed upwards) in front of his body with the tops of them facing the opponent. He then closes his wings and leaps forward in a full-on body tackle, landing on top of the claws and sliding forward slightly. He then slowly gets to his feet.
This attack is powerful, but is also a commitment. It has excellent damage and knockback, and the sliding frames have an additional hit box, but it has a noticeable startup animation, a long duration, and a long recovery time.
Damage: 11% (tackle), 4% (slide) / Knockback: high (tackle), low (slide) / Range: medium / Priority: medium (tackle), low (slide)
Forward Tilt - Iron Head
Scizor leans down into a lower stance and gives a very short charge leading with his head. His wings are closed and his claws are at his sides during the attack. After finishing, he shakes his head once and returns to standard pose.
The move has the slight start up animation of the initial crouch as well as a very small hitbox (his head); there's also a minor cooldown when he shakes his head. However, he has super-armor frames during the actual charge, and the move will go through pretty much anything that isn't a disjointed hitbox.
Damage: 9% / Knockback: medium / Range: low / Priority: very high
Down Tilt - Vacuum Wave
While kneeling, Scizor opens his claws horizontally and begins to draw the opponent closer like a vacuum. After approximate 3/4 of a second, he thrusts both claws forward and snaps shut, then pulls back to his crouch.
Yes, I know this is nothing like how Vacuum Wave works in the games. No, I don't care. Anyway, the draw-in effect works pretty much the same as Ganon's up-tilt, although it has shorter range and a shorter delay before release. The actual attack is pretty fast and the recovery time isn't that bad either. It has decent knockback, but won't kill until higher percentages.
Damage: 10% / Knockback: medium / Range: low (vacuum range is medium) / Priority: medium
Up Tilt - Air Slash
Pulls his claws to his chest and vibrates his wings rapidly for a moment, then bends over so the wings are pointed upward. He then flaps the wings once, causing a blade of wind (about as wide as Scizor) to shoot straight up about 3/4 of his own height. He then returns to his upright position.
This move only hits directly above Scizor, not to the sides. The windup time for this move is pretty bad, especially considering the relatively poor damage and knockback. The recovery isn't too bad, but unless the opponent was hit or really far away, it's still pretty punishable.
Damage: 7% / Knockback: low / Range: high / Priority: low
~SMASH ATTACKS~
Forward Smash - Night Slash
Scizor lifts his right claw back and holds it close to his left shoulder. He then leans forward and slashes horizontally in front of him. The vicious strike leaves a dark, purplish trail behind it. As the streak fades, he snaps the claw and returns to normal stance.
The draw back is where he starts charging the attack. The longer it charges, the darker the purple streak is, which also increases knockback. Fully charged it is Scizor's second strongest KO move (after max-power Fury Cutter). The pull back to his shoulder is somewhat slow, making this move very telegraphed. Fairly low cooldown on the move, though.
Damage: 15-22% / Knockback: medium-very high / Range: medium / Priority: high
Down Smash - Double Hit
Scizor lowers his stance and pulls his left pincer back, open and ready to strike. He then snaps at the ground to his right, followed by attacking the opposite side with his right pincer.
The charging animation is with his left claw pulled back, opening wider as the charge continues. The hit box is deceptive; even though he snaps at the ground, the area immediately surrounding his claws also counts as a hit. The start up and ending lag are about the same, neither of which is too terrible.
Damage: 12-17% to each side / Knockback: low / Range: medium / Priority: medium
Up Smash - Superpower
Scizor crouches down with his pincers just above his knees, then rises quickly, violently snapping each claw at a 45 degree angle. After a moment, he brings the two claws together, crushing the area above his head. He then lowers his arms and shakes his claws to recover from the power of the attack.
Scizor's most damaging smash. The outward strike and the upward crush are two distinct hits. The first hit has average knockback away from Scizor; the second has good knockback straight up and can hit from any point when he starts swinging the claws together. The damage potential if this move is staggering (theoretically up to 38%!!!), but the the knockback from the first hit makes hitting with both parts fairly difficult. The move has about a quarter-second of startup, a long duration (just over a second) and another half-second of ending lag, making it very punishable if it misses.
Damage: 13-18% (sides), 15-20% (above)/ Knockback: medium (sides), high (above)/ Range: medium / Priority: high
~AERIAL ATTACKS~
Neutral Air - Bug Buzz
Scizor draws his legs up and crosses his pincers in front of his face. He then vibrates his wings quickly, causing a green and yellow soundwave (complete with buzzing sound) to emanate from his center, surrounding his body. As the sound disperses, he lowers his legs and claws again.
Because it is sound based, this move has ridiculously high priority once it is out, but its range, damage, and knockback are all on the low side. However, it does completely cover his body, making it a nice aerial spacing move. It has the start up/recovery of Scizor scrunching up/stretching out, but it's minor.
Damage: 7% / Knockback: low / Range: very low / Priority: very high
Forward Air - Metal Claw
Scizor leans his whole body forward so that it is parallel with the stage (claws at his shoulders), then reaches out with both claws and mightily clamps them shut. He then pulls them back and returns to his standard aerial pose.
This is a very strong move (one of Scizor's best), but it has a fairly short duration and a very small hitbox. The only part of the attack that actually does damage is when the claws actually clamp shut. The start and end lag are about equal (about the same as Bowser's Up Air), though if Scizor hits the ground while performing the move, he lands face down and takes a lot of time to stand up again.
Damage: 13% / Knockback: high / Range: medium / Priority: medium
Back Air - Feint
Scizor starts the move almost identically to Metal Claw. As he comes parallel with the ground, he rotates to the left and twists sideways so that he is suddenly turned towards the opponent and strikes with an open right claw. As he pulls the claw back, he continues to rotate to an upright position, facing the opposite direction he started from.
The total start up time on this attack is pretty long, but since the beginning looks a lot like Forward Air, it acts like a fake-out maneuver. Unlike Metal Claw, the hitbox activates as soon as Scizor begins to extend his claw and lasts until he pulls it back. The recovery time is the same as Metal Claw, but without the extra landing lag.
Damage: 14% / Knockback: medium / Range: medium / Priority: medium
Down Air - Pursuit
Scizor raises his claws, folds his wings, and quickly drops straight down approximately two body lengths with one foot extended in a point. During the last fourth of the drop, his extended foot glows with dark energy. If he is still in the air when the move ends, he opens his wings and stops falling for a split second.
This is a fall-then-stall aerial. Deals normal damage during the falling animation, but if he connects once the darkness forms, he deals extra damage. Knockback is the same regardless. Hitting the ground at any point causes some short landing lag.
Damage: 7% (drop), 14% (end) / Knockback: low / Range: very high / Priority: low
Up Air - Wing Attack
Scizor withdraws his wings for a moment. He then leans forward a bit and pokes the area over his head by quickly extending the upper wings. He retracts them again and returns to standard pose.
The start and end recovery times have pretty much the same duration, and neither is very long. The entire wing is a hitbox, but the very tip does the most damage. This is the only aerial he has that auto-cancels if he hits the ground.
Damage: 8% (wing), 12% (tip) / Knockback: low (wing), medium (tip) / Range: medium / Priority: low
~SITUATIONAL ATTACKS~
Ledge Attack - Knock Off
0-99%: Grabs the ledge with both claws, then pops up onto the ledge delivering an upward kick on the way.
Damage: 7% / Knockback: low / Range: low / Priority: low
100%+: Climbs up about half way, then swats horizontally at the opponent with his left claw before finishing the climb.
Damage: 9% / Knockback: low / Range: low / Priority: medium
Prone Attack - Frustration
(face up): Rolls over part way and snaps horizontally towards his head side. Moves to one knee and snaps vertically at the other side, then stands up.
Damage: 9% each / Knockback: medium / Range: low / Priority: low
(face down): Flutters wings to bring him to his feet, punching to both sides as he does so.
Damage: 8% / Knockback: medium / Range: low / Priority: low
~SPECIAL ATTACKS~
Neutral Special - Fury Cutter
Scizor places his right claw close to his left hip for a moment and then rapidly slashes diagonally upward in a samurai-esque motion and holds the pose for a moment. He then lowers his claw and returns to default stance.
The hitbox is an arc directly in front of Scizor from his waist to just above his head. This is a unique move in that it is the only move in the game that gets stronger the more it is used. Each time you successfully hit an opponent with this move, its damage and knockback double. However, if you don't actually hit the opponent, the move resets to base damage and knockback. The move also resets if you: lose a stock, attack a stage hazard, or hit with the full power attack. The initial pose gives a sign that the move is coming, but when I say the slash comes out fast, I mean like 2-frames fast. He holds the pose after striking for almost a second, though, so if he didn't connect (or if it's the first hit), he'll probably get punished.
Damage progression: 2%, 4%, 8%, 16%, 32%
Knockback progression: very low, low, medium, high, very high
Range: medium / Priority: low
Side Special - Brick Break
Scizor raises both claws over his head and then delivers a downward hammer-blow to the ground, causing small cracks where he strikes, though these are purely for looks. If used in the air, the animation begins the same but he then continues swinging downward and then flips to bring himself right-side up.
This causes massive shield damage (like Marth's Shield Breaker or DK's Headbutt). Hits the opponent straight down; this either bounces them off the ground or spikes them if they are in the air. It has a bout a half-second of start-up time, and if he hits the ground, there is about another second of recovery. The lag in the air is fairly minimal because of the flip, but the aerial swing still only hits directly in front of Scizor.
Damage: 10% / Knockback: high (straight down) / Range: medium / Priority: medium
Down Special - Razor Wind
Scizor begins slashing rapidly at the ground in front of him, slowly creating a miniature tornado about half his own height. When he finishes, he spreads both claws outward, releasing the tornado in front of him. It travels along the ground at a constant speed, slashing at whomever it passes, until it dissipates.
This move is charged by holding the B button and released by letting go. The longer the button is pressed, the farther the tornado travels. The charge animation always takes at least half of a second, while the full charge takes 2.5 seconds. It lasts for as long as it was charged, but disappears immediately at the end of a ledge or at a wall. It moves at about the same speed as Wolf's Blaster shot, but passes straight through characters, items, and projectiles, dealing a single hit of damage to each. The tornado does no damage until it is released.
Damage: 7% per hit / Knockback: flinch only / Range: medium-very high
Up Special - Steel Wing
Encasing himself in a layer of protective steel, Scizor begins buzzing his wings rapidly, granting him temporary flight. While flying, his legs are pulled up and his claws are held in front of him threateningly, though they deal no damage. When the move ends, he spreads his limbs out, shattering the steel skin, creating a burst of metal debris, and giving him one last upwards boost, albeit a small one.
Scizor's otherwise mediocre recovery is somewhat redeemed by this move, which lasts a maximum of 3 seconds. It can travel roughly 2/3 the distance of Wings of Icarus. As long as the metal is active, he takes damage but no knockback. He cannot grab the ledge while in this form. The metal explosion at the end is the only damaging part of the move, and after doing so he goes into freefall. You can end the move early by pressing an attack button.
Damage: 10% / Knockback: medium / Range: low / Priority: medium
~GRAB ATTACKS~
Grab - Vicegrip
Standard: Reaches straight forward with claws open vertically and then clamps them shut to grip the opponent. Very fast to come out, but if he misses, he has lag with both claws remaining shut in front of him (similar to the animation for Wario's Chomp).
Dashing: While running he pulls back a little with both and then reaches forward in a similar fashion to his normal grab. However, if he misses, his claws continue in a downward angle and close on the ground, causing even worse recovery lag.
Pivot: Turns and quickly swipes horizontally with his left claw open. The range is slightly longer than his standard grab, and the lag is significantly shorter than the other two.
Pummel - Crunch
Holds the opponent in between both claws and crushes them with a cracking sound (similar to sound made by Snake's pummel).
Scizor can attack three times every two seconds.
Damage: 3% per hit
Forward Throw - U-Turn
Scizor holds the opponent by the upper body. He quickly turns away, dashes a very short distance (pulling them with him), pivots, and moves back in the original direction at the same speed. He stops on a dime and heaves the opponent with an underhand toss, sending them at a mostly horizontal angle.
The opponent receives damage when Scizor performs the actual turn-around maneuver, caused by the rapid change of momentum.
Damage: 8% / Knockback: medium
Back Throw - Fling
Scizor gets a grip on the opponent, turns, and chucks them over his shoulder at an upward diagonal angle.
This throw only does minor damage to the target, but anyone else that is hit takes a set amount of damage based on the thrown opponent's weight class.
Target Damage: 6% / Knockback: medium
Deadweight Damage: 1% (very light/Jigglypuff-Meta Knight), 3% (light/Fox-Peach), 5% (middle/Toon Link-Ivysaur), 7% (heavy/Wolf-Samus), 10% (very heavy/Ganondorf-Bowser)
Down Throw - Giga Impact
Scizor raises the opponent over his head with one claw and then slams them into the ground with screen-shaking force. Scizor actually hops a body distance away from the opponent and shakes his claw to recover from the concentrated power.
This throw automatically leaves the enemy in a prone position. Because of the moderate recovery time, Scizor cannot immediately follow-up with any other moves, but is out of distance of most get-up attacks.
Damage: 14% / Knockback: none
Up Throw - Aerial Ace
Scizor holds the opponent in his right claw and hovers up approximately one body-length. He then punches them with his left claw at a downward diagonal angle. The opponent flies towards the ground and bounces away a moment before Scizor lands where he started.
If Scizor is attacked by someone else while rising in the air, he takes damage but completes the throw. Scizor cannot perform any actions after finishing the throw until he touches the ground or is attacked.
Damage: 8% / Knockback: medium
~FINAL SMASH~
X-SCISSOR
When Scizor grabs the Smash Ball, he is ready to unleash his full power on his target. Upon activation, the camera zooms in on Scizor as he crouches forward, left leg bent, right leg straight back, pincers held down and behind him. He then launches forward at amazing speed (comparable with Sonic's dash) reaching about 2/3 the distance of Final Destination. Hitting a wall or ledge results in him stopping abruptly and losing the Final Smash.
Hitting an opponent holds them in place and triggers the attack portion of the move. Scizor violently slashes upwards with his right claw, creating a giant slash mark to appear on the screen from the bottom left to top right. He then slashes horizontally with his left claw as he moves past the opponent, holding his attack pose as a second slash mark appears on the screen, forming a giant X. Scizor makes a dismissive gesture and says "Scizor..." as the opponent is launched into the sky.
Each slash does 15% damage and will hit other opponents within two party ball lengths. The first causes stun, the second causes knockback. The target suffers a One Hit KO unless he hits a ceiling. Other enemies damaged by the second hit will be KO'd if they are at about 80% or higher (prior to taking damage).
RIBBONS
COLORS
Red Team: Default
Blue Team: Red turns to Royal Blue
Green Team: Red turns to Yellowish Green (shiny color)
Extra 1: Red and Black colors are reversed
Extra 2: Red becomes a white
Extra 3: Red becomes light-orange.
Taunts
Up Taunt: Raises both open pincers in the air, then snaps them both twice as he says "Zor!"
Side Taunt: Slides the inside blades of his claws against each other twice to sharpen them, then makes a "Come on" gesture with the right one.
Down Taunt: Bends into a partial sitting position with his pincers held at his sides and yells "Sciiiiiiz" as it buzzes its wings to create small gusts around it.
Victory Screen
Music: Pokemon Theme
Pose 1: Snaps to the left with his right claw, to the right with his left, and then thrusts his right open towards the camera. Open wings flit every few seconds.
Pose 2: Clicks pincers rapidly in front of him then raises them open above his head. As he is doing all this, he says "Sciiii-zor!"
Pose 3: Flits back and forth in the air, then an X-shaped slash is made across the screen. Cut to Scizor with one knee on the ground, pincers held out and back (as if he was the one who just slashed).
Loser Pose: Stands with back to the winner, wings closed, as he looks over his shoulder at the winner.
He can't really clap... he doesn't have hands!
Random
Kirby Hat
Kirby gains Scizor's 3-spiked crest. His Fury Cutter is much smaller than Scizor's (but has the same speed).
Codec
Snake: Colonel, there's some kind of giant bug out here.
Colonel: Careful Snake, that's no ordinary bug. That's Scizor, the Scissors Pokemon.
Snake: Scissors? What's it gonna do, give me a haircut?
Colonel: Don't get cocky, Snake. Its pincers are powerful cutting weapons and it wields them with expert skill. Not only that, but it also has a steel-hard exoskeleton that protects it from attacks.
Snake: So it's got both strong offense and defense, huh? Guess I'll need more than a fly swatter.
Colonel: That's right, but it has disadvantages, too. Even though it has wings, it can't stay in the air for very long because of its heavy weight. It also has a weakness to fire-based attacks.
Snake: Hm... Now I wish I hadn't left the flamethrower behind.