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Make Your Move 5

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Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
you are an insane carzy guy... guys i promise murray will be up soon. is it better for playstyle on each move or for the set in general
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,296
Location
Hippo Island
you are an insane carzy guy... guys i promise murray will be up soon. is it better for playstyle on each move or for the set in general
I don't see how you could have a playstyle for each move. Isn't playstyle supposed to mean how the overall character plays and feels?
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
314
UserShadow7989's MYM5 Link-up Space
(Better late then never)

Posted Movesets:
(No Button)
http://www.smashboards.com/showthread.php?p=6971303&postcount=70
Manipulative Gunslinger, Revolver Ocelot (Metal Gear Solid) [Last Update: 6/17/09]
(No Button)
http://www.smashboards.com/showpost.php?p=7039436&postcount=571
Nonsensicle Ninnies, The Three Stooges (The Three Stooges) [Last Update: 6/15/09]
(No Button)
http://www.smashboards.com/showpost.php?p=7276962&postcount=1238
Unwiling Warrior, Iji Kataiser (Iji) [Last Update: 5/09/09]
(No Button)
http://www.smashboards.com/showpost.php?p=7363020&postcount=1432
Rythmic Operative, Agent "J" (Elite Beat Agents) [Last Update: 5/19/09]
(No Button)
http://www.smashboards.com/showpost.php?p=7392148&postcount=1471
Heroic Coward, Kira Trine (OC) [Last Update: 6/03/09]
(No Button)
http://www.smashboards.com/showpost.php?p=7608911&postcount=1834
Nomad of Royal Blood, Lyndis (Fire Emblem 7) [Last Update: 6/14/09]

Planned Movesets:
(No Button)
Master of Mischief, The Mask (The Mask) [*PUSHED BACK TO MYM6!*]
(No Button)
Determined Mastermind, Dr. Albert Wily (Megaman) [*PUSHED BACK TO MYM6!*]
(No Button)
Lovable Servant, Servbots (Megaman Legends) [*PUSHED BACK TO MYM6!*]
(No Button)
Thievious Racconus, Sly Cooper (Sly Cooper) [*PUSHED BACK TO MYM6!*]

Unofficial Entry:
(No Button)
http://www.smashboards.com/showthread.php?t=232991
Heroic Coward, Kira Trine (OC) [Old version. New, official entry above!]

Canceled Movesets:
(No Button)
Metalic Doppelganger, Metal Sonic (Sonic the Hedgehog)
(No Button)
Embrace Pokémon, Gardevoir (Pokémon)
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
you are an insane carzy guy... guys i promise murray will be up soon. is it better for playstyle on each move or for the set in general
If you what you are saying is similar to the "uses" sections in my old sets, that section would be used how to implement that move in any given scenraio.

A Overall Playstyle section is there to state how the character SHOULD be played like, and what advantages, and try to state the weaknesses as well. For instance, you would say in the moves that do something well, IE destroys approaches well, but if the character isn't at all really the defnsive type, I wouldn't really bother stating he has one method of stopping an approach, as you should be approaching the opponent if you have an aggresive character. That's how I see it, stating how the character moveset should be played.
 
Joined
Oct 9, 2008
Messages
8,905
Location
Vinyl Scratch's Party Bungalo
NNID
Budget_Player
Ganondorf v2.0



Because dammit.

Stats.

Movement Speed: 2/10. Sloooow.

Traction: 7/10. He's pretty heavy. Won't slide around much at all.

Attack Speed: 4/10. Few fast attacks. Jab, grab, air moves, and a few tilts.

Attack Strength: 10/10. Don't **** with this guy.

Range: 10/10 (He's ganondorf with a ****ing sword.)

Priority: 10/10 See above.

Weight: Heaviest of the momentary cast. He's brutally large. That plus the body armor plus the massive two-handed sword makes him weigh just a little more than bowser.

Jump Strength: 4/10 Very shallow jumps, not much changes here.

Fall Speed: 6/10. Not link fast, but pretty bad.

Size: Huge. Ganon is still one of the largest in the game.

Ganondorf v2.0 plays somewhat similar to Marth and Ike, while still retaining the ganon charm.
G2 is definitely still a heavy. His speed is still quite poor. He falls at a moderate speed and is not very floaty. His horizontal aerial movement is terrible with the exception of his up-smash, which is quite good. While he does not combo well, his gerudo still has a lot of follow-ups, his smashes have brutal range (more than MK, more than Ike, more than ZSS), and his recovery is a little better than terrible.
His shield is not all that strong; he gets shield stabbed rather easily.
He cannot wall jump, glide, or do any specific other techniques in that direction.

Pros
He will kill brutally fast
His punishment game is crazy.
Range rivals DDD.
Priority is sick.
^B provides quite great recovery.

Cons
Slow
Large
Gets juggled
Few good approaches

ATTACKS
Normal Attacks
Fsmash. Ganondorf slashes horizontally forwards with his massive *** sword. Compare with Ike's Fsmash, except it has less vertical range and more horizontal range. Damage: 25% uncharged, 33% charged. Decayed: 20-25%. Shoots almost perfectly to the side, will kill mario from the center of Final Desination at about 60%. Don't expect to hit with it much-the hitbox can be avoided with a fullhop by just about everyone this side of DDD, and it has large ending and startup lag.

Dsmash. Ganondorf slams his sword in to the ground, resulting on thunder striking on both sides. This move, while it doesn't have huge knockback, is surprisingly fast, hitting with good speed for a heavy. Think of an enlarged version of Squirtle's Usmash, with the difference being that this has a good few more frames of startup. Very short ending lag, and moderate upwards and towards knockback (kills off the top at approximately 130%). Can be followed up at low procents by aerials. This move has a lot(!) of hitstun, and produces an electric knockback. The hitbox is about arm's length on both sides of Ganon up to a little above ganon's head. It knocks up and slightly towards ganondorf. Fresh: 18%-25%, Decayed: 15-20%.

Usmash. Ganondorf swings the sword once around his head in a full circle (compare sword movement to Ike's Uair). This move will not connect on any character if they are on the ground, the hitbox is above Ganon's head. It's like Samus's Usmash in SSB64-hard to hit, but does a lot of damage. It comes out fast (again, see Ike's Uair), but has high ending lag-about 10-20 frames, I'd assume. If it connects, it will hurt. It's kill procentages and knockback depend on where it hits; it can hit (depending on where the opponent comes from) either down and away (if the opponent jumps up into it from below, it kills at about 80% but leaves a stage tech possibility), straight sideways (fastest kill, at about 60%, if opponent is right next to/in it when it happens), up and away (kills at 75-80, if opponent comes from above and sideways), or straight down (if opponent falls in to it from right above ganon at the center, will not kill). Deals 20-25% fresh and 19-24% decayed.

Jab. Ganon quickly jabs forwards. Just same old ganondorf jab.

Ftilt. Quick sword blows. Similar to the kind Toon Ganon does in LOZ:WW, but with a far less devastating force. Three hits, and once the first connects, the next two are hard to get out of at lower procents due to the hit direction and speed. A good SDI will get you out after the first hit though. Knockback is mediocre, it's the annoying kind of attack that knocks them too far to combo, but won't kill until >140%. That said, if all three hits connect, the damage is pretty good. First hit has good range and knocks inwards, deals 11% damage. Second hit knocks downwards and deals 3%. Third hit knocks outward and hits for 5%. (rates fresh, decayed the whole thing deals 15%). For an idea of what it looks like, first hit swings sideways and hooks inwards, second hit wheels around very fast and hits downwards, third hit turns and pivots horizontally with a baseball strike. The ending lag is low. Startup is very fast.

Dtilt. Slide sword along the ground. Similar to marth's. Pokes sideways. Kills at about 150% and has low startup and ending lag.

Utilt. Ganon raises the sword straight above him. About his width again, from head to toe. Medium startup and ending, kills around 10% on most chars. Knocks straight up.

Specials
B. Ball Lightning. Think of the 4th castle post-transformation in LOZ:OOT. He keeps on throwing balls of lightning at you. Well, in this case, the ball of lightning is, pretty much, Charge Beam with a few changes. First of all, the charge time is slower, and you can't throw it until it's fully charged. Secondly, it moves very slowly. However, the knockback is brutal. The attack charges in about 4 seconds; if you cancel the charge via shield or roll you can continue like most other charge specials. The actual release will take a little while; compare it to the ftilt startup lag. The attack itself however is a ball of lightning about Ganondorf's size which will move a slight bit slower than ganon's run speed and throws out lightning in random directions (one every second of motion or so) with a range of about three times its size. Getting hit by the lightning spewing from it will cause 5% and a slight stun/knock away from the ball. Getting hit by the ball will deal 25% and kill at around 60%. The projectile will travel about 3/4ths of FD. The charged ball, however, has very low firing lag-compare it to Samus's Charge Beam. It also has the effect that it will ignore any reflectors or exterior shields (pit's vB and >B, Falco, Fox, and Wolf's reflectors, etc.). Due to its large size and slow movement speed, spotdodging is not an option either.

>B, <B. Gerudo. Same as before, but the opponent will bounce off the ground earlier and stronger. Ftilt is a good follow up. So are dtilt and dash. At a certain point the bounce gets high enough to hit with either Dsmash (around 150%) or Usmash (around 200%). Deals about 11%.

^B. Flying Horseman. Remember, again, 4th Castle with old link in LOZ:OOT. The fight with the portraits and the ghost ganon. This is remniscent of that. The horse is **** good recovery. It will go about 3 ganons high and 3 ganons wide, and you can distort the ascent angle. The attack hits up and in the direction ganon is riding. Weak hitbox. Ganondorf has snake-like super armor on this move. 10% if it hits.

vB. Unsophisticated Whack. Ganondorf v2.0 smacks horizontally down with the flat of his blade, knocking the opponent into the ground. Similar to DK's >B. Long ending lag-about twice DK's. Deals 15% and leaves the opponent in the ground. No effect in the air.


Aerials
Nair. Sex kick. Very simple, he streches out both legs. If you land while doing this, the cancel animation is looooong. 1st hitbox: 15%, 2nd hitbox: 10%. Will kill with the first around 140%.

Fair. Ganondorf swings his sword from below him forwards and up. Deals 14% fresh and 9% decayed. Knocks forwards and upwards, kills around 173% (no kill potential). Comes out and ends very quickly though.

Dair. THUNDER STOMP! No change.

Bair. Ganon whirls around with his sword once. Hard to hit with, but deals 18% and kills around 120. Compare hitbox with previous ganon Dair, but with a little more sideways range.

Uair. Flip kick. The same.

OTHER

Dash Attack. Ganon slides a short distance and stabs forwards with his sword. Hitbox lasts through most of the "ending lag", although the actual ending lag isn't that bad.

Grab. Medium range. Not that great.
Pummel. 2%. Ganon shocks the enemy with darkness.
Uthrow. Ganon throws up and stabs upwards. 10%, good vertical knockback. Kills around 150%.
Dthrow. Ganon throws down and whacks with sword like a golf club. 10%, sideways knockback. Doesn't kill. Sometimes can be followed by a dash attack.
Fthrow. Ganon whacks. Bat-like motion. 13%
Bthrow. Ganon wheels around and whacks with the sword backwards. 9%. Little knockback.

Final Smash: Beast Ganon. Ganon turns into one of these:

His attacks are almost the same, but far larger and far more damaging. Most of them have a larger range and will kill faster.



Ganondorf v2.0's Playing Style
How to play this guy.
Ganondorf v2.0 has fixed a lot of the things that made ganonv1 bottom tier, but he's still missing a thing or two. Ganon is going to have trouble approaching. As I said earlier, characters with spammable, useful ranged attacks like Pit, Falco, or Zelda (the irony is sickening) will cause him a lot of trouble. You have to rely on your improved air moves or perfect shielding, rolling, and spotdodging to get close to them. For opponents without a decent ranged attack, the solution is pretty simple. You want to force their approach with Ball Lightning. The attack may not seem like much, but it's really brutal. It will break shields ludicrously easy, and because you run faster, you can knock the opponent in to it if he's careless. And it comes out very, very fast, so if you manage to charge it up all the way, the opponent will not want to be right in front of you. The fact that you can force an approach at all means that ganon won't automatically lose as many matchups. From when you get the opponent near you, you can abuse the gifted tilt game. Now that all the tilts are actually decent, you can pull of some low-level combos with them. I'd love to see Ganonv2 in Brawl+, to be honest-it would be sick.
Things you can do:
-Gerudo to any tilt
-Ftilt to Fair followup
-Utilt to Uair
-Utilt to Usmash (only at lower procents, otherwise there will be too much knockback and the opponent will be able to jump out of it)
-Bthrow to ftilt
Not all that impressive, admittedly, but each of these things will do a lot of damage. In any case, force an approach if you can-if you can get them to come to you, it's half the battle.

In the cases of opponents like Zelda or Falco, who can keep spamming projectiles until the cows come home, you have to approach them. In these cases your options, while limited, aren't that bad. Dash attack has great range, as does fair for when you need to get out of the laser's way. Once you get to that range, you have to focus on hitting as hard as you can while you're there. Not easy matchups, but certainly not unwinnable.

As usual with ganondorf, Gerudo is still sick. However, it has gotten better-the opponent will bounce very nicely if they miss the tech roll from above 20%. This means it will be, while not the best, one of the most powerful options. Gerudo to utilt to combo is always fun. However, the ending lag is kind of dangerous, so watch yourself. The ftilt is just downright incredible. Although you can't scream like Leonidas when using it, it does about 20 damage. Use that one a lot. Utilt kills pretty well, comes out fast, and can juggle at early %s. I don't recomment juggling too much with it though, because you will want to kill with it.

As Ganonv2, you really have to watch out that you don't get combo'd. Ganon doesn't have the best air moves, and his heavy weight and low speed leave opponents very quickly able to screw you over with combos. When you really need to get ouf of a tough spot, ^B can work, but you mostly have to rely on fairs and bairs when in the air. Watch out for bad things happening.
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
ANNOUNCEMENT FROM TANOOKIE:

With finals and end-of-school stuff and registering for summer things, I have to put this on the back burner for now. I haven't been able to comment on movesets, get any reviews in, or work on Hypno at all (and all I have left is the extras and playstyle...); so that my lack of activity can be excused, I'm announcing a TEMPORARY HIATUS. That means you'll be seeing me again soon. Probably sometime around the end of the month.

Farewell for now!
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,296
Location
Hippo Island

LEMMY KOOPA


Game of origin: Super Mario Bros 3

Lemmy Koopa is one of the 7 Koopalings, who are Bowser’s children (no idea who the mother is though). Lemmy is the second oldest of the Koopalings even though he is in fact the smallest. Lemmy is known as “The Clown Prince of Koopas”, as he would rather join the circus than help his father take over the Mushroom Kingdom. Lemmy sports a green shell just like his father as well as a lazy eye. The staff you see in the picture is the one he stole from the King of the Ice World, which Lemmy can use to summon magical energy, as he will do in Brawl.

OVERVIEW

Lemmy is an odd Koopa. Most of the time Lemmy will be trying to set up his own circus of stage hazards in the middle of a Brawl while occasionally directly damage racking. However, this is because Lemmy has the ability to fine tune his stage hazards to fit with whatever strategy he has in mind. Besides having a playstyle heavily based on creativity, Lemmy has some moves that take “stage controlling” to a literal level.

STATS

Movement Speed: 5/10

Traction: 9/10 (He balances on a ball all the time, I’d say he’s good at controlling his center of gravity)

Attack Speed: 5/10

Attack Strength: 5/10 (Lemmy’s got faster/weaker moves and slower/stronger moves, canceling each other out. Lemmy doesn’t really notably lean to one side or the other too much except for specific moves)

Range: 8/10 (Due to his staff, and his various other things he utilizes in attacks, Lemmy can employ some good ranged tactics. Though it should be noted that he lacks a reliable projectile under normal conditions)

Priority: 8/10 (a ton of disjointed attacks, and those that aren’t still tend to have better priority than average)

Weight: A little heavier than Mario

Jump Strength: 5/10 (Both jumps have the same strength)

Fall Speed: 4/10 (While he may be a Koopa, Lemmy’s circus training has allowed him to remain somewhat agile)

Size: Around the same height as Luigi, but a bit thicker due to his shell. Lemmy is normally holding his staff in his hand, though it of course has no hurtbbox. His ball is also nowhere to be seen (for now), Lemmy actually walking around with his feet.

PROS
Well balanced stats
Extreme "range"
Many disjointed moves
Great adaptability
Decent recovery

CONS
Doesn't stand out in stats other than range and priority
No true projectiles under normal circumstances
Few options without stage hazards
Many stage hazards can be used against Lemmy or can potentially inflict damage to Lemmy himself

MOVE SET

STANDARD ATTACKS

Standard A **Juggling Act**
Lemmy’s staff disappears as he turns to face the camera and spreads his arms. He holds his open palms upwards as a small ball appears in both of them, and then he proceeds to toss the two balls back and forth between his hands in a juggling motion. The balls are each the size of a Pokeball and travel on an arc over his head, crossing paths in the center and traveling in uniform (though mirrored) paths. The balls are disjointed hitboxes that deal 7% and below average knockback. Lemmy will keep juggling as you hold A. There is low lag on both ends to using the move. This is a good anti-air move due to covering a nice area above Lemmy, but remember that the moving hitboxes means that Lemmy is not completely protected within that area at all times.


Forward Tilt **Surprise Cannon**
Lemmy will wave his staff in front of himself one time. If there is less than an area the size of Bowser’s width on the ground in front of Lemmy, nothing will happen, and Lemmy will laugh nervously for a moment, giving the move average end lag.

However, if there is enough space on the ground, as Lemmy waves his wand, a black spiky cannon will spring up from the ground facing in the same direction as Lemmy. The canon is as wide as Bowser but half as tall, though it is aimed at a 30 degree upwards angle, making it appear taller than it really is. Right after the cannon is summoned, it will fire a cluster of confetti that takes up an area the size of Dedede before disappearing. The confetti has low priority (it’s only a bunch of paper, lol) but is surprisingly strong, dealing 12% and above average knockback. There is below average startup lag to summon and fire the cannon, and average end lag when it is done firing.

However, once the cannon fires, it stays where it is! The cannon only has one shot of confetti, and Lemmy cannot summon a new cannon until the current one is destroyed. The cannon has 20 HP and as long as it’s on the stage, will act as an obstacle that can be walked on. It is bolted to the ground, so it cannot move from its spot. If Lemmy tries to use this move when a cannon is already out, the same thing will happens as when he does not have enough room to summon one. Lemmy is able to damage his own cannon.

Down Tilt **Bed of Nails**
Lemmy takes out a small metal box-like device and throws it into the ground underneath his feet. He then quickly hops forwards as far as 1/5 of battlefield on a low trajectory. He will not stop at the edge of platforms but you will regain control of him as soon as he is that the same height where he started. This all takes .7 seconds with no end lag, and once Lemmy sticks the device into the ground, even if he is damaged before the move animation technically ends, the next part of the move will happen.

.3 seconds after Lemmy hops away from the device, the surface on top of the device will suddenly split open in an area the width of ½ of a Battlefield drop-through platform. Inside the hole we can see a row of spikes that do not extend higher than the surface, allowing characters to walk right over them from the adjacent ground. The spikes will go as symmetrical as possible to both sides of the device but will adjust themselves if the device was placed close to an edge. As long as a character walks slowly over the spikes or stands still, they will not be damaged, but if they try to go faster than that, the extra pressure will be enough for the spikes to hurt them, dealing 8% and average vertical knockback. The spikes are disjointed. Lemmy himself can be hurt by the spikes. Only one spike trap may be on the screen at a time, and it remains forever until Lemmy next uses this move, which will immediately causes the current spikes to disappear and the ground to return to normal as Lemmy places the device in its new location.

If Lemmy places the device on a drop-through platform, the move works slightly differently. Because the ground on a drop-through isn’t deep enough to contain the device, the spikes will stick out slightly from the ground, about as high as a blue Pikmin. Characters will stop moving against the sides of the spikes like walls. All other properties remain the same.

Up Tilt **POW Block**

Lemmy will wave his staff in a circular motion above his head. In a small flash of dark magic, a POW block will appear above Lemmy at a distance that Lemmy can just barley reach it with his first jump. If there is a ceiling in the way, then the POW block will lower just enough to be below the ceiling. It takes .5 seconds to summon a POW block and low lag afterwards. The POW block is the size as the one that is in the Mario Bros stage in Brawl. Now, this POW block works just the real POW blocks. If it is hit by attacks (these can be from other players other than Lemmy), it will shrink slightly, and any characters on the ground will take 9% and average vertical knockback. It can also be activated if someone hit it from below with a jump. Lemmy himself can be damaged if someone else hits the POW block. If the person who hit the POW block was on the ground (for example Snake using his USmash to hit the block) they will not be affected by the attack. POW blocks disappear after being hit 3 times, and there can only be one on the stage per Lemmy, with a color scheme to match the player that summoned it. If Lemmy tries to summon a POW block while one is already active, he will just swing his staff as nothing happens.

Dash Attack **Look Mom, No Hands**
Lemmy’s will hop up slightly as his signature ball appears underneath his feet and he begins to ride on top of it while holding his arms out to his sides for balance. The ball will roll forwards as far as ¼ of battlefield at a below average speed with Lemmy staying on it the entire time under normal conditions. The ball is the only hitbox for the move, and it is disjointed and as large as Kirby. It deals 8% and below average knockback to those it hits. Low startup and end lag. When the move is complete the ball simply disappears in a puff of magic.

There are a few special conditions that will abruptly end Lemmy’s ball ride. If Lemmy himself is hit during the move, he will be knocked off the ball and be lying down on the ground as the ball disappears. The way he is laying down depends on what side he was hit from in a realistic manner. If the ball happens to hit a sharp object, such as sword or the spikes from Lemmy’s own DTilt, the ball will pop. This launches Lemmy skyward with set average vertical knockback but no damage, and the popping ball will release a pushing gust of wind in all directions that takes up the space of Donkey Kong before stopping. There is technically no end lag when either of these situations happen since Lemmy is in hit stun when the move ends.

SMASH ATTACKS

Forward Smash **Fire Eater**
Lemmy will strike his staff against the ground and then swing it up in one fluent motion. The entire time Lemmy swings his staff he can damage foes with it, dealing 6% and below average knockback. There is low startup lag to the move.

As Lemmy’s staff hits the ground, the end ignites on fire like a match being struck. The color of the fire depends on charge time, going from red to purple following the colors of the rainbow. As Lemmy completes the staff swing, he will then stick the end of it into his mouth for a moment, before pulling it out with the fire on the staff extinguished. As Lemmy pulls out his staff from his mouth, he will then exhale a stream of fire in the same color as the fire on the staff. The fire is as thick and as long as a half-charged Bowser Fire Breath, goes completely horizontal from Lemmy’s mouth, and is disjointed. It lasts for .4 seconds, dealing a single hit of 10% (21% charged) and above average knockback if someone touches it during that time. There is a below average amount of lag in between the staff swing and the fire breath, and there is low end lag to the fire breath, completing the move.

You may notice that the cannon summoned via Lemmy’s FTilt has a fuse on the back of it like a normal cannon. If Lemmy performs the staff swing right onto the fuse, rather than perform the second part of the attack, he will suddenly cover his head as he lights the fuse with the fire on the staff. 1 second later, the fuse has fully burned and the cannon will fire a cannonball with the radius of Olimar’s height. The cannonball will travel quickly on a low arc, not stopping until it hits something or leaves the screen. When the cannonball hits something, it explodes, dealing 18% and good knockback. The cannonball is disjointed. There is average end lag when the cannon fires, and when you regain control of Lemmy, there is a new fuse on the cannon allowing you to fire another shot if you’d like.

Down Smash **Magic Trick**
Lemmy will hold out a red sheet out in front of himself with a wide grin on his face. The sheet takes up an area the size of Kirby but with Lemmy’s height. There is low startup lag to this. This move requires an item to be on the stage for the next part to work. Lemmy’s USmash can form an item so this move does a place in competitive play. If you use the move and there was no item where you used the move, Lemmy will simply swish away the sheet and stare in disbelief at his trick’s failure, giving the move high end lag.

Now, when you do hit an item with the sheet, Lemmy will hold the sheet over the item for .65 seconds like he’s blocking it from view, and then he will swish away the sheet as the item is no longer there. But in its place…



This is Roy Koopa, one of Lemmy’s siblings. Roy will be revealed when Lemmy swishes away the sheet, but he will be tucked inside his shell since he is so big, about the size of Dedede. Once Lemmy completes the summon, which has low end lag, Roy will come out of his shell and flex for a moment, and then he will follow Lemmy around like an Ice Climber, doing as best he can to keep up with his more agile brother. Roy has a movement speed of 3/10 and a single 7/10 jump with 8/10 fall speed. Roy has 25 HP and permanent super armor. When an enemy gets within range of his arms, he will attempt a grab with one hand that has average startup and end lag. If he connects, he will then hold the enemy by the throat as he punches them away with the other hand for 14% and above average knockback. Also, when Roy lands from a jump, he creates a ground quake like Donkey Kong’s down-special that deals 7% and below average knockback.



If you charge this move, nothing happens unless you charge all the way. If you do charge all the way, when Lemmy swishes the sheet away, it will summon his lovely assistant (and sister), Wendy O. Koopa. She is the same size as Lemmy. As you’d expect, she is more fragile than the burly Roy, having just 15HP and no super armor either. She too will follow Lemmy around, and she has no problems staying close to her brother, having the same movement speed, fall speed, and even 2 jumps of the same strength. Wendy attacks by tossing large candy rings the size of Kirby with low lag on both ends. She can toss them in any direction, and they will bounce off surfaces. The rings move at an average speed and deal 10% with average knockback. There can be up to 3 rings on the screen at once.

Neither of Lemmy’s siblings will follow him off the stage, and they cannot grab edges. Lemmy can only have one summoned sibling at a time. If he uses this move on another item while a sibling is already summoned, they will be teleported to the location of the new item and retain their current HP.

Up Smash **Strongest Man on Earth**
Lemmy will turn to face the camera as his staff disappears and he his holding a set of barbells in his hands. He is gritting his teeth as he attempts to lift the barbells and he finally does lift them above his head with above average startup lag. Yay! However, the things prove to be too heavy for poor Lemmy and he ends up falling over sideways in a cartoonish fashion while still holding onto the barbells. He falls over towards the same direction that he was initially facing when he performed this move. The barbells are disjointed, and as he lifts them up, they deal 14% (24% charged) with good vertical knockback. As Lemmy falls over, the barbells will deal 11%with above average knockback. Once Lemmy falls over, he will suddenly hop and upright himself as the barbells disappear, giving the move below average end lag.

If Lemmy fully charges the move, he will not fall over when after he lifts the barbells. Instead, the weights on the ends will fall off and land on the ground next to Lemmy. Go figure. This variation of the move has low end lag as Lemmy simply returns to his basic stance as the barbell pole disappears. The 2 weights lying on the ground are throwing items that deal 12% and above average knockback to anyone they hit. If Lemmy has Roy summoned with his DSmash when he goes to perform this move, Roy will help Lemmy hoist up the barbells, giving the move low startup lag. This of course assumes that Roy is close to Lemmy and he is not currently attempting his grab on an enemy.

AERIAL ATTACKS

Neutral Aerial **Illusionist**
In Super Mario World and Mario and Luigi: Superstar Saga, Lemmy had the ability to create fake clones of himself. This is one of his signatures powers, so it’s only natural that he uses it in Brawl!

Lemmy’s staff disappears as he spreads his arms and falls slower than usual, at a 2/10 fall speed. This has low startup lag. Once he has his arms spread, you may press either left, right, or up on the control stick. When you do so, Lemmy will suddenly split into 3 of himself like he was doing Lucarios’ double team, only it looks like there really are 3 Lemmys all falling down. The middle one is in the same position as Lemmy would normally be while the other 2 are right next to him, one on each side. You have 1 second to perform the split or else Lemmy simply returns to his regular stance with average end lag.

When you do split, there is a point to having 3 possible directions to input to activate it. You see, 2 of the Lemmy’s are in fact volatile concentrations of dark magic. The direction you input determines which Lemmy is the real one (up is for the center). The fake Lemmys are disjointed hitboxes and will explode when touched for 10% and average knockback. The fake Lemmys will last for 1 second and then they will simply disappear with average end lag with the real Lemmy being in the new position if he moved to the left or right spaces. The move continues if Lemmy hits the ground.

Forward Aerial **Red Tarp**
Lemmy’s staff will disappear as he suddenly flicks out both hands in front of himself, which causes a long red tarp to snap forwards from his hands while he holds onto one end. It is disjointed and is as long as one drop-through battlefield platform, but it only deals 5% and low knockback. While there is low startup lag to the move, there is high end lag as Lemmy holds it out for some time before pulling it back. What a useless move…

Back Aerial **Fire Hoop**
Lemmy will turn around as he waves his wand behind himself. This creates a hoop that lies on its side in the air right where Lemmy waved his wand. It is wide enough for Bowser to fall through with a little wiggle room. The hoop is on fire and floats in place where it was formed. There is low lag on both ends to summon the hoop. The hoop is disjointed and anybody who touches it takes 8% with average knockback, including Lemmy himself. Opponents can in fact go through the center of the hoop without harm. The hoop remains where it was formed until Lemmy uses this move again, which will cause the old hoop to disappear as Lemmy summons a new one. Lemmy can also simply make the old one disappear without forming a new one if you input for this move like a smash attack, which will cause Lemmy to do the motion for the attack but without actually summoning a new hoop to replace the old one.

Up Aerial **Trampoline**
A Trampoline will suddenly appear just beneath Lemmy’s feet as he bounces off of it and is propelled upwards as high as Luigi’s Super Jump while curled up in his shell. Lemmy will also arc forwards as he bounces, so that he ends up falling past the trampoline on the return. Lemmy will remain curled up until he hits the ground, at which point he will come out of his shell while bouncing a short distance off the ground for below average end lag. Lemmy’s entire body is a hitbox with good priority that deals 10% with average knockback. There is virtually no startup lag to summoning the trampoline. The trampoline is the width of Donkey Kong and thin vertically. After using this move, the trampoline will stay in place, and characters can bounce on it as long as they’d like, going as high up as Luigi’s Super Jump Punch but without the attacking portion when Lemmy initially summoned the trampoline. When Lemmy uses this move again, the old trampoline will disappear as a new one forms. If you input this move like a smash attack, when Lemmy lands from using the attacking portion of the move, the trampoline will immediately disappear. This is useful when you just want to get rid of one you currently have, or don’t want to summon one and just want the attack.

Down Aerial **Claiming a Stake**
Lemmy will turn to face the camera and raise his free hand as a wooden stake appears in it, and then he will thrust it downwards. The stake is as long as Marth’s sword and as thick as Ike’s. The ends of the stake are pointed, though for now only the bottom end has a hitbox. It is disjointed and deals 10% with average downwards knockback. There is below average lag on both ends of the move.

If Lemmy thrusts the stake into a platform, the stake will actually remain stuck in the ground as Lemmy lets go of it for the same end lag. The entire bottom spike is under the ground, but now the top spike will have a disjointed hitbox that deals 7% with average knockback to those who land on it, including Lemmy. The sides of the stake will act as walls, and the stake has 16 HP. Lemmy can have 2 stakes in the ground, and when he uses the move with 2 stakes in the ground, the oldest one will splinter apart, regardless if Lemmy sticks the new one into the ground or not.

Remember that terrible Fair tarp? Well, it turns out to have a use after all! If Lemmy catches part of the tarp on the top spike of a stake in the ground, it will actually catch onto the spike. If you place 2 stakes close enough so that the trap catches onto both, Lemmy will let go of the tarp and it will stay attached to the stakes. The part of the tarp in between the two stakes is able to support characters walking on top of it, thereby creating a solid platform to walk on! Any lingering tarp on the outside edges of the spikes will just droop down and hang there. The tarp platform will remain until one of the stakes is destroyed. Lemmy can still use his Fair when a tarp platform is already created, but there is no room for it to also catch onto the stakes. Finally, the tarp can catch onto the spikes during the entire time Lemmy holds it out, explaining why the Fair has so much end lag.

SPECIAL MOVES

Neutral Special **Land Renovation**
Lemmy’s staff will disappear as he pulls out a control panel with both hands. There is a metal pole attached to the bottom of the controller and Lemmy will stick the controller down into the ground with this pole. There is below average startup lag to take out the controller. In order for the move to continue, you must use this move on a static drop-through platform (like the ones in Battlefield.)

If you’ve used the move on a correct platform, then Lemmy will push a button to turn on the controller as he grabs a joystick on it and a green computerized sphere will appear around the platform. It has the radius of one battlefield drop-through platform. Using the control stick, Lemmy can actually move the controlled platform at a below average speed. He can move it anywhere within the indicated area as long as the center of the platform does not leave the area. If Lemmy tries to go too far, the platform will simply shove against the perimeter of the sphere like a wall. When you have positioned the platform where you like, press B again and Lemmy will remove the controller for average end lag as the sphere disappears. If Lemmy is damaged while moving the platform, the controller will disappear and the platform will stay where it was when the move was interrupted.

If you change your mind about moving the platform, you may press A for the platform to quickly move back into the last position it was in before using this move and Lemmy removes the controller like normal. You may also press the Shield button to revert the platform back to its default position with the same end lag as always.

But what if you used this move on the wrong type of platform, or in the air? In this case, after Lemmy pulls out the controller, he will hit a different button on the controller that will cause a shockwave of energy to radiate out from the controller. It is disjointed and covers an area the size of Dedede before fizzling out. The shockwave will deal 6% with below average knockback, and there is average end lag as Lemmy puts back the controller. This function of the move is more of a point to having the move on stages where the main function can't be used, rather than a really useful feature.

Side Special **Koopa Warp Pipe**
Lemmy will thrust his staff straight up as a black warp pipe with the infamous Bowser icon appears in front of him in a flash of dark magic. The pipe is the same size as the ones from the Mushroom Kingdom in Super Smash Bros 64. It takes .7 seconds to summon a pipe, and then there is low end lag after it is summoned. A pipe has 20 HP and Lemmy can damage his own pipes. If Lemmy summons the pipe in midair, it will be floating on top of a very thin platform that is just long enough to cover the bottom of the pipe.

When Lemmy summons his first pipe, you’ll notice that there is a hatch over the top of it. However, once Lemmy summons a second pipe, the grating will disappear, with the entry hole exposed. You know what that means! If you stand on top of one the open pipes and press down on the control stick, your character will lower into the pipe as the classic sound effect from Super Mario Bros is heard. Any character can use the pipes, not just Lemmy. Characters like Bowser will shrink to fit into the pipe. Once they lower all the way into the pipe, the sound effect is heard again as they rise out of the other pipe. It takes 2 seconds to complete the pipe transition, 1 second for each pipe motion. Characters have super armor while transitioning through the pipe, but the pipe can still be damaged. If a pipe is destroyed with a character in it, the character will enter free fall. There can be 2 pipes on the stage at a time, and when Lemmy attempts to summon a new one, the oldest one will disappear, regardless of Lemmy completing the new summon or not.

Up Special **Flying Trapeze**
Lemmy’s staff disappears as he holds his hands up above his head and grabs hold of a metal bar with both hands. Two strings then shoot straight up from the bar and attach themselves to the underside of the first platform they come across. If there is not platform a small metal knob will appear for them to attach to, which is as high up as the max height of Marth’s Dolphin Slash. There is below average lag to summon the trapeze.

Once Lemmy has the trapeze formed, he will hang from it in place. As you move the control stick left and right, Lemmy will swing back and forth on the trapeze, holding up his feet if he would otherwise hit the ground. As Lemmy gains more momentum he will begin to swing faster and farther out. If the platform is small enough or he attaches it to the midair knob, he can actually start looping around the platform in a constant cycle. Lemmy’s cannot hurt enemies while swinging. If he hits a wall while swinging, he will stop against it, which is not very good for building up momentum.

When you press A while swinging on the trapeze, Lemmy will let go of the trapeze as it disappears and Lemmy starts hurtling through the air while curled up in his shell. The trajectory he takes is based on his current momentum and position in his swing in a realistic manner. Depending on how fast Lemmy is going he will deal from 5-14% and low-above average knockback. Lemmy’s entire body is a hitbox with good priority. Lemmy will not end the somersault until he hits the ground, at which point he will strike a pose as he lands neatly on his feet, giving the move average end lag.

Down Special **Dart Board**
Lemmy’s staff disappears as he pulls out a dartboard and places it in front of himself. Like the Koopa Warp Pipe, it will be on a thin platform if it is placed in midair. The dart board is the height of Kirby and as thick as Olimar. There are targets on both sides, and the targets are all black with a small red bulls-eye. It takes .6 seconds to set up a dartboard with low end lag. There can only be one dartboard on the stage, and they have 16 HP. Lemmy can damage his own dartboard.

When you input for this move with a dartboard on the stage, Lemmy will pull out a small dart with his free hand and aim for a moment like a real dart player for below average startup lag. He will then throw the dart straight ahead, and it travels as fast as Shiek’s needles until it hits something. The dart has good priority. It deals 3% with slight hitstun if it hits an enemy. There is low end lag to throwing the dart.

Of course, the main point of the dart is to actually hit the dartboard with it! If Lemmy strikes the black part of the target with the dart, the dartboard will not take damage, and instead will emit a blue shockwave expands to cover an area the size of Donkey Kong before it disappears. The shockwave is disjointed and deals 13% and above average knockback to those it hits. The shockwave comes out instantly when the dart hits the board, and after a shockwave disappears, it takes 3 seconds before a new one can be created. If Lemmy manages to hit the bulls-eye in the center of the board, the shockwave will be red, be twice as large, and deals 16% with good knockback. However, once the bulls-eye is hit, it disappears from the current dartboard, and it takes 5 seconds before any new shockwaves can be activated. If Lemmy hits the dartboard when a new shockwave cannot be formed, nothing happens and you simply wasted your time.

GRABS

**Grab Animation**
Lemmy will simply reach forwards with his free hand. This comes out decently fast and has decent range for a grab. If he catches someone, he will hold them by the collar with just that hand.

Grab Attack **Dead Weight**
Lemmy will quickly smack the enemy with his staff. This deals no damage. However, each time he hits the enemy, a weight will appear chained to the enemy in a small flash of dark magic. For each weight on the enemy, their fall speed will increase by one point (4/10 to 5/10 for example) after Lemmy throws them, and the weights will remain attached for 4 seconds after the throw. Enemies can have up to 5 weights attached to them and it is possible to go higher than 10/10 in fall speed (which basically means that you fall faster than the highest natural fall speed). This pummel can be performed as rapidly as Ganon’s pummel, so normally you will only attach 2 weights or so.

Forward Throw **Baseball**
Lemmy tosses his enemy a short distance into the air, and then he grabs his staff with both hands and swings it right into the enemy as they fall, appearing much like the swinging of a baseball bat. The move even makes the same sound effect as when you connect with a homerun swing. The throw deals 10% and average knockback on a high trajectory.

Back Throw **Human Cannonball**
Lemmy simply tosses his opponent behind himself for 7% and average knockback. BORING!

Oh, but remember that cannon you can create with your FTilt? If Lemmy has his cannon behind him, facing him, and within an area the size of Bowser in distance to him, Lemmy will do something very different for this throw. He will quickly turn around with his opponent still in his grasp as he leaps through the air toward the cannon and stuff the opponent into the cannon. As the poor victim struggles to get free, they look similar to how they appear when eaten by Wario’s Chomp attack. After stuffing the enemy into the cannon, Lemmy will land on the ground and duck into his shell as the cannon fires the opponent at a 30 degree angle (just like the way the cannon is angled, yay) for 14% and good knockback. This is a potential KO option for Lemmy, but as you can imagine, it’s not incredibly easy to setup.

Up Throw ** Fire Chomp**
Lemmy Koopa will toss his enemy upwards for 8% and average vertical knockback. After doing so Lemmy will keep his hand held out as a metal sphere emerges from his hand that is the size of a soccer ball. 2 eyes and a mouth will appear on the sphere as a trail of fire forms behind it…



This critter is a Fire Chomp, an enemy who debuted with Lemmy in Super Mario Bros 3! To add to the nostalgia, it even functions closely to its original incarnation. As you can see in the picture, it has 3 fireballs trailing behind it as a tail of sorts. A Fire Chomp has 14HP and will slowly pursue the closest enemy, flying around in the air in any direction. Every 1.5 seconds, the Fire Chomp will absorb one fireball from its tail and spit it out straight ahead in the direction it was moving. The fireball has decent priority and travels until it hits something at a slow speed. The fireballs deal 3% with hitstun upon impact.

Once the Fire Chomp uses all 3 of its fireballs, its face will disappear and it will begin to glow while still following enemies. After 2 seconds pass in this state, the Fire Chomp will explode, dealing 16% and high knockback to anyone caught in the disjointed explosion, including Lemmy himself. If the Fire Chomp loses all of its HP in this state, it will still die normally without any repercussions.

Down Throw **Anti-POW Block**
Lemmy will simply toss his enemy away for 6% and below average knockback. After doing that, he will wave his wand along the ground once, which causes an upside down POW block to form on the ground right in front of him. This POW block works similarly to the one from his UTilt, however this is a key difference. When activated, this one will hurt all enemies in the air instead of on the ground, and instead of vertical knockback, will deal downwards knockback. Lemmy himself can still be hurt by this POW block as well, and the POW block’s activation can be airodged. There can only be one anti-POW block on the stage at a time, otherwise when Lemmy performs this throw nothing will happen when he waves his staff.

SITUATIONALS

Lying Down Front **Shell Spin**
Lemmy will quickly tuck into his shell as he proceeds to slide along the ground while spinning around like a top. He looks similar to Bowser performing Whirling Fortress but without the wind effects around the shell. Lemmy will go forwards as far as 1/3 of battlefield and his shell is a hitbox that deals 8% with average knockback.

Lying Down Back **Shell Tornado**
Lemmy will once again tuck into his shell, but now he will spin around in place for 1 second. He deals 10 hits of 1% in that second, with the final hit dealing average knockback. There is a slight suction effect on enemies who are within 1/6 of battlefield from Lemmy.

Ledge Attack <100% **Wand Burst**
Lemmy will reach over the ledge with his staff as he thrusts it forwards, releasing a small magical ring of energy forwards. It’s the energy rings that his siblings used in Super Mario Bros 3, and it even makes the same sound effect! The ring travels forwards for ½ of battlefield at a decent speed and has good priority. It only deals a measley 5% and low knockback however. Lemmy will then pull himself up over the ledge, but not until the ring disappears, making him highly punishable if me misses his shot.

Ledge Attack 100% **Oops**
Lemmy goes to perform the energy ring attack, but as he thrusts his staff forwards, it slips out of his hands! Fortunatley for Lemmy, this is somewhat of a good thing, as the staff deals 9% and average knockback, is obviously disjointed, and Lemmy actually climbs over the ledge quicker than in his other ledge attack to retrieve his staff, a first for this type of attack.

FINAL SMASH - KOOPA CIRCUS

Lemmy will thrust his staff upwards while calling out, “It’s time for the main event!” Suddenly 7 lightning bolts will crash down onto the stage in specific places on the stage as koopa-like characters emerge from them. Oh no, Lemmy has just summoned his siblings to help him out! For the next 16 seconds, Lemmy will have super armor, and all of his siblings will be on the stage at once, all performing various deeds to make your life miserable. Roy and Wendy will simply appear next to Lemmy and both follow him around, acting the same as in the DSmash but they are now invincible, and if one was already summoned from the DSmash, they will have their HP replenished. All of the summoned Koopalings are invincible for that matter. When the time is over the Koopalings will disappear in more flashes of lightning except for a Koopaling that was summoned via the DSmash. The other Koopalings will now be introduced here for your viewing pleasure:

LARRY KOOPA



Larry is the youngest of the Koopalings. He went from being the easiest boss of Super Mario Bros 3 to being one of the most difficult bosses of Super Mario World. He is slightly larger than Lemmy. Larry will appear on the center of the stage and then he will look upwards as he spits a fireball out of his mouth that goes straight upwards until it hits an object or leaves the screen. It has good priority and will deal 9% with average knockback. If the fireball manages to go off the top of the screen, suddenly 7 fireballs lined up horizontally will fall from the screen at the same speed. The middle one will be aligned with Lemmy’s current horizontal position. Larry cannot shoot another fireball until the current one (or group) disappears.

IGGY KOOPA



With a blue shell and glasses, Iggy is the smartest of the Koopalings. He is a bit larger than Lemmy, about the same size as Larry. Iggy will appear in the center of the stage next to Larry, and then he will quickly make his way to the closest static drop-through platform. He moves as fast as Captain Falcon and jumps as high as Falco (Yeah, he’s a very mobile guy). When Iggy does get onto the platform he is seeking, he will attach a device to it that looks a lot like the one in Lemmy’s DTilt and then he will immediately start heading for the next platform in the area. 2 seconds after he places the device on a platform, the entire platform will be covered in spikes that work like the ones from Lemmy’s DTilt, but these will also stick out on the underside as well, making the entire platform a dangerous area to dash on. These spikes are also golden colored, which means that they will not harm Lemmy (I guess Iggy made them out of a special metal). The spikes remain until the final smash is finished, and when there are no platforms left to modify, Iggy will simply stay in place and chuckles like a maniac.

MORTON KOOPA JR



Silver-shelled Morton is larger than Larry or Iggy but smaller than Roy. No, I don’t give a darn if Bowser’s first name is Morton due to the “Jr.” part, just shut up and continue reading this overly long final smash. Morton will appear at the edge of the stage’s main platform on the side farthest from Lemmy. He will then proceed to dash along the platform at a good clip, dealing 10% and average knockback to anyone he hits as he continues moving along. When Morton reaches the edge of the platform, he will normally turn around and dash back across the stage. However, if he runs into a wall, he will suddenly begin to run up the wall! When he reaches the top of the wall, he will wall-kick off of it and perform a falling elbow drop that is aimed at the nearest enemy. He falls at a good speed but he can wall-kick with enough force to send him flying up to ½ of battlefield sideways before dropping. The elbow drop deals 16% with good knockback, and when Morton lands, there is average end lag as he gets back up. He will then make his way to the main platform and resume his attack pattern.

LUDWIG VON KOOPA



Ludwig is the oldest Koopaling, and just like Lemmy and Larry, he too has a green shell. Ludwig is even bigger than Roy, though only by a little. He was known as the Koopa Composer, so Ludwig will appear in the background center of the stage sitting at the keys of a large organ (piano-like instrument with large pipes coming out of the top). Every 2 seconds, a glowing musical note will fly out of a pipe from the organ. The notes are the size of a pokeball and come in random types and colors. After the note is formed, it will quickly home in on the nearest enemy, dealing 6% upon impact but no knockback or hit stun. The notes have average priority.

BOWSER JR



Wait a minute, Bowser Jr isn’t a Koopaling! Techncially he isn’t, but he’s still one of Bowser’s children, and therefore he is willing to lend a hand. Bowser Jr, will appear right behind the most damaged enemy on the stage and then he will quickly perform a horizontal swing with his paintbrush. If he hits the enemy, they will be knocked away for below average knockback and be covered in orange paint for 4 seconds, which slows down their movement speed. Bowser Jr will then proceed to erratically move around the map at a decent speed with a single jump, going wherever he pleases with okay AI. If he comes across an enemy he will once again perform his brush attack. If he hits an enemy who is already under the effect of the paint, the move will reset their timer for being slown down. The paint effect will carry on even when the final smash ends.

As a final note, if any other Koopalings are being played as in the match, the ones summoned here will be alt colors. This also applies to Roy and Wendy in the DSmash.

STRATEGY GUIDE

Lemmy is a character who can do anything. He can rack up damage, KO, gimp, play defensively, and strike from the ground or air. There’s just one hitch: He can’t actually do any of this until he sets up the stage beforehand to accommodate what he wants to do.

For example, Surprise Cannon can be used as a damage racker with its nice range. But at the same time, you may want to simply position one early on near the edge of a platform so you can use your BThrow into it for a KO. Or you may position it near the edge of the platform so you can potentially use the cannonball function via Fire Eater in order to perform long-range gimps. The key here is that if you decide to throw out the cannon for that damaging, it may be in a poor position for the other possible uses, so unless you want to keep it as a stage obstacle, you’ll have to destroy it before you can reposition the cannon. Wow, all that just for one move! Lemmy is great at manipulating the stage to suit his own goals.

Setting up the stage in a useful manner involves careful thinking about how each feature works, but soon you’ll be exploiting mechanisms and creating all sorts of weird strategies. Summon a Fire Hoop right above a Trampoline and just bounce up and down as the hoop gives you some added defense. Moves such as the Dair/Fair combo and Land Renovation allow you to practically customize the stage with your own platform layout and give you even more ways of combining traps together, not to mention that Claiming a Stake can be a nice damaging move before you stick it into the ground. Koopa Warp Pipe is a good move for retreats or traversing long distances.

On the offensive, Lemmy’s got a few ways of damaging enemies without having to go to extremes with hi stage hazards. Your main tool for this is Illusionist. You have mindgames with this move, a nice-reaching disjointed attack with this move, and even a defensive mechanism by moving yourself to the position furthest from your opponent. Juggling Act is another nice move for anti-air purposes. A more in-depth way of damaging enemies would involve Magic Trick. In a regular Brawl you’ll want to use a fully charged USmash in order to get the weight items to convert to the backup of your choice. Roy is good for close range combat, and Wendy is good for camping or for projectile pressure. Lemmy’s throws are also nice choices for damaging, and the UThrow and DThrow even provide you with more fun hazards to toy around with. Dart Board is a good move for long-range damage racking if you lure your enemy over to the dartboard. Really, there’s too many possible things to list much specifics.

Of course, there’s something else to deal with when playing Lemmy. It’s that the enemies can use your own stage features too! Oops, Samus just hit your anti-POW block while you were recovering, enjoy your gimp. Hey look, Ganondorf just used your repositioned platform to recovery. Yay, Meta Knight just…oh wait, Meta Knight already ***** Lemmy just because he’s Meta Knight, ololololololol. And then there’s the fact that some of Lemmy’s on moves can still damage him without outside interference, such as Fire Hoop or Fire Chomp. Fortunatley, Lemmy can stick around for some time with his recovery options. Flying Trapeze and Trampoline can both help Lemmy make it back to the stage, and if you’re daring you may try to set up a Koopa Warp Pipe off the stage so that you can land on it and warp to your favorite position on your messed-up stage.

Lemmy Koopa is a character that has a playstyle and yet has no true archetype to call it by. While some moves are meant to work together, and some move combinations seem obvious, at the end of the day every player will their own ideas of how to position all of Lemmy’s traps and reposition them as the match goes on. Every stage will have its own possible setups, and then every opponent within that stage will have its own variations of that. But even then, there’s no one way to play Lemmy. Casual players may be turned off by his insane high learning curve, but competitive players who put the time into learning him (or players who simply enjoy creative thinking) will come to appreciate the freedom Lemmy’s move set employs when coming up with your own vicious chain reaction of stage hazards.

EXTRAS

CREDITS SONG

Super Mario World Castle Them Guitar Remix

Who knew that the Clown Prince of Koopas was into metal?

SPECIAL ANIMATIONS

Up Taunt: Lemmy throws his staff in the air as it twirls around in the air and then Lemmy catches it while saying “Enjoy the show!”

Side Taunt: Lemmy leans sideways while holding his free hand against a “wall” like he’s a mime, and he was a cocky smirk on his face. You can hold this pose by keeping the input held, but if you hold it for 3 seconds, Lemmy suddenly falls over and lands on his stomach. Yes, this taunt can be used to force a transition to lying down on Lemmy’s stomach. I’m totally not doing that just to make rising attacks more usable, nope nope.

Down Taunt: Lemmy performs a backflip in place, and while doing that he says, “You won’t see my dad pull that off!”

Win Animation 1: Lemmy is seen balancing on his ball while juggling some spiked balls. If you wait for 20 seconds after the results tabs appear, one of the balls will go off-course, and when Lemmy leans over to try and catch it he loses his balance on the ball and falls off. He then gets back up and looks both ways saying “Nobody saw that, right?”

Win Animation 2: Lemmy comes rolling by the screen on his ball while twirling his staff around and a grin on his face. We then see a line of Koopas marching behind Lemmy, playing various musical instruments that play the airship song from Super Mario Bros 3, only it’s in an instrumental format. The marching band keeps on going forever with the song looping until you leave the results screen.

Win Animation 3: Lemmy is seen reaching standing in front of a warp pipe while rubbing his hands together and saying “Look, nothing up my sleeves!” He reaches into the pipe and pulls out a Buzzy Bettle from the pipe, holding onto it by its shell. The buzzy beetle stares at Lemmy with a confused look on its face and then Lemmy places it on the ground as the critter scurries away.

Lose Animation: Lemmy is seen balancing on his ball while clapping with a grin on his face. What a good sport!

SNAKE CODEC

Snake: This guy reminds me of Bowser.

Otacon: Ah, I see you’re fighting Lemmy Koopa! He’s one of Bowser’s children, and he loves to clown around. It’s even said that he wants to join circus.

Snake: That’s odd, I thought Lemmy was always balancing on a ball.

Otacon: That’s only in Super Mario Bros 3. In his other appearances his trademark power is to create clones of himself.

Snake: But he’s holding that staff from Super Mario Bros 3. And he summons Fire Chomps from Super Mario Bros 3. I expect to see some bouncy balls darnit!

Otacon: I must be rubbing off onto you, haha.

ASSIST TROPHY - BOOM BOOM



Boom Boom was an enemy Mario fought at the end of fortresses in Super Mario Bros 3. When he is summoned from the capsule, Boom Boom will proceed to run back and forth across the platform he lands on while constantly swinging his arms. Each hit from his arms deals a mighty 16% and high knockback. However, Boom Boom is not invincible. He has 17 HP, and when he loses it all, he will duck into his shell for a moment…and then he will emerge with wings instead of arms! Boom Boom will now fly to the top of the screen and fly back and forth. Occasionally, he will pause for a brief moment before swooping downwards to hit you with his feet. His dive bomb deals 12% with good knockback, and then he will return to the sky. If Boom Boom takes an additional 12 damage in this form, he will explode in a shower of stars that deal no damage. Boom Boom lasts for 17 seconds at most, and he is as large as Dedede
 

Jimnymebob

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Jimnymebob
I didn't expect Lemmy so soon, and I was expecting to come home from college and get to work on my moveset, but when I saw this, I just had to read and comment, and I'll try my best to give you a quick mini review.

I don't know a lot about Lemmy, as I have only played one game with him in, SMB3, and I am currently stuck on Ice Land, so I've not fought him yet XD. However, I have seen the cartoon, so I sort of know what he is like. This moveset seems extremely close to character, and it is consistent, as are the stats you gave, which is one of my main problems, so good job on that.

The layout is solid, as are the images that accompany the set, so no problems with layout. All moves are extremely detailed, and you went into detail about priority, hitboxes and lag, so that is great, and allows me to truly picture Lemmy's actions.
Pros, cons and a strategy guide are great additions to the set, and you have a decent amount of extras, Boom Boom being a great AT.

Now onto the moves, my favourites have to be his forward tilt, for the fact that it creates a platform, functions as an attack, and can be combined with the back throw I think it was. My second favourite was the Up Special- why no one (or at least I think) had thought of using a move like that to recover amazes me, as this is one of the most creative up specials I have seen in a very long time.
All the other moves are creative as well, and they all seem to character, and the support from Roy(PH143) and Wendy is a great little feature.

If there is one thing that I would have liked to see, it would have been a stage, but the set is fantastic anyway.

In conclusion, this is a fantastic set, and I hope that this does well in the contest, as it truly deserves it.

EDIT= And I'm apparently offline?! XD
 

JOE!

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My second favourite was the Up Special- why no one (or at least I think) had thought of using a move like that to recover amazes me, as this is one of the most creative up specials I have seen in a very long time.
See: Web Sling :p

Anyways, lemmy looks awesome, SMB3 was my favorite NES game, so cool to have some nostalgia come to me with this guy :bee:
 

Jimnymebob

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Sorry about that, I forgot XD.

Anyway, I'd like to say that my moveset could be ready for tonight, as I only have two tilts, situationals and throws left to do. The BBCode could take a while though, so I'm not promising anything.

Edit= I'm going to lean towards it not being ready for tonight XD.
 

SirKibble

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May 2, 2008
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Comments on Lemmy Koopa

An excellent moveset. The whole thing flows and feels very fitting to the character (though I can't judge that too well due to not knowing anything about him prior to reading the moveset other than that he's a Koopaling). Use of the other Koopalings (and Bowser Jr.) in the D-Smash (possibly my favorite move) and the Final Smash was great, and I also liked the F-Tilt and F-Smash (both separately as well as their interaction capabilities). The N-Air was another of my favorite attacks, one I would use and abuse if I played as Lemmy. I did find the Situationals in this moveset a little less interesting than I've come to expect from you, but meh, what does that matter! All things considered, a reeeeaaally great moveset, though I still favor Bass and Treble, as well as Mewthree, to it. ;)
 

Jimnymebob

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I have a question.

I have finished my moveset, and just need to BBCode it.
Don't worry H_R- it'll take me an hour or so to do that XD, and I may leave it for a few hours.
However, I was planning on making two Luigi-fied clones (instead of an SSE) to go with it, but this is taking some time. They will basically be the same as the main set, but instead of just being an outfit swap, they will have some unique attacks, and some of their attacks will deal different amounts of damage, knockback etc.

If I was to post the set without them, and add them in at a later date, would that be counted as posting an incomplete set?

I also apologise if anyone has been planning this set, but as far as I know no one has XD.
 

Hyper_Ridley

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Hippo Island
I didn't expect Lemmy so soon, and I was expecting to come home from college and get to work on my moveset, but when I saw this, I just had to read and comment, and I'll try my best to give you a quick mini review.

I don't know a lot about Lemmy, as I have only played one game with him in, SMB3, and I am currently stuck on Ice Land, so I've not fought him yet XD. However, I have seen the cartoon, so I sort of know what he is like. This moveset seems extremely close to character, and it is consistent, as are the stats you gave, which is one of my main problems, so good job on that.

The layout is solid, as are the images that accompany the set, so no problems with layout. All moves are extremely detailed, and you went into detail about priority, hitboxes and lag, so that is great, and allows me to truly picture Lemmy's actions.
Pros, cons and a strategy guide are great additions to the set, and you have a decent amount of extras, Boom Boom being a great AT.

Now onto the moves, my favourites have to be his forward tilt, for the fact that it creates a platform, functions as an attack, and can be combined with the back throw I think it was. My second favourite was the Up Special- why no one (or at least I think) had thought of using a move like that to recover amazes me, as this is one of the most creative up specials I have seen in a very long time.
All the other moves are creative as well, and they all seem to character, and the support from Roy(PH143) and Wendy is a great little feature.

If there is one thing that I would have liked to see, it would have been a stage, but the set is fantastic anyway.

In conclusion, this is a fantastic set, and I hope that this does well in the contest, as it truly deserves it.

EDIT= And I'm apparently offline?! XD
Yeah, the FTilt was one of my favorite moves as well. :bee:

I was originally thinking of a stage based on a level from Super Mario 3, but I couldn't find a pic of the area that I wanted to base it off of. Ah well, it had a wall anyways. :laugh:

Pictures are something I've been trying to include more of in my move sets. Bass and Treble, Mewthree, and now Lemmy all have pictures to help make some moves easier to see.:bee:

Thanks for reading. =D

See: Web Sling :p

Anyways, lemmy looks awesome, SMB3 was my favorite NES game, so cool to have some nostalgia come to me with this guy :bee:
SMB3 nostalgia was one of the things I was hoping to achieve with this guy. :bee:

Comments on Lemmy Koopa

An excellent moveset. The whole thing flows and feels very fitting to the character (though I can't judge that too well due to not knowing anything about him prior to reading the moveset other than that he's a Koopaling). Use of the other Koopalings (and Bowser Jr.) in the D-Smash (possibly my favorite move) and the Final Smash was great, and I also liked the F-Tilt and F-Smash (both separately as well as their interaction capabilities). The N-Air was another of my favorite attacks, one I would use and abuse if I played as Lemmy. I did find the Situationals in this moveset a little less interesting than I've come to expect from you, but meh, what does that matter! All things considered, a reeeeaaally great moveset, though I still favor Bass and Treble, as well as Mewthree, to it. ;)
Glad to see some lurving for the D-Smash. I was afraid to write that move at first due to how long it ended up being. And yeah, Nair abuse FTW!

I'll admit, I didn't have as much ideas for these situationals as other characters, which is wierd considering what else I came up for this guy. Ah well.

Thanks for reading/commenting. ^_^



@Jimny: Since they're extras, I personally would be okay with it. Though I would suggest trying to have them finished before posting if possible.
 

kirbywizard

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this is my first try

The Beautiful Duke of Tanas Oliver



Background
Oliver is a Light Magic User from the Fire Emblem series. He has made two beautiful appearances in the fire emblem series, one as a non-recruit able boss in path of radiance and another as a recruit able boss in Fire Emblem Radiant Dawn. He does anything to protect anything he believes that is beautiful. Even if it is alive. At first he was considered an enemy and corrupted official. Yet most of his intentions were of good, even though the way he tried to keep his goals was a little insane. In all of his appearances Oliver has always been equipped with the powerful light magic version of Nosferatu. Seeing this beauty battle in the field is something everyone should be thankful to ever see.
Weight:4/5 he is a fat saint, it is amazing he can move so much
Speed: 3/5 or 2/5 This guy can run. Look at that fat jiggle
speed of attacks: 3/5
Power: (2/5) (4/5) get into that later
beauty: 9000<?
Combo Ability : (4/5) (1/5)
Recovery: 3/5 Fat Guy holding onto a ledge >_>
Air Skill: 3/5 2/5 Some noticeable Lag after a few air attacks
Fall Speed: Luigi style Baby.
Shield: 2/5 This thing wont cover much of his body
Size:3/5 as tall as Ike but is pretty fat
Jump Hieght: 3/5 two regular jumps
Range: 4/5 most of Olivers magic attacks have the range of marth's sword

pros:
can kill soon
very good range
oliver is hard to kill because of his weight
can combo well
good projectile
two weapons
he can heal

con
most of his smashes have noticeable lag
big fat man
can easily be juggled
not the best at close range

Weapons!
Nosferatu: This weapon is originally a dark magic spell but changed to light magic in radiance and radiant dawn. like its dark magic counterpart , this weapon heals the user by the amount of damage it does on the enemy.In this you will only receive about half healing power >_>. there is a vid of it that I will put up soon

Valaura: Valtome used to have this.....used to. Now with this equipped it does more damage and more knock back, but it comes at a price. many attacks shall be given a little more lag after an attack.Oliver's speed also is reduced. many Combos shall become harder to nail because of this. Mostly due that valaura is a much heavier light tome then nosferatu.

The Beautiful Tilts
Up Tilt: Oliver attempts to jump up high making himself look like a penguin attempting to hop. This goes out as fast as Luigi's up tilt. It has around the same amount of nock back as luigi's up tilt , and can juggle an opponent such as mario around 3 times in the air. Damage 5%. ending lag 0/5

Forward Tilt: Pimp Slap:, Oliver does a slap animation, this move can kill someone like Mario at around 150%. It sends the enemy flying at the direction Oliver is facing. The range is pretty short. This kills because of all those beautiful rings he has. 10 Damage in total. ending lag 1/5

Down Tilt:Stage Spin: Oliver spins quickly around. This shoves the opponent enough to get some breathing room. Does around 10 Damage. ending lag Lag 1/5

Jabs

Jab1: A small amount of light hits the opponent, can be followed by an Ftilt but that can be shielded. 6%
Jab2:Oliver slams his belly on the opponent Causes tripping animation to opponent at higher damage. 10%
Jab3:Oliver attempts a punch. Nocks opponent horizontally away. 4% Lag of all jabs 1/5

Grabs and Throws
Grab animation: A small stream of light reaches out and drags the opponent. length is about half of ZSS grab. length 4/5. 2/5 if valaura is equipped
Pummel: keep pressing to give shocks of light onto the opponent. heals if nosferatu is equipped. Damage 10%. problem You can not get to many pummels in before the enemy can escape

Forward Throw:Catch the bird: The stream of light spins the enemy like a lasso throwing them at a 45 degree angle. Does around 15 damage and can heal if nosferatu is equiped. When valaura is equipped this attack does 20 damage but does not heal. This can be followed by short hop nair at low damage.

BackThrow:Toss the fugly: The light flings the opponent back similar to if you were throwing a soda can into a trash can right behind you. Does 12 damage and can heal with nosferatu. Can kill at around 100%. if valaura is equipped it does 18% damage and can kill at 90%

Down throw:Into the ground were they wont see: the enemy is thrown on the ground and gets pummeled with streams of light. The light does 8% (or 12 if valaura is used) damage and can heal if nosferatu is equipped. Soon after Oliver sits on the enemy similar to warios grab but can kill at 120% O_O. Man That is Fat. Can kill at 100% damage if Valaura is equipped. You can chain grab large enemy such as D3 up to around 40 damage

Up Throw:Fly My Beauty: Oliver puts the enemy on his hand and quickly forms a ball of light. This launches the enemy up like a rockets. This can kill at around 130%. Does about 14% and can heal with nosferatu. 18 damage with valaura and valaura can kill at 115%.

Air Game

Nair: Oliver spins around like a dolphin. 10% High Priority ending lag 2/5

Upair: Oliver holds up his tome and launches a light attack. Similar to Bulbasaurs upair, but not to much end lag 1/5

Fair:Oliver opens his tome and shoves it forward with a blast of light. Does 12% damage and can heal with nosferatu. 15% damage with Valaura. ending lag 3/5 and 4/5 with valaura

Dair:Oliver falls down belly first. Low prioity 5% ending lag 1/5

Bair:O Dear: Oliver's nosferatu/valaura goes crazy and launches him backwards a very small distance. Rams into enemy. 13% and kills 160% ending lag 2/5.

Specials

Neutral B:Give me a sec: Oliver switches his equipped weapon from noseferatu to valaura or valaura to nosferatu. takes about half a second to switch. Through out the fight oliver will carry the equipped tome with his hand around his waist. Valaura has a purple like appearance while nosferatu is heavenly colored yellow. here is a video of oliver
Go OliverThis video also shows how his counter and dodge animation would appear.

Forward B:Beauty's Judgment: Similar to din fire. Oliver launches a light spell and when you release the B button. The spell activates and explodes. If nosferatu is equipped it heals. Does 15% and 20% with Valaura. Launches enemy downward when valaura is equipped and upward if nosferatu is equipped.Ending lag 2/5 and with valaura 3/5. Oliver does a simple spell incantation animation as you use this spell.

Down B:Not so fast:Oliver does a side step animation, and if the opponent attack Oliver launches a counter. Oliver does a quick light spell launching the enemy diagnal direction. Does 10% damage and can heal with nosferatu. Does 15% with valaura. The side step animation is similar to his dodge in fire emblem games.

UP B:You know you love me: Oliver pulls out his warp staff pointing it in an upward direction while light surrounds him and warps to safety and similar to zelda up B recovery, you must angle the control stick to travel in different directions. When Oliver reappears a burst of light comes out doing 16%. Does not heal with nosferatu and 20% damage with Valaura. Can kill as early as 90%. It is faster when it comes to warping compared to zeldas up B but it takes longer for Oliver to reappear.

Smashes

Forward Smash: Just go boom:Oliver begins a critical animation, and as soon as you release a oliver waves his releasing a burst of light happens right in front of oliver. Does 20% damage fully charged and can kill at 80 Damage. Can heal with nosferatu. and can kill at 70% damage with Valaura.launches the enemy diagnol. He has super armor while he burst of light happens. ending lag 3/5 with nosferatu and 5/5 with valaura.

Down Smash:protect me: Oliver stands still facing the screen and as soon as you release the a button two transportation circles appear launching one soldier on each side. Think of it similar to Olimar down Smash. This attack has a lot of lag 4/5 at the end and should not be used to often. Can kill at 125% with both of the light tomes and does not heal. launches foe similar to olimars down smash. the guards quickly warp back. HIt box ranges from olivers head to the very end of the solders traveled distance which only goes a little farther then a blue pikmin forward smash.

UPSmash:SIng My beauty: Oliver strikes a pose with his hands in the air, and Rafiel pops out above Oliver very quickly singing a galdr ( a green like aura surrounds oliver and rafiel). Galdr Damages the enemy a miserable 12% no matter how much you hold it. How ever the knock back is increased greatly. Does not heal and does the same amount of damage with both light tomes. Can kill at 98% damage fully charged. Launches the enemy directly upward. GIves Oliver super armor as rafiel pops out. ending lag 1/5. and start up lag is only 2/5. The hit box is a little bit crazy when galdr activates.

Dash Attack: Oliver shoves the enemy launching away similar to Jigglypuffs dash attack. does 15 damage, can be followed by a jab/ftilt at low damage.

ledge attack: Oliver waves his tome in a desperate attempt to give himself space. does 4% damage and gives off mediocre knock back.

Roll: Oliver spins around similar to ROB's roll but he keeps his hand up in the air as if he were in the middle of a spell. This is a very slow roll and can be punished.

Spot dodge: Oliver takes to steps back, bending back a bit. It is very quick

Air Dodge: Oliver spend around with both hands in the air.

Final Smash: You see Rafiel, Lenna, and Reyson running across the field and soon a large army lead by oliver chasing them. Wyvern knights in the air as well. if you stay in the ground you will be trampled and run over by the horses in the back. try staying in the air and dodging the wyverns.

Costumes alternate:
Black Costume: Mix him with edgar alan poe and done
green costume: think of the great deku tree mixed in here
red costume:.......
blue:........
yellow:......bling

taunts:
1:oliver pulls out a mirror and stares into himself
2: Oliver's hair looks like it is being blown by the wind and oliver does a random pose
3:Oliver does a fake running animation like a coward.

Victory Songs:Beauty is a mad mistress.
Oliver's fall
1: Oliver does his winning pose similar to when he wins a battle in fire emblem
2: Oliver makes three spheres of light to circle him
3:Oliver gets a mirror and begins to stare at himself

Lose:
1: Oliver stands, his body facing to the your right while his head is in the direction of the winner. Oliver claps like a rich noble.

Main Play style: SInce you have two main weapons. It is best to use nosferatu at lower damages. It is lighter and easier to land in combos in the air and on the ground. The healing priority help keeping you at low damage. Switching to valaura is best when your enemy begins to hit higher damage for an even easier kill. Valaura can also be used earlier but not best used when you have a lot of damage. The longer amount of lag after attack can leave you wide open for damage. Since Oliver is a rather large character, and has pretty low falling speed. It is easy for other characters to juggle him, and just easily rack up damage on him.

Oliver does not have a hard time to combo others at low damage, and not much trouble getting kills. But it is best to play a defensive game, since a good amount of his attacks could back fire and leave you open.Oliver should never try to gimp by jumping off the stage. It is best to try to stay on the stage at all cost. Oliver's grab game is pretty good, but should only be used to get some breathing room or a another kill. Oliver can camp pretty well with his light magic, but doesn't do to well when it comes to close combat.Oliver has some disjointed hit boxs mainly from his smashes and a few air attacks.AT close range it is better to use oliver's fast attacks such as his tilts or jabs.
 

Jimnymebob

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Jimnymebob
@Jimny: Since they're extras, I personally would be okay with it. Though I would suggest trying to have them finished before posting if possible.
OK, I'll try and get them done, or just scrap them, depends how annoyed I get XD.
They may end up being horrifically unbalanced, but I don't care, they're bonus features lol.
 

MasterWarlord

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Joined
Aug 24, 2008
Messages
2,911
LEMMY KOOPA:

Oh god that was amazing. Loved it, loved it, loved it. It had no mechanic yet it had crazy cool moves. Individually the moves shine enough, but the highlight of the moveset is when they’re all brought together to form quite possibly my favorite playstyle ever (Sorry, Father Time.). Lemmy did what Black Doom failed to – making a create your own playstyle playstyle.

There’s just so many things you can set up with Lemmy. Thinking about all the possibilities of how to create your own personal section of hell is surprisingly fun, and this moveset offers no shortage of ways to go about doing it. One of my favorite ideas I came up with is putting a fair/dair platform on top of a regular platform, putting a dtilt trap on that platform, then moving about the base regular platform with neutral B to have a leaning tower of doom.

I’m a big Koopaling fan too, and I expected to see an assist trophy for Iggy (Lemmy’s twin) at the most, but you included em all in there, and even managed to get a couple in outside the final smash to boot. That was another highlight for me. I also love your situational bias in the side taunt, heheh.

Anyway, there’s really no flaw here. This quite frankly blows Mewthree, an already amazing set, out of the water. You’ve been managing to top your previous works with each set so far quite nicely. I find it doubtful the trend can continue, as then the world would implode from awesomness.

ANIMAL CROSSER:

A fun moveset, without a doubt. Unlike your previous sets, I felt he was perfectly balanced. He was okay at everything, not outstanding, which summed up pretty well. As I suggested in the chat, though, you probably wanna buff the fair and bair.

Anyway, enough about that. This moveset is your best so far, IMO. Most of the moves are unique enough on their own, but Animal Crosser really shines in the playstyle, which is a surprise, as you tend to focus on individual moves when not using a mechanic. Perhaps you should try this out more often, as it worked quite well. The earlier mentioned fair bair pairing is quite cool even if it is useless due to the similar start-up animations, just buff it a bit. The dtilt and side special combines two somewhat useless moves into a useful one in a very creative fashion. The fsmash is boring on it’s own, but it made all too much sense to work with that sexy down special. There’s no shortage of move interactions here, and they really help the moveset to flow very well.

It’s a shame you’re still gaining experience in writing playstyle sections and aren’t too fond of em, as seeing how much of a highlight it is for the crosser he could use a more expanded and detailed one. That said, the detail price of the moves is right. Easily readable yet descript. I think you’ve found your perfect detail level.

I greatly enjoyed this moveset and now feel much more comfortable with the thought of Animal Crosser as the AC rep instead of Nook or Resetii. Speaking of Nook and Resetii, I loved how you included them in the throws, even if Nook himself didn’t personally appear. Animal Crosser for SSB4!

CHAOS 0:

I confess, DFM, this is the first of your sets this contest I’ve managed to actually read. Your detail level was more tolerable in the past, but all these loonies have begun to sway me with their readability movement. It’s hard to force myself to trudge through a set like this when I can read something short and sweet like Ekans (See below). That said, the length of the moves isn’t THAT bad, as your awkward writing style plays a large part. I’m glad you’ve realized that separating the descriptions into sections is bad with your Bowser remix set, as I really hope you improve on this in the future. Moves where even you barely seem to know what’s going on like the aerial with that blurry picture and you describe the hitbox as a “thing” are particularly torture to read.

Moving on from that, contained within the awkward descriptions is a pretty d*mn good set. Using up water and having to suck it back in was a cool mechanic, and you made use of it to the fullest with things like the nair bair combo. The crawl game was also a nice and very fitting feature, and I simply LOVED the mindgame potential of the tentacle raep dtilt what with the trap looking the same as any other puddle. That was an utterly brilliant move and probably my favorite in the set.

While the descriptions are indeed torture to go through, this was easier to go through then Disaster or Battalion Army due to all the pictures throughout the moveset. In particular, the animated gifs from Sonic Battle were a gift from above in this muddled set that made those parts of the sets much more relaxing to read.

While I can’t say that it was easy to read through this, it was still enjoyable after I forced myself to make sense of the descriptions and actually picture the moves, and of course my bias for the character. Chaos 0 is an improvement over your previous works and it looks like you’re still going up with Bowser remix from what you’ve said, so I eagerly anticipate that one.

EKANS:

This moveset kinda came outta the blue for me. If you remember, Rool, I thought this was gonna be Koffing, what with you going *Coughcoughpoisonpokemoncoughcough*. Either way, it’s still a Team Rocket poison type either way. What’s the difference?

Upon actually reading the set, it certainly doesn’t feel like a Team Rocket Pokemon. It gives the distinctive feel of a wild snake what with the writing style, the moves, the playstyle, and most importantly the organization. That’s like the best organization I’ve ever seen. It’s a really cool gimmick having the text snake around like that surprisingly doesn’t hamper with actually reading the set, mainly due to the brief descriptions. This moveset begs to be read even more-so then Father Time and Shellder. Ekans leaps out at you and devours you until you’ve fully read him and just plain refuses to let go.

As far as the actual moveset goes, the originality of many of Ekans’ moves pales in comparison to the ridiculously high standards we’ve set. While he has a good playstyle, it inferior to Father Time’s. Quite frankly, this isn’t your best. Despite that, the moveset still is very enjoyable to read, and there are some hidden gems within the moveset. Ekans also has an extremely sexy grab like Father Time’s. You come up with the most original of grabs. That said, I hate you for randomly deciding to not make a dthrow. More laziness in the same vein as Father Time lacking any poses. At least Ekans has taunts, if nothing else.

Of course Ekans is underdetailed as per usual, but Ekans doesn’t suffer from this nearly as much as Father Time or Shellder. This is mainly due to Ekans being less complicated. Father Time is the most complicated of the trio, hence he begs for more detail the most and suffers the most from it. However; this works to Ekans’ advantage due to his simple nature. While not all the moves are among the most original out there, there are few that are outright plain boring, and when they are they at least make sense and fit into Ekans’ playstyle, like the uthrow.

While far from your best, Ekans was still a highly enjoyable read and a fine moveset either way. Ekans really his own unique charm what with it being quite possibly the most readable (Yet still good) moveset in the contest while not being under detailed. I’d gladly read another set in the same vein as this again.
 

Hyper_Ridley

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Dec 21, 2007
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Hippo Island
LEMMY KOOPA:

Oh god that was amazing. Loved it, loved it, loved it. It had no mechanic yet it had crazy cool moves. Individually the moves shine enough, but the highlight of the moveset is when they’re all brought together to form quite possibly my favorite playstyle ever (Sorry, Father Time.). Lemmy did what Black Doom failed to – making a create your own playstyle playstyle.

There’s just so many things you can set up with Lemmy. Thinking about all the possibilities of how to create your own personal section of hell is surprisingly fun, and this moveset offers no shortage of ways to go about doing it. One of my favorite ideas I came up with is putting a fair/dair platform on top of a regular platform, putting a dtilt trap on that platform, then moving about the base regular platform with neutral B to have a leaning tower of doom.

I’m a big Koopaling fan too, and I expected to see an assist trophy for Iggy (Lemmy’s twin) at the most, but you included em all in there, and even managed to get a couple in outside the final smash to boot. That was another highlight for me. I also love your situational bias in the side taunt, heheh.

Anyway, there’s really no flaw here. This quite frankly blows Mewthree, an already amazing set, out of the water. You’ve been managing to top your previous works with each set so far quite nicely. I find it doubtful the trend can continue, as then the world would implode from awesomness.
YAY! <3

Lemmy was who I was feeling would be my biggest entry into MYM5, and I'm glad I was right.

As you might expect, his playstyle section was sorta difficult to write, but I remembered what you said about Black Doom's, so I forced myself to go into more detail on some basic strategies. I honestly never thought of the Tower of Doom myself, but that just goes to show that Lemmy's "playstyle" suceeded if stuff like that can happen from some clever manipulation of his mechanics. =D

I knew right away as I started this guy that I wanted to include all of the other Koopalings, and orginally I was going to make them all into ATs. But then I got the idea for the DSmash and decided that I had to get the others in somehow. So that's how my favorite of my own Final Smashes came about. ^_^

This week has been a major boost to my morale in MYM after seeing how well-recieved my last 2 entires have been. Even if I never top Lemmy, I'll be sure to always at least try to make each of my sets as awesome as can be.
 

Jimnymebob

Smash Champion
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Sep 26, 2008
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Jimnymebob
I will have my moveset BBCoded and posted tomorrow, and I have decided that because I am having trouble at making clones of the moveset, I will post one of the clones with it, so then people can tell me whether its worth making a second one or scrapping the clone idea all together.

I'm just finding it really difficult to make the moveset similar but not be a carbon copy, and trying to keep it not horribly overpowered, which I fear it may be.

It is my shortest moveset, but that's because Tyrogue was a 3 character set, Cortez had a lot of extras, and Ripper Roo had a stage, AT, item, and a long SSE, but it is possibly my most detailed, and once you understand the special mechanic, the whole set is based around that.

I am also gonna skip a playstyle section because I can't write them..... At all.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Lemmy Koopa was easier to read than I expected it to be. And the moveset is (literally) creative. Many of the circus like hazards are great, but my favourite has got to be the anti-POW block. Such a simple twist on a well known item (it should not have been a throw, especially when its yawn inducing cousin is an up-tilt)

I'm not a fan of moves that only work in certain situations such as his Neutral-B (there's no reason you couldn't have added an additional purpose for when he isn't on the right type of platform). And you have other moves that don't do anything at all if you've already summoned their respective traps, such as the foreward-tilt and up-tilt.

There are also a few arbitrary moves and situational uses that no player in their right mind would figure out on their own. Down-Smash on an item? Back throw into a cannon? If the down-smash had some other use, I would forgive it, but it literally does nothing unless done over an item.

Also, any fire attack should light the fuse on the cannon. Or at the very least G&W's Foreward Smash should work.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
EKANS:

This moveset kinda came outta the blue for me. If you remember, Rool, I thought this was gonna be Koffing, what with you going *Coughcoughpoisonpokemoncoughcough*. Either way, it’s still a Team Rocket poison type either way. What’s the difference?
Totally tricked you. :p

Upon actually reading the set, it certainly doesn’t feel like a Team Rocket Pokemon. It gives the distinctive feel of a wild snake what with the writing style, the moves, the playstyle, and most importantly the organization. That’s like the best organization I’ve ever seen. It’s a really cool gimmick having the text snake around like that surprisingly doesn’t hamper with actually reading the set, mainly due to the brief descriptions. This moveset begs to be read even more-so then Father Time and Shellder. Ekans leaps out at you and devours you until you’ve fully read him and just plain refuses to let go.
Excellent. Good to see a nice comment on the organization, which I also thought was my best and most creative yet. And I certainly did focus on the snake aspect more than the poison aspect.

As far as the actual moveset goes, the originality of many of Ekans’ moves pales in comparison to the ridiculously high standards we’ve set. While he has a good playstyle, it inferior to Father Time’s. Quite frankly, this isn’t your best. Despite that, the moveset still is very enjoyable to read, and there are some hidden gems within the moveset. Ekans also has an extremely sexy grab like Father Time’s. You come up with the most original of grabs. That said, I hate you for randomly deciding to not make a dthrow. More laziness in the same vein as Father Time lacking any poses. At least Ekans has taunts, if nothing else.
I totally should've been Sloth instead of Gluttony, eh? :cool:

Ekans may not be my most creative - and in that way, he's the opposite of Father Time - but I like what I did with him anyway. Call him my "for-fun" moveset of the contest.

And the creative grabs, for me, are a new addition. I actually realized how much potential they had after reading Kupa's sets; he always does some really awesome, zany stuff with them, and I thought I should take a lesson from him.

Of course Ekans is underdetailed as per usual, but Ekans doesn’t suffer from this nearly as much as Father Time or Shellder. This is mainly due to Ekans being less complicated. Father Time is the most complicated of the trio, hence he begs for more detail the most and suffers the most from it. However; this works to Ekans’ advantage due to his simple nature. While not all the moves are among the most original out there, there are few that are outright plain boring, and when they are they at least make sense and fit into Ekans’ playstyle, like the uthrow.

While far from your best, Ekans was still a highly enjoyable read and a fine moveset either way. Ekans really his own unique charm what with it being quite possibly the most readable (Yet still good) moveset in the contest while not being under detailed. I’d gladly read another set in the same vein as this again.
Most readable? Excellent. Thanks.

...

Detailed commentary on Lemmy coming soon (probably tomorrow, actually... :ohwell:). I love what I've read so far. My favorite little bit of writing is in the Final Smash:

No, I don’t give a darn if Bowser’s first name is Morton due to the “Jr.” part, just shut up and continue reading this overly long final smash.
XD
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
ANIMAL CROSSER:

A fun moveset, without a doubt. Unlike your previous sets, I felt he was perfectly balanced. He was okay at everything, not outstanding, which summed up pretty well. As I suggested in the chat, though, you probably wanna buff the fair and bair.
B-balanced?! Yeah, as I told you in the chat, the F-Air and B-Air being so weak was probably a result of me thinking that a fish slap should be strangely weak, for lulz or something. I honestly can't say for sure why I made them that way.

Anyway, enough about that. This moveset is your best so far, IMO. Most of the moves are unique enough on their own, but Animal Crosser really shines in the playstyle, which is a surprise, as you tend to focus on individual moves when not using a mechanic. Perhaps you should try this out more often, as it worked quite well. The earlier mentioned fair bair pairing is quite cool even if it is useless due to the similar start-up animations, just buff it a bit. The dtilt and side special combines two somewhat useless moves into a useful one in a very creative fashion. The fsmash is boring on it’s own, but it made all too much sense to work with that sexy down special. There’s no shortage of move interactions here, and they really help the moveset to flow very well.
Glad you appreciated all that. The inspiration for the D-Spec came when I put in the F-Smash (which was practically a must, the axe being the only obvious weapon-type item the Crosser ever gets), and knew it had to be more interesting somehow. And my best so far? Wow. That's a long way from where I'd felt about him prior to this commentary. :laugh:

It’s a shame you’re still gaining experience in writing playstyle sections and aren’t too fond of em, as seeing how much of a highlight it is for the crosser he could use a more expanded and detailed one. That said, the detail price of the moves is right. Easily readable yet descript. I think you’ve found your perfect detail level.
Yeah, like you said, it's a mixture of not being too fond of them and, quite frankly, not being very good at writing them. Strangely, I have a hard time putting my own movesets together into a coherent playstyle. Maybe I'll try to write a longer, more detailed one for my next moveset or something, to see if I can get the hang of looking over my own creations better.

I greatly enjoyed this moveset and now feel much more comfortable with the thought of Animal Crosser as the AC rep instead of Nook or Resetii. Speaking of Nook and Resetii, I loved how you included them in the throws, even if Nook himself didn’t personally appear. Animal Crosser for SSB4!
Animal Crosser for SSB4 indeed! :bee:

Very glad you liked the moveset. This commentary was much-needed to get me out of the slump I'd been feeling concerning my latest. :)
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
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Toxic Tower
Oh my God. Lemmy was full of nostalgic moves, great music, and outstanding creativity. Definitely your best set so far, H_R.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,296
Location
Hippo Island
Lemmy Koopa was easier to read than I expected it to be. And the moveset is (literally) creative. Many of the circus like hazards are great, but my favourite has got to be the anti-POW block. Such a simple twist on a well known item (it should not have been a throw, especially when its yawn inducing cousin is an up-tilt)

I'm not a fan of moves that only work in certain situations such as his Neutral-B (there's no reason you couldn't have added an additional purpose for when he isn't on the right type of platform). And you have other moves that don't do anything at all if you've already summoned their respective traps, such as the foreward-tilt and up-tilt.

There are also a few arbitrary moves and situational uses that no player in their right mind would figure out on their own. Down-Smash on an item? Back throw into a cannon? If the down-smash had some other use, I would forgive it, but it literally does nothing unless done over an item.

Also, any fire attack should light the fuse on the cannon. Or at the very least G&W's Foreward Smash should work.
Why should the Neutral Special have a second effect? It's point is to be used on a certain type of platform. I was trying to keep things simpler. Not every move has to be an all purpose thing. Same thing with the UTilt and FTilt, their point is to make the trap when you want to and are able to make a new one. Especially with the POW block, unless you avoid ever using the thing, it's not like you're going to be never using the move ever again.

How is the DSmash arbitray? I purposley gave him an item-creating move to go along with it. Like with the tilts, just because you can't throw out a move whenever you feel like it doesn't mean that the move is uselsess.

I had considered making a general fire-rule for the cannon, but it would have taken away a big part of the FSmash's functionality.

If I'm sounding harsh, I apoligize. I do appreciate your honest commentary, and it's always nice to hear different views on things. I just want to explain my side of the coin. =)
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Why should the Neutral Special have a second effect? It's point is to be used on a certain type of platform.
I just consider this to be an overly specific use for a special. And... not every stage has a certain type of platform.
An entire special should never be rendered useless just because of the stage you're playing on.


Same thing with the UTilt and FTilt, their point is to make the trap when you want to and are able to make a new one. Especially with the POW block, unless you avoid ever using the thing, it's not like you're going to be never using the move ever again.
If these attacks were specials, I'd be inclined to agree with you, because there should be some feeling of event to a special. But these are regular attacks. Using these attacks when the traps are already set should do something other than punish you with end lag



How is the DSmash arbitray? I purposley gave him an item-creating move to go along with it. Like with the tilts, just because you can't throw out a move whenever you feel like it doesn't mean that the move is uselsess.
Sorry, arbitrary was the wrong word. I meant to say ambiguous.

My point was supposed to be that the average player wouldn't have a clue what the D-Smash does unless someone specifically told them what it did.
Not many people will think "oh, this attack doesn't seem to do anything. Maybe I should try using this attack while standing over an item"



If I'm sounding harsh, I apoligize. I do appreciate your honest commentary, and it's always nice to hear different views on things. I just want to explain my side of the coin. =)
Likewise. I do like Lemmy, which is why I worked a little harder to find "faults" with it.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,296
Location
Hippo Island
I just consider this to be an overly specific use for a special. And... not every stage has a certain type of platform.
An entire special should never be rendered useless just because of the stage you're playing on.
See, now that you mentioned the part about some stages not having that platform, I can see where you're coming from. =)

So, I guess I'll see what I can do. It'll probably be some "bad" effect that is mostly inferior to the main purpose of the move, but a use nevertheless,

If these attacks were specials, I'd be inclined to agree with you, because there should be some feeling of event to a special. But these are regular attacks. Using these attacks when the traps are already set should do something other than punish you with end lag
Eh, I can chalk this one up to differnce of views. You're not a fan of "all specials" type of move sets, I say "Creativity FTW!":laugh:

So I'll agree to disagree on that.


Sorry, arbitrary was the wrong word. I meant to say ambiguous.

My point was supposed to be that the average player wouldn't have a clue what the D-Smash does unless someone specifically told them what it did.
Not many people will think "oh, this attack doesn't seem to do anything. Maybe I should try using this attack while standing over an item"
Well, the idea was that Lemmy throws the sheet over the air, and then if you didn't do it properly, his animation where he looks at the empty space with nervousness was basically a hint that he wants to get something behind the sheet for a magic trick. So I guess I just assumed that players would try it out on different things and when they saw it used on an itemish pbject, they'd go "Of course!". So there was a hint, but maybe I could have made it better. Maybe Lemmy should say "I need an item, stupid!" :laugh:

Likewise. I do like Lemmy, which is why I worked a little harder to find "faults" with it.
Thanks again for being honest, and of course for reading him to begin with. =)


edit: I have added a secondary function for the Neutral Special. Yay.
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
The Murray-

Murray the lovable and destructive Hippo has joined the Brawl!


















Stats


Height-8 He's a walking Hippo.


Weight-8 Lower than Bowser but still pretty fat


Jump-3 He's a HIPPO. A fat hippo at that.


Second Jump-6 Surprisingly pretty high for a hippo


Fall Speed-4 Pretty low considering he's a hippo


Walk Speed-1 Murray is an expert thief so he walks around slowly


Run Speed-7 But when he has to run he has to RUN.


Traction-1 He can turn on a dime. Plus when he walks on ice it breaks!


Power (Raw)-10 This guy is a powerhouse plus with his fire boosts. They won't know what hit them


Attack speed- Varied. Some attacks are faster than others


Combinability- 2 Aside from a few moves Murray can't combo.


Crouch-4- Another surprise! He can fit into little barrels so crouching is a synch


Range- 3 Almost all his attacks are melee. Except for a certain few.


Crawl- None


Wall Kick- None


Wall Cling- None


Glide- Your'e kidding right.





~~SPECIALS~~



B- Fists of Flame- When the B move is initiated Murray will clap his hands over his head dealing 4 % damage. However that is not the beauty of this move. No siree. When this move is used the fists of murray will burst into flames. This will change all of Murray's attacks slightly and just looks freaking awesome. When this move is used it will take .2 seconds to get into the clap position and then 2 seconds to get aflame. A .2 second end lag should get you ready to rumble. After an attack is used the FIRE effect is worn out. This attack also prevents any FIRE based projectiles to hurt Murray. (I consider Luigis "FIRE" ball to be electricity) This will also go out in water or water based attacks.

>B- RC tank- When Murray presses the forward B he will do a series of movements. First he will put on a moose mask like the one from Sly cooper 2: Band of thieves. Then he will place a toy tank on the floor. This will be controlled by Murray's controller in his hand. As a little easter egg the Controller will be in the shape of the controller you are currently using. By using the control stick you can make the tank move forward and backwards. By pressing down on the control stick you are able to change the direction of the turret. The tank is unable to jump however. Pressing the attack button uses the machine gun which FIREs bullets at a rate of 2 shots a second these do 3% each and weak stun. Pressing >B will allow you to take off your mask and allows you to go back to normal fighting. The tank is as tall as a Pikmin and has 20 HP. FIRE BONUS- When there is a flame BONUS the tank will FIRE rockets which FIRE 1 a second and do 4% and large stun. Like a shine from melee fox.


^B- Turnbuckle Launch- Murray will get into a squat position and prepare for a large jump. If you just tap the up B then Murray will fly to the height of the initial push of the wings of icarus. Pretty bad right. WRONG. By holding down this attack you receive a rocketbarrel effect and Murray will be able to go as high as DDD. At max charge you are able to control your jump midlaunch. The charge time for max jump is 3 seconds. On the way up you have super armor like DDD if you do not move. Murray also does 10% damage You are free to use attacks with Murray on the way down. At full blast you will fart as well. This does 3% damage but makes the opponent dizzy.
FIRE BONUS- The max charge will catch flames causing a large pillar of flame that does 15% damage and Charizard dragon headbutt Knock Back. (Rock Smash) Murray himself will do 20% damage on the way up.



VB- Be The Ball- Murray will fall down in a ball-like shape and fast falls to the ground. This will do 7% on the way down. When you press B again on the ground Murray will bounce higher than the last time. This will cause a shockwave to ripple across the ground doing 5% damage. The move will allow Murray to jump higher than before. The Ball will be able to jump 5 times before hitting maximum height.
1st jump- Height of Murrays first jump.
2nd jump- Height of Lucas' first jump.
3rd jump- Height of 2 flies of Charizard
4th jump- Lucas' PK cannonball
5th jump- Height of 2 DDD's Up B

FIRE BONUS- The FIRE BONUS allows for the Ball to be 1.2 times bigger and makes the damage 1.2 as well.


~~STANDARD ATTACKS~~


A- Guttural Roar- When the jab is used "The Murray" will put his hands over his head and roar a very loud roar. This will take 1 second to start up and has a .5 second hit box time. In an area of 1 stage builder block squared Murray will scare away enemies. This does no damage but creates a Wind Effect that can be used to push away items and guard the edge.
FIRE BONUS- By using the Guttural roar with FIRE the flames will create a charizard Fair effect but is much bigger and all of the attack does the forward spike. The hitbox is bigger as well. This does 10% damage as well.


Dash Attack- Scatter- Murray charges forward for about 3 stage builder blocks doing 4% damage and no knockback. Murray will pump his arms very quickly in this mode and move as fast as fatmans full speed. When Murray hits some one with this attack they become dizzy for 2 seconds. Murray has large beginning lag but minimal ending lag. Murray has no fire bonus for this attack however but the flames will still be on his hands. It looks cool.



~~TILTS~~

A>-Punching Hippo- The expected jab for Murray will take the place of the forward tilt. This is much like Metaknight's F tilt. First Murray will punch forward covering a large distance with his left hand. About a bowser's distance away. This initial punch has a 1.7 second start up so it isn't the most reliable attack but will deal 15% damage. ( OOOHH there's where the POWER is.) This however stuns the opponent for a 1 second so the next attack will hit. But the first punch can be canceled into other attacks. The next punch has Murray using his other hand to hit the opponent really hard. This is used in the right hand where all the Power is. He delivers a hit that hits as hard as an uncharged giant punch. This does another 13% damage and has high knockback. This attack has a huge amount of lag at the end to make up for the shear power. About the lag of 90% of Ganon Volcano kick (uptilt) In the process of this attack Murray will move a stage block ahead as his punching can move him a considerable distance. (INERTIA BABY!)

If this is used right after his non FIRE up tilt he does a spinning back kick that knocks back the opponent very hard. Think 1.7 Ganon Sparta Kick.



FIRE BONUS- If there is a FIRE BONUS Murray will execute the first hit at half the speed doing 10% damage. Now your thinking, "that makes it weaker right" WRONG AGAIN! It is faster than normal but only hits once. An enemy hit with this attack will turn black for a second and then crack to the color red and then back to their original colors. The beauty is that the opponent is now burned and any FIRE attack that is done on them is 1.8ed in a damage and in knockback. The opponent suffers no knockback at all in the FIRE version of the attack.



^A- Hippoly uppercut- Murray will do a quick uppercut that does knocks the opponent into the air. The attack has a 1.3 second beginning lag time but if used in succession will only have a .6 second beginning lag time for multiple strikes! The hit will do 7% damage and brings the opponent into prime position for a forward tilt or a grab. This has bad ending lag with .6 second for your opponents to do something. As another Easter egg after using this move Murray will stand in a fighting boxer's position and will not stop holding his fists infront of his face until another move is used.

FIRE BONUS- This attack will have the same lag time as normal except that when the opponent is hit they get hit with the same kind of attack as the forward tilt with the burn effect.

VA- Stomp the yard, Get an item- Murray will stomp with his right foot very loudly. It will take a second for the animation to start and end. A pink shock wave comes out of the foot that travels a short distance. The shock wave does 2% damage and the foot does 7% which is very weak. The ending lag is bad as well (same as > tilt) However if there is an item nearby Murray will bounce it over his head. Should there be no item Murray will get an item from the back ground. These items are chosen at random and each item has a different effect. The FIRE BONUS gives better items. He is able to walk and jump with these items. When he is holding any of these items he holds it strong over his head like after someone picks up a large weight. You must wait 1 second before being able to do an attack.


Ice Block- 25%- An ice block that is like the Ice climbers will be used. It is different as it is shaped as a box and the item does damage equal to a Pokeball when thrown. This however has a 1% chance to freeze the enemy. That percent goes up equal to the percentage they are at.
0%=1% EXAMPLE
50%=51% EXAMPLE
99%=100% EXAMPLE
This move however will not cause the enemy to flinch if they are hit and not frozen.


Scrap Metal- 35%- Scrap metal is a piece of metal that functions about the same as a weak Bonsly. This does 25% damage and has a size of an assist trophy. It will move slower than a normal item but not as slow as Bonsly

Chair- 20%- Chairs have been a staple in Murray's game in Sly Cooper. He always is able to find one. When Murray throws this he will always throw at full force. This hurts him for 1% but does 12% to a foe it hits. By doing this attack and hitting the opponent you will be able to get a free hit because the opponent goes dizzy for 2 seconds.


Potted Plant-9%- The Potted plant is different than the other items as you aren't suppposed to throw it towards the opponent. This attack will do 3 % if you do hit the opponent but 3 "+" signs fall out of the plant healing 15% each. When the Potted Plant is used it travels in a large arc that the opponent can jump into.


Bentley- 1%- If you are really lucky you will get Bentley. When he is thrown he does 1% damage and no knockback. However if he doesn't hit Bentley will run around dropping bombs on the stage. These function almost exactly like Snake's Grenades except there can be more on the field. He cannot be stopped but will disappear after 4 bombs are placed. When leaving he says, "My work is done, you better get back to yours Murray!"

FIRE BONUS!!!
Barrel of Bombs- 50%- A barrel the size a little smaller than normal barrels and red will fly on to murrays hands. This will be thrown much faster than normal items and creates an explosion the size of a smart bomb radius. This will expand very fast and deals 15% and very high knockback. With this attack Murray cannot move.

Bentley-50%- Same thing as last time only more frequent.



~~SMASHES~~

Up-Smash-Belly Bump- Murray will get into the turnbuckle launch position and then jump up with his belly area extended out. This animation has bad lag. This attack has an area of the entire body but will sweetspot on the belly. If charged up Murray will jump up higher. At max charge Murray goes as high as an uncharged Snake mortar. Un-sweet spotted the attack does 14% and sweet spotted the attack does 20% When Murray reaches the Apex of his jump Murray will be able to use another aerial. This works like a first jump with damage.


FIRE BONUS- A fiery aura will surround Murray like if he went super sayan. This will do damage until he hits the ground. 1% each touch but is mainly used to get opponents away from you. This makes the attack always sweetspot and does FIRE damage. Sorry my ivysaur :(

Down Smash- Super Stomp- This has the same animation as the down tilt but is much stronger. When used the stomp will do 15% at 0 charge and the shockwave does 10% at 0 charge. If the opponent is caught in the shockwave Murray will catch the opponent out of the air and into a grab. At 0 charge the shockwave has 1 Stageblock away in front. At max the attack will catch at 3 stage builder blocks with no addition to damage. This attack however has an enormous amount of lag.

FIRE BONUS- In addition to the shockwave A fiery Pillar will appear behind murray going as high as the shockwave goes far. This attack does 9% damage and set knockback of Ness Fthrow.

Forward Smash- Temporal Lock- Murray will clap his hands together for a second. All opponents will freeze in their place for 2 seconds. Charging raises this. Full charge gets you 6 seconds. In these seconds all damage done to your opponent is halved and they receive no knockback. However you can only do this move once every minute. This doesn't affect people that are falling or are in the air. Aboriginal music plays during this.


FIRE BONUS- The opponent will receive normal damage during the time but they still do not receive knockback. And all fire attacks do 1.1 times damage.


~~AERIALS~~​

Nair- Ball spin- Murray goes into the ball and begins to spin around. Like kirby's or Metaknights. This has a 1 frame start up and does 3% damage. This does damage for 3 seconds. If you hit the ground Murray has incredible lag but knocks the opponent far enough if in the air that this doesn't matter.


FIRE BONUS- Flames will grow on the ball while you are in the air. When you hit the ground an explosion will occour depending on how much flame has accumulated. You get no lag after this move.
Stage 1- .5 seconds- A pillar the size of a pikmin and as tall as Ike doing 5 damage for 1 second. 5% if your opponents touch
Stage 2- 1 second-
Stage 3- 1.5 seconds-
Stage 4- 2 seconds- A pillar the size of DK and as tall as 3/4 of Aether for 2.5 seconds.12% damage if your opponents touch.
Stage 5- 2.5 seconds- A pillar the size of DK and as tall as 3/4 of Aether for 2.5 seconds. 20% if opponets touch
Stage 6- 3 seconds- (Requires PERFECT timing or will extinguish itself) A pillar the size of two Bowsers and as tall as a Full charge Wario Waft for 3 seconds. 25% if your opponents touch

Dair- THUNDER FLOP- Murray drops to the ground in his trademark thunder flop. He spreads out as big as 2 stage builder blocks and then falls very quickly till he hits the ground. ( He BellyFlops) If you hit an opponent mid air they will take 1 damage and spike straight down. When you hit the ground a large charizard downsmash effect will ensue. This does 14% damage and high knockback.

FIRE BONUSES- When Murray hits the ground a pillar of flames flies out instead of the earth quake effect. These fire do the same as the down smash. Also Murray says, "The thunder flop know no friend nor foe. Only DESTRUCTION!" after he hits the ground.


Fair- Glow- Murray spins in the air twice donning a green glow and a pair of glasses. http://www.youtube.com/watch?v=moemF1WMpOw&feature=related (This should help) This takes about two second. Murray emits a radiation wave that starts from the belly and goes out a stage block. This wave does 13% damage and no knockback. However if you touch the belly of Murray it does a large amount of KnockBack and does a grand total of 21% damage. If you hit the ground when this is going on then you will have terrible ending lag.


FIRE BONUS- The wave does the same amount of damage as the belly but with half Knockback.


Uair- Suplex- Murray grabs the opponent out of the air. The grab will take about 1.1 seconds till it happens. Murray then flips over so that he is on top.Murray and the opponent will slowly fall to the solid ground. As this is happening Murray and the opponent must button mash so that they get on top them selves. Who ever is on bottom when the attack hits will take 20% damage and huge knockback. Who ever doesn't take damage will become dizzy instead.


FIRE BONUS- Who ever is on top when the attack hits take 5% damage but the person on bottom will take 30% damage. Also they will not get dizzy. This applies for both you and your opponent. So you Murrays better win!


Bair- This move sucks- Murray will quickly turn around in air. He then takes a big chomp through out 2 seconds. If you miss and hit the ground Murray will take a second to massage his hurt mouth. If Murray does hit the opponent he will fall to the ground and the opponent can not get out. Murray then chomps every second dealing 5% damage. The enemy is in the mouth for 2.5 times the amount they are able to button mash out.
FIRE BONUS- They stay in for half the time but they take 11% when they are bitten. Flames fly out of the mouth when the opponent is bitten. This attack is like Wario's Bite.



~~GRABS~~
Grabs- Overhead walk- Murray has an amazing grab game. First off the opponent will stay grabbed for twice the time and Murray can walk, run, and jump at the same time while holding them. You are even able to Murray-side opponents. There is one downside though to Murray's grabbing. If Murray is attacked while holding an opponent the attacker gets double damage and knockback. Any who, Murray stomps the ground like in the down smash only this one is shorter range, faster, and has no damage. Also because of this unique stomp, Murray has no running grab, no turn around grab, and has a grab that can grab from behind. Tl;dr


Twice as long
Able to walk
Able to run
Able to jump
The Murraycide
Able to grab from behind
Quick
Takes double Knockback and double damage
No running grab
No turn around grab
Short range



Pummel- "Pick-Pocket" Murray does a quick shake and the opponent takes 3% damage. This is twice as long as Wolfs pummel. Also the opponent drops items as they are being pick pocketed by series. 3 for each shake.


Mario series- The almighty coin
DK- Bananas
Yoshi- The other almighty coin
Wario- Bundles of cash
Legend of Zelda- Rupees
Metroid- Chozo boxes ????
Pit- Whatever they use as currency in that game lol
Ice Climbers- Fruit
Rob- Those stack blocks
Kirby- Stars
Olimar- Pellets
Fox- The bugs from Star Fox adventure.
Captain Falcon- Gas Boxes
Pokemon- The slighty less mighty POKE DOLLAR
FIRE Emblem- Tiaras
Earth bound- Yen
Game and Watch- 2-D, Color of current Game and Watch, Dollar signs
MGS- Ammo boxes
Sonic- Rings
DS- From Pictochat stage- Styluses
Animal Crossing- Bells- Sacks of bells if the opponent is Tom Nook
Smash Series- Trophy Stands
ElectroPlankton- Hananbows
Sly Cooper- Random Jewels and Coins



With the exception of Tom Nook, Sly Cooper, IC's, and Wario All the items give 50 coins in coin mode. IC's heal like food items and Tom Nook, Sly Cooper, and Wario give 100 Coins in coin mode. Everything does nothing in non coin mode.

Fthrow- Toss- Murray easily tosses his opponent a considerable distance. As far as a full hopped white pikman toss. This will do 15% damage to the person that the opponent is hit with and 6% to the opponent thrown.
FIRE BONUS- This does an explosion that deals 13% to everyone the opponent hits and the opponent thrown. Like the down throw this has a radius of a bob-omb



Dthrow- Slam- Murray slams the opponent into the ground doing a game and watch esque effect. Murray raises his hands and opponents in the air and throws them like a sack of rice. This attack does 6% damage
FIRE BONUS- When Murray throws his opponent there is an explosion in the radius of a Bob-omb which deals 12% damage and medium knockback to everyone in the explosion.


Bthrow- Sonic Hatred- Murray slams the opponent very quickly behind them. This does 3% damage. The opponent stands up very confused. Murray goes into his ball form while the opponent is still on the ground. This time however it is blue. He begins to roll away from the opponent and when the opponent stands up Murray rolls them over like a bowling pin for 11 extra damage. This does Ok knock back and has bad lag.
FIRE BONUS- Murrays ball is red and does and extra 5% damage and high knockback with weaker lag


Uthrow- Wrestling win- Murray will toss the opponent into the air by doing a heiving sort of move. Next The Murray will jump up into the air catching the opponent. Finally The Murray will do a seismic toss esque attack. (Charizard vs Articuno anyone.) When the opponent hits the ground Murray will receive 10% but the opponent receives 15% damage. There is low knockback to this attack and can set up easily for another attack.

FIRE BONUS- Murray takes no damage and this attack has FIRE properties.

~~SITUATIONALS~~​


Ledge <100%
Murray rolls onto the stage dealing 8% in a 2 stage block area from the ledge


Ledge >100%
Murray will struggle to get up for .5 seconds. He then prepares himself to roar like in the standard A- Attack.


Knockdown <100%
Murray will do a breakdancing sweep that takes 2 seconds but deals 16% damage. (well he will try to sweep)


Knockdown >100%
Murray will do the same as the other sweep but with only 10% damage as he is weak.



~~FINAL SMASH~~​


Van Team Madness-


VanWhen murray gets the final smash he owns. Murray's Van appears out of nowhere and Murray says, " My van my beautiful van." He will then say, "lets go for a ride." Murray gets into the van and the Smash Begins. First he can drive into his opponents for 28% damage and Knockback around as strong as Squirtle's dash attack. The van can jump to a moderate height but must be at a complete stop to do so. He moves as fast as a Charizard running. This goes on for 12 seconds.


Team
Murray then pulls out his binocucom as his van dissapears. Murray says to his gang that he needs back up. The following attacks happen in random order. You have full control of Murray during this.



Sly- Sly the Racoon jumps from the background running around the stage for 7 seconds. He will attack by swinging his family cane very quickly across his body. The speed of run is equal to zelda and the time of attack is like Murray's "Jab" These strikes do 5% damage. Sly will follow his foes.


Bentley- Bentley jumps from the background (this time in the wheelchair). He flies off stage like ROB's Recovery. This can easily be stopped. One hit should do. However if Bentley is able to make it to around 4 stage blocks off the stage he pushes a button which causes many mines to explode. On all the platforms and ground of the stage a grenade like explosion will happen. This deals weak to mid knockback and 7% damage for any explosions an opponent is caught in. Murray takes double damage but no knockback.


Penelope- Penelope basically does the same thing as Murray's Side B but you can still move around. Also she will stay until the RC car is destroyed. The car can only sustain 5 hits.


Panda King- PK starstorm. NOT!! Panda King jumps from the background. Then panda king will launch 5 FIRE works that are evenly spaced across the entire stage that explode like snake's down B from the sky. These only hit the top of the stage so big stages and stages with platforms make this easy to dodge.


Dimitri- Dimitri appears from the top of the screen in a diver's costume as if he is swimming. He has a shock pistol like Carmalita. Going to the side Dimitri Fires shocks that move as slow as an uncharged charge shot and stun like Zamus's down smash. He will keep going down till he gets to the bottom. Basically a wall of Stun comes from either side of the field. Dimitri will dance out if the stage is a walk off stage. Easy to dodge if there is a wall blocking his attack. Murray gets double stun.


Guru- The guru will run around the stage as fast as Mario. If he gets in contact with an opponent then Guru will begin to control the opponent. However Gurus tend not to play video games so your opponent acts like a level 1 for 20 seconds.


Madness
After this onslaught Murray gets 20 seconds of infinite FIRE but you take triple knockback during this time.




~~EXTRAS~~​

PLAYSTYLE!!!
Grab. FOF. GRAB. THROW. Have fun with "THE MURRAY"
Taunt 1- Murray flexes his muscles and says in a loud voice, "The Murray Stands strong!!"
Taunt 2- Murray smiles at the camera and then pulls a gem out of his pocket and puts it back
Taunt 3- Murray pulls out his Binocucom and then nods and puts it away.
Intro-Murray hops out of a van and then pulls out a Binocucam. He nods his head and then puts it away ready to fight!
Victory Poses 1, 2, 3

Victory Pose 1- Smiling Murray says, "The Murray knows no song except for the triumphant horn section of his own triumph."





Victory Pose 2- The entire gang is with Murray and they all are drinking root beer with each other while laughing




Victory Pose 3- Murray is hugging his van while hearts float from either him or the van




Victory Pose (aboriginal suit) - Murray is meditating with the Guru on life

Lose Poses- Murray begins to tremble and then bursts into tears. This crying will repeat forever.
Snake’s Codec:
Snake: Otocon there's a pink hippo that is really fat.
Otocon: Snake that's, "The Murray" Him and his friends are master thieves.
--------------------*STATIC*--------------------
Bentley: Hello there Otocon how are you. *laughs maniacally*
Otocon: Oh hello there Bentley we meet again.
Snake: You know this turtle?
Otocon: Sadly I do. He hacked my computer when I was little and I guess he did it again.
Bentley: And..
Otocon: And he beat me in Pokemon...
Snake: You know what Bentley after this Brawl. You versus me in Digimon!!
Bentley: Bring it on!
(If snake dies)
Bentley- Snake Snake Sna... aww forget it.
Kirby Hat- Kirby gets the same mask as normal Murray but when using the fists Kirby gets 1 % damage every other second and any attack does 3% extra damage.
Trophies-
Murray
Murray (Fists of Flames)
Murray (Final smash)
The Gang
Guru
Sly
Carmalita
Bentley
Panda King
Dimitri
Van
Penelope
Rajan
Neyla
Contessa
Jean Bison
Arpeggio
Clockwerk
Sly's Father
General Tsao
Dr.M
Mask of Dark Earth
Octavio
Cane


Alternate colors-
Murray's Shirt changes color


Blue-Default+ Blue Team


Red- Red team


Green- Green team


Black shirt saying, " I <3 Ice cream"


White shirt saying, " Go 2 Australia"


Aboriginal outfit




http://www.playstationnotebook.com/SC3/police10.jpg


Alternate costume-
When picking this costume Murray will enter the stage saying that, "He must wait for the black water to run clear." This has no alternate colors
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Murray is a cool set Kris, and the fact I am slightly familiar with this character (at least from Sly 3) made it easy for me to imagine how he would play in Smash.

All of his 4 specials are great, and it's good to see the ball in there- and you pulled that move off well. The RC is also a great move, and having the controller represent yours is a neat little feature. Murray has great specials (I'm not too fond of the up special, but it's because I don't like Rocketbarrel Boost), and the Flame power is also a cool special, although I think this makes some moves extremely powerful, and that takes away from some of Murray's otherwise decent balance.

His other attacks are cool, and I especially like the Pummel, it's probably my favourite move in the moveset; you did a fantastic job with that, although I think you could have used more majors series from MYM, such as Megaman, just to branch out.

The extras are all cool, and Aboriginal Murray is a great thing to see. However, the organization for the extras could be a bit better.

Now for my main problem with the set- while the final smash is a cool idea on paper, it seems too over powered, and from what I could make out lasts a heck of a long time. If you just edit it a little bit it'll be OK.

All in all, it's a great set :bee:.
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Murray is a cool set Kris, and the fact I am slightly familiar with this character (at least from Sly 3) made it easy for me to imagine how he would play in Smash.

All of his 4 specials are great, and it's good to see the ball in there- and you pulled that move off well. The RC is also a great move, and having the controller represent yours is a neat little feature. Murray has great specials (I'm not too fond of the up special, but it's because I don't like Rocketbarrel Boost), and the Flame power is also a cool special, although I think this makes some moves extremely powerful, and that takes away from some of Murray's otherwise decent balance.


REALLY I THOUGHT THAT THE BALL WAS THE WORST SPECIAL
His other attacks are cool, and I especially like the Pummel, it's probably my favourite move in the moveset; you did a fantastic job with that, although I think you could have used more majors series from MYM, such as Megaman, just to branch out.

YEAH I LIKED THAT PART TOO
The extras are all cool, and Aboriginal Murray is a great thing to see. However, the organization for the extras could be a bit better.

MEH ITS JUST EXTRAS
Now for my main problem with the set- while the final smash is a cool idea on paper, it seems too over powered, and from what I could make out lasts a heck of a long time. If you just edit it a little bit it'll be OK.

I MEANT FOR IT TO BE A BIT OVERPOWERING. I USUALLY ALWAYS MAKE THEM TOO STRONG

All in all, it's a great set :bee:.

I think I should make the FOF take a lot longer.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
To all those who care:

My computer is messed up, so I won't be able to make movesets. Thus, I won't be active for a while. This isn't a joke this time. I'll be back, some time later, to post some of those movesets I promised, mainly the ones that are in MW's Story Mode. Other than that, you won't see anything out of me for a long time.

Peace out, droogs.

(lemon)
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob


Articuno



How to Unlock

You will Brawl after reaching these conditions except for the Subspace Emissary.

Play 1,440 Vs. Matches.
Fight Articuno in the hidden door at Glacial Peak after completing the Subspace Emissary.
Hit 1,000 opponents with the Freezie.

Unlock Message

Articuno appears to doomed travelers. The legendary bird of ice has joined the Brawl!

Introduction

Articuno is the 144th Pokemon, and the first Legendary Pokemon in the Pokedex. It is the first member of the Legendary Bird trio, and it's master is the great Lugia. Articuno is a passive Pokemon, preferring to hide than to fight, but it can fight when necessary. Not many people have seen this Pokemon, as it is usually only seen by doomed people lost in snowy mountains- this also shows that most people never live to tell about seeing tis magnificent bird. It holds the power to create snow as well, and is said to be a spectacular sight to see when flying.

Costume Colours

1= Articuno has blue feathers, and a blue beak and legs. (Default)
2= Articuno has pale blue feathers, and a brown beak and legs. (Shiny- Blue Team)
3= Articuno has red feathers, and a yellow beak and legs. (Red Team)
4= Articuno has green feathers, and a purple beak and legs. (Green Team)
5= Articuno has yellow feathers, and a red beak and legs.
6= Articuno has black feathers, and a white beak and legs.

When Selected

Articuno lets out it's signature cry from the anime.

Entry

As Articuno is a Legendary Pokemon, it doesn't appear out of a Pokeball. Instead Articuno flies from the back of the screen and lands onto the battlefield with snowflakes falling around it.

Random Facts

Idle=

Articuno stands still with it's wings at it's side, every so often it will tilt it's head to its side.

Walk= (3/10)

Articuno is a very slow walker, as it's little thin legs don't allow it to walk very fast.

Run= (7/10)

However, when Articuno runs it sort of glides across the floor, tilting it's body at an angle and swooping along the floor.

Shield= Roost


Articuno has a unique shield, which lasts for 5 seconds. Unlike most shields, Articuno will recover 1% damage for each second it rests, the only downside being you have lag the amount of seconds corresponding to the damage you recovered, so there is 1 second ending lag for recovering 1%, and 4 seconds for recovering 4%. It is best to use this after a KO. When using Roost Articuno will tilt it's head downwards, and sleep bubbles will appear out of its beak.

Dodge/ Aerial Dodge=

Articuno lifts both wings upwards, and gets on one leg, before moving to the back of the screen.

Forward Roll=


Articuno will perform it's dodge, but will move in the direction it is facing.

Backwards Roll=


Articuno will perform it's dodge, but will move opposite to the way it is facing.

Tripping=

Articuno falls flat onto it's belly, before pushing itself up with its wings.

Stunned=

Articuno spins it's head round slowly, and small snowflakes circle its head.

Sleeping=


Articuno enters the same pose as Roost.

Stats

Strength= (6.5/10)

Articuno isn't a powerhouse, but it can deal good damage.

Speed= (8/10)


Articuno moves slow on the ground, but is quick in the air, and has some quick attacks.

Launch Power= (5/10)


Articuno has average knockback power; some moves deal a lot, some deal little, and some deal average.

Jump= (7/10)

Articuno has a great initial jump. It pushes its wings to the ground, and lifts its body into the air.

2nd Jump= (5/10)


This jump isn't as high as it's initial jump, but will still give it some height.

3rd Jump= (4/10)


By now Articuno's wings are becoming sore, so it doesn't get that high.

4th Jump= (3/10)

This is the final step of Articuno using jumps for vertical ascension. This only pushes it up slightly.

Fall Speed= (6/10)

Articuno weighs quite heavy, so this makes it fall quickly, but due it being used to the air it falls slower than it should for its weight.

Size= (7/10)

Articuno is a tall Pokemon, being just under the same size as Snake.

Weight= (7/10)

Articuno is a heavy Pokemon, around the weight of Wolf.

Crouch= (2/10)

As it is a giant bird, Articuno has a terrible crouch.

Crawl=

Articuno cannot crawl.

Wall Jump=

Nor can it wall jump.

Wall Hang=


Or wall hang.

Specials

Up Special= Fly (0%)
Knockback= None
Lag= Short
Priority= High

This is the bread and butter of Articuno's moveset, and it is the thing that makes it stand out from all other characters in the game. As Articuno is a legendary bird, it spends a good deal of time in the air, only stopping occasionally to rest. Articuno uses this move to soar into the skies, which opens up all of it's potential.
When you activate the move, Articuno quickly flaps both wings onto the ground, causing dust and ice to raise appear, the bird then shooting up into the air, where it will remain, hovering in place and looking down at the battlefield below. Articuno remains in an upright position during it's fly, so that means there is a larger hitbox, so you should be wary of that. Articuno can stay hovering for 5 seconds before falling back to the ground, and getting hit by any attack will cause it to fall as well. When in this state, you can use the control stick to steer Articuno through the skies, but unlike gliding characters, Articuno has a lot more mobility in the skies, meaning you can pull off loop the loops and other acrobatic maneuvers with practice. The controls are similar to gliding; you speed up as you go down, Articuno putting it's wings by it's side and plummeting down like an arrow, and will slow down if you fly up, it flapping it's heavy wings to raise higher in the skies. You can also turn Articuno round to face the opposite way- something which gives it an advantage over it's gliding brethren, and allows for plenty of mindgames. But flying isn't a free thing, if you get hit you will fall back to the ground, and if you fly nonstop for longer than 5 seconds you will begin to receive damage: for every second you fly after that you gain an extra 1% damage, so after flying for 6 seconds, you receive 1% damage, then you receive 2% damage the next second, then 3% the next, and this will keep building and building, and leading to your doom. This prevents any camping or stalling during the match. You can also cancel the flying at anytime by pressing the shield button, which will make Articuno drop to the ground slowly, and perform Roost.
Articuno can use certain attacks in the air, including smash attacks and even throws, the majority of them being variations of it's standard attacks, making them more suitable for aerial combat, and the only attacks it can't perform whilst flying are it's aerials, situationals and it's running attack, for obvious reasons.

Neutral Special=
Powder Snow (1% per snowball)
Knockback= Low
Lag= Short
Priority= High
Ice Attack

When you first activate this move, you will be extremely disappointed- Articuno will simply raise both of it's wings upwards, and flap them downwards. This will cause a white orb to appear over Articuno's head, and snowballs to fall down from this orb in an arc, covering the area of it's wingspan, or the length of the top of the right wing to that of the left. This means that unless your opponent is in touching distance of you, you won't hit with this move, and even if you do, you'll probably only be able to hit them with two or three snowballs, and that would only deal 3% damage, which is pretty feeble. The fact that it has high priority, and low lag helps make this attack more effective, but you shouldn't really use it, have you will always have a better option to pick. If you keep hold of the B button, you can keep summoning snowballs for up to 5 seconds, but after time the amount falling will slowly diminish, and it will take another 5 seconds to get the amount of snowballs back to it's full amount.
So why does Articuno have such a waste of a move?
Because in the air it has incredible potential, and you'll spend most of your time up there.

Aerial Version

When Articuno uses Powder Snow in the air, it shares the same properties as it does on the ground, so there are no changes there. However, because you are in the air, the arc will be broader, and the snow will fall to the ground, covering a large amount of a neutral stage such as Final Destination. This means that you are almost certain to hit someone with this move, and the higher you go, the more ground you can cover. This helps you control the stage from a safe distance, and rack up your opponents damage. The snow doesn't cause a lot of knockback though, so enemies will be able to pursue you into the air and attack you, but they will take a pelting on their way up.


Side Special= Ice Beam (13%)
Knockback= Medium
Lag= Medium
Priority= Low-Medium
Ice Attack

This is Articuno's main projectile attack, and it is also chargeable in a sense. The attack deals good damage, and will deal medium knockback to whoever it hits, so it can be used to stop people who are trying to fight at close range. The attack also has a 10% chance of freezing the opponent in a similar fashion to a Freezie, but this will only last for 1 second, regardless of the opponents damage, and they can't break out of it. The downside of this attack is that it has poor priority, and it is quite laggy, taking 1 second to activate, and an extra second to aim it in a different direction if you want to. Articuno tilts it's head backwards, and causes an icy blue orb to appear in it's beak, this quickly grows in size, and after two seconds, Articuno shoots out an icy blue energy beam from the orb, which travels forwards. The beam travels in a straight line, but the beam isn't straight, it is a spiky beam, which represents the shape of ice shards.
If you want to aim this move, after 1 second of charging, Artcuno closes it's beak for another second, and you can use this time to tilt the control stick in any direction, and Articuno will either turn it's head or spin round in that direction, before firing it's Ice Beam. This means that on the ground, you can cover a 180 degree angle with this move, which gives you great coverage of the stage. The beam only travels as far as Fox's lasers do however, so you don't have coverage of the whole stage, and the beam travels fairly slow (slightly faster than Wolf's laser), so it is easy for the opponent to dodge, but they must take in mind that the beam is similar to Zero Suit Samus' whip, in the way that the beam doesn't leave Articuno's beak.

Aerial Version

This attack is the same in the air, but because you are raised from the ground, you can cover 360 degrees with this move, meaning you can hit anyone in any direction. The fact that the beam has short range means that you should stick close to the ground, otherwise it may not even reach the ground.


Down Special= Tailwind (6%)
Knockback= High
Lag= Medium
Priority= Medium

This attack is a defensive one, but it does deal some damage. This move has one main purpose, and that is to propel your opponent high into the air, which is where Articuno is at it's best. This attack deals high knockback, so it is a good killing move, but it shouldn't be used as one, instead it should be used to set up different combos. It has medium lag and priority, but it has good range, as Articuno spins it's tail in front of it, which causes a small tornado of ice to appear in front of it. When the foe is caught in this tornado, it shoots them into the air. This is a fantastic move to get opponents who are determined to stay on the ground into the air, where you can use Articuno's superior ability to deal significant damage.

Aerial Version

This attack performs the opposite role when used in the air, and while it shares the same properties and animations, Articuno forms the tornado from the same spot, but instead of going upwards, it goes downwards. This pushes your opponents down toward the ground, and acts as a weak meteor smash.


Situationals

Ledge Climb Under 100%= Swagger (0%)
Knockback= None
Lag= Short
Priority= Medium

This is Articuno's greatest situational attack, and it doesn't even deal any damage. Instead, Articuno uses this attack to confuse it's opponents.
When Articuno uses swagger, it glows red, and then climbs back onto the ledge. This causes the nearest opponent to walk forward the length of one of Battlefield's smaller platforms in the direction they are facing. They cannot do anything during this time, so you could try to hit them while they can't retaliate, but if they walk off the edge then they regain full control over their movement.


Ledge Climb Over 100%=
Giga Impact (10%)
Knockback= Low
Lag= Extremely Long
Priority= Tiny

This move is very powerful, but the fact that it takes just under 3 seconds for Articuno to get onto the ledge and attack it's opponents makes this move laughable, an no smart opponent will let themselves get hit by this.
Articuno simply scrambles onto the ledge slowly, then headbutts it's opponents, it's head being the only hitbox. You should never use this move, as it will leave you more vulnerable, especially to the likes of Luigi and his down taunt.

Get Up Attack= Double Team (3%)
Knockback= Low
Lag= Short
Priority= Low

This is a pathetic move, and should only be used if opponents are near you when you are downed. It's only redeeming features are it's short lag, and the fact there are two hitboxes, that both deal 3% damage.
Articuno quickly disappears from the ground, and two silhouettes pop out of each side of where it was landing at a 45 degree angle, both of these silhouettes dealing 3% damage. They will disappear very quickly, the real Articuno returning to take their place.

Tilts

Forward Tilt= Icy Wind (6%)
Knockback= High
Lag= Medium
Priority= High
Ice Attack

Icy Wind is a high priority attack that deals high knockback, but it is quite laggy, and only low damaging. This move is a viable KO move, but sometimes it could be advantageous to you if they live, as this move has a special property that you can use to your advantage.
When you start this attack, Articuno puffs it's chest up, then after it has done so Articuno will blow out a tiny gust of icy wind from it's beak. The amount of wind is around the size of Kirby's shoe, so as you can tell opponents need to be extremely close for you to hit them with this move- but if you do they will be pushed back quite far. You may KO opponents with this move, but if you don't then they will be affected with something else: their running speed will be cut in half for 10 whole seconds, which allows you to either pursue your opponents, or retreat from them with ease.

Aerial Version

Whilst it is incredibly difficult to hit someone with this move in the air, if you don't KO them, they will suffer from a different affect than they would from the ground- in the air this move will cut your victims vertical and horizontal aerial speed by half, and this will make it a lot more difficult for your opponents to recover.


Up Tilt= Mind Reader (Various%)
Knockback= Varies
Lag= Tiny
Priority= Medium

This move is a fantastic move, as it can be used to punish spammy opponents, and as long as you don't get KO'd when using it, 99% of the time you will be guaranteed to hit your opponent with it. It has various knockback, and deals varying amounts of damage, but it always keeps the short lag and medium priority.
When you use this move, a ball of swirling purple energy will appear around Articuno; this looks similar to what a shield does, except this doesn't cover it's whole body. After 1 second, the energy will disappear, and Articuno will be able to get back to it's daily activities. What a useless move, you must be thinking.
Well, don't worry, this ball of energy does serve a purpose. You see, when you are about to get hit by an attack, if you activate this move, you will still receive the same damage and knockback as the move would have given you, but the energy will glow as you are hit- this means that you have read your opponents mind. Now for the good part, the next time you use Mind Reader (as long as you or your opponent hasn't lost a stock since you read their mind), Articuno will dart towards it's opponent like an arrow, and will home in on them, hitting them with it's beak, and dealing the same damage and knocback as the move you absorbed gave to you. This move allows for some serious mindgames, and it could frighten many opponents from using their main KO'ing moves, as later on into a match, if they fail to KO you, you could read their minds, and home in and KO them for victory.

Aerial Version

There are no differences between the aerial version and standard version of this move.


Down Tilt=
Reflect (2%)
Knockback= Low
Lag= Short
Priority= Low

This move serves two functions, it works as a low damage, quick attack, which can be used to rack up damage, and as a reflector that differs from others in the game, which I will go into later. As an offensive move, this deals tiny damage, being even weaker than your jab, and it also has low knockback, so you probably won't KO someone with this move in all of your time playing as Articuno, especially since it has low priority as well.
Reflect is a simple attack- Articuno simply holds both of it's wings to it's chest, and then quickly spreads them out, the hitbox being it's wings. This move has quite a long reach, and a large hitbox, so you can hit opponents with it from a reasonably safe distance.
The second use of this move, as an actual reflector, is infinitely more useful: when someone shoots a projectile at Articuno, and it uses this attack to reflect it, Articuno will do the same animation as the attack version, and when a projectile hits it, Articuno will absorb it, and receive no damage. What's that, Articuno doesn't reflect it back?! No, instead Articuno stores the projectile for later use (it will lose it if you lose a stock), and if you use the attack a second time, Articuno will open it's beak, and shoot out the projectile out at the exact same speed, knockback and strength. This truly is a formidable reflector, and if you absorb a projectile early on in the match your opponent may forget about it, making it a great surprise attack.

Aerial Version

This move is basically the same in the air, the only difference being Articuno will shoot the projectile back at a downwards diagonal angle.


Running Attack= AncientPower (4%)
Knockback= Low
Lag= Short
Priority= High

This move is a fairly basic move; it has low knockback, short lag and high priority, mixed with low damage. However, the move has some good properties, it has great range for a running attack, around the length of Marth's running attack, and it also has a large, disjointed hitbox, so you are almost certain to hit someone with this move if they are close to you.
As Articuno is running, it becomes shrouded in a brown aura, and suddenly, in a flash of light, small rocks begin to fall in front of him, around the length of Marth's sword away, and when the opponent either gets hit by the rocks, or gets in the way of Articuno whilst it is glowing brown, they will receive damage. This is a great move to throw off opponents, and force them away from you, as they will try their best to avoid such a large hitbox. This isn't a KO move, but you can rack up solid damage with it.

Smash Attacks

Jab= Ice Shard (3%)
Knockback= Low
Lag= Medium
Priority= Low
Ice Attack

Articuno's jab attack, Ice Shard, consists of only one single attack which you can keep up by pressing the A button repeatedly. This move is quite laggy, and has low priority, so it is a good idea to use this move only when you need to, or else you will become predictable, and your opponent will have no trouble dodging it, and punishing you for it. When you start the attack, a small dagger made of ice appears above Articuno. This dagger then begins to glow, before shooting at a downwards angle the range of Marth's Shield Breaker, shattering when it hits the floor. You can only shoot another ice shard once the one you threw either hits the ground, or your opponent. While this is a laggy move, it does have good range, and if you can keep it up then you can rack up some decent damage with it from a safe distance. The problem with this move is that it has such a small hitbox, the icy dagger, and because it has low priority, a lot of characters can hit through the Ice Shard, and attack you.

Aerial Version

This is the exact same, except for the fact that because you are in the air, the dagger has further to travel to the ground, so it has a bit more range. However, the fact that you cannot move until the dagger hits the ground leaves you even more vulnerable up there, so it's your choice- do you want to increase your range at expense of your vulnerability, or do you want to go for a more safer option?


Side Smash=
Gust (16%)
Knockback= High
Lag= Large
Priority= Medium

This is one of Articuno's most useful attacks, as it is powerful, and has high knockback, which means you can send your opponent hurtling away from you, and giving you enough space to plan your next action. This is also a useful move to KO with, and can also be used to gimp your opponents recovery. This attack suffers from some problems though, it only has average priority, and it has large start up lag, meaning opponents can dodge it with relative ease.
When you start the attack, Articuno spreads both of it's wings behind itself, keeping them there for just over 2 seconds. It will then swing them in front of itself, creating a large gust of wind that will travel forwards, and push back all who gets in its way. The more you charge it, the larger the gust of wind is and the further it travels. This attack has good range, so it's best to get out of the way of the opponent, then begin charging it, because if they come close enough to you chances are you'll hit them. Just be careful with this move, otherwise you will be punished.

Aerial Version

There are no differences between the aerial version and standard version of this move.


Down Smash= Mist (5%)
Knockback= None
Lag= Short
Priority= High
Ice Attack

This is Articuno's weakest smash attack, only dealing a measly 5% damage, and giving no knockback. However, this attack has little lag and high priority, so you can safely pull of this move when someone is close to you without any worries. So what does this attack do?
Articuno points it's towards the ground, and opens it's beak, proceeding to shoot an icy mist from it, which spreads to the ground on either side of it. The hitbox is located within the mist, and anyone who finds themselves in it will receive damage. Mist has one more property that hasn't been mentioned yet- when you hit someone with it, a layer of mist will surround them, similar to how a Smoke Ball works, minus the colour changes. This makes it difficult for your opponents to keep track of what there character is doing, and it allows you to gain the upper hand in the battle, and take advantage of your opponents ailments.

Aerial Version

This attack keeps the same properties for the most part when in the air, but as you are raised from the ground, the mist spreads through the air, covering even more distance than normal, before diminishing when getting far away. It is a good idea to use it when in the air if you can, as you will cover a lot more space when using it this way.



Up Smash=
Blizzard (31%)
Knockback= Medium
Lag= Very Large
Priority= Medium
Ice Attack

Blizzard was and still is the strongest ice attack in the Pokemon series, and the power of this move is a reminder of that fact. This is Articuno's most damaging attack; it deals a massive 31% damage, and has decent knockback and priority as well- making it a viable move to KO opponents with. However, the lag leaves something to be desired- the lag on this move is just over 3 seconds long, which leaves you extremely vulnerable, and makes it exceedingly difficult to hit with this move, but if you do then you will deal a significant blow to your opponents damage, and morale.
When you start this attack, Articuno will raise it's head, and open it's beak, were lots of small snowflakes will appear around. These snowflakes will keep on gathering until the moves is charged, then once it is, Articuno will shoot the up above it's head, in a triangular formation, with the tip being in the air. This move doesn't have that good range, but it has a large hitbox, which is the triangle of moving snowflakes, and if the opponent lands in it then they will be launched into the sky, and receive large amounts of damage. You should be careful when using this move, and should only use it when you are certain it will hit- it truly is a high risk high reward move.

Aerial Version

There are no differences between the aerial version and standard version of this move. It will be more difficult to hit an opponent above you in the air though, so you should only really use this to finish off opponents who are falling back down from the magnifying glass at the top of the screen.


Aerial Attacks

Neutral Air= Defog (0%)
Knockback= None
Lag= Short
Priority= Medium

This attack is not an offensive move, so you will not be able to damage anyone with this attack. However, the properties of this move means you can land a KO with this move, as this is purely a move to be used to gimp your opponents recovery. This move has medium priority, and it comes out quite quick too, meaning it is easy and safe to use, but like a lot of Articuno's moves, it will become predictable if you use it repeatedly, and you will be punished.
When you initiate the attack, Articuno does a quick loop the loop in the air, which causes a layer of fog to appear around Articuno which is the same size of a smart bomb. This causes your opponent to lose a lot of their vision, making Articuno a harder target to hit, and if you do it at the right place the fog could prevent your opponent from seeing the ledge- meaning they could fall down to their death. This is a move that should be used rarely, but it is a fantastic move to use against characters with terrible recoveries, even if you just use it to intimidate them.

Forward Air=
Sky Attack (9%)
Knockback= Very High
Lag= Large
Priority= Medium

Sky Attack shares similar properties to what it does in the actual Pokemon games, except in the world of Smash Bros. the attack only does little damage. However, this move does have incredible knockback, so this is an incredible KO move if you can hit with it. This move has good priority, but it also has large lag, so it may be difficult to hit with.
When you start th attack, Articuno's body will begin glowing dark blue, and it will tilt its body at a horizontal angle, and hover there. After two seconds, Articuno will shoot forward like an arrow the width of King Dedede, and if it hits somebody with either it's wings or it's head, he will send them flying. This move is possibly one of Articuno's greatest, if not it's best KO move, and you will probably use this a lot during the match; but make sure you don't spam this move,or else you will become too predictable, and this could lead to your downfall.

Backwards Air=
Twister (6%)
Knockback= Medium
Lag= Medium
Priority= High

Twister is Articuno's B-Air, and it is a great attack to use to juggle your opponents in the air. It only deals little damage, but due to it's medium knockback and lag, and high priority, it means you can use it to juggle your enemies, or set up other combos.
Articuno starts to shake it's tail feathers up and down, and this causes a mini twister to appear behind it. This twister sucks up opponents around it, thanks to it's large, disjointed hitbox, and after knocking them around a bit, it shoots them up into the air, and cause them to hover there for a second, similar to what Mr. Game and Watch's Up-Air does. This move is a great move to use to combo your opponents, and if you mix it up with your other aerial or ground attacks, or initiate Fly, you can be sure to rack up more than the default 6% damage every time you use this move, and mixed with it's high priority, is what makes this attack so good.

Downwards Air=
Aerial Ace (11%)
Knockback= High
Lag= Short
Priority= Medium

Aerial Ace is Articuno's meteor smash, and as such it has high knockback, and deals decent damage, making it an effect KO move. Mix that with short lag and medium priority and you have a killer move at your disposal, or so you'd think. You see, this attack is different than most meteor smashes in the game, and if you don't hit with it properly, or miss completely, then you will be in an extremely vulnerable position, and more often than not you will find yourself one stock down.
Articuno starts this attack by tilting it's body at a diagonal downwards angle in the direction it is facing. It then begins to swoop down at a medium pace, not stopping until it hits the ground, is hit, or connects with an opponent, Articuno's head being the only hitbox. If you miss your opponent there is a good chance you will just slowly fall to your death, so you should only use this move if you are confident you will hit with it, or be able to land safely if you don't. However, there is one final twist with this move, once you hit with it you will keep traveling perfectly horizontally until you hit into someone, grab a ledge, or hit an item or wall. This means that even if you manage to hit someone with Aerial Ace, there is a good chance that it will be a sacrificial KO, as you watch Articuno slowly glide underneath or above the stage to it's doom at the sides of the screen.

Up Air=
Agility (14%)
Knockback= Low
Lag= Tiny
Priority= Low

This is Articuno's most damaging aerial attack, but it is also the most difficult to hit with, as it has low priority, and a tiny hitbox, located on the tip of it's beak, and it only deals low knockback, so opponents can quickly retaliate. It makes up for this by having tiny lag, meaning you hit the opponent almost instantaneously when you activate the move, it's just lining yourself up with the opponent correctly that is the problem. This move cannot be used to combo your enemies in the air, as once you hit, or miss someone with this move Articuno will enter a free fall state until it hits the ground, making this a truly high risk high reward move.
When you initiate the attack, Articuno will lift it's beak into the air, and in a puff of icy blue mist, will vanish. It will then reappear about the length of two stage builder blocks above where it teleported, and if you hit someone with it's beak, they will receive 14% damage, but either way, Articuno will enter a free fall state- this means it is better to short hop before using this attack, as that means you have less of a fall, and you won't get punished as much.

Throws

Grab Attack= Pluck (2%)
Knockback= None
Lag= Short
Priority= High

Pluck is Articuno's pummel, and it is a simple move at that. Each time you pluck your opponent it deals 2% damage, and Articuno plucks very quickly.
Articuno simply grabs it's opponents in its wings, and begins to pluck, or peck at its victim with its sharp beak, until it decides to either throw its opponents, or they get free.

Aerial Version

There are no differences between the aerial version and standard version of this move.


Forward Throw= Air Cutter (4% per blade)
Knockback= Low
Lag= Short
Priority= Medium

This throw doesn't deal a lot of knockback, but it hits opponents three times, for a total of 12% damage. This is Articuno's most damaging throw.
Articuno leaves go of its opponent, brings its wings to it's chest, then spreads them out quickly, sending 3 white boomerang shaped blades outwards, each one hitting the opponent and vanishing, and the final one pushing them back slightly.

Aerial Version

Articuno throws drops it's foe, then throws 3 blades at a downwards angle towards them.


Backward Throw= Ominous Wind (4%)
Knockback= Medium
Lag= Tiny
Priority= Medium

This attack has hardly any lag, which makes it a great throw. It doesn't deal a lot of knockback or damage, but you can use it quickly.
Articuno quickly leaves go of it's opponent, and flaps its wings backwards, creating a purple/black gust of wind that blows the opponent straight through Articuno, as if it was a ghost!

Aerial Version

There are no differences between the aerial version and standard version of this move.


Down Throw= Steel Wing (7%)
Knockback= High
Lag= Medium
Priority= Medium

This throw deals the most knockback of Articuno's throws, but it isn't the most damaging. It has medium lag and priority, and deals decent damage. This throw should be used to get your opponents into the air, where you can punish them.
Articuno places it's foe onto the ground, then raises one of it's wings, which turns silver, and into steel. It then proceeds to swipe its opponents with this wing, propping them up into the air.

Aerial Version

In the air, Steel Wing just launches it's opponents straight down. It is a fairly good meteor smash.


Up Throw=
Swift (9%)
Knockback= Low
Lag= Short
Priority= Medium

This attack deals good damage, and isn't laggy, but the knockback leaves something to be desired.
Articuno simply uses its wings to throw it's opponent up into the air, and then lifts its head and shoots small white stars out of it's beak, which give a total of 9% damage.

Aerial Version

There are no differences between the aerial version and standard version of this move.


Final Smash


Hail

Knockback= None
Lag= Short
Priority= High

Hail isn't an offensive move, but it will deal damage to opponents. This Final Smash lasts for 15 seconds.
When Articuno uses Hail, it, will fly into the air, and spin around 5 times then land; this spinning causes hail to fall from the sky, and each hailstone will deal 1% damage to Articuno's opponents, and it will also cause all surfaces to be slippy, even walls, so characters like Lucario can no longer wall cling when there is Hail. While the attack is in session, a box similar to the one seen in the Pokemon games, and Pokemon Trainer's Final Smash will appear in front of the percentage boxes, displaying the words “ALL FOES WERE PELTED BY THE HAIL!”- and this will remain there until the move has finished.
You may have noticed that some moves have the words “Ice Attack” displayed underneath them- these attacks will now deal double damage whilst the Hail is falling, so use that to your advantage.

Taunts

Up Taunt= Articuno will puff it's chest out, and nod it's head, standing majestically.

Down Taunt= Articuno will spread it's wings out and flap them; snow falling around it.

Side Taunt= Articuno will raise it's head into the air, and let out it's signature cry.

Victory Poses

1= Articuno will fly up into the air, and off screen.
2= Articuno will enter the same animation as Roost.
3= Articuno will flap both of it's wings against the ground, and create a layer of mist in front of all characters.

Losing Pose

Articuno claps both of its wings together, whilst facing the screen.

Kirby Hat

Kirby gets Articuno's head feathers and beak, and can use it's neutral special- Powder Snow.
Codec


*INCOMING CALL*

Snake= Colonel, there's some sort of colourful bird in front of me.
Colonel= That's Articuno, the Legendary Bird of Ice.
Snake= So, it's a mystical creature then?
Colonel= No Snake.
Snake= What is it then?!
Colonel= It's a Pokemon.
Snake= Another one?!.....
*END TRANSMISSION*

Credits Theme

Legendary Bird Theme

Stage

Whirl Islands


This stage is not viable for tournament play, but it doesn't mean that it is a boring stage, nor is it unplayable.

This stage is on top of a large brown rock, which is actually a cave, in the middle of the sea, with 3 other of these caves visible in the background of the stage. Unlike a lot of the water stages in SSBB, the water surrounding this small, rocky platform is deadly, and will result in a OHKO to whoever falls in it- thankfully the cave is quite raised in the air quite high. The cause of this instantaneous death- whirlpools.
If you haven't realized already, the first part of your journey has you start off at the legendary Whirl Islands, otherwise known as the home turf of the legendary bird's leader, Lugia.
The actual arena consists of a large rock raised to the middle of the screen, with a flat yet rugged top, and water crashing against the large cave down below. The main platform is only very short, being slightly smaller than the main platform of Battlefield. However, there are some rocks in the water below that you can stand on, but going down there can be risky in a lot of occasions.
You need to be careful on this stage, as one wrong move can cause you to go hurtling into the violent waters below.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,296
Location
Hippo Island
Articuno was a cool move set, and your best yet!

There were a lot of creative move effects in there. Mind Reader and Reflect were both pure win, and the flying mechanic takes aerial playstyles to new extremes. Now all we need is an aerial chain grab....

I also liked how you kept the move set true to character through implementing Pokemon attacks while making sure to use moves that fit with an Icy Magical Bird. Ice Beam FTW!


The two clones were gonna be Zapdos and Moltres, weren't they?
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Articuno was a cool move set, and your best yet!

There were a lot of creative move effects in there. Mind Reader and Reflect were both pure win, and the flying mechanic takes aerial playstyles to new extremes. Now all we need is an aerial chain grab....

I also liked how you kept the move set true to character through implementing Pokemon attacks while making sure to use moves that fit with an Icy Magical Bird. Ice Beam FTW!


The two clones were gonna be Zapdos and Moltres, weren't they?
Thanks :bee:.

I wasn't sure about Mind Reader, because I made reflect to sound like such a unique attack, then I make Mind Reader extremely similar in design, so I'm glad you liked them. I also wanted to make a moveset based around a special mechanic, so I'm glad it worked.

It was difficult to find Pokemon moves that could be made to attacks, as Articuno has such a limited movepool outside of TM and HM's, so that's why there aren't a lot of Ice Moves, as it only learns the ones I put down I think.

The two clones were Zapdos and Moltres- Zapdos is complete (apart from BBCode) but I wasn't happy with it, as I couldn't balance it properly, and couldn't find equivelent electric attacks to make Rainy Day, and Sunny Day for Moltres, work.

I came to the conclusion that putting two unbalanced extra sets with a solid main set would take away from the main Articuno set, so I decided to leave them out.

Thank you for reading, and I'm glad you liked it :).
 
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Oct 9, 2008
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Location
Vinyl Scratch's Party Bungalo
NNID
Budget_Player

ENTEI


Stats

Movement Speed: 7/10. Four legs, infamous for long jumps and high speed.

Traction: 4/10. Entei does not have a perfect grip on the ground.

Attack Speed: 6/10. Plenty of pretty fast moves on this guy's list.

Attack Strength: 5/10. Moderate. A few decent kill moves.

Range: 7/10. Entei has some great fire attacks with very good range.

Priority: 6/10. Good, but not perfect.

Weight: 436.5 lbs 3/10. He moves fast, so let's ignore fact.

Jump Strength: 5/10. good horizontal, decent vertical.

Fall Speed: 3/10. Very floaty.

Walk speed: 4/10. Slow and majestic, but not awful.

Run speed: 10/10. Absolutely brutal running speed; you should see his movement in pokemon Gold.

Size: 6'11" High Large. Most of it is his length, his head is about as tall as link and his body a bit longer than bowser. Again, stretching reality here. It's a baby entei. :psycho:

Misc:
Entei can wall jump, but it needs good timing to work. He has a decent crawl that moves about the speed between his run and his walk.
IMPORTANT: Entei has trouble turning around. His pivot animation is long, and if he does it out of a run, very slidy. He cannot do a "backwards smash", where he fsmashes in the opposite direction as his is, same with b-reversal, side-b, and ftilt. Watch out.


Pros/Cons
Pros:
  • Fast movement speed and good jumps leave him in good positions most of the time
  • Excellent ranged specials
  • Good range
  • Lots of disjointed moves
  • Tons of get the **** off me moves

Cons:
  • Doesn't like to turn around. AT ALL.
  • Poor Recovery
  • Easily Gimped
  • Has trouble scoring kills
  • Very hard to control at times


Attacks

Smashes and Tilts

Fsmash-Take Down
Priority: High (first hitbox only)
Knockback: High
Lag: Moderate
Damage: First hitbox, Fresh: 18%-24%. Second hitbox, Fresh: 6%-10%. First hitbox, Decayed: 13%-17%. Second Hitbox, Decayed: 6-10%.
Kills: First hitbox, fresh: ~100%. First Hitbox, Decayed: ~140%. Second hitbox: >250%

You have to know one thing about Take Down. The hitbox is excellent. Entei thrusts forwards head-first, sliding slightly. If the opponent gets hit by the initial thrust (which is already very large, as it has Entei's whole head and neck size in it), they take heavy damage and knockback. If that misses, the second hitbox, entei's slide, makes the full length of the move have about half of entei's (long) length. The second hitbox deals low damage and knocks upwards only slightly-usually, the opponent will land behind you before the move is over. During the second hitbox, you are very punishable. So watch out when using Take Down.


Usmash-Eruption
Priority: Highly Disjointed
Knockback: Moderate-High
Lag: Low start, high end
Damage: 16-20% Fresh, 12-16% Decayed.
Kills: ~130%

Eruption is a powerful technique. Entei howls, and as he howls lava erupts from underneath him, engulfing his body length and a decent area outside of his body. It is worth mentioning that the lava erupts in a pyramid, the top of the pyramid being entei's center. The closer to this top, the more knockback the move will have. The starup is low, but the ending lag is rather hefty. The move would be perfect for DACUS, but it cancels momentum. Causes fire damage.


Dsmash-Fire Spin
Priority: Disjointed
Knockback: Low
Lag: Low start, low end
Damage: 12-16% Fresh and Decayed
Kills: ~165%

Fire spin is the ultimate GTFO me move. Entei's body becomes encircled in flames, and the opponent gets hit for 1% each frame spent within the flames. The flames suck you in slightly, then at the end pop you out, similar to Mach Tornado. Generally a defensive move to keep opponents away. To hit entei in this you need to come from the top or have a very big sword. Or a laser. Causes fire damage.


Ftilt-Slash
Priority: Medium-High
Knockback: Medium
Lag: very low
Damage: 10% fresh, 6% decayed
Kills: >150%

Entei slashes forwards with one of his forepaws. Has decent knockback and priority. Nothing all too special.


Dtilt: Ember
Priority: Disjointed/Ranged
Knockback: Low
Lag: Low start, medium end.
Damage: 13%
Kills: >200%

Entei shoots a small stream of fire out in front of him. This will knock the opponent backwards a bit. On the heaviest chars, you can string two embers together, but on most chars you can't. It has virtually no kill potential, but the damage is good and the range is incredible-think of bowser's breath. Almost that long. Causes fire damage.


Utilt-Bite
Priority: Good
Knockback: Solid
Lag: Low
Damage: 13% Fresh, 8% Decayed.
Kills: ~140%

Entei reaches down with his head and bites upwards, knocking enemies up and away. Low lag, decent priority. Can chain in to air combos.


Specials

B-Fire Blast
Range: Long
Knockback: Good
Lag: Low
Damage: Varies
Kills: Varies

Entei charges the attack, similar to with Lucario. He can release it prematurely, but Fire Blasts with low charge only go a very short distance before fizzling. Fully charged, a star of fire will shoot across the width of final destination, dealing 19% and killing around 140%.


>B-Flamethrower
Range: Medium
Knockback: None
Lag: Medium
Damage: 2% per hit
Kills: N/A

Entei shoots a stream of diminishing fire out in front of him for as long as you hold down the the button. It deals about 2% every few frames, and you can move it up and down. Good for racking up damage.


^B-Agility
Range: N/A
Knockback: N/A
Lag: medium
Damage: N/A
Kills: N/A

Agility sends Entei zipping in the direction of your choice very fast... after a short load time. And this load time makes entei quite gimpable. But the move itself is wonderful recovery. It will bring him back from almost anywhere if it's a straight line.


vB-Stomp
Range: Medium
Knockback: N/A
Lag: Medium
Damage: 14% Fresh, 11% Decayed.
Kills: N/A

Entei stomps the ground with his big foot, causing shockwaves to come out. These shockwaves reach a good ways beyond his body, and anyone on the ground hit by them takes damage and gets stuck. Against careless opponents, this will hurt hard. Don't expect to hit with it much though. Plus, the ending lag is lame. In the air, this move turns in to a dropping stomp; anyone getting under it takes 16%-20% and is knocked upwards. Kills around 80%.


Aerials


Nair-Roar
Priority: Low
Knockback: Low
Lag: Low
Damage: N/A
Kills: N/A

Entei roars. Anyone in his direct aerial sphere of influence gets knocked back and stunned. Autocancels on the ground.



Fair-Iron Tail
Range: Good
Knockback: High
Lag: High
Damage: 15% Fresh, 11% Decayed.
Kills: Spike; off the side at 130%

Entei flips forwards and slams his tail downwards into the opponent (tail turns in to metal at the beginning of the animation). Three different hitboxes. The first is whipping the tail up and sideways. Knocks the opponent up and away. Second hitbox is the tail going down, A meteor smash that will kill absurdly early. Third hitbox is the flub of entei's last 180º, coming back around. If you do not autocancel this correctly, Entei lags horribly trying to pick himself off his tail.


Dair-Body Slam
Range: Poor
Knockback: High
Lag: High
Damage: 17% Fresh, 12% Decayed.
Kills: ~120%

Entei stiffens and falls faster than normal. Anyone getting hit will take the full force of the attack and get knocked upwards and to the side. If entei lands before the move ends, the landing lag is somewhat hefty.


Uair-Fire Plume
Range: High Disjointed
Knockback: Good
Lag: Low
Damage: 12% Fresh, 6% Decayed.
Kills: ~140% off the top

Entei raises his head and shoots a plume of flame straight up. Enemies getting hit get hurt.


Other

Jab Combo
  • A-Entei swipes forwards with a front paw. Fast, 3%
  • AA-Entei swipes forwards with the other front paw. Fast, 3%
  • AAA-Entei throws his head forwards into the opponent. Mid-speed, 5%.

Dash Attack- Entei slides forwards on his forelegs. Deals about 12% and has great range. Entei cannot DACUS because his up smash cancels all momentum. A DAC is, however, very useful.

Ledge Attack (<100): Entei rolls on to the stage, clawing. 9%.
Ledge Attack (>100): Entei slowly pushes himself up, shooting a small plume of fire ahead of him.

Get up Attack: Entei roars and comes to his feet. See Nair for details. No damage, but knockback and stun.

Grab: Entei snaps forwards with his mouth. Good grab range.
Dash Grab: Entei does the same, but with a sliding motion.
Pummel: 2%, entei bites down slightly.
Fthrow: Entei whips his head backwards, then throws the opponent forwards. 10%, decent knockback.
Dthrow: Entei burns the enemy in his mouth by using a fire move, then spits the opponent out. 13%, throws the opponent a good ways sideways.
Bthrow. Entei throws the opponent over his shoulder and then whacks with his tail. 12%, decent knockback.
Uthrow: Entei throws them up. 9%, good vertical knockback. Can kill around 150% on light
chars.


Playing Entei

Entei needs to play defensively. The fact that you can't turn around that well means that you have to keep the enemy off you; things like Dsmash are great for this. In fact, staying close to the edge will really help you in this match. Try to use Entei's air game some; Roar should not be underestimated. Entei is surprisingly at home way above ground, as a lot of his air moves have bothersome cancelling lag and his ^B can bring you back down to earth very well. If you can keep your opponents at range, then Flamethrower and Fire Blast will make your life easy. Ember is really good, use it a lot. In general, play Entei a little like zelda. Keep guys off you, abuse the powerful air game and disjointed hiboxes, and generally mess with people.




Feedback?
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
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Location
Mushroom Kingdom
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TPitch5
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King Hippo


King Hippo is a tropical chief from Hippo Island, South Pacific. His age is unknown, along with his weight. When Little Mac fought against this guy in Punch-Out!!, he had to dodge his blows and wait until he opens up his big mouth. Once King Hippo is down, he's down for good. Desperate for a comeback, King Hippo returns to the Smash Universe, hoping to settle the score on Little Mac.
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Playstyle

King Hippo is a very strong, very heavy fighter which focuses on a lot of powerful punch attacks. His defense is also quite high, enabling him to block many attacks with ease. With good range, and many powerful attacks, King Hippo means trouble for just about anyone.

However, even though King Hippo is super strong, his powerful attacks are very slow, which makes it very easy for his opponents to counter him. King Hippo is also quite big and falls very quickly, which makes him a prime target for combos and chain grabs.

King Hippo's movement is also very sluggish, so it's very difficult for him to move around. In fact, he moves real slow, even while running.

It should also be noted that King Hippo's recovery is horrible. Add the fact that he's a very low jumper and a very fast faller, there's almost no way that he'll make a successful recovery if he gets sent flying sideways.

Overall, King Hippo is a beast, but he's a very hard fighter to use correctly. If you make any kind of mistake, your opponent will easily take advantage of the mistake.
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Stats

The stats shown below are from a scale of 1 to 5.

1: Poor
2: Fair
3: Good
4: Very Good
5: Excellent

Attack Strength: 5
Shield Strength: 5
Walking Speed: 1
Running Speed: 1
Jump Height: 1
Mid-air Jump Height: 1
Aerial Speed: 1
Descent Speed: 5
Recovery: 1
Weight: 5
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Standard Attacks

neutral: King Hippo delivers a punch with his left fist. Does up to 5% damage. Attack again and he'll punch with his right fist. Also does up to 5% damage. Range of both attacks are up to 2.5 feet.

f-tilt: King Hippo delivers a strong punch with his left fist. Does up to 11% damage. Range is up to 3 feet, and is fairly slow.

u-tilt: King Hippo does a headbutt, juggling the opponent. Does up to 10% damage. Range is up to 2.5 feet, and is one of King Hippo's very few quick attacks.

d-tilt: King Hippo does a low kick with his right leg. Does up to 10% damage. Range is up to 2 feet, and is fairly slow.

dash: King Hippo attempts to crush the opponent with his belly. Does up to 12% damage. Range is up to 3 feet, but is very slow in execution.
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Smash Attacks

f-smash: King Hippo moves his fists back and opens his mouth. He'll then slam his fists together, heavily damaging the opponent. Does up to 30% damage uncharged, but can do up to 44% damage when fully charged. Range is up to 3.5 feet, but is very slow in execution. This attack can actually lead to an instant KO if it's fully charged.

u-smash: King Hippo does a powerful uppercut that hurls the opponent upwards. Does up to 18% damage uncharged, but can do up to 30% damage when fully charged. Range is up to 3 feet, and its execution speed is quite slow.

d-smash: King Hippo spins his body once while having his right arm fully extended. Does up to 24% damage uncharged, but can do up to 35% damage when fully charged. Range is up to 3.5 feet, and is very slow in execution.
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Aerial Attacks

n-air: King Hippo attempts to crush his opponent with his belly. Does up to 13% damage, and the range is up to 2.5 feet. This is King Hippo's fastest aerial attack.

f-air: King Hippo attempts to slam the opponent hard with his left fist. Does up to 15% damage, and the range is up to 3 feet. It's a tad slow in execution though.

b-air: King Hippo attempts to kick the opponent from behind. Does up to 11% damage, and the range is up to 2 feet.

u-air: King Hippo performs an aerial headbutt. Does up to 12% damage, and the range is up to 2.5 feet.

d-air: King Hippo dives down with his arms extended. Anyone hit by his belly will take a good deal of damage. Does up to 15% damage, and the range is up to 2.5 feet.
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Special Attacks

standard - Mega Hippo Punch: King Hippo moves his right fist back and builds up power. The more power that's stored, the more powerful the punch. King Hippo can't hold the stored power however, and he'll unleash the attack automatically if the punch is fully charged. If released at full power, King Hippo will deliver a punch that can deal up to a whopping 50% damage, and delivers an instant KO. However, the punch is very slow, and very easy to counter. Range is up to 3.5 feet.

side - Hammer Arm: King Hippo attempts to slam the opponent to the ground real hard with his left fist. Does up to 13% damage. Range is up to 3.5 feet, and it's slow in execution. The move can temporarily bury the opponent if used right.

up - Super Uppercut: King Hippo jumps and performs a powerful uppercut. Does up to 12% damage, and gives King Hippo some vertical ascention. Range is up to 4 feet, and works as King Hippo's third jump. Its execution speed is rather slow though.

down - Belly Bomb: King Hippo performs a body slam, attempting to crush anyone in his way. Does up to 24% damage. Range is up to 3 feet, but is very slow in execution. Attack also leaves him wide open for 2 seconds after it's used.
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Other Attacks

Ledge Attack (<100% damage): King Hippo gets up and does a strong punch with his left fist. Does up to 11% damage, and the range is up to 3 feet.

Ledge Attack (100%+ damage): King Hippo gets up slowly and does a punch with his left fist. Does up to 8% damage, and the range is up to 2.5 feet.

Floor Recover: King Hippo gets up and spins his body. Does up to 9% damage, and the range is up to 3 feet.
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Grabs & Throws

grab: King Hippo tries to grab his opponent with both of his arms. Grab range is up to 2.5 feet.

attack: King Hippo does a headbutt. Does up to 3% damage.

f-throw: King Hippo slugs the opponent with an uppercut. Does up to 12% damage. It is also the only throw move that has killing potential at low damage percentages.

b-throw: King Hippo puts his opponent next to his rear and then pushes him/her back hard. Does up to 11% damage.

u-throw: King Hippo tosses his opponent upwards and then smacks his opponent with a headbutt. Does up to 11% damage.

d-throw: King Hippo lays his opponent down and crushes his opponent with his body weight. Does up to 12% damage.
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Final Smash

Hippo Bulk Up: King Hippo turns boiling red and buffs himself up. While in this state, King Hippo is impervious to flinching, and his attacks will deal 20% more damage than normal. His attacks will also have doubled knockback. However, King Hippo's attacks will still be very slow, and he'll still take damage from attacks. Also, the Final Smash only lasts for 12 seconds, so it's crucial that King Hippo takes out his opponents quickly before the Final Smash ends.
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Battle Entrance

King Hippo dives onto the ground and does an ugly smirk.
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Taunts

/\ taunt: King Hippo looks at the screen, waves his arms, and makes a stupid grin.

<> taunt: King Hippo hits his fists together, and makes a sudden growl.

\/ taunt: King Hippo shows his back to the screen and moves his rear around.
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Pros

King Hippo has a very high offense, making his attacks quite deadly.

King Hippo's defense is very high, enabling him to block almost any attack with ease.

King Hippo is very heavy (tied with Donkey Kong), which makes him a tough target to hurl off-screen.

King Hippo has a long reach, which can let him hit most opponents that would be too far away to hit him.

King Hippo is a fast faller, making him very hard to KO vertically.
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Cons

King Hippo's strongest attacks are very slow and easy to avoid and counter.

King Hippo is very slow, even while running.

King Hippo's jumping abilities are very weak.

Due to his fast falling speed, King Hippo is quite vulnerable to horizontal KOs.

King Hippo is a big target, which makes him an easy target for combos and chain grabs.

King Hippo's recovery is horrible.
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Side Notes

King Hippo's recolors mainly affect his gloves and shorts.
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Recolors


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Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Gligar: I'll have to echo everyone here and say that the organization is a bit lacking, but it isn't detracting too much and it's the only major flaw. I love how you drew all of the moves from actual Pokemon attacks (they are all Pokemon attacks, right?) and gave them some unique and interesting effects. I especially loved that Down B. That was a very cool set.

Lemmy Koopa: That was utter genius. I loved having a character based on controlling the stage, and it would be so useful and so entertaining to customize the stage. I would spend forever in Training Mode messing around with the traps and making up new comboes. I really love the idea of making platforms and that you have to set up everything properly to do so. Also, I think that you should be able to move things like the illusions from the NAir and the darts from the Down B through the pipes. That would add even more awesome depth. How about you shoot a dart at a dartboard to force an opponent into a pipe that leads them into a Bed of Nails trap which forces them into a grabbed BThrow FTilt cannon for a KO? :)

Articuno: Cool! I've never really been a fan of the layout where you lay out every property in a list, but you pulled it off pretty well. I loved how you made Articuno a very air-based character, and you did it better then I did with Medli. I'd like to see you make more sets for Zapdos and Moltres.
 
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