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Make Your Move 5

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Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
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Vienna
Feedback?
Okay. First, look at your NAir:

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.

Okay? Then, look at the NAir of the character that has been posted just a couple of posts before yours. It's perfect because it's a Pokemon, too! And you seem to have copied the layout from him, too. So... Let's see what Jimny got:

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.
Okay.

Now compare those two. Do you see the difference?
You're also lacking a Jab/A-Combo, thus your moveset is not allowed to be counted as an entry.
 
Joined
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Yes, and I feel kinda stupid about the jab.

As for Nair, I did not copy from him; the moves are completely different in terms of use. Defog doesn't do knockback; it also won't stun the opponent. True, the goal of both is gimp, but with Fog you want to be there beforehand and leave it laying there, with roar you need to be right near the opponent. It's like comparing Fog to fox's Reflector.

The layout... Eh... it looked easy to read, so I adopted it. If this is an offense, I'll gladly redo it in a different manner.

I'll get the jab combo. '-_-
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
314
Articuno: I've just finished reading this set. I love the idea of using tilts and throws in the air, and I also must admit Articuno is one of my favorite Pokémon designs. I have some minor problems with it.

Complaint #1: On the subject of the Side B, how fast does the gust go? What size is it at when fully charged/not charged, how far does it go at maximum/minimum charge?

Complaint #2: Why is the Jab with the Smashes? Wouldn't it fit in better with the tilts?

Complaint #3: When I look at it, Articuno is slightly overpwered. Mostly because of the high weight and potential for infinate recovery with the Up B. This was countered masterfully by the increasing damage, but I'd still drop Articuno's weight slightly, to compensate for all the pros Articuno has.

These complaints are all minor, and I would love to play as Articuno in SSBB. Of course, I'm a MYM newcomer, so I just might be out of my league here, but I love this set.
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX
I said the layout. Not the move.
Since when is it a problem to steal layouts from other people? But yeah, BPC (Your full name is too long to type out consistantly, so I'm going to call you that from now on) you were missing a jab combo. Glad you fixed that.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929




Paint Roller

"Let me paint you a lovely portrait... of you losing to me, HA HA HA!"

Paint Roller is the boss of Ice Cream Island in Kirby's Adventure, a Kirby game for the Nintendo Entertainment System. Paint Roller was an artist on the go, who would ride back and forth on his roller skates to paint on the canvases across his boss arena to summon various monsters. Paint Roller also appeared in the remake of Kirby's Adventure, Kirby: Nightmare in Dream Land. He then appeared in Kirby's Avalanche, a Kirby-themed puzzle game, as well as being a boss again in Kirby: Canvas Curse. Yep, Paint Roller is a pretty cool guy. Who else fights with art?

Mechanic

An artist could never paint a yellow sky or purple grass. An artist needs to use the right colors at the right times. The same is true for Paint Roller. For many of his attacks where he uses his brush, he needs to have the right color. Paint Roller is able to select colors with his Neutral Special, and he is also able to mix colors together for new ones. If Paint Roller does not have the correct color on his brush when he executes a move, then the move just will not work. Paint Roller will act as if the move was never initiated! So be sure to know which colors to use! Colors will stay on Paint Roller's brush for a certain amount of attacks before disappearing. Paint Roller is no abstract artist, and he needs the right colors!

Statistics

Attacking ▶ 3/10
Defending ▶ 7/10
KOing ▶ 3/10
Movement Speed ▶ 9/10
Traction ▶ 2/10
Range ▶ 7/10
Attack Speed ▶ 6/10
Priority ▶ 8/10
Fall Speed ▶ 3/10
Recovery ▶ 7/10
Size ▶ 4/10
Weight ▶ 3/10


Broken, you say? A worthy concern- Paint Roller has above average statistics in all of the important areas except for his power. He has good range, priority, speed, recovery... but Paint Roller is actually no Meta Knight. His stats do not acount for Paint Roller equipping his paint. That takes skill, memory and a good sense of where the battle is going and which paint to use. Paint Roller can be powerful, but he has a steep and vicious learning curve, not as bad as, say, Ryuk but still very steep.

Animations

Symbol ▶

The Kirby series Warp Star!

Wiimote Noise ▶
A sound of splattering paint.

Entrance ▶
Paint Roller slides across the stage on his roller skates, but he trips over his entrance spot. Curse you, Sakurai!

Crowd Cheer ▶
A group of men with French accents say: "Pain ze Rolloir!"

Basic Stance ▶
Paint Roller stands on his skates, bobbing up and down.

Idle Stance ▶
Paint Roller does a typical surfer salute, his index and pinky fingers stuck out, to the screen.

Walk ▶
Paint Roller slowly skates his legs, one after the other, forwards as he bobs up and down.

Run ▶
Paint Roller leans over slightly, sliding his legs faster.

Dash ▶
Paint Roller starts fully running, then coasts on his roller skates across the stage in a very quick dash.

Crouch ▶
Paint Roller sticks his head on the ground as he bends himself, like he's doing a headstand but he forgot to put his legs up.

Shield ▶
Paint Roller crosses his hands, which are both in the surfer position from the idle stance, across his chest as he pulls up his shield.

Rolldodge ▶
Paint Roller leans into the background and coasts to the side on his roller blades for a quick and dependable rolldodge.

Spotdodge ▶
Oh no, Paint Roller lost his balance! Paint Roller loses his footing as his legs stumble every which way. His skates don't help. Has a long duration, but has a bit of lag.

Airdodge ▶
Paint Roller points his arms and legs in every diagonal direction as he falls back into the background briefly.

Dizzy ▶
Paint Roller trips and lands his head on the ground. He then holds up his head and bobs it back and forth, his eyes rolling around.

Asleep ▶
Paint Roller falls onto his belly and drools as he rests.

Special Attacks

Neutral Special ▶ Palette

This is the very cornerstone of Paint Roller's game, and he needs to use this to function. So listen up!

Paint Roller pulls out a palette, which he spins on his finger. He also holds up his brush (which looks more like a marker). As Paint Roller spins the palette, his brush changes between the three primary colors- Red, Blue and Yellow- at a speed so that each color flashes once in a second. After another imput of Neutral Special, the color stops changing and the brush fixes on that color, enabling Paint Roller to use attacks of that color.

But it doesn't stop there! After settling on a color, you can use another Neutral Special input to mix a color with your equipped color. This will make the brush flash between the two calenders you had not chosen, at a speed so that each color flashes in a second. After stopping the rotation of the colors, your new color will mix with your old color for a new, secondary color. In case you failed kindergarten, Red mixed with Blue makes Purple, Red mixed with Yellow makes Orange and Yellow mixed with Blue makes Green. Also, after making a secondary color, you can imput Neutral Special again to mix the third, unused color to make a sickly Brown.

After equipping a color to Paint Roller's brush, it wears off after a certain amount of attacks. Coupled with the fact that each color has its own purpose, this means that Paint Roller can equip his colors based on what strategy he is using.

  • Red paint is used in Paint Roller's KO moves. But be sure to land them, as it wears off after one use.
  • Blue paint is used in damage dealers. It wears off after three uses.
  • Yellow paint is used in edgeguarders. It wears off after two uses.
  • Purple paint is really the oddball paint, as moves using it don't have a standard for attacks. Wears off after one use.
  • Orange paint is used in approaches. Wears off after two uses.
  • Green paint is used in spacers and projectiles. Wears off after two uses.
  • Brown paint is used in Paint Roller's most powerful KO moves, but moves using it are often very laggy. New Paint Rollers spam this paint, but it isn't very useful.

So as you can see, Paint Roller should predict the flow of the battle before equipping his paint. Since each paint has a unique usage, a good player should always be able to use the attacks he or she needs with the correct paints.

Sideways Special ▶ An Artist's Inspiration

Paint Roller places his head on his head, looking for an inspiration for his next piece of art. Within a space ahead of Paint Roller the height of Bowser and the length of Battlefield, Paint Roller can find his inspiration in an opponent or ally character, an item, a Pokemon released from a Pokeball or an Assist Trophy released from an Assist Trophy. If there are multiple inspirations, Paint Roller will be inspired by whichever inspiration is closest to him. Then Paint Roller begins glowing. With another imput of Sideways Special, Paint Roller will paint his inspiration on a canvas and it will come to life.

If Paint Roller sees no insipiration, he will simply paint a landscape of the stage he is playing on, leaving behind his landscape wherever he initiated the move. As long as the landscape is on the stage, Paint Roller will be unable to be harmed by stage hazards, like the spike in Rumble Falls and the Pirate Ship's catapult thing and cannons. The landscape has only 15 stamina, making it easy to remove, and it disappears when Paint Roller loses a stock or thirty seconds pass... this move is more effective anyway when you use it with an inspiration.

If Paint Roller is inspired by an ally or opponent character, he will paint their likeness on his canvas, and the replica will come to life in a animation lasting two seconds. The replica will ally with Paint Roller and help him as a CPU, but it will disappear once hit by any attack, or if fifteen seconds pass. Since the replica is rather weak on its own, you'll want to be sure to stay in sync with the replica so that it can last for the full fifteen seconds and land its attacks. You can paint only one replica of each ally or opponent per match, so be frugal with this, as not to waste this potentially powerful move.

If inspired by an item, OR an opponent or ally under the effect of or carrying an item, Paint Roller will paint that item in a second animation. Paint Roller is now holding that item, ready to use it however he chooses. This can be a handy way to get items from afar, and makes opponents cautious with their usage of a Starman around Paint Roller.

Paint Roller can also be inspired by a released Pokemon from a Pokeball or an assistant from an Assist Trophy. After taking a full two and a half seconds to paint that, the Pokeball or Assist Trophy will spawn again beneath Paint Roller's feet, ready for battle and using their usual effect. Note that only Pokemon or Assist Trophies spawned by opponents of Paint Roller can be painted. Wobbuffet and Electrode (the Pokemon, not the KingK.Rool moveset) can be copied no matter what since they act hostile to everyone.

Also, it's very important to say that Paint Roller needs the correct color to be able to paint his inspiration. Each stage, character, item, Pokemon and assistant has a color that needs to be used from them. This color is usually their main theme color, and it's easy enough to infer it logically. For example, for Mario it's red and for Luigi it's green. The color does not change with alt costumes.

Upwards Special ▶ Color Wheel

Pulling out a seven brushes- each colored with one of Paint Roller's covers- Paint Roller whirls his paints around him. This gives him a vertical boost equivalent to Kirby's Upwards Special, Final Cutter, and he can float around with his colors after the vertical boost at the speed of Princess Peach's Up B, Parasol. This does 5% and small knockback- not enough to be useful but too much to hit multiple times- so it's more useful as a recovery move

Color Wheel gives Paint Roller a decent vertical boost, and great horizontal recovery. However, it is slightly gimpable, so be sure to recover with it as quickly as you can.

Downwards Special ▶ Paint Monster

Paint Roller pulls out his canvas and begins to paint a Kirby series enemy to help him out. This is a one second animation, and it can only be used once per stock, but it can be reused if the animation is interrupted. Paint Roller paints a different enemy depending on which color he has equipped. The monsters don't usually follow the typical rules of the colors, not being useful for the typical functions. They all are useful, however. Note that, for the duration of time when the enemy is out, Paint Roller is paralyzed and can be interrupted at any time, so be careful or your opponent could get a easy KO with a fully-charged Smash Attack or a laggy move like Falcon Punch.


Red Paint ▶ Flamer

Oh noez, a internet troll! I hope it isn't SmashBrosMike! Flamer will scroll around the platform he's on like a Sparky. Once he/she/it/potato spots an opponent of Paint Roller in a radius of Bowser around it, Flamer shoots off a fireball at the opponent. The fireball deals 12% and nice knockback, but it is easy enough to avoid. Flamer disappears after five seconds. Notably, Paint Roller can still move after executing a Flamer. This is best as an approach, or to keep your opponent off-balance.



Blue Paint ▶ Chilly

Chilly, the snowman from the Kirby series, appears. After a half-second of startup lag, Chilly breathes out a stream of icy breath ahead of him for the length of a Battlefield platform, in a duration of two seconds. The breath does only 12%, but each of the twelve individual hits have a 20% chance of freezing the opponent. Chilly is a useful edgeguarder if you can pull it off, and a good, safe way to deal damage because of the freezing effect; Chilly is a very versatile enemy.


Yellow Paint ▶ Sir Kibble

Sir Kibble appears! The bair sucks! Upon appearing, after a half-second of startup lag, Sir Kibble begins to shoot off cutters, Kirby series sharp boomerangs, which act as projectiles, traveling a Battlefield platform before returning to Sir Kibble and doing 3% and small knockback on contact with a foe. Sir Kibble will shoot seven cutters in the space of two seconds. This could work as an edgeguarder, but the one-second animation and the half-second of startup lag make it not so useful for that purpose, and the range isn't great for edgeguarding. This is a good damage-dealer, and it excels at that.


Purple Paint ▶ Iron Mom

Iron Mom, a miniboss from Kirby Super Star and Kirby Super Star Ultra, appears! Iron Mom attacks by using the fist-like balls at her side. First, after a second of startup lag, Iron Mom throws her fist-balls in three random directions over a range of a Battlefield platform, doing 12% and nice knockback to any opponents. She then twirls around as her spiked-ball-shoulders stick out for a massive hit all around Iron Mom's body, doing 18% and great knockback. This may sound broken, but in fact it is rather useless- it often misses, and it has lag all over- so this is probably the least effective enemy from this move.


Orange Paint ▶ Mr. Shine and Mr. Bright

Mr. Shine and Mr. Bright, the bosses of Butter Building in Kurby's Adventure- fellow Kirby's Adventure bosses with Paint Roller- appear. First, Mr. Shine, the moon, makes seven shooting stars fall from the sky, vaguely homing in on opponents but often missing. Each does 2%, but negligible knockback. Then, Mr. Bright, the sun, makes a large ball of fire which he tries to drop onto the opponent, which does 14% and enough knockback to KO. The whole of this move is easy to dodge, and since Paint Roller is paralyzed this is powerful but not so useful.


Green Paint ▶ Blade Knight

Blade Knight, the green swordwman (not Link) appears! While rushing forward, Blade Knight performs a series of high-priority sword strikes. In multiple hits, the hits do up to 20% with the last hit having knockback which KOs close to blastlines. In total, Blade Knight will go the distance of Battlefield. In addition, if Blade Knight crosses a ledge and goes into the air, he performs one final swipe which does 6% and knockback slightly less then the final hit of the full combo. This is great as a damage-dealer and is one of the most useful enemies from this move.


Brown Paint ▶ Bonkers

This is the most powerful but slow of the enemies, but he can still be useful. If any foe is in the range of half a Battlefield platform, Bonkers performs a massive hammer swing, as laggy as Dedede's Forwards Smash but just as powerful, doing 16%. The ridiculous lag makes the swing useless. However, if no foe is in range, Bonkers shoots off three exploding coconuts, which bounce along the stage over a distance of Battlefield, dealing 8% and good knockback for a projectile and having explosive properties. The coconuts are useful spacers, damage-dealers and edgeguarders.

Basic Attacks

Neutral Combo ▶ Obscure

For the first part of this combo, Paint Roller simply reaches out and grabs any opponents. This has normal grabbing range, but Paint Roller cannot use throws out of it- it only leads into the next part of the combo, and it ends automatically without another button imput after a second. If the color on the brush is not the theme color of the grabbed opponent, Paint Roller just slaps the opponent across the face, dealing and 3% and low knockback. You cannot "chain-neutral-a" with it, as the knockback is too strong.

However, if the color is the opponent's theme color, Paint Roller will splatter the paint all over the opponent's face, obscuring their vision. With obscured vision, the opponent cannot dash and each of their attacks will now have a 50% chance of missing for five seconds. The obscuring with the paint works once per each of the opponent's stocks or Paint Roller does the slap automatically. If you can get the first grab to connect, this is a very useful move, allowing Paint Roller to easily rack up damage, so it is very useful.

Dash Attack ▶ Monster Truck
This move requires green paint.


Paint Roller, from his dash, swirls his brush in the air and all around him, painting himself a monster truck. Paint Roller can ride the monster truck the distance of Battlefield before it disappears. The monster truck can turn, but it's very laggy. On contact with an opponent, the truck does 9% and good knockback. This is surprisingly quick, as it has only moderate startup lag and small ending lag. It has decent priority for driving through the weaker of projectiles. This is weak on its own, but it is an exceptional approach, and one of Paint Roller's best along wiith his Sideways Tilt.

Tilt Attacks

Sideways Tilt ▶ Paint Cutter
This move requires green paint.


Paint Roller holds his brush before him, and swipes it from his head to his toes. The swipe of the brush deals 4% and weak knockback, but that's not really the point of this move. As Paint Roller swings his brush, he paints an arced, vertically-facing cutter (a Kirby series bladed boomerang) which is just lower then the height of Paint Roller in size. The cutter then rushes forward immediately as a pseudo-projectile, traveling nearly the length of a Battlefield platform before disappearing. Upon hitting an opponent of Paint Roller, the paint splatters and does 5% and weak, set knockback of about a third of a Battlefield platform. This is a very speedy move, having barely any startup and small ending lag. Weak priority, but being a projectile that isn't too big of a deal.

Obviously, this isn't a powerful move- not with 5% and weak knockback. However, the spectacular speed on this move and good range makes it a quite exceptional approach. It can also be chained for a good damage-dealer, but that would take quite a bit of practice.

Upwards Tilt ▶ Dark Matter
This move requires purple paint.



Paint Roller swirls his brush above himself, as a purple blob of energy forms as he waves it... after a half-second of startup lag, a blob of Dark Matter from Kirby 64 is formed. There is a bit of ending lag. The blob will focus on whatever opponent of Paint Roller is closest to him. If no opponents of Paint Roller are in a range of about a Bowser around Paint Roller, Dark Matter disappears and the move fails. Dammit.

If the blob of Dark Matter manages to focus on any opponent of Paint Roller, it will follow that opponent at the speed of Mario's walk, disappearing after traveling a third of a length of Battlefield. Upon touching the opponent, the opponent is suddenly doused with a evil purple aura. The aura causes the character, for the rest of their current stock, to have all of their attacks be more powerful in damage and knockback, and give them more attack speed.

...Wait, what the hell?

But the last few effect is making the opponent lose a large chunk of weight, and the opponent has a 5% chance of being stunned for a few seconds in each given second. Occasionally the opponent will make movements and attacks that were not imputted. This makes the opponent more powerful, yet easier to KO. This could either be a blessing or a curse for Paint Roller- it puts him in danger but alleviates his weakness of KOing. Add this to the lag and you have a risky, yet potentially powerful move. It's best to use this when Paint Roller already has an edge.

Downwards Tilt ▶
This move requires brown paint.


Paint Roller places his brush on the ground and shakes it. As Paint Roller shakes his brush, brown paint is shaked/shook out of it, forming a head on the brush. After a second of startup lag, the paint forms a head on the brush- in fact, now it looks like a hammer!

So does Paint Roller swing the hammer? Of course not- how could an artist be so crude? Instead, the hammer becomes a throwing item, as Paint Roller carries his hammer to throw with the A button. Paint Roller can move while he holds the hammer, but only at the speed of a character carrying Bonsly. Once the hammer is thrown, it travels the length of nearly a Battlefield platform, disappearing once it hits the ground... also, it will disappear immediately if it reaches the horizontal plane that Paint Roller threw it from, meaning that this cannot be used for edgeguarding. Upon hitting an opponent of Paint Roller, it does 15% and very strong knockback that KOs early.

This is exactly the sort of move that a n00b would spam, but it really has no use in competitive play. While it *is* a rare KO move for Paint Roller, and a powerful one at that, the ridiculous lag to paint the hammer and throw it means that this move telegraphs itself ridiculously and will never land, leaving Paint Roller extremely punishable. Rely more on Sideways Smash for KOs, or FACE YOUR PUNISHMENT! (ominous music)

Smash Attacks

Sideways Smash ▶ Car
This move requires red paint.


...Real creative name, I know. But it really describes what there is to the move: Paint Roller paints a car. The car drives forward, over a distance of half a Battlefield platform or almost half of all of Battlefield fully charged. If it goes over a ledge, it defies gravity for a bit of length, but then curves downwards as it completes its remaining range. Once it hits an opponent of Paint Roller, the car disappears in a gooey mass (which is purely aesthetic and is not another hitbox) and does 12% to 17% fully charged and good, KOable knockback. It has small startup lag that isn't too restrictive, but it has ending lag as Paint Roller flourishes his brush which could be punished if the car is dodged. The car has decent disjointed priority, but it is so low that attacks will not usually be cancelled by it.

The lag and only decent power makes this not the sweetest chocolate in the box as far as KO moved go, but it is truly a better option then Downwards Tilt. In fact, this is Paint Roller's best KO move, and one he should rely on quite a bit. This is really rather vital to play an effective Paint Roller.

Upwards Smash ▶ Nimbus
This move requires yellow paint.



Paint Roller swirls his paintbrush above himself as he makes a cloud swirl into existence in midair. The cloud does only 3% to 7%, but like with the Forwards Tilt that's not the point. After a half-second, the cloud shoots a bolt of lightning at all of the opponents of Paint Roller within a Bowser or so around Paint Roller. The lightning does rapid, multiple hits like in Zelda's Forwards Smash and Upwards Smash, doing from 15% to 23% and doing very small knockback on each hit- but with so many hits it could push the opponents of Paint Roller a good distance away. This move is quick, but the half-second lag before execution is mildly dodgeable, but this is easily cured by occupying your opponent with a Forwards Tilt or Forwards Aerial. This has weak albeit projectile priority. The final hit has noticable hitstun.

This move is best used as a damage-dealer, as it can be difficult to land but it pays off if it does. However, this could also be an edgeguarder. The opponent of Paint Roller would need to be almost recovered, and Paint Roller can edgeguard very well in midair, but the edgeguarding effect could be spectacular if it works.

Downwards Smash ▶ Waterspout
This move requires blue paint.


As Paint Roller charges this smash, he begins to twirl around in something of a pirouette. Notably, as this charges, it can do up to 6% in easily-DIed-out-of multiple hits, like Ness's Upwards Smash and Downwards Smash, which use his yo-yo. After releasing the charge, Paint Roller releases himself in a twirl, holding his paintbrush slightly out and waving it up and down. The paint will make lines around Paint Roller, which form a waterspout, a tornado filled with water. This does 18% to 28%- a ridiculous amount of damage, but this does no knockback and has some ending lag in which Paint Roller can be punished. It also has an animation lasting nearly a second, making him easily punished if this is whiffed. This has good priority.

This has a wonderful effect if it lands, doing high, easy to land and hard-to-DI-out-of damage... but miss this and you will have to face a charged Smash Attack KO or a sweetspotted aerial from Zelda or Ness, and you need to deal with some ending lag regardless. A Paint Roller should be very careful about where they dispense it.

Aerial Attacks

Neutral Aerial ▶ Sunrise
This move requires yellow paint.


Paint Roller does a spin in midair. He does a full rotation in a cartwheel position, similar to Diddy Kong's Neutral Air. As he spins around, he sticks out his paintbrush, which trails a circle of yellow paint. After the half second animation is complete, a yellow circle which is the size of a Party Ball is drawn in midair. The circle fills to form a sun! The sun will remain where Paint Roller completed the move for three seconds, being a pseudo-projectile. In this space of time, it will do 7% and nice knockback to those who touch it. The sun has nice priority, and makes a handy shield.

This move is obviously an edgegarder. If you can manage to pull off the animation, and you use it in the right place, this move can fully prevent an opponent of Paint Roller from recovering. It can also be used as a defensive move to prevent approaches and stop projectiles and weaker attacks. This makes it a vital move, and it is always a viable part of Paint Roller's arsenal.

Forwards Aerial ▶ Sunset
This move requires orange paint.


In a counterpart to Paint Roller's Neutral Air, Paint Roller paints the setting sun. After a small bit of startup lag- not a restrictive amount at all- a small orange sun, almost the size of a Party Ball, is painted. After being summoned, after a moment, the pseudo-projectile sun arcs downwards so that it moves the length of a Battlefield platform forward and almost half of a Battlefield platform downward. Upon connecting with any opponent of Paint Roller, the setting sun does 6% and weak knockback. There are multiple hit frames, but the knockback prevents more then one connecting. This move is quite speedy, having very low startup lag and barely noticable ending lag. Priority is nice but not exceptional.

Coupled with Paint Roller's Backwards Air, Paint Roller can approach very effectively. The speed and range of this move make it easy to hit with, and it's great to keep your opponent busy while you approach. This functions mostly as a wonderful approach, but it can edgeguard quite nicely as well.

Backwards Aerial ▶ Cornucopia
This move requires orange paint.


Paint Roller rapidly paints a orange triangle behind himself, which fills up to form a cornucopia- a woven horn filled with food. After the cornucopia is fully summoned after some startup lag, Paint Roller shakes it, causing multiple fruits and bready items to fall out as pseudo-projectiles, traveling in the same length and trajectory of the sun in the Forwards Aerial before disappearing. The assorted snacks deal multiple hits for a maximum of 14%, but it's unlikely that every hit would land. The final hit does some knockback- high enough to stop a counterattack but low enough to follow it up. Priority is good enough, but the Neutral Aerial is far preferable as a shield. As a minor note, Wario, Kirby and King Dedede can in fact use their Neutral Specials to eat the food, healing the damage they would have taken. This could prove useful in Free-For-Alls when Friendly Fire is on.

Not only can this approach very well along with Paint Roller's Forwards Aerial, it racks up damage very well too. This makes it one of the most versatile attacks in Paint Roller's arsenal.

Upwards Aerial ▶ Fishing Pool
This move requires blue paint.


In one of Paint Roller's most useful damage-dealers, jugglers and spacers, Paint Roller draws an arced line above himself, similar to his Sideways Tilt but above himself and it is now blue. After drawing the line for low startup lag, the line turns into a pool of water (although logically, it shouldn't be able to float, but this is Smash, where Game and Watch's pesticide does not OHKO Ivysaur). The water will remain there for three seconds. Only one pool of water can be out at a time. Once the pool appears, six fish will jump out of it in succession, with the first coming out immediately after the pool is drawn and the rest being evenly spaced in time after. Each fish will do 3% and the last does 5% with good knockback, although not enough to KO. That makes for a total of 20%, but it's unlikely that every hit will land. The fish have nice range over Paint Roller, and decent priority.

One of Paint Roller's most useful aerials, and that's saying soming considering Paint Roller's awesome air game. It can build damage very effectively, and it is Paint Roller's only good juggler. Shorthopped, it can even pass for an anti-air move. The catch is that it could be fairly easy to dodge. This can easily be cured by occupying the foe with a Neutral Aerial or a Forwards Aerial, if you have the quick fingers to use a taunt and reapply paint (more on that later).

Downwards Aerial ▶ Paint Bucket
This move requires no paint.


Paint Roller pulls out a bucket of paint and swings it on both sides. This move has two hitboxes. For the first, 5% and weak knockback will be dealt when an opponent of Paint Roller is hit with the bucket itself. However, when the bucket is fully extended, paint will pour out for another hitbox which deals 9% and acceptable knockback. Range is very average (but it does cover both sides of Paint Roller), but the speed is very nice. Priority is really atrocious, but it is disjointed so it isn't a big deal.

At first this seems like a fairly useless move. While quick, it's range is nothing special and it has a weak effect and awful priority. But, this is in fact quite useful to Paint Roller's game. It does not require any paint to be equipped! If Paint Roller is under pressure and is unable to equip his colors, this is easily used to get some space and apply coloring. It can also be useful if you are trying to conserve paint. Quite a useful move, in fact.

Grabs and Throws

Grab ▶ Leaning Grab / Painted Grab
This move may or may not require paint.

If Paint Roller has no paint on his brush, he simply reaches forwards and squeezes. This has an animation quite similar to Ness's and the same atrocious range. It is very quick, however.

But if Paint Roller does have paint equipped, he draws a handlike shape in front of him, which throws itself forward and back, grabbing all of the way. This has far better range then Paint Roller's normal grab, having range slightly better then Lucas's Rope Snake, and not having much more lag then the normal tether grab. This cannot be used as a tether recovery. Use the painted grab if you can, unless you are conserving paint.

Pummel ▶ Poke / Facepaint

This move may or may not require paint.

If Paint Roller has no paint equipped, he just pokes the enemy in the eye with the end of his paintbrush, dealing only 1% but being very quick. However, if Paint Roller does have paint equipped, he paints all over YOUR FACE (oh diss), which is slow but deals 5%, and has more damage for its duration then Poke. The first is useful for low percents when it's likely that an opponent will escape during the second, and the second is useful at higher percents where it will deal more damage.

Grab Special ▶ Palette
This move requires no paint.


What? Paint Roller has a Special Throw? Yes, but it is the same as his Neutral Special, Palette, enabling Paint Roller to equip his colors. This is very important if Paint Roller ran out of paint while grabbing or pummeling, as his Forwards Throw, Upwards Throw and Backwards Throw all require paint. However, at low percents you may want to stick to the Downwards Throw, since it doesn't require paint and the opponent of Paint Roller cannot escape.

Forwards Throw ▶ Flamin' Hot
This move requires red paint.


Paint Roller, still holding the foe, draws red lines everywhere. After a good bit of lag, the lines erupt into a large flame, which does up to 12% in multiple hits. The final hit has very nice, upwards knockback, which can KO, but not as well as Paint Roller's Forwards Smash. Probably Paint Roller's best throw, since it is a rare KO move and it does very good damage.

Backwards Throw ▶ Vortex
This move requires purple paint.


Paint Roller draws a circle behind himself, and it fills up to make a purple, evil hole. This is a portal to some sort of shadow realm, and Paint Roller forces his opponent into it. The opponent of Paint Roller will not come out for an amount of time which is higher at higher damage percentages, giving Paint Roller plenty of time to space himself or grab an item, or most importantly, equip paint when the opponent is at a high damage percentage. A quite useful throw at higher percentages.

Upwards Throw ▶ Super Hammer Throw
This move requires brown paint.


Like in his Downwards Tilt, Paint Roller shakes his paintbrush to make a head on his paintbrush, turning it into a hammer. Paint Roller then throws the hammer upwards onto the opponent, dealing 15% and obscene upwards knockback to the opponent of Paint Roller. Broken, no? Well, during the long animation, the opponent can stil button-mash to escape, and they will be auto-released just before the hammer hits, so they will spotdodge if they have good reflexes. Paint Roller will even complete the animation if his opponent escapes, leaving him open to punishment. A rather useless throw, if your opponent has any skill at all.

Downwards Throw ▶ Paint Bucket Pummel
This move does not require paint.


Paint Roller slams his opponent against the ground with a paint bucket, like in his Downwards Aerial, dealing only 5% and weak knockback, but not low enough to chainthrow. This does actually have a use despite this, however- it's extremely quick, and it can be useful for disposing of your opponent in Free-For-Alls. It's also great at low percents, when you have no time to equip colors.

Situational Attacks

Note that Paint Roller does not need paint for any of his situationals.

Ledge Attack (Under 100%) ▶ Paintbrush Whack

Paint Roller flips over the ledge, like Kirby, while attacking foes with his paintbrush outstretched. This has two hitboxes: his feet will only do 3% and low knockback, but the outstretched paintbrush will do 7% and average knockback. A nice ledge attack.

Ledge Attack (Over 100%) ▶ Paint Bucket Slam

Paint Roller climbs up very slowly and deliberitely, but once he reaches the ledge, he swings his paint bucket forward, doing 12% and good knockback. Powerful for a ledge attack, but weak by any other standard.

Get-Up Attack ▶ Headstand Kicks

Paint Roller hops up from his position on the ground into a headstand, and does a bunch of kicks all around himself. This can do up to 15% in multiple hits, but the hitboxes are spread all over Paint Roller's body so that is extremely unlikely.

Final Smash- Abstract Art

As I mentioned at the beginning of the moveset, Paint Roller's stats are almost always above average, and what stops him from being broken is applying paints. This handicap is removed for his Final Smash. For his Final Smash, Paint Roller no longer needs to use the correct paints for his attacks. He doesn't even need paints at all now- he automatically paints every attack in a random color! This lasts for twenty seconds or until the end of the Final Smash.

But what about his Neutral Special and Downwards Special, which won't function without paint? Now for his Neutral Special, Paint Roller will paint himself a plate of food which heals him for 20% in a five-second animation which cannot be interrupted. He can use his Downwards Special to randomly paint a Level 9 CPU of either Kirby, King Dedede or Meta Knight in a five-second animation to cause more chaos around the stage. This Final Smash sounds weak at first, but it can be devastating when used correctly.

Playstyle

Paint Roller is a character who is difficult to use well but can pay off enourmously. While he has some overpowered attacks, he needs his paints to accomplish them. Paint Roller cannot simply rush into battle like other characters and rapidly attack- he needs to know which paints to use.

The animation for Palette is quick enough that Paint Roller can easily put on his paints if he knows which to use, but so he cannot just choose a new paint for each attack. Paint Roller players will need to predict how they will attack and how their opponent will react, so that they can use the correct paint for every occasion.

So playing Paint Roller is truly a thinking man's game. Pay attention to your strategy and your opponent's strategy, and know which paint to use. Eventually you should be able to effectively rush in and rapidly KO your opponent with a chain of speedy and ranged attacks- if you are willing to put in the effort first.

Taunts

Sideways Taunt ▶ Rub Off

In a very quick animation, Paint Roller pulls out a handkerchief and wipes off his paintbrush. Now the paint he had on it is rubbed off. This is good if you have applied the wrong paint, but if you are skilled with Paint Roller you should never have to use this.

Upwards Taunt ▶ Showing his True Colors

Paint Roller stands up proudly and holds his brush to the skies. This can be effective if you can't see the color of your paintbrush in the heat of battle, but this could give away your battle strategy if you aren't careful.

Downwards Taunt ▶ Battle Ready Stance

Paint Roller goes into a stance as if he is riding a horse, and he beckons his opponent to him with a mischievious grin on his face.

Victory Screen Poses

Victory Pose #1 ▶ Running of the Bull

Paint Roller looks nervously around the screen, and then rapidly spotdodges a rushing bull. He then bows, as many roses are thrown to him.

Victory Pose #2 ▶ Lotsa Spaghetti

Paint Roller places a table, tablecloth, chair and a plate of lotsa spaghetti on the floor, and enjoys his Italian dinner with a sip of champagne.

Victory Pose #3 ▶ Happy Face

Paint Roller draws a crude yet extremely cute happy face on the screen,and he lets out a chuckle and a smile.

Loss Pose ▶ Not So Nontoxic

Paint Roller claps for a bit of time, then looks at his paintbrush...he childishly licks it, and then keels over, knocked out. Apparently his paints are not so nontoxic after all.

Alternate Costumes

Normal Paint Roller.
Blue Team Paint Roller.
Red Team Paint Roller.
Yellow Paint Roller.
Green Paint Roller.
Greyscale Paint Roller.

Kirby Hat


It's Paint Kirby! Paint Kirby can now use Neutral B to shake his brush while spraying bits of paint around himself, doing multiple hits in a range of Bowser around him. This can do up to 9% per second, but it is easy to DI out of. It still is a wonderful damage dealer, however.

Solid Snake Codec Conversation

-PUSH SELECT-​
SNAKE|Otacon, really, what's going on here? There's some kid in front of me in roller skates, and I think he could run me over.
OTACON|That's Paint Roller, Snake. He's an artist on roller skates who can paint things that come to life.
SNAKE|So everything he paints turns to life?
OTACON|Correct.
SNAKE|He could paint me Samus with her clothes off!
OTACON|...
SNAKE|He could paint me ten Samuses with their clothes off!
OTACON|...Snake, that's terrible!
-END TRANSMISSION-​
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Hello, everyone who knew me back in MYM4! I had to save up to buy a new computer. It's not top-of-the-line or anything, but it works. Anyways, I wasn't like, kicked out for not showing up in four months or anything, was I?

If I wasn't, I'll have an OC moveset up soon. Oh, and I still plan to do Virgil, but not yet, as he seemed to be cursed for me.

Also, Paint Roller looks good right now, but it seems a complicated, what with seven colors that you have to constantly switch between. Also,what happens if you use the first use of Blue to rack the enemy's damage up, and need to switch to Red to KO them? Do you just have to use up the other two uses?
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Looks pretty good on the surface...I'll have to read it later.
Good to hear.

Also, Paint Roller looks good right now, but it seems a complicated, what with seven colors that you have to constantly switch between. Also,what happens if you use the first use of Blue to rack the enemy's damage up, and need to switch to Red to KO them? Do you just have to use up the other two uses?
I suppose the mechanic is a bit complex, yes. The idea was that you needed to predict what would happen and use the correct color. And you can use the Sideways Taunt to get rid of paint.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Since when is it a problem to steal layouts from other people? But yeah, BPC (Your full name is too long to type out consistantly, so I'm going to call you that from now on) you were missing a jab combo. Glad you fixed that.
Because the original moveset was posted uhm... like... 2 POSTS before his? And he didn't like change anything?
 

kirbywizard

Smash Hero
Joined
Jan 4, 2009
Messages
6,713
Location
Napa, California . . . .Grapes For Miles
3DS FC
0989-1847-5768
A question about the Paint Roller moveset. Since many of his moves say requires a certain type of paint lets say I use the dash attack but I have purple paint. Does Mr Roller stop? Wave his brush in an attempt to attack? Do I have a puddle of paint? I can not find what happens if I use a different type of paint.
 
Joined
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NNID
Budget_Player
Since when is it a problem to steal layouts from other people? But yeah, BPC (Your full name is too long to type out consistantly, so I'm going to call you that from now on) you were missing a jab combo. Glad you fixed that.
BPC is usually what people call me. :p

Because the original moveset was posted uhm... like... 2 POSTS before his? And he didn't like change anything?
Chill. If it's such a big deal I'll change the layout when I have time.


@Paint roller: The codec alone makes it worth it. :lol:
More seriously, though, I'd say the whole char's ability depends on how fast that neutral special is-if it's anything less than really fast, I don't know how useful he'll be... If it's too fast, though, it's too hard to pick your color right. Also, what kirbywizard said.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
Rather than the layout, you should change the move descriptions. Even the Jab is, despite the fact I tried to tell you how pitiful your moves in comparison to Jimnymebob's looked.

"Entei roars." Wow, what a great description. I really can imagine how that looks like, what animation Entei does, how the "soundwave" of the roar looks like, how big it is...

Look at the move you just created and added:
A-Entei swipes forwards with a front paw. Fast, 3%
Then look at the Jab I did in my latest moveset:
Jab Combo:

ZX Saber
This move has 2 attacks. Ashe uses her ZX Saber - a green beam sword - in both of them. Holding the blade in her right hand, she first swings it in front of her - diagonally downward. This deals 5% damage, has okay range and low knockback. It's averagely quick for a jab. The second hit comes out quicker and has better range, but only deals 3% damage and just barely hits the enemy, knocking them away a bit further. In that, she swings the sword upward again, stretching her arm out. A very basic Jab combo, but it's okay to get a few quick %s or get the enemy off a little.
Do you see the difference?

And you still lack a BAir and a Final Smash.
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
Paint Roller is a good moveset Wizzerd, but it isn't your best (that goes to either The Goos or Medli).
This is mainly because while the mechanic is really unique and is pulled off very well, it is just too confusing to get my head around properly, and while I think I now know how everything works, I believe this character to be one of the most confusing to follow in a long time.

However, the moves are creative, and the layout is great- my favourite move being the vortex (lol the B-air sucks), as it allows for great spacing options, and gives you time to plan your next move.

All in all, this is a great moveset, in terms of the attacks, but the paint mechanic makes it difficult to understand at times.

Also, welcome back phatcat :bee:.
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Hey, Jimny! Man, I haven't been on for so long, I'm having to look up my old posts to see what format I used... Anyways, Chad is actually doing okay right now, but I'm definitely going to make some changes before I post him.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
A question about the Paint Roller moveset. Since many of his moves say requires a certain type of paint lets say I use the dash attack but I have purple paint. Does Mr Roller stop? Wave his brush in an attempt to attack? Do I have a puddle of paint? I can not find what happens if I use a different type of paint.
What are you talking about? I clearly state that he acts as if the move was never initiated.
You saw nothing.

@Paint roller: The codec alone makes it worth it. :lol:
More seriously, though, I'd say the whole char's ability depends on how fast that neutral special is-if it's anything less than really fast, I don't know how useful he'll be... If it's too fast, though, it's too hard to pick your color right. Also, what kirbywizard said.
I love making codecs. :p

Okay, I think that the Palette special would just be fast enough to equip paint if you know what you're going to do later but not if you just rush in. You're right, he would be difficult to use, but that's the idea.

Paint Roller is a good moveset Wizzerd, but it isn't your best (that goes to either The Goos or Medli).
This is mainly because while the mechanic is really unique and is pulled off very well, it is just too confusing to get my head around properly, and while I think I now know how everything works, I believe this character to be one of the most confusing to follow in a long time.

However, the moves are creative, and the layout is great- my favourite move being the vortex (lol the B-air sucks), as it allows for great spacing options, and gives you time to plan your next move.

All in all, this is a great moveset, in terms of the attacks, but the paint mechanic makes it difficult to understand at times.

Also, welcome back phatcat :bee:.
I have a terrible habit of making crazy mechanics.

Thanks for the feedback. I may start doing more simple sets from here on out. Anyway, my plans for my next set should have interesting attacks, but no mechanic, which could be a blessing for me.
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Wizzerd, I wouldn't say that you should do simpler sets, just simplify the mechanic, or make it easier to utilize in the heat of battle. Also, not referring to you, but I once said that "There's nothing worse than a half-baked mechanic." Shortly afterward, I added "I am not a cannibal" to that post... Some did not believe me..

Okaaay, can anyone see my sig? It apparently disappeared from my post...
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Wizzerd, I wouldn't say that you should do simpler sets, just simplify the mechanic, or make it easier to utilize in the heat of battle. Also, not referring to you, but I once said that "There's nothing worse than a half-baked mechanic." Shortly afterward, I added "I am not a cannibal" to that post... Some did not believe me..

Okaaay, can anyone see my sig? It apparently disappeared from my post...
Okay, but The Goos, Bundt and now Paint Roller all had involved mechanics, and Medli arguably had one with Walls of Pain. So I really think I'd like to try making a moveset with creativity more in the attacks then the mechanic, and I was planning my next set for quite a while anyway, and I have ideas for nearly all of the attacks.

And you can click the little "Show Signature" under your post. Just edit and click on "Go Advanced" and you should be able to fix it.
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
I clicked show signature, I don't really know what's going on. Plus, this has happened t o me before. Normal methods wouldn't get it to show, and I cant remember what I did.

Wow. I saw on the Advanced page, but it's not here now. And I can see it on the "Edit Signature" page, but I'm not sure what to do now...

Once more, I edit. In vain.
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
Will and Freedan march on.... slowly. I think I've got a hook mechanic; but it annoys me that it wouldn't be different between the two. I'm basically looking for how to fill out their specials and am annoyed how nothing seems intuitive for both Freedan's up-B and neutral-B at the same time.

I should have something to say about Rail... and thankfully not too much has happened in the last while (although that is somewhat concerning itself...). The first thing I have to say is I'm not clear on what governs the Freedom spirit's spontaneous movement.


Next up I need to get some pictures so I can edit them to make the alt. costumes. But I don't have highly advanced Photoshop technology, so I'd have to do it in Paint. Somehow I don't imagine being able to describe much in words for this part.


Paintroller is pwnage.
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Hello, PK-ow! I guess you're relatively new, huh? That or I'm just completely ********. Also, do you mean Will and Freedan from Illusion of Gaia? Those are the only two I know.

By the way, is my sig visible to you?
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Next up I need to get some pictures so I can edit them to make the alt. costumes. But I don't have highly advanced Photoshop technology, so I'd have to do it in Paint. Somehow I don't imagine being able to describe much in words for this part.
Too bad there isn't a free program called GIMP. I imagine its a bare bone version of photoshop, where most of the people in Make your move would use in making alts. Too bad.
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Yeah, it's also really sad that they haven't invented something like Paint.net. That would have been helpful, as I'm sure in some alternate universe, I would have used it for my sig. Alas, one can only pine for such a program.

Okay, why hasn't there been a post in eight hours?
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
The one thing I'm not liking about Paint Roller, is that the right colour is an absolute requirement for most attacks to happen at all.
I think Paint Roller should still do the attack, albeit a much weaker version of it, if he doesn't have the right colour for it.

I'm also surprised there wasn't an attack that had different effects based on the colour equipped on Paint Roller.

This move requires no paint.
And then you go on to say "It can also be useful if you are trying to conserve paint", which contradicts the fact that the move can't be used with paint.
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
314
I think what he meant by "This move requires no paint" was "This move does not require a specific paint".

I updated my Linkup Space yesterday, but forgot to tell. (See sig.)
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
314
WARNING! Challenger approaching!

(Artist at http://yapi.deviantart.com/art/Agent-J-is-GO-64394628 )
The Rythmic Operative, Agent J has joined the Brawl!


(History) Agent History:
EBA-002 Agent "J"'s backstory and personallity is never explored in the game, nor are the other Elite Beat Agents, leaving personality up to the viewers. The Elite Beat Agents watch for people who reach their boiling points and scream for help, then arrive on scene and chear them on in their tasks. The early levels are fairly basic, such as helping a babysitter deal with three little terrors that were dumped on her by their mother without her getting permission, all the while trying to hook up with her crush. The later levels are greatly over the top, such as helping a washed up baseball star save a theme park from a lava spewing monster. The final level itself is a two parter that sees the Agents fend off an invasion of music hating aliens. No, it's not made by the guys that made Katamari Damashi, but I wouldn't be surprised if they had the same sorce of "inspiration". The game is a fun Rythm game, descrided as "Dance Dance Revolution for your fingers", although the game's choice of certain songs are usually called into question.

Special Mechanic, Rythm Meter:
Agent J's not really a fighter. He usually supports those in need by cheering them on. Since he has little experience in combat, he based his fighting style on dance moves and rythmic strikes. This leads to the Rythm Meter. A simple bar with eight notches in it (one on each end and six inbetween), located bellow J's damage meter. At the begining of the fight, four notches will be filled with a glowing orange color. Whenever he is hit with medium or greater knockback, the bar drops a notch. When he successfully lands a 3 hit or more combo, or when five seconds pass without J recieving damage, the Rythim Meter fills by another notch.

The fuller the bar, the less ending lag and/or begining lag J's moves will have, allowing him to rack up several hits in a row. Some attacks will even gain special qualities. One must exersize caution, however. If the bar becomes empty, J's attacks will have higher ending and begining lag. A completely empty bar boosts his begining and ending lag to 1.5x normal, while a full bar reduces it to 0.5x normal. If lag would go below 0.2 seconds (and isn't below 0.2 seconds to begin with) that lag will be reduced to 0.2 seconds instead.

(Playstyle Overview) Agent Summary:
Agent J is from Elite Beat Agents, a rythm game that can be described as Dance Dance Revolution for your fingers with a cooky story. J never actually fights directly in the game, instead cheering people on so they can deal with their problems. This spills over into his moveset. J's attacks are weak and his KO options few, but his attack speed and reach gives his attacks one of the best damage-to-time ratios in the game in spite of that. For J, it's all about combos.

(Abilities) Health Review:
Size:
Very Tall. J's hight and width are nearly identicle to Ike's, but he's just a little thinner then the blue haired mercanary and a little taller thanks to his pompador.

Weight:
Very Light. J's weight makes him an easy KO.

Walking Speed:
Average. J moves with perfectly measured, rythmic steps.

Running Speed:
Fast. The Elite Beat Agents in general are required to keep fit, and EBAgent 2 is no exception. He's slightly slower then Fox.

Traction:
Fantastic. With his grace and focus, it'll be a cold day in hell when Agent J trips.

Power:
Very Low. Agent J's a dancer, not a fighter.

Attack Speed:
Great. He's got a very good combo game, and is one of the best fighters in this regard when the Rythm Meter is full. While empty, he's middle of the pack.

Range (Melee):
Good. J's very limber and while his limbs aren't really long, he can reach much farther then Pikachu and the like.

Range (Projectile):
Poor. J has almost no projectiles, and the ones he does have don't travel far.

Priority:
Average. This in combination with his attack speed makes slow attacks a bad idea against J.

First Jump:
Average. J's recovery is perfectly middle ground.

Second Jump:
Average. Nothing really special about it.

Fall Speed:
Slightly Fast. J loses altitude quick for his weight, but nothing crippling.

Landing Lag:
Virtually Nonexistant. J practically hits the ground running.

Crouch:
Average. J gets down on his knee, reducing his hitbox by nearly half. However, his leg is now behind himself, so opponents that hit close to the ground can take advantage of this.

Crawl:
Good. One of the faster crawls in the game, and J stays low to the ground.

Wall Jump: Yes.

Wall Cling: No.

Gliding: No.

Hover: No.

(Stances) Basic Training:
Entrance:
J flies in from the background on a jet pack. He lands and the jet pack retracts into his suit. J turns towards the screen, flashes his badge to the player, and shouts "Ready!". (Agent J here!)

Standing:
Agent J's body is facing the screen while facing right and his back is to the screen while facing left. J's head is turned in the direction he's 'facing'. He has his mic in his right hand, and his arms are to his sides. (Are you ready?)

Idle:
J taps his foot and bobs his head, staring strait ahead, and holding his microphone to his mouth. (Guess not.)

Walking:
EBA-002 casually walks forward with even, rythmic steps. He sways his hips and arms slightly as he does, but it's more for style then a balance problem. (Me? Balance problem? Ha!)

Running:
J takes longer strides and sways his free arm more visably. He no longer swings his hips, and the arm with his mic holds it up to his lips. (Alright, enough messin around. Time for buisness.)

Dashing:
J leans forward and swings both arms as he goes. He takes long strides and his hair blows back slightly. His glasses tilt partially and his ever prominent grace becomes less noticable as he focuses on running. (3. 2. 1. GO!)

Jump 1:
J bends his knees slightly, then leaps upwards, one leg raised and his arms behind himself. (Going up!)

Jump 2:
J pulls his legs up slightly, then thrusts them downwards. (I'm not sure how I'm gaining altitude, but I'm not complaining.)

Freefall:
J falls with his arms to his sides and his legs slightly bent. (Did someone call for a dramatic entrance?)

Landing:
J lands dramaticly, sliding one leg behind himself and kneeling to absrob inpact, then standing up. (*Teeth sparkle, wink, crowd of young girls squeal*)

Floating:
J's suit inflates like a lifejacket. He floats in place, not really concerned. (I'm a secret agent, what did you expect? A normal suit?)

Swimming:
J kicks hard and leans forward, while keeping his arms to his sides. (Heh. I should do this more often!)

Drowning:
J's suit sudden bursts, the unfortunate agent flailing about as he sinks. (Crap! Should've done more laps in the gym's pool!)

Ledge Balancing:
J has an excellent sence of balance, standing normally with the front half of his feet over the edge and J peering down, using a finger to hold up his glasses. (That's a long way to fall.)

Hanging from a Ledge:
J hangs onto the ledge with both hands, his mic still grasped in his hand. (That was too close!)

Shield:
Orange. J ducks down low, his hands on the back of his head. (Who? Me? Scared? Don't be ridiculous. *Teeth chattering*)

Sidestep:
J spins on the heel of his foot, leaning into the background, then hoping back to his normal position. (Olé!)

Forwards Roll:
J jumps forward, spining around as he does so. (Dancing does wonders for leg strength.)

Backwards Roll:
J backflips away, tossing his microphone back at the start and catching it at the end (The mic toss is just for show, a little bit of style goes a long way.)

Air Dodge:
J turns towards the screen and bends backwards to avoid enemy attacks. (Too slow!)

Crawl:
J crawls like Snake and Revolver Ocelot, military style. (I may be a dancer and not a fighter, but a government agent has to know this stuff.)

Flinch:
He takes a step back to steady himself, free hand holding his chest. (Mmph!)

Trip:
J's foot slides out from underneath him and he lands flat on his back. (Ooph! Sakur- (Iji & Ocelot: We did that twice already. Just let it die.))

Sleeping:
J falls flat on his back, with his arms to his sides and his microphone in his hand. (He was a skater boy... *Snore* She said see ya later, boy... *Snore*)

Dizzy:
J sways back and forth slowly, pinching his nose to clear up his head. (Is that all you- *collapses* -got?)

(Basic Attacks) Gadgetry:
A/AA/AAA - Dancing Combo:
J starts this combo off with a basic, upwards kick. This first blow does 2% and little knockback, but mild hitstun. Has good reach thanks to J's long legs. When the combo continues, the player may push the analog stick in different directions to get different attacks:

Code:
2nd Hit options:
(Neutral): J brings his leg back down quickly, making an overhead strike. Hits foes above and to the side of J with 3% damage and medium knockback. Short starting and ending lag.
(Forward): J hops up with his other leg, then lashes out with it as he brings his other leg back down to support himself. Hits foes in front with decent reach, 3% damage, and low knockback. No starting lag but medium ending lag.
(Back): Agent J spins on his other leg and lashes his lifted leg like a whip behind himself. Hit behind J with average reach, 4% damage and medium knockback. Short starting and ending lag.
(Up): J suddenly squats down, then jumps up and backfilps in midair, his lifted leg still extended outwards. Hits all around J and pushes him into the air, does 5% damage and low knockback. Medium starting lag but virtually nonexistant ending lag. 
(Down): J quickly pulls his leg back, then drops to the ground in a split, hie left foot going out in front of himself and right foot behind himself. Hit behind and in front of J with decent reach and reduces his hitbox's height by half. Does 3% damage. Little lag of any kind.

3rd hit options:
(Neutral to Neutral): Instead of an attack, J strikes a pose, legs spread, one hand holding the mic to his mouth and the other making a victory sign. Does no damage but boosts J's Rythm Meter by 1 notch. Virtually no begining/ending lag, but a long duration.
(Neutral to Forward): J switches his mic to his right hand and falls onto his left, as if he were performing a cartwheel. He swings his left leg out to strike the opponent. Has great reach and is a very quick attack, doing 5% damage and medium knockback. Has medium ending lag.
(Neutral to Back): Just as he brings his leg down, he spins on one foot and roudhouses whoever is standing behind him. Does 4% damage and great horizontal knockback. Short starting and ending lag.
(Neutral to Up): J throws his mic strait up into the air. Opponents hit by the mic take 3% and little knockback, but long hitstun. The mic travels a distance of 2 Custom Stage Builder Blocks, and J has medium ending lag as he waits to catch his mic. If hit before he catches the mic, it'll disappear and J will pull a spare out of his suit.
(Neutral to Down): J sticks his leg out low to the ground and spins around once. Foes hit by the move take 3% damage and flinching knockback. The attack hits on both sides, and has no lag, allowing J to immediatly move to another attack or combo.

(Forward to Neutral): J hunches down and gets on his hands, kicking in front and behind himself before getting back on his feet. Does 4% damage in front of and behind J, and has good reach but little knockback. No starting lag, but medium ending lag.
(Forward to Forward): J steps forward and backhands his opponent, doing only 2% damage, but pushes the foe back by one Custom Stage Builder Block. Starting lag is nearly nonexistant, and medium ending lag.
(Forward to Back): J backflips away with great haste, smaking anyone behind himself with 4% damage and little knockback, and moving J back by about 1 Custom Stage Builder Block in length. Short starting lag and medium ending lag.
(Forward to Up): J stomps the ground, then makes a nasty uppercut. Hits foes right up against him in front, and foes above him. Does 5% and medium knockback, with little lag on either end to compensate for the low chance of hitting something.
(Forward to Down): J moves low to the ground, and spins with the momentum of his first turn. He sticks his leg out and sweeps opponents in front of him off their feet, doing 2% damage and no knockback, but tripping the opponent and having little lag.

(Back to Neutral): J puts his extended leg down and brings his other leg up in to his mid section in front of himself, then swings it back behind. Has a medium starting lag and short ending lag, but there's virtually no wait between the two attacks. 3% damage and medium upwards knockback, setting up for an up combo.
(Back to Forward): J continues his spin and kicks enemies in front of himself, doing 2% damage and medium horizontal knockback. Has virtualy no lag, starting or ending.
(Back to Back): Agent J turns around completely and puts his outstretched leg back on the ground. He then kicks upwards like he did in the first attack. 6% damage and medium upwards knockback, but medium starting lag and very little ending lag. Low reach.
(Back to Up): J leans back and swings his leg up, cartwheeling back, then forward. Does 2% damage with each hit and hits all around J. Has a long duration, and medium starting and ending lag.
(Back to Down): Grabbing onto the retractable cord of his microphone, he squats down and swings his mic from front to back horizontally. By ducking down, J reduces his hurtbox by half. Hits to each side of J for 3% damage and low knockback. Has virtually no starting lag, but medium ending lag as J gets back up.

(Up to Neutral): As he descends, J kicks both legs back and forth. Does two kicks to each side and below for 3% each, but has little reach and knockback. Short starting lag, and medium ending lag as J lands.
(Up to Forward): J's fall suddenly speeds up. He bends his knees as he lands to absorb the impact, then pounces forward in a move greatly resembling Snake's dash attack. Does 6% damage and medium knockback, but has medium starting and ending lag and little hitstun.
(Up to Back): Like above, J suddenly plumits to the ground and squats to absorb the impact. He backflips, kicking behind himself with both legs. Does 3% damage, low knockback, and high hitstun. Medium starting lag but little ending lag.
(Up to Up): J twirls two times in mid air, swinging his arms outward as he falls. This has low reach and knockback, but does 2% for each of the two turns. Very short starting lag and short ending lag.
(Up to Down): J pulls his legs to his chest, then thrusts them both strait downwards. This only hits below J and has long starting lag, but does an obscene 8% damage and high downwards knockback. Medium ending lag as J lands.

(Down to Neutral): J leaps to his feet and swings his fist forward. Does 3% damage and medium knockback. Has medium starting lag and ending lag, but does mild hitstun.
(Down to Forward): J leaps to his front leg, then brings up the back leg and knees close frontal foes with great force. 6% damage and medium knockback. Low hitstun and bad reach, but short begining and ending lag and a medium duration.
(Down to Back): J backflips off the ground and kicks behind himself, then backflips forward to where he was. Foes struck by J's first flip take 4% damage and medium knockback, while foes hit by the second take 2% and no knockback. Short starting and ending lag, but a slightly long duration.
(Down to Up): J pushes himself onto his hands and kicks upwards with both legs, then flips back to his feet. Does 5% damage and low knockback. Has medium starting lag and little ending lag.
(Down to Down): J hops to his feet and spins once, his legs outstreched near the ground. Foes hit by this take 2% damage and no knockback, but are knocked to the ground as if they were tripped. Short reaching hitboxs and low to the ground. Virtually no lag on either end and a medium duration.
---Yowza, wall of text. But yes, this move is a moveset onto itself, and offers J a wide variety of hits and effects. Pick a few strings that appeal to you and memorise them, but don't be afraid to use other combos you don't remember the effects of. You might just catch the opponent off guard. The attacks aren't anything special in and of themselves, as I'm sure you can tell, but they make up for J's tilts which, while very useful in their own ways, do nothing to help against opponents breathing bown your neck.

Side A - Beat Marker:
J spreads his legs and throws his arm out in the direction he's facing, the other holding his microphone to his lips. A small circle of random color with the number 1 in it's center appears in front of Agent J. The circle does nothing at first, but a small ring the same color as the floating circle appears around it and steadily closes in on it. When the closing line passes the edges of the circle, the circle bursts into an orange spiked sphere with the words "Elite Beat 300" on it, hitting anyone other then J nearby.

The circle is the size of a Smashball, and the spiked sphere is the size of Kirby. The line takes a full second to close on the circle, during which time J can move around. Opponents recieve no damage when touching the circle until it bursts into a spiked sphere. When it does, contact with it does 8% damage and medium upwards knockback. J can have multiple spheres on the stage at the same time, each having the same color as the others on stage and their number counting up from the first, to a maximum of 5 in a row. Medium starting lag (not counting the time it takes the line to close on the circle) and no ending lag.

---Sorry about the long winded discription. It's easier to understand if you've seen the game, but enough about that. This move was made for spammin'. The beats can be used to chase off opponents or even ledge guard, giving J some time to himself to boost his Rythm Meter. If your opponent is up close and persistant, however, then this move won't do you much good.

Down A - Badge Bomb:
Agent J takes out two replicas of his Elite Beat Agents badge, throwing one in front of himself and one behind. The badges travel 1 Custom Stage Builder Block in length each, and explode on contact with a foe or object or when it reaches the end of it's range with a blast the size of a Pokéball that lasts 1 second. Enemies take 6% and medium knockback. Slightly short starting lag and ending lag.

---Getting attacked from behind? Swarmed on both sides? This is your best option. Blast them away, and give yourself a clear shot at an annoying foe or an escape route to stall until you can get J's Rythm Meter up.

Up A - Spinner:
Agent J glows orange and holds his hands over his head. A spinning, multicolored wheel the size of Kirby appears above him. Enemies within one Cutom Stage Builder Block are pulled towards it. When an opponent touches the wheel, they are hit with high upwards knockback, but no damage. As long as the A button is held, J will stay in place and the spinner will continue, draining the Rythm Meter by 1 notch every 2 seconds. Medium starting lag and short ending lag.

---If faced by an attack from above, use this move. A subject of note, if you release the A button just before 2 seconds pass, this move won't drain your Rythm Gauge.

Dashing Attack - Skater Boy:
J stops running and turns to the screen as he slides across the ground and knocks over anyone in his way. He moves on pure momentum as he slides, starting at his dash speed and slowing to a stop over 1.2 seconds for a distance of 2 Custom Stage Builder Blocks. If he reaches a ledge while sliding, he stops on the spot. Does 6% damage and little knockback, but it hits for a full second of hitstun. Short starting lag, and medium ending lag.

---If you time it so it hits right before J finishes the move, the stun allows you to land a powerful blow on a retreating enemies. You'll lose control of J for over a second when you use this attack, so be careful and don't spam it.

(Situationals) Last Resorts:
Stand Up Attack (Lying on his back) - Kickstart:
J swings his legs up, booting opponents in the chin, then leaps to his feet. Foes take 7% damage and medium knockback and hitstun. Low lag on both ends, but J gets up slightly slower then he normally would. Medium reach, hitting in front and above J.

---This is a wonderful set up for a combo, and gives J the chance to turn his situation around. Don't use it if you're not sure you can hit them, or if you need to get back up quickly.

Stand Up Attack (Lying on his stomach) - Rock n' Roll:
J suddenly curls up and rolls to his feet in the direction he's facing, going one Custom Stage Builder Block in length at the speed of Captain Falcon's run. Contact with J does 4% damage, but medium knockback and hitstun. Virtually nonexistant starting and ending lag.

---This lets J avoid an attack and sets up very well for a combo. Agent J also gets to his feet quicker with this then standing up normally.

Ledge Attack (99% or less) - Highway Star:
J flips onto the stage and charges forward 2 Custom Stage Builder Blocks in distance with his elbow extended at the same speed as his run. J gets back on the stage twice as fast as normal, and must complete the run before he can input any other moves. Foes hit by this move take 7% damage and small knockback and hitstun. J suffers from short starting and ending lag with this move, and low priority.

---This situational is pretty good at first glance. J gets back on the stage quicker then normal and immediatly charges forward. However, with low priority and having to finish the attack before he can do anything else, alert opponents will likely knock him right back where he started. Use this only if you _must_ get back on stage at top speed, or if the other player can't respond in time.

Ledge Attack (100% or more) - Explosive Determination:
J tosses a badge onto the stage the size of a Motion Sensor Bomb item 1 Custom Stage Builder Block away. The badge explodes after it comes to a rest, with a hitbox the size of Kirby, 8% damage, high priority, and medium knockback and hitstun. J continues to hang onto the ledge, not climbing up at the end of the attack and allowing more uses. Short starting and ending lag. There's a short delay before the Badge explodes.

---This can be spamed for quick damage, but be sure to pull J back onto the stage before he loses his grip!

(Smashes) Self Defense Training:
Side Smash - Canned Heat:
When the player releases the A button, J will unleash a series of kicks, depending on how long the attack was charged. First, he kicks strait forward, leaning back to give it more reach, then puts his foot down and squats, sweeping his other leg out with the momentum. Third, while his back is still on the foe, he'll suddenly lunge back and spin, pulling in his first leg and striking opponents on either side of himself with his knee. Lastly, he puts the bent leg strait out and hops up, flipping in mid air with his leg catching flame and landing in a stylish pose, extinguishing the flame.

The first kick does 5% damage with good reach, the second doing 4% with average reach and a low to the ground hitbox, the third does 5% with little reach, and the last hitting for 6% all around J with medium reach. 20% total for all four hits, but smaller, lighter opponents may be able to escape from the combo. Does low knockback for the first three moves, then medium knockback on the last move. There's virtually no lag at the begining or inbetween the moves, but the last kick will always have medium ending lag. The damage each hit does is always the same, all that changes via charging is the number of hits.

---The amount of charge you'll want to spend on this depends on the opponent you want to hit. For lighter foes that can be knocked out of the combo early, you'll want a lower charge, but larger, combo food heavyweights should be taken advantage of with a full charge. You might want to use something else on lighter enemies, such as his more spammable jab combos.

Down Smash - "Go!":
Agent J throws his hands up and waves back and forth as this move charges. When the A button is released, a large orange and yellow striped five point star surrounds J. The wave does nothing to opponents, but as long as J is at least partially in it his attacks are treated as if his Rythm Meter was full. The star is 1/4 the length of Final Destination point to point, and 1/6 FD's length at the areas two points meet. The star lasts 2 - 5 seconds depending on the charge, and this move has medium starting and ending lag. Rythm Meter still charges while J is in this.

---This is J's desperation move. If his Rythm Meter is low, he'll need this to speed himself up. Spam his Neutral->Neutral>Neutral jab combo to supercharge his Rythm Meter, then commence butt kicking. Moves that cost Rythm Meter still take notches to pay for, so don't try to spam them.

Up Smash - Celebration:
EBA-002 "J" stands strait up with his legs together as the move charges. When the A button is released, J reaches upward with his free hand and five monocolored bursts of energy resembling fireworks explode overhead in a curved arch. Each burst has a Custom Stage Builder Block of space between them, the center being directly above Agent J with a distance of a Custom Stage Builder Block between him and the center burst. The bursts do 5-15% damage, medium knockback, and are larger depending on charge time, being the size of a Smashball at the lowest charge and the size of Kirby at full. Has medium starting lag and little ending lag. Slightly long duration.

---This is J's best anti-air weapon, hitting a great deal of space and dealing average knockback, and at higher charges it might even hit the taller opponents. However, this is very weak for a smash in terms of damage and does nothing to ground foes of average size or less.

(Aerials) Airborne Agent:
Neutral A - Phrase Marker:
J extends his arm outwards as long as the A button is held. As he moves through the air, a long bar with two cirlces appear. The one circle stays where J initiated this move, while the second follows J's hand as he falls. When J lands, the bar reaches 1/4 of Final Destination in length, or the A button is released, a small orange globe of energy slightly wider then the bar appears where the bar started and travels down it at the speed of Captain Falcon's run. The bar disappears when the ball reaches the end.

Contact with the bar does 4% damage and minor knockback. Contact with the orange ball does 15% damage and high knockback. The attack has medium priority. If an opponent hits J or hits the bar with a higher priority move, the attack is canceled. If the move is completed successfully, J gains 1 notch in the Rythm Meter. Medium starting lag before the bar appears, but no ending lag.

---J can use this to wall off areas or on a foe who continues to harass him in the air. Using this move is also a viable way to get yout Rythm Meter up.

Forward A - Makes No Difference:
J pulls on the retractable cord on the bottom of his mic with one hand, and flings the device forward with his other. The mic head suddenly splits into four prongs and travels until it grabs something or travels a distance of 2 Custom Stage Builder Blocks. If it grabs an item or a lighter character then J, the character or item will be pulled to J as the cord retracts. If it grabs a solid object/obstacle or a character of equal or greater weight, J will be pulled to it. The claw does 7% damage, but no knockback. A character pulled by this attack cannot attack until they break free. The foe is released when they/J are reeled in, or they can break free earlier in the same manner as a grab. J continues to fall as this attack is executed, and cannot act until it's over. Medium starting lag and ending lag.

---A possible tether recovery, but don't rely on it too heavily, as all an opponent need do is throw an item into the claw to gimp it. A weak move because of it's lag, but it can be used with J's Neutral A Air to combo the foe, and is decent if J's Rythm Gage is full.

Down A - Knockout Pellet:
Agent J takes out a pellet the size of one of Shiek's needles and throws it down. The pellet moves at a rate equal to Fox's blaster, and does 2% damage and no knockback. If the pellet hits the ground, however, it'll explode into a cloud of pink gas the size of Donkey Kong. The cloud does no damage or knockback, but it puts foes hit by it to sleep. This move has medium starting lag as J pulls the pellet out, but nonexistant ending lag.

---The medium starting lag prevents this move from being spammed, but also dents it's usefulness as it gives foes a heads up. This move is completely worthless against airborne enemies.

Back A - The Anthem:
J turns around and lifts his foot up, then drop kicks his opponent with utmost force. This attack has medium starting and long ending lag, making it one of J's slowest moves. The attack does 9% damage and medium downwards knockback with medium reach. There is a sweetspot at J's heel just as his foot reaches it's furthest down point, which does an awe inspiring 15% damage and meteor smashes the foe in exchange for the great difficulty it takes to hit with it. Very high priority.

---This move is only really useful if you can get used to landing the sweetspot. It's rare that you'll actually hit with the sweetspot, unless the enemy is helpless. If it looks like your opponent will just make it and you have a clear shot, use this to gimp their recovery. Don't bother otherwise. This is J's highest priority move.

Up A - Without a Fight:
Throwing a nasty uppercut, J gains a Smashball's size in forward horizontal distance and hits anyone directily in front of or above himself with 8% damage, medium knockback, and low priority. Short starting lag but long ending lag.

---This move's true advantage is the horizontal distance J gains when using it. The altitude he loses during the ending lag usually cancels out the horizontal distance he gains, but if his Rythm Meter is above the halfway point, he'll go farther spamming this move then he would falling normally, similar to Jigglypuff's Side B. A word of caution, if J's Rythm Meter is below the halfway point, this attack actually hurts his recovery, so keep it in mind when choosing if you want to use this.

(Specials) Elite Beats:
Neutral Special - Feeling the Music:
J starts dancing in place, swing his microphone from a retractable cord at the bottom back and forth as he does. He swings the mic at random, with a reach equal to 1.5 the length of a Battlefield platform and all around himself as a disjointed hitbox (the mic is the only part that actually hits opponents, not the cord). If he hits an opponent, they'll recieve 3% damage and medium knockback. Medium priority. While the B button is held, J will keep dancing. As J dances, his Rythm Meter fills up by one notch every 2 seconds that he dances.

---This is one of J's most important moves. It gradually boosts J's Rythm Meter, and even allows him to defend himself from direct attacks while doing so.

Side Special - Polished to a Shine:
J takes out his EBA badge and thrusts it in the selected direction. Agent J takes pride in his position as Elite Beat Agent 002, and keeps his badge shined. The intense beam of light from the polished metal blinds foes and makes them slip. This attack's hitbox extends all the way in the direction J is facing until it hits a wall or goes off stage, and is as high as J is tall. This attack does no damage, knockback, or hitstun, but foes hit by it while running/dashing towards J will trip on the spot. Has a little starting lag and medium ending lag as J puts his badge away.

---Use this on opponents giving J a hard time. The brief pause will give J the chance to run away, or start up a Smash or one of his A/AA/AAA combo moves.

Down Special - Rock This Town:
This attack drains 1 notch from J's Rythm Meter. If the Rythm Meter is empty, J cannot use this move. Agent J turns to face the screen and raises his leg in the air (just going above his head), then brings it down as hard as he can. His leg glows with a gold-orange color as he raises it, and if his foot makes contct with the ground, two gold/orange shockwaves each the size of Jigglypuff glides across the ground in either direction at the speed of Fox's run. Foes hit by J's leg recieve 14% damage and high downwards knockback. The shockwaves deal 8% damage and high upwards knockback. High priority for both parts. Long starting lag, but short ending lag.

---J's strongest move. His leg serves as a gimper in the air, but has little to no use on the ground. Inversely, the shockwaves are J's only projectiles and have very good reach, but don't appear at all in the air. Either way, this is J's best KO move. just make sure not to spam it, else J's rythm meter will plunge.

Up Special - Perks of Being an Agent:
J pulls a jetpack out from behind himself (where did he get it?!) and straps it on to himself. The jetpack launches J in whatever direction the control stick is pointed in (if it's not pointed in any direction, J will fly in the direction last pushed) at a speed equal to Mario's run, and can continue flying for 2.5 seconds. This attack does no damage, knockback, or hitstun whatsoever, and has medium starting lag. The jetpack disappears at the end, leaving J to enter freefall.

---This move is like Sonic and Pikachu's Final Smashes, but much shorter and doing no damage. This is a very powerful recovery but it's hard to control and has no invulnerability frames, allowing anyone to gimp it if they try. Like Ness and Lucas's Up B, this takes some practice to get used to.

(Grab and Throws) Let's Dance:
Grab - May I Have This Dance?:
J grabs the opponent by the arms (or sides if they lack arms long enough) roughly... unless the opponent is female. On a female opponent, J will take their hands as if about to dance with them, while they will either stare in confusion, blush, glare as if offended or embaressed, or a combination of those three.

Pummel - Microphone Bash:
J removes one of his hands from his opponent's side/arm, and promptly bashes the opponent upside the head with his mic. Does 4% damage, but is slow compared to J's other moves.

Forward Throw - Believe:
J twirls around with his opponent, then throws them forwards spinning like a top. The opponent will spin cartoonishly for 2 seconds, until they bump into a wall or destructable, or until they are hit, moving forward at a rate equal to Fox's run. If the opponent goes off a ledge, they'll continue spinning as they move through the air, not losing any altitude until they stop. The thrown character will take 10% damage the moment J throws them, and anything that touches the spinning foe will take 5% damage and low knockback. A spinning foe cannot be grabbed until they stop spinning, and will still have acess to their jumps if they spin off a ledge. The opponent stops spinning immediatly if they move even partially off screen.

---This throw is best used to put some space between J and his foe so he can use his Neutral Special to recover his damage and increase his Rythm Meter. Due to the last condition on this throw, J can't simply spam this on a moving or walk-off stage to instant KO his opponent. J cannot chain grab with this move.

Back Throw - Waltz:
J smirks at his opponent and... waltzes with them? J will shuffle back and forth in place with his opponent in a honest, actual dance. J will release his partner on the spot directly behind where he was standing before he started his waltz, or on the spot he was standing before if they would be dropped off stage. If used on a female character, J will lightly kiss them on the cheek before letting go. The foe will stand there, unresponsive, as they try to figure out what the [badword] all that was about.

Has no damage or knockback, and has a long duration, but has short ending lag and very long 'hitstun' as the foe stands still, confused and/or blushing. J cannot grab a foe that is stunned by this move until 3 seconds after the hitstun wears off. J's Rythm Meter gains one notch after the successful use of this move.

---This move is the perfect combo setup. Use this, beat the other guy up, ???, profit. It has no other uses, but it needs no other uses.

Up Throw - Beatdown:
J falls back and pulls his opponent with him. He releases his grip just as the foe starts to fall towards him and pulls his legs up to his chest. With all his might, he thrusts his legs into the enemy, sending them rocketing strait up. Does only 9% damage, but massive upwards knockback. Has a small ending lag as J gets back to his feet.

---This is J's most viable KO option, but it's useful for little else. This is best used on Heavyweight opponents, as it's J's only move with enough 'oomph' to reliably knock them out. If you're looking for damage, stick to the other throws.

Down Throw - Tango:
J rapdly spins in place with his foe, then flings them to the ground in front of himself. He keeps one arm on them, the other thrown behind himself in a stylish pose. Does only 7% damage and no knockback, but if J's player presses the shield/grab button again within a second of using this, J will pull the opponent back up and into his grab again. If he does, his grab on the foe will have only the remaining duration the previous grab had. Has a duration of 1 second, and medium ending lag. If another opponent attacks J while he's spining and hit the grabbed opponent instead, the throw will continue and the grabbed foe will take damage, regardless of teams or friendly fire setting.

---This move does low damage and will never KO an opponent on it's own, but you can use it once or twice to rack up additional damage if you're not confident his other throws will finish the enemy. Don't be greedy and try to amass too much damage in one go, or else the foe will break free easily.

FINAL SMASH: Jumping Jack Flash
J shudders greatly as he activates his Final Smash. He throws his head back, and screams "HELLLP!", summoning Elite Beat Agents Derek, Morris, and either EBA-001 Chieftan or EBA-005 Spin appear in the background on a floating platform and they begin to dance. For the next 15 seconds, J's Rythm Meter is fully charged and remains full no matter what, and J recieves only half the knockback and damage (rounded up to the nearest whole number) he normally would recieve. If J is left idle while this is in effect, he'll mirror his companion's dance moves. The effects are the same, regardless of if it's Spin or Chieftan that appears.

(Playing as J) Music Lives!:
Agent J has only a few KO moves, all of which can be avoided easily if your opponent is paying attention. With J's light weight and tall hurtbox, he won't be hard to slap around. J's strength is in his Rythm Meter. As it builds, his finishing moves become harder to avoid. J must knock opponents around with combo after combo, to give himself time to charge his Rythm. J is somewhat quick, use that to run away when you need too. J's various Jabs allow him to set up for any of his other moves, and his Neutral->Neutral->Neutral jab even fills a notch on his all important gauge. When low or, heaven forbid, empty on Rythm, J should focus on his jab combos as they suffer the least from the penalties. Use J's tilts to stall the opponent, then use his Neutral Special to recover damage and Rythm. In fact, use his Neutral Special every time you can get away with it.

(Playing against J) Stunned Into Silence:
The best way to deal with J is to drain his Rythm Meter. Strike him with a medium or higher hitstun move, then bash him with a powerful one while he's stunned. This will drop his Rythm, and slow his moves down considerably. If you see him trying to use his Neutral Special, either move in and use a high priority move to plow through it, or strike from a distance with a projectile to knock him out of it. Other then that, fighting J is no different from battling any other light weight.

(Extras) Style & Grace:
(Taunts) Cruisin' Through:

Up Taunt - Get Down:
J squats down, legs spread, and bouncing up and down. He has one hand holding his mic to his mouth, and performs a crotch-chop with the other.

Side Taunt - Disco Will Never Die:
J slides his right leg out and puts his right hand on his hip. Hi throws his left hand in the air and bends his left knee in a stereo typical disco pose.

Down Taunt - Stylin:
J's hair stars to droop, and he pulls out a bottle of hair gel and a comb. His hands flash around his hair cartoonishly and fixes it.

Kirby Hat: Kirby gets J's shades and his hairstyle. He recieves J's neutral B, which functions normally, minus the Rythm Meter thing.

(Alternate Costumes) Snazzy Threads:
Team Colors: Agent J's suit is Black and white on his normal costume, while team colors switch the Black for a dark shade of their team's namesake color.
Elite Beat Diva, Agent "Starr":
http://deetsukino.deviantart.com/art/Agent-BD-1-quot-Starr-quot-112202338
http://chibi-rinku.deviantart.com/art/EBA-Starr-x-J-and-the-Divas-99571495
http://notsoaveragejoe.deviantart.com/art/Elite-Beat-Divas-Here-57659178
J's female counterpart, Starr takes his place. When Starr is part of a team, the dark red sections of her outfit switch to a light shade of her team's color.

(Stage)EBA HQ, Training Room:
The stage is indoors, but the roof is higher then the stage, so it's still possible to get KO'ed from the top, and it's wider then the stage itself, making it walkoff. The stage is in a dark room, with a grid line floor, and the back walled with TV monitors the size of Custom Stage Builder Blocks. The stage is 15x15 blocks big, exactly. It is flat, with no additional platforms or pits. Items do not appear on this stage in the way they normally do (see below). Every 10 seconds, 3 montiors in the background will flicker to life. The monitors will have a three second countdown next to one of the following pictures, and produce the following effects:

-Item: The screen shows a random item to the right of the countdown. When the countdown hits 0, the item appears in front of the monitor, and it turns back off. This will never happen if items are turned off, and an item that is turned off will never appear. Items only appear on this stage by this effect.
-Flat Bar: A picture of a generic fallthrough platform appears. When the countdown reaches zero, a fallthrough platform exactly like the ones on Battlefield appears in front of the monitor. The monitor remains lit, with a countdown from 10 on it. When the second countdown reaches 0, the platform disappears and the screen turns off.
-Solid block: The same as above, but with a solid block mirroring a Custom Stage Builder Block in appearance and qualties instead of a fallthrough platform.

Music:
http://www.youtube.com/watch?v=eZB1_IuM9qc (Walkie Talkie Man, Stage 1)
http://www.youtube.com/watch?v=FMs0jQ6RL70 (Makes no Difference, Stage 2)
http://www.youtube.com/watch?v=g1mNeZNfSl0 (Highway Star, Stage 6)
http://www.youtube.com/watch?v=wadBpMHSJLA (Canned Heat, Stage 9)
http://www.youtube.com/watch?v=rSUhDx9psFg (The Anthem, Stage 14)
http://www.youtube.com/watch?v=f7a9XUIPBRc (Without a Fight, Final Stage (Part 1))
http://www.youtube.com/watch?v=OBKBLw7eEd8 (Jumpin' Jack Flash, Final Stage (Part 2))

(Assist Trophy)Ouendan:
(Seen here): http://www.youtube.com/watch?v=oFfTtHdR-Mg&feature=related
(Their rival team): http://www.youtube.com/watch?v=Rzqd1QDJcwU&feature=related
Elite Beat Agents was created for american fans who imported Osu! Tattake! Ouendan! from Japan's native shores. The game plays similarly, but with a focus on J-Pop instead of Pop. Ouendan is Japanese for Cheersquad. When the Ouendan are sommoned (Which specific squad is random), they appear in the background and perform a cheer routine for the ones who summoned them. For the next 7 seconds, the attacks of the person who summoned the Ouendan deal double damage with every move.

Snake Codec:
Snake: Colonel, who's the guy with a pompodour?
Colonel: That's Agent J, Snake.
Snake: Agent, huh? So what area of the governement is he under? FBI? CIA? Internal Affairs?
Colonel: No, Snake. He's part of the EBA. The Elite Beat Agents.
Snake: ...What? Could you repeat that?
Colonel: I know, I know, but bare with me. The EBA montiors the world for people who are in distress, then dispatches Agents to assist.
Snake: I'm guessing when you say 'assist' you mean 'dance'.
Colonel: That's right. The agents encourage people with the power of music.
Snake: Okay, so you're telling me there's a government agency full of cheerleaders? Who's idea was that?!
Colonel: Hell if I know, but I have to wonder what they were smoking.
Snake: My tax dollars better not have funded this.

(If using the Starr alternate costume, J's name will be replaced with hers and the masculine pronouns will be switched with feminine ones. "Pompodour" will be replaced with "Pom-Poms")

(Final Notes) "Mission Complete!":
I'm happy with how J turned out. I worked on him for a little over a week, but I'm confident in his abilities. I don't think he's going to dethrone The Three Stooges as my personal best, or outdo Lemmy and the like, but I'm very pleased in his abilities. Most of his moves were based on ether dancing like movements or cliche secret agent gadgetry, as J does nothing but dance in his game, but I managed to stretch that in many different ways. I'm worried that I didn't really intergrate the Rythm Meter mechanic into J as well as I should have. My favorite part of the extras is the stage, as it allows for the use of items without worry that somebody would get unfairly KOed by a sudden Bomb-omb spawn, and is a potentially fair competetive stage for tourneys. I hope everyone likes this moveset, and that you all have fun with this contest.

Edits:
(5/18/09): Added a bit of info in J's Neutral Aerial that was missing.
(5/19/09): Modified attacks based on review, sorted moves around. Rewrote the Up tilt to be clearer.
 

Hyper_Ridley

Smash Champion
Joined
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Messages
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Agent J was a fun read. The rythim mechanic was a nice way of implementing the game's features into Brawl, epsecially how he actually had to do combos to buidl it up like he was keeping up a "rythim" against his enemies.

Many of the moves I also enjoyed. I liked his jab mechanic, and how his Nair took a concept from the game and turned it into an attack.
 
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Budget_Player
Rather than the layout, you should change the move descriptions. Even the Jab is, despite the fact I tried to tell you how pitiful your moves in comparison to Jimnymebob's looked.

"Entei roars." Wow, what a great description. I really can imagine how that looks like, what animation Entei does, how the "soundwave" of the roar looks like, how big it is...

Look at the move you just created and added:


Then look at the Jab I did in my latest moveset:


Do you see the difference?

And you still lack a BAir and a Final Smash.
Oh, I misunderstood you. I thought you were complaining about me copying the layout itself...

I see what you mean, and see the difference. I'll work on this some more. Thanks for the advice. :)
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Agent J was a great moveset, and it's one of my favorites of the ones you've posted so far. The set was very creative- I also really liked the jab. Agent J sounds like a very fun character to play as. I also immediately noticed much better organization on it then the other sets. I would at least secondary Agent J.

Anyway, I was playing Donkey Kong Country earlier when I had a completely epic idea for a moveset from the game. It should take much longer then my previous movesets, but I think it could be my best moveset so far.
 

BKupa666

Barnacled Boss
Moderator
Joined
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Messages
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Location
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Anyway, I was playing Donkey Kong Country earlier when I had a completely epic idea for a moveset from the game. It should take much longer then my previous movesets, but I think it could be my best moveset so far.
Do you mind telling us which one, or is it supposed to be a surprise?
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
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Silver Spring, MD
M e t a l _ M a n

"Catch! Hee Hee Hee..."



B a s i c _ I n f o

Metal Man is a Robot Master from Mega Man 2. He was designed after Cut Man, a Robot Master from the first Mega Man game. His main attack pattern in the game is to constantly shoot Metal Blades at Mega Man. It is said that he is somewhat agile, and does his tasks very quickly. However, he's kind of shady in his business... Maybe he's a doctor? Metal Man is also rather sadistic, acting as if his Metal Blades were frisbees. He also has a hatred towards dogs... Perhaps it has something to do with those razor-edges metal frisbees? In the game, Metal Man is weak to Quick Boomerang (Quick Man's weapon) and, ironically, Metal Blade (his own weapon) during the second time you encounter him. Before reading, I recommend you look at this picture as to get a better understanding of what Metal Man's attacks look like.


S t a t i s t i c s

Size 5/10
Metal Man is surprisingly short; It seems like he would be taller, but he's actually around Heat Man's height, which is similar to Luigi's.

Power 3/10
Metal Man surprisingly has relatively few KO options, instead relying on damage racking and stage control.

Weight 7/10
Well, what did you expect for a robot called Metal Man? He's pretty heavy, though there are weightier characters out there.

Ground Speed 6/10
Metal Man is around average when walking, but his dashing speed is certainly above average. It's only what you'd expect from someone who spends all their time on a massive treadmill.

Air Speed 3/10
While Metal Man seems to excel in many other areas, he has trouble moving about in the air. Metal is not very aerodynamic...

Traction 8/10
Metal Man is constantly running around, so it's to be expected that he is good at keeping two feet on the ground.

Attack Speed 6/10
It says in his Mega Man and Bass CD data that he's quick at work, so while Metal Man has his fair share of laggy moves, most are quick to execute or quick to finish.

Range 8/10
Metal Man has quite a few projectiles at his disposal, and most of his moves involve some sort of disjointed hitbox or a seperate object that's placed somewhere on the stage. In fact, he has some of the highest priority moves in the game.

Priority 9/10
With all these traps and projectiles on the stage, in addition to the plethora of disjointed hitboxes, it's no surprise that he has excellent priority.

Jumps 6/10
Metal Man has two jumps: the first one is quite a bit above average, being one of the better first jumps. However, his aerial ability is not as strong, so he gets a mediocre second jump.

Falling Speed 7/10
Metal Man is by no means a fast-faller like the Space Animals, but that metal does weigh him down.

Recovery 2/10
This is Metal Man's weakest point. He trades respectable recovery distance for sheer staying power.

Crouch 3/10
Again, a statistic where Metal Man suffers. Metal Man does not like going down so low, and his body is not built for that kind of work. Still though, not totally awful like Meta Knight's.


B a s i c _ A n i m a t i o n s

Standard Pose
Metal Man is not too fidgety, being a robot, but he will often quickly turn his head from side to side, just to be cautious. I wonder what he's looking out for...

Idle Pose
Metal Man, without looking up, spins the metal blade on his forehead, out of unconscious habit.

Walk
Metal Man stomps forward, looking proud and determined.

Running
Metal Man now looks like he has to go somewhere, and briskly jogs in a mechanical fashion.

Dashing
Metal Man trudges along in his run animation from Mega Man 2, which is surprisingly fast. That conveyor belt running pays off.

Crouching
Metal Man bends his knees and brings limbs into a more manageable position, which is still not very low to the ground.

First Jump
Metal Man has a fairly standard first jump, looking powerful as he stares upwards.

Second Jump
Metal Man's second jump is rather bad, but it is to be noted that he brings his feet together so that the bottoms of each are touching.

Shield
Metal Man enters an animation very similar to his crouching animation, albeit more defensive. His shield looks like a normal bubble shield, but Metal Man's has a gunmetal color to it, so you can't really see behind it well.

Spot Dodge
Metal Man, thinking quickly, slams his body horizontally to the ground, not even spending a second lying down before immediately spring back up. Slightly longer than average, but has a shorter duration than you'd expect. Metal Man is pretty strong, so he's not going to spend an eternity rising.

Roll
Metal Man dives forwards, in an action similar to Snake's Dash Attack, but the roll portion is more contained. Has a good distance, but is not too fast.

Air Dodge
Metal Man leans his torso into the background, his legs following. He is sideways during the dodge portion. A fairly lengthy dodge.

Asleep
Metal Man stands perfectly still, the only noticeable signs that he's sleeping being his eyes, which are blank, and his head, which is leaning down.

Dizzy
Metal Man is not usually stunned like this, but he adapts quickly and maintains balance while his upper torso swings around in a pretty tight circle.


M o v e s e t

S p e c i a l _ A t t a c k s

Neutral Special Metal Blade
Metal Man shoots out a Metal Blade, which is a fast-moving projectile about the diameter of a Unira with the spikes extended. This has a very fast firing rate, about four blades per second, and is highly spammable. The blades travel at about the speed of Falco's laser, dealing 1% non-flinching damage and no knockback. This projectile has very good priority, and will travel through solid land. The player is also able to aim the metal blades in absolutely any direction, there being a slight window of time for you to change direction in between each shot without accidentally using a different special. You should also watch out for Stale Move Negation, it really hurts this attack in particular.

While this may seem like a very powerful tool, there is one catch to using so many shots. You have a limited amount of ammunition for your weapon, exactly 112 shots, before it runs out. This is measured in units of energy that each have power for four shots. This means that for every four shots you fire, you lose one unit of energy. You have twenty-eight units of energy in total. However, you can gain back some energy by hitting the opponent with enough non-Metal Blade attacks. Every 20% damage you deal to the enemy, there is a 50% chance that they will drop a powerup that only Metal Man can pick up. This powerup will return seven units of energy, which translates to twenty-eight shots of the Metal Blade. Use this weapon wisely, and you will have high payoff.

NOTE: When you press B while shielding, something entirely different happens. Metal Man will chop his hand down in front of him in a motion similar to one of Samus's taunts. This functions as a "Kill switch", blowing up any traps, projectiles, and elements that Metal Man may have created over the course of the match. The explosion deals no extra damage, but acts as a final hit, knocking away foes that were directly in contact with the object.

Side Special Metal Flail
For this attack, Metal Man tosses forward a spiked ball with a heavy chain attached to its side, an action with start-up lag similar to that of Ganondorf's Side Smash. The chain itself can go out a little bit farther than Sheik's chain, but the spiked ball itself is about the size of Jigglypuff, including the spikes. Touching the ball deals 10% damage and moderate knockback, while touching the chain deals 2% and just enough knockback to keep opponents out of the way of the ball, which is the real threat. Metal Man can swing this ball freely for as long as you refrain from pressing the B button or until four seconds have passed. The part you maneuver is the actual spiky ball, which obeys the laws of physics, so you can't just leave it hanging in mid-air. If you leave it out for the full four seconds, Metal Man will quickly pull back the chain, but has some difficulty getting the spiked ball back. This translates into above average ending lag.

The twist to this attack is that when you press the B button while the flail is out, the spiked ball detatches and turns into a projectile, its range and power determined by how much velocity it had prior to launch. For example, if you just press B while the ball is sitting on the ground, it will remain there and do the same 10% damage but instead do low knockback. Conversely, if you have the ball in full swing and press B, it will still deal 10%, but instead the knockback will be on par with how it is while you swing it around on the chain. The projectile still obeys the laws of physics, and it's pretty heavy, so toss it over the edge to use as an edge-guarding technique. Just after you've released the spiked ball, the chain will go through an animation like that after Link's Claw Shot, with the same lag. It takes as long as it takes for Link to receive a new boomerang after he loses his to get back a new spiked ball. This can also be used as a pseudo-tether recovery, though it's very unreliable.


Up Special Metal Disc
This is used as Metal Man's recovery move, as well as a ground-based attack. If used in the air, Metal Man quickly pulls out a large metal disc and slides it horizontally under his feet in one fluid motion. This entire action takes about as long as the startup for Pikachu's Forward Smash. No sooner than Metal Man place the blade under his feet does the disc start spinning rapidly enough to give him a vertical and horizontal boost, albeit a slight one. In fact, this is very similar to Wario's Side Special when used in midair, as it has the same initial vertical boost and the same aerial movement. Metal Man can even jump off the blade to get as high as Snake's first jump, a step down from Wario's. The difference, though, is that Metal Man falls much faster than Wario, so this is not as good at recovering. The edges of the blade (while you are standing on the disc) deal 5% damage and low horizontal knockback. If you hit the ground while on the disc, you can pick it up and throw it for 4% and light-moderate knockback.

If used on the ground, this becomes an entirely different move. Metal Man will still go through the same animation to put the metal disc underneath his feet, but he does have to take a tiny jump to get it there. He then materializes a Metal Blade in each hand, and procedes to spin around as long as you keep tapping B or until two seconds have passed. At this point, Metal Man gives one last spin and fires the two Metal Blades simultaneously. These will each deal 2% damage no matter the charge, but the knockback ranges from flinching (no charge) to medium-medium high. As a bonus, you can angle the Metal Blades up or down in real time, so they will either gradually curve up or down in their flight path. Unfortunately, the attack has moderate ending lag.


Down Special Metal Armor
This is not an offensive attack, but rather a means of defense, as suggested by the title of the move. During a period as long as the startup lag of a Falcon Punch, Metal Man encases his body in a liquid metal coating, taking on a gunmetal coloration and eliminating minor details. Essentially, this is an extremely buffed-up version of the Metal Box item, with similar properties. In fact, whatever the Metal Box does, this amplifies that effect times two. Therefore, Metal Man will have properties that are twice as strong as the following:
User becomes heavier (about 3 times more), thus received knockback will be reduced.
Slightly decreases jumping height.
Increases falling speed, making recoveries harder.
Reduces speed.
Removes any character's voices (although sound effects are still retained).

Keep in mind that you cannot attack or use any move apart from walking and jumping while in this state. This effect lasts until you press the button input for the Down Special again, or until 24 seconds go by. At that point, you can't use this move again for as long as it takes R.O.B. to have a fully charged laser. It's not advisable to forget you have Metal Armor activated. This is the reason why Metal Man has such a bad recovery. The absolute staying power that Metal Man gets from this makes him threatening until extreme percents, but this move doesn't come without disadvantages. Metal Man has virtually no chance of recovery while in this state, has very slow movement speed, and becomes worse in the air. When you cancel this status effect by pressing down and B again, Metal Man experiences lag equivalent to the startup lag of Ganondorf's Side Smash. Use this move often; it is vital to Metal Man's playstyle.


S t a n d a r d _ A t t a c k s

Neutral Attack Spark Storm
This attack starts with Metal Man removing the two yellow objects from around each ear, which look somewhat like a ninja kunai. This motion takes as long as the startup lag to Charizard's Rock Smash. Once this action is completed, Metal Man has a "kunai" in each hand and begins the next phase of the attack. He starts slowly punching forward, alternating hands, beginning at a rate of two punches per second, and increasing the more you tap A. By the time you've reached maximum speed, Metal Man's arms have become a blur, and you can see sparks flying around the general area (this is purely a visual effect). As you increase the speed of your strikes, the harder it is to escape the combo. This attack has pretty low range, and deals 10% from the time you start to the point at which you are hitting the fastest. After that point, you deal 2% per second in a very hard to escape flurry of punches.

The special thing that makes this special is that once you press B while you are striking the fastest, both "kunai" fly forward as projectiles, dealing 3% and set knockback about a third of Final Destination away. They travel at the speed of Wolf's blaster shots. The yellow earpieces automatically materialize back after the time it takes for Wario's Bike to reappear. Whether or not you press B, this attack suffers from high ending lag, and it is hard to keep opponents trapped long enough to get them in the final strike. Nevertheless, it is wonderful at damage racking if you can time it right.


Forward Tilt Razor Frisbee
While simple, this is a valuable attack used for ground-to-air spacing. Metal Man tosses forward a Metal Blade, only this kind is horizontal, the flat face of the blade starting out parallel to the ground. Before the disc goes flying, Metal Man experiences low-medium startup lag. The blade itself does 7% damage and low knockback. It will continue infinitely forward unless it hits an opponent of a solid object, at which point it will disappear. The thing is, it doesn't travel in a straight line all the time. While the blade is still in motion, you can angle it up or down, the latter being the simpler of the two. However, if you angle it upwards, it will go in a roughly diagonal arc skyward (which is about a third of Final Destination horizontally, and up to the highest Battlefield platform vertically), and behave like-you guessed it- a frisbee. This means that it will try to go back to your previous position, but not if you alter its course further. By using various presses of up and down, you can change the blade's angle as it descends, creating a very unpredictable flight pattern. Use for aerial control.

Up Tilt Blocky
Metal Man turns to face the background, and places a silver block about half his size on the floor. This first block has two large eyes on it, for what Metal Man is really doing is building a Blocky from his own stage. The block will stay on the stage indefinitely, able to be picked up and thrown like any other heavy item. However, if he uses this move again while next to the Blocky head, he will put another similar block on top of it, this one without any eyes. At this point, this mass becomes too heavy to pick up normally, but you can attack the head at any point during and after construction, and the entire will be destroyed after you deal 25% damage to the head, and ONLY the head. The third and fourth times you use this move, Metal Man is forced to place the blocks underneath the formation, as he can't reach the top any more. This part is laggier, though, so be cautious when setting this up.

Once you have all four parts completed, it is time to appreciate your work. The Blocky suddenly becomes animated and slowly moves forward, each section wiggling back and forth a bit. While it's in this phase, foes that touch it are dealt 7% and fairly low knocback. However, if they attack its head (which is the only way to destroy it), the three non-head blocks will fly forward in an arc that goes about the length of half of Final Destination, with equal space in between each block. This phase of the attack is more powerful, doing 10% with medium/medium-high knockback. The head is left behind, though it cannot be harmed at this time. The launched blocks stay a second before disappearing, but that's not all. Within three seconds of the blocks disappearing, three new blocks, already assembled, come from the bottom of the screen at Captain Falcon's dashing speed. They are not a hitbox at this time. but once they get to the Blocky head, a whole new one appears, but once this one is destroyed, it's gone until you set a new one up.


Down Tilt Conveyor Belt
Straight from Metal Man's stage comes the conveyor belt, which has a variety of uses. Pressing the down tilt input causes Metal Man to put his hands to the floor while a dark red and yellow striped piece of track appears flush with the stage floor. It materializes starting with Metal Man and continuing in one direction until it reaches a ledge at the speed of Sonic's dash. By default, the conveyor belt carries things away from where Metal Man first formed it, though that can be changed by using the down tilt in another direction. If you merely tap down and A, the treadmill moves at the speed of Jigglypuff's dash, but if you hold it down for three seconds, it will already move at the speed of Sonic's dash! You can only increase the speed at the beginning of the move, though. It should be noted that once the conveyor belt is out, the only way to get rid of it is to use the kill switch on it. The attack has virtually no lag on either end, and the treadmill will carry absolutely anything on it- enemies, items, even some stage hazards! Use this whenever you get the opportunity; it's vital to Metal Man's playstyle.

Dash Attack Steel Slide
What's this? Metal Man suddenly has a large blade materialize under his feet as he's dashing, doing a short little hop, similar to the up special. Somehow, Metal Man will keep sliding indefinitely, though after about a Battlefield length he'll lose all momentum after constantly decelerating. You can cancel this attack by pressing the input for a shield. The edges of the blade are nearly flush with the ground, but they still deal 3% and low knockback to those who somehow hit the edge. What's more important, you can still attack while sliding! That means you can perform any move you would normally be able to perform while standing, with the ones that would fix an object somewhere doing that normally, ignoring the blade itself. Additionally, you can jump while using this, meaning that not only could you clear gaps while using the dash attack, but use the forward tilt, standard A, and up smash. You can cancel the slide early by holding the control stick in the opposite direction that you are heading.


S m a s h _ A t t a c k s

Forward Smash Pistons
Metal Man points towards the ground in front of him as four pistons appear in a row as wide as Marth is tall. This happens almost instantly. The pistons can reach as far up as Pikachu's height, and move in an alternating pattern at one cycle per second. They all start moving at once, with the first and third pistons reaching their peak as the second and fourth reach the bottom of their path. While one cycle of up and down per second may seem slow, you can easily increase the rate by repeatedly tapping the A button. The pistons will continue to stay on the field for as long as a checkpoint from Green Hill Zone stays out, and as long as they remain, you can approach them again and button mash to get them up to maximum speed, which is 10 cycles per second. Your initial charge determines how quickly they will reach maximum speed, and damage and knockback range from 10% and low knockback to 20% and above average knockback. They will not continue to move once you've stopped mashing A near them, though, and their speed will diminish at one third the speed it took to expedite them. The pistons will also act as a barrier to physical and ranged assaults, being immune to any attack that collides with it. If Metal Man goes on top of the pistons, he is launched up in the air at a height dependent on how fast the pistons are moving.

Up Smash Gear
Metal Man turns to face the background of the stage while he fixes a large gear in place, about the diameter of Diddy Kong. This takes about as long as Snake's Up Smash. The gear is actually constantly fixed above the ground about one Pikachu above the floor. Charging this move increases the amount of time the gear stays out, ranging from as long as Sonic's spring from his Up Special to a Green Hill Zone checkpoint. You see, the attack does nothing if no one attack the gear, not being a very offensive attack. Since it is a spinning gear, only attacks that have knockback parallel with the gear edge will causes the gear to rotate. Natually, the more powerful the move, the faster it will spin. The hitbox itself deals half the knockback but twice the damage of the attack that activated the trap. This gear, unlike the Forward Smash, will keep spinning until the time limit runs out. If it is attacked mid-spin, the gear will speed up to match the most recent attack. However, if that attack is weaker than the one that preceded it, it will do nothing. This move also has an interaction with the Neutral Aerial, which is explained later in the moveset.

Down Smash Press
This move summons a Press from Metal Man's stage that starts coming down from the top of the screen, its location determined by where Metal Man was when he started the attack. The attack has moderate starting lag as Metal Man raises his arm and brings it down, but it has very high payoff. The actual Press comes down at Captain Falcon's dashing speed, while it goes back up at Ganondorf's dashing speed. You can't charge this move normally: Instead, you can delay when the spiked part at the bottom hits the ground by holding and releasing the input for Down Smash at any point at which the Press is still on the screen. The spiked part deals 10% and moderate knockback that goes diagonally down, but if an opponent is trapped between the spikes and the floor, they receive 15% and medium-high knockback. The chain will also deal 1% and very low knockback, which is just enough to keep enemies from getting past without a precisely timed air dodge. However, once the Press hits the ground, it must return to the top of the stage, off-screen, before you can use the move again. This means you must decide if the extra knockback is really worth it. However, the attack is excellent at stage control, since the chain is nigh-impassible if the spikes are low enough.


A e r i a l _ A t t a c k s

Neutral Aerial Pierobot
Metal Man turns to face the background as a gear the radius of R.O.B. appears in the location he turned to. Not wasting any time, he climbs on the gear as quickly as his Spot Dodge animation. Once he is on top, you can hold left or right for him to start running in place on the wheel, still facing the direction he was facing previously. If you don't press a direction, the unmoving gear will simply deal 7% damage and fairly low knockback. If the gear is spinning, it deals 4% per second in an easy-to-escape multi-hit combo.

However, if you hit the ground while the gear is out, you can ride around while balancing on top of it, moving faster backwards than forward, as it's harder to run backwards to spin the gear forwards. If a foe hits the gear while it is moving about on the ground, they will be dealy the same 7% and low knockback they'd receive if the gear was falling. You can keep the gear out as long as you want, ride on it indefinitely, and even hop off by pressing A or jump, but the gear has 50 HP and you can't pull out a new one until the previous one has been destroyed. It will also remain on the field after you've jumped off, so you can remount by pressing A directly next to it. You can easily ride off the edge when you're mounted, and the gear takes a while to turn around, so be cautious.

NOTE: This attack has special properties when you land on a gear from the Up Smash. If the gear from the Up Smash is not in motion, it will start spinning in the opposite direction that the Neutral Aerial gear is spinning, provided it is in motion. The Pierobot gear will act as if it was on the ground, and the Up Smash one behaves normally. The area in between the two gears, however, will deal 10% and above-average knockback if anyone dares venture there.


Forward Aerial Buzz Saw
Metal Man procures a large metal saw blade about the diameter of Pikachu, which has the starting lag of Mario's forward aerial, as he must spin a little and get the blade out at the same time. The hitbox starts a little bit above and in front of Metal Man, ending below and a little bit behind him. During the attack, Metal Man is lying horizontally in the air, with his feet facing the background while he rotates. The blade normally deals fairly easily escapable multi-hit damage, about 3% per second.

However, when you press A while using the move, the blade will fire laglessly in whatever direction it was pointing towards prior to launch. If the enemy was already being dealt the multi-hit damage, they will be carried along for a short while as the blade is fired via single-hit knockback and 2% additional damage. That's not all. On the occasion that the saw blade hits the ground, it will stay there, half-embedded, acting as a trap that deals 4% damage and pretty low knockback. The blade travels as fast as the one in Metal Man's Neutral Special, and it will stay embedded in the ground for five seconds before disappearing. In addition, if you touch the ground during the start-up lag, Metal Man will kick off the floor and do the same motion as the aerial version, with identical properties. In fact, this move looks very similar to Ratchet's saw blade attack near the end of Transformers (2007).


Backward Aerial Serrated Shield
Metal Man turns his upper torso to face roughly backwards and shoots a saw blade as tall as himself straight back horizontally. This has as much start-up lag as Meta Knight's Forward Smash. The blade fired by this move travels with the flat side facing vertically, and the edges on the top on bottom. This moves at Bowser's dashing speed, and only deals damage at the blade's edges: 3% and very low knockback, to be more clear. The main perk of this move, however, is the flat face. While moving, it will act like Isaac's attack from his Assist Trophy incarnation, pushing foes back with no damage or hitstun (save the blade edges, if you should intersect with them). To make this more balanced, each blade has 20 HP, and as such can be destroyed soon enough. Also, you can't fire another blade until the previous one has traveled entirely offscreen or has been destroyed. This attack has fairly moderate ending lag as well, though not as high as the start-up lag.

Up Aerial Metallic Coat
Metal Man holds up a glob of liquid metal that's about the size of a Soccer Ball item. This portion of the move has the start-up lag of Captain Falcon's Down Aerial, and then the attack portion happens (which lasts about as long as a Falcon Punch's start-up lag), followed by slightly less ending lag. The blob of metal will do no damage by itself, but as soon as it is hit by any attack that does hitstun, the blob explodes and the person who attacked it will be coated in metal, just like the Metal Box item. While this may not be useful while over ground, and even help the opponent, this attack is absolutely deadly in the air. Metal Boxes also have the unfortunate side effect of dramatically increasing the fall speed of the wielder. This means that people who approach Metal Man from above while off stage face the consequence of possibly not being able to recover. Foes have the Metal Box effect for as long as they would have it from the real item. Be careful when using this move, as the lag on it may put you in a position where you can't recover either.

Down Aerial Mole
Metal Man points downwards as a Mole from his level comes out pretty laggily, so don't use this move too high up in the air. The entire Mole is about Olimar's height, and moves about as quickly as Meta Knight's run (not dash!). Foes who come in contact with the drill portion take multi-hit damage that is very hard to DI out of, but it only does 2% per second. The Mole is a projectile-type move that only goes down with infinite range unless you press the input for Down Aerial again, in which case it will promptly turn around and move straight upwards. The drill is so powerful, however, that it can drill right through the stage, going through absolutely any part of the field. This means that if you fire the Mole down into Final Destination, it will eventually come out the other side, unless you choose to turn it around while inside the stage. However, it moves much more slowly while going into the ground and while inside the stage, around Mr. Game & Watch's run speed. The Moles are very durable, having 30 HP each, and you can only have one out until the other is either destroyed or moves off screen.


S i t u a t i o n a l s

Ledge Attack (Under 100%) Spring Head
Before climbing up over the ledge, Metal Man reaches his hand over it and releases a Spring Head from his own stage, that is about the size of a crouching Kirby. It moves along the stage at a moderate pace, turning around at edges, but if someone is on the same platform as it, it will suddenly speed up to around Captain Falcon's dashing speed, and when it connects with someone, the top of it will spring off, true to its name. This head-on-a-spring goes about as far up as R.O.B., wobbling back and forth for a few seconds before retreating. The strike deals 2% damage and strong upwards knockback, but the Spring Head can be destroyed easily, having 10 HP. However, since it's low to the ground, it may be hard to hit.

Ledge Attack (100% +) Mag Ball
In an animation similar to his other ledge attack, Metal Man extends one arm on the stage and tosses a small metal sphere the size of a Soccer Ball. This can be aimed almost identically to Snake's grenade, though the maximum range is instead a third of Battlefield. This does 4% and very low hitstun, similar to the Ice Climbers' Ice Shot. This, however, is not the main purpose of the move. Once you have thrown the Mag Ball, you stay hanging on to the ledge, your only option being to get back up... or so you thought. Since Metal Man is made of metal, he will be magnetized to the small sphere, even being able to let go of the ledge and float under it, provided the ball is close enough. In addition, most, if not all of Metal Man's attacks will gravitate towards it, so if the enemy is near, they are much more likely to be hit be a stray projectile. If it comes across a stationary metal object, the magnet ball will instead gravitate towards that. Unfortunately, the Mag Ball can be attacked and hit off the stage, just like the Soccer Ball-- don't fall off with it!
NOTE: This attack has a special property when combined with the Up Throw, which will be explained in the next section.

Get-Up Attack (From Front) Molten Metal
While still lying down on the ground, Metal Man extends his palms outwards and shoots out a large amount of red-hot molten metal on either side of him. The globs are each about the size of Bowser, and will give the opponent a Metal Box effect, though with a glowing orange color. This does 5% damage and no knockback of any sort. However, after about five seconds, the metal will have cooled down enough to solidify, unluckily for the opponents. They completely lose mobility, being encased inside solid metal, for a little longer than they would be held in a grab, including button mashing. That's not the extent of the move, as the area surrounding where Metal Man used this attack is now covered in solid metal, essentially becoming like the UFO in Melee's Fourside stage. That translates to the surface being very slippery for a time: around 10 seconds.

Get-Up Attack (From Back) Spike Drop
Metal Man, still lying down, continues to do so for approximately as long as Ganondorf's Up Tilt. However, that's not all that's happening. As he's lying down, a small black spiked ball (around the size of a Bob-omb) descends very rapidly from the top of the screen down to Metal Man, doing 10% and great knockback downwards. Once it reaches Metal Man, he quickly grabs it, though the force of the impact causes him to recover for about a second. After this, he gets up normally, and you are free to use the spiked ball again, this time as a throwing item. You can carry it around as if it were a normal heavy item, like a Bonsly, and it will still do 10%, though not nearly as much knockback. You cannot use this situational again until the item either times out or until it is thrown off the stage.

Tripped Attack Spiny Trap
Again, Metal Man lies in his vulnerable position, though he stays in it for quite a while this time. What's the purpose, you ask? Well, unbeknownst to Metal Man's opponents, a giant "bear trap" of sorts has just appeared beneath him. If an enemy decides to sneak up on Metal Man while's he's down, they're in for a nasty surprise: rows of spikes come up to just above him from the ground, looking like this. The spikes do 6% and fairly strong upwards knockback, and it will stay there for 10 seconds, this time affecting both enemies and yourself. Be cautious.

Metal Special Shift
This is an extra attack that Metal Man has. When you press B while under the effect of a Metal Box item, you can actually condense it into handheld form, having a blob of liquid metal in your palm. The metal can be thrown like any normal item, and it will cause 4% damage and give a Metal Box effect to those who are hit. If the blob misses and hits the stage, it will create a slippery area the width of a crouching Snake that acts identically to the Get-Up Attack (From Front), Molten Metal.


T h r o w s

Grab Chain
Metal Man's grab involves him slowly extending a chain from his palm. This chain moves at the speed of Ganondorf's walk and has infinite range, in addition to virtually no ending lag. However, if someone attacks the top of the chain while it's out, it will go limp and fall to the floor, giving it a bit of extra lag before Metal Man pulls it back in. This also serves as a tether recovery, though you shouldn't use it unless you are close enough so that the sluggish chain can reach it.

Pummel Slice
Metal Man's pummel is different from most other characters in that you don't need to tap the A button, but rather hold it down. In this pummel, Metal Man removes the sawblade on his forehead and starts to cut away at his opponent, changing the damage dealt every half second. This means that the first half second you are holding A, you deal 1%, then 2%, then 3%, etc. However, the higher the damage is, the worse the ending lag is, due to the blade needing more time to stop spinning. You generally want to cut down on the pummeling if you want to sneak in a throw. This also has slightly above average starting lag.

Forward Throw Close Scrape
In one fluid motion, Metal Man kicks the opponent to the ground, tosses an average-sized metal blade backwards, and gets out another with his other hand, which proceeds to approach the opponent's face. However, before the spinning blade reaches the enemy's face, the disc that Metal Man threw backwards has now gotten back to where Metal Man threw it, essentially just hitting the opponent for 10% and moderate knockback forwards. The throw has an additional bonus of being able to hit other characters. This is a slow throw, but well worth it in certain situations.

Backward Throw Razor Ring
Metal Man quickly places the foe in a hollowed-out saw blade of sorts, looking somewhat similar to this. He then tosses the ring backwards in a sort of diagonal arc, the ring flying horizontally with a vertical tendency. The opponent can still break out of the ring, but the earlier they do this, the more damage they take. However, if they avoid damage and get out later, they risk not being able to recover. Closest to Metal Man, they take 15% damage, while one length of Final Destination away, they take none. The flying ring is also a rather large hitbox that does 5% and medium knockback. Use this for spacing and gimping, but keep in mind that you can never predict what the opponent will decide to do.

Up Throw Magnetize
Metal Man lifts the foe over his head almost effortlessly, holds them for a second, then simply drops them on the ground. How utterly useless-- or so you thought. What Metal Man just did was magnetize the foe and since all of Metal Man's attacks involve metal... you guessed it, they are now much more likely to be hit by any of his attacks. Projectiles like the Metal Blade and the Forward Tilt will alter their course slightly to hit the enemy, and stationary traps will instead attract the enemy towards them. This is much more useful than straight-up damage, but the effect only lasts seven seconds. When you have a Mag Ball on the field, the magnetized enemy and the Mag Ball will fly towards each other, the sphere actually sticking to the opponent and weighing them down a decent bit. Their motion also becomes a bit more erratic due to the magnetic disturbance.

Down Throw Iron Swing
Metal Man fixes the enemy to a chain identical to that of his Side Special, and is then able to swing the opponent around on it freely, as they replace the spiked ball in the flail. Each time you swing them against a surface like the floor, you deal 2-3% damage, depending on the intensity of the strike. You can even let go and toss them as a projectile, obeying the laws of physics. They can even be dangled over the edge and dropped, though they can still button-mash to escape a little more quickly. This is excellent for forcing them to encounter the various traps Metal Man may have introduced throughout the stage, rather than racking up damage.



F i n a l _ S m a s h

Final Smash Pure Metal
Metal Man points his arm straight up with intent, as the camera zooms in. When it zoomed back out, you see a giant wave of molten metal approaching from above in the background, and when Metal Man brings his arm down, it crashes into the stage. This deals 30% damage and pushes enemies down a little, but has no hitstun. Most of the damage can be avoided with a precisely timed spot dodge, however. Once the wave has passed, absolutely everything in sight is covered in rapidly cooling liquid metal. While everything is still glowing orange, everyone (including Metal Man) on the field has a normal Metal Box effect, which lasts for 10 seconds.

After that time, the metal has cooled down and the enemies affected are immobilized for five seconds, while Metal Man acts as if he's under the effects from his Down Special. When the enemies are unable to move, they are also virtually welded to the stage, so they do not receive knockback for this portion. If they were in the air when they were supposed to be immobilized, they will now not be anchored to the floor, so use this to your advantage. Additionally, the stage will also be encased in metal, acting like the UFO on Melee's Fourside, so everyone will be sliding quite a bit. The stage is encased in metal for 30 seconds: twice as long as the rest of the Final Smash.



E x t r a s


T a u n t s _ & _ V i c t o r y _ P o s e s

Up Taunt
Metal Man looks as if he's folding his arms, but his right arm touches the blade on his forehead, which gives off a bright shine for a moment.

Side Taunt
Metal Man takes out a small Metal Blade, and proceeds to examine himself in its shiny surface. Realizing he's wasting time, he tosses the blade over his shoulder, an action which actually does 1% and flinching. This is Metal Man's longest taunt.

Down Taunt
Metal Man strikes a pose just like the one at the very bottom of this moveset. It's the same stance he takes before you fight him in Mega Man 2. This is a very short taunt, but you can actually hold the taunt button infinitely to keep him posed, for whatever reason.

Up Victory Pose
An avalanche of gears varying in size and design comes from the right of the screen, loudly and dangerously. The gears narrowly miss everyone on the field, and Metal Man looks like he's having fun watching. He then turns around and folds his arms.

Side Victory Pose
Metal Man looks left, then right, then shoots a metal blade directly into the camera, obscuring the characters in the middle from view.

Down Victory Pose
Metal Man runs in place, even though there's no conveyor belt under him. What the...?

Special Victory Pose (vs. Metal Man)
Metal Man sits on a gear facing the background, eyeing the other Metal Man warily.

Special Victory Pose (vs. Flash Man)
Metal Man acts as if he's been frozen in time for several seconds, but then relaxes, mocking Flash Man's failure.

Special Victory Pose (vs. Bubble Man)
Metal Man appears to be juggling countless Metal Blades which cover a very wide area. Showoff...

Loss Pose
Metal Man claps slowly and mechanically, a metallic noise being heard. Is he being respectful or sarcastic?

Special Loss Pose (vs. Metal Man)
Metal Man sits on a gear facing the foreground, eyeing the other Metal Man warily.

Victory Theme
From approximately 1:10 to the 1:17 of Metal Man's stage music.


P l a y s t y l e

Metal Man's playstyle revolves around using his superior range and priority to get the upper hand on opponents. However, he's actually not great at racking KOs or damage. Instead, he relies on projectiles and oddball disjointed moves to get around. You basically want to make the enemy too busy fighting the stage to worry about you. Metal Man is not very good in close-ranged combat, and has a few weak spots, but he makes up for it with his tricky ranged moves.

You should be using a projectile at all times, and at the center of his ranged attacks is the Metal Blade. Use it and don't abuse it, and you'll find that you can rack up damage quite quickly. Don't limit yourself to when you can use it; the only restriction you have is ammunition. The Forward Tilt is also helpful for stopping opponents in their tracks, and it's also quite handy as an anti-air move. Your Side Special's function is not mainly to be a projectile, but it does its job. You even have a metal disc from your Up Special that you can use, if you decide to. Your Forward and Backward Aerials keep the opponent from getting too close, where Metal Man suffers. the DAir is also nice and unpredictable. There are even more unreliable options in the form of throws and situationals. In short, Metal Man is all about projectiles.

For stage control, rely on his Smashes and Tilts, as they do a good job of keeping the enemy on their toes. The Forward Smash is a nice wall to protect against ranged attacks, and get foes airborne. Your Up Smash should be pretty helpful in blocking off aerial approaches, and helping you out even when you're far away from the gear. Your Down Smash is excellent at blocking off areas on the stage, forcing enemies to go exactly where you want them to go. An Up Tilt, while it takes time to pull off, is a valuable tool to keep the opponent preoccupied. The Down Tilt is too important to be overlooked: Use this move! It's essentially for your foe to always be on the run; it changes how they'll play against you. Keep switching the directions on the conveyor belt and mix things up, you never know what you'll find out next. Even the Down Aerial can create an area where the opponent will watch their step.

When it comes to the KO, Metal Man has a distinct shortage of finishing moves, something that can be avoided if the players is crafty enough. Your Smashes should be your main options, especially the Forward Smash. The Down Smash is not as much of a KO move as it is a control move, but it has dual purpose. The Up Smash will generally have low knockback, but it's excellent for damage racking. The rest of your options for getting the foe out of the blast line are mainly gimp moves, like the Standard Combo, Neutral Aerial, Up Aerial, Back Aerial, as well as a few Throws and Situationals. Spring Head is a nice way to get a foe in the air, but it generally won't KO until higher percents. In all, not too much to work with here, so improvise and see what you can come up with.

In brief, it's best that you should constantly be doing something: standing still is not the way to win when you're playing Metal Man. Set up some traps, keep your distance, use projectiles. The KO shouldn't be your main goal, but rather to get the enemy off the stage by any means necessary. As long as you keep using projectiles, you should be good, and remember: You may not be able to recover well, but you can stay on the stage so long that's it's not even necessary.


A l t e r n a t e _ C o l o r s




S t a g e

The Factory


Metal Man's stage comes straight from his level in Mega Man 2. The right side of it is the main area for mobility, as it's the largest and most open. The right blast line is actually a little farther off than it looks, so be mindful of that. The center of the stage has a low ceiling, and the left side is pretty similar to the right, but shorter. The stage looks a little different in actuality than it does in the picture, since the upside-down pyramid shape in the middle is actually much wider, and is made of a different material. This makes KOs difficult on the vertical plane. Otherwise, the picture speaks for itself.

Music
Metal Man's Theme
Metal Man's Theme (Rock Remix)
Metal Man's Theme (Hyadain Remix)
Cut Man's Theme
Cut Man's Theme (Rock Remix)
Shadow Man's Theme
Shadow Man's Theme (Rock Remix)
Tomahawk Man's Theme
Tomahawk Man's Theme (Rock Remix)
Slash Man's Theme
Sword Man's Theme
Tengu Man's Theme
The Metal


O t h e r _ E x t r a s

Symbol


Entrance
A large metal blade is seen streaking across the sky, with Metal Man crouching on top of it. His hand is actually around the razor's edge. The blade seems like it's entering the atmosphere, as it's red hot and leaves a trail of embers. At the point where Metal Man needs to be dropped off, he hops off as the blade skids across the stage and into the abyss. He needs the remaining time to cool off before joining the battle.

Kirby Hat
Kirby gains a red suit complete with razor blade and yellow kunai, and the ability to use Metal Man's Neutral Special, Metal Blade. In fact, he looks similar to this.



 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Metal Man: Bravo, bravo. Wonderfully original attacks, like FSmash and Down B, and a just-right level of detail. My only concern is with the Neutral B. You can fire four ridiculously-speedy difficult-to-dodge every second? Sounds like a broken damage-dealer. The 112 shots doesn't really help much, since I can't imagine Metal Man using more then maybe 30 every stock, and the power-up refiller doesn't help too much, honestly. Also, do you get 112 shots per match or per stock? It's pretty obviously per match, but you should have mentioned that.

Still, that was a very fun, very original moveset. I love these robot master sets, and I can't wait to see Flash Man/Quick Man. It was a very fun read- great job!
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
>>Metal Man is on Page 96

Yeah, thanks for the fast reply. I know that Metal Blade is the best weapon in Mega Man 2, and I guess it still translates into Brawl. xD
I guess you could say he's intentionally a bit overpowered in that respect. If I can find a proper way to balance the Neutral B, I will.
 
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