●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-