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Make Your Move 5

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phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
You main Samus, right? Or is that icon just there for show? Maybe if this Bowser was in the game, more people would main him in tourneys, instead of laughing in his face or putting him aside as a secondary or for "friends only" matches. I sometimes use Bowser, but he's by no means in my top five. This one has a chance, though, what with all of the projectiles.
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
You main Samus, right? Or is that icon just there for show? Maybe if this Bowser was in the game, more people would main him in tourneys, instead of laughing in his face or putting him aside as a secondary or for "friends only" matches. I sometimes use Bowser, but he's by no means in my top five. This one has a chance, though, what with all of the projectiles.
I use Samus for the lulz, and mainly in dittos against my friend. My actual main is Bowser, though... I guess I'm one of the more knowledgeable and known Bowser players, actually, and pretty much the only one representing Bowser in tournaments here in Vienna... so...
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
I like people who can take an underused character and use them effectively, but, like you said,you're the only one representing Bowser in your area. Doesn't that make you a liitle sad? Then again, if Koopa was added, he still technically wouldn't be the Bowser you use. Also, I guess there is the fact that since no one else plays Bowser, you have the upper hand, since your opponent would have to adjust to fighting him... Anyways, what I'm trying to say is that I think that no character should be overlooked, but Bowser mostly was. If the Brawl Bowser had been designed this way, I very much doubt that would have happened. I wasn't trying to insult Bowser players, it's just that the current one doesn't get enough attention, like this one would have.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Good job with Bowser, froggy. Much more true-to-character without going crazy with complexity. I especially like the Spikes mechanic and that lengthy Down Special.

EDIT: Bahaha, I got the top of the 100th page! Stole YOUR thunder, agi. :p

And this one, I doubt anyone will actually see this. Why would they? If you do, VM me the moveset directly beneath me.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Quick note before you begin reading the set. I'm experimenting with a new layout for the music. Instead of being lumped together at the end, each large header (the brown ones) links directly to a new song. Enjoy listening to different musics throughout the set!



The Kid (Young Boy)



Background

In the Year 200X...
On his 15th Birthday...
A child left home...
On his dangerous and epic quest...
To become The Guy!


The Kid is the main protagonist of I Wanna be the Guy, a difficult platforming game where everything tries to kill you… even the moon. Upon encountering any trap, The Kid explodes into a pile of red pixels, forcing the frustrated player to restart again… and again… and again. He shows little personality during the game; all we know about him is that he “wanna be The Guy,” for reasons undetermined. He has come into the universe of Brawl with the ability to control the myriad traps in this game, making opponents’ life far more difficult. However, since these are traps that can actually OHKO him in his actual game, The Kid takes 1.5x the damage and knockback from his own traps, giving the opponent free reign to knock him right back into the madness from whence he came…

+ A quick note before the set begins. When The Kid loses a stock, all his traps are disabled.


Height: 1

The Kid is a ridiculously small target; eye-to-eye with a Mite from the Subspace Emissary, or in more familiar terms, a Pikmin. Many moves will simply pass right over him.

Weight: 0.5

Realistically, The Kid dies upon contact with virtually anything. He’s developed a bit of resistance in his transfer over to Smash, but he’s still liable to be KOed at around 30%.

Speed: 7

The Kid only has two speeds: Run and Stop. While this doesn’t allow for a dash attack *dodges shoe* it enables him to have insane agility on the ground.

Power: 9

The Kid is here to show that he’s not simply weak… those traps really do pack a punch! Fortunately, they’re all under your control now. Make the opponent play YOUR version of IWBTG.

Traction: 10

The Kid stops on a dime. As soon as you tell him to stop moving, he does.

Jump/Second Jump: 8/5

Despite his legs only being about three inches long, The Kid has some impressive jumping ability. Also note that he can turn around in the air immediately… at the sacrifice of a BAir. *dodges second shoe*

Fall Speed: 6

The Kid has little to no air resistance, and falls like a brick.

Attack Speed: 10

95% of The Kid's moves have no lag whatsoever. However... that same 95% are traps, relying on your opponent to encounter a certain area on the map before the attack will have any effect.

Crouch: 1

The Kid has no knees to bend, instead entering an uncomfortable position in which he becomes slightly shorter due to forcibly compressing his spine.

MEGA: 7

While The Kid might not be as MEGA as Megaman, enough references in IWBTG are ripped from that series to give him a respectable MEGA stat.

Walljump: Yes

The Kid can actually jump repeatedly off of the same wall, giving him an insane recovery on some custom stages.

Wallcling: Yes

Although he can cling to the wall, he slides down at about half of his fall speed.

Misc Animations

Entry Animation



The Kid rides down on the Koopa Klown Kar, accompanied by Bowser, Wart, or Dr. Wily.

Idle Pose

The Kid bounces slightly up and down on his feet. His clueless gaze screams: “Kill me.”

Jump



The Kid points his feet downwards and looks slightly up. However, his expression never changes.

Run

The Kid’s feet move in circles, propelling him forward without any legs.

Roll

The Kid does two short jumps forward/backward, reaching a distance slightly beyond the average roll.

Dodge

The Kid closes his eyes, and moves slightly into the background. A bit similar to Mewtwo’s, perhaps.

Shield

The Kid freezes in his Idle Pose, motionless behind the shield. His shield is very useful, since he’s protected even to its smallest size.


Neutral Spec: Delicious Fruit



Animation: The Kid reaches into the ground, and digs a small hole upon first inputting move. Immediately afterwards, The Kid drops a tiny seed into the hole, and covers it back up with the dirt. Over time, this seed grows into a nondescript tree, which then sprouts up to three Delicious Fruit, which appear like giant cherries.

Properties: There's a bit of starting/ending lag to this move, about a second all accounted for. By the time a single Delicious Fruit forms, the tree poses a deadly threat. At one fruit, they can only fall downwards, triggered when an opponent walks underneath the tree. At two fruits, they can fall vertically or horizontally in either direction. Finally, at three fruit, they won’t fall at all. Rather, by pressing B again, all three fruits will fall towards the nearest opponent in a straight line, plowing through anything in their path. Of course, if you’re the closest person, they’ll go towards you, just like any other of The Kid’s traps. Delicious Fruit deal 6% damage with moderate vertical knockback each.

Side Spec: Very Small Gun




Animation: The Kid's trusty firearm. It's a very basic attack, only used in-game to kill weaker enemies and save. Upon activating the move, The Kid will fire a single yellow pellet forwards, that moves at twice his speed. It disappears at Final Destination's length.

Propeties: Although this move doesn't have much going for it in terms of power, It has absolutely NO LAG, enabling for abuse. However, bullets deal only 4%, rapidly decaying to 2%. Unfortunately, only four bullets may be on-screen at a time, but since they come out immediately this shouldn’t hamper you too much. Use it to stun opponents in the key moment before they’re hit by a trap.

Up Spec: Wuss Save


Animation: This three-part move can be difficult to pull off at times, but is well-worth the effort. Upon the first use, The Kid creates a Wuss Save (see image) at his exact location. Until you shoot it with your Very Small Gun, this serves no purpose whatsoever. Upon being shot, the Wuss Save flashes green, and your EXACT location is locked.

Properties: Using the Up Special after this will cause The Kid to warp to the position he was at at the moment the bullet hit the Wuss Save, regardless of where he was on the stage. This, while an excellent recovery, is extremely predictable and easily countered. Despite this, it'll keep opponents guessing where you'll be coming at them from next. Despite this, after successful completion of the move, a girly pink bow forms on The Kid's head, which remains for 15 seconds. Until it disappears, you cannot reuse this move. There's moderate starting lag upon execution, but The Kid has superarmor during this period, so no worries.

Down Spec: Spaghettio Shooter



Animation: This is one of Mother Brain's attacks in IWBTG. Upon use, The Kid slams his hand into the ground, and in the immediate area a nondescript steel box (half the dimensions of a stagebuilder block) forms. After five seconds, and every five afterwards, this box will shoot out a small orange disc at the nearest opponent… referred to affectionately as a Spaghettio.

Properties: The Spaghettio is a weak, slow-moving projectile. It moves at the pace of an average walk (although, through the air) in the direction it was fired, reaching approximately a Battlefield length before it disappears. Opponents caught in the path of the Spaghettio will take many flinching hits of about 1% as it passes through them, doing more damage as it passes through a bigger target; up to 12% if it passes diagonally through Bowser. One strategy is to set this up towards the edge of the stage, to make sure that the opponent will always have a Spaghettio coming towards them, although this will cut down the affected area drastically. The shooter disappears after 30 seconds, or after sufficient damage is done to it, each % point counting as another second.


Neutral A: Taking a Breather

Animation: IWBTG is a difficult game, you know? Every so often, you just have to take a break, relax. For his Neutral A, that’s what The Kid does… he stops in place. No special effects; he just stands motionless. As soon as you release A, he can move again. Yay.

Properties: Bland move is bland! This move really has no purpose other than to shoot your Very Small Gun without moving forwards. The above strategy can be useful when you’re not exactly sure where you set your traps up, so can just ward your opponents off with your Very Small Gun. The Kid can still jump, activate a grab, and use Specials while you hold A, but cannot move or use A attacks.

FTilt: Medusa Head


Animation: A dark aura forms behind The Kid, from which a Medusa Head pokes its... well... head out. As it does so, its head -slightly- nudges The Kid, turning him into solid rock. As the Medusa Head retreats, The Kid continues to slide forwards at his normal moving rate, crashing through enemies. You remain stone for 1.5 seconds, enough to move you about 3/4 Battlefield's length.

Properties: The stone effect isn't just visual... you actually have Superarmor! And a good thing, too... otherwise, this move is pretty underpowered. Only 6% with slight vertical knockback is dealt, with moderate ending lag.This move is best used to stop opponents' approaches, or to disarm accidentally-set traps.

UTilt: SPIKE

Animation: From the ground, a large, generic SPIKE quickly rises up! This SPIKE is about twice the dimensions of The Kid, coming to a point at twice his height above his head. Starting lag for this move is very low, but there is a moderate amount of ending lag. The SPIKE becomes part of the foreground, having the potential to cover The Kid up entirely, hiding him.

Properties: This is a great way to punish approaches from above. Since the SPIKE comes out so quickly, and has mostly-cancelling priority, it serves as a genuine aerial shield for The Kid. However, that’s where its liability is… it’s an AERIAL shield. Opponents firmly planted on the ground (including you) will be unaffected by the spike, for whatever reason. However, as soon as they’re knocked slightly upwards, they take the damage and knockback, 8% and moderate vertical. The Kid, however, takes 12% with med-high vertical knockback, so be careful when littering the stage with these. You can have up to four active at a time, each of which will recede after 15 seconds. If you reach 4 out at once, all of them must recede before creating new ones.

There is one special property of these spikes. If you manage to line them all up in a row, right next to eachother, they will rise up, and turn into a Spike Crawler! This newfound “friend” will seek out the nearest airborne opponent, and attempt to position itself under them, moving at a walking pace. It cannot walk off edges, however, so be careful where you set it up. The Spike Crawler crumbles apart after 30 seconds, and you cannot form any other SPIKEs until it does so.



DTilt: Trick Floor
<- Supposed to be rotating

Animation:
The Kid kneels down on the ground, and knocks on the ground directly in front of him with his gun. This process takes about .25 seconds, and looks suitably inconspicuous. After 2 seconds, however, the floor that he tapped becomes active; a potentially deadly trap. Anyone to walk over it will be flung off, with a powerful force! The floor continues to rotate for about a second after it has been activated.

Properties: Only the first opponent to walk over the floor will experience the full effect. The floor will throw opponents with the force of Pirate Ship's cannon, but this force can be DIed to allow them to go in any direction. The throw deals about 6%, and anyone to walk into the floor as it continues to rotate takes 4% with knockback similar to Melee's flipper; slightly above flinching.


FSmash: Snifit Shooter



Animation: As The Kid charges this move, a Bullet Bill cannon rises up out of the ground, directly underneath The Kid. If you manage to charge the move completely, it will appear as it does in the image above, part of the cannon still remaining underground at partial charge. Every two seconds after being formed, the cannon will shoot out a Bullet Bill, which travels forward quickly, bouncing off walls uselessly.

Properties: The Bullet Bills are strong projectiles, comparable to the pieces of Samus’s suit when they break off. 10-15% is done from each one, with moderate diagonal knockback. The cannon will remain out until it is destroyed, and you cannot form a new one with your FSmash until 10 seconds after this happens. The cannon will take a hefty 30% before being taken down, but the Shyguy can be disposed of with a mere 10%, taking the cannon down with it. Also, opponents can deactivate the Bullet Bills by jumping on them. There's decent ending lag on this move, and it will fail to form if you are attacked while charging the move.

USmash: Spike Crusher

Animation: Much like his DSmash, The Kid doesn't appear to be doing much of anything as he charges the attack, simply standing in his idle pose while flashing yellow. When the charge is released, there's a two-second grace period before the trap becomes active. Anyone stepping on the ground where The Kid was after this point will have a spiked platform come crushing down apon them from the sky/nearest ceiling in about 0.25 seconds.

Properties: It's pretty safe to say that this is the most unsuspected death in the game, and continues to be an excellent trap in Brawl. The area of activation is about the same size as Snake's DSmash, and the move can deal 20-25% with massive vertical knockback. This is a great move to link into your FThrow.

DSmash: Thriller



Animation: Just like The Kid's USmash, he has no animation for the charge phase of this move. Instead, he bounces up and down in his idle pose while flashing yellow. After the charge is released, the ground up to a certain distance away from him turns a bit... strange. Three times, the dirt in this area will begin to crumble... and a Thriller will drag itself out! It walks mindlessly back and forth, staying within the defined area. It digs itself back into the ground after reaching its starting point twice.

Properties: The area mentioned before is the only part of this move that differs depending on charge. From a C-Sticked 2-square area centered on The Kid, this will grow to Battlefield's entire length when fully charged. (If the area would extend into thin air, it's cut off. However, slopes are just fine.)Each Thriller will come out within the first 5 seconds of activating this move, and deal 7% with slight horizontal knockback to the opponent, potentially hitting them multiple times. However, The Kid takes 9% and moderate vertical knockback from his own Thriller, preventing him from taking many hits. Also, please note that you may not form another "Action zone" with your DSmash until the final Thriller recedes back into the ground.


NAir: Falling Star


Animation: Upon activating this move, nothing seems to happen, to those who don’t look closely. However, as The Kid passes through the area where he activated the move, you’ll see a small star, twinkling away. The Kid can create up to three of these little jewels at a time; any he creates after this will be duds. Now, if an opponent is to go underneath where the star is (about 2 SB blocks or less below), the star dislodges itself from the sky and falls downwards at the same pace as The Kid’s fall. When it hits the ground or falls below the barrier, a slight shattering sound is heard, like the breaking of a lightbulb.

Properties: The star itself is a rather weak attack, only dealing 6% with slight upwards knockback. However, create enough of these and you’ll have opponents dodging them directly into the real trap. This is mainly a mindgaming tool, use it often to make opponents be confused whether the star falling at them is a real one… or a fake.

FAir: Metroid

Animation: This is one of The Kid’s few non-trap moves. Slightly after activating the move, The Kid motions his arm forward, and from out of nowhere a Metroid appears! The Metroid is slightly smaller than the Assist Trophy version, fortunately for the opponents. It flies on an arc below The Kid, on a perfect circle with a 1-block radius. If it encounters an opponent directly on the head, it latches onto them for a full second, draining at their life. However, if no opponent is encountered by the time the Metroid completes a full circle (about 1.5 seconds), it flies back to The Kid, and takes a “slight” payment for being summoned, before dissolving into the wind.

Properties: Although this move has very little starting lag, you’re unable to do other attacks until the Metroid either latches onto the opponent or you, making it risky to just throw out there unless you can rely on your traps to ward off the enemies. Like the Assist Trophy version, the Metroid can be attacked, but it takes 20% to do so, and it still won’t deter the Metroid from its course. Opponents under its wrath take about 12%, with many hits of flinching knockback. If the Metroid completes its full circle back to you, it will suck out “only” 6% of your life. However, while it’s sucking your life away, your jump height is doubled due to its additional upward force, making this a useful recovery option if you forgot to set up a Wuss Save. However, also due to this property… you must hit ground before using the move again.

UAir: You Jumped into a Sword!

Animation: Taking out his frustration at being offered a weapon that actually KILLS HIM, The Kid offers the sword to his opponents in turn, shoving it straight up into the air. He hangs onto the sword for about half a second while he waits for someone to “take” it, then lets go, able to move again. The sword, however, continues to hang in the air until someone takes The Kid up on his offer.

Properties: Unless The Kid uses his UAir directly underneath the sword, withdrawing it, or someone jumps into it, the sword will remain in the air indefinitely. It has the exact properties as a Stagebuilder spike, dealing about 13% with set vertical knockback, about 2 blocks upward. Of course, The Kid takes about 20% with double the knockback if he’s so unfortunate as to encounter it… take care when throwing this move around.

DAir: Fruit Monster

Animation: When The Kid activates this move, a (hole in the wall/black aura) forms. After about a second, two red dots will flash inside this blackness, shedding light on what lies within… those dots are EYES! If the opponent goes near this hole, a pair of hands will reach out and grab them, holding them tight.

Properties: Well, so much for the fruit! Instead, when the opponent (or you, actually) is grabbed, they are subject to all The Kid’s throws! In this manner, it’s possible to knock them directly from one move into another. Place this move well; one of its best uses is to set it up it under a lip to force a Stagespike. It can also be used as an emergency recovering tactic; set it up and jump into it, throwing yourself towards the stage.


Grab: Master Claw



Animation: The Kid doesn't even have a standard grab, continuing to rely on traps. Upon activating The Kid's grab, either a tree (outdoor/nature theme) or a hole in the wall (indoor/urban theme) forms where he is, taking about 2 seconds to form completely and become active.

Properties: Anyone encountering the area around where The Kid was when the move was activated will be grabbed by Master Claw. The grab occurs quickly, and if he misses, he will grab one more time. After this, the hand retracts, and the (hole closes up)/(tree sinks back down). Only one Master Claw may be readied at a time.

Throw your opponents by either pressing Z+Direction or by activating an “A” attack, and pummel them by pressing “A” in its Neutral position. (e.g. USmash = UThrow, Nair/Standard Combo = Pummel) Keep in mind that you can be grabbed by Master Claw yourself, and can actually use this to set up a couple of moves.

Pummel: Pinch

Animation: Master Claw tightens his grip on the opponent, biting into their skin with his claws. Um… that’s about it. = \

Properties: Since you must leave the control stick in a neutral position and tap A while you use this move, it’s really not recommended… but in case you decide to use it, here’s what happens. The tightening of Master Claw’s grip deals 2-3%, taking very little time to do so. You only need to remain still when you activate the move, so you can still maintain an approach.


FThrow: Dumb Bugz


Animation: Master Claw does a convulsive movement with his hand, almost, like... a slap. The opponent is flung forward as he opens his palm to to so, and is slightly raked by his claws. They land onto a ready-and-waiting Dumb Bug, who flies forward at the rate of an average run, only stopping once he flies offscreen.

Properties: A mere 4% is done by this throw, by the claw-raking Master Claw gives the opponent. The Dumb Bug is where the heart of the attack lies. Since the opponent lands on the Bug in a tripped state, it'll take them a while to get back into commission, allowing them to be dragged into the path of traps, or allowing you to continue setting up your playground. Use this move often when you're at high %'s.

UThrow: Spring Couch

Animation: Ahh... a nice, comfy couch. However, that's not where the opponent's going with this move. Master Claw lies the opponent down gently on the ground, directly beneath the couch which just materialized. Jer.

Properties: On second thought, the opponent realizes why they weren't put down on the couch... although it's innocuous towards opponents on the ground (like where they're placed by Master Claw), if at any time they encounter it while in the air, they'll be launched up to a ridiculous height, easily being KOed at moderate %'s. They take damage at two parts during the move, 4% being lain down and 6% being launched. It may be a good idea to allow yourself to be grabbed by Master Claw, so that you can set this move up without having to rely on an opponent being captured.

DThrow: L-Block

Animation: Master Claw begins by stretching his arm up as high as it can go... then casually drops the opponent, receding back into the ground. When they hit the ground, the famous first notes of the Tetris theme play... and an L-Block appears the top of the screen! This block falls at the usual Tetris Level 3ish rate, using SB blocks as pixels, moving to the left and right to hunt down its opponent. It stops once it slams into the ground, and flashes away like it had formed a line. Periodically, the block may flip.

Properties: This is The Kid’s standard finishing move, as it is difficult to avoid without running into other traps, and deals very high damage and knockback of its own accord, 18% with powerful vertical knockback. However, the opponent has a few tricks that they can use to dodge the move’s effects. For one, the Tetris block only deals this massive knockback upon landing, dealing only 8% with moderate vertical knockback if the opponent is hit in mid-air. Also, the block has the properties of a fall-through platform, and only deals damage/knockback in the first few milliseconds upon reaching the next level. (Keeping Tetris’s gravity mechanic true to its origins.) This allows the opponents to jump THROUGH the block as it’s falling, and in this manner control where it falls to. In order to keep this from happening, try to stun them with a DTilt soon after activating the move… then get out of there, because being hit by one of your own blocks is almost a guaranteed KO on stages with short ceilings.

BThrow: Tatsumuki Senpuu Kyaku



Animation: Master Claw begins by holding his hand as far away from his main body as possible, by moving it up and forward. As the hand reaches this point, a cry of “TATSUMUKI SENPUU KYAKU!!” is heard, and Ryu, from Street Fighter, comes blasting up out of the ground, doing a spinning kick. His extended foot kicks the opponent, and they go flying backwards for quite a distance. Master Claw and Ryu then disappear back into the ground.

Properties: The opponent never saw it coming. Ryu’s kick deals a healthy 12% with moderate horizontal knockback, and has the side effect of also hitting other opponents who may be nearby, dealing 6% and low knockback away. There’s quite the area of effect on this move; it has the potential to hit the entire area under a Battlefield platform! As such, you better be far away when you activate it, as you take the full effect of the move’s target.


Animation: The Kid activates his Final Smash! And... aw, man! A system error. Now we have to reset the Wii... what the?! The box just FELL! The error message is ATTACKING! There's a couple seconds in-between activating the Final Smash and having the box fall, during which time neither The Kid or his opponents can move. The box continues to have an active hitbox until it falls all the way off the bottom of the screen.

Properties: Finally, an attack that won't hurt The Kid! The box will deal 42% with powerful diagonal knockback to any opponent it encounters as it falls, and 12% to any who happen to be in the way when it appears. The box will always form over the exact center of the screen at the same size, making it predictable. Get to the edge of the stage (zooming out the camera) in order to give the attack the greatest area of effect.


With so many trap moves, it’s no surprise that The Kid is all about stage control. Winning the match depends on you being able to set up all traps in locations such that one leads into another, and remember where you placed them all so that you don’t set off a death-trap leading to a self-destruct.

Let’s quickly categorize the traps he has at his disposal. The Grab, UTilt, DTilt, USmash, NAir, NSpec, and the DAir all require the opponent to walk/(be hit into) the area where you activated the move, and all excepting the Grab, NAir, DAir, and NSpec are invisible. The DSmash, UAir, FSmash, and DSpec all create death fields for your opponents, areas in which they’re vulnerable to high %’s, but no deal KO potential. This leaves The Kid’s FAir, FTilt, and FSpec as moves you can throw out whenever you want. So, how does a character that relies so fully on opponents blundering into their own demise function?

The first thing you want to do in any game is set up a Wuss Save. This is your trump card when it comes time to recover, as it’s guaranteed. Now, your opponent knows this just as well as you do, and thus will attempt to guard the Wuss Save when they blow you offstage. This makes the area around the Wuss Save the ideal place to set up a trap. Other hotspots include ledges (after knocking the opponent offstage, place the Wuss Save near the center in order to avoid falling into this trap), floating platforms, and random places on ramps. If you can guard these places, the battle’s already halfway won.

Now, you can’t just let your opponent stand around aimlessly. Keep them on their toes by activating moves such as your DSmash, FSmash, and DSpec. You can have all these three independently-operating minions do your dirty work while you set up for the finishing blow. Of course, it’s also possible to be hurt by them yourself. They take no sides. If one becomes simply too troublesome, give it a couple shots with your Very Small Gun to take it out, giving you a chance to regroup. The gun is also a useful way to fight from a distance; interrupt your opponent’s approach.

The Delicious Fruit deserve their own category. This is an EXTREMELY versatile move, serving as a trap, a spacing tool, and a homing device. Set the tree up in an out-of-reach area, to allow it to grow to its maximum size. Then, in a critical moment, launch all three at them. The best time to do this is if they're grabbed by Master Claw or the Fruit Monster. In this manner, you can deal a guaranteed 18% to an opponent at moderate damage.

When it comes to the kill, The Kid has a couple of tricks up his sleeve. KO moves include his DThrow, BThrow, and USmash, even his DTilt to a degree. The BThrow isn't something you need to be worried about, but the rest of the attacks can be used against you, especially the DThrow. While it's his most powerful move, you'll really need to keep the opponent distracted in order to pull it off, so barrage them with shots from the Very Small Gun to keep them from getting on top and riding it down, or herd them into one of your grabs. Another useful strategy is to allow your opponent to ride the Tetris block down… then run into the hotspot for your USmash, crashing it down on top of them.

Okay, so you’ve found yourself offstage, and you forgot to set up a Wuss Save. There are still a few options that you have to recover. If you’re going for vertical distance, then a Metroid summoned by your FAir will give you quite a bit of height, assuming no opponents are in the way. In fact, you’ll be able to pull off 2.5x what you could have recovered beforehand, due to its unique properties if it comes back to you. Just be sure to use that mid-air jump to encounter it earlier. However, if it’s horizontal distance you need, quickly use a DAir and try to stick around long enough to jump into your own grab, and then throw yourself back onto the stage with your FThrow or BThrow. Just like always, ward off edgeguarders by abusing your Very Small Gun.

Fighting against The Kid can be frustrating to even the most experienced Brawler. It’s absolutely critical to know exactly where each trap has been set up, and which ones lead into Rube Goldberg machines. If you have a counter, or a move that gives you Super Armor, use it to disarm difficult-to-avoid traps. Always keep in mind that The Kid can also be hurt by his own traps, so knock him into them if possible. Be comforted by the fact that it will only take a couple smash attacks to knock him beyond stage boundaries.

As mentioned above in the “Playing as The Kid” section, an opponent’s best strategy is to guard the Wuss Save, since it’s his guaranteed recover. If timed properly, you can negate even this “perfect” recovery, by hitting him with a Smash as he respawns. (One point here for The Kid players: It’s a better idea to place the Wuss Save above the ground, so as to avoid situations like this.) If he neglected to do even this, preventing him from getting back on stage is as simple as it is with Ness… jump into his attacks. If he sends out a Metroid, get above him to prevent him from lifting it back up. If he forms a Fruit Monster… well, don’t jump into it. Wait for him to get out of its grasp, and then continue edgeguarding. Dying at your own expense usually isn’t worth killing The Kid.



THERE YA GO, SUNDANCE​
Icon:


Taunts

Up: The Kid screams in a girly voice, “I WANNA BE THE GUY!!”

Side: Oh, no... WHO PRESSED Q? The Kid explodes into a pile of red pixels... and somehow, reassembles himself over a two-second period. The Kid is invulnerable during this time, making this a useful move to dodge final smashes and the like. However, you must wait 5 seconds to use it again.

Down: The referee from Mike Tyson's Punch Out declares The Kid the winner! Unfortunately, his opinion means nothing here.


Victory Poses

Victory Music

X: The Kid parades onto the stage, followed by other Kids. He stops about ¾ the way across the screen, directly underneath a tree of Delicious Fruit. As he stops, a Delicious Fruit will fall down, eventually killing him. (Of course, you can walk slightly to dodge the fruit, but in most cases it’s better to just let him die.)

Y: The Kid stands nonchalantly in the middle of the screen, holding The Guy’s gun pointed upwards. After about two seconds, the moon will fall out of the sky, crushing him.

Z: The Kid rides in from the side of the screen, on top of an 8-bit Link’s head. The pair stop about halfway across, and stand there for about a second until Link pokes his sword up into the air, killing The Kid. Link then proceeds to walk offstage.


Loss Pose: The Kid explodes into a pile of red pixels, just like his standard death in IWBTG.

Special Victory Pose (vs. Dracula): The Kid stands calmly off to the front of the screen in his idle pose, while Dracula screams in a high pitched voice, morphing into a... WADDLE DOO?! Where'd THAT come from?

Codec

Snake: Otacon… there’s a kid here. I’m fighting a kid… are you sure this is the right mission?
Otacon: That’s not just A kid, Snake. That’s THE Kid.
Snake: I suppose I should have come to expect this kind of nonsense by now…
Otacon: The Kid left on an epic quest to become The Guy, defeating the 8 non-Robot masters along his way. No matter what the obstacle, he has somehow managed to pull through, despite dying upon impact with virtually anything.
Snake: Wait… how would you know how easily he dies? He’s still alive, isn’t he?
Otacon: Well, yes, but… hrm. I suppose it’s difficult to explain. Anyways, he’s a master of unexpected traps, so watch your step! You’ll never know what’s about to hit you next.
Snake: *grumbling noise*

Stage: The Moon’s Wrath​


An innocent-enough looking stage, at first glance. In fact, excepting the spikes, there are only two obstacles. The Delicious Fruit (which fall up when someone gets within two SB blocks above them, having the same properties as the ones in The Kid’s Neutral B. After flying off, they respawn after 20 seconds,) and The Moon.


The Moon is a fickle obstacle, sometimes appearing and sometimes not. Any time someone lands on that little platform on the right, there’s a 1/8 chance of summoning The Moon’s Wrath. When this happens, the moon falls right out of the sky onto that area, dealing knockback/damage comparable to Snorlax. The moon rolls off to the left part of the stage, breaking land and platforms as it does so. It's assumedly out of the game... but then, it flies back up from the left side, back up to its original perch in the sky. You may notice that there's a little safe spot where it originally fell. You may also wonder why I refer to it as a safe spot.


Well, a few seconds after it ends up in the sky, it falls back again, following the same pattern as it did the first time. However, when it rolls off the left side of the screen, it stays there. After a minute, all the ground that had been destroyed flashes back into existence, and the moon can be summoned again.

Additional Music

Mike Tyson Battle Theme - Mario Bros.
Mecha-Birdo Battle Theme, Guy Industries - Shadow Moses Island
Dracula Theme - Luigi's Mansion
Dracula Theme (Castlevania IV) - Played in the room before Tabuu in SSE & Boss Battles
Green Greens - Green Greens (whodathunkit?)
Kraid Theme - Occasionally played during fight with Ridley
The Escape - Played in the SSE while escaping the Subspace factory
The Moon - Played randomly on stages with a moon in the background
Vic Viper - Played randomly during Coin Shooter
End Credits - Played after beating SSE using only The Kid for the final battle with Tabuu


Easter Egg: When The Kid falls off the bottom edge of the screen, he doesn't die like a normal person. Instead, from the closest side of the stage, a Mario Paint plane flies by, causing him to explode, while cheesy music is played.

Demonstration at 6:11
Music played (Higher Quality)

Unlock Method: KO ten opponents at 0%.


:mad088:
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Excellent set Agi, I've only skimmed it so far but I'll of course give it a much more indepth read when I review it! I love all the little references to the game you've managed to include...from my glance, nothing seems to disappoint ^_^

I'll have the review up as soon as possible, I still have two more in line ^^;
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
The Kid was a fun read. Even though I've never played the game, I have seen it on youtube, so I was able to recognise many of the attacks. The Final Smash was full of lol, as were the taunts and win animations. I also liked how he wasn;t your typical trap-character by making many of the traps dangerous to himself, adding more strategy to playing him.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Excellent set Agi, I've only skimmed it so far but I'll of course give it a much more indepth read when I review it! I love all the little references to the game you've managed to include...from my glance, nothing seems to disappoint ^_^

I'll have the review up as soon as possible, I still have two more in line ^^;
Glad it doesn't disappoint, that was the main thing I was worried about... a couple of moves I was less than proud of in there. :ohwell:

Looking forward to that review, although technically I can't request one yet, since Bubble Man hasn't been reviewed. (crs)

That is quite epic, especially the Dthrow. Well done.
Ah, the DThrow... I'd abuse that move even if it did kill me. XD

The Kid was a fun read. Even though I've never played the game, I have seen it on youtube, so I was able to recognize many of the attacks. The Final Smash was full of lol, as were the taunts and win animations. I also liked how he wasn't your typical trap-character by making many of the traps dangerous to himself, adding more strategy to playing him.
The "be hit by your own traps" part of the set really came about from trying to keep The Kid in character, since... well, they normally kill him.

Instantly.

Anyways, it's good to see that even someone who hasn't played the game can get the gist of the set. The sprites probably helped out a bit there, huh?
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
314
Heheh, I actually read this move set back when it was in that blog entry. Ice Geyser is my favorite move, I love atacks that alter the stage in some way.

The only thing I can think of that is close to being a "Mary Sue" is that you have the common trend of OC RPG characters to have every type of main elemental power in the same character (fire, wind, water, earth). However, the fact that you had the guts to make her into a cowardly main character more than makes up for any cliches she might have. So overall, this is definitley one of the better RPG OCs I've seen in a while. =D
That's a relief. Thank you.

Kira was an enjoyable read, and everything fitted in perfectly with her playstyle.
That probably doesn't sound like much of a compliment, but many movesets in MYM have moves that flat out contradict their playstyle, so its always nice to see a moveset that puts a little more thought into the process.

There are some creative combinations hidden in there (Up-Throw + Up-Air + Foreward-Smash, Up-Smash + Down-Air etc.) and her teleporting grab sounds just plain evil. The specials are all suitably defensive, other than the Neutral-B + Down-B combination for obvious reasons.

The final Smash doesn't seem long enough though. Considering everything is slowed down to 1/4 speed, 15 seconds ends up as less than 4 full speed seconds. Almost any character could avoid you for 4 seconds so it's hard to see this actually scoring KOs.
I think her Fnal Smash might be better off at 1/3 speed.
I forgot about those combos, to tell the truth. I made this set around the same time as The Three Stooges, and only recently updated it. As for the Final Smash, I've modified it based on your suggestion. Thank you.

King Koopa was awesome. Much better than Sakurai's pitiful attempt at Bowser.

@Shadow: I haven't read your new set yet, but I will later tonight.
Thank you.

I agree that the Bowser Remix was awesome. I'd have reviewed it, but I'm busy with my next set and some other things. Speaking of...

@Bowser: I really like what you've done. Bowser was never able to force an approach, and lacked reach, rendering him very weak in comparison to other characters. You've fixed that while keeping the defensive playstyle and the variety of games represented by the moves is impressive, if leaning towards SMRPG:LotSS.

@The Kid: The Kid feels just like his game, except he actually stands a chance. His traps are creatively implemented and make The Kid a great Glass Cannon style character- powerful attacks but a glass jaw. I haven't played the game myself, but I have seen enough youtube vids to know that's as close as you can get to being in-character in a The Kid moveset without making him bottom teir.

Tl;dr: Bowser & The Kid are awesome, thanks for the feed back on my set.
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Watch it, Shadow. If Spade sees you typing such slander about Bowser he'll hunt you down, knock you to the floor, and rip your bowels out with his teeth. It's painful, I assure you.

Also, The Kid is awesome. After I read that, I decided to see what it was all about, so I downloaded and played the game for a while. I now hate you. :) I've never been so frustrated in my life! Apples, zombies, Mike Tyson, Dracula, and too many other things that want to kill you! What did I ever do to the headstones to **** them off that much?!

Also, I've changed my Avatar to correspond with my upcoming Sniper Moveset.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
( May )


May is the female protagonist of the third generation of Pokemon games, as well as a major character in certain arcs of the anime. She's (supposedly) 10 years old, like a fair number of the anime's major trainers, but anyone with half a brain can tell that she's definitely not. Though she initially dislikes Pokemon and only starts training them for traveling purposes, she eventually grows to love and respect Pokemon like anyone else. Though May is competent in battle, she is actually what's known as a Pokemon Coordinator, someone who raises Pokemon for the purpose of competing in Pokemon Contests.

In Brawl, she uses three of her Pokemon from the anime, in a similar fashion of fighting to the Pokemon Trainer. May stands in the background, issuing commands to her three Pokemon, Beautifly, Glaceon, and Blaziken, who each have their own, unique moveset, each of which can be found later in this moveset. May has a few of her special techniques as a Coordinator up her sleeve as well.

May switches Pokemon via the Down Special, but isn't restricted to a specific order like the Pokemon Trainer in Brawl. Rather, unseen actions performed with Taunts allow May to predetermine the Pokemon who will switch in next. Each of May's three Pokemon is assigned a specific Taunt. The Up Taunt input will set Beautifly as the next Pokemon to switch in when the Down Special is used, and similarly, Glaceon is assigned to the Side Taunt and Blaziken is assigned to the Down Taunt.

This Taunt setting applies not only when the Down Special is used to switch, but automatically when your current Pokemon is KOed. For example, if you are currently using Beautifly, and you set Blaziken as your next Pokemon with a Down Taunt, but can't get time to use the Down Special and are KOed, May will immediately send out Blaziken to the standard respawn platform, in place of Beautifly.

If a Taunt is not used to specify the next Pokemon, it will be chosen at random. This applies to both the Down Special and the Respawn switching methods. Note that you will never respawn as the same Pokemon that got KOed. Setting your next Pokemon via the Taunt system takes virtually no time at all, and no indication is made that you've set it, meaning that each Pokemon has only one actual Taunt to perform, but helping to make switching more unpredictable for your opponent.

When selected on the Character Select Screen, you can choose which of May's Pokemon to use first in the same way you can choose Pokemon Trainer's starting Pokemon. If you don't choose any specific Pokemon, the one you start the battle with will be selected randomly for you.

( Switching )

Down Special - Switch
While each Pokemon has a few unique properties to its switching, most of the switching is uniform. As the Pokemon switching out returns to a Pokeball in May's hand, dissolving into a red blur as it does, the next Pokemon's Pokeball is thrown to the same location on the battlefield. The Pokemon switching out gains superarmor as it starts disappearing, which doesn't last very long anyway. The Pokeball May throws out will deal damage on the path it flies, though only 2% and flinching knockback. It flies on a straight trajectory to its destination. This doesn't not affect the Pokeball's path, as it flies through the opponents it hits without bouncing.

When it strikes the ground where the Pokemon is switching in, it bounces a short distance into the air (at this point, it doesn't deal damage anymore). The Pokeball then releases the Pokemon onto that spot. Here's a neat trick, though, to help you avoid being punished when switching. By default, your Pokemon will be released onto the ground at the very spot the Pokeball lands. By tilting left or right as the Pokeball opens, you can release your Pokemon about a Battlefield platform's length to either direction. By tilting up, you can release the Pokemon upward, at the peak height of their ground jump. Tilting down does nothing on solid ground, but if the switch occurs on a pass-through platform, tilting down will release the Pokemon right below the platform, which can serve as a nice technique not only for avoiding punishment, but for punishing those who attempt to punish. The Pokemon switching in becomes controllable immediately upon exiting the ball. The entire switch takes approximately two seconds. May must wait 10 seconds after switching before she can switch again.

( Pokeblocks )

When May's Pokemon perform well, she provides them with a special treat that helps them boost their performance even further! In the event that the active Pokemon is seen to perform well, May will throw one of two special types of Pokeblocks, her own recipes, that will help her Pokemon. She'll toss it to the exact area the Pokemon was at when it triggered the event, proceeding to fall to the ground if it ends up in the air. If the Pokeblock falls off the stage, then nothing happens. While other players are unable to do anything about the Pokeblock (which is about the size of a Motion Sensor Bomb), it won't take effect until one of May's Pokemon (you can switch to a different one and still nab the Pokeblock) grabs it, at which point it is promptly eaten, like the Food item. If a Pokeblock is left on the field for five seconds after May throws it, it will disappear. The following events will trigger the throwing of a Pokeblock from May:

  • Landing the first hit of the match (can only happen once)
  • Giving an opponent 50% damage without taking any damage
  • Scoring a KO
  • Breaking an opponent's shield
  • Successfully Giga Drain at least 15% damage from your opponent (Beautifly only)
  • Successfully hit your opponent with Mirror Coat (Glaceon only)
  • Successfully land a fully-charged Focus Punch (Blaziken only)

When one of these is done, May will throw one of the following Pokeblocks, which have the following effects:

  • May's Pink Surprise - This Pokeblock is a bright pink color, and when eaten, will boost your power, as well as your resistance to all knockback received, to 1.25X normal, for the next 15 seconds. A second Pink Surprise within that time frame will extend the total time to 30 seconds, as well as pushing the effect up to 1.5X. More eaten during that time will simply take effect once the 30 seconds for the previous two have passed.
  • May's Purple Surprise - Naturally, this Pokeblock comes in a vibrant purple shade. The effect of this Pokeblock will only happen once you have eaten three of them, at which point your Pokemon will deal double damage and take half knockback for the next 15 seconds. Additional Purple Surprises eaten during this time will simply count toward meeting the quota another time afterward.

Note: Eating either type of Pokeblock during the effect of the other will negate the effect of the first in favor of the second, meaning that Purple Surprises have to be eaten consecutively, with no interruptions by Pink Surprises. The probability of either type of Pokeblock being thrown is 50%. Additionally, note that these effects are not carried over when Pokemon switch out. However, Pokemon will retain their count of Purple Surprises while not battling.


( Beautifly )


Beautifly, a Butterfly Pokemon, is a Bug/Flying-type Pokemon first seen in the third generation of Pokemon. It is one of the potential final evolutions of Wurmple, the other being the Bug/Poison-type Dustox. The Pokedex describes it as a Pokemon that attacks ferociously when angered, and labels it as have a surprisingly "aggressive" nature. It's mouth, shaped like a coiled needle, is used for both pollen collection and as a weapon. According to the Pokedex, "it stabs prey with its long, narrow mouth to drain the prey's fluids." Beautifly's dominant in-game statistic is far-and-away its Special Attack, with its Attack stat also being a bit above average. Conversely, it struggles in both Defense and Special Defense, with somewhat low HP and a relatively moderate Speed stat. Its Ability, "Swarm," boosts the power of its Bug-type moves when it reaches critical HP levels.

( Stats )

Size - 5/10
Beautifly is surprisingly large for a butterfly, about the height of Mario if standing upright.

Weight - 2/10
Beautifly is a definite lightweight. He isn't knocked around as easily as the likes of Mr. Game & Watch, but he's still easy to send flying.

Power - 3/10
Beautifly's attack power is nothing impressive, as he relies more on special attacks with adverse effects for opponents.

Ground Speed - 3/10
Beautifly is an absolute slug on the ground. He dashes significantly faster than he walks or runs, but its still nothing impressive.

Air Speed - 9/10
Luckily, however, Beautifly has excellent aerial mobility, in the same vein as Jigglypuff.

Attack Speed - 5/10
Nothing special, but not a hindering statistic, by any means.

Jumps - 10/10
The air is where Beautifly excels. With a ground jump and four mid-air jumps, all of which profit Beautifly a lot of distance, this Pokemon has a strong aerial game.

Falling Speed - 1/10
Beautifly is as floaty as they come, being built for the air.

Range - 5/10
Beautifly has attacks on both ends of this spectrum. While many of his attacks are very short-ranged, a lot of them have very good ranges, balancing out to about average.

Priority - 5/10
Beautifly's physical attacks have horrible priority, but since he relies on a lot of other types of attacks as well, he scores decently in this category.

Recovery - 10/10
All those mid-air jumps combined with a good Up Special gives Beautifly a recovery that almost any character would love to have.

Crouch - 9/10
Beautifly lowers his wings to the ground beside him when he crouches, acheiving a height similar to Squirtle's when crouching.

Special - Glide
Beautifly is capable of gliding through the air like Meta Knight, Pit, and Charizard. His glide is quick, faster than any of the previously-mentioned three, but this can make it hard to control at times.

( Animations )

Standing/Idle
Beautifly stands on all four of its tiny legs, his wings up above him. Occassionally, he will flap his wings slowly or stretch them out.

Walking/Running
Beautifly walks deliberately with his puny legs, hustling more quickly in the same fashion to run.

Dashing
Beautifly glides low to the ground when dashing, somewhat similar to Charizard or Meta Knight's dash.

Jumping
For all jumps, Beautifly deliberately flaps his wings in a huge downward burst, lifting him high into the air.

Dodging
Beautifly flaps once and rushes into the background, then flaps his wings again to propel him back into the foreground. This applies to both ground and air dodges.

Shielding
Beautifly protects himself behind his bubble shield by covering his face with both wings.

( Special Attacks )

Neutral Special - Giga Drain
Beautifly stabs forward with his mouth, attempting to shove it into an opponent. The range is similar to an average grab (like Mario's). Startup lag is also similar to Mario's grab. If Beautifly connects with an opponent, he'll latch onto them and begin the Giga Drain. While latched on, every time you press the B button, you'll drain 1% damage, hurting your opponent that much while healing yourself. Essentially, you want to mash the B button as many times as you can. Meanwhile, your opponent will be mashing the A button to try to break your grip. You can also mash the A button to keep your grip, so if you can effectively mash both buttons, that's your best bet. Despite this being a grab-like attack, it can be shielded and blocked, so it's best to use this attack when your opponent is unable to block it. If the initial stab forward is blocked or misses, Beautifly suffers a lot of ending lag.
[ Variable Damage ]

Side Special - Attract
Beautifly spins around, shooting a heart about the same size as it forward. The heart hovers forward about as fast as Luigi's Fireball, for about the same distance and with comparable startup lag. If the heart hits anyone (it can be shielded, etc.), they'll be temporary immobilized, with pink hearts floating around their head. If this happens in the air, they'll float in place for the entire time they're immobilized. The immobilization lasts for one second, and cannot be escaped early through movement of the control stick or button-pressing. Ending lag after firing the heart is minimal.

Here's the catch: Attract becomes less reliable over time. After the first successful hit, its probability of successfully attracting that same target decreases to 50%, followed by 25%, 12.5%, etc. If the heart connects with an opponent, the chance of Attract working the next time will decrease, whether that time is successful or not. For example, if Beautifly uses Attract on Mario, the first time is guaranteed to work. The second time, the heart has a 50% chance of working if it connects. If if hits and fails, the heart will shatter, but the chance of it working the next time will still decrease to 25%. This is reset when the victim loses a stock, and reset for all characters when Beautifly (or another of May's Pokemon) loses a stock.
[ 0% ]

Up Special - Whirlwind
Beautifly begins spinning around rapidly, forming a small tornado around him. Fear not, this isn't a Mach Tornado clone, though the startup lag is about the same. Beautifly then moves around at the speed of a PK Thunder (Ness's speed), and while he initially travels upward, he can be curved like a PK Thunder (Lucas's turn radius) as well. Additionally, he moves about as far as a PK Thunder (Ness's distance). Essentially, Beautifly's recovery lets you control Beautifly as you would a PK Thunder, but with him moving instead of you having to aim at yourself for recovery. The tornado deals no damage, no hitstun, and flinching knockback to anyone Beautifly hits. What that means is that it serves as a high-priority interruption move, and that's it. You can whirlwind your way through just about any attack, but all it'll do is stop the attack and make your opponent flinch a bit. With that in mind, this move is primarily for recovery purposes. Beautifly enters a helpless state when the move ends.
[ 0% ]

Down Special - Switch
Beautifly's switch works like any other Pokemon, but with one distinct difference: Beautifly can switch out while airborne. This will happen just like a normal switch on the ground, but the Pokemon switching in will switch in on the ground directly below the spot where Beautifly switches out. If Beautifly tries to switch out over an area with no ground, the switch will not happen. Otherwise, all attributes are the same as May's normal switch.
[ 2% ]

( Standard Attacks )

Neutral Attack - Shed Skin
Beautifly freezes in place for about half a second, then becomes mobile again. Where this move was used remains a nearly-transparent shell of Beautifly, which will sit where it was used. This shell will crumble upon being touched by anyone (except for Beautifly), but if its hit by an attack that freezes it (Glaceon says hi) or sets it aflame (now Blaziken), it becomes useful. Note that only one of these shells may be present at a time, and creating one when there is already one will force the first to crumble immediately.

If frozen, the brittle shell becomes a glassy sculpture of a Beautifly. It's still fragile, and will break upon receiving 10% damage, but hitting it for less damage will send it flying in the knockback direction of the move that hit it at high speed, where it will deal 10% damage and weak knockback to anyone it hits. It's unaffected by gravity as it flies, but it will break upon impact if knocked toward solid ground.

If the shell is hit by any sort of flaming attack, it bursts into flame, becoming a Beautifly-sized bonfire, which sits and deals damage to all who touch it for the next 5 seconds. The damage is only 3%, with pathetic knockback, but the flames serve as an effective blockade sometimes, being fairly sizable and remaining for a decent length of time.
[ 0% or 10% or 3% ]

Forward Tilt - Spore Clap
Beautifly claps his wings together in front of him, which has startup lag similar to Mario's Forward Smash. This instantly creates a cloud of purple spores about the size of King Dedede right in front of Beautifly. Beautifly then suffers a small amount of ending lag. The cloud of spores remains there for the next 10 seconds, disappearing if a new one is created. The spores have an extremely adverse effect on any shields used within them, depleting the shield at a rate about three times the normal deterioration rate. Shields struck by an attack while within the cloud will automatically be shattered. Keep in mind that this applies to Beautifly as much as it does to Beautifly's opponents, so this move must be employed carefully.
[ 0% ]

Up Tilt - Loop De Loop
Beautifly performs a quick backflip loop, covering a decent area. The flip is performed such that if Bowser was frozen in the air right above Beautifly, Beautifly would completely encircle Bowser, but wouldn't hit him at all. The entire loop takes about half a second to perform, with minimal startup and ending lag. If Beautifly runs into anyone, he'll stop the flip, dealing 5% damage and weak knockback in the direction he's traveling upon impact. This is one of Beautifly's only direct attacking methods, mainly useful for getting opponents off of you or for dealing with approaches from above, as the trajectory of this move can make it unpredictable at times.
[ 5% ]

Down Tilt - Slick Powder
Beautifly slaps the ground with his wings, which takes about half a second. The slap releases a blue powder that settles on the surrounding ground over about a Battlefield platform's width. The powder remains for the next 10 seconds, and this move cannot be used again during that time. Using the button input will make Beautifly go through the slapping motion, but will have no effect on the ground. The area covered by the blue powder is much more slick than normal ground, increasing the probability of tripping to about a 75% chance on all actions performed. Beautifly is immune to the effect of his own powder.
[ 0% ]

Dash Attack - Flutter By
Beautifly instantly begins flying at about double his normal dashing speed, straight forward for about half the length of Battlefield's main platform. During this time, he'll avoid all attacks that would normally strike him, quickly darting into the background to avoid any attacks made on him. This attack deals no damage, and is purely for speed and evasion purposes. Note, however, that while Beautifly normally suffers virtually no ending lag, every hit avoided will add a quarter second to that ending lag. Because of this, this move is more useful for running from or brushing past an enemy than it is for approaching.
[ 0% ]

( Smash Attacks )

Forward Smash - Mega Drain
Beautifly charges up, then rushes forward in an attempt to stab his long mouth into someone. Beautifly rushes forward about as far as Wario does with his Forward Smash, and about as fast, with similar lag times. If Beautifly connects with anyone, he'll stab his needle-like mouth into them, then very quickly drain 5 - 10% damage from them, depending on charge, restoring it to his own health. This deals only enough hitstun to allow Beautifly to back away afterward, and no knockback.
[ 5 - 10% ]

Up Smash - Powder Puff
Beautifly folds his wings over his face while charging, then opens them as a cloud of red spores cover an area about half that of a Smart Bomb explosion around him. These spores remain for 3 - 5 seconds, depending on charge, and deal constant damage to those within the area, about 4% per second, with no knockback or hitstun. This move cannot be used while a previous cloud is still in effect. This is a somewhat slow move, having lag similar to Ganondorf's Up Smash.
[ Up to 20% ]

Down Smash - Bug Buzz
Beautifly braces against the ground and starts vibrating rapidly, emitting sound waves every half-second that travel out as far as a Smart Bomb's blast radius before vanishing as another is shot out. The release of this Smash Attack is key, as the release causes the current sound wave to vanish in a flash of light, dealing 10% damage and okay knockback. There is significant startup and ending lag, but note that the release hit happens instantly, and this is Beautifly's only viable KO option, though it'll still only work at very high damage percentages, around 300%.
[ 10% ]

( Aerials )

Neutral Aerial - Stun Spore
Beautifly twirls around quickly in mid-air, releasing a flurry of yellow spores around him. They cover an area similar in size to Beautifly himself, and hover there for the next 5 seconds. These spores will instantly stun opponents who touch them, like Zero Suit Samus' Paralyzer. This stun is strong, and will paralyze an opponent with no damage for an entire second, without button input from the victim. However, this move cannot be used again after one use for another 20 seconds (15 from the time the spores disappear). Beautifly's wings will briefly sparkle golden to signal that this move is usable again. There is minimal startup lag, but a moderate amount of ending lag on this move.
[ 0% ]

Forward Aerial - Silver Wind
Beautifly deliberately stretches his wings behind them, then claps them together in front of him, shooting forward a thin, silver stream of powerful wind. This stream is very thin and fast, traveling about as far as Luigi's Fireballs travel almost instantly. It deals 15% damage, with weak knockback, if it hits anyone. This is, however, a very laggy Aerial, comparable even to Ike's Forward Smash in terms of lag. This makes it difficult to aim and hit with, but it's a rewarding damage-dealer if it connects.
[ 15% ]

Backward Aerial - Cloud Powder
Beautifly shakes his wings off briefly, creating a cloud of nearly-transparent powder behind him, about the size of Bowser. This will remain for the next five seconds, and affects both Beautifly and his opponents if they go into it. Anyone caught in the cloud of powder will instantly enter a freefalling state, as if they've been footstooled, they will remain in this state until they exit the powdery cloud. Just keep in mind, when using this move, that it affects Beautifly as well. With that said, Beautifly can use this move as often as you like, without having to wait for the previous cloud to disperse. There is a moderate amount of startup and ending lag, making this comparable to the Backward Aerials of characters like Mario or Luigi. Be careful of spamming this move, though, as repeatedly using a Backward Aerial is likely to move you backward, forcing you into the effect of this cloud of powder.
[ 0% ]

Up Aerial - Acrobatics
Beautifly flies upward about the height of the lower Battlefield platforms over the main platform, then spreads his wings and flips over backward, spiraling toward the ground. This beginning to the move takes about half a second. After this, Beautifly spins rapidly as he shoots toward the ground below, dealing multi-hit damage as he goes to anyone who he hits. The hit catches well, too, so he'll drag anyone he hits down with him for a good distance, though they can DI after being caught for a period of time that will usually deal about 10% damage. Beautifly will continue to spiral downward until the button is pressed again, at which point he will spread his wings and return to an upright position, stalling in the air there for about half a second before returning to a normal, controllable condition. As he opens his wings, anyone caught receives 5% damage and weak knockback away from Beautifly. On the other hand, if Beautifly strikes the ground while spiraling down, he and anyone caught with him will all take 10% damage and collapse on the ground. Bearing in mind that Beautifly has a few healing options, though, that's not always a bad trade-off.
[ Variable Damage + 5% + 10% ]

Down Aerial - Swoop Down
Beautifly flies in a downward arc, then rises back up to the elevation he was at before using the move. Beautifly travels down about the distance covered by Mario's Super Jump Punch, only diagonal downward instead of upward, then swoops back upward, now more similar to the Super Jump Punch. Anyone Beautifly hits during this time will take 5% damage and flinching knockback. Luckily, though, this is a very fast attack, executing entirely within about half a second, with almost no startup lag. There is, however, a fair amount of ending lag, during which Beautifly will drop a short distance while stopping. This limits the recovery potential of this move, but it can still be somewhat useful for recovering.
[ 5% ]

Glide Attack - Gust
Beautifly's attack when gliding is a quick forward thrust of his wings, resulting in a powerful burst of air being shot forward. The burst covers an area similar to Lucario's Force Palm, dealing 8% damage and weak knockback. This happens very quickly, but leaves Beautifly in a helpless state.
[ 8% ]

( Throws )

Grab - Latch On
Beautifly leaps forward low to the ground, covering a distance similar to Olimar's red Pikmin when pushes forward. Anyone he hits during this time will be grabbed. If he misses, he crashes to the ground, giving this considerable ending lag.

Pummel - Absorb
Beautifly stabs his mouth into his opponent and drains 1% from them, healing the same amount in the process. This is a slow pummel, but it's worth it at many times for the healing effect.
[ 1% ]

Forward Throw - Leech
Beautifly stabs his mouth deep into his opponent, then begins draining some of their fluids. About a second later, Beautifly releases, having dealt no damage. However, the victim is now weak, and is unable to dash or mid-air jump for the next five seconds. Make use of that time to land a good hit or switch to the next Pokemon safely! This throw isn't especially fast, but it's not too slow either.
[ 0% ]

Backward Throw - Dizzy Spin
Beautifly flies in a small circle, carrying his opponent with him. He'll continue this until his opponent breaks his grip. The longer they spin for, the more damage they take, roughly 3% per second. This is a fast throw to start, but it does suffer a considerable amount of ending lag after the grip is broken.
[ Variable Damage ]

Up Throw - Carried Away
Beautifly flies upward, attempting to carry his opponent upward with him...but they're a little too heavy! After he makes it up about the distance of a single jump (which takes about half a second), he drops his victim, rocketing upward as they tumble back to the ground. As they hit, they take 8% damage and collapse on the ground. Beautifly ends up about the height of two jumps above the ground, but with all his mid-air jumps still available. This Throw is pretty good for dealing damage while taking to the air, making it a decent option at all times.
[ 8% ]

Down Throw - Sweet Intoxication
Beautifly blows a pink powder all over his opponent, then releases them. This is a fast Throw, with a fun effect that will take some getting used to for opponents. For the next ten seconds, many of their controls will be switched. The Attack and Special buttons will work reversed (in other words, press A to do Special attacks and vice versa), and likewise the Jump and Shield buttons are switched, and the Grab and Taunt buttons. This is a very frustrating effect for most opponents, but beware of using it too much, as they can get used to it and practically negate the entire effect of this attack.
[ 0% ]

( Glaceon )


Glaceon, a Fresh Snow Pokemon, bears the Ice type. It is one of Eevee's new evolutions as of Pokemon's fourth generation. Glaceon's Pokedex entry states that among its defensive tactics lies the ability to completely freeze its fur, making its hair stand upright like sharp, icy needles. Glaceon excels in the Special Attack stat, and is also strong in both defensive stats. On the downside, it's regular Attack is weak, and its Speed and HP are only average. Glaceon's Ability is "Snow Cloak," which raises its evasive abilities during hailstorms.

( Stats )

Size - 4/10
Glaceon isn't big, but he's not too small, either. He stands roughly Ivysaur's width, with a little extra height due to having longer legs.

Weight - 5/10
Glaceon has a very average weight, not being overly easy to send flying or combo.

Power - 5/10
Glaceon's power is moderate, having only a couple of good finishers, but plenty of worthwhile damaging attacks.

Ground Speed - 7/10
Glaceon walks and runs at a moderate speed, but has a good dash that covers distance fairly quickly.

Air Speed - 3/10
Unfortunately, Glaceon isn't so proficient in the air, being a quadriped more situated for the ground.

Attack Speed - 4/10
Glaceon's attacks aren't always fast, but neither are they painfully slow.

Jumps - 4/10
Glaceon doesn't have superb jumps, but they're not crippling. His ground jump is better than his mid-air one, but neither is stellar.

Falling Speed - 5/10
Glaceon falls at a moderate speed. Because of this, he can have a decent air game, but only if he can find a way to get airborne.

Range - 6/10
Glaceon's icy attacks often lend themselves to having decent range, helping greatly with his spacing game.

Priority - 7/10
Disjointed hitboxes formed by ice help Glaceon have pretty good priority most of the time.

Recovery - 4/10
Glaceon struggles to recover from very far distances, but can get by most of the time.

Crouch - 5/10
Glaceon lowers his head, bending his front legs low to the ground, but keeps his hind legs straight, such that his rear is still raised almost to full height. This easily ducks under attacks that don't reach far back enough to hit the rear, but won't dodge most others.

( Animations )

Standing/Idle
Glaceon stands on all four legs, occassionally shaking itself like a wet dog. When it does so, small snowflakes that don't affect gameplay will fall from its coat, landing on the ground briefly before melting.

Walking/Running
Glaceon walks along cautiously, and runs at a brisk, but playful, pace.

Dashing
Glaceon dashes quickly, his head leaned forward, legs flying.

Jumping
Glaceon pushes off the ground with all four legs, leaning upward. For his mid-air jump, Glaceon pumps all four legs as if attempting to run in mid-air.

Dodging
Glaceon sidestep-dodges by quickly ducking down to the side, then stands upright again. For rolling dodges, Glaceon does just that: leaps into the background and rolls on his side until he has to stand up. For air-dodges, Glaceon leans backward, as if onto his hind legs, into the background.

Shielding
Glaceon shields by bracing his feet on the ground, with his ears lowered and his head ducked down.

( Special Attacks )

Neutral Special - Ice Shard
Glaceon fires an icicle about the size of Link (sideways, of course) forward. It travels at a moderate speed, about as fast as Mario dashes, until it goes offscreen or hits someone. However, Glaceon is unable to move again until the move is complete. On the upside, if the icicle hits anyone, it shatters into a million pieces, that scatter in every direction, essentially making an icy explosion about the size of Bowser, which lasts for about half a second and deals multi-hit damage that can reach up to 20%. Keep in mind, though, that missing with this move is very bad, as Glaceon will be wide open for attacks until the icicle hits a wall or goes offscreen. There is minimal startup lag, and minimal ending lag after the icicle shatters as well. Also, bearing in mind that Glaceon can't move while the icicle shoots forward, be wary of using this over a ledge...
[ Up to 20% ]

Side Special - Mirror Coat
A metallic blue crest of energy appears in front of Glaceon, about as tall as Mario. This lasts for about a second and won't do anything unless a projectile strikes it. If hit by a projectile, the Mirror Coat crest will cancel the projectile and shoot forward at a very fast speed, covering a distance about half that of Final Destination almost instantly. This deals only 4% damage and weak knockback, but is very good at protecting against projectile spammers, as it has almost no startup or ending lag. Unfortunately, Glaceon can still be hit by all non-projectile attacks during that full second that Glaceon holds the Mirror Coat.
[ 4% ]

Up Special - Icy Wind
Glaceon pauses in mid-air for about as long as Lucario before Extremespeed, then rides a chilly wind in the direction of choice. He only goes about as far as Mario does with his Super Jump Punch, but will freeze anyone he strikes on the way, dealing no damage or knockback, but encasing them in ice for a decent length of time. Unfortunately, as he freezes them, he also stops moving, entering a helpless state early. Because of this, Glaceon's recovery is a fairly weak one, but this move serves a good purpose when not recovering to make up for it.
[ 0% ]

Down Special - Switch
When Glaceon switches out, it encases the surrounding area in ice beforehand. The ice block is about the size of Bowser. As the next Pokemon switches in, it shatters, damaging anyone nearby for 5% damage and set knockback about the distance that Fox's Fire Fox travels, diagonally away. This is perfect for giving the next Pokemon breathing room as they switch in, making the switch from Glaceon to another Pokemon one of the easiest to perform safely.
[ 2% + 5% ]

( Standard Attacks )

Neutral Attack - Hail
Glaceon crouches down a bit as the area around him about King Dedede's size begins swirling with chunks of hail. These deal 1% damage per second, with no knockback or hitstun, to anyone within the area, and the hail won't stop until Glaceon leaves the affected area. However, aside from the damage, this serves a much more useful purpose. The hail has a 50% chance of making any attack made on Glaceon miss. It's a risky move to employ with a purpose, but can often get you out of tough spots, as the execution time is nearly zero. Manage to pull this attack off while an opponent's hounding you, and you just may save yourself a devastating hit. Just be ready to punish!
[ Variable Damage ]

Forward Tilt - Frostbite
Glaceon snaps his jaw shut directly in front of him. This is a quick move, but has a terrible range, as the bite has to connect for the move to proceed. If Glaceon succeeds in biting the opponent, they'll take 10% damage and flinching knockback. Beyond that, icy snowflakes will flake off of them everywhere they go for the next five seconds, spitting in every direction as far as the Superspicy Curry's flames go. This move isn't great in one-on-one battles, but you can use this to set one opponent as a damage-dealer for the others in free-for-all matches!
[ 10% ]

Up Tilt - Powder Snow
Glaceon turns upward and begins blowing snow. The snow travels as far as a Fire Flower's flame, but upward, and can be held as long as you like. However, like Bowser or Charizard with their Neutral Specials, the stream of cold snow gets smaller over time, trickling down to nothing after about three seconds of use. If the snow does hit anyone, it deals multi-hit damage, and traps opponents well for further hits, potentially dealing a lot of damage. However, note that it will eventually leave Glaceon vulnerable, with the opponent right next to him, so this move should be used carefully. There is moderate startup and ending lag on this move.
[ Variable Damage ]

Down Tilt - Freeze Frame
Glaceon briefly pulses with a bright blue energy. This has some startup and ending lag, comparable to the Forward Smash of Bowser, and the brightest point in the blue flash is the only hitbox for this move, covering an area similar to a Party Ball. Anyone who touches this hitbox is instantly frozen, taking 10% damage to go with it, although they won't receive any knockback. This eliminates any KO potential for this attack, but does allow you to follow up with more hits.
[ 10% ]

Dash Attack - Quick Attack
Glaceon leaps into the air, still low to the ground, and suddenly moves as fast as Fox during a Fox Illusion, for about the same distance. There is some warning to this attack as Glaceon hops up, and it only deals 5% damage and flinching knockback if it hits, but it has a very high priority and will go through almost any attack. Unfortunately, Glaceon suffers significant ending lag after the attack, making it highly punishable if predicted.
[ 5% ]

( Smash Attacks )

Forward Smash - Ice Fang
Glaceon clamps down hard in front of him with his jaw, this being a powerful move with a small hitbox. It's also rather laggy, but is one of Glaceon's only potential KO moves. The bite deals 10 - 18% damage, with moderately high knockback, depending on charge, but with a twist. Charging to halfway will cause this move to deal 18% damage, it jumping back to 10% and rising again for the second half of the charge time. However, if the move is charged past halfway, it's guaranteed to also freeze anyone it hits. In other words, the damage resets to the lowest amount at halfway, but the freezing effect is added, and you can charge it again from there.
[ 10 - 18% ]

Up Smash - Ice Spire
Glaceon stomps the ground in front of him with both feet, causing a large icicle to shoot out of the ground directly in front of him. This icicle is sharp, and deals 14 - 22% damage to anyone it hits while rising, with moderate upward knockback. The icicle is about as tall as Ganondorf, and remains there until it takes 15% damage, at which point it will shatter. It acts as a wall against all kinds of attacks until it breaks, and Glaceon can create up to three of them at a time. This is a slow move, comparable to Ike's Up Smash in lag times, making it somewhat difficult to use for attacking, but it serves as a very effective defender and as an excellent obstacle-creation move, making approaches difficult for your opponents, as the tip of the icicle will still deal 3% damage and flinching knockback to anyone who touches it.
[ 14 - 22% + 3% ]

Down Smash - Fur Freeze
Glaceon's fur stands straight up, taking on an icy glint as it does. Depending on the charge time, he remains like this for the next 3 - 5 seconds, becoming a high priority hitbox. However, the hitbox that Glaceon is does not deal damage, knockback, or cause hitstun. Rather, it only serves as a means of canceling out other attacks, and it will cancel out a lot of them. This move has a lot of startup and ending lag, but the defensive power of it is very rewarding, especially since Glaceon can use other moves while his fur is frozen. It should be noted, however, that he's unable to dash with his fur encased in ice, and his jumps become slightly weaker.
[ 0% ]

( Aerials )

Neutral Aerial - Blizzard
This is essentially the aerial version of Glaceon's Neutral Attack, Hail. Blizzard, however, is a bit more powerful, dealing 5% damage per second to anyone in it. It still decreases Glaceon's chance of being hit to 50%, but the fact that you won't be able to stay in the area for nearly as long makes it less useful in that regard. Like Hail, Blizzard is executed very quickly, with virtually no lag on either side of it. However, it can't be spammed in the air, only being useable once per time going airborne until touching the ground again.
[ Variable Damage ]

Forward Aerial - Chill Wind
Glaceon blows a puff of light blue wind forward, covering an area about the size of a Fire Flower's flames briefly. Anyone touched by this move's very brief hitbox will be frozen for exactly one second, dropping freely as they are, before breaking free. It does no damage, but is an effective gimping tool offstage. Startup and ending lag are comparable to Mario's Forward Aerial, and as stated before, the hitbox is very brief, so this move can easily be dodged, though forcing an opponent to dodge when they're over the edge isn't always a bad thing, either.
[ 0% ]

Backward Aerial - Ice Block
Glaceon whips around and blows a burst of icy wind that forms a solid block, roughly the size of a Party Ball, though square-shaped. The block remains there for about half a second, then proceeds to fall directly downward, at a speed similar to Fox's falling speed. Anyone it hits will take 10% damage and flinching knockback as it drops past them. The block has 25% damage of "health," breaking after it takes that much damage. Connection with a player will damage the block for 10% as well, and it takes 15% from impact with the ground. For this reason, Glaceon can use this as either an offensive or a defensive tactic. There is quite a bit of startup and ending lag, making this a rather laggy aerial. Glaceon is unable to use this move again until the previous block of ice has been destroyed.
[ 10% ]

Up Aerial - Flurry
Glaceon curls up into a ball, then spreads out as icy chunks fly up in a wide arc over his head. They cover a full semi-circle over him, shooting out quickly and covering distance about half of what Fox goes with his Fire Fox attack. These icy chunks deal only 5% damage and flinching knockback, but have surprisingly high priority. This move has a rather long startup time, but almost no ending lag, letting Glaceon move even during the time the ice is shooting upward.
[ 5% ]

Down Aerial - Avalanche
Glaceon begins falling more slowly and spins in a tight circle, slowly accumulating snow around him. After about a second of this, the snow falls downward off of him haphazardly, and Glaceon becomes controllable again immediately. The snow falls at about Mario's falling speed, and if it hits anyone on the way down, they'll be coated in it, causing their jumps (including Up Specials, etc.) to be weaker until they shake the snow off. Luckily for them, the snow isn't too hard to shake off, but this can be a useful move for gimping opponents by shortening their jumps for a short time.
[ 0% ]

( Throws )

Grab - Bite
Glaceon lunges forward, about the distance of a Battlefield platform. If he strikes anyone while lunging, he will bite them hard. This grab executes surprisingly fast, and the bite actually deals 3% damage, even without a Pummel or Throw. Coupled with this grab's range, Glaceon has an unexpectedly powerful grab game. Note, however, that Glaceon will suffer a lot of ending lag if he misses with his grab.
[ 3% ]

Pummel - Thrash
Glaceon thrashes around with his opponent gripped firmly in his teeth. He will randomly perform this for an amount of time between 0.25 seconds and 1.5 seconds, dealing 1% damage every quarter second. You're unable to control the amount of time Glaceon goes for, however, so this is a somewhat risky Pummel, often allowing enemies to break free while Glaceon is thrashing around. If this happens, Glaceon will continue thrashing around, despite the enemy being free, allowing Glaceon to be easily punished.
[ 1 - 6% ]

Forward Throw - Ice Beam
Glaceon leans back for a moment, then slams his front legs to the ground as he unleashes an Ice Beam from his mouth, which had previously been gripping his opponent. This shoots them forward a set distance about half the length of Battlefield, dealing 8% damage, and has a 10% chance of freezing them as well. This is one of Glaceon's best options for pushing opponents over the edge so that he can proceed to try and gimp their recovery. This is a somewhat slow Throw, but often a very useful one.
[ 8% ]

Backward Throw - Frenzy
Glaceon thrashes about like he does in his Pummel. Visually, this is exactly the same. Additionally, your opponent's controller will shake like they were taking damage, when actually...they're not! That's the only indication that this Throw is being used instead of the Pummel: your opponent's damage meter will not rise. They are still able to break your grip during this attack, which lasts for a full second. In fact, that's exactly what you want them to do! If Glaceon completes the Throw without input from your opponent's controller, he'll release your opponent, who will have taken no damage. However, if your opponent mistakes this for the Pummel, and tries to break free, they most often will, which frustrates Glaceon a lot. The infuriated Glaceon will then proceed to lunge at your opponent, scoring 10% damage and decent diagonal knockback as he collides with them. There is little lag if the move completes, but if your opponent breaks free, Glaceon suffers more after the tackle, having to calm down a little bit before proceeding.
[ 0% or 10% ]

Up Throw - Snowflake Shot
Glaceon backflips into the air a short distance, still gripping his unlucky victim. As he reaches the peak of the flip, he releases them, firing a whirling snowflake about the width of a Battlefield platform underneath them. The snowflake will rise about as fast as Jigglypuff falls, and your opponent will have to jump to get off of it. However, since they're spinning around, they'll invariably jump sideways, though which side depends on where they're currently at on the quick-spinning flake. After this, they enter a helpless state. This is an excellent Throw for setting up aerial attacks, as it forces your opponent to be helpless in the air for at least a short time. Unfortunately, this Throw deals no damage on its own, but it is very quick to make up for that.
[ 0% ]

Down Throw - Ice Box
Glaceon slams his opponent to the ground, then proceeds to blast them with an icy puff of air. The air condenses into a cube-shaped mass, right around the victim! They're unable to move outside of it, but they can still use attacks from within. They'll have to deal 50% damage to the box before they can get out of it. Luckily for them, they're invulnerable to attacks from inside the box as well, and the Throw deals no damage. Any fire attacks that strike the ice box will instantly melt it, dealing double the normal damage to the victim inside, and any attacks employing spores or powders will stick to the box, instantly taking effect once it's broken. This attack is a great one to use while switching, as it keeps your opponent at bay and you can use the ice box to punish your opponent if they can't break out before you complete the switch.
[ 0% ]

( Blaziken )


Blaziken, aptly-named as a Blaze Pokemon, is the third and final evolution of the starter Pokemon Torchic. Like Combusken (the evolution separating the two), Blaziken possesses both the Fire and Fighting types. The Pokedex emphasizes its skills at martial arts-like combat, and the ability is has to produce flames from its wrists to envelope its punches. Additionally, its legs are said to be powerful enough to let it clear a 30-story building in one leap. Blaziken excels in the Attack and Special Attack stats, also having relatively high HP and Speed stats. On the defensive, however, it isn't so powerful. Its Ability, called "Blaze," increases the strength of Fire-type moves in a pinch.

( Stats )

Size - 8/10
Blaziken stands about as tall as Captain Falcon, though a tad bit wider.

Weight - 7/10
Blaziken can take hits pretty well, but not forever.

Power - 8/10
Blaziken packs a pretty solid punch if you start landing hits with him.

Ground Speed - 7/10
Blaziken walks, runs, and dashes at speeds above average. In particular, his dash is notably fast.

Air Speed - 5/10
Blaziken is decent at getting around in the air, but can't boast anything here.

Attack Speed - 4/10
Blaziken has his fast and his slow attacks, with a few more slow than fast ones.

Jumps - 8/10
Blaziken has a very powerful first jump, being practically the best in the game. His mid-air jump is only mediocre, however.

Falling Speed - 7/10
Blaziken falls somewhat quickly, but not as fast as fastfallers like Fox and Sheik.

Range - 2/10
Blaziken has few attacks that reach beyond the length of his arms or legs.

Priority - 3/10
Blaziken suffers from strangely bad priority, considering the apparent power of his moves.

Recovery - 6/10
Blaziken has a great vertical recovery in his Up Special, and some horizontal from his Side Special, but the awful priority of both moves keeps him from having the score he might have in this category.

Crouch - 3/10
Blaziken bends down onto one knee, not decreasing his height be as much as one would usually like.

( Animations )

Standing/Idle
Blaziken stands upright, occassionally flexing his arms or stomping lightly on the ground.

Walking/Running
Blaziken walks and runs briskly, as if in a hurry.

Dashing
Blaziken dashes in long strides, swinging his arms as he goes.

Jumping
Blaziken pushes off the ground hard with both feet, turning his face upward as he does. He performs a flip for his mid-air jump.

Dodging
Blaziken sidestep-dodges by quickly ducking off to the side, like Captain Falcon or Samus. He rolls similarly to Captain Falcon as well, and air-dodges by throwing his torso back the same way as well.

Shielding
Blaziken braces with one foot in front of the other, both fists clenched in front of his face, behind the standard bubble shield.

( Special Attacks )

Neutral Special - Flare Blitz
Blaziken suddenly bursts into flames and rushes forward, about half the distance of a Fox Illusion. He does this at a normal running speed, having only a small amount of startup lag. If he connects with an opponent, the opponent will take 18% and moderate upward knockback. In addition, Blaziken will take 6% damage, and similar upward knockback. This is a quick move, and somewhat powerful, but it shouldn't be used for KOs, due to the fact that Blaziken takes the same knockback as whoever he hits, no matter his own damage. Of course, this can sometimes be used for Blazicides off the top of the screen, if that's the route you're trying to take. If Blaziken doesn't hit anyone, he'll suffer considerably long ending lag as his flames go out.
[ 18% ]

Side Special - Blaze Kick
Blaze Kick rockets Blaziken sideways, with his foot extended, dealing 12% damage and moderate horizontal knockback to anyone hit. He moves about as far as Falcon Kick moves Captain Falcon on the ground, at a similar speed. However, Blaze Kick has about twice the startup and ending lag as a Falcon kick. This move, unlike Falcon Kick, can be useful for recovery, as it moves Blaziken horizontally even in the air. Note, however, that it can only be used once each time you enter the air. Blaziken will not regain the ability to use an airborne Blaze Kick until touching solid ground again. Either way, this attack is easily canceled by other moves, having a strangely bad priority.
[ 12% ]

Up Special - Sky Uppercut
Blaziken pauses where he is for about one second, building up energy, then rockets upward with a fist extended. This is punishable during the long startup time, but is a powerful attack and recovery, moving upward as high as Sonic's Spring Jump, at about the same speed, and dealing 12% damage with fairly high upward knockback at the same time to anyone he touches. This leaves Blaziken helpless after the attack. Unfortunately, despite its recovery and offensive options, this attack has a strangely low priority, and is beaten out by almost any other attack.
[ 12% ]

Down Special - Switch
When Blaziken switches out, he emits a quick burst of flame that will set anyone touching him aflame. They'll be on fire for five seconds after the next Pokemon switches out. They won't normally take any damage, but ice attacks from Glaceon or powder/spore attacks from Beautifly will have some exciting effects. Hitting someone who's on fire with an ice attack will melt the ice and put out the fire, dealing 10% damage, with no knockback or hitstun, and drenching them in loads of water. Watered-down opponents lose their mid-air jumps and can't dash for the next 10 seconds, giving you more free reign to set up attacks how you want. Spores and powders from Beautifly will explode on contact with the flames, erupting in a powerful burst that deals 15% damage and high diagonal knockback instantly. This also puts out the flames.
[ 2% + 15% ]

( Standard Attacks )

Neutral Attack - Slash
Blaziken performs a single swipe forward with one claw, covering an area similar to the first strike of Bowser's Neutral Attack. This slash deals 10% damage and pretty good diagonal knockback, but is actually among Blaziken's slower moves, not executing very quickly. This can serve as a decent KO option, but its relative slowness compared to most Neutral Attacks can make it difficult to use, it having lag similar to Bowser's Forward Smash.
[ 10% ]

Forward Tilt - Fire Punch
Blaziken winds up a fist and punches forward. As his arm reaches the point where it's fully outstretched, flames burst from his wrist. This is what may be considered the "sweetspot" of this move. Blaziken's arm reaches only as far as Sonic's during his Forward Smash, having a similar startup and ending lag to that move (when not charged at all) as well. The majority of the punch deals 5% damage and weak knockback, but the burst of flame deals 14% and good horizontal knockback. The sweetspot of this move is one of Blaziken's highest-priority attacks.
[ 5% or 14% ]

Up Tilt - Volcano Arc
Blaziken performs a backflip, his foot being the hitbox for this move. It's a somewhat awkward hitbox, since the area under Blaziken's foot as he backflips is completely untouched, but it's a powerful move if used right. Only the upper semicircle formed by Blaziken's foot is a hitbox, as the foot catches fire for this part of the move. The flaming foot deals 10% damage and decent knockback, directly away from Blaziken. After the flip, the path traveled by the foot remains aflame for the next two seconds, burning anyone who touches it for 3% damage and light knockback. Use this as a defensive option as well as an attacking one if you can, as Blaziken has relatively few defenders.
[ 10% + 3% ]

Down Tilt - Flame Pulse
Blaziken glows a bright red color very briefly, signaling the use of this move. No other indication is given, and this happens within about a quarter second. The area surrounding Blaziken, for about a Battlefield platform's width in total, is now prepared to erupt if an opponent touches it. This move will fail unless that area is empty when the move is used, however, so it can only serve as a trap move. If an opponent steps on that area, flames will burst up, dealing 10% damage and decent upward knockback. Unfortunately, the downside of this move is that Blaziken cannot exit the area where the flames are, or the trap will desist. Try to quickly pull of this move when your opponent isn't looking, perhaps after you've given them a knock off the edge that they're likely to make it back from. That, or you might try taunting them from inside the affected area. Just beward of aerial approaches, as opponents who can hit you and force you to leave the ground for even a split second will negate the trap and gain the upper hand.
[ 10% ]

Dash Attack - Quick Attack
Blaziken's Quick Attack is somewhat different from Glaceon's. Blaziken begins rushing at about double his normal running speed, becoming a high-priority hitbox as he goes. He runs about half the length of Battlefield's main platform like this, before suffering a somewhat long ending lag. Luckily, there is virtually no startup lag, and the move can be difficult to see happening, as Blaziken makes no indication of the move except to move at double speed. Anyone he hits with this hitbox will receive 5% damage, absolutely no knockback, and a lot of hitstun. For this reason, this move can often be used as a fly-by setup move for more powerful moves, especially if you hit someone near the end of the Quick Attack.
[ 5% ]

( Smash Attacks )

Forward Smash - Focus Punch
Blaziken glows a deeper and deeper shade of red as he charges this move, then unleashes a powerful punch, with his fist surrounded by a seething red energy. This move has a very specific, small hitbox, at a range about where the fireball of Mario's Forward Smash is, but deals a powerful 14 - 26% damage, with okay knockback at anything less than full charge and great knockback if it connects at full charge. Its startup and ending lag are similar to Mario's Forward Smash, but the charging time is about three times as long. Luckily, you can use the Down Smash to fix that problem...
[ 14 - 26% ]

Up Smash - Overheat
Blaziken bursts into flames, covering an area similar to a Blast Box's explosion. The explosion deals 12 - 22% damage, and the startup and ending lag for this move are moderate, comparable to the Up Smash of characters like Mario or Luigi. Unfortunately, after being used once, this attack will be completely unusable until a Down Smash has been fully charged.
[ 12 - 22% ]

Down Smash - Focus Energy
This Smash is meant to be used in conjunction with the others, as a supplemental Smash Attack. Fully charging a Down Smash will cause a burst of glowing energy to pulse into Blaziken from the surrounding area. This heals the burnout from Overheat and instantly brings Focus Punch to full charge. It will only do one of these, however, each time the Down Smash is fully charged, and Overheat always takes priority over Focus Punch. Focus Punch will retain its three second charging time after a Focus Energy is put into it, but no matter what time it is released at, it will deal 26% damage with great knockback. If a Down Smash is released before reaching full charge, nothing will happen. This move has virtually no startup or ending lag.
[ 0% ]

( Aerials )

Neutral Aerial - Ember
Blaziken quickly shudders, shaking off a few small embers in random directions. Five of them fly out, about as far as Ness' PK Fire spark does, dealing 4% damage and flinching knockback to anyone they contact. This move can be reliable, due to the random nature of the embers' trajectory, but it comes out lightning quick, having little lag on either end. This isn't a very good option for Blaziken outside of protecting yourself from impending hits, as this will cancel out most approaching moves.
[ 4% ]

Forward Aerial - Brave Bird
Blaziken pauses in mid-air, as flames envelope his frame. After one second, he rushes down at a 45 degree angle in front of him. He does this for about as far as a Fire Fox attack could move in that direction, at about the same speed, dealing damage as he goes. Anyone he hits will take 15% damage and decent knockback in the direction Blaziken is moving. Additionally, Blaziken takes 5% damage from impact with his opponents, and he enters a helpless state when the move finishes. This can be a powerful gimping tool, but reckless use of it will only cause Blaziken to KO himself. This is yet another of Blaziken's moves to suffer from a surprisingly low priority.
[ 15% ]

Backward Aerial - Reversal Kick
Blaziken leans backward, looking over his shoulder. This actually functions as an aerial counter-attack, so he won't do anything beyond this unless he's hit. If he isn't hit, he'll enter a temporary helpless state for about one second after the counter time (which is about as long as that of Marth's Counter). If he is hit, Blaziken will whip around backward, delivering a powerful kick with both of his legs. This reaches a decent distance, and deals 20% damage, with good horizontal knockback. If it is successful, Blaziken enters a normal helpless state afterward, until he hits the ground. It's important to note that this attack does not retaliate in the direction of the attack that hits Blaziken like Marth's or Ike's counter, always kicking to the back. In fact, if Blaziken is hit in the front while looking back, he'll take double damage and knockback from the attack that hits him, so don't be careless with this move.
[ 20% ]

Up Aerial - Double Kick
Blaziken turns sideways and spins, kicking above him twice, once with each leg. The kicks reach a fair distance upward, and don't have much time in between them. The first kick deals 8% damage and flinching knockback, while the second deals 10% damage with good upward knockback. Unfortunately, this move is difficult to land, because of it's very long startup lag, similar to Ike's Forward Smash. There is minimal ending lag, luckily, to prevent failed attempts from being too punishable.
[ 8% + 10% ]

Down Aerial - Meteor Crash
Blaziken engulfs himself in a sphere of flames about the size of Bowser, then turns downward and begins diving downward. He starts off moving slow, about half of Jigglypuff's falling speed, but picks up speed as he goes, making this move unpredictable at times. Anyone he hits will be dealt 10% damage and relatively weak knockback. When he hits the ground, the flames burst outward, covering about twice the distance they had before, and now dealing 18% damage and great diagonal knockback. Blaziken will not stop diving until he strikes ground, so be careful not to use this over an edge. The finale of this move is powerful, but it suffers from a lot of startup and ending lag, and once again, Blaziken suffers a terrible priority with this move.
[ 10% + 18% ]

( Throws )

Grab - Lift
Blaziken attempts to lift his opponenet up by their neck (or an acceptable substitute). This has limited range, but is a difficult grab to break out of. It executes at a rather average speed.

Pummel - Roundhouse Kick
Blaziken briefly lets go of his opponent and spins around, delivering a powerful roundhouse kick to their gut. He then grabs them again before the kick can send them flying. This is a painfully slow Pummel, but it deals an impressive 5% damage with each hit.
[ 5% ]

Forward Throw - Flame Dash
Blaziken releases his grip on his opponent, enveloping himself in flames as he does. He then dashes straight through his opponent, about half the distance covered by Fox Illusion. This knocks his opponent into the air about the height of the highest Battlefield platform, and deals 8% damage. The set knockback and low damage of this move make it Blaziken's weakest Throw, but it occurs much faster than the others.
[ 8% ]

Backward Throw - Blind Eye
Blaziken tosses his opponent to the ground, dealing only 2% damage. As they get up, he runs past them, and as they reach a standing position again, he delivers a sharp kick behind him, without looking. This sends the opponent skidding along the ground backward, usually about half the length of Battlefield, though they'll stop at ledges, and gives them an additional 10% damage. This is a slow Throw, but an entertaining one and a relatively powerful one.
[ 2% + 10% ]

Up Throw - Firestorm
Blaziken tosses his opponent upward, as he lights them on fire. The fire will deal 2% damage per second, for 3 seconds. After three seconds (6% damage), the affected character will explode, having a blast radius similar to a Blast Box. This won't affect the character on fire or Blaziken, but will deal 12% damage and good knockback to other characters within range of the attack. For this reason, this Throw is really only much good in free-for-all matches. Note that the explosion will count as a hit from the character lit on fire if it KOs, so be careful about using this Throw too much. This Throw is of a moderate speed, not especially fast or slow.
[ 6%, 12% ]

Down Throw - Rapid Kick
Blaziken tosses his opponent to the ground, then proceeds to deliver a series of kicks to them, whirling around in the air as he alternates which foot is kicking. This deals about 4% damage per second, and won't stop until the opponent breaks the grip of the "grab," at which point they will roll away backward automatically. Because of this, if you're going to use this Throw, it's best to use it as soon as you grab your opponent, to maximize damage. This Throw isn't very slow, but it's not terribly fast either.
[ Variable Damage ]

- - - - -


( Final Smash )

Final Smash - Pokeblock Party
May reaches in her bag and pulls out a whole bunch of Pokeblocks, which she scatters all over the field of battle. She'll throw exactly five each of Pink and Purple, to random locations on the ground, so make use of whichever you feel like. In addition, you'll be invincible for 15 seconds, so you can have boosted attack power during that first period of time. Note that these Pokeblocks won't disappear until a full minute has passed from the time they're thrown, so you can still have boosted stats even after your invincibility wears off.
[ 0% ]

( Taunts and Victory Poses )

Beautifly's Taunt
Beautifly spins around with its wings curled in close, then stops and spreads them, crying, "Beauuuuutiflyyyyy!"

Glaceon's Taunt
Glaceon strikes a battle-ready pose, like a threatened dog, growling ferociously, "Glaaaaaa..."

Blaziken's Taunt
Blaziken punches his fists together, as flames spew from both wrists. He mutters a barely-audible "Blaze, Blaze..." as he does this.

Beautifly's Victory - A Joyous Butterfly
Beautifly and May appear in the victory area, with Beautifly happily flying circles around May's head. May watches for a few rounds, then laughs and smiles, looking toward the camera. Beautifly continues flying in circles indefinitely.

Glaceon's Victory - Fighting Spirit
Glaceon stands at May's side, hunched over and growling softly. As May kneels down and begins to stroke Glaceon's head, the Ice Pokemon visibly calms down, finally beginning to rub its head against May after a few seconds.

Blaziken's Victory - Firm and Undaunted
Blaziken stands resolutely, as May runs up to hug her Pokemon. May hits Blaziken full force with a giant hug, but Blaziken still simply stands there, looking ahead as if nothing could draw its focus away from whatever it's looking out for.

( Playstyle )

Strategy 1 - Beginner Trainer
Given the wide variety of ways May and her Pokemon can be played, there are a lot of strategies and playstyles that can be formed. Here's a basic one for those who haven't yet settled into another one comfortably. Start off with Beautifly, using your various spore/powder moves to frustrate your opponent while employing Mega and Giga Drain to try to keep your damage low. If things go well as Beautifly, switch to Blaziken for the KO. If you can feel the tables turning in your opponent's favor, switch to Glaceon. Glaceon's defensive options will keep you safer while you still try to rack up damage for a KO. Still, if you're a beginner, it's best that you use Blaziken for that KO, so just use Glaceon as a way to change your character, making things (hopefully) a bit more difficult for your opponent, and to gain more weight than Beautifly carries. After the KO, switch back to Beautifly if that went well before. Otherwise, try to switch constantly between Glaceon and Beautifly, mainly to keep your opponent(s) guessing.

Strategy 2 - Solo Pokemon
So you're not very comfortable switching Pokemon? In that case, it's heavily recommended that you stick to Blaziken, as he's the only one with much potential to score KOs. In the hands of an experienced player, Glaceon can also be a worthwhile solo Pokemon, mainly through use of Ice Beam (F-Throw) to push opponents over the edge and attacks like Avalanche (D-Air) to keep them there. With Blaziken, use attacks like the Rapid Kick (D-Throw) to rack up damage, then use a Quick Attack (DA) to stop your opponents before delivering the knockout blow--Focus Punch (F-Smash) or Sky Uppercut (U-Spec, notably more difficult to use) is recommended. Blaziken's self-damaging moves (N-Spec and F-Air) are also powerful tools to use, but due to their nature, should be used cautiously, as overuse will make you predictable and give you a fair amount of damage yourself.

Strategy 3 - Fire and Ice
You can form a pretty good dual-Pokemon strategy if you just cut Beautifly out of the equation. One stock, let Glaceon rack up most of the damage, defensively, then switch to Blaziken for the KO. For the next stock, keep Blaziken out to deal damage, then use Glaceon for a KO, usually through gimping. Blaziken makes an excellent damage-racker through means of attacks like Flare Blitz (N-Spec) and Rapid Kick (D-Throw), and once you get past his low priority, is a very strong character no matter how you look at it. Glaceon adds a little (sp)ice to the equation, keeping your opponent on their toes and forcing them to cope with two separate strategies at different times.

Strategy 4 - Tri Attack
All right. Now you're ready to tackle this match full force, with all three Pokemon at their finest. Things get tricky now, with a lot of switching in and out for all the Pokemon, so don't get confused. Start with Beautifly, the same way you did for the Beginner Trainer strategy. In a similar fashion, provide a huge nuisance for your opponent, dealing what damage you can, for as long as you're comfortable. Now, near a ledge (so that you can only be approached from one side very well), use Shed Skin (NA), followed by a short-hopped Stun Spore (N-Air) to protect the brittle shell Beautifly leaves. Any other powders you can get pulled off in the surrounding area only add to the confusion you'll force on your opponent.

Now, quickly switch to Glaceon, being careful not to come out on top of Beautifly's leftover shell. As quickly as possible, freeze the shell with Hail (NA) or Freeze Frame (D-Tilt). Now you need to hit that icy sculpture toward your opponent, with an attack that won't deal 10% damage. A good recommendation is an Icy Wind (U-Spec) angled horizontally, pushing that icy projectile directly along the ground. If you can land that hit, you're one step closer to winning. Now, it's time to get defensive. Like with Beautifly, you'll be annoying your opponent now, though with a different style, one that's a little more treacherous and less flat-out annoying. There's no reason you can't try to land attacks like Frostbite (F-Tilt) or Ice Fang (F-Smash), but your focus will probably be on defensive attacks like Ice Block (B-Air), Ice Spire (U-Smash), and Fur Freeze (D-Smash). When you're done what damage you can here, lay a couple of those standing blockades like the Ice Spire or the Ice Block, and get ready to switch.

Now that you're working with Blaziken, all you need to worry about is landing a KO. Blaziken can burn through all the frozen traps you left behind, while they'll still provide defense if you need it from your opponent. Glaceon's defensive style may have encouraged your opponent to play aggressively, in which case you may very well be able to end things early with a well-placed Reversal Kick (B-Air). Otherwise, use attacks like Blaze Kick (S-Spec) and Flame Pulse (D-Tilt) to toy with your opponents before you go in for the KO with a Focus Punch or Sky Uppercut. Blaziken's KO options are many, so feel free to work around your own style.

Once you've landed that KO, feel free to switch back to Beautifly and repeat the process. Or maybe you'd like to stay as Blaziken and do some damage with him until you're KOed, rinsing and repeating after that. The options are many with May and her Pokemon. Don't forget about those key moves that score you Pokeblocks either. That's Giga Drain for Beautifly, Mirror Coat for Glaceon, and Focus Punch for Blaziken. Implement those into your strategy for best results!

( Alternate Colors )







THERE YA GO, SUNDANCE!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Have yet to give a detailed read to both of the above sets (probably won't happen, to be painfully honest), but skimming May (Beautifly looks... well, beautiful), I note that you're no longer putting the damage percents at the end of each move, Kibble! Why is that? I always thought that was brilliant of you, and really made your sets even more readable than they'd otherwise be.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Have yet to give a detailed read to both of the above sets (probably won't happen, to be painfully honest), but skimming May (Beautifly looks... well, beautiful), I note that you're no longer putting the damage percents at the end of each move, Kibble! Why is that? I always thought that was brilliant of you, and really made your sets even more readable than they'd otherwise be.
I still intend to do that, usually. It's just...this moveset had so many [ 0% ]s and [ Variable Damage ]s, I didn't know that it'd be very helpful. Should I put them in? It won't take long, if you think it helps.

EDIT: I put them back in. :) For the record, though, don't chalk that one up to my brilliance. I started doing that way back when off of a suggestion from Mendez. Dang, I miss that guy... :(
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Yeah, I really miss those damage percents. I read May first, since I gravitate toward Pokemon movesets for some reason (sorry Agi, I'll get to The Kid and eveybody else's movesets when I play catch-up soon).

May was very cool, a very much improved Pokemon Trainer. The switching mechanic and moves are very convenient and useful. Each individual Pokemon was distinct and had creative moves, even some made to interact with the other Pokemon, which was a nice touch.
Poor Skitty, why don't you like her?
I liked all of them pretty much! Most of their tilts even did damage! Oh, I forgot to mention the whole Pokeblock thing, which was also a nice touch and a good bit of characterization for May. The only thing that really underwhelmed me in the moveset was the Final Smash. I was hoping for something epic like SSH:U, but it's not a big deal. :psycho:

Great job with May, yet another inspiring Pokemon moveset! :bee:
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
EDIT: I put them back in. :) For the record, though, don't chalk that one up to my brilliance. I started doing that way back when off of a suggestion from Mendez. Dang, I miss that guy... :(
Aw, man, I agree. Mendez was pretty dang awesome. Moreover, his organization served as a starting point for my Kawasaki-era organization, which now half of MYM uses. Yeah, I recall him putting those damage %s at the end of his attacks in Deoxys, now that I think about it...

I gave the moveset another skim, and noted two things that make me very very happy: the stats and animations are detailed (!) and the specials are at the beginning!!! Good to see you switched sides, Kibble. :cool:

Sorry about sort of ignoring The Kid, agi. For what it's worth, I think that you basically captured the essence of the little dude by making him obscenely light and vulnerable to the traps that hound him in his own game.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
May was very cool, a very much improved Pokemon Trainer. The switching mechanic and moves are very convenient and useful. Each individual Pokemon was distinct and had creative moves, even some made to interact with the other Pokemon, which was a nice touch.
Glad you liked it, Fil! The switching mechanic was the first thing I thought up, since I always get so tired of Brawl's PT's forced order. I originally hadn't intended to make moves that interracted with the other Pokemon, but Beautifly's NA screamed at me to do it, and then I found myself doing it a few more times. :p

I liked all of them pretty much! Most of their tilts even did damage!
Lol, that was intentional. I decided to try to make the Tilts damaging, especially for Glaceon and Blaziken. Beautifly only had one, but then, Beautifly didn't have many damaging attacks at all. :laugh:

Glad it seemed to pay off a bit.

Oh, I forgot to mention the whole Pokeblock thing, which was also a nice touch and a good bit of characterization for May.
Yeah, I really felt like that took a backseat to everything else. Heck, even I forgot about it a few times, so I'm glad to hear that it's at least a little appreciated.

The only thing that really underwhelmed me in the moveset was the Final Smash. I was hoping for something epic like SSH:U, but it's not a big deal. :psycho:
I won't lie; the Final Smash was the hardest thing in the moveset to work out. I wanted to use all three Pokemon somehow, but everything felt too contrived there. Then I toyed with the idea of a third, even more powerful Pokeblock. (Just ask MT about May's Yellow Surprise. That idea shot itself down pretty quickly, for somewhat obvious reasons.) Eventually, I had to settle for what you see there. Even I'm a little disappointed with it, to be honest. :ohwell:

Great job with May, yet another inspiring Pokemon moveset! :bee:
:bee:

Well, I only skimmed it, so I don't know if this was in there, but does Stamina apply, like the Pokemon Trainer? Also, I'm liking Glaceon. Me likey range over power.
I didn't say it did or didn't, but I'll say now: May's Pokemon don't suffer from decreasing Stamina like Pokemon Trainer's. (I always thought that was kind of stupid, anyway.)

Hehe, glad Glaceon's sticking out as a favorite. (In all honesty, I had the most fun writing Glaceon, as I have a heavy bias toward Water/Ice Pokemon.)

I gave the moveset another skim, and noted two things that make me very very happy: the stats and animations are detailed (!) and the specials are at the beginning!!! Good to see you switched sides, Kibble. :cool:
I only did it because I got the suggestions. I may be stubborn, but I'm not stupid. If it's what you guys all want, it's what you'll get. :laugh:


Comments on The Kid

All right, so I had intended to get through more of IWBTG before reading the Kid, but I couldn't help myself. So now for some comments. I'm loving all these traps. Playing the Kid would be seriously gratifying just to frustrate your opponent with all these. I really love his method of grabbing, wasn't expecting that, and the Up Special is another favorite technique of mine. You've really captured the essence of IWBTG and the Kid, Agi. A very awesome moveset, and definitely my favorite of yours thus far! :)
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
@The Kid: The Kid feels just like his game, except he actually stands a chance. His traps are creatively implemented and make The Kid a great Glass Cannon style character- powerful attacks but a glass jaw. I haven't played the game myself, but I have seen enough youtube vids to know that's as close as you can get to being in-character in a The Kid moveset without making him bottom tier.
That's about what I was shooting for; transferring the essence of IWBTG into Brawl. :p

Also, The Kid is awesome. After I read that, I decided to see what it was all about, so I downloaded and played the game for a while. I now hate you. :) I've never been so frustrated in my life! Apples, zombies, Mike Tyson, Dracula, and too many other things that want to kill you! What did I ever do to the headstones to **** them off that much?!
XD

Good luck with that game; you haven't even got to the hard parts yet.

The Kid > May.

THAT IS ALL.
(h)

Yeah, I really miss those damage percents. I read May first, since I gravitate toward Pokemon movesets for some reason (sorry Agi, I'll get to The Kid and eveybody else's movesets when I play catch-up soon).
No biggie. I can wait for your commentary later. :bee:

Sorry about sort of ignoring The Kid, agi. For what it's worth, I think that you basically captured the essence of the little dude by making him obscenely light and vulnerable to the traps that hound him in his own game.
See above comment. :p

Comments on The Kid

All right, so I had intended to get through more of IWBTG before reading the Kid, but I couldn't help myself. So now for some comments. I'm loving all these traps. Playing the Kid would be seriously gratifying just to frustrate your opponent with all these. I really love his method of grabbing, wasn't expecting that, and the Up Special is another favorite technique of mine. You've really captured the essence of IWBTG and the Kid, Agi. A very awesome moveset, and definitely my favorite of yours thus far! :)
Too much for you, huh? :chuckle:

Frustrating the opponent was my main goal with The Kid, each second was intended to be as painful as possible for the opponent. That's where moves like the NAir came from; continuing to mess with their mind. "ARGH IS THIS A TRAP OR NOT?! :mad:"

I'd have to say incorporating the Wuss Save was another priority in writing the set. Since he's so light, easily KOed, I figured he needed a fool-proof method of getting back on the stage.

Your favorite set of mine so far, huh...?

I keep hearing that, aiming for that ceiling. =P

Also... I'll try to get some commentary up for May, but I'm not really a fan of multi-character sets.
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Yeah, May is pretty awesome, especially since she doesn't suffer from the whole Stamina crap. Also, I feel sorry for you about the finals, Tanookie. If I miss another day(which isn't likely since I've only got two days left), I'll have to take them too.
*Goes back to Hagiri and waiting for someone to post something*
 
D

Deleted member

Guest
As I said in the chatroom just now, I'm enjoying a short return before I am once again off on revision / relaxing time - not to say MYM isn't relaxing, it's just a massive time vaccuum, moreso even than IGN. Take it as a compliment.

So anyways, I'm glad to see this is now past one-hundred pages with many decent movesets I have still yet to read, as well as MW and MT's SMs for when I finally finish Raiden. Please, come to the chat soon if you read this so can we can talk. Hopefully I'll be back in full swing in a couple of weeks when things are less hectic.

Ciao. :chuckle:
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Haven't gotton around to checking out the sets. At glance May looks nice and the Kid seems like a great character for people who love to mess with other people. Overall nice sets.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
I liked the May set.
Wow, gidgit, what a wonderful insight and feedback on the great aspects of May's moveset. You really top fillip and the others in their bland comments.

Clap, clap, clap.

On the other hand, May is an excellent moveset, far better than Sakurai's pitiful attempt. Although you picked my lesser favorite Pokemon of May's (where the **** is Skitty?!?!), it was excellent nonetheless. The Pokeblock mechanic is GENIUS.

Also, Blaziken is not a Falcon clone. That's something we WOULD expect from Sakurai.

THE PROSECUTION RESTS.

PS: I checked your linkup space, and...

HOLY **** YOU'RE DOING STEVEN STONE, WOOD MAN, AND WRATH!!!!!!!!!!!!!1111!!!1

Happy Khold is happy.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Yeah, May is pretty awesome, especially since she doesn't suffer from the whole Stamina crap.
Thanks, PC. (Can I call you that?)

Wow...Bowser Remix, The Kid and May have all left me speechless. Excellent work.
:)

Haven't gotton around to checking out the sets. At glance May looks nice and the Kid seems like a great character for people who love to mess with other people. Overall nice sets.
Thankee, Slash.

I liked the May set.
Thank you.

Wow, gidgit, what a wonderful insight and feedback on the great aspects of May's moveset. You really top fillip and the others in their bland comments.

Clap, clap, clap.
In Gidgit's defense...he's not the only one. Most of the commentary I've gotten on May, while positive, has failed to make me feel very good about the moveset. :ohwell:

On the other hand, May is an excellent moveset, far better than Sakurai's pitiful attempt. Although you picked my lesser favorite Pokemon of May's (where the **** is Skitty?!?!), it was excellent nonetheless. The Pokeblock mechanic is GENIUS.
Glad you liked it, Khold. The Pokeblock mechanic, I felt was kind of necessary, since May is a coordinator, and not a battling trainer by nature. Skitty...
I don't like Skitty at all. Sorry. : (

Also, Blaziken is not a Falcon clone. That's something we WOULD expect from Sakurai.
The only things tempting to clone on Blaziken were Blaze Kick (which I did include and semi-clone) and the Knee of Justice (Blaziken's picture just screams for it, but I resisted).

THE PROSECUTION RESTS.
*Awaits the sentence* :lick:

PS: I checked your linkup space, and...

HOLY **** YOU'RE DOING STEVEN STONE, WOOD MAN, AND WRATH!!!!!!!!!!!!!1111!!!1

Happy Khold is happy.
Lol, all joint movesets, too. *Focuses on my joint 'set plans for Khold*
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
I liked the May set.

(h)

But srsly, I did. The Purple Surprise thing seems a bit useless, the chances of it working is quite low, since you have to eat them consecutively. They seem hard enough to get anyways, why not just make them work even after using a Pink Surprise? The Final Smash is pretty dull too. :| But it really was a great set, one of my favorites.

@The Kid: ...

That set was reeeaaaly awesome, so much so that I decided to try the game out.

:( :( :(

What did I ever do to Link?:mad::mad::mad:

But yeah, that game is painful.

But the Kid is my favorite set of yours so far by a looong ways.

P.S: Mike Tyson's a *****.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
Aw, don't feel bad Kibs.

I LOVED how you implemented Avalanche on Glaceon. It was compleltey differnt from the in-game attack while remaining very fitting to the move, and its Brawl effect was awesome in its own right. Why hasn't a snow move ever actually involved collecting snow on enemies before?

Yeah, I felt the need to praise an individual move, but that's because it stood out so much to me. =D
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
I liked the May set.

(h)

But srsly, I did. The Purple Surprise thing seems a bit useless, the chances of it working is quite low, since you have to eat them consecutively. They seem hard enough to get anyways, why not just make them work even after using a Pink Surprise? The Final Smash is pretty dull too. :| But it really was a great set, one of my favorites.
I won't lie; I was a bit disappointed with how both of the things you mentioned turned out. Like I said before, the Final Smash especially wasn't a favorite of mine. Purple vs. Pink Surprises, I think would just differ for different players. Some might be willing to push for the added boost for Purple, while some would prefer to take everything that they can get with the Pink. Naturally, Purple is hard to acheive in short 1v1 matches, but in free-for-alls or longer matches, I think it's feasible enough.

Aw, don't feel bad Kibs.

I LOVED how you implemented Avalanche on Glaceon. It was compleltey differnt from the in-game attack while remaining very fitting to the move, and its Brawl effect was awesome in its own right. Why hasn't a snow move ever actually involved collecting snow on enemies before?

Yeah, I felt the need to praise an individual move, but that's because it stood out so much to me. =D
:bee:

It's not so much that I feel bad as I think, "Man, nobody's really reading the moveset." That's just what "At a glance..." comments and things like "I really liked [moveset]" do to me. I've been guilty of giving them myself on occassion, so I'm sure it's just karma. :ohwell:

Honestly, I had no idea how Avalanche worked in the actual games, since I haven't played a 4th-generation game. Funny, I usually look up moves I'm not familiar with to work them in, but...I guess I forgot to check that one. Lol, go figure it ended up being a favorite. :p
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
Just wanted to share my first idea for Metal Man's up tilt:

Up Tilt Pendulum
Metal Man makes a motion towards the ground, in an animation surprisingly similar to Snake's Down Smash (uncharged), with similar lag. However, instead of planting a mine in the ground, he summons a Pendulum Press from Mega Man 5! The spiked ball part (assuming you looked at the image) is more or less the size of Kirby, while both the chain and the ball together are around Marth's height, lying down. The ball starts out on whiever side you are facing when you perform the move. The chain is completely rigid, unlike the one in the Side Special. Oddly enough, this trap type move does not move on its own, but rather moves when hit by other attacks, resembling a checkpoint from Green Hill Zone (It even stays out for the same amount of time!). The speed at which the pendulum will move is determined by the power of the attack, as is the damage and knockback. Foes hit by the press in motion receive twice the knockback of the original attack, but only half the damage. The chain is not a hitbox for this move.

An interesting property is that the ball will only budge when it is dealt any sort of upwards knockback, and doesn't move at all when faced with downwards knockback. It can be fun to use this as an upside-down punching bag, as you can volley the spiky ball back in forth with different attacks with another character on the opposite side. This trap can be destroyed with the "kill switch". What's more, if there is a ceiling within a Pikachu's height above you, Metal Man will instead fix the pendulum to the ceiling, where it behaves exactly the same except for the spiked ball, which hangs straight down by default.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911


ALPHONSE

"It's true, I don't have a body, but I'm here. This is my punishment for setting foot on holy ground where mortals are forbidden."

BACKGROUND

Alphonse is the co-star of the popular Full Metal Alchemist anime and manga, sharing the spotlight with his brother Edward. When Ed and Al were but young children, their father left them and their mother died off. As they grew up, they began to learn alchemy together to try to bring their mother back, but something went horribly wrong, and Alphonse got his soul bound to a suit of armor, losing his human body.

Ever since, Ed and Al have sworn to never again perform human alchemy and only seek to return Al to his human body. . .But this is easier said then done. To accomplish such a feat, they need the power of the philosopher’s stone and thus seek it out for the duration of the series. Naturally, there are plenty of other people who want it for their own various evil needs, such as the homunculi (A.K.A. the seven deadly sins) who serve as the main antagonists of the series.

While stuck in his inhuman body, Alphonse cannot mature, stuck as a child in a giant’s form. This makes Al somewhat of a gentle giant and he cares deeply for his brother, but he’s not to be underestimated, having powerful alchemy that’s quite the force to be reckoned with, and is extremely determined to get back to his original form.

STATS

Size: 9.5/10
Alphonse is as tall as Ganondorf and nearly as wide as Bowser, so he gets no favors here.

Weight: 7.5/10
While he is a hulking suit of armor, he’s hollow, preventing him from being as heavy as some other characters.

Walking Speed: 5/10
Nothing notable either way.

Running Speed: 6/10
This is actually quite good for a character of Alphonse’s size. Alphonse doesn’t experience fatigue in his armor body, allowing him to constantly run his fastest.

Traction: 1.5/10
Despite having been in his great hulking body for a considerable time, he still hasn’t gotten all that used to it, being quite clumsy. Alphonse’s sliding as he turns about rivals that of even Luigi.

Power: 7/10
Alphonse has a decent amount of moves with KO potential and some above average knockback moves, though he also has a decent amount of pitifully weak moves, more then the usual power character.

Attack Speed: 6/10
Wait. He’s strong AND fast?

Range: 8/10
Alphonse’s melee attacks generally have at least average range, if not above average, and Alphonse has many great stage control options allowing him to attack any point on-stage from any other point.

Priority: 8/10
Is there any thing this guy can’t do? Al has lots of disjointed hitboxes and moves with grab priority, his other moves being around average, regularly going above average though occasionally going below average.

First Jump: 5/10
Nothing notable.

Second Jump: 3.5/10
This is pretty bad.

Fall Speed: 7/10
Typical fall speed for his size and weight.

Aerial DI: 2/10
Alphonse has a horrible air game, it pretty much only being used to support his ground game, giving him stage control.

Recovery: 7/10
Wha? How’s he have a good recovery if his other aerial categories are so terrible?!? Alphonse has a perfect recovery at times, but if all his transmutation circles get used up (Details later), he can’t recover. Still, it’ll be a good while before all of them get used up. After seeing how Alphonse has everything in his favor statistics wise, you’re probably thinking he screams broken, but he has a mechanic restricting him considerably, and without it set up his options are extremely limited. Read on for details.

Crouch: 2/10
Horrible. This makes Ganondorf’s crouch look good. At least it’s good for teabagging like the king of evil’s, no?

Crawl: None
Hover: None
Wall jump: None
Wall cling: None
Glide: None

ANIMATIONS

Standard Pose
Alphonse stands tall, arms at his sides, fists clenched.

Idle Pose
Al looks from side to side, re-adjusting his helmet if he currently has it on. If he doesn’t have it on, he feels around for it as if he’s just realizing it’s not there.

Walking
Alphonse slugs forward in a robotic fashion.

Running
Al walks more casually in a more humanoid manner.

Dashing
Al pumps his arms as he runs like Ganondorf, though the pumping is considerably more exaggerated, Al looking frantic as he runs about.

Crouching
Alphonse gets on both knees, not bending down his upper torso at all.

First Jump
Fairly standard as Alphonse bends down slightly then leaps up. Somewhat laggy for a jump.

Second Jump
Alphonse does a motion like Ganondorf’s dair as he gains some more height.

Shield
Al blocks himself with his arms as the bubble shield forms. Very standard.

Spot Dodge
Alphonse leaps into the background, spinning about as he does so which causes him to face the opposite direction he was initially, then leaps back onto the battlefield, spinning again to face the direction he was initially. This happens faster then it sounds.

Roll
Alphonse is too big to literally roll all that well, and thus just slides along the ground in the direction you input while in a defensive stance, similar to King Dedede’s roll.

Air Dodge
Alphonse spins about a lot as he goes into the background then leans forward back into the battlefield.

Asleep
The burning lights in the eyes slits of Alphonse’s helmet go out as his body goes limp, standing in place.

Dizzy
Alphonse holds his head as he stutters about dizzily. If he doesn’t have his head, he’ll be feeling around for it like in his idle pose.

MOVESET

SPECIALS

Down Special – Transmutation Circle



Alphonse starts drawing a transmutation circle into the ground with his finger, bending down to do so. The whole process of this move takes around 1.5 seconds, making it quite laggy, but you can cancel the move in a fashion just like the charging of DK/Samus’ neutral B. However; to continue drawing the transmutation circle you must use the down special at the same location as you used it previously. The transmutation circles are around the width of Bowser along the ground and last forever, and Alphonse can make as many circles as he wants. This move does nothing on it’s own, but Alphonse revolves around this move, as he needs transmutation circles to perform many of his moves. All circles Al has out vanish upon him losing a stock.

If you use the down special when you’re already on top of a transmutation circle, Alphonse bends down and touches the circle briefly with little lag. This seems to also do nothing, but when you use moves that target no transmutation circle in particular, Alphonse will target the most recent one you created by default. If you bend down and touch a particular circle though, Alphonse will use that circle when he next uses one of those moves, assuming he doesn’t create another circle before then. Simple technique, but vital to mastering Alphonse.

On the only scrolling stage worth playing competetively, Delfino Plaza, any transmutation circles Al has on the moving platform will go down into the ground of Delfino Plaza as the platform goes into the ground, and visa versa when the platform comes out of the ground. This also applies for all obstacles Alphonse can create. It works in a similar fashion on Halberd. This keeps Al viable on all tourney-worthy scrolling stages.

Neutral Special - Transmute
Alphonse reaches both hands down to the ground quickly. This move is somewhat situational, as it requires both a item and a transmutation circle, although when you’re trying to figure out what it does you won’t be punished for using it as it has zero lag when doing next to nothing.

If Alphonse activates a transmutation circle with an item on it the move has slight lag and will destroy the circle, but then the item will transform into another item around the same power level as the one currently out. This is best used on items which are about to expire or you’re bad at using, although a rather notable use of the move is that dragoon pieces will turn into smash balls.

Lovely. A move with no use in competetive play. Wrong. If Al takes off his head with his fsmash, he can use it as an item to transmute with this move, although it’s a pretty big sacrifice (You’ll see why later.). Upon transmuting his helmet, it’ll turn into a metal box, this being pretty much the only instance where the transmutation circle WON’T be used up. You can either use the box, or you can continue the transmutation process by transmuting the box again, this time the circle expiring. Upon being transmuted, the metal box will turn into a duplicate of Alphonse. The suit of armor has 50 stamina, seemingly having no use besides being a wall. Al can only have one out at a time and it will vanish upon Al losing a stock.

Surely that fine craftsmanship has more of a use then a meat shield, no? But of course! If you use your neutral special in front of a suit of armor, Al draws a transmutation circle onto it, able to leave it then come back and resume it like circles he draws on the ground with his down special. After drawing a circle on the armor, Al can use his neutral special against next to the suit of armor with very little lag to activate it, transmuting his soul into the suit of armor.

So what can you do in your newly created body? It still has 50 stamina, but damage you take won’t be given to your main percentage and knockback this new suit of armor takes is treated as if it was hit at 0%. Once you’ve gotten this far into the move, you can use your neutral special to switch from body to body, Al’s soul coming out from one suit of armor and flying into the other at the speed of Sonic’s run. Be careful, though, as any damage the soul takes will be tripled and added to Al’s percentage as it flies about. The main use of this is to suicide without penalty, although the amount of setting up this takes keeps it far from broken. The idle suit of armor is still perfectly capable of taking damage despite being immune to knockback, to boot, so you can’t go too far from your other body.

Side Special – Suit Stuffer
Alphonse takes off his helmet, then tries to grab the foe (This counts as a standard grab) with lag and range double that of Koopa Klaw’s. The lag of the move is reduced to Koopa Klaw’s if Al doesn’t have his head on due to his fsmash due to not having to take off and put on his head, making this much more usable at that time. Should Alphonse grab anyone successfully, he’ll stuff them inside himself, there being plenty of room due to him being an empty suit of armor. Al can also grab items with this move and store them inside himself, never to be seen again, essentially like the Neutral specials of Wario, Dedede, and Kirby, although like those moves he’ll take 5% damage if he puts an explosive inside himself.

Once the foe is inside, they will have limited control over Al’s movements. If Al’s percent is notably lower then his victim’s, then all they’ll be able to do is slow him down slightly, but if the gap is smaller enemies will be able to slow him down quite considerably. If Al has more damage then his enemy, then control of Alphonse shifts to the “victim”, and all Alphonse can do is slow THEIR movement, indicated by Al shouting “Get out!”. The player in control can use the side special again to take off Al’s helmet and shake violently to force the victim out for no damage/knockback. If the foe inside Al is not in control, they can mash buttons to rack up Al’s damage at about a rate of 5% per second. Al has no means of harming foes inside of him, them taking no damage from any attacks due to Al being a shield.

Should you gain control of Al while inside his armor, considering yourself very lucky, as he has no means of damaging you. You can destroy all his circles with his ftilt or uair and anything else he has set up and hop off the edge, then exit the armor with side special and get back to the stage while Alphonse is left with no form of recovery (His up special requires circles). It’s even more juicy in doubles/FFAs, as you can use him as your puppet and hop out via side special when he’s about to die, the player in control of Alphonse getting credit for the KOs.

Foes larger then Alphonse such as Bowser cannot be stuffed into him. In addition, smaller foes will have a harder time controlling Alphonse while ones which are larger yet still fit inside Al’s armor will have more control. For example, Ganondorf would be in control of Al while still having 20% more then him, but Meta Knight would have to have 30% less then Alphonse to control him.

Up Special – Teleportation Alchemy
Alphonse claps his hands together in mid-air, then re-appears on his currently set transmutation circle. This essentially gives Alphonse an infinite recovery. Can you say broken? Not exactly, as upon using this the transmutation circle Alphonse recovered to will vanish, meaning if Alphonse has no circles he has no recovery. That said, if he does have a circle, the recovery is perfect, as this move has very little lag.

You’d think that due to the enemy knowing where Alphonse is going to recover, they’d be able to easily gimp him, but that’s not the case. When Alphonse appears on the transmutation circle a disjointed fiery explosion the size of Bowser goes off that does 10% and average knockback, Alphonse being able to move instantly after the explosion takes place. When Alphonse –can- recover, it’s the best recovery you could ever ask for.

Once you get up to higher percentages you have to be careful avoid not using up all your transmutation circles by attacking the enemy, and it pays to always have at least one so you can’t be casually knocked off the stage and gimped for a cheap KO.

STANDARDS

Standard Attack – Fake Out
Upon the first press of A, Al starts drawing the ground in an identical fashion to his down special. . .Or so you think. He’s only going through the motions. Al will continue like this forever until you either cancel the move like the down special or activate the next part of the combo, which has Al suddenly punch forward with good priority and average range for 12% and average knockback.

The move is obviously all about mindgames. This shouldn’t be used terribly often or else foes will get used to it, but it’s a good way to lure foes in and make them think you're vulnerable them smack them all of a sudden. This doesn’t work on characters with projectiles as they’ll just attack from afar, but it can be quite useful for getting your hits in on other match ups, especially considering the good priority of the attack which (gasp) beats out Mach Tornado.

Dashing Attack - Reversal
Al twists his legs to face the opposite direction as they were initially, causing him to start running backwards. This has very little start-up lag, but a somewhat lengthy duration as the rest of Al’s body twists and turns to follow suit, very slightly less so if Al doesn’t have his head on to turn around. As each part of his body turns around to face the other way, it briefly becomes a average priority hitbox. Three parts turn around, the legs, the torso, and the head (Assuming you have it on). The legs do 7% and below average knockback, the torso does 12% and average knockback, while the head does a mere 3% and weak knockback.

Al continues to dash throughout the entire attack and will continue dashing if you hold down the dash input after the attack is complete. This is good for if a foe is chasing you, thinking you’re vulnerable from behind, and also will turn you around without you having losing speed or suffering from Al’s bad traction.

TILTS

Forward Tilt – Temper Tantrum
Alphonse stamps into the ground three times, throwing a childish temper tantrum. The move has little starting or ending lag, but a somewhat lengthy 3/4 second duration. Alphonse doesn’t reach out his leg very far as he stamps the ground, giving the move bad range, though it does have good priority. Each individual stomp does 7% and below average knockback.

If Alphonse is hit by a teammate and performs this attack within 10 seconds, he’ll be more angry. This causes him to stamp 6 times during the duration of the move, stamping nearly constantly. The range is boosted to average and the power of the individual stomps is boosted to 13% and above average knockback. Assuming team attack is on, having your ally poke you with a weak attack in doubles is a fine strategy to buff this to a worthwhile attack. As an easter egg, if Edward Elric is the ally to piss Alphonse off, he’ll angrily yell “Brotheeeeeerrrrrrrr!!!!” as he performs the attack.

If you use this over a transmutation circle, Alphonse will stamp it out, destroying it. This is good if you have some spare time and didn’t place a circle exactly where you wanted it, as circles can only be made so close (They’re not allowed to overlap) to each other.

Why use this attack to destroy a transmutation circle when you can just use the circle instead? Because in mirror matches this will destroy the transmutation circles of enemy Alphonses. While you can’t use the circles of your enemies, you can destroy them with this move just fine. The circles of each Alphonse are made identifiable by having different colors that correspond to that Alphonse’ alt color.

Up Tilt – Oil Change
Al takes off his helmet with one hand and takes out a can of oil from one of his inner compartments with his other hand, then pours it into himself and puts his helmet back on. Average starting and ending lag reduced to below average if Al’s helmet has been taken off. This heals Alphonse for 2%, though the animation is a bit too laggy to be worth it.

If Al is hit by water attacks, he’ll start rusting. Every time he’s hit by one of these attacks, his movement speed will be reduced by one tenth. Eventually he’ll be moving around quite sluggishly, but just use your utilt and you’ll be as good as new. Yay, more use for Mario’s FLUDD! Needless to say, Al has problems with entirely water based characters such as Squirtle, Azumarill, Shellder, Mia and the like, having to play more defensively due to being so slow.

But that’s not all. If a foe is inside Alphonse from his side special when he uses this, he’ll instead pour this on them. The oil will last for 15 seconds after Al lets the foe out of him, them being quite covered in the stuff. This gives characters horrible traction, but much more notably if they’re hit by any fire attacks they’ll light up like a Christmas tree, taking 1.5X the damage and knockback. Foes can remove the oil early by using/getting hit by a water attack/jumping into some water. As a small note, if you use this on robotic characters such as Rob or one of the many robot masters, they'll heal 2% from it. Thankfully, they’re still perfectly vulneable to the other effects of the attacks.

Down Tilt – Fall of Man
Al reaches down and touches the ground, trying to activate a transmutation circle. This does nothing if not used over one, though has virtually no lag if done so. Upon activating a circle with this move, a flash occurs, but still nothing seems to happen, besides destroying the circle. . .Good lord, does the move have any purpose?

Nothing seems to happen, but upon a foe walking over the area they’ll be stuck into the ground like a pitfall or DK’s side special, taking damage similar to a Pitfall. This gets you some good damage and serves as a set up for a KO due to foe being vulnerable. The trap will last as long as the Pitfall item or until being used and Al can only have on the stage at a time, the previous one vanishing if he tries to make another too early.

SMASHES

Forward Smash – Headless Alchemist



Alphonse picks up his helmet from off his shoulders and does a winding up motion like a baseball pitcher as he charges the smash attack. Upon releasing the charge, Alphonse hurls the helmet straight forward. At minimum charge, the helmet only goes Bowser’s width in front of Alphonse at Jigglypuff’s dash speed, being a weak priority disjointed hitbox that does 5% and flinching. Fully charged, though, this goes two third the length of final destination at Meta Knight’s dash speed, being a high priority disjointed hitbox that does 32% and ridiculously good knockback. Just a slight upgrade with charging, no? Thankfully, the move has very little starting or ending lag, the only obstacle to get around being the charging of the attack. This is Alphonse’s best KO move that doesn’t require transmutation circles.

However; this KO move also has criteria, just like the transmutation circle moves. Alphonse has to have his head on. After throwing his head, Alphonse can pick it up and use it as a relatively strong throwing item, putting it back on by doing the neutral special input…But enemies can also pick it up and use it as a throwing item, so if you didn’t KO your foe when you threw this at them you’ve most probably lost your head, as they’ll more likely then not throw if off the edge. If Al gets KOd without his head, his head on the stage will vanish and he’ll respawn with it back on.

However; Alphonse can still use his forward smash button input when he doesn’t have his helmet on. When he does so, Alphonse’s helmet laughs evily as his eyes glow larger then normal and turn blood red as it yells out “I am the cursed demon armor! Fear my wrath!”. Alphonse is trying to bluff the enemy, taking advantage of his unnatural body. This has little starting lag for Alphonse’s body, and as soon as his helmet starts laughing the body is free to move. The only time this does anything is if a foe is currently holding Al’s helmet, in which case they’ll drop the helmet and be stunned for as long as Alphonse talks, scared. This not only allows you to get back your head with ease, but punish foes for trying to destroy your head to boot. Perhaps you might even want to mindgame your enemy into thinking that you were trying to hit them with the default fsmash only to hit them with this instead. While this can stun foes for up to 4 seconds, smart foes won’t hold onto the helmet for very long at all, preferring to instantly before throw it off the edge of the stage, so this move requires precise timing. Once you’ve mastered it, though, you’re unpunishable.

So what happens once your helmet is entirely gone? Do you completely lose this button input? Nope, there is yet a third version of the fsmash! Alphonse bends down and touches the ground, activating any transmutation circles he’s over. This does nothing if not used on a circle, and will destroy any circles it’s used on. This will form a new helmet for Alphonse to wear, though it has above average starting lag and average ending lag as Alphonse puts the new helmet on comfortably, and does nothing to harm foes. This is pretty much only usable when your foe is knocked off the edge/is KOd.

You’ll want to have your head for more then just using this move. If you’re headless, then your foe’s pummel will be replaced with climbing into your suit of armor. This means that if they’re at a lower percent then you, one grab means they have complete control over you, or in cases of big characters like Ganondorf, even earlier (Yes, I actually gave Ganon a half decent match up!). For characters with essential pummels such as the Joker, this button input is replaced to their least essential throw.

Up Smash – Great Wall of Amestris
Alphonse puts his hands to the ground as he uses some alchemy, his palms surging. This only works if used on a transmutation circle, destroying it in the process. As Al charges the smash attack, a wall come up out of center of the circle, having Alphonse’s width. The wall can go up to the height of three Ganondorfs stacked on top of each other with max charge. The charging part of the move has slight start up lag before the wall begins to rise. The wall sticks around forever, but has only 30 stamina. Al can only have one wall up at a time.

If Al is standing in the center of the circle, he’ll rise up on top of the wall, it coming up in front of/behind him based on which way he’s facing if he uses this away from the center of the circle. Using this move so a wall will be formed inbetween you and your foe is an excellent way at foiling approaches and blocking projectiles, but you’re still probably questioning the use of this move. . .Have no fear. This move is far from useless. . .Al has a chain grab. Need I say more?

Down Smash – Equivalent Exchange
Alphonse attempts to grab his opponent just like his regular grab, reaching out with both arms for average grab range though slightly below average speed. This counts as a grab and performs identically to his grab, allowing for some mind-game potential. Once Al grabs someone, he’ll start using healing alchemy that heals damage for both Al and the foe at the rate Wario’s chomp deals damage as you mash B, and the amount of time Al holds the foe is also similar to Wario’s chomp. The only practical time to use this is when the foe has practically no damage, and this does nothing whatsoever to harm them.

The no brainer use of this move is in team battles. Alphonse can heal both his ally and himself at the same time. If you use this button input when you have a foe inside of you from your side special, Al will skip the grab and move straight to the healing, the other person being healed being the person inside his armor. This makes Alphonse a god in team battles, as when his ally gets to a high percentage he can stuff them into himself with his side special to protect them, then heal both his ally and himself with his dsmash, potentially giving them a stock as good as new at 0%.

Al still has an option for something good to target this with in solo matches, as he’s allowed to target suits of armor he’s created with his neutral special to heal it and his main body at once. This makes keeping both suits of armor alive much easier.

AERIALS

Neutral Aerial – Warp Alchemy
Alphonse turns to face the camera and claps for very brief lag, bad range and average priority, doing 6% and weak knockback. This move is fast, but it’s weak power and range make it useless without making use of transmutation circles.

If a foe is on any circle OTHER then your set circle, then they will be warped to the set circle. This does no damage to foes, but begs to be used for set-ups. For example, you could set up a dtilt trap then make another circle over it and set that as your main circle, then use your other circles as points to teleport foes into the trap. Beware that this will destroy both circles used in the process. This move is easier to use in less restricted environments where you can warp foes into stage hazards and such, but will still see some use with the most forced rule sets.

Forward Aerial – Hanging on by a Feather
Alphonse takes off his helmet by the feather coming out of the top of it. Al grabs the feather at the bottom of it, but before he does anything else with it you can hold A for the feather to begin to slip through Al’s hand, increasing the range of the move, although also increasing the lag very slightly. Don’t get too greedy, as otherwise you’ll lose your grip and it’ll falls down onto the ground.

After you have the range you want, Al swings the helmet forward, hanging onto the feather. The minimum range for this is below average, but the max range is quite good. Foes hit by the helmet as it’s swung out take 16% and above average knockback. The move has slight starting lag at the minimum and below average at the worst, and also has below average lag as Al puts the helmet back on. While this move has good disjointed priority, if it is outprioritzed (Most probably by another disjointed attack) it’ll get knocked out of Al’s hand and you’ll have to go pick it up.

If you use this button input without your head, Al simply instantly does the thrusting motion with his arm for below average range, bad priority and 5% with weak knockback, although if nothing else the move has no lag whatsoever in this state.

Back Aerial – Eyes in the Back of your Head
Alphonse rotates his upper torso around so that it’s facing backwards, giving the move average starting lag. After this, Al reaches out with both arms behind himself for above average range to try to grab someone, this counting as a normal grab. Whether or not he grabs someone, he’ll then snap his torso back into place and fling the victim forwards for 16% and above average knockback forwards. This is Al’s only aerial with no conditions to use, so it’ll be your main means of defense while airborne. After the initial grab part of the move, the rest happens very quickly. This aerial will not be interrupted if Al lands on the ground before it finishes.

If you throw the victim into another foe, they’ll take 10% and average knockback. If you throw the victim into a wall, they’ll take an extra 12% for an impressive total of 22%. You can use this to throw foes into walls you’ve created with your usmash, but the wall will take damage from having somebody thrown into it from it’s 30 stamina. The bigger the foe, the larger the damage done to the wall, meaning this is better for throwing around lighter foes. For example, Dedede does 20% to the wall while cute little Jigglypuff does a mere 5% to it.

Up Aerial – Fire Blast
This move is identical to Wario’s uair in animation, though fully animated. This has above average range above Al with average priority and lag, doing 10% and average knockback. Probably the most useful of Al’s clapping moves without a transmutation circle.

This move targets no transmutation circle in particular. Instead, it activates ALL of your circles at once. This causes a bunch of pillars of flame to rise up from all your circles as they glow and dissipate, around 1.5X the size of PK fire. The flames last 2 seconds and contact with them at any time does 19% and huge knockback. This can potentially give you ridiculous stage control as the entire playing field is covered in flame, but you’re only going to be hitting your foe into one of the flames anyway, so this is more of a desperation move then anything else, to make use of your circles when you’re at a high percentage and going to die and lose them. This move can be devasting, but the amount of set up it takes and all the other options it takes away from you means it should generally only be used when you’re staring Death in the face.

As if the move wasn’t powerful enough already, you can aim to use this for a very early kill by stuffing a foe inside yourself, using your utilt to coat them in oil, tossing them out, then lightning them ablaze with this move for a 1.5X power boost. This does 22% damage and VERY high knockback.

Down Aerial - Earthquake
Al claps his hands together below of himself for above average lag starting lag and slight ending lag, the clap having average range and priority, doing 7% and below average knockback. If he has any transmutation circles, then this will activate the one he currently has set, it glowing and vanishing. Unlike the nair and uair, Al will levitate in midair as he claps.

The whole surface of land the transmutation circle is on rumbles very slightly to signify the use of the attack, lasting for one second. Anybody who’s on the stage during this time gets shot up with 22% and huge vertical knockback, although if Al lands on the stage before the earthquake ends, he’ll get shot up too, meaning you have to jump up very high to avoid falling victim to this attack yourself. While this attack isn’t particularly laggy, it’s quite predictable, you having little other reason to jump up so high otherwise. This attack shines most on stages with no platforms to avoid the attack such as Final Destination and Bridge of Eldin.

While this makes a fine KO move, this can also be used to destroy any traps on the part of the stage the earthquake is affecting, blowing up Snake’s mines as well as destroying any other traps laid in the ground by characters with far too many traps then is good for them, such as Lemmy, Waluigi, Metal Man, and the Kid. Traps with stamina will take 20 damage rather then being outright destroyed. Stage controlling based characters will have to be very wary of this attack and knock Al out of the air the moment he starts jumping up. Beware that this move will destroy your own dtilt traps. Trap characters will want to place their traps on platforms to make them less vulnerable, although they’ll have a hard time if Al counterpicks Final Destination. This is where Lemmy’s ability to create and manipulate platforms comes particularly in handy. . .

THROWS

Grab – Bear Hug
Alphonse reaches out with both arms to try to grab the foe in a bear hug. Average grab range, though slightly laggier then most grabs, and the dashing version has bad ending lag.

Pummel – Suit Stuffer
You already have your foe grabbed, so not letting you perform your side special on them would be rather random. This has all the properties of the side special, being no different. The side special simply provides Alphonse with a more ranged though laggier grab (Less laggy and more ranged when he’s headless) as well as allowing him to grab foes in the air. The side special also allows Alphonse to do typical cides, which the regular grab cannot do. On the other hand, if you already have somebody stuffed inside you, Al will dump that person out before stuffing the new victim inside, something the side special can’t do.

Al still has a pummel against foes too large to fit inside of himself, simply squeezing them in the bear hug for 1%. It’s not spammable, but it borders on it.

Forward Throw – Judo Kick
Alphonse lets go of his enemy and quickly does a sparta kick forwards that is identical to Ganondorf’s ftilt, although with only below average knockback and 9%. On the surface, this seems to be a rather boring throw, but it is an essential part of Alphonse’s game.

If Al kicks a foe into a wall, they’ll have increased stun, allowing Al to easily regrab them. Yes, this is a chain grab, but the increased hitstun only occurs when Al kicks foes into walls produced by his usmash, so he can still be played on Shadow Moses without being as broken like Dedede. Still, if Al can chain grab into walls he produces, why’s it matter? Because, when a foe is kicked into a wall, the wall will take roughly 9 damage (details later) from it’s 30 stamina. This means you can’t chain grab with the wall forever, as the wall will eventually shatter after you throw a foe into it too many times.

Naturally, kicking a behemoth like Bowser into the wall does more damage to it then kicking someone as small as Meta Knight into it. Bowser does 16% to the wall while the masked warrior does only 6%. Ironic that the big brutes are actually the ones less vulnerable to a chain grab for once, eh? Ridiculously small characters (Smaller then any of the ones in Brawl) such as the Kid and Zoop Triangle don’t have to worry about a 100 – 0 match up, as if they’re small enough they’ll be able to avoid being regrabbed.

Back Throw – Cymbal Blast
Alphonse stuffs the foe into himself like his side special and pummel, but then smacks his sides, causing himself to vibrate rapidly and cause loud sound within himself. This deals 10% to the victim, though has a rather long duration. Both Al and foe are stunned from this, but Al manages to spin around and tilt over to cause the foe to tumble out of him (Them being on the opposite side of Al as they started) then put his head back in before going into his stunned animation along with the foe. At this point you both have to button mash to see who gets out of the stunned phase faster to punish the other one, percentage having nothing to do with it. The lag of this move is very slightly decrease if you don’t have your head on, but it’s not notable.

If you do this move over a transmutation circle, Al will first transmute some cymbals up out of the ground, sacrificing the circle. The attack will then continue as normal, but Al will instead use the cymbals to smack himself, causing a louder vibration inside himself, boosting the 10% damage to 16% and also increasing the victim’s stun time when they got knocked out, meaning Al will generally always be able to punish the foe. This move is ridiculous to use outside singles due to all the lag, but this can make a good option for a chain throw, particularly if your foe sucks at button mashing, though it’s unlikely you’ll be able to keep it up forever.

Foes larger then Alphonse such as Bowser will simply have Al smack them with both arms in a fashion to how he smacks himself, or use the cymbals if he’s over a transmutation circle. Basically, he still performs the throw but without stuffing the foe inside himself. This causes half the regular damage and doesn’t stun Alphonse or the foe.

Up Throw – Horn Drill
The horn on Al’s helmet glistens briefly as he drills it into the enemy for 6% damage, then tosses the foe upwards for another 7% with average vertical knockback. This is your best throw for damage racking that doesn’t have any pre conditions/is downgraded without them. . .Or so it seems. This throw also has a condition in that your head must be securely on or else Al won’t have a horn to drill into the foe. This decreases the lag of the throw slightly, but also nearly cuts the damage output of the attack in half.

Down Throw - Downsize
Al keeps his grip on the foe with one hand, then reaches down to touch the ground with his other hand, giving the move average lag. This does nothing if you’re not standing over a transmutation circle, although the enemy won’t break out of the grab, though they’ll be closer to it somewhat like a pummel.

If you’re standing on a circle, Alphonse will activate it, destroying it in the process, and the victim will be shrunk as if they consumed a poison mushroom. They’ll remain small for as long as the poison mushroom item (10 seconds) at 0%, though the duration will be increased another second for every 10% the victim has before this takes place. In addition to making foes less of a threat and easier to KO, Al in particular has an easier time against small enemies as they’ll only deal half damage to walls he’s created while he’s chain throwing them with his fthrow, and they also have less control over Al when they’re inside his armor.

SITUATIONALS WORTH READING

Ledge Attack – Living on the Edge
This is actually important to Al’s playstyle and is very practical. Avoid the rising/tripped attacks if you must, but this is rather important.

Al starts drawing a transmutation circle into the ledge, able to cancel it at any time by jumping up off the ledge or rolling onto the ledge, but resuming the drawing of the circle where he left off upon doing this ledge attack again. As usual, it takes 1.5 seconds to draw a circle.

This circle can’t be used by Al’s other attacks (Save the up special, which will teleport Al onto the ledge. You can set it as your circle to use next by using your down special next to the ledge. Other moves will ignore you setting a ledge circle.), but if you perform a ledge attack on a ledge with a complete circle, Al will activate it, causing the ledge to extend out a battlefield platform away, the ledge extension also being as skinny as a Battlefield platform. This has average lag on both ends, and Alphonse is a hitbox as the ledge extends out, doing 10% and average knockback, having super armor. The extended ledge is drop through and the end of it is grabbable, Al on the end of it at the end of the attack.

This can be used to help allies recover in team battles, obviously, but this move is still plenty useful without a partner. The most obvious use is old fashioned edge hogging, but you can use your dtilt to set up a pitfall effect on the extended ledge, as the ledge is a drop through platform. This means foes who walk over your trap will be spiked to their doom.

Using this move on a ledge already extended does nothing different, but Al will instead cause the extended ledge to retract back into the platform, his body unfortunately not being a hitbox as this occurs. This ledge attack is no different when you go over 100%, but the transmutation circle takes twice as long to draw into the ledge.

SITUATIONALS

Rising Attack (Either Side) – Wind Up Arms
Al gets up off the ground very slightly, merely leaning up his upper torso, then starts rapidly spinning his arms around. He does full rotations with the arms as he spins his arms around in a mechanical fashion. This gets Al to his feet, but by the time he’s up there he’s gotten too much momentum and falls forwards/backwards onto his stomach/back. Al’s arms are a high priority rather large hitbox that do 10 hits of 1% per second, and the attack lasts 2 seconds. The attack isn’t particularly easy to DI out of, but there is notable start up to the attack and Al still hasn’t risen afterwards despite this being a “rising” attack.

Tripped Attack - Clap
Al claps his hands together as he gets up for minimal lag, below average range and priority, and 6% with weak knockback. Nothing to see here. No, it doesn’t activate a transmutation circle, but with how many clapping moves Al has that does, foes unfamiliar with Al may mistake this for one of those attacks and expect one of the circles to do something.

FINAL SMASH

Final Smash – The Gate
Alphonse surges with power as he lets out a cry, the camera zooming in on him like during several final smashes. When the camera’s zoomed out, we can see Alphonse standing in front of the gate in a brief cinematic. The doors fling open as a bright white flash envelops the screen, then the game cuts back to the playing field.

So. . .The enemies haven’t been killed in any sort of super attack or anything. What does this do? Those that have seen the inside of the gate can perform alchemy without transmutation circles. . .You can probably see where this is going. Alphonse can use his attacks that normally require circles at any location without having to set up circles.

The dair in particular is very notable under the effects of the final smash, as the ground across the entire stage will shake, even on platforms. The uair thankfully doesn’t cause the whole stage to be covered in flame, only causing flames to appear at all locations you've set, you having to set them again in order to use the uair again. Essentially, the uair works the same as normal, just taking no time at all to make "circles". For the nair, you have to set two points with your down special by touching the ground briefly (You’re unable to draw circles with it now, there’s no need for that), which will then function as the two points your foe will be teleported between. The up special has you appear at the center of the stage by default, but you can set where you want to appear with the down special.

The final smash lasts 40 seconds or until you get KOd. While this can be quite devasting at low percentages, it will do little to save you at high percentages. This is one of the few final smashes you don’t want to save to use on a fresh 0% opponent and should activate immediately.

OVERALL PLAYSTYLE – ARMORED ALCHEMIST
During the early phases of battle Al will want to focus on setting up his transmutation circles. He’ll do very limited damage to the enemy as he creates his circles, them seemingly getting very far ahead. . .This can be the most challenging part of playing Alphonse, simply setting everything up. Your neutral A will help considerably here in faking foes out in making them think you’re working on a circle but give them a surprise punch out of nowhere. Before you’ve scored any damage on your enemy and are just setting things up, you can keep the foe from getting too far into the lead by using your dsmash to heal yourself at no penalty, your foe having nothing to heal. If foes try to camp you during this time, just set up a wall and hide behind it as you make yet more circles, as you’ll want to build a wall eventually anyway as part of your setting up process.

Once you’ve got a good amount of circles, it’s finally time for Al to catch up in damage percentage. Bring up a wall out of one of your circles and chain grab to your heart’s content. Those small fast foes who managed to rack up more damage on you will fall victim to your chain grab more. The heavy brutes won’t take as much damage from your chain grab, but they probably won’t of racked up as much damage on you due to being so slow, so it all evens out pretty well. Against heavy foes who would do more damage to the wall, you can maximize your damage output by throwing the foe into your wall with your bair twice to get a ridiculous total of 44%. Still, this is extremely predictable as your fair is your only aerial alternative to the bair, your other aerials only for ground control. If you can manage it, shrinking your foe with your dthrow before you send them into the wall will allow you to rack up even more damage with your wall. Of course, the dthrow in general is always a good option, as this will also allow you to KO your foe earlier.

So now both you and the foe are adequately damaged and it’s time to go for the KO. Al’s main KO options are his fsmash, uair, and dair. It’s best to only save the uair for more dire situations, so focus on the dair and fsmash. The dair is better on stages with low cielings such as Halberd while Fsmash works better on stages such as Final Destination, but you have to be wary of using your fsmash, particularly against bigger foes (Though not too big such as Ridley) who can fit inside you yet are big enough to have a lot of control over you (Ganondorf). Your foe WILL try to take advantage of this, so if you fail to hit them by tossing your head at them get ready to use your fsmash to stun them right as they pick it up, then KO them with another move. If you can get the timing down, this is actually a pretty good way to set up foes for a good kill.

If you prefer less risky methods of stunning foes to set up kills, the dtilt is your primary option. Grab foes with your side special then dumping them out onto the trap is the easiest way of getting them to actually fall victim to it. However, the nair is another option. Make a circle over your dtilt trap and set that circle as your main one with your down special, then nair whenever your foe goes over any other circle to teleport them into the trap. This can be taken even further by making a drop through platform over an abyss with your ledge attack and making the dtilt trap foes will be teleported over it, spiking foes to the abyss.

However; this should only be used as a method to score early kills. Once your percentage is dangerously high, you’ll desperately want to have a circle on the ledge ready to be used. If your foe gives you the time, you can set up the trap and make another circle on the extended ledge or make it on another ledge, but this is unlikely. Anyway, once your percentage is high, you’ll want to be taking full advantage of your uair to make use of your circles before you get sent to the great beyond. This can be particularly devasting if you manage to stuff your foe inside yourself and pour oil on them with your utilt. Anyway, using your uair will leave you with no method of recovery at a high percentage. . .So perhaps this isn’t such a good idea. But this is why you saved the transmutation circle on the ledge. Circles on ledges are ignored by all other moves then the up special, so this allows you to use your uair but still have a method of recovery available. Very nice.

Casual players will find Alphonse annoying to figure out at first and be aggravated at how many of his moves seemingly do nothing, but upon realizing they need transmutation circles will have fun simply experimenting to see all that they can do with the guy. Competetive players, however; will absolutely love Alphonse, whether or not they want to main him. Why? He has a good match up against Meta Knight, being an actual viable counter to him, yet can be taken down by the likes of Bowser and Ganondorf. Alphonse’s inclusion would greatly help to balance the roster.

PLAYING AGAINST – OFF WITH HIS HEAD!
Al is a particularly tough nut to crack, but ultimately all characters have some options to taking him down. When Al is in his setting up phase at the start of the match is your main time to damage him before he breaks all hell loose on you with chain grabs and deadly KO moves. This is the main period of the battle where fast characters shine. When you approach Al as he’s drawing his circles, try to approach from behind or above in case he’s trying to fake you out his neutral A and smack you. You may want to intentionally get hit by Al if he uses a weak attack to try to scare him from using his dsmash to heal himself due to also healing you in the process.

Now you’ve damaged Al a good bit, but he’s managed to set himself up quite well. Heavy characters will suffer less damage from the chain grabs during this time due to dealing more damage to the wall and thus will catch up with how much damage fast characters would’ve deal to Alphonse earlier. Alphonse may try to use his bair to throw you into the wall rather then doing a chain grab, particularly if you’re a large character. This is Al’s only worthwhile aerial option, so if Al goes into the air to attack you should see this coming a mile away. Be ready to punish it.

Now both you and Alphonse have rather heavy damage. Al will be aiming to KO you with either his dair or fsmash. Constantly hunt after Al as he tries to use his dair or whenever he’s in the air really, as three of his aerials are merely for control on the ground, him only having his fair and bair to actually defend himself with in the air.

Al can only use so many dairs due to having to use transmutation circles, so he will inevitably eventually use his fsmash if you successfully pressure him as he tries to hit you with a dair. Once you’ve dodged his fsmash, time carefully when you pick up the helmet to throw it off stage. Try to fake Al out into picking it up so he uses his fsmash to try to scare you and cause himself some lag, THEN throw it off stage. Destroying the helmet can ultimately lead to your doom if you mess it up. If you’re particularly paranoid, you can hit Al up into the air where his fsmash is unusable before picking the helmet up, then throw it off the stage, though you have to keep Al from getting the helmet himself while you’re trying to hit him into the air.

So now Alphonse is headless. Congrats. If you’re within the damage range to control Al, grab him ASAP, then use your pummel to go inside him and control him. You’ll want to destroy all his circles, and the quickest means of doing so is the uair. If Al has any circles set up on the ledges, you’ll have to go up against the ledges and use your ftilt to stamp them out due to them being unaffected by the uair. Once you’ve destroyed all of Al’s circles, hop off the edge, then come out of his armor with the side special once you’re a good distance away from the ledge but still close enough to recover. Al will have no means of getting back to the stage. Go back to the stage and taunt as you watch the beheaded alchemist fall to his demise. Well played!

DOUBLES PLAYSTYLE – SYCHRONIZING ALCHEMY
While most characters wouldn’t normally need a doubles playstyle section, Alphonse has a surprisingly large amount of new options available when in team play. The most simple of doubles technique is your ftilt. You’ll regularly want your ally to casually poke you with a jab to make it a good move, although Al has much more potential then this with a partner.

Alphonse is amazing at keeping his ally alive. He can use his ledge attack to extend out the platform for his ally when they would’ve otherwised failed to recover, particularly helpful for allies with poor recoveries. When your ally is at a high percentage, you can stuff them inside yourself then heal them with your dsmash, trying to get them to an acceptable percentage before you let them back out. This is very difficult, though, as you’ll still have two foes whaling on you while your ally can do nothing to help. This technique is only recommended if your ally has only one stock left and thus wouldn’t be able to get KOd and continue to help you.

Doubles play is where Alphonse’s neutral special becomes more competitively viable. Early on in the match have your foe cover you while you make a duplicate statue of yourself and draw a circle on it, then play defensively around it to keep it from being destroyed and heal it with your dsmash, as well as yourself. When your ally gets to a high damage percentage, bind Al’s soul to the new suit of armor, stuff your ally inside you with the side special, then use your neutral special to go back into your main body. This will allow your ally to hide within a suit while still allowing him to fight alongside you and help you, giving them another good 50% to work with.

This sums up Al’s doubles techniques that work with all characters, but there are several characters which work much better with Alphonse in particular. Characters who can produce items such as Wario’s bike wheels, Diddy’s banana peels or Zero Suit Samus’ suit parts will give Al more stuff to transmute with his neutral special. A particularly obvious partner for Alphonse is King Dedede due to Al’s ability to create walls, although Dedede will damage the wall as he throws foes into it as Al does with his fthrow, so Dedede can’t actually do much that Al can do on his own, as the wall only has 30 stamina to be used.

Alphonse’s utilt makes Alphonse popular with characters who have fire moves. Characters with movesets revolving entirely around fire such as Charizard, Heat Man, and Roy Mustang will be quite thankful to Al for regularly dousing the foes in oil to boost the power of their fire moves. Still, there are few characters out there with no fire move whatsoever, so it’s a good idea to regularly use the fire moves of your partne and the utilt in combination. Something as simple as Bowser’s fire breath can become a deadly threat when the foe is doused in oil, racking damage ridiculously quickly.

Alphonse also gets along with characters with characters who have playstyles revolving around traps, such as Waluigi, Lemmy, Metal Man, and the Kid. Alphonse can set a transmutation circle over his ally’s trap, set the circle, then teleport foes into them like he does alone with his dtilt. Lemmy Koopa makes a particularly excellent partner for Alphonse, as his ability to move platforms essentially means the ability to move transmutation circles.

Al definitely has no shortage of characters who are dying to be partnered up with him and shines very brightly in doubles play. Alphonse is a very common sight to see in doubles play. Having two Alphonses partnered up will also allow them to share the same circles, but Al will generally want to be paired up with another trap character for more variety in stage control then a duplicate of himself, so he certainly doesn’t dominate the competitive doubles scene.

MATCH UPS

VS. Meta Knight: 75/25, Alphonse’s favor
Alphonse is without a doubt Meta Knight’s best counter. While Meta Knight can rack up good damage on Alphonse while he’s setting up his circles early on in the match, mach tornado isn’t an option, as Alphonse can fake Meta Knight out with his neutral A, then smack him, the punch out prioritizing the dreaded mach tornado.

After having set up, Alphonse can easily rack the damage right back up on Meta Knight by getting absurd amounts of damage on him with his chain grab. With a perfect health wall, Alphonse can get 45% damage on Meta Knight per chain grabbing session, allowing him to get Meta Knight’s percentage up absurdly fast. If Alphonse shrinks Meta Knight with his dthrow, he’ll still be barely large enough to still regrab after fthrowing him into the wall, allowing you to rack up even more damage. When Meta Knight’s shrunk, he’s also even more vulneable then he already is to being KOd due to being insanely light.

Al has little problems KOing Meta Knight due to being able to rack up damage on him so well, as well as out ranging and prioritizing him with his grabs-like moves. If Meta Knight’s scurrying around too quickly for comfort to get a hold of or use your dair/uair to KO, you can always just grab him with your side special, then dump him out on a dtilt trap and KO him with your fsmash. While the uair and dair won’t work that well against Meta Knight due to how fast he scurrs around, the fsmash is a fine option due to it’s disjointed high priority nature.

Even if he successfully gets rid of your head you have to get far behind Meta Knight in damage count for him to be able to use it to his advantage to get inside you and control you. Meta Knight’s gimping power also doesn’t work at KOing Al, as when Meta Knight’s hunting you off stage you can casually use up special to get back onto the stage at no risk whatsoever. Alphonse simply refuses to die in this match up, Meta Knight going out of his mind when attempting to KO him.

VS. Ganondorf: 10/90, Ganondorf’s favor
Ganondorf is surprisingly Alphonse’s best counter despite Al having good match ups against gods such as Meta Knight and Dedede. While Ganondorf’s slow arsenal won’t allow him to get much damage on Alphonse as he sets stuff up, Alphonse has an equally challenging time damaging the Gerudo warlock, his chain grabs being limited in use. While Al can still potentially get ridiculous damage on you by using his bair to throw you into a wall, it’s quite predictable. You can either keep away, or get a free uair in if you’re quick enough.

Al’s main KO option against Ganondorf will be his dair. Ganon’s uair eats through the low priority of the clapping of Al’s dair, so if you predict it you can easily take Al down. Even if you’re too slow to stop the attack from happening, you can use your up special to latch onto Al and stay above the ground while the earthquake takes place as well as damage him.

While Al’s fsmash is a much better KO option then the dair, it leaves Al vulnerable to Ganondorf getting inside him and controlling him, and very vulneable he is, as Ganondorf is the biggest character who’s still small enough to fit inside Alphonse, able to gain control of him while still 30% behind Alphonse in damage count. If Al whiffs his fsmash, he’s done for, as considering Alphonse will be behind Ganon in damage count anyway, there’ll be little he can do to resist. The most Al has going for him here is Ganondorf’s short grab range.

As if all that wasn’t enough, Ganondorf is the only character who can actually gimp Alphonse. His dair will send Al down fast enough and have enough hitstun that he won’t have the chance to save himself with his up special, while the dair of someone like Falco would give him plenty of time to do so. Ganoncide is also a prime option against Al due to his limited means of defending himself in the air.

Al has considerable problems damaging Ganondorf, but Al is one of Ganon’s easiest foes to smack around. Alphonse has extreme problems KOing the king of evil as well, but Ganondorf feels no pain in this regard. Al’s only good KO option leaves him extremely vulnerable to Ganon if he whiffs it, leaving Ganon with a massive advantage in the match up.

VS. Bowser: 20/80, Bowser’s favor
Alphonse’s inclusion in Brawl would serve to bump Bowser up the tier list considerably, as this would give Bowser a decent match up against Meta Knight and a great one against his only counter. Bowser can damage Alphonse while he’s setting up primarily due to his fire breath, which Alphonse is particularly vulnerable to. Bowser is even more resistant to being damaged by Al then Ganondorf due to dealing even more damage to his walls then the king of evil, causing Bowser to easily get far ahead of Alphonse in percentage in this battle.

What keeps Bowser from utterly dominating the match up like Ganondorf does is that he’s much more vulnerable to being KOd by Al. Bowser’s only viable aerial is his fair, limiting his ability to knock him out of his dair, and he simply can’t compete with Ganondorf’s up special which is an amazing counter to the dair. Bowser is also more vulneable to Al’s fsmash as he can’t fit inside Al’s armor, meaning Al doesn’t have to be as extremely careful with using it. On the plus side, this does mean Bowser can’t have oil poured onto him to be KOd early by the uair and he also can’t be picked up and dumped into a dtilt trap. Bowser can KO Alphonse, but not as reliably as Ganon can.

The main difference between the Ganondorf match up and the Bowser match up is that Alphonse can actually KO Bowser without problem while Ganondorf easily punishes Al’s attempts at KOing him. Still, Bowser can KO Al just fine himself and very easily gets ahead in the damage count, making this another match up with the odds heavily tilted against Alphonse.

VS. King Dedede: 60/40, Alphonse’s favor
King Dedede’s chain grab surprisingly doesn’t work on Al despite him being so massive. What causes this is Al’s poor traction (Which is without a doubt worth it to not be able to be chain grabbed by the king), causing him to slide a good ways after the dthrow is used on him like Luigi out of Dedede’s grab range. While Al doesn’t slide as awkwardly far as Luigi, he slides faster, preventing him from being regrabbed before he slides away.

King Dedede can still of course chain grab Alphonse into walls that he creates, though, the wall preventing Al from sliding away. Still, Al will damage the wall as he’s chain grabbed into it, keeping it from being an infinite. Dedede has no more options then you do here. The wall will also prevent Dedede from spamming his side special at you to camp, and as if that wasn’t enough, the Waddle Dees/Doos can be transmuted into green shells with your neutral special for you to throw back at Dedede.

Dedede’s only real advantage over Alphonse is his superior air game. Due to not being able to rack easy damage on Al due to being unable to chain grab him, Dedede will be going for gimp kills. Still, if Dedede is trying to wall of pain you with his bair, just use your up special immediately to get out of it. He’ll have to do it many times before you run out of circles. Dedede is also too fat to fit inside of Alphonse due to having eaten one too many strawberry shortcakes he stole from Kirby. This prevents him from the only other easy method of killing Alphonse.

Dedede’s scarce viable KO moves really leave him with few options to easily finish of Alphonse while Al has a much easier time finishing off the penguin king, but Dedede slightly outranks Alphonse in the damage racking department due to being able to use his walls against him and his ridiculously broken bthrow. Overall, the match-up is close to even, slightly in Al’s favor.

VS. Lemmy Koopa: 55/45, Alphonse’s favor
The main thing that immediately leaps out at one with this match up is Al’s dair. This disables all traps on the level of ground that he uses it on, ruining Lemmy’s playstyle. This can be particularly devastating on final destination where there are no extra platforms to place traps on, one dair destroying all traps. Lemmy will without a doubt want to counterpick battlefield for this match up.

However; Lemmy still has plenty of options of countering Al’s dair. His side special warp pipes are perfectly safe from it by making them in the air. Alphonse’s dair also won’t effect platforms Lemmy has created in combination with his fair and dair, which should become Al’s bases of operation on final destination for creating traps, as Al can’t draw transmutation circles into these platforms. On Battlefield Al will have his work cut out for him disabling Lemmy’s traps as he goes from platform to platform, making traps everywhere, Al not able to disable them much faster then by simply attacking them normally.

The match-up really depends on the stage. Final Destination vs Battlefield makes a much bigger difference then ever before. A more neutral stage for the match up is Smashville, which prevents Lemmy from making too many traps due to only having one platform but prevents Al from being able to destroy all of Lemmy’s traps at once.

While Lemmy’s size makes him rather vulnerable to Alphonse’s chain grab, Lemmy can use walls created by Alphonse to his advantage by using the top of the walls as another platform to create traps on, although he should use traps here quickly, as any traps built on top of the wall will collapse when the wall is destroyed.

Lemmy has problems in this match up as he constantly has to deal with setting up his traps in such a way that they won’t be destroyed while Alphonse has no problems racking up Lemmy’s damage. The pair are rather even in durability/KOing each other, Alphonse being rather annoyed at Lemmy's good recovery and having next to no aerials to gimp it with.

The match up really depends on the stage. Final Destination is around 65:35 Alphonse, Smashville 55:45 Alphonse, and Battlefield 55/45 Lemmy. In a three set match, the first player to pick a stage will probably win, then the other will counterpick their stage and win, then the first player will counterpick again and win their second match, winning the set. This of course is only the most probable situation, and the match up is close enough that if there’s even the slightest skill gap at all the more skilled player will be the one to win.

VS. Azumarill: 60/40, Alphonse’s favor
Azumarill is a prime example of a water character that annoys Al. If you’ll recall, Al starts rusting when hit by any water attacks, slowing his movement by 1/10th. While Al can renew his movement speed with his utilt, it can be quite annoying to constantly have to do it. Azumarill will obviously want to focus on his water attacks to take advantage of this and play in a campy fashion and keep up the pressure on Al. Azumarill needs to be particularly adamant on not letting Al use his utilt. Still, Azumarill can fall victim pretty badly to Al’s evil chain grab, so they’re around even in the damaging department.

Azumarill can counter Alphonse’s dair with his uair, but if Azumarill’s too slow this will send him hurtling down to the ground where he’ll hit by the earthquake, so the pair are constantly putting up pressure against each other here. While Azumarill is by no means weak, he does have slight problems finishing Al off due to the combined effects of his weight and his perfect recovery. Al on the other hand can finish Azumarill off just fine with his fsmash as he has little reason to fear making himself vulnerable, Azumarill needing to get in the lead a good bit in damage percents before taking advantage of it by going inside Al.

Al’s fsmash and the combination of his weight and recovery are the main things that give him the match up here. A good Azumarill can give Alphonse exceptional problems while he’s setting by spamming water attacks, but they’ll have to be a god for Al to not have a chance to use his utilt to undo the rust.

VS. The Kid: 30/70, The Kid’s favor
This is one of Alphonse’s few bad match ups against a small character. Why? Because the Kid is TOO small. He can’t be chain grabbed. This robs Alphonse of his main damage racking method, forcing him to rack up damage much more slowly and awkwardly with his other moves. That said, Alphonse does KO the Kid ridiciulously early due to his weight and the Kid will need to get absurdly far into the lead to control him with his fsmash, so all is not lost.

You’re going to be trying to play defensively against the Kid while you’re getting his percentage up and using your dair to disarm his traps. Wait. . .His entire playstyle revolves around traps. Doesn’t this hurt him considerably like Lemmy? Not particularly, as the Kid’s dtilt, grab, dair, and usmash are unaffected by this. The Kid will try to set up dtilts on transmutation circles you’ve created. If you don’t activate them while he’s on it, you’ve essentially lost the circle, as when you walk over the piece of ground the dtilt’s set up on, triggering it, it will destroy any circles on it. This can be particularly nasty if you go out of your way to extend out a ledge and try to set up a dtilt trap out there, as the Kid can interrupt you in the middle of it and ruin the whole process with a casual dtilt.

The Kid can thankfully only have one dtilt out, though if he had more he’d easily be an even larger Alphonse counter. The match up revolves around the two characters trying to disable each other’s traps. Alphonse’s best shot at racking up damage on the Kid is to knock him into his own traps, though this is easier said then done. Alphonse struggles more then ever before to rack up damage in this match up, and while he can KO the Kid early the Kid can still KO him without too much trouble with his bthrow, although Alphonse can easily avoid the dthrow by teleporting to a far-away circle via up special when it’s about to fall down on him.

EXTRAS

Extra Animations

Up Taunt – Gift from Above
A bird comes out from the background and lands on Alphonse’s head. He looks up at it, then it flies away. If Al is helmetless, though, the bird will hover over him and leave a dropping, it falling into him. Alphonse hastily says “Gross!” as he hastily gets the bird poop out. If a foe is inside Alphonse at this time, they’ll be covered in the poop and have reduced traction for 15 seconds like Al’s utilt, though it’s inferior to the utilt due to not boosting the power of fire moves.

Side Taunt – Everlasting Battle
Alphonse extends out his hand to his opponent and says “I’ve gone through too much for it end with you”.

Down Taunt - Facepalm
Alphonse crosses his arms as he looks forward, shaking his head and sighing, then facepalms. This is exceptional to use if your opponent has just done something particularly stupid.

Entrance – Transmutation Circle
A transmutation circle is shown where Alphonse is supposed to be, then he teleports in from nowhere with his up special onto it, destroying the circle.

Win Pose 1 – Lights Out
Alphonse walks onto the camera from the side of the screen, then stops in the middle and turns to face the camera. He claps twice quickly, activating an offscreen transmutation circle, causing the lights in the “room” to go out, darkening the results screen considerably. He then proceeds to walk off the other side of the screen.

Win Pose 2 – Disjointed Armbox
Alphonse strikes a pose as if he were flexing. . .Then his arms suddenly fall off. Alphonse lets out an aggravated sigh.

Win Pose 3 – Stray Cat
Alphonse strikes a pose with his arms held high, but then suddenly a stray cat Al was holding onto leaps out of the eye slit of his helmet. Al hastily runs off screen after the kitten. . .He trying to take in yet another stray?

Win Pose with Edward Elric – Full Metal Alchemist
Ed and Al are standing in front of a crowd of people, the losers among the crowd. A random person comes up to Alphonse and says “Oh. . .You must be the Full Metal Alchemist because of that armor, right?”. Ed is clearly frustrated while Al says “Uhhh. . .That’s actually not me. That’s my brother, Edward.” and points to Ed. Another random person laughs and says “Him?!? Just look at the guy! He’s a shrimp!”. This infuriates Ed even further as he yells out “WHO’RE YOU CALLIN’ A MICROSCOPIC SHRIMP?!?” as he angrily chases the man off stage. The crowd of people laugh at this and Alphonse facepalms.

Loss Pose – Stray Transmutation Circle
Alphonse claps like anyone else, but he’s standing on a transmutation circle. If you leave the results screen on long enough, he’ll accidentally activate the circle with his clapping and causes a flame to come up from the circle and burn him alive. Afterwards, Al simply tries to shake off the soot in a repeating animation.

Icon – Transmutation Circle
The series icon of the FMA series is the transmutation circle you’ve been forced to picture quite a few times throughout the set. I could post a pic of it again, but do you really want this post to become any longer?

Kirby Hat – Pink Helmet
An exaggerated version of Alphonse’s helmet envelops Kirby’s entire body in a fashion like the Samus Kirby Hat, only his arms and legs sticking out. Upon using neutral B, Kirby will draw a transmutation circle. If he uses B with a circle already made, he'll teleport to it a fashion just like Al in his up special, using the circle up. This is good for giving Kirby an alternative method of recovery.

Snake Codec Conversation

-PUSH SELECT-

Snake: Colonel, who’s this guy in the suit of armor? Is it the Full Metal Alchemist?
Colonel: No. That’s his little brother, Alphonse Elric.
Snake: LITTLE Brother? The other one must be huge then. . .
Colonel: I imagine so. Either way, be careful that Alphonse doesn’t stuff you inside of himself.
Snake: . . .Stuff me inside of himself. . .If he another weirdo like Wario and that pink puffball?
Colonel: Don’t be fooled by his appearance. That suit of armor is completely empty. Anyway, Alphonse needs Transmutation Circles to do much of anything, so don’t give him the chance to set them up.
Snake: Got it.
Colonel: Be careful Snake, he won’t be letting you set up your mines either. He can cause earthquakes to oblierate them.
Snake: Guess we’ll just have to do this the old fashion way then. . .No toys, just a straight up fight.

Assist Trophy - Winry



Winry, childhood friend and mechanic of the Elric brothers, emerges from the assist trophy. She throws wrenches in an arc similar to the Hammer Bro. assist trophy for similar damage and knockback, though if anybody comes close to her she’ll beat them over the head with the wrench to deal a solid 20% and large knockback.

If the summoner of the assist trophy is Ed, Al, or a robotic character such as Rob or a robot master, they can go over to Winry for her to stop attacking and start tuning them up. She heals Alphonse and the robotic characters at a rate of about 5% per second. For Edward, she heals the health of his automail blade rather then him directly. Winry lasts roughly 20 seconds.

Stage – Lab 5

The entire stage looks rather metallic, and there are mass red bubbling cauldrons in the background. Several prisoners can also be seen being held captive behind bars. No objects in the actual arena besides a transmutation circle at the center, and the stage is around the length of Final Destination. There are walls on the sides of the stage, but the ceiling is too high up, you still able to get star KOs. If you stay against the wall for long, spikes will come out before retracting back into the wall, doing 10% and average knockback. This prevents infinite chain grabbing. This stage is essentially just a less broken version of Shadow Moses at heart. . .

But what fun would that be? There are a few various events that can randomly happen on the stage.

Sometimes an explosion will occur in the background next to the prisoner's cell, busting it open and freeing them. The prisoners will then hastily run out from the background onto the stage and then off the foreground, coming up against the cameras before getting out of vision, causing mass blocking of the view. As they overlap with the stage, they do 15% and above average knockback if you don’t do a dodge.



The guardian of the lab, Slicer, will also occasionally come out onto the battlefield to join the fray. He’s a sturdy suit of armor that functions as an even slower even more powerful version of Ike. While he can’t use items, he’s insanely heavy, like as heavy as Bowser with a metal box, thus he can’t be KOd by conventional means. However, once he takes 30 stamina worth of damage, his helmet will be knocked off. Slicer’s little brother will still continue to control the suit of armor and fight on, but after taking another 30 stamina worth of damage will crumble to dust. However; once his helmet is knocked off, it can be used as a throwing item, and Slicer can put it back on to reset his stamina back to the full 60, so be careful. While Slicer is powerful, he’s so insanely slow that he’ll only really affect anything in a FFA where he can actually hit something.



The –other- guardian of the lab, Barry the Chopper, will also occasionally come out onto the battlefield. He’ll leap in from the background doing a downward slash for 20% and spiking downwards, then his blades will get stuck in the ground, leaving him vulnerable. He’ll then go into the background again before coming out again in another random period 10-15 seconds later. Barry has 40 stamina you must take out before the living suit of armor will crumble to pieces.

The stage hazard who has the most notable effect on the battle is Tucker. He’ll follow a player’s horizontal position while in the background for 5 seconds, then grab them. Tucker cannot jump, so this is the easiest way to avoid him. If he –does- grab you, however, he’ll pull you over to the transmutation circle and cause a massive explosion double the size of Bowser for 30% and huge knockback, creating a cheap knock off of the philosopher’s stone. Tucker will take it and run off into the background with it. You can escape Tucker’s grab quite easily by button mashing, but at high percentages it becomes hard to escape. Still, it’s not terribly hard to just avoid him in the first place.

SSE Role

Before the level where you run away from the Pig King Statue as Lucas, PIKACHU and POKEMON TRAINER are seen together, Pikachu mounted on the trainer’s shoulder. They’re walking through a forest together. A Metapod falls down from the trees and wiggles back and forth. The trainer takes out his Pokedex to inspect the Metapod to see if it’s worth catching, then rolls his eyes and sends out Charizard to dispose of it with a fire blast for some quick experience points. The screen fades out then slowly fades back in for the Pokemon Trainer to look tired. He looks at his pokedex again, it showing data on Jigglypuff with a blinking mark over the trainer’s location, this apparently being where they’re located. The Pokemon Trainer lets Pikachu look at the pokedex and points at Jigglypuff’s picture for the electric rodent to nod and let out a “Pika!”. You play through a level as the two characters and rather then subspace enemies there are various wild bug Pokemon for the enemies. You have access to Ivysaur and Charizard alongside Squirtle.

At the end of this level, the trainer comes up into a clearing to see GLUTTONY chasing JIGGLYPUFF around in circles. Gluttony is drooling in mass, going very fast, Jigglypuff barely able to keep fleeing. Pikachu’s cheeks crackle with electricity upon seeing this and the trainer sends Ivysaur out into battle. You play as the trainer, Pikachu, and Jigglypuff all against Gluttony. Gluttony has maxxed hunger for the entire duration of the battle to keep the three on one from being a cake walk.

Upon defeating Gluttony, he’s turned into a trophy. Jigglypuff angrily goes up with his her marker and doodles over Gluttony’s face, then happily goes up to the trainer and nods in thanks. Before any pleasantries can be exchanged, though, LUST comes into the clearing with an army of subspace creatures. Lust extends out a finger to touch the base of Gluttony’s trophy to revive him, then motions out her other arm to have the army attack. Gluttony leads the charge as the trainer and his pokemon have intimidated looks on their faces. The trainer lets out Charizard and hops on top of him along with Pikachu and Jigglypuff, flying up and away from the army. However, Lust extends out her fingers and wraps them around Charizard, bringing him down to the ground. The trainer, Pikachu, and Jigglypuff hop off Charizard and run frantically as Gluttony drools over Charizard’s tail, putting out the flame on it and turning him into a trophy, Lust and the subspace army still on their tail. Lust extends out her fingers to stab Pikachu and Jigglypuff as she chases them, turning them into trophies which her minions catch. Lust goes to stab the trainer, but he nimbly dodges. Lust still manages to snag Ivysaur’s pokeball, however. The trainer comes up to a cliff, cornered. He turns around to look at Lust, then reluctantly jumps off. Thankfully he lands in a pool of water. Lust looks over the cliff to see if the trainer is still alive to see nothing, then goes to leave. The camera zooms into the water to reveal the trainer holding onto Squirtle tightly under the water, then going up for air the moment Lust leaves. The trainer and Squirtle head in the opposite direction of Gluttony and Lust hastily, the trainer being seen next when he encounters Lucas.

After the first level with Pokemon Trainer and Lucas, we are shown Lust, Gluttony and their subspace forces hauling along the trophies of Charizard, Jigglypuff, and Pikachu. One of the primids is carrying Ivysaur’s pokeball. The pokeball. Suddenly, Ivysaur’s pokeball starts wiggling around violently, and Ivysaur escapes from the pokeball. He uses vine whip to touch the trophy bases of Charizard and Jigglypuff. Charizard snorts at Gluttony and smacks his fists together, ready to fight, but Ivysaur carries him away by wrapping his vines around Charizard, carrying him away, this not being a fight they can win. Jigglypuff runs off along with them, but gives a regretful look back at Pikachu’s trophy. . .Lust gives a dismissive motion to Gluttony and some of her forces to go after them while the rest of them continue on their way. You play as Jigglypuff, Ivysaur, and Charizard for a level, the former two not having the trainer around with his annoying voice to bug you. Enemies will constantly come at you from the rear in this level, so you’re encouraged to keep moving.

At the end of the level, you’re shown a cutscene of Charizard leaping off over a cliff as Jigglypuff and Ivysaur hop onto his back and ride on him. Due to Lust not being with the group chasing them, she can’t bring Charizard down like before. However, this is far from over. Gluttony laughs maniacally and takes out a trophy gun and starts firing it rapidly at Charizard, who does graceful aerial maneuvers to dodge. After a while, Charizard gets too far away, much to Gluttony’s dismay, him going back to head to Lust and putting away the trophy gun. He hastily runs back to Lust at a frantic pace and points out in the direction they escaped for Lust to facepalm and motion her troops to come along with her. Lust sees how far off the Pokemon are over the water and sighs. . .How will they chase after them now? Suddenly, WOLF comes up in his Wolfen and gives a thumb up to Lust, motioning her to come over for a ride. Lust looks at the disturbing lack of space in the tiny one man plane and raises an eyebrow for Wolf to spread apart his legs and motion to his lap, smirking. . .He wants Lust to sit his lap?!? Lust grits her teeth and extends out her fingers to get a grip around Wolf’s neck, choking him briefly before releasing him. Lust hops on top of Wolf’s ship, Gluttony following her lead (Carrying Pikachu’s trophy), then she motions off to Charizard. Wolf sighs and flies in the direction they went, them being long off camera by now. The camera zooms in to a deserted island in the general direction Charizard flew off to, it more likely then not being where he landed. Lust and Gluttony hop off the ship, and Lust takes Pikachu’s trophy from Gluttony. Lust hands the trophy to Wolf and points to the subspace bomb factory in the sky for Wolf to nod, taking the trophy and flying off towards it. Gluttony and Lust proceed to go further into this uncharted island. . .

We’re shown a cutscene inside a base of some sort, with ROY MUSTANG at a desk, filling out mountains of paper work. After watching this for a brief bit, King Bradley, comes into Mustang’s office for Mustang to hastily get up and salute him. . .Such a suck up. Anything to one day become the fuhrer. . .Bradley gives a dismissive motion for Mustang to go at ease, then the king takes out a photo of Ganondorf and Bowser to show to Mustang. Bradley runs his finger across his neck, then throws the picture into the trash can. Mustang nods to the king for him to leave, Mustang sinking back into his chair and sighing. How is he supposed to get to them, much less capture them, with such little warning? Mustang sighs. . .He presses a button nearby for SAMUS and SNAKE to come into the room. Mustang brings up a pictures of the subspace bomb factory and the Halberd on his computer and points to it for the two of them to nod and head out after taking some papers for mission briefings and what not. Next, EDWARD and ALPHONSE come into the room. The camera shows Mustang’s point of view from behind the paperwork, only able to see Al due to Ed being so short. Mustang gets a thought bubble with Ed and a “?” for Ed to jump up above the paper work and throw a little tantrum, causing the paper work to fly everywhere. Alphonse laughs while Mustang facepalms. . .Mustang just brings up a picture on his computer of the island Charizard, Ivysaur, and Jigglypuff went off to with a photo of Wrath next to it. Ed gets out of his tantrum for it to just start up once more upon seeing the little gremlin Homunculi. Mustang drums his fingers and points outside to a boat for Al to nod, dragging his brother out with him. . .We cut to Bradley who is seen secretly watching Ed and Al leave Mustang’s office. He shakes his head and paces back to his quarters, where SLOTH, his secretary, is waiting for him. Bradley motions off to the boat for Sloth to smirk and nod, turning into a mass of water as she goes out through a vent. . .

Another cutscene opens up showing Ed and Al aboard the boat, it sailing off for the island. Ed looks rather bored as he slumps up against the wall while Al looks out to see. Everything seems to be going smoothly. . .Until a crash on the ship occurs. Ed and Al go out to look at what caused it for it to be a bunch of pathetic pirates in a poorly made old fashioned ship. TOON LINK stands at the helm of this ship, leading the raid against them. Perhaps he’s short on Rupees? Perhaps he thought the ship was one of Ganon’s? Who knows. They put up a plank and start running up onto the much more modern ship Ed and Al are on, but Al casually blocks the way, them getting knocked overboard as they try to pass his massive armor. Ed runs to go down onto the small pirate ship, Al close behind. Some army men from the modern ship go to help the Elric brothers, but the scrawny plank collapses under Alphonse’s large weight, preventing them from coming along. You play a level on Toon Link’s ship (Which is enlarged so as to be a level), various toon pirates being the enemies.

After this level, Toon Link is seen running up to Ed to slash him across the face, but Ed casually transmutes a wooden spike up out of the ship to send Toon Link flying back. Toon Link prepares to run at Ed again, but he is flung away by the ever annoying launcher from the Pirate Ship stage, flying off and landing on Ed and Al’s ship. Toon Link lands deep within the ship to find that it’s sinking and the men panicking to try to prevent it from doing so. A level starts up where you play as the vastly superior Link clone, getting out of the ship before it sinks, there being a time limit. The enemies are various military soldiers in the FMA style.

After getting out of the ship, Toon Link finds the source that’s causing the ship to sink to be Sloth, as she turns one of her arms into water and shoves it down a man’s throat to drown him. She turns to Toon Link and chuckles, petting him like a child. Toon Link, disgusted with this, takes a slash at her, but Sloth picks him up with one of her watery arms and flings him overboard. Ed and Al watch from the puny pirate ship, unable to get back up onto their main ship. Al tries to steer the pathetic ship into the main ship to attack it, but this just causes it to crash due to it already being damaged. It sinks into the sea. Sloth chuckles and jumps into the water, turning her body fully into liquid and rocketing off towards the island at amazing speeds. We then get a shot of Ed, Al, and Toon Link sinking close together, watching Sloth swim off. Al goes to shake Toon Link’s hand, but Ed and Toon Link just swim off, not trying to go for any pleasantries. Al shakes his head, then a underwater level starts, you playing as all three characters. The enemies are various Water Pokemon and aquatic Mario/Kirby/Zelda/DK enemies. Underwater, you have infinite mid air jumps, but your attacks are slightly slower.

Before continuing with Ed and Al, we cut back to the base with Mustang and Bradley. Bradley is seen in his room, pacing back and forth. . .Suddenly, an image comes up on his computer screen showing Wario coming in through the sewers with an army of subspace forces. Bradley clenches his fist and chuckles. . .Finally he can ditch his little cover up here and move on to further greatness with Master Hand. He nods to Wario, then quickly cuts the screen as Hughes comes in. Hughes raises an eyebrow, but Bradley hastily does a dismissive motion to Hughes. Hughes gets a thought bubble of Sloth, pointing to her empty seat, for Bradley to shrug and glare at Hughes angrily. Hughes reluctantly leaves. . .Bradley sighs. He can’t keep Hughes around any longer. He presses a button on his desk for ENVY to come in through an alternate entrance. Bradley runs his finger across his neck for Envy to nod and chuckle. . .He turns into a female officer and heads out into the hallway after Hughes. Envy takes out a gun and points it at Hughes. We’re shown a mug shot of Hughes as he turns around, then the camera instantly blacks out as a gun shot is heard. The camera comes back in to reveal that a certain box has been watching this entire incident. . .Looks like Snake didn’t leave for the Halberd just yet. He waits for Envy to leave, then hastily gets rid of his cover and runs for Mustang’s office. Upon getting there, he finds Mustang already fighting against a bunch of subspace forces, Wario commanding them. Snake takes out a grenade, then you play as him and Mustang in a standard SSE enemy battle. Wario is seen in the background commanding them, regularly using his taunts on you.

Upon defeating the enemies, Wario’s jaw drops. His army has ALREADY been defeated?!? Guess the troops he plowed down along the way already took down a sizable amount of them. Mustang snaps his fingers to cause Wario’s buttocks to light on fire, and he hastily runs around the corner to flee. Snake and Mustang go to chase him, but when they get around the bend Wario is on his motorcycle, fleeing quickly. Snake takes out his rocket launcher and Mustang prepares a powerful attack, but before anything further can happen, Bradley steps out from his office, no longer in his military uniform, blocking their way. He takes off his eye patch to show the symbol of the Homunculi, revealing himself as Pride. Master Hand would never accept it if Wario didn’t make it out alive. Pride draws his sword and slashes forward at the shocked Mustang for a boss battle to start.

Boss: Pride



Play as: Roy Mustang, Snake

Attacks at 100%

Ultimate Eye-
Pride reaches up and places his hand on his forehead. Anyone who attacks Pride while he’s in this stance has their attack blocked and countered with a swift kick. Pride’s counter-attack deals 1.2 times the damage and knockback the attack would’ve dealt. Look for the obvious tell and this attack is easy enough to prevent.

Piercing Thrust- Pride lunges forward a fair distance (two battlefield platforms forward) and thrusts his sword outward. This attack is incredibly fast and can easily catch you off guard. Fortunately the thrust is high enough that it can be ducked under. Either duck this or spot dodge it. Deals 14% and medium knockback.

Casual Slice- Pride casually walks forward whilst swinging his sword from left to right. A fairly predictable attack considering he move so slowly but if he does it near you it can wrack up some damage quickly as it’s possible to get locked in the attack. 6% and very low knockback.

Attacks at 50%

Psycho Crusher-
A very close range attack, Pride thrusts his arms out and grabs the opponent by the throat. He then lifts them off the ground and begins to squeeze. Wriggling the control stick is the only way to break free of this attack and if the control stick is NOT wriggled, the player will lose a stock instantly. The player will take continuous damage until they break free of Pride’s grasp, receiving 2% every second and a half that passes.

Raging Inferno- The arena you’re fighting in slowly becomes engulfed in flames; as the battle rages on, the flames grow larger. The flames deal the same amount of damage and knockback as the flames on the Pictochat stage so it’s best to try and wrap up the fight quickly.

Attacks at 25%

Body Reform-
Pride’s body begins to quake slightly as his wounds begin to heal. It takes him a total of 4 seconds to heal and if the move is successful, he’ll recover his health up to the 50% mark. If attacked at all during the process of this attack, Pride will stagger backwards and be vulnerable to attack

Attacks at 10%

Neck Breaker- A variant of the Psycho Crusher attack; instead of slowly crushing the player, Pride crushes the character’s neck instantly costing them a stock. Fortunately this attack is slightly slower than its other form due to Pride being worn down.

Attacks at 5%

End of the Line-
Pride rushes forward as quickly as in his Piercing Thrust attack. If he grabs an opponent, he tosses them into the air and impales them on his sword. He then tosses the opponent’s limp body away and laughs. This attack is rather fast, covers the entire arena length and instantly kills any opponent he grabs. Fortunately, it can be jumped over and, once leapt over, leaves Pride in a vulnerable state where you can easily reduce his HP to zero.

After defeating Pride, Mustang triumphantly stands over him. Looks like his long campaign to become the fuhrer has finally payed off. However; Mustang’s brief moment is cut off when Snake motions to the corpse of Hughes. Mustang clenches his fist and lets out an angry cry, then motions for Snake to leave, him not being seen again until he normally is on the Halberd.

The next cutscene shows Ed, Toon Link, and Al washing up on the island the Elrics were assigned to go to, albeit at another spot on it. Alphonse hastily gets up and starts getting the water off him, thankful that none got on his blood seal. Ed does a quick transmutation on Al to remove the rust his armor acquired and gives his brother a thumbs up for Al to nod in thanks. Al gets a thought bubble showing Wrath, the reason they were supposed to come here in the first place, and points to it for Ed to nod to him. Meanwhile, Toon Link has already run off, long gone, the Elric Brothers scurrying off after him to catch up. You place another level as the two alchemists, the enemies being more various Wild Pokemon due to this island being uninhabited. The Pokemon are considerably stronger than the bug ones from the forest level with Pikachu and the Trainer.

Before continuing the new sub section with the FullMetal Alchemist characters, you play the first Zero Suit Samus/Pikachu level early. However, in the cutscene where Zero Suit Samus normally finds Pikachu being forced to power a machine, Samus spies into the room rather then barging in. We see Wolf placing Pikachu’s trophy into the machine, then reviving the rodent and slamming the door to the machine shut. Wolf chuckles as Pikachu is tortured as a power source for the camera to cut to Samus’ face, letting out a slight gasp. She comes into the room and primes her pistol for Wolf to just let out a chuckle and gets into his feral fighting stance. You brawl Wolf as ZSS. Upon defeating him, Samus frees Pikachu from the machine and then mass Robs come into the room to attack Samus as normal, but they also revive Wolf from his trophy status. Wolf gives Samus a smack to the face, then backflips out over the Robs and out the exit of the room, the door closing behind him. Samus scowls as she gets into a fighting pose alongside Pikachu, and the level plays normally.

The next cutscene opens with Charizard landing on the island and looking around. Ivysaur motions forward with his vines and the other characters follow. Another level in the same design as the last one with Ed, Al, and Toon Link takes place with Ivysaur, Charizard, and Jigglypuff.

At the end of this level, Toon Link, Ed and Al are seen walking by, the Pokemon watching from some foliage. Jigglypuff sees Al in his huge armor and hides behind Charizard. Charizard gets angered by this and roars at the warrior who caused Jigglypuff to cower in fear, coming out into view, Ivysaur hastily coming out alongside him. Jigglypuff stays in hiding while Ed is slightly taken aback by the dragon. Ed goes up to attack, but Al holds him back, not fond of hurting animals. Ed and Al are left with no choice, however, when Toon Link simply leaps out and slashes Charizard across the face, a battle starting up. You play as Ed, Al, and Toon Link against the two PT Pokemon and Jigglypuff.

After the battle, Toon Link, Ed and Al continue on their way, Al shaking his head at the beasts turned into trophies. After they’re gone, Jigglypuff comes out and revives Charizard and Ivysaur. Charizard goes to go after the alchemists, but Jigglypuff and Ivysaur hold him back. Charizard sighs and allows Ivysaur and Jigglypuff to mount on his back once again, flying off into the distance off the island. The camera cuts back to Ed, Al and Toon Link walking through the island, and they suddenly hear some childish laughing. They turn to the laughing, but nobody’s there. They run off after it. . .The camera shows a mug-shot of Wrath, who is in hiding. You play another level as Ed, Al and Toon Link that loops around in mass in a maze like fashion, you having to catch Wrath. You’ll rarely if ever actually see him on camera, and if you do he’ll probably be exiting the door of the room you come into. The only way to catch him is to corner him into a “room” without an exit besides the way he came in.

The next cutscene shows Ed grabbing WRATH as he tries to flee, but Wrath suddenly smacks him away with impressive force. This pisses Ed of and he starts fighting Wrath, Alphonse sighing as he reluctantly goes to help his brother. After a bit of this, Sloth reveals herself, leaping out in front of Wrath and taking a hit for him, Wrath excitedly yelling out “Mommy!” at the sight of her. Ed raises an eyebrow at this, but Sloth just lets out a smirk and turns her arm into water, swinging it forward at him. You have three characters (And thus three stocks) against Sloth and Wrath, but they’re both out at once, ganging up on you.

Wrath and Sloth fall to the ground, turned into trophies. Al looks down at the trophy of Sloth regretfully. . .She looks so much like their own mother. Al reaches down to touch the base of the trophy, but Ed smacks his hand away. There’s no way that monster could be their mother! Suddenly, Gluttony and Lust come out into view with a sizable amount of subspace forces surrounding the clearing Sloth was just fought in. Lust extends out a finger to revive Sloth and Wrath, touching their trophy bases, and the army proceed to attack the Elric brothers from all angles alongside the three Homunculi. Toon Link and the Elric brothers put up a decent fight, but ultimately get turned into trophies. Wolf comes down in his Wolfen, back from having delivered Pikachu to the Subspace Bomb Factory. Wrath, Gluttony and Lust hop on top of the small ship, Gluttony and Wrath carrying the trophies of Ed, Al, and Toon Link, but when Sloth goes to get in Wolf motions down to his lap again, making room for her. . .He doesn’t know when to quit. Sloth turns her arm into a watery substance and smacks him, then gets on top of the Wolfen alongside Wrath. Wolf scowls and flies off for the Subspace Bomb Factory.

Before anything else happens, we’re shown a brief cutscene of Charizard flying with Ivysaur and Jigglypuff. He suddenly gets swarmed by those bird enemies that can be picked up as weapons when they impale their beaks into the ground and is forced to do some barrel rolls to avoid them. . .However, this causes Ivysaur and Jigglypuff to fall off the beast’s back, falling down into the ruins and turning into trophies. Ivysaur and Charizard aren’t seen again until they normally are in the SSE, and Jigglypuff is found alongside Ivysaur.

The cutscene where Kirby runs off and leaves the princess he saved from Petey and Piranha and Bowser turns her into a trophy, then makes a shadow version of her plays out a good deal differently. Instead of Kirby simply running off, Envy appears and smacks him away, causing him to fly off into the distance where he’s not seen until his next cutscene. The princess sees this and goes to run frantically, but Bowser appears and grabs the princess from behind. Bowser throws the princess to the ground and gets in the pose from his dthrow, but Envy comes up in front of Bowser, shaking his head and wagging his finger. Master Hand would never accept this! Bowser sighs and simply smacks the princess unconscious, turning her into a trophy. Envy then transforms into the princess and lets out a chuckle at Bowser, who gives him a thumbs up. Bowser gets into his Koopa Klown Car to take the princess’ trophy to the Halberd and the cutscene ends.

In the next cutscene, Envy then attacks the heroes as the princess normally did due to being in her form, the cutscenes looking the same with the exception of Envy not having the shadow energies radiating off him like the shadow princess. The battle against the princess is also made somewhat harder, as after defeating Envy while he’s in the form of the princess you’ll have to battle him as his true self, him having two stocks.

After defeating Envy, he’s turned into a trophy, but still in the form of the princess so the cutscene remains unchanged. After Mario’s/Link’s misunderstanding, Dedede whisks by in his trophy cart and picks up Envy’s trophy, thinking he’s the real princess. Kirby then comes by and frees the trophies of the character who lost the previous battle along with Envy, also thinking he’s the princess. Mario/Link help Envy up depending on which princess he is. The characters who battled against Envy and know his true identity glare at him, but he just smiles and laughs, hiding behind Mario/Link. Mario and Pit/Link and Yoshi see that the hero is far from willing to let them attack Envy, and just head off in the opposite direction. Kirby heads off after Dedede, motioning Envy to follow, and he hastily heads off after him. The princess’ lover sighs and chases after him, while Pit/Yoshi follow the hero with little thought. You play as Envy in the form of the princess in the levels where you chase after Dedede now as opposed to Link and Yoshi/Mario and Pit.

After playing the first of the two cave levels with Mario/Link’s party, there’s an interruption as we cut back to Mustang, who is located outside the Subspace Bomb Factory with his men, prepared to launch an attack. Mustang motions his forces to move in, snapping his fingers to hasten them up, but this accidentally causes a flame to materalize and burn off a random soldier’s hair, him running around frantically. Mustang facepalms and puts the fire out, then the men run inside. Mustang takes a different route then his men inside, preferring to go it alone, hence there are no soldiers to help you in the level. You play a fairly standard subspace bomb factory level with Mustang, but in the background you can sometimes see your men helping you out.

After this level, Mustang is seen entering the room the Ancient Minister is found in when he reveals his identity. His men are already inside of here fighting off the Robs, but there are far too many, them quickly subdueing and KOing Mustang’s army. Mustang snaps his fingers to burn off the Ancient Minister’s robes to attempt to reveal his identity, but the AM hastily runs out of sight before we can see anything of him. Mustang goes to run after him, but all the doors slam shut and a hologram of Ganondorf appears and laughs as several Darknuts come into the room through Ganon’s dark portals. You play a battle as Mustang against them, then another brief cutscene plays where yet more Darknuts come out and overwhelm Mustang.

In the cutscene where Mario’s/Link’s party chase after Bowser, he is carrying Luigi’s trophy as he flees rather then that of the princess. However, Mario’s/Link’s party catch up to Bowser before he gets away. Kirby goes to smack Bowser with his hammer, but all of a sudden Envy reveals his true colors as he does a swift kick at Kirby to knock him away from Bowser. The princess’ lover stares at Envy in shock for him to smack him across the face, then turn into his true form. Bowser hops off the cliff and Envy runs after him to follow, and they both leave in the Koopa Klown Kar together, heading off to the Halberd. Mario/Link’s party isn’t seen again until their final level where they battle against mass subspace enemies, them reuniting with Link and Yoshi/Mario and Pit which lengthens that cutscene slightly.



Before the Snake/Meta Knight/Lucario level, we are shown Envy and Bowser in the room with the princesses in the cages, Bowser carrying Luigi’s trophy. Envy transforms into Mario, and Bowser nods at him. Bowser proceeds to go out of sight as Envy opens the cages of Peach and Zelda, reviving them. They look excited to see Mario. . .But not so much when he attacks them. You play as Envy again, though with Mario’s moveset rather than his own, you still not getting to unlock him yet.

After assaulting the princesses, the battle is seen raging on rather than the princesses being turned into trophies in the cutscenes, although it’s not really shown as much of a battle, as Envy is owning the princesses considerably. Bowser creeps out behind Luigi’s trophy and touches it from the back, then quickly goes back into hiding before Luigi notices him. Luigi stares in horror at his brother attacking the princesses. He goes up to Envy and frantically talks in gibberish, but Envy knocks him down with an fsmash. Luigi is angered at his brother. . .What the heck is he doing? Now is finally his time to take the spotlight! You play as Luigi in a battle against Mario/Envy.

The battle is still going between the “Mario Bros”, you getting a decently cool fight scene for Luigi’s vengeance that I won’t bother to detail. However; before either brother can finish the other, Bowser intervenes and leaps out, smacking Envy down with an fair and turning him into a trophy. Bowser extends out a hand to Luigi. . .Luigi looks very reluctant to shake, hesitating in mass. In the background behind Luigi we see a primid come over and revive Envy, who turns back into his own form briefly before turning into Peach (Albeit now looking dark and evil, in her Shadow Queen form from Paper Mario 2). The primid presses a button to close a door to block off the real Peach and Zelda, getting them out of Luigi’s sight. This all happens very quickly, Luigi being completely unaware. Envy comes over to Bowser’s side and gives Luigi a kiss on the nose which of course gets Luigi to shake Bowser’s hand (After the shock of the kiss, of course.). Bowser gives a hearty evil laugh and the cutscene ends. . .Luigi has been successfully manipulated.

Snake/Meta Knight/Lucario’s level now happens as normal, but instead of finding the princesses at the end, they bump into Envy, Luigi, and Bowser. Luigi is in his Mr. L costume, Envy finishing the costume up by putting on his mask for him as they arrive. Bowser motions Luigi and Envy out to attack, and you fight the pair of them, Envy still in Peach’s form.

After Luigi and Envy are turned into trophies, Bowser takes out a trophy gun and starts firing at Meta Knight’s party in mass. They are forced to flee the area, and Bowser goes over to revive Luigi and Envy’s trophies. They’re still in the general room where Peach and Zelda were normally fought. . .And Luigi finally realizes he hasn’t seen anything of Zelda since the Mario incident, getting a thought bubble of her. He points up to the thought bubble and speaks gibberish to Bowser for him to hastily pull Envy over, who is still in Peach’s form. Luigi shakes his head and points up to the thought bubble of Zelda again for Bowser to slash the thought bubble into pieces. Luigi does his down taunt, but Envy goes over and kisses him on the nose again, which causes Luigi to stop thinking of the other woman. Bowser and Envy go to leave, Bowser motioning Luigi to come along, but he holds up his finger as if to say “Just a sec”. . .Bowser shrugs and leaves with Envy, Luigi waiting for them to leave. . .He goes over to the controls of the room and opens up the door out of curiosity to find Zelda and the real Peach. Was he just faking his allegiance to Bowser all along? Who knows. He motions for the princesses to come along with him, and you play the normal level you do with the princess pair where you escape the Halberd, only now with Luigi as an additional character.

The remainder of the Halberd plays out as normal, only now with Luigi added in the Duon boss fight. In the cutscene when Duon is revealed though, Bowser and Envy (Envy back in his normal form) are seen watching in disgust due to Luigi (Yes, he’s playable for that boss) being alongside the others. Upon being defeated, both are shocked, and they hastily hop off in Bowser’s clown car.

After this, we get another entirely new section, where we see Bowser and Envy riding in the Koopa Klown Kar. The Klown Kar goes to land down on the ground in a secluded area a good ways off from where the rest of the action is taking place. Bowser and Envy gets out of the transportation vehicle, then Bowser snaps his fingers to cause a portion of the ground to open up to reveal a mechanical base inside. Bowser and Envy hop inside, then it starts closing back behind them as if nothing happened. Here we see SONIC look at the base closing back up, and he hastily runs inside just before it closes with his insane speed. Bowser and Envy turn around and see Sonic for Bowser to let out a loud roar, summoning subspace creatures to attack Sonic. Bowser and Envy flee, not having time to waste, then you play a level in this underground base as Sonic.

After the level, we see GREED being held in a cell. He looks bored as all hell, but suddenly Bowser and Envy come up to his cell. Greed grits his teeth, pissed at seeing the ones holding him here, but Envy gives a dismissive motion and chuckles. Envy unlocks the cell and enters it, extending out a hand to help Greed up. Greed smacks Envy's hand away, but Bowser comes in behind Envy and takes out a bag of cash. Greed's eyes turn into dollar signs as he happily takes the bag of cash. Envy extends his hand out to Greed to shake. . .But Greed realizes the fatal error of Bowser and Envy. He hastily runs out of the cell while Bowser and Envy are still in it, then slams the cell shut before they can leave, locking them in. Bowser glares at Envy angrily for trusting Greed for him to just shrug. Greed runs off hastily, chuckling. Some subspace enemies come to the prison door to let out Bowser and Envy, Bowser motionining off to where Greed went and letting out an angry roar. You play another level in this base as Greed.

Greed keeps heading for the exit, ignoring all the enemies that attack him along the way, them not phasing him in the slightest. He's the ultimate shield, remember? Greed sees Sonic getting beat up by a considerable amount of Subspace foes. Greed lets out a reluctant sigh, but then goes over to the Hedgehog's aid, coming down on the enemies with a powerful drop kick. Greed extends out his hand to Sonic and shakes it, then they proceed along together through the base. The two of them see a way out of the base, but it's closing, and fast. Sonic makes it out easily, but it becomes clear that Greed isn't going to make it. Sonic sees this and reluctantly goes back into the base to help Greed, who just got attacked by another swarm of enemies. You play a battle level as Sonic and Greed. After defeating the enemies, a brief cutscene shows Greed smashing down the door, then the pair leave.

Before the level where DK, Diddy, Captain Falcon, and Olimar invade the subspace bomb factory, we’re shown a cutscene of, Lust, Sloth, Wolf, Gluttony, and Wrath (The later two whom are carrying the trophies of Ed, Al, and Toon Link) entering it, meeting up with the Ancient Minister. The Ancient Minister salutes his superiors for Sloth to give a dismissive motion to the Ancient Minister, allowing him to be at ease. In the background, Wolf can be seen turning around and leaving, going back into his Wolfen, being rather annoyed. He doesn’t particularly like being reduced to a delivery boy. . .Lust points to the Elric brothers for the Ancient Minister to nod and motion for them to come along with him. He opens up a secret room where a massive transmutation circle is ready along with tons of Robs moving about mess chemicals. Mustang is also seen here, along with several of his men, right in the middle of the Transmutation circle. Lust pats the Ancient Minister on the head for him to look down at the ground regretfully. . .Lust does a dismissive motion to Gluttony for him to let down the three trophies with a breath of relief. Lust and Sloth revive the trophies of the two Elric Brothers, and Lust points towards the Transmutation Circle with a thought bubble of the Philosopher’s Stone. . .She wants him to transmute Mustang and his men into it. Ed goes to lash out at her, but Sloth wraps her watery arms around him to hold him back. Lust chuckles and points to Al, who is being held by Gluttony. Lust snaps her fingers for Gluttony to take a bite out of Al, him letting out a cry of pain. Ed frantically tries to get out from Sloth’s grasp, but to no avail. Wrath comes up in front of Ed while he’s being held, sticking his tounge out at him and taunting him, infuriating him all the more. Lust points at the transmutation circle once again for Ed to reluctantly gets on his knees and prepare to do the transmutation. . .The Ancient Minister, unable to bare watching this slaughter, hastily leaves the room, going back out to the main room, closing off the doors inside. The DK/Diddy/Captain Falcon/Olimar level now plays as normal.



In the cutscene where the Ancient Minister normally reveals his identity as ROB, everything for the most part goes the same way, but Ganondorf simply forces the Robs to blow themselves up rather then set off subspace bombs. After the Ancient Minister reveals his identity and joins forces with the characters, rather then fleeing out, he hastily opens up the door where Ed and Al are being held and motions the characters down to attack. There are all the more Subspace forces inside of here, but they easily manage to free Mustang, Ed, and Al, and they also revive Toon Link’s trophy. Lust, Sloth, and Gluttony hastily go to flee the factory, heading back out into the main room. Sloth takes out a remote control and presses it for the Robs to start taking out the subspace bombs, and they escape, a door closing behind them and blocking the characters from chasing them. You play the normal escape level here, only now with the additional characters of Toon Link, Ed, Al, and Mustang. You also go on to use these characters in the fight against Meta Ridley.

Wolf’s been busy getting his *** kicked the entire SSE and being made fun of. . .He’s had enough taking orders. He’s doing things his way. Before the Great Invasion cutscene, we see Wolf flying off towards the Halberd where everyone is preparing for battle, Fox getting his arwing. As Fox and Falco get up in their arwings to fly alongside the Halberd, Wolf’s Wolfen crashes into Fox’s arwing and causes them to both crash. Both pilots hastily eject from their Arwings before they hit the ground and clash against each other in mid-air, and a standard Brawl occurs. . .And you play as Wolf. Yeah, you’re actually getting to play the villain in this SSE for the first time, outside of Envy copying people. After defeating Fox, Wolf gloats over Fox for a brief moment, having had his 15 minutes of fame, before Falco and a hoard of other characters arrive. Wolf reluctantly gets into his Wolfen and flies off into the distance as the other characters get up and revive Fox, who angrily shakes his fist at Wolf as he flees. The great invasion cutscene now occurs as normal, although the cutscene before it is edited slightly to show Greed and Sonic joining the rest of the cast at the Halberd, having fled the prison base.



In the Great Invasion, the Ganon Cannon is quite crowded with villains. Ganondorf, Bowser, Wolf, Lust, Gluttony, Sloth, Wrath, and Envy are all seen on board, standing together. Aside from that, no changes to the scene take place. However; in the cutscene where Bowser normally betrays Ganondorf, all the Homunculi take out trophy guns rather then Ganondorf, aiming them at the Nintendo villains. The Nintendo villains perform their various sidesteps, then you play as them against the Homunculi in a 3 on 5 battle. Only one foe from each side it out at a time, but they have one more man then you, keeping this far from easy, and besides, the highest ranking of your characters is in D tier!

After defeating the Homunculi, the Nintendo villains all do victorious taunts. Bowser and Wolf continue to walk forward, but then Ganondorf takes out a trophy gun and fires it at Bowser as normal. Unlike the normal cutscene though, Bowser dodges the shot and gets into a battle with Ganondorf. Wolf takes Ganondorf’s trophy gun and aims at the two fighting, wanting all the credit from Master Hand for himself, but Ganondorf smacks the gun out of Wolf’s grip and it falls off into the abyss. You now choose one character out of Bowser, Ganondorf, and Wolf for a three way Brawl. The losers get turned into trophies at the hands of the winner, and the winner goes to go before Master Hand then get defeated by Tabuu.



In the cutscene where Dedede normally squares off against Bowser, he’ll find the winner of the Nintendo villain brawl and fight them instead of it always being Bowser. Later on, the winner will be seen whaling on the trophies of the two losers like how Bowser whaled on Ganondorf.

Everything continues as normal, but you also have to hunt down the trophies of Sonic, Greed, Wolf, Jigglypuff, Toon Link, Ed, Al, and Mustang. If you find Ed and Al’s trophies, a cutscene will play in which Ed and Al stand before the four trophies of the five Homunculi. Ed goes past them without a second thought, but Al stares down at Sloth’s trophy again, unable to shake off the thought that she’s so similar to their mother. Alphonse slowly reaches down to revive her once more, Ed running up to stop him, but ultimately being too late. Sloth gets revived, then hastily turns her arms into water and extends them to revive Wrath, Envy, Gluttony, and Lust, touching their trophy bases. All five Homunculi quickly run up the stairs to the Great Maze, ignoring the Elric Brothers. Ed facepalms at Al while he just shrugs, then it continues as normal, them being added to the Great Maze party and finally being unlocked.



A few small sections are added to the Great Maze. The forest where Pokemon Trainer was introduced is added, containing the shadow versions of Gluttony, Lust and Jigglypuff, and PT and Pikachu’s shadow versions are also moved here. Wolf is moved back to Pikachu’s old spot due to him not showing up at any place in particular. Another new section is an underwater one with parts of Ed’s ship and Toon Link’s ship where the shadow versions of Ed, Al, Toon Link, Wrath, and Sloth are found. Yet another additional section is made for the prison base introduced towards the end of the SSE where the shadow versions of Greed and Sonic are found. A final additional section is Mustang’s base, contaning the shadow versions of only Mustang, Envy, and Pride (The boss).
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Wow, MasterWarlord, that... was quite a set. After reading the stats I worried about broken-ness, but you balanced it out with the whole transmutation circle thing, and balance was never a problem. Very creative moves as well, like the UAir and Side Special. I thought it was very original to have a "matchups" section- quite an original extra, and it helped me imagine how Alphonse would function (although the playstyle did that very well.) Great job! :bee:
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
WOW!!

I trudged through this beauty (save that overly-extensive SSE Role. Sorry, Warlord :p), and loved every minute of it. Al would definitely take some getting used to, but he'd be a heck of a lot of fun to play as. All the moves that work together or only work under some conditions (nice working of both the circles and the helmet/head as mechanics) were so beautiful. Even his physical attacks were awesome (B-Air ftw). Also, I have to compliment the fact that moves like the U-Air and D-Air, despite their effects, are still useful in the traditional sense of those moves through the clapping that Al does.

I must admit, though, that I found the Final Smash a bit overpowered. I mean, the U-Air is a very powerful tool, it's weakness being that it requires enemies to be in a specific place. Making it automatically strike where the opponent is...may be too much. It'd be one thing if staying in the air for long enough would protect them, but even the likes of Pit, R.O.B., and Jigglypuff have to come down eventually, and you could just hit them when they do, since the FS lasts until Al loses a stock. I'm no expert on balance, of course, but that seems broken to me.

But ignoring that, this moveset was an absolute masterpiece. You didn't rely too heavily on either the helmet or circle mechanics, making Al playable without either, but definitely better through mastery of both. Even the Situational Worth Reading was awesome, and I saw right where you were going with it from the moment you had him draw a circle from his hanging position. :laugh:

Tl;dr version: Al is awesome. :bee:


EDIT: Chris' comment below reminded me that I wanted to mention something. I really think that the Side Special should be given some function against characters Al can't stuff in. Perhaps he tries to, and they take some damage from his attempt to shove them into the space. Or perhaps he can tell that they're too large, so he slams them against himself instead. I dunno, just something. It's not so bad because they can be downsized with the D-Throw, but it still kind of bothers me that the move does absolutely nothing against certain opponents.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Darn... I had a full in-depth comment ready for Alphonse, but my elbow accidentally backspaced the whole thing away... :( Sorry, Warlord, but I hope this comment will suffice.

Alphonse, along with Illidan, was one of the sets I was looking forward to most by Warlord... actually by anyone. It certainly does not disappoint.

My favorite moves in the set are the Down Special, Neutral Special, and Forward Smash, though none of the moves disappoint. The Forward Smash had me lol'ing big time due to it's second function. "I AM THE CURSED DEMON ARMOR! FEAR MY WRATH!" lolololol. That is just plain awesome even if it actually was taken from the show.

Complaints:
Up Special might still be a bit broken, though I can't really decide on this.
Side Special seems underpowered- even harmful- even with the Up Tilt.
Don't think I didn't notice that the Neutral A was stolen from Ryuk.... ah well, I still like it. I would like to see the punch of this move be aimable in order to hit aerial foes or foes who attack from behind.
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Oh son of a *****! I was waiting for the excitement over all the other movesets died down to post the Sniper, and just as I was about to, here you go, Warlord, throwing out a super set! Oh, well, it was a great read, and I like the Circle mechanic. It helps to balance out some of his otherwise broken moves. However, the Final Smash re-breaks them. Seriously, he's pretty broken in his FS. He has infinite recovery, I mean, all you have to do is use the Down-B and set a point, then press Up-B when you're in danger. Plus, it pimps up all of Alphonse's godly moves that normally require circles, like most of his aerials. Overall, though, Alphonse is a great moveset, and hes has great potential in the hands of an expert who won't forget where their circles are.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
In Gidgit's defense...he's not the only one. Most of the commentary I've gotten on May, while positive, has failed to make me feel very good about the moveset. :ohwell:
I know what you mean. Father Time got, like, five comments. :(

Why yes he is...which brings me to my next revealed set...
Well, that's going to be rather awesome, isn't it? Anticipating it immensely, MT.

Now, as to Alphonse... well, to tell the truth, I wasn't expecting a Warlord set on the next page and don't feel like reading him right now. :p

I will, however, say that I'd like to see more colors used for attack names, rather than just the same ol' grey over and over again. Alternate between that and maybe some sort of blue?

It's a hell of a big read, but I'll try to get through it one of these days.
 
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