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.
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
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.
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.
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.
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.
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.
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. . .
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.
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 – 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.
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.
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?
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.
-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.
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.
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.
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).