Wizzerd
Smash Ace
- Joined
- Feb 24, 2009
- Messages
- 929
THE GOOS
THE MILLIONS OF GOOS LIVING IN THE BEAUTIFUL WORLD OF GOO DON'T KNOW THAT THEY HAVE JOINED THE BRAWL!
In World of Goo, you take the role of a multitude of goos. You use these goos to build structures to reach pipes that suck away the goos to the next level. You can use different types of goo in your structures to reach the pipe, like goos that are flammable or goos that can be detached and reattached at will.
THE TWIST
The goos seem to be a very weak character with no redeeming characteristics when you first try them. But in fact, they are not. As you play as the goos, you will gain more goos to attach to your structure with your neutral B. These goos will make your attacks more powerful or faster.You start out as a triangular structure of goo. From this, you can attach five goos in triangular ways before they form a hexagon that cannot be expanded.
Note that your attached goos do not "carry over". Once you lose a stock, you also lose all attached goos. However, any "loose" goos- those that are unattached- will remain on your structure. Deciding if you want to attach your goos is the apex of strategy for the goos! Should you save one, or attach them before you die? It's all up to you!
TYPES OF GOO
There is not but one type of goo to be obtained in your gooey quest. Special goos can be earned that have special properties. Learn to use these properties to become a true master of goo.]
BLACK GOO
You earn a black goo every twenty seconds. Black goo are the base type of goo. You should gain many to attach to your structure. Black goos will make some attacks more powerful, in either damage and knockback. These will also make the character heavier and less floaty when attached.BLACK GOO
GREEN GOO
FIRE GOO
STATISTICS
Attacking~ 3-8/10~ Power will fluctuate with what goo is used.Defending~ 6/10~ Dodges cover good distances, but are fairly slow.
KOing~ 3-8/10~ Again, it fluctuates!
Speed~ 8/10~ Rolling around like a wheel is rather speedy...
Traction~ 1/10~ ...but the inherant gooiness will make goos slick to the touch and slippery. Try to approach from the air. This makes them good at flying Upwards Smashes, however.
Attack Speed~ 7-10/10~ Pretty quick to begin with, and green goo makes them even speedier.
Fall Speed~ 3-7/10~ In World of Goo, you had to account for gravity in your structures. The same is true here. More goos equals more fall speed.
Priority~ 7-10/10~ Even the black goos have good priority, and green and fire goos are ridiculous.
Size~ 3-6/10~ They get taller as more goos are added. But don't worry- the goos have a very low crouch and crawl.
Weight~ 3-7/10~ The more goos, the more weight.
ANIMATIONS AND SUCH
Symbol~ A glass tube with pipes on top and bottom.Wiimote Noise~ A series of high-piched laughs and squeaks.
Entrance~ A back pipe descends onto the stage, as three goos fall out and form a triangle.
Cheer~ A large crowd of small children and a few parent voices yell "GOO-OO-OO!"
Idle Stance~ The goos stand, bobbing back and forth. Occasionally one makes a mooing noise that makes all of the other goos laugh.
Walk~ The goos roll forward at a steady pace.
Dash~ The goos start rolling at a high speed. Look closely to see the goos dizzy eyes.
Crouch~ The goos flatten their structure to the floor, so that the look like a stack of goo-balls. Lowest crouch in the game.
Crawl~ The goos start rotating forward, still flattened. About the speed of Zero Suit Samus.
Rolldodge~ The goos bounce to the side, as cute sound effects ensue. Good distance, but is a bit laggy.
Spotdodge~ The goos lean over into the foreground.
Airdodge~ The goos do a cartwheel in midair.
Dizzy~ The goos bob back and forth, their eyes spinning.
Sleep~ The goos stop moving, and they emit small Z's as they fall asleep.
COSTUMES
Normal, with normal colors for the goos.
A red color scheme.
A blue color scheme.
yellow color scheme.
A green color scheme.
A black-and white color scheme.
SPECIAL MOVES
Neutral Special~ Goo Attach~ This is the move you can use to attach goos to your structure. Use it and you will attach a goo fairly quickly, at the speed of Pokemon Change. If you have multiple goos, then you can hold down your special move button until a cursor fixes on the goo you want to attach. This move is the heart and soul of the goos. Also, you get some frames of Super Armor when attaching the goo. This is fairly useless because you need a goo for it, but it's nice to know about.Sideways Special~Tower of Goo~ If you haven't attached any goos yet, this does nothing. Nothing at all. Well, the goos bounce around in something of a fourth taunt (and what's wrong with taunting?) but it becomes useful once you've attached goos.
If you have goos attached, then they all bounce off the structure and start building upwards, one on top of the other, in a long tower- more of a tendril- of goo. This is the charge for the move. It takes about a half second of charging for each goo to build. Once you release the charge, for as long as you charged, you are free to swing around your tower. The tower will do damage and knockback based on what kind of goo connects. It is obviously bigger based on how long you've charged, from a minimum of the length of Kirby to a maximum of half the length of Final Destination. Additionally, the very tip of the tower has a sweetspot that can KO reliably and has better priority. Additionally, it can act as a tether recovery, which can be useful since the Upwards Special of the goos does not induce helplessness. Black goo do 5% damage, and 12% at the sweetspot. Green goos do 7% damage and 14% at the sweetspot. Fire goos do 9% and 18% at the sweetspot, and have fire properties.
Upwards Special~ Balloon Goo~ Three pink and puffy goos are attached to each corner of the structure. The structure of goo now floats upwards with the goos in tow. Since more balloon goos are attached if there are more goos attached on the structure, the recovery is more powerful with more goos! No way! Anyway, you can direct the floating goos similar to Snake's Cypher, but with more horizontal control. It will go for a minimum of the height of Ness's PK Thunder 2 and a maximum of the height of Spring Jump. Some great vertical recovery, but you'll need to use Tower of Goo for horizontal recovery. It does not induce helplessness.
Downwards Special~ Whistle~ A small whistle appears over the structure of goo, about a Bowser above. For two seconds, the whistle will start humming a little tune. You can use the control stick to rotate the whistle around the goos. As the whistle plays, any attached goos will jump out to the whistle as projectiles until the tune ends, doing multiple hits rapidly. This has poor range for a projectile and does no knockback, and you obviously can't go all Paulenta's Arrow with it. But it acts as a great damage dealer, as the hits are hard to DI out of, and it can edgeguard fairly well. But be careful, as this move has some startup ending lag, and it leaves your opponent close to you for punishing... so handle with care. This does up to 7 hits, 2% per black goo, 4% per green goo, 7% and fire properties per fire goo.
BASIC ATTACKS
Jab~ Roll~ For each input of the attack button, the goos will roll forward one space. The goo that will do damage is whichever one that has just touched the ground. This can be repeated infinitely to make the goos keep rolling forward. This is a nice damage builder, because the constant stream of damage can be hard to escape. Each black goo does 3%, each green goo does 5% and each fire goo does 9% with fire properties.
Dash Attack~ Fisty the Frog~
A frog by the name of Fisty from World of Goo jumps down from from the top of the screen. It then sticks out its long tongue and swallows the goos. The goos are then spit out over half the length of Final Destination, turning the goos into a living projectile. If any foe is unlucky enough to be hit by the goos, they take some big damage and knockback. But you can't spam this, because as Fisty jumps down, swallows and spits out, it takes a full second of startup lag! This does 11%, 13%, 15%, 17%, 19% or 23% based on how many goos are attached.
TILT ATTACKS
Forwards Tilt~ Vines of Goo~ If no goos are attached, the goos just do a puny hop forward that does 4% and no knockback to speak of. If any goos are attached, then they detach one connection and wiggle themselves, vinelike, ahead for a second, doing multiple hits. Each black goo does 3 hits of 2%, each green goo 4 hits of 3% and each fire goo 5 hits of 5%. You probably won't connect with every hit, as it's easy to DI out of. It still is a wonderful damage dealer, however.
Upwards Tilt~ Excited Hop of Goo~ The goos are excited! They jump up three times, spinning clockwise a bit each time. The first hop goes the distance of one Ice Climber's small boost from Belay, the second the height of an average short hop and the third the height of an uncharged Rocketbarrel Boost. The damage depends on which goo is at the tip of the structure. In the first hop, a black goo does 3%, a green goo 4% and a fire goo 6% with fire properties. In the second hop, a black goo does 4%, a green goo 5% and a fire goo 7% with fire properties. In the third hop, a black goo does 6% for a total of 13%, a green goo does 7% for a total of 16% and a fire goo does 10% with fire properties for a total of 23%.
Much like Link's Upwards Smash, the first two hits draw the foe towards the goos and the final one knocks them away. However, the final hit won't KO until more then 200%. No, it's yet another damage-dealing move. The foe needs to be rather close to be caught by the limited hitbox, but it does great damage, so keep this move in mind.
Downwards Tilt~ Bounces of Goo~ If you don't have any "loose" goos- those that have not yet been attached- like in the Forward Tilt, the goos just bounce forward a bit for 4% and no knockback uselessly. But if you do have loose goos, they bounce out of the structure at the ground about a Kirby ahead and bounce back. Loose black goos do 6%, loose green goos do 8%, and loose fire goos do 14% with fire properties. This has great range and damage, and it will out-prioritize many attacks. The goos also act as an effective spacing technique. But you can only use it if you have loose goos, so spammy-spam-spam if you're saving them. Also, beware- too close to a ledge, and your goos are lost... so be careful.
SMASH ATTACKS
Forwards Smash~ Lunges of Goo~ The goos bounce forward the length of half a Battlefield platform, bounce back a length of Squirtle, and bounce forward the full length of a Battlefield platform. The animation takes a full second to complete. If at any point a foe is hit by any of the lunges, they take damage based on how many goos are attached. It will do 9% to 15%, 10% to 16%, 11% to 17%, 12% to 18%, 13% to 19% or 15% to 23% based on how many goos are attached- the more, the more damage. The knockback is upwards, slightly angled to the direction that whichever jump that connected was travelling. This also does more knockback if more goos are attached. This is an excellent KO move and one that you should rely upon.
Upwards Smash~ Technologicality of Goo~ In World of Goo, you eventually were sucked into the Information Superhighway, where instead of building structures, you launched goos toward a pipe. The same happens here. As you charge, a green arrow appears over the goos. You can tilt the control stick to rotate the arrow. Once you finish charging, all attached goos will detach and launch themselves toward the apex of the arrow. Black goos will do 3% to 5%, green goos will do 5% to 8% and fire goos will do 7% to 11% with fire properties. This does some knockback, but not enough to KO; it can rack up damage, but the goos have better uses for that. This is mainly a move to get some space to start up some moves.
Downwards Smash~ Obsessive Compulsive Distinction~ In World of Goo, if you completed a level well by meeting the "Obsessive Compulsive Distinction" requirements, a small white flag would appear at the selection for the level. Here, you can charge up as the goos hold a white flag. You can charge for up to five seconds. Once you release the charge, a small white flag is planted beneath the goos. It wil stay there for three times as long as the charge- for example, if you have a four-second charge, the flag stays for twelve seconds. In a radius the size of Bowser around the flag, the goos will gain more goos at 150% speed! You can't get a bigger effect in overlapping areas. You should plant some flags whenever you can, as they greatly assist brawling as the goos.
AERIAL ATTACKS
Neutral Aerial~Inferno of Goo~ In World of Goo, fire goos would ignite on contact with flames. If you have no fire goos attached to your structure, then five sparks that each do 7% burst out from the goos. A nice aerial by any means. But if you have any fire goos on your structure... the entire structure bursts into flames! The flames will surround the goos for three seconds, and will do up to 30% damage in rapid, multiple hits. Then the structure explodes with the radius of a Bowser, doing 12% and great knockback to anyone hit by it. But there is a price- you take 10% from using this move, and you lose any attached goos. While dramatically powerful, this move should be played cautiously.
Forwards Aerial~ Launching of Goo~ The goos, after a bit of startup lag, launch themselves forward about one Battlefield platform, doing damage based on which goo is in front. If that is a black goo, the attack does 7%. If that is a green goo, the attack does 11%. If that is a fire goo, the attack does 16% and big knockback. This move is slightly laggy and isn't useful for conventional aerial fighting. This is a good move for edgeguarding.
Backwards Aerial~ Kick of Goo~ Akin to the backwards aerials of Donkey Kong, Mario, Kirby... hell, every character in the game... the goo furthest in back kicks, doing damage based on which goo kicks. If it's a black goo, the attack does 9%. If it's a green goo, the attack does 13%. If it's a fire goo, the attack does 19% and big knockback. This, like so many other backwards aerials, is a wonderfully versatile move. It can damage, edgeguard, combo... even KO at a high percentage!
Upwards Aerial~ Road Block Smash~ A road block from World of Goo appears over the goos. After a bit of lag, the block is disintegrated into dust. If anyone is where the block is smashed, they take straight upwards knockback and 14% damage. While laggy, this can star KO, and does so very nicely. It's one of the goos' few KO moves, so keep it fresh.
Downwards Aerial~ Loose Bounce~ For this attack, like the Forwards Special and Downwards Tilt, you need loose goos, or the goos bounce forward angrily and do 4% damage. If you have loose goos, they suddenly will be bounced downwards. Black goos will do 5%, green goos 7% and fire goos 14% with fire properties and great knockback. A nice damage-dealing move. Be careful not to use it over a pit, or you lose the goos.
GRABS AND THROWS
Grab~ Smush of Goo~ The goos suddenly compress, capturing foes inside of a sticky prison. This is odd for a grab. The range is inside of the goos. That means you have a hitbox similar to Jigglypuff's Rest. Slightly wonky and hard to use, but the powerful throws make up for it.
Pummel~ Squeeze of Goo~ The goos just squeeze up a bit, doing 2% damage. Fairly quick, and very useful.
Forwards Throw~ Roll of Goo~ The goos roll forward about a Battlefield platform, then launch the unlucky grabbed throw straight forward. Damage depends on how many goos are attached. It will do, based on that, 3%, 5%, 7%, 9%, 11% or 15%.
Backwards Throw~ Misty the Frog~
A frog jumps down from the top of the screen- but it isn't Fisty. This time it's Misty, the skeleton frog. Misty swallows the foe and spits them out backwards for 12% and big knockback. A wonderful KO move.
Upwards Throw~Headbutt of Goo~ A rather simple throw. The goos headbutt the foe upwards, doing damage based on the top goo- 7% for black, 9% for green and 15% with fire properties for red. KOs decently.
Downwards Throw~ Impale Sticky~ The goos stick a small yellow goo on the target. The goo then bursts into spikes, sticking the foe to the floor for a second. Once they are stuck, they cannot take knockback, but they can take damage, so exploit the goos' excellent damage-racking ability. A damage-dealing throw, obviously.
SITUATIONAL ATTACKS
Rising Attack (Back)~ Sides Kick~ As the name suggests, the goos hop up and stretch their sides in a kicking motion. The damage depends on which goos are on the sides. It will do 5% with black goo, 7% with green goo and 14% with fire goo. Useful for clearing some space after you're knocked over.
Rising Attack (Belly)~ Bursting Goos~ The goos burst all of their connections and fly out to the sides. This has no startup lag, but quite a bit of ending lag. Good range, too. As the goos fly out, black goo does 5%, green goo does 7% and fire goo does 14%.
Get-Up Attack (Under 100%)~ Swing The goos grab ledges with a little appendage of goo. They swing around the edge, slamming down on whoever is there, with invincibility frames, of course. Damage depends on which goo connects- 5% for black goo, 7% for green goo and 14% for fire goo.
Get-Up Attack (Over 100%)~ Scramble~ The goos, too weak to swing over, start climbing over each other and re-forming on the ledge, again with invincibility frames. Then they clumsily roll forward one space, doing damage based on which goo connects- 5% for black goo, 7% for green goo and 14% for fire goo.
FINAL SMASH~ PRODUCT Z
In the background of the stage, you can now see a Z formed out of goos in a pipe. The goos then burn up, as a hand rises with a gun. The gun is fired, shooting out a square that careens onto the stage, revealing Product Z... the third dimension. The square morphs into a cube, and starts strongly sucking all foes toward itself.
For the next stage of the Final Smash, the foes are sucked into the Internet, a flat, walk-off stage, deemed inappropriate for the third dimension. In the Internet, columns of flame will erupt from the ground- firewalls- doing 40% and massive knockback. Viruses from Dr. Mario may swarm in, doing 7% on contact, but there are many of them. Finally, a worm may drill through the stage, doing 25% and lots of knockback.
PLAYSTYLE
The playstyle of the goos could be compared to Lucario. The longer they last, the more powerful they become. But unlike Lucario, the goos do not need to be damaged to become more powerful.
Whether or not you have goos attached, the goos fight best at midrange. From midrange, the goos can easily use moves like Forward or Down Tilt and the Upwards Smash. From this midrange, their damage-building power is best used.
But unfortunately, the goos are not so good at KOing- and to gain a powerfully-KOing fire goo, they need to make a KO! How inconvenient! This means that the goos will get steadily more powerful as they get more KOs, and earn more fire goo to KO with. But for that first KO, they are largely limited to Forward Smash or some hard-to-utilize throws.
So the goos are a difficult to use character, but once mastered, a player can use them to KO and easily gain fire goo, and become a rather good KOer. If you ever fight the goos, hope that they aren't well-practiced.
KIRBY HAT
Kirby turns black, similar to when copying Mr. Game and Watch, but looks slick and slippery like a black goo. Now he can press B to throw a random goo forward. Black goo will do 5% and appear 50% of the time. Green goo will do 8% and appear 35% of the time. Fire goo will do 15% and big knockback, and appear 15% of the time.
TAUNTS
Forwards Taunt~ Spin~ The goos do a cute little pirouette, spinning rapidly. Then they fall over, looking dizzy.
Upwards Taunt~ Rev Up~ The goos spin around in place like a wheel, as sparks burst out from behind them.
Downwards Taunt~ Fall Apart~ True to the name, all of the goos fall apart and remove all bonds, looking rather cute lying down in a bunch, before they reform.
VICTORY POSES
Victory Pose #1~ The goos start building a tower of goo like in the Forwards Special, but they fall over as they burst into a pile of goos.
Victory Pose #2~ The goos roll around the screen, surrounding all the characters with a ring of goos.
Victory Pose #3~ The goos seperate, and start to randomly bounce across the screen, making cute noises.
Loss Pose~ Still happy and excited, the goos lean from side to side, having no arms and being unable to clap.
MUSIC
Menu Theme
Ode To The Bridge Builder
A Twisted Carnival
CODEC CONVERSATION
SNAKE| Otacon, why's there a mound of jello on the ground? This place needs better janitors!OTACON| Snake, those are the goos. They're little blobs of goo that like to attach to each other to make structures. And watch out- they get more powerful as they build.
SNAKE| So it ISN'T jello?
OTACON| Negatory.
SNAKE| Lame.
OTACON| ...
SNAKE| ...I didn't have breakfast...