Hagiri Kaname, Sniper Extraordinaire, Has Joined The Battle!
*Note* That is an ALTERNATE COSTUME, I just couldn't find a bigger version of his normal one:
BACKGROUND
In Yu Yu Hakusho, Hagiri is one of the Seven, a group of humans with special talents who wish to open a portal to the Demon Realm, thus destroying humanity(though, as is discovered later, this would not have been the true outcome). The Seven are led by a human called Shinobu Sensui, an ex-spirit detective who saw the evil of the human race head on. Hagiri doesn’t play a big role in the manga, only being in a few chapters, but he exhibits some very powerful abilities. For one, he can turn anything into a bullet by hardening it with his ki, including pencil erasers, small pebbles, dice, and anything else. Second, he’s got the ability to put special targets on his foes, which he is unable to miss. Third, his abilities stretch to the limits, as he is able to control things much bigger than pebbles, such as boulders and even a tanker truck. Lastly, even without the targets, Hagiri’s accuracy is insane. He puts professional killers like Snake to shame. In the manga, he shows a good amount of these abilities in his battle with Yusuke Urameshi, the main character of the series, and he beats him. Kinda. Another character(Hiei) comes to save his butt at the last second, and nearly kills Hagiri by stabbing him in the back, with no warning at all. He survives this, however, and later a small amount of what happened to him later on is shown, but I’ll let you watch/read that part.
Also, one thing to remember is that all of Hagiri’s homing moves disappear after eight seconds, unless they say otherwise. Some are just too powerful to remain out that long. This is more than enough time to contact a foe, however. They can be knocked out of the air by any attack that can physically contact a character, no matter the strength, like any jab or slash, FLUDD, or Bullet Seed, but not things like Sing or Melee Mewtwo’s Disable. Most of them, any that don’t say otherwise, also vanish on contact with any solid surface or even Snake’s Box. They can also harm Hagiri if the opponent leads them to him, so be careful if your foe is not a CPU and can actually think for themselves. Also, yes, Meta Knight’s Neutral A will pretty much be a perfect shield against these, as will Fox/Falco’s Blasters if used right. Most strong attacks tend to take out a few of these with one hit, so they're not too reliable, but you can overwhelm your opponent with them. Just be careful to remember how long they've been on the field.
STATS/MOVESET
Stats
Size: 6/10 He’s a human, but only around sixteen or seventeen, so he’s not that tall. Six is stretching it a little, actually.
Weight: 4/10 Hagiri isn’t meant for physical combat, so he isn’t ripped or built to take hits.
First Jump: 4/10 Once again, not very physically able.
Second Jump: 5/10 A little better, but not much.
Top Speed: 6/10 The Sniper has to get in range, so his legs are a little muscular.
Traction: 4/10 Speed doesn’t help him here; he never did cross-country, so he’s a little slippery.
Power: 6/10 Hagiri’s K.O. moves are very situational, but he does have them, and they are devastating if they land correctly.
Range: 10/10 Seriously, he’s The Sniper. He doesn’t have to be anywhere near his foe to destroy them.
In fact, I’d advise against going near them if at all possible.
Priority: 4/10 Most of his Moveset is projectiles, so priority isn’t that great.
Recovery: 7/10 Hagiri’s got a respectable recovery, but it’s easily gimped.
Fall Speed: 7/10 Hagiri’s weapons weigh him down a lot.
Attack Speed: 7/10 Hagiri’s very skillful with his weapons, and has mastered their use in combat., but he does have a few laggy attacks, so he can't get a perfect here.
Crouch: Yes.
Crawl: No.
No Wall Jump/Cling or Float.
Animations
Standing: Hagiri’s normal stance involves him holding his hand over his gun holster, on his right.
Idle: Hagiri will take out his gun(for all you gun lovers, it’s a
Colt 1911A1 .45 ACP Clone) and spin it around his fingers, Western style.
Walking: The Sniper walks slowly, twiddling a throwing knife in his left hand.
Running: Hagiri still has his knife, but this time he holds it in his right hand, held behind the left side of his head.
Dashing: This time, The Sniper still holds the knife in his right hand, but this time off the screen to the right, with his left arm held horizontally. If he were to throw the knife, he would sling his right hand forward, pivoting his wrist but leaving his arm motionless.
Crouching: Hagiri gets down on one knee, which would be about a 5/10 on effectiveness. This also means that there is a small amount of lag.
First Jump: Hagiri’s just jumps, but he drops a small knife directly downwards as he does so. The knife inflicts 3% damage and negligible knockback. This will also lay a target on the foe, in a random place. It may land on one that's already there, and nothing will happen,
Second: Same as the first but in the air. Also, the knife’s damage increases by 1% every stage builder block it travels, and it falls through fall-through platforms. This has the same target-laying properties as the first one.
Shield: Hagiri has a simple shield, like Mario or Luigi’s. He holds a throwing knife in front of his face.
Sidestep: Hagiri turns so that he is facing the camera and jump-steps into the background. It’s a rather long sidestep.
Roll: Same as sidestep, but he jumps back a bit too.
Air Dodge: Hagiri snaps his head backwards, which somehow helps him avoid attacks…
Trip: He’s not agile enough to save himself, but he tries. Looks very comical as he rotates his arms beck and forth, which ultimately fails.
Asleep: Hagiri just sleeps, in the same position as his crouch.
Dizzy: The Sniper looks a little queasy, he sways back and forth a little, and his knees shake a bit.
Specials
B-Colt/Crossbow: Hagiri whips out his Colt or Crossbow, and the rest is up to the amount of targets you’ve placed on the enemy; if it’s less than two, nothing will happen at all; Hagiri will just point the gun/bow straight ahead, then put it away, leading to some above average ending lag. With two, the shot will travel in a completely horizontal line at a speed equal to Marth’s run and will home if it enters an area of one Battlefield Platform on any side. At three, the gun/bow will fire straight ahead, but will begin homing if it enters an area within two Battlefield Platforms of an opponent. It moves at Sonic’s speed at this point. With the fourth and final target mark, Hagiri will aim right at his enemy and fire. This is nearly unavoidable, as the bullet/bolt moves so quickly it is nearly invisible, and it will move through terrain. However, this isn’t without its drawbacks. You see, if you hit the enemy with any form of this attack, whether it be with two targets or four, it’ll wipe all targets from their body, so before you can even use it again you need to plant at least two more targets on the foe, and the removal of targets really hurts Hagiri’s overall game. Plus, you can’t add more for four seconds if you used this when the foe had four targets on them. This number corresponds directly to the number of targets on the foe: two will restrict target laying for two seconds, and three for three. However, both of these will leave the target essentially in helpless mode, the hitstun is unbelievable.
The Colt and Crossbow act differently; for one, the Colt has ‘Made in Japan’ on the side, and the bow ‘Made in America.’ As for damage, the gun is stronger first off, and has better knockback, at
11% w/2 targets, 14% w/3, and 18% w/4, and knockback equal to Marth’s Neutral Special uncharged, half charged, and then Sweet-Spotted full charge. The knockback is completely horizontal, however. It also spikes majorly if the opponent is in the air. If you're right in front of whoever you hit with this, you'll be able to combo most moves, target or not, since they'll tun straight into the foe.
The bow, however, deals
9% at two, but sticks in them, delivering
another 2% a second for two seconds, for an overall
total of 13%. With three, it initially inflicts
11%, but does an
extra 2% per second for 2 seconds, for 15% total. At four, initial is
14%, then 2% for three seconds, ending with
20% damage. The knockback, however, is less, near Mario’s Fsmash with four targets.
The Colt will
instantly break a shield AND strike the person inside for regular damage/knockback. When the shield breaks, a loud glass-shattering sound is heard.
The Crossbow, on the other hand,
sticks into shields and other things, holding them in place for three seconds. This may seem like a lot, and it is, but they cannot be K.O.ed like this, as they are literally stuck in place, so they can take damage, but knockback won’t phase them. The shield degenerates at the rate it would if the button were being held very slightly, where the shield is light and easily broken by attacks. However, you can’t break the shield, it must deteriorate on its own, and it most likely will if it had been used prior to this move. This also works for any other shielding technique, like Link’s actual Hylian Shield, or Pit’s Mirror Shield/Angel Ring. The bolt will also stick into ground, walls, and other solid objects, and won’t fade until it is hit. It is double-sided(there is a notch in the back head for the string), and will act as a damaging item like a Unira, dealing 3% and little, set knockback. Because of some comments, I've changed this a little: You can select which weapon you'll pull out by
pressing your shield button at the same time you press the Special Button. This will select the Crossbow, not holding it will select the Colt. Both weapons ignore Air-Dodge with four targets.
Gun-8-13%; Crossbow-9-16%.
How to use this: Well, this is a very fickle move. If you have just one(or zero) target, nothing happens and it is just a mindgame. At two, it isn’t very fast, but there is less cleanup afterwards, what with only having to station two more targets to get back to where you were. Three travels a bit faster, but you’ll have to add three more targets to catch back up. Four, the weapon is ungodly accurate, but four to zero targets is a huge waste. Use it if there is a clear shot with three or less, but try to avoid using it with four unless your foe is off the stage, because these (all types) spike if they hit someone in the air. Try to use this right in front of the foe, so that you'll be able to combo into anything that doesn't require targets.
Side B-He Can Send Anything!: The Sniper’s jacket floats up a little, as if he were in a wind tunnel. Then, fourteen knives/screwdrivers/chisels will hover out from the jacket to a position in front of Hagiri.
This takes a fourth of a second to happen, so the lag isn't too bad, as with most of Hagiri's moveset. You can charge this attack, and the more you do, the more condensed this becomes. While most attacks spread out as they charge, Hagiri is a little smarter than that. You see, the closer these things are packed, the more that will hit the opponent, so more damage will be inflicted upon them. The actual assortment and number of each weapon is random, but there cannot be more than five Knives or six Screwdrivers. There can be an unlimited (up to fourteen) Chisels, since they are the weakest. You cannot use this if your foe is free of targets, there has to be at least one or Hagiri will just experience quite a bit of lag. These will begin to home at just one target, but they move rather slowly, at the speed of Bowser’s run, and they only last one second. If the foe has two targets on them, these will home in faster, at around Luigi’s run, and last for an extra half a second. With three, the Random Sharp Things will move at Marth’s run and will stay out for two seconds. At the max, they’ll rush toward the foe at Falcon’s run, and will remain on the field for 2.5 seconds. This takes one target off of the foe, no matter the charge. Only one set can be out a time, of course.
Chisels-1% each. Screwdrivers-2% each. Knives-3% each. Max: 30% (5 Kn-15%, 6 Sc-12%, 3 Ch-3%).
How To Use This: It really all depends on where the opponent is. If they are in the air, then don’t charge this, as the extra coverage will give the foe a much harder time dodging this. If they’re on the ground, I’d suggest charging it if you have three or more targets, as that is pretty likely to home in quickly enough to hit your opponent. Obviously, you need to adapt to your situation. If you have no time to charge, then don’t. They’ll still home in and at least bide you some time. Then again, if you haven't the time to charge but it's necessary in order to make this move worth anything, use something else. Of course, charging this completely leaves you open for the one and a half seconds it takes Hagiri to do so.
Up B-Big *** Bullet-Hagiri uses his ki to turn himself into a bullet(not literally, he just coats himself in cyan-colored ki)! Note that this will only work if you have two or more targets on your foe. Anyways, Hagiri
will shoot straight towards the foe when you initiate this technique, spinning at a high speed, though he will shoot upwards first, all the way to the ledge, if it’s in range. This takes him a little further than Wolf’s recovery, however, he will home in on his opponent, and if they’re anywhere near the edge, his recovery is screwed, because they’ll just strike him down. Hagiri’s not an idiot, though. He wouldn’t hurtle straight at his enemy unarmed. You see, he holds three of his throwing daggers: two in his hands, which are held by his sides, and one in his mouth. They all do the same knockback and damage, the
same knockback as Marth’s Dancing Blade’s initial hit, and 6% damage. Of course, like nearly all of his moves, the speed increases with the number of targets, as does the knockback, which ends up at an Ike Ftilt. The damage, however, remains the same. The speed begins at around Ike’s run and ends at Meta Knight’s. This move will remove two targets from anyone it contacts.
How To Use This: Um… recovery? I mean, it may be an acceptable attack with four targets, but forget it with only two. At four, it’s fast and may just send them far enough to risk getting your face smashed. Less than that, though, only attempt it on characters with slow attack speed, like Ike or Ganondorf. Meta Knight would pwn this move, Marth with him. Pretty much, don’t try this on anything faster than Ike, and even he’s got some chance to hit you.
Down B-I Can’t Miss Them: Finally, the target-laying move! Obviously, you don’t need any targets to perform this, but
lag decreases as targets increase. Essentially, The Sniper stabs his enemy with a throwing dagger that’s glowing red, with some ki on the end, nearly doubling it's length. The overall length is about one-half to 3/4 of a Battlefield Platform, so it's relatively long for a dagger. You control the direction of this, but only slightly. You see, if you tilt the C-Stick upwards, you’ll lay the target on the foe’s heart. Down will place it on the abdomen, forward the left arm, and back the right arm. The placement of the target doesn’t affect the damage of Hagiri’s moves, but only one can be on a certain spot at a time, so remember where you put the targets, or you’ll waste this move. The less-like-a-stab-more-like-a-poke does
2% damage and some okay hitstun. Moves that remove targets do so at random, so you’ll have to guess where they are. Or you can pause the game and look. Anyways, the opponent will flash red if you lay a target on an unoccupied space, so that’s how you’ll know if you guessed correctly. Now, Hagiri’s not a close-range fighter, so he’ll throw the dagger if you aren’t within striking distance. However, this is vastly inferior to the direct approach. For one, you can’t pick the spot that gets targeted, and two,
it only works 75% of the time anyways. There’s not a very high chance of hitting them where you want to, and even if you do, there’s only a .75 chance it’ll work. The power gets boosted, though,
to 7%, and it will home and speed up if there are already targets on the foe. All targets on all foes will disappear when Hagiri loses a stock, so be careful unless you want to have to use this constantly.
How To Use This: Use it solely to place targets, as it isn’t too great as an attack. However, if there are already a few targets on your foe, you could toss the dagger, as it will home and make them flinch, and maybe add a target. Also, your opponent will still flash red if the dagger is thrown, just to let you know if you were successful. Pay attention to what you’re doing, otherwise you may accidentally turn around, crouch, or jump. Or, you know, waltz straight into the foe you’re trying to mark.
Basic Attacks
A-Gatlinger-1-200%-Unlike most other standard A techniques, Hagiri’s is really useful! When you execute this attack, Hagiri will glow blue, and you will see an old-timey Gatling Gun float towards him from the left side of the screen, going around/over any obstacles, or through if there is no way around them. It creeps its way along at the speed of Ike’s run, no matter how many targets you have on your foe, since it’s coming to you. Obviously, the time it takes to reach Hagiri varies on how far he is from the left side of the screen. When it does, it will place itself right in front of him, and you can then press A again to mount it. Now, this beast expels a round forty times a second for five seconds, then
it will explode, dealing 25% and high knockback to whomever’s on it. The Gatlinger can rotate
360 degrees, but to turn it around you have to center it and then smash the Control-Stick in the opposite direction you are currently facing. The bullets will stop if they hit anything solid, but will go straight through Crates, Barrels(it will automatically destroy these), destructible terrain(will also destroy this with a few shots)/items, Fall-Through Platforms, and the like. However, since it’s old, it is not very accurate, and sometimes you can point at an opponent for a whole second with no contact. Plus,
Hagiri will take 4% damage a second, meaning
20% for the whole five seconds(plus, if you stay on too long, the explosion will hurt and most likely kill you). This is lessened for heavier, stouter characters, and strengthened for the lighter ones. Which is something I forgot to say: anyone else can knock Hagiri off and jack the thing. Or, they could simply destroy it(the Gun has
25% Stamina), and set off the explosion, if they are not within reach of Marth’s sword, as that’s the distance the explosion covers in all directions. This thing eats through shields like a fat guy at a cake convention, too. Keep all this in mind, because the Gatling gun could become one of your most valuable assets.
Ftilt: Summon-Variable- Hagiri points his hand out upside down, with his index and middle finger extended, and then flicks them up to re-form a fist with his other fingers. Basically, this makes any item within one-half of Final Destination rush toward him(as in, if The Sniper was standing in the middle of FD, all items on the field would fly towards him) at the speed of Falcon’s run. The items all pile up at his feet, except for the first one that reaches him, which he catches in his hand. This works with any item, including otherwise character-exclusive ones, like Snake’s Grenades, Waddle Dee/Doos, and even Pikmin. All items act normally, or as if the controlling character had used them. Pikmin, however, will not return to Hagiri, and instead will die after their job is completed.
Note: Bob-ombs and other explosives will explode at your feet or in your hand, especially if they were already active before you used this move. If the flying items contact anyone, even a teammate with Friendly Fire off, they will act as if they were Smash thrown; i.e. Pikmin will latch on, Bob-Ombs will explode, etc.
Utilt-Pain Divided-3%--18%-Kaname reaches into his pockets and pulls out six Shuriken, three in each hand. He then crosses his arms and lifts them over his head, finally jerking them back down to his sides. The entire process takes around a third of a second, but it’s worth it. You see, three of the Shuriken go out to the left, and the other three go to the right. Each of these deals
3% damage, meaning 9% on both sides. They spread out quickly, though, so it may be little difficult to aim at times. These only home with three or four targets, but they don’t remove any. After they’ve reached a height of Falco’s full first+second jumps, the shuriken will slow, stop, and fall back down to the stage or any platform. They will harm Hagiri when they fall, and since they spread out, it may be a little difficult to predict safe spots. Standing under pretty much any platform, fall-through or solid, will protect you from these falling stars. Be careful with this, not only for the aforementioned reasons, but also because if your enemy is right above you, you may miss entirely and leave yourself open, even if it is just for the split-second of lag this move harbors.
Dtilt-Crows Feet-Varies-Quite simply, Hagiri throws five Crow’s Feet onto the ground(for anyone going “Eeeew,” they’re iron spikes, usually used by your classic ninja to impede their foe’s movement). These inflict
4% damage upon contact with an opponent, and disappear after being stepped on three times. The Sniper throws these things in varying degrees of intensity, some will hang back near him, and some will end up quite a ways from him.
Ten of these can be on the field at a time, and if there are, say, eight of them on the field when you use this, Hagiri will only throw two. These are especially useful for escape, as you can just run away, but your enemy will have to watch their step and time their jumps accordingly, giving you more than enough time to escape and even retaliate if you feel like it. Keep track of the number you have out; you never know when you'll need these only to realize you already have ten out.
Dash-You remember that knife Hagiri holds while he runs? Of course you do. Well, he slashes with it if you hold A,
doing 5% and little knockback, and he’ll throw it if you tap A,
with 6% and slightly better knockback. He immediately grabs another one, by the way. It will home with just one target, and it won’t remove any. This also has a 75% chance to lay a target. All of the rules about randomosity still apply; it may land on an occupied place and fail. Don’t fool yourself into spamming this, even though it has almost no lag, because there’s about a
20% chance that Hagiri will accidentally stab himself and deal 5% damage to…well, himself. Not like stabbing yourself will hurt your enemy...unless you're Hidan...ahem.
Rising Attack-Hagiri doesn’t have one; he just gets up a little bit faster if you hit A. You can, however, do any attack in his arsenal out of this, and any beginning lag that attack may have had is canceled. It’s versatile, but there’s no damage. Not that that really matters with this kind of effect.
Ledge<100%-Ground Pulse-6%-Hagiri causes all of the little particles on the ground to move in a wave motion. This is not punishable, as the opponent can’t really hurt the ground, and they’d have to be pretty fast to get to you before you start to get up.
They can, however, jump and smack Hagiri after he gets up, as there is a little tiny bit of ending lag. The wave of particles is the same color as the terrain that forms it.
Ledge>100%-Crow’s Feet 2-2% each-Hagiri hops up, throwing four Crow’s Feet around. These each deal 2%, for eight total damage, but only flinching occurs, no knockback. They disappear after two seconds, but
if there are already ten Crow’s Feet out, Hagiri will just clamber up onto the ledge, with a lot of lag.
Aerials
Nair-Sniper Swirl-Varies-Hagiri summons a bunch of small objects(pebbles/pieces of wood, etc.) to rapidly rotate around him. If you hit A again, one of the particles will fire. You can do this rapidly, but the particles disappear after one and a half seconds, or whenever you hit the ground. Hagiri slows down while doing this, and the shots will home with one target, however, they speed up with each additional target, up to Sonic’s run. The knockback is minimal, but is good for stacking damage, which is
3% per shot.
The usual amount of shots for the time period is 6 or 7, maybe 10 if you’re exceptionally quick with your fingers. This means you could potentially get
18-21 or even 30% damage from one use of this technique!
Fair-Eraser Cannon-10%-No, it’s not Recoome’s attack. Hagiri moves his hand up, palm up, and you can see a small pencil-top eraser in it. He then flicks this forward at an incredible speed. It only homes when there are three or more targets on the opponent, but it's fine without it.
This has great knockback, use it whenever you can if you have two targets; the removal of one isn’t so bad with this knockback. Also, it may be powerful, but since it moves so quickly, it may not succeed in homing, as it really won’t have time to alter its path that much.
On large stages, it can turn around completely, but will move upwards slightly after it does so. This is one of Hagiri’s best K.O. moves, so mastery of it is essential to playing him. In case you missed it, this removes one target from your opponent.
Bair-Knife Wall-4—12%-The Sniper throws three small knives behind him, which each deal 4% damage and good knockback and turn him around. However, these knives are different;
the knockback stacks! If all three hit, the knockback is ungodly for an Aerial. I mean, this rivals The Knee in sheer evilness. This, however, is one of Hagiri’s laggiest moves, with
three fourths of a second of lag, plus the time it takes to throw the three, as he does so separately(not all at once;
there’s a pause between each knife being thrown; etc.; etc.). The knockback also doesn’t happen if two hit.
One has okay knockback, and three obscene, but two will just stun them for a moment. They will home if there are three or more targets on the foe. This is another good K.O. move, but it’s obviously situational. If only one or two are going to hit, you may wish to hold back on throwing these.
Uair-Marked Shuriken-8%-Hagiri spins around in midair, so that his right hand is above every other part of him, and hurls a glowing red throwing star directly upwards. If this hits, it’ll do a little knockback and moderate damage. However, the true value is shown when it hits; there will be a small red flash from the opponent…which means
that a target has been placed on them! This one always works, and it will always place the target on an unoccupied space, meaning you don’t have to worry about that. The downside, of course, is that it is less convenient than the other two methods of marking, what with your target having to be almost directly above you horizontally.
Dair- Sniper’s Nest-0%-The Sniper starts to glow a faint greenish color, and rubble begins to slowly oscillate around him. Hagiri will fall a little faster than usual during this, with the rubble following him. The size of this cloud will increase over time, ending when it is a little wider and taller than Bowser. When Hagiri touches the ground, the circling debris will compact and solidify into a hollow tower that encompasses Hagiri completely. The height, however, will change depending on how long Hagiri remained in the air after executing this. The tower will range from heel-height, only blocking Shells and other such objects, to The Sniper’s shoulders, protecting him nearly completely. It does not, however, have a roof. While you could just crouch and let this thing absorb the
50% it will before breaking, you could use something you may have forgotten about by now: Hagiri’s Gatling Gun. Seriously, you’re protected on nearly all sides, and the tower will contain the gun, being about a Battlefield platform long/wide. The top of the gun, since it is raised, will go a little over the top of the tower, so you don’t lose too much mobility. A good idea would be to place this on the middle right platform of Hyrule Temple and rain fire down upon your foes. There can be an unlimited number of these on the field at a time, but
for every extra, the Stamina will decrease by 10%, so there really is a limit of five before they’ll crumble with one hit.
Throws
Grab Attack-Bombardment-Variable-Hagiri does the same movement as in Summon, but this time all items fly toward his victim.
Each item will inflict 2% damage to the foe, and will disappear after it hits. Explosives, however, will explode, sending both you and your opponent flying with their usual knockback and damage. Obviously,
this is one time only, unless another item spawns after you use this. It can be very powerful, but it’s not recommended if there is a bomb/explosive on the field. Unless you wanna commit Snipercide.
Throw-Spire-3%--∞--The Sniper punches his unfortunate opponent forward(or whatever direction you hit) a little bit, and then brings out a whip, made of a lot of throwing daggers threaded through with a thin wire. This will stay out for as long as you hold the A button(you have to press it before or right after the chain comes out), and will home in on the opponent if you’ve got more than one target on them. This throw is the same for all of the directions, only the direction you hit them changes. Also, the
Up-throw has a good deal of vertical knockback, as does the down.
The F/Bthrows have decent horizontal knockback. You can hold this and use it to keep a foe away from you; however, it will not deter projectiles. It has slightly more reach than Sheik’s Chain, but
there’s no sweetspot at the end, or anywhere for that matter.
Smashes
Fsmash-Hidden Gloves, Crouching Sharp Things-2%-20%-Hagiri lifts his right arm up as he charges this, and when you release the A Button, ten small knives(two for each finger) will rocket out of The Sniper’s gloves, and(if there are any targets on the foe) home in on the nearest enemy, inflicting
2% damage each and stacking knockback. The knockback takes effect when a knife hits and there is an absence of the aforementioned knives hitting for one second. With one knife, the knockback is equal to a Gatling Gun shot. With five, it equals that of a Meta Knight Fsmash.
If all ten connect, the knockback is more than a fully charged Ike Fsmash. Obviously, this is a very good K.O. move if all of the knives connect, but it is very easy for an opponent to D.I. out of, and thus take only the currently accumulated knockback. This may seem broken, but it’s like, I don’t know, the best DI suited character in the hands of the best DI-er DI-ing out of a chainthrow attempted by the worst chainthrower in the game. To a nub. A CPU nub.
Usmash-Hagiri’s Thorns-15%-While this is charging, Hagiri holds his right arm up towards the sky, and as he does so, small metal blades begin to float up to the space right above his hand. After that, a small rose is formed from the blades. This process takes around a third of a second to happen. After that, as long as you charge it, the rose will grow in height and width, until the whole thing is very close to the Sniper’s height and the bulb is a little wider than him. This is the flower’s maximum size, and the end of its charge. At this point, or whenever you release the charge beforehand, the rose will explode into a cloud of tiny metal blades, with colors corresponding to the part of the flower they formed. These will not home at all, but will whirl around Hagiri with an intense velocity. Whoever is hit by this cloud will be pulled into it for one and a third seconds and take 15% damage with a small amount of knockback. However, the move lasts longer than that, at
three seconds total. Hagiri is completely surrounded by the petals/blades during the entire move, so don’t worry about getting hit that much. The move will continue to hold the foe for
1.33 seconds no matter what, even if there was only half a second left of the move. After that extension, however, the move will immediately cease.
Dsmash-Defying Gravity-Variable-Hagiri crouches and reaches into his pockets, then pulls out six bright green, glowing senbon, pretty much big, glorified sewing needles with points on both ends, which he holds at his sides while charging, then throws upwards lazily. They cover a little less than one Battlefield Platform altogether(horizontally, that is), but they don’t travel that quickly, and it’s pretty easy to dodge them(just don’t air dodge, they move really slowly). However, that is not where these things shine. You see, the senbon each do
3% on contact, which is unaffected by the charge, as is the speed. What charging these does is alter the distance they cover, from right above Hagiri’s head at no charge to about 3/4s of Final Destination at full. It doesn’t stop there, however.
The senbon will hang in the air wherever they happen to stop, and stay there until Hagiri loses a stock. There can be
two sets of these out at a time; when you use it a third time, the first set will flip over, fall towards the ground, and disappear after staying stuck there for a second. These go straight through fall-through platforms, so they can be a ***** on stages like Smashville or Battlefield, and Hyrule Temple’s fall-through platforms, where you can pretty much stop anyone(including Hagiri) from trekking or otherwise utilizing the fall-through platforms. Simply charge them enough so that the points, or the entire thing, it doesn’t really matter, stick out slightly above the platform. Since they damage whoever touches the points, along with inflicting a little vertical knockback, this will render that platform impossible to stand on.
Final Smash-Hazard Rain
When you initiate this move, Hagiri will raise his hands to the sky, as if summoning something. Which, as it turns out, is exactly what he’s doing. About half a second after he does this, a huge amount of double-bladed(as in handle in the middle, blades on both sides) daggers will begin to rain down from the top of the screen at a speed of Marth’s run. The actual number varies depending on the stage, as the rain will cover the entire stage. On impact with a player excluding the summoner, they deal
2% damage and flinch, but no knockback. They also continue after hitting a player in the air.
The knives will remain imbedded on the stage for one whole minute, and deal 5% damage and low knockback if a player steps on them. They will, however, disappear when stepped on. The daggers, however, will not pass through fall-through platforms, so standing under them is a good way to avoid the daggers.
After they land, they will damage Hagiri if he walks or lands on them, just not when they are falling. This means that if knives fell on you, you may want to jump out quickly, because once the last knife lands, you’ll take damage from any that you happen to be standing on.
Play Style: Like Tag, But With More Sharp Things
Lay a couple targets on the opponent whenever you can, then get out of close range. Most of Hagiri’s moves will home in on your enemy when they’ve got a couple targets on them, so use that to your advantage and stay the hell away from them. Hagiri’s close combat skills are pitiful, to say the least, nonexistent to say the most, so do him justice and don’t get pounded into mush just because you missed your chance to get away. Only use the Colt/Crossbow if your foe is trying to get back to the stage, as it has too much of a penalty to just throw it around all the time. Point is, stay a good distance away, rack up damage, then finish them off with an aerial or Fsmash. Alternatively, you could build a Sniper’s Nest and camp like crazy, but then everyone would hate you. But hey, if it wins you the match, go for it. Hagiri is
the most ranged fighter in the game, and you want to keep it that way. His projectiles have no limit on their range, so you don't have to wonder if they'll hit; just line 'em up and Snipe. That said, you don't always want to be on the defensive; Hagiri is just as, if not more, skilled on the offensive. He has some rather aggressive moves in his arsenal; don't be afraid to lay the beatdown on anyone in your way, if you can them, as they tend to be rather situational. Remember: projectiles don't always ascertain a defensive playstyle. If you have the time and skill to be aggressive, then go for it, but if you're getting pressed on all sides, run away and recuperate. Or, buy yourself a little time or K.O your opponent and build a Sniper's Nest in a good defensive position. However, unless you've mastered Hagiri, don't get in too close, as any respectable Brawler will destroy you, and then cancel out your projectiles when you fire long-distance, it really isn't that hard to do.
tl;dr-Don't be afraid to be aggressive with your projectiles, but if you're screwed at the moment, run away. Common sense, really, but some people just refuse to be aggressive with a range-based character.
Taunts
Up Taunt-I Can’t Miss-Hagiri point his finger, which is glowing with a faint aura, at the nearest foe who has any targets on them, and says: “Wherever you are, I can’t miss those targets.”
Down Taunt-No Weapon Bullet-Hagiri forms his hand into the classic finger gun, and shoots four little blue ki blasts out. Despite being how he actually marks people in the manga, this does nothing at all to any foe.
Side Taunt-Insomniac-Hagiri does the Up Taunt pose, but instead says: “With those, you won’t even be able to sleep in peace.”
Win Poses
Win 1-Congratulations-Hagiri turns his head toward whoever came in second, and says: “Well done, you just have to watch yourself from now on.”
Win 2-Revving-Hagiri pulls up on his motorcycle and revs it, doing a stationary wheelie for two seconds, then ending the wheelie and repeating it.
Win 3-“Bullets”-Hagiri stands there with his arms crossed, with a bunch of knives, screwdrivers, and other sharp things whirling about him.
Loss Pose-Backstabber-Hagiri, awkwardly, stands in the winner’s position with a smirk on his face. After about a second of this, however, Hiei sneaks up behind him and stabs his sword right through Hagiri, which causes the Sniper to fall, and the real winner to step up.
Kirby Hat-Kirby gains Hagiri’s hair, which appears similar to a black Marth’s on Kirby, and gains use of Hagiri’s Colt. Kirby cannot use the Crossbow, and the gun only has one bullet, becoming a weak bludgeoning attack after the shot has been used. Kirby’s shots don’t home, but otherwise act just like Hagiri’s.
OTACON
Snake: Otacon, who is this kid?
Otacon: According to our sources, that's Hagiri Kaname, or The Sniper, from Yu-Y-
Snake: The Sniper, huh? Is he a hired assassin?
Otacon: No, he doesn't get paid, and he's sort of private. Why?
Snake: I don't need any more competition, that's why.
Otacon: Well, you're lucky he's not, cause his aim may be even better than yours.
Snake: Oh yeah? Well, I'd like to challenge him, but Customs took all my weapons.
Otacon: What? What about all those explo-
Snake: SHHH!!! They're listening, Otacon! They're always listening.
Otacon: What are you talking about, Snake?
--Loudspeaker head over transmitter-- We know you're in there! Come out with your hands up!
Otacon: What?! Snake, what did you do?!
Snake: !
---END TRANSMISSION---
Alternate Costumes
Well, you've already seen the two styles, at the top. Hagiri has eight costumes, his two and six more in which he wears the clothes of the other members of The Seven.
Shinobu/Dark Angel
Itsuki/Gatekeeper
Mitarai/Seaman He's the guy in the coat.
Kamiya/Doctor
Amanuma/Game Master
Makihara/Gourmet
Note: These are costume changes, NOT alternate skins; Hagiri's physical appearance does not change.
Also, Chris, I actually didn’t mean to type that…I guess I was just half-asleep or something.
MT, I usually go by the manga, but I see what you mean. Also, who's Wrath? The little kid?(I know his name, but it'd be a bit of a spoiler if anyone's reading this)
And just to let you know, it's not my fault if you just scrolled down at hyper speed and burned all those colors into your mind.