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<He's known as L's true Successor! Near joins the Brawl!>
"If you can't solve the puzzle, you're nothing, but a loser.>"
SPOILER WARNING: Those who have not yet seen the ending to Death Note should not read on.
Near (ニア, Nia), whose real name is Nate River (ネイト・リバー, Neito Ribā), is the younger of L's two successors raised in Watari's orphanage for gifted children (Wammy's House). Near is 155 centimeters tall (5' 0"), weighs 88 pounds and his blood type is B. Near is the more level-headed, calmly assessing the situation, while the other, Mello, is more emotional and quick to act. Much like L, Near shows various odd behaviors during his normal life. He is usually seen hunched over than sitting, and he also constantly plays with various toys which he uses in his theories. He shows a great respect for L, basing much of how he solves crime on L's methods, even to the point where he only takes cases that he is interested with rather than trying to pursue justice. Much like L, Near uses the Old English "N" to represent himself. He is voiced by Noriko Hidaka in the Japanese anime.
About 5 years after L's death, he works for the United States under the SPK (Secret Provision for Kira) team that is established to investigate Kira. He soon manages to deduce that Light, posing as L, is actually Kira. After finding that Mikami is Light's proxy and Mello kidnaps Takada, Near is able to switch Mikami's Death Note with a fake one, allowing him to set up a final confrontation that leaves Light exposed. Ryuk kills Light soon after. Near claims that neither of he nor Mello could surpass L alone, but together have done so by inadvertently working together. Near soon takes on L's name, and keeps on the surviving members of the SPK as his subordinates.
In the one-shot taking place after the series, Near is shown as the new L. He summons the police force to fight against a new Kira. The new Kira had gained a Death Note which belonged to a Shinigami named Meadra (Midora in Viz's translation of Death Note: How To Read 13), who had received another Death Note from the Shinigami King by giving him 13 apples which she had taken from the human world. The new Kira had the quality of murdering only elderly people to "relieve their pain". When Near's SPK subordinates ask him why he isn't taking any action, he replies saying that he is trying to think what the previous L would do. He finally comes to a conclusion that the prevailing Kira was just a murderer without a purpose. He finally announces that he isn't interested in the case on national television, he also says that the reason for his backing out is that the current Kira is not the real Kira. This results in C-Kira committing suicide. Throughout the 40-page manga chapter, the identity of the new Kira isn't revealed. It is also revealed that Rester and Lidner continue to work with Near.
Attack: 5"If you can't solve the puzzle, you're nothing, but a loser.>"
SPOILER WARNING: Those who have not yet seen the ending to Death Note should not read on.
Near (ニア, Nia), whose real name is Nate River (ネイト・リバー, Neito Ribā), is the younger of L's two successors raised in Watari's orphanage for gifted children (Wammy's House). Near is 155 centimeters tall (5' 0"), weighs 88 pounds and his blood type is B. Near is the more level-headed, calmly assessing the situation, while the other, Mello, is more emotional and quick to act. Much like L, Near shows various odd behaviors during his normal life. He is usually seen hunched over than sitting, and he also constantly plays with various toys which he uses in his theories. He shows a great respect for L, basing much of how he solves crime on L's methods, even to the point where he only takes cases that he is interested with rather than trying to pursue justice. Much like L, Near uses the Old English "N" to represent himself. He is voiced by Noriko Hidaka in the Japanese anime.
About 5 years after L's death, he works for the United States under the SPK (Secret Provision for Kira) team that is established to investigate Kira. He soon manages to deduce that Light, posing as L, is actually Kira. After finding that Mikami is Light's proxy and Mello kidnaps Takada, Near is able to switch Mikami's Death Note with a fake one, allowing him to set up a final confrontation that leaves Light exposed. Ryuk kills Light soon after. Near claims that neither of he nor Mello could surpass L alone, but together have done so by inadvertently working together. Near soon takes on L's name, and keeps on the surviving members of the SPK as his subordinates.
In the one-shot taking place after the series, Near is shown as the new L. He summons the police force to fight against a new Kira. The new Kira had gained a Death Note which belonged to a Shinigami named Meadra (Midora in Viz's translation of Death Note: How To Read 13), who had received another Death Note from the Shinigami King by giving him 13 apples which she had taken from the human world. The new Kira had the quality of murdering only elderly people to "relieve their pain". When Near's SPK subordinates ask him why he isn't taking any action, he replies saying that he is trying to think what the previous L would do. He finally comes to a conclusion that the prevailing Kira was just a murderer without a purpose. He finally announces that he isn't interested in the case on national television, he also says that the reason for his backing out is that the current Kira is not the real Kira. This results in C-Kira committing suicide. Throughout the 40-page manga chapter, the identity of the new Kira isn't revealed. It is also revealed that Rester and Lidner continue to work with Near.
Running speed: 5
Jumps: 6
Falling speed: 4
Walk: 5
Range: 6.5
Weight: 2.5
Height: 6
Attack speed: 6.5
Wall jump: No
Wall cling: No
Glide: no
Near will start currilling his hair and tell his a opponent a lie. The lie will be, "[Insert character that's important to the character Near is fighting] died of a heart attack." If this manages to hit the opponent, the opponent will be shocked for about 3 seconds, being in grief of what happened to there love one. After the 3 seconds is over however, the opponent will shake it off, and realize that Near was lying. For this move to hit, Near must say this DIRECTLY in front of his opponent and for Near to say the entire sentence, it will take him 2 seconds. Therefore, if the opponent is above or below Near, it will not have any effect still. Also, the opponent must be in a 2 small stage builder block range for this move to work. Also, once Near has said this sentence to the opponent, Near's Lie will not work again as the opponent will not believe in Near. Near must wait for about 20-30 seconds again for this move to have any effect on his opponent. Otherwise, if you continously spam in this move in the opponent's face, it will cause you to wait even LONGER.
Side Special — Rester and Gevanni
Near will quickly point forward to the opponent and shout either, "Rester! Go take him down!" or "Gevanni! Follow him!" Out of nowhere by Near's side, Rester or Gevanni will start running forward, chasing after the opponent, moving at the running pace of Mario's speed. The person that Near chooses to send forward will have Rester and Gevanni continously switch places everytime they are sent forward. Only one of them is aloud out to the battlefield one at a time. Plus, if they fail to find, or reach the opponent in 5 seconds, they disappear. Also, there is a chance that if the opponent attacks either Rester or Gevanni with a nice knockback move (or 3 ok knockback moves at once), they will be sent flying off the stage, and Near won't be able to use one of them for 30 seconds, whoever was sent flying. Anyway, here is what they can do:
If Rester was the one chosen, and if he manages to get to capture the opponent in his reach, he will bring out his....handcuffs! That's right, if Rester was successful of reaching his opponent, he will use his handcuff's to bind the opponent's hands together, and from now on, whatever attacks that involve using the opponents hand will not be able to work for 20 seconds, after the handcuffs disappear. However, Rester needs about 2-3 seconds to actually handcuff his opponent's hands together. Opponents can move and get away from Rester, without struggle at all. Using Rester is not easy.
If Gevanni was the one chosen, and if he manages to capture the opponent in his reach, he will take a personal belonging of the opponent, replace it with a fake belonging (but looks exactly alike) and bring it back to Near. It will be the weapon that the opponent uses the most (if it's someone like Mario, it will be there gloves, and if it's a pokemon, it will be some momentum there trainer gave them.) Near will reveal that the weapon they are using is a fake, and reveals to the opponent that he has the real weapon by showing it off. Near will then throw it to the middle of the stage for the opponent to reclaim. While the opponent is using the fake weapon/belonging, there attacks will do pathetic knockback, and only do 1% damage each for 20 seconds if they wait, or they reclaim their original weapon from the middle of the stage.
Down Special — Finish the puzzle
OMGZ. REALLY COMPLICATED MECHANIC AHEAD!
Near will take out a jig-saw puzzle and place it on the ground. He will then start to put pieces on to the puzzle board, trying to complete it, going in a fast motion and continues doing so until you stop Near by pressing the down B button again, forcing him to stop.
Now, what Near will create with his puzzle thingy maggigy depends on how long Near keeps on the trying to complete the puzzle. As soon as you press the downward's B button to stop Near from keep on using the puzzle, he will use whatever he has. The puzzle will form a sort of item that will help Near fight, defend, and use against his opponent. When you release the downward's B button, Near will show to the opponent what he has done to his puzzle board. He will then slowly take out his complete puzzle piece out (takes about a whole second really), and will start using it. Obviously, the beginning of this move (even if you don't do the puzzle for long) is really laggy. The item is usally worth it though. However, Near's hands might get a bit shakey, and break the puzzle if Near keeps on moving around and around. Staying in one spot is the best way for Near not to break his puzzle piece. Also, if Near is hit hard enough, he will drop it like a regular item. You have better use what ever item Near has created fast. Anyway, Near's item are as followed:
Completed puzzle: 1 Second
Near....has only finished one piece of the puzzle. That's right...only one mesely piece. Near can throw it like a pokeball, and if it makes contact with the opponent, it will only do a mesely 2% damage, with only a flinch of a knockback. Obviously, this puzzle piece is near useless, but...it can be used to GIMP people at REALLY high percentages....lol.
Completed puzzle: 2 seconds
Near has completed...about 5 pieces of the jig-saw puzzle now. It can now be use as a held weapon, like a bat, or laser saber. However, this puzzle weapon is really weak, and fragile. One hit with this thing, and it breaks into pieces. Not only that, it barely does any damage (only slightly stronger than a fan...like 2% extra). It moves at the same speed as a laser saber however. So yeah....it is like REALLY WEAK.
Completed puzzle: 3-4 seconds
Near has successfully manage to complete half of the puzzle! Now, if Near carries this around him, the next attack that the opponent does will be cut in half in both damage, and knockback wise. This is useful if Near is on the verge of being Koed. SERIOUSLY.
Completed puzzle: 5 seconds
Near has completed a more dense, and solid version of the held weapon, back in 2-3 seconds of the completed puzzle. It will last more longer, with 3-5 hits of the weapon to be destroyed. It also is more powerful this time (about 4% stronger than a fan weapon.) Also, this now more able to GIMP opponents better now!
Completed puzzle: 6 seconds
Near has fully completed his puzzle. Near has 2 options with his completed puzzle. One is that if he holds it in front of him (really, just stand still with it), and whatever attacks that hit Near, it will do no damage or knockback whatsoever. This will cause the puzzle to break however after being hit 3 times. The second option is that if Near throws his puzzle to his opponent, the opponent will auto-matically catch it, and look at it, staring at the pretty picture for 3 seconds, before tossing it away. It will serve as Near's chance to attack.
Upwards Special — Building of the lego staircase
Near will start stacking up lego blocks (if he's in the air, he does it in the air lol), and it will start forming a staircase sort of form. After he is done making the staircase, he will then start climbing on it, evaluating him upwards, and uses it as his form of recovery. How far he can recover is depending on how much you charge this move. If you just simply press the Upwards B button, with no charge at all, Near will only be able to travel upwards 1.5 small stage builder blocks. If Near charges it fully for 3 seconds however, it can reach as far as 5 small stage builder blocks. Near just stays suspended in midair if he charges this move in the air. This recovery is risky, so be careful.
In the series, Near uses money to escape from a lot of angry Kira supporters.
In Smash Bros., Near throws a handful of cash forward to the opponent. If it reaches the opponent in a 1 small stage builder block range, it deals off about 6% damage. There is hardly any beginning lag, but ends with an average amount of lag. There is something else that happens too. Since there is a lot of money spread around them, the greedy opponent tries to take it all for themselves, being distracted for 2 seconds, giving Near a chance to run away or to use this opportunity to attack.
Side Tilt — Toy Soldier
Near will pull out a toy soldier, and will start winding up it's key on it's back. He will then put the toy soldier on the ground, and with it winded up, it will move forward on it's own, marching forward. If the toy soldier touches the opponent, it will, not only deal off 8% damage, but push the opponent forward everytime it's touches it's frontal view, with little knockback. The toy soldier marches at a slow walking pace, and goes about as far as 4 small stage builder blocks. Near does have above average beginning lag for him to pull the toy out, and wind it up, but doesn't really have any ending lag. Near can only wind up 3 toy soldiers at once, so wait for them to disappear or they fall off the stage (after it stupidly decides to march off the stage) before using this move again, because otherwise, you're just wasting your time using this move.
Down Tilt — Toy ball bounce
Near will pull out a toy ball from his pocket. He will then bounce it on the ground, sending it upwards about 1 small stage builder block above Near, dealing off about 11% damage with ok knockback if it hits, and Near catches it! This move has some above average beginning lag, but hardly any ending lag. While the ball is out of Near's hands, he will have super armor frames there. This move is good to attack opponents above Near, without going directly to them.
Up tilt — Airplane toy
Near will bring out his toy airplane, and, acting like a child at heart he is, will start running forward about 1.5 small stage builder blocks, while motioning the airplane upwards above him, seeming to wanting it to take off and fly away. The range reaches about 1/4th of a small stage builder block above Near's head, and not to mention the dashing, giving this move so range. The speed of this move has barely any beginning lag at all, but when he stops in his tracks at the end of the tilt, he will suffer above average lag at the end. If Near hits with the airplane above him (which is, BTW, the hitbox of this move), it will deal off about 10% damage with just a bit below ok knockback.
Dash Attack — Spring toys away
Near will throw 3 toy springs forward in front of him, travelling at average speed, and if it hits an opponent, it will multiple hit the opponent about 3-4 times, dealing off about 3-4% damage each. The springs spring forward about 3 small stage builder blocks forward, before disappearing. The speed for this move is that Near does take some time to get the springs out in the first place (only about half a second though), and Near ends with average amount of ending lag. Man....i use to love this toy, so use this move wisely, as if opponents manage to attack the springs, they will cut in half, and Near will not be able to use this move until after 10 seconds.
Near will bring out his little puppet collection, and put a puppet version of the opponent to on his finger. If you just release the forward smash the first time, he will just point his 2 fingers with the puppets on it forward, and he needs to touch the opponent for the forward smash's full effect. His fingers reach only what's right in front of him, barely having any range at all, but the speed for this part of the forward smash is great, with barely any lag at both ends.
After Near has managed to touch his opponents with the puppet fingers the first time, if decides to perform his forward smash the second time, Near will start motioning his fingers, managing to control what happens to his opponent. The opponent cannot do anything while Near has the opponent under puppet control. Near must be in a 2 small stage builder block range for this to work, and the fact he needs to touch the opponent with his fingers the first time around. Plus, they both need to be on the ground for this to work and on the same level. Left uncharged, Near can only hold his opponent in place for 2 short second, and fully charged, about 3 seconds. After Near is done with his forward smash, he will not be able to use it again for 15 seconds.
While Near has his opponent under his puppet control, he isn't really controlling his opponent. Instead, he can hurt the opponent by attacking his puppet depending on what button you press.
A button: Near will stab his finger puppet with a needle that he has. This will cause the opponent to suffer about 7-8% damage every single time. This takes Near a full second to do, so you must damage rack as much as you can before the opponent escapes.
B button: Near will squish his puppet of the opponent with his fingers, looking like he's squeezing the life out of them. This will automatically end the forward smash under Near's control, and will cause the opponent to suffer good knockback. Use this with the needle stabbing from the A button effect forward smash, and you'll get some good KOing and damage racking results.
Down Smash — Build, build and collaspe!
Near starts to stack up lego block by lego block on top of each other, that will cause Near to make a huge lego tower, almost as tall as him if this move is uncharged, and taller than Near fully charged. The tall lego blocks will protect Near from enemy attacks, as they require about 3 hits (5 hits if the move is fully charged) to take down. That's some good defense, but however, Near may only have 1 tall lego tower out at once, So no spamming this move. The beginning lag is really bag, being it being a whole second and a half, and the ending lag is just average. After 5 seconds, the tall lego tower will disappear. So this is pretty much only a defensive move....
Not really. If Near pushes his tall lego forward (by just simply pushing forward control stick really), it will collaspe in the forward direction, and break to bits. It will collaspe about 2 small stage builder blocks forward in front of Near, and deal off about 14% damage with nice knockback uncharged, and 17% damage with good knockback fully charged. That's a lot of damage isn't it? Of course, the towers take about a whole second to actually collaspe, so it's a hard to hit move.
Up Smash — Remote control airplane
Near will bring out an airplane and throw it to the skies straight upwards. Then Near will bring out a remote control, and start controlling the airplane. If the airplane manages to touch the opponent with it's frontal part, it will deal off around 13% damage with ok knockback uncharged, and 16% damage with nice knockback fully charged. You can control the airplane for a short amount of time only; 2 seconds uncharged, and 3-4 seconds fully charged. This move does have above average amount of lag at the beginning for Near to pull out the airplane in the first place, and barely any lag at the end. Near can control the airplane like how Wario controls his motorcycle with the steering, except that the airplane is in the air, and you can move it up and down as well. It doesn't really move very fast, as it only travels a bit slower than Lucario's neutral special. Remember that only the frontal part of the airplane will cause damage. This can be hard to hit with.
Near will bring out his airplane once again, only this time, Near will throw it around him, and then the airplane will fly around Near’s body once, attacking any opponents near Near (no pun intended) and then…disappear! The range covers all around Near (besides up and down), barely extending at all, with just average lag at the beginning, and hardly at the end. This attack deals off about 11% damage with ok knockback. This is just an okay move for attacking around Near's body, without getting TOO close.
Forward aerial — Toy flashing robot
Near will bring out his toy robot, and put it in front of him. He will then turn it’s switch on its back on, and will cause it’s eyes to flash up, and the light will shoot forward, not damaging the opponent, but blinding the opponent by causing the opponent to flinch for about 1 seconds. The range reaches about 2 small stage builder blocks forward, with having the beginning of Captain Falcon’s forward smash, and there is barely any lag at the beginning. This move is good for distractions, and perfect to get ready for Near's next attack.
Backwards aerial — Toy Yo-yo
Near will bring out a toy Yo-yo, and swing it behind him, the Yo-yo extending backwards, and coming back to Near's hand. The range that the Yo-yo can reach up to is about 1.5 small stage builder blocks. The speed it has is barely any lag at the beginning, but there is above average ending lag. The damage that the Yo-yo can deal off is about 12% damage, with little knockback. It's basically just a good damaging move, with good range.
Upwards aerial — Superman fly
Near will motion his superhero action figure upwards, depicting that Near wants his toy action figure to fly. Basically, it's just a slow small swipe upwards in the horizontally with his action figure. The damage it can cause is around 6% damage, with little knockback. There is hardly any lag at all for both ends. It's range is pretty bad, as it just reaches what is directly above Near. Yeah....this is probably Near's most generic attack....you know, besides grabs.
Downwards aerial — Water gun blast
Near will bring out his toy watergun, and he'll point it downwards, and shoot in the downwards direction with water. Only the water is the hitbox, and it's just a thin line of water. The damage it can deal off is around 7-8% damage with little knockback. It reaches all the way down the stage, so no real need to worry about range. There is hardly any lag at the beginning, but ends with an average amount of lag.
Beat Down — Action figure bash
Near will simply bash away at the opponent with his action figure toy, dealing off about 2% damage for each hit. It goes about the same speed as always for any other beat down move.
Forwards Throw — Watergun blast
Near will throw his opponent forward, and will bring out his water gun. He will then shoot a blast of water at the opponent, and...they're soaking wet. They suffer about 7% damage, with little knockback.
Backwards Throw — Watergun backwards
You remember Near's forward throw? Well yeah, he does the exact same thing...just backwards.
Downwards Throw — Surround house
Near will start stacking up a tower of puzzles all around his opponent. This move will not cause any damage, but will trap the opponent inside a puzzle box, to prevent the opponent from moving at all.
Upwards throw — Near's point
Near will throw his opponent upwards, and points at the opponent with a glare. This causes the opponent to suffer a 2 second lag, with 5% damage. Lol....this is not a KO move. Near looks kind of evil in this move.
Surpassing L
Near has grabbed the smash ball! With the smash ball, Near will shout out, "Together we can surpass L! Together we can stand with L!" After that, Mello comes out of nowhere, right next to Near, riding his motorcycle. He will then act on his own, work together with Near, and you get to control Near again. There are 3 things he can do:
1 is that he'll shoot his gun bullets at the opponent. This will cause 8-9% damage and nice knockback for each bullet, and there are a lot of them (Mello will shoot about 10 of them in 3 seconds.) He will do this move commonly. Mello points his gun forward as a signal for the opponent to run in 1-2 seconds, so this move can be avoidable. The range for the bullets reach as far as 8 small stage builder blocks. That's a lot obviously. Of course, this is probably Mello's worse move. Use this with Near's attacking for easy damage racking. His other move is....
Mello will set a bomb somewhere like Solid Snake's, only this time he sets it up totally randomly on his own, with nothing more than a small "click" for an indication. Mello will then press a bomb switch from his side, exploding a selected spot, with the range covering about half of battlefield. The damage this can cause is 20-25% damage with great knockback. Of course, right before this move happens, there is major start up lag, so opponents know when to move.
The final thing that Mello can do is use his motorcycle to capture the opponent. He will capture the opponent by looking like he's going to run over the opponent, but really, he quickly grabs them, and drags the opponent to his seat behind him. The opponent can't do anything at all. Mello will bring the opponent to Near's side. Mello will then kick the opponent off, dealing off 9% damage, and let Near do the rest of the work.
This final smash lasts for about 20 seconds.
EXTRAS!!!!
Taunts
Up Taunt: Near will start currling his hair, looking a bit worried what this match has in store for him.
Side Taunt: "Things are getting interesting now."
Down Taunt:"It's pleasure to meet you sir. I'm Near."
Victory Pose
Victory Pose 1: Near will toss aside an uncompleted puzzle, and say, "If you can't solve the puzzle, you're nothing, but a loser."
Victory Pose 2: Near will point forward at the screen and say, "It's over. You've lost the game."
Victory pose 3: Near lets out a smirk and says, "Don't make me repeat the same thing many times."
Victory against Light and Ryuk: Near will start squishing a Kira labelled puppet and say, "You're just a murderer....Light Yagami."
Victory against L: Near will look surprised for a while in his life and say, "I did it....i surpassed my mentor L."
Snake Codec
Snake: Colonal? Are you there? I'm facing some boy with white hair.
Colonal: That's Near Snake. He's known as L's successor.
Snake: ....L?
Colonal: L is the world's greatest detective Snake. When he died, Near had taken his place.
---Connection jam---
Near: Ah....Hello there Snake. Let's see....call me N!
Snake: What the? How did you get in to this line?
Near: I'm a brilliant young man Snake. Anyway...i think it's time to take you down. L's true successor against the great Solid Snake. Who will win?
Snake: That's going to be me.