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Make Your Move 6 - Nothing Gold can Stay

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Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
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Location
Hippo Island
Make Your Move 6

>>The Infinite Sakurai Theorem<<

//The Idea As Stated by Fawriel

"The infinite monkey theorem states that a monkey hitting keys at random on a typewriter keyboard for an infinite amount of time will almost surely type a particular chosen text, such as the complete works of William Shakespeare." -Wikipedia

Now if we assume that there is an infinite number of alternate universes, that means there's also an infinite number of Sakurais, which means that there's an infinite number of Brawls, which means that every character who has ever existed will somehow make it into Brawl!

Now let's bring this totally scientific theorem to its completely illogical conclusion, right?

//What It Means For This Thread

Make Your Move is a contest in which full movesets for characters are submitted to be voted upon at the contests end. The idea behind Fawriel’s quote is that in some alternate universe somewhere, all the characters you wanted in Brawl…are actually in it! Make Your Move is your chance to show, through a full and complete moveset, exactly how any character would play in Brawl!

However, this is not only limited to "realistic" choices for a Smash Bros candidate. In fact, you’re not even limited to actual video game characters, or existing characters at all! Past contests have seen all kinds of submissions! Additional characters from familiar universes like Super Mario and the Legend of Zelda, anime characters, historical figures, and even completely original characters from the creative mind of the moveset maker! In Make Your Move, anything is a valid choice to convert into a Smash Bros character!

>>LEADERSHIP<<

This iteration of Make Your Move is run by a collective of participants known as The Palette. We are all well-renowned members of the MYM community, and will to our best to ensure the thread runs smoothly and efficiantly. Each member of The Palette has a title based on a video-game villian and a color, but feel free to refer to us by our SWF names.

There are 10 members of The Palette, though only 5 of these members make official votes on decisions. Those members are:

Hyper_Ridley - Ridley, the Purple
MasterWarlord - Envy, the Green
KingK.Rool - Giovanni, the Grey
Chris Lionheart - The Black Knight
Agidus - Dr.Wily, the Blue

Then there's the review-only members of The Palette:

MarthTrinity - Wesker, the White
Smash Daddy - Ganondorf, the Red
Junahu - Cutesy Beau, the Orange
Tanookie - Dracula, the Brown
BKupa666 - Bowser, the Yellow

Oh, and there's also TheSundanceKid as Boshi, the Zebra Striped, as our PR guy.

>>THE RULES AND WHAT YOU NEED TO KNOW<<​

//Posting Movesets

There is no limit on the number of movesets you may submit.

Submitting a character that has already been submitted, whether in this contest or a previous one, is permitted, so long as the movesets are significantly different from each other.

Due to the increase in moveset quality standards during Make Your Move 5, all movesets from Make Your Move 1.0, Make Your Move 2.0, Make Your Move 3.0, and Make Your Move 4 may be updated and resubmitted. Resubmitted movesets from Make Your Move 5 may have a maximum of 5 shared moves with their past-contest counterpart.

Movesets should not be reposted under any circumstances. If you have changed or updated your moveset, you are permitted to post a link to it in the thread, but do not repost the moveset.

You may retract a moveset of yours from the contest at your discretion. If you decide to do this, you are expected to 1) completely remove the moveset from the thread, and 2) notify one of the Sins that you are retracting the moveset via Private Message.

//Story Modes

Those users who chose to create Story Modes for Make Your Move 6 are expected to do so in their Smash World Forums User Blog, not in this thread.

Any user who is writing a Story Mode may have a link to it added to The Canvas (see below) by requesting said link on The Canvas. The Palette will attempt to keep track of and add all Story Modes to the Arena, but are prone to miss a few here and there.

Story Modes will be voted on at the end of the contest in a similar fashion to movesets.

//Voting Regulations

In order to vote at the end of the contest a user must have made at least 30 posts in the thread, or submitted at least 1 moveset. The Palette reserves the right to remove voting priveledges of those they deem unfit to judge, though this is very rare.

Users are not allowed to vote for their own moveset(s) or Story Mode.

In voting for movesets, users have 30 votes to use, with 6 of those being “Super Votes,” which count as a double vote.

In voting for Story Modes, users have 3 votes to use, and only 1 is a Super Vote.

Users should send a Private Message to one of the MYM6 leaders with their votes, stating the movesets they wish to vote for, along with the author of the moveset, and also specifying which are Super Votes. Votes posted in the thread will not be counted. Voting for Story Modes will be handled similarly, through Private Messages.

PLEASE only vote if you have actually followed the thread and have seen a good enough chunk of the movesets.

The Palette reserves the right to vote among themselves to see if voting priveledges should be taken away from certain individuals as the contest progresses. In the same fashion, the sins also have the ability to make exceptions for notable individuals to give them the right to vote.

//The Results

The votes received by The Palette from all the eligible voters will determine 35 movesets as the contests temporary “Top 35.”

After tallying up the votes and determining the Top 35, The Palette will commence what are known as the “Picks, Kicks, and Shifts.”

Each member of the Palette is allotted two each of Picks, Kicks, and Shifts.

Picks allow a MYM6 leader to add a moveset to the list that did not make it, at any location outside the Top 10. This allows unrecognized, but deserving movesets, to receive due recognition. Picks must be approved by a majority vote from all of the Sins, and all members of the Palette are required to use both of their Picks.

Kicks allow a MYM6 leader to remove a moveset from the list entirely. This may happen in order to trade out a user’s moveset for one that The Palette feel is better, or to remove a joke moveset from the list. Kicks must be approved by a unanimous vote from The Palette.

Shifts allow a MYM6 leader to transfer a moveset to a higher placement in the list. Shifts must be approved by a majority vote from all of the major members of the Palette.

Picks, Kicks, and Shifts will occur in private amonst The Palette, who will then release to the public the finalized Top 50.

//The Rewards

All winners receive bragging rights.

If you seek power in MYM and wish to become a leader in MYM7, placing high certainly won't hurt your chances of becoming one.

Other rewards may become available as the contest progresses.

>>LINKS<<

The Canvas, the home of The Palette, can be found here. See the comprehensive moveset list, request reviews of your movesets, and check out past Make Your Move contests!

The MYM Wiki, created by Kholdstare. Contains various info on the users and movesets of MYM. Create your own article here today!

The Official Make Your Move social group. Used solely for advertising for the most part, but there's the ocassional discussion tucked away in there.

Junahu's in-depth guide to moveset making. Be advised, this is extremley long so don't feel you have to memorize all of this.

A comprehensive guide to organizing your moveset's presentation

A guide to the mechanics of charged moves.

A guide to the mechanics of move priority.

A guide to giving your movesets a good playstyle.

>>Spam: How to deal with it<<​

Do NOT respond to off topic spam/trolling. REPORT IT. Spam is not to be tolerated here. This also means that:

You are NOT to ask for a countdown for a new page. If you simply must have a new page, WAIT FOR IT.
No moveset previews without a reason. If you actually need help with a move or are showing up a crappily done moveset for your character by another person, shoot, but only do it with an actual reason.
No moveset reposts. This includes humurous renamed movesets meant to be a joke.

If you wish to talk social and off topic, use the Official Make your Move SOCIAL group.

>>Gentleman's Rules<<​

The Gentleman's Rules are a list of guidelines that are highly suggested to make Make Your Move a happier, closer community. With this guidelines, people will be encouraged to comment on the previous moveset before posting their own. This will ensure that each set will be recognize and acknowledged without being ignored. These rules won't exactly be enforced nor will there be any real punishment for not following them. Simply keep these in mind while posting so we can help keep Make Your Move a friendly community and make sure that all movesets are recognized for their effort and hardwork!

*1* Please post commentry on the previous set, before posting your own moveset. If the previous set did not follow this rule, you may comment on the one that came before it (although the best thing would be to comment on both)
*2* Please comment on the previous set, before replying to comments about your own moveset
*3* Please leave a minimum of 14 posts between the previous moveset and your own (use the chat to determine whether or not someone else is waiting for a new page)
*4* Please do not criticise other users, in the thread, for not following the gentleman's rules
*5* Please, if you read a moveset, post a comment for it. Even "I read it and liked it" is better than no comment at all
*6* Please, if you have multiple movesets to comment on, don't use more than one post to comment on them.
*7* Please take disagreements lasting more than 3 posts to PrivateMessages, rather than continue to argue in the thread.

>>Misc<<​

Common Sense: Use it. By far the most important rule. Failure to follow this rule will result in your movesets not placing in the top 50, you making no friends, and overall having a miserable time. Break this rule at your own risk. Other side effects may include getting yelled at by MasterWarlord.

This MYM is dedicated to SirKibble, who has left the commmunity for 2 years in order to serve his church. We look fowards to the day you return, Kibble.

And with that... Let the games begin!

 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Look at my link-up space! Don't look at the ones above or below! Mine's the best, I swear!

K.Rool's Place of Business

Now that I've lured you in with promises of candy attracted your attention, this is where you'll be able to read handy little blurbs on mine and others' opinions on my movesets. If any end up getting made - you never know with me.

Just for some background info, I joined this contest back in MYM 3.0, where my Headless Horseman set placed third and all six of my movesets got into the Top 50. MYM 4 was even better for me - I placed first and five of my six sets made it in. MYM 5, once again, I got all six in the Top 50, although this time my highest placer was 4th.

Now that I'm done stroking my enormous ego, let's get to the movesets.



Kangaskhan here was my first set of the contest, and, in keeping with tradition, it wasn't one of my best. She has a well-received, interactive mechanic involving her baby, and in fact is only KOed if the baby is KOed, so there's some creativity and playstyle there. Ultimately, though, the main thing she was praised for was her interesting organization and traditionally easy writing style.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
"Step right up...if you're ready to get...toasted!"



Tryclyde

***

~~BACKGROUND~~

Tryclyde is a large, three-headed cobra, capable of breathing fireballs. He is the boss of Worlds 2 and 6 in Super Mario Bros. 2. These two worlds are set in the hot and mysterious desert, where Tryclyde resides in a dark, sandy pyramid, waiting for anyone brave (or stupid) enough to challenge him. Not much is known about Tryclyde's past, but he is said to have been a loner and an outcast, due to his cunning mind and evil tendencies. Tryclyde lives in Subcon, the land of dreams, where he was recruited by the evil toad Wart, to take over the world. He, however, was thwarted, and Tryclyde was defeated twice.

Although this is not canon to the Mario series, Tryclyde also appeared in the Super Mario Bros. Super Show, where he assisted Bowser in his various schemes. Here, Tryclyde is shown to be quite powerful, but unintelligent, as are most kid show bad guys. Despite him being out of action for many years (except for SMB2 remakes), the inclusion of Koopalings in New Super Mario Bros. Wii has given Tryclyde hope to come back into action and take his revenge on Mario and co.

~~STATS~~

Power: 4 - 7.5/10
Tryclyde can deal some pretty powerful blows to his opponents, but his game is far different from that of the stereotypical heavyweight. Tryclyde needs set-up to bring his power up from low to above average.

Walking Speed: 2.5/10
Tryclyde slithers forward at a draggy pace. He's a snake, so he's not going to put too much effort into slithering.

Dashing Speed: 4/10
Tryclyde moves a bit faster here, but still has below average speed. By the way, these walking and dashing speeds are on the same scale.

Weight: 5.5 - 7/10
Tryclyde is a large snake, but he's still not the heaviest character around. He needs set-up to gain more weight, starting off as rather light. Because of his large size, this lighter weight may be a bit of a shock, so be careful!

Range: 5 - 7/10
Initially, Tryclyde has a nice range to several of his attacks, although it is far from the broken range of our favorite penguin king. Also, after the set-up required to make Tryclyde a viable character, his range decreases as his playstyle changes.

Projectile Distance: 6.5/10
Tryclyde has decent range with his projectile; while the initial distance is pretty lousy, he has ways to make it travel a good ways farther. They need preparation, however.

Attack Speed: 3.5/10
While he is faster than several existing heavyweights, and still has a few viable faster moves, Tryclyde doesn't really move that fast as a whole.

Priority: 5 - 8.5/10
Yeah, most of Tryclyde's attacks can penetrate others with ease, but only after he's set himself up properly.

Size: 9.5/10
This area really hurts Tryclyde; he's taller than Ganondorf by an infinitesimally small amount, and is about as wide as Dedede, due to his long tail.

First Jump: 1.5/10
Pitifully short for a jump, Tryclyde definitely doesn't show much effort here. Real snakes can't even jump!

Second Jump: 3.5/10
Although he shows a bit more effort here, his lack of legs still brings this stat way down.

Aerial DI: 6/10
Tryclyde is able to weave his way around moves in the air surprisingly well for a character of his stature; this doesn't mean he fares well while airborne, however.

Fall Speed: 4/10
Tryclyde doesn't really fall that fast; he's not a floaty character, but it's hard to fast-fall with him as well.

Recovery: 5/10
Tryclyde's recovery is awkward to control, meaning he can easily be gimped if he uses it improperly, but he has reasonable defense from it as well, making it a fairly average recovery. Tryclyde also has a tether grab, but it doesn't reach very far in the air, meaning it's not especially useful for recovering.

Traction: 9/10
This is a high stat; Tryclyde's slithering makes it difficult for him to slip and slide along the stage. He rarely trips, as well.

Crouch: 3/10
This is a rather poor stat; Tryclyde's size makes it hard for him to dodge attacks by ducking.

Comboability: 4.5/10
Tryclyde can actually pull off some pretty nifty combos, if you master his learning curve. However, most players will probably use some stronger one-hit moves in addition to his sneaky attacks.

Wall Jump: No

Wall Cling: No

Crawling: Yes

Gliding: No

Tether: Yes

~~BASIC ANIMATIONS~~

Standard Pose:
Tryclyde sits up tall (he's a snake, so he can't stand), still slightly hunched over with his huge size. If he has one head, it peers forward deviously, while if he has more than one, all his heads sway back and forth strangely.

Idle Pose
Tryclyde leans forward slightly, hissing his snake tongue out of his mouth to sniff the air around him. If he has more than one head, they copy the main head's 'sniffing'.

Walking:
Tryclyde leans forward slightly as he slowly slithers forward along the ground.

Running:
Tryclyde leans forward a tiny bit more, as he slithers a bit faster.

Dashing:
Tryclyde leans forward almost as far as he can go, as his lower body begins writhing back and forth on the ground to add momentum to his slithering.

Jump #1:
Tryclyde pushes up with his lower belly to get a tiny boost off the ground.

Jump #2:
Tryclyde repeats this motion in the air, but with a bit more force, to get a higher jump.

Crouching:
Tryclyde bends over, craning his neck toward the ground, his other head(s) copying him if they are out.

Crawling:
While his crouching pose is pretty poor, due to his large size, Tryclyde actually gets all the way on the ground here, slithering forward at a decently fast speed, for a crawl, that is.

Ledge-Hanging:
Tryclyde hangs on by gripping the ledge in his main head's mouth.

Swimming:
Tryclyde hisses as he resurfaces, then enters a curvy glide of sorts to swim forward. Despite his weight, his swimming capabilities are above average, due to being a snake. However, it doesn't take too long for him to drown, as Tryclyde is not used to swimming, him being from the desert and all.

Forward Roll:
Tryclyde glides forward rapidly along the ground, turning around after reaching maximum distance. This has surprising speed for the roll of a character Tryclyde's size.

Backward Roll:
Tryclyde simply slithers backwards rapidly, craning his head(s) backwards for a split second, before halting a decent range away.

Spot Dodge:
Tryclyde cranes his body and head(s) into the background, a sneaky expression on his face(s), before slithering back.

Air Dodge:
Tryclyde performs a surprisingly able spin in the air to dodge attacks while airborne.

Shield:
Tryclyde ducks his head(s) down slightly, as the normal bubble shield forms around him. Although this position helps the shield actually cover him, he can't keep it up for long, due to his huge size.

Tripped:
Tryclyde doesn't really have an arse to fall on, so he simply spins dizzily in place for a split second before entering an unbalanced pose.

Dizzy:
Tryclyde's eyes widen (on all of his heads, if he has more than one) as he sits in shock in place, head(s) wobbling back and forth dizzily.

Sleeping:
Tryclyde's eyes close (on all of his heads, if he has more than one) as he sits upright, swaying back and forth a bit in a meditative pose of sorts.

***

~~MOVESET~~


~~Mechanic - Growth Spurt~~

You may have just read Tryclyde's stats, and wondered, what set-up does he need for those variant statistics? Well, when Tryclyde first appears on the battlefield, he only has...one head? That's right, he just takes the appearance of a normal giant cobra. While this is all fine and dandy, he is in a much weaker state in this form. When he just has one head like this, he has much less power, a fair bit less weight, and lower priority. Combine this with his slow speed, poor jumping, and massive size, and you've got yourself a bottom tier joke character.

However, by use of Tryclyde's Side Special, he can grow up to three heads, like he usually has, buffing up these stats considerably. Tryclyde with two heads has okay, somewhat viable stats, while three heads gives him competent, max-charged stats (on the stats, the lowest number is him with one head; the highest is him with three, with the exception of range, which is vise versa) that gives Tryclyde what he needs to be a good character. However, getting extra heads takes a bit of set-up on Tryclyde's part to actually grow them. This set-up takes a bit of time to pull off, but Tryclyde has ways of escaping foes while trying to mutate another head onto his body, including better range when alone. This takes some crafty planning on the fly, but it is vital to master in order to succeed with Tryclyde. He's a joke on his own.

Once a head is on, it doesn't stay on permanently, however. Each extra head has 50 HP, that can be lowered to sever the head from Tryclyde's body. Only headshots work to damage a head, however. Still, this is no problem for foes, due to his massive size. If a head gets knocked off, a sore spot remains where it used to be. The spot is not that big, but if Tryclyde gets attacked there, it deals 1.5 times the normal damage. This is an annoyance with one spot and a large problem with two, as the spots don't vanish until Tryclyde either loses a stock or mutates a new head over the spots, or uses his Down Special correctly. Always grow more heads, defend extra heads you have out; they're pretty much vital to your game, and grow them back if you lose them. It's a matter of trickery, defense, and consistency. Such is the essence of Tryclyde!

~~SPECIALS~~


Neutral Special - Fireball Barrage
This is Tryclyde's main (and only) attack as a boss; it's absolutely mandatory to have here. Tryclyde opens his mouth and spits out a single fireball, at an angle to the ground in front of him. The fireball is slightly larger than that of Mario or Luigi, and travels at a slightly slower speed than Wolf's laser. Tryclyde has very little startup or ending lag with this move, making it a projectile that can be abused quite handily, like Fox's laser.

An individual fireball here deals 2-3% and a small bit of stun (although not a whole lot). Individual fireballs have low priority, being able to be beaten by most attacks. By angling the Control Stick while pressing this Special's input, Tryclyde can aim his fireballs straight forward or up diagonally. The fireballs vanish upon hitting the ground, but when fired at these angles, they travel as far as Wolf's laser before vanishing, unless they hit a foe (vanishing early in this case). This is a decent damage-builder for Tryclyde alone, him being able to use it nicely for the spacing he so desperately needs to grow more heads. However, its low priority makes it dangerous to use at close range.

With multiple heads, Tryclyde has more tricks he can use with this move. With two heads, both of Tryclyde's heads spit a fireball with this attack. Extra fireballs have the same properties as a single fireball, but can be used differently. With two heads, Tryclyde has about the startup and ending lag of R.O.B.'s laser (a little below average). This makes it easier to angle the fireballs, however, Tryclyde not spitting them at the super rapid pace he does when alone, giving him more time to aim. The fireballs hit back to back if a foe touches one, as the fireballs are shot extremely close together, the foe taking the same damage per fireball, but still no knockback. They travel the same distance together as one does alone. But, if Tryclyde shoots them in the default down-angled direction, and no foes hit the fireballs to make them vanish, the fireballs meld into a Spark.



These annoying Hothead-esque enemies populated the underground and castles regions of Super Mario Bros. 2. Sparks are the size of a Soccer Ball, and merely sit where they were created for five seconds. They have average priority, and form from the fireballs with little lag. If a foe touches a Spark, they take 11-12% electric damage and average knockback. Because the Spark stays out for a short time, and sits in place, Tryclyde will want to try to throw or hit foes into the Spark, as any competent foe can dodge it. Its priority can be beaten, but not as easily as the normal fireballs. Foes will want to beat said low priority of the fireballs to prevent a spark from forming. Only one Spark can be out at a time.

Now, if Tryclyde has his full three heads, each head spits out a fireball; no surprise here. Each fireball still has normal properties, in terms of priority, possible range, damage and knockback (or lack thereof) and size. They are shot extremely close together, like with two heads, all three balls hitting back to back to back. Now, with three heads, the startup and ending lag is increased to that of Warlock Punch, being a difficult move to pull off. However, if you are separated from your opponents, you should try this move, as it actually can be useful, even with no one at close range. The fireballs can be aimed now with great ease.

Now, if Tryclyde shoots the fireballs at his default downwards-angled trajectory, the fireballs meld into Fry Guy. This hot-head was (ironically) the boss of World 4, the ice region, in Super Mario Bros. 2. Here, he about the size of Wario. He forms with a small bit of startup lag, but this is no real issue. Upon appearing, he states, "I'm too hot to touch!", and proceeds circling the platform he's on, just like a Hothead item. However, here, Fry Guy deals about 1.5 times the knockback of a normal-sized Hothead, but stays out for only half as long before vanishing. He cannot be enlarged like this item, as well.



Fry Guy has great priority, being unable to be dispersed; he only vanishes after his time is up. He circles with the speed of a Hothead, dealing 14-16% and high knockback to foes who touch him. He can be dodged rather easily, but Tryclyde should manipulate foes into his path while he's out to damage them. Only one Fry Guy can be out at a time, and it is impossible to have out a Spark and Fry Guy together, as you'll need to grow a new head first, and the Spark doesn't last that long. Depending on where you place Fry Guy, this is a great set-up. Foes should always stay close to Tryclyde and hit him out of this, or disperse the normal balls, before they can combine.

Side Special - Hydra's Mutation
When Tryclyde uses this with only one head, a slimy green bulge appears next to his regular head, pulsating slightly. While the bulge is developing, Tryclyde can move and jump around as usual, but if the bulge itself is hit, it vanishes, the development of the second head starting over. He also cannot attack himself during development, although some of his attacks' effects can be withheld during this time for some defense. Because of this, Tryclyde will either want to flee or use longer-ranged attacks to defend his developing head. Fully developing the bulge into another head takes about as long as fully charging a Giant Punch. You can't stop and start the mutation whenever you want, however; you start it, then defend yourself until it develops, point blank.

The reward is great for developing a head, though, so it's definitely something you'll want to go for. The developing time may sound long, but solo Tryclyde has ways of keeping foes away from him; you'll need some skill to pull it off, but it's not a huge challenge. Once you have two heads, developing the third takes 1.5 times as long as fully charging Giant Punch, due to two-headed Tryclyde being more able to distance himself from attackers. Three heads is the maximum number you can have. Starting development takes very little time, while having the actual head appear after developing is almost lagless.

Now, Tryclyde's heads aren't permanent, however. As stated earlier, each extra head has 50 HP; if this HP is lowered to 0, the head falls off, and a sore area appears where the head used to be. If the sore spot is hit, Tryclyde takes 1.5 times the normal damage of the attack. He has ways of getting rid of the sore spot, including growing the head back over the spot, or using his Down Special. He'll want to get rid of liability as soon as possible, so be sure to space yourself from your attackers and use these methods to heal yourself of these spots. Plus, you'll want the heads back anyways, so make sure this is a high priority for you when fighting as Tryclyde. If Tryclyde is KOed with extra heads, he loses the heads when he respawns, but has no sore spots in their place.

Also, by proper use of Tryclyde's D-Air, he can alter the development time of his heads. Check it out for detail.

Down Special - Snakeskin Shed
When he uses this with just one head, Tryclyde slips right out of his old skin, with virtually no startup or ending lag, leaving a pale copy of his large body behind. This copy has 15 HP, being destroyed after this HP is lowered, lasting 15 seconds otherwise. At first, there seems to be no real use to this move, other than escaping Dedede's chaingrabs (which this move is quite handy for). However, if solo Tryclyde overlaps with his skin, he'll enter it again, having 15 HP worth of super armor, still taking damage, but no knockback.

This is useful at times, especially for safer approaches, but after shedding his skin, Tryclyde is left with a pink bare skin tone for five seconds, taking double damage during this time, due to his tired state from shedding. He must wait until his skin turns red again after these five seconds before shedding again. Although two skins can be out at a time, if you rapidly shed again before the first skin vanishes, you can't overlap skins. He can only wear one 15 HP skin at a time. Tryclyde can shed with two or three heads as well, but he can only enter skins that share his number of heads; for example, a three-headed Tryclyde cannot enter a one-headed skin.

Because Tryclyde still turns pink and takes double damage when he has extra heads, this is not a wise idea, as the heads will have their HP reduced more rapidly. Plus, a multi-headed Tryclyde cannot be chaingrabbed; the first Dedede D-Throw will just hurt one or two extra heads, but leave the main Tryclyde untouched and not lagging against the wall or ground, leaving Dedede completely vulnerable to a counterattack. Finally, a heavyweight without a 0 - 100 matchup!

The final use of this move comes into play when Tryclyde does lose a head or two. If he gets a sore spot, Tryclyde can still shed, but it takes about as long as Warlock Punch to do so, Tryclyde having to be careful not to hurt his injury. If he is hit while shedding here, his shedding cancels, with no added effects, fortunately (it's near impossible to punish without sore spots). If he pulls it off, however, one sore spot vanishes completely, canceling its effect. Each shed removes one spot, so if you have two heads and one spot, you are all better now. If you have two hurt spots, one is taken away. Another use after this will remove the other as well. While you'll have to space yourself to pull this off, it's a relief if you are taking a lot of damage from sore spots. This is a multi-use move that can be helpful to Tryclyde in several different situations; learn where it can be put to good use, and prosper from it.

Up Special - Albatoss Airlines
No, that's not a typo; these majestic birds from Super Mario Bros. 2 are actually called Albatosses, due to their annoying habit of dropping Bob-Ombs over players. Here, Tryclyde uses one of these birds as his form of recovery, due to them having a level all to themselves in World 6, where players had to ride a fleet of them over a level with almost no solid ground. When Tryclyde puts in this input, an Albatoss appears beneath him with no startup lag. It covers the area of a Stage Builder block, Tryclyde sitting on it as it flaps in place.



Using the Control Stick, Tryclyde can now maneuver the Albatoss either left to right, or up and down, having no diagonal control over the bird. This can be aggravating for recovering from some locations, but he can fly for a full three seconds before the bird vanishes, dropping Tryclyde into a helpless position. If Tryclyde touches the ground, the bird vanishes as well, giving him above average landing lag. The bird has no HP, meaning it can't be knocked away, but Tryclyde himself is perfectly vulnerable sitting on the Albatoss, and if he gets knocked off, he can't use the bird again, being pretty much boned.

Tryclyde can use his moveset from on top of the Albatoss just fine, being able to hit foes away from him. However, if he uses a move (like a D-Tilt), the Albatoss vanishes early with a squawk, dropping the helpless Tryclyde. Be sure to not use these attacks; use quick forward-hitting attacks to play it safe. Foes who hit the beak of the Albatoss take 6-7% and below average knockback. Also, while on the bird, Tryclyde's D-Smash is replaced by a new move; if he uses it, the Albatoss drops a Bob-Omb from its talons. The Bob-Omb is the same size it is as an item, but only deals 7-9% and below average knockback, to avoid being broken. It is released fairly quickly, and falls anywhere from the distance of one to four Stage Builder blocks down before detonating; it blows early if it hits a foe or obstacle.

To get off the Albatoss, Tryclyde can either jump (he has only one jump from here, not two) or shield (which drops him into an air dodge). Yeah, he can't shield while on the Albatoss, so defend yourself well. The Albatoss moves at the speed of Zelda's dash in the air, being nonchalant about flying. The bird is not very big, although it is as long as one Stage Builder block. This Special puts a nice new spin on controllable recovering for Tryclyde; just be cautious while recovering. Just because you're flying doesn't mean you're going to make it back in one piece!

K.Rool, that title is alliterated because it's actually the name of the Albatoss flight service in the Mario cartoon, where Tryclyde appears. Sorry for any inconvenience!

~~BASIC ATTACKS~~

Basic Combo - Bite the Apple
With the first press of the input, Tryclyde extends his tail, holding out a juicy red apple. The apple is slightly smaller than the ones on Green Greens, and is held out at an average range. It is brought out with little startup lag. This part of the move is not actually an attack; if a foe spaces themself properly, they could actually heal damage from this move; the apple heals foes of 5%. However, they have to get within the proper range of the apple, as Tryclyde isn't about to just let the foe feast, now is he?

By holding down the A Button after the first input, Tryclyde can hold the apple out as long as he wants; releasing the button causes him to pull his tail, while the apple vanishes, for low ending lag. However, if you press the A Button again, Tryclyde will strike forward powerfully, having average range, like the apple, and moderate priority. The strike starts with almost no warning, and has a fair bit of ending lag. If a foe hits the strike, they take 9% and average knockback. Like Ganondorf's jab, this is nice for clearing foes away; Tryclyde just needs to time the strike right so the foe doesn't just heal themself.

If Tryclyde has two heads, both heads strike with a second input. Here, each strike deals 5-6% and below average knockback, being more of a damage builder than a space-building move. However, as a single-headed Tryclyde needs the former more, this is no big deal. If he has three heads, they all strike as well, dealing 4-5% and low knockback to foes, occasionally tripping them. This lessens knockback even more, but can build up to 15% on foes rapidly if done correctly, especially if the foe happens to trip with one strike, therefore hitting the other two as well. Timing is key for this move to work; you can't just abuse it, as there is a short period of lag between when you bring the apple out and when you are able to strike. Still, if you master this timing, this is a nice tool for Tryclyde to use.

Dash Attack - Scorching Trail
No notable difference appears during Tryclyde's normal dash at first; however, when this input is used, Tryclyde starts leaving behind a trail of desert sand where he slithers. This sand comes out quickly, and stays out for three seconds before fading away. It has no priority, not being able to be removed until its time is up. Foes who step on this sand take 1% fire damage per half second they stand on it, but no knockback, although they occasionally trip. Sand trails cannot overlap.

With two heads, foes take 2% fire damage per half second, while with a full three heads, they take 3% fire damage in this time. They never take knockback, but the tripping rate increases ever so slightly when Tryclyde has extra heads. Tryclyde can hold this move's input for as long as he wants, creating a trail of sand behind him. However, the more he uses it, the higher his rate of tripping becomes; as he's a snake, it starts out at very low, but it drastically rises after just a few seconds of using this move.

This makes him an unstable character, and the tripping rate actually sticks with him for several seconds if he abuses the move many times in a row (although this doesn't occur if he just makes one long trail). Don't bring this liability onto yourself; Tryclyde can use this move just fine in moderation. Try grabbing foes and holding them on a trail for extra damage; the sand doesn't hurt Tryclyde himself.

~~TILTS~~

Forward Tilt - Heated Confrontation
Tryclyde opens his mouth and breaths out a single blue fireball, slightly smaller than the size of a Pokeball. The fireball is sent out in a straight line; although Tryclyde bends down slightly to shoot it, it can still miss shorter foes. The fireball travels, at the speed of Luigi's fireball, the distance of one Stage Builder block. Tryclyde fires the ball with a moderate portion of startup lag, and has a fair bit of ending lag as well, although not horribly much.

The fireball has rather below average priority, but if a foe is within two Stage Builder blocks' distance when the fireball is shot, the fireball hones in on them. If not, it just travels its straight path before vanishing at maximum range, or when it hits a foe or obstacle. No matter what, the fireball deals only 4-5%, but decent knockback. While it normally travels one Stage Builder block, it can travel up to 2.5 blocks distance if it is honing. It still retains its normal speed, however, so it can be avoided.

If Tryclyde has two heads, both heads breath a fireball, them being the same size and traveling at the same speed as usual. There is no difference with Tryclyde's lag here, either. This time, the fireballs deal 6% each, but lower knockback. They also travel a bit farther apart, so hitting one will not guarantee a hit with the other. Here, however, they hone if foes are within 1.5 Stage Builder blocks' distance, rather than two blocks. Tryclyde focuses more on damage with more heads; when he's alone, he's more about keeping foes away. Because of this, foes shouldn't approach Tryclyde when he's using this move, although they can punish him by beating the fireball's low priority and counter-attacking.

When he has three heads...you guessed it; each head breathes a fireball. There is still no change of the size or speed of the fireballs, or the lag used to shoot it. Now, however, they only hone if you are within one Stage Builder block's distance of Tryclyde when he uses the move (not after the ball is shot; it still travels the usual range if you're not at this close range). These fireballs deal 7% and low knockback each; you have a chance to deal up to 21% damage here, but the fireballs are shot far enough apart that you'll easily have enough time to DI or even roll out of the other two hits. It's definitely not a repeat of that broken Snake F-Tilt. Still, this move can be used for spacing if you have just one head, and damage-building if you have extras. Just don't get the crap beat out of you while you're shooting!

Down Tilt - Cobrat Patrol
Tryclyde hisses, as a small earthy mound appears at his lower body (not feet; he has none!). This mound appears with a moderate amount of startup lag, but none ending; the mound appears right after Tryclyde hisses, so he is free to move after it appears. He can have up to two mounds out at a time. The mound has 10 HP that can be lowered to make it vanish with a hiss. If not attacked, it lasts for ten seconds before vanishing. The mounds covers about the area of a Stage Builder block, but has no effect on foes unless they get within a Stage Builder block of it on either side. If this happens, a Cobrat pops out of the mound with an angry hiss. These annoying snake underlings to Tryclyde were a pain in Super Mario Bros. 2's desert levels. What fun!



The Cobrat is about Mario's height, but a bit thinner. When they pop out, they begin slithering around the general area where the mound was (although a fair bit more spread out; staying within three or so Stage Builder blocks' distance to where the mound was). They move at about Falco's walking speed, being fairly quick, but no speedsters. If a foe touches a Cobrat, it strikes them without warning or lag, dealing 5% and below average knockback. Occasionally, it fires a small black Nightmare Bullet out of its mouth, being the size of a Deku Nut, and traveling at the speed of Falco's laser. It doesn't aim these bullets at foes, firing them in rather random directions at random times. The bullets have decent priority, however, and have little startup or ending lag for the Cobrat. Foes who touch a bullet take 7-8% and average knockback.

Cobrats have 15 HP each that can be lowered to KO them; if not KOed, they last twelve seconds before vanishing. All in all, foes can avoid even calling out the Cobrat easily by just staying away and attacking the mound with projectiles (if they have them). Still, it's incentive enough to keep attackers away from Tryclyde. The big snake himself can attack his own mounds or Cobrats, but can't make them come out by venturing near them. Nothing changes if Tryclyde uses this with extra heads; there, now you don't have to read two or three extra paragraphs of detail!

The Nightmare Bullet has an additional effect on sleeping foes, explained under Tryclyde's B-Air.

Up Tilt - Snake Eyes
Tryclyde bends his head upwards, with low startup lag, as a small sparkle is emitted from his eyes. The sparkle extends upwards a below average range, staying out for a split second, before disappearing with fair ending lag. It has very low priority, but is not an actual damaging attack. If foes hit the sparkle, they enter a footstool effect, being pushed helpelessly upwards about the height of Mario, before falling downwards with said effect...right above Tryclyde. They fall like this for longer if they have higher damage. The sparkle is hard to hit foes with in the first place, but if you have good timing, Tryclyde can use it to build nice damage on foes. While this sparkle deals no damage or knockback, using the U-Tilt again while a foe is above Tryclyde causes him to strike upwards, dealing 4% and low knockback. Of course, this is quite punishable if Tryclyde is alone.

But, if he has multiple heads, they all strike, dealing 4% each, but buffing the knockback up to below average with two heads, and average with three. With proper DI, players can dodge one or two strikes if Tryclyde has multiple heads, taking less damage, but still getting the same knockback. You'll never want to spam this as Tryclyde, or your foes will find an easy opening to punish him, especially if he has extra heads, and therefore a larger size. Also, foes with low damage can break out of the footstool effect before they start falling If a foe is using a laggy aerial above you, however, go for it; it can KO at high damage levels, and is nice for toying with your attackers. On a side note, while the foe is falling with their footstool effect, Tryclyde can move normally, so he can flee to grow extra heads, or set up other attacks. This makes it rewarding to land, but not at all easy to pull off.

~~SMASHES~~

Forward Smash - Pyramid Defense
Tryclyde's eyes flash rapidly between red and white during the charge of this Smash. Upon release, a Tweeter appears from a red cloud of smoke in front of Tryclyde, with below average startup lag. These flightless bird-esque foes were common Super Mario Bros. 2 enemies; one even appeared in Tryclyde's boss room in World 2, hence his use of one here. The Tweeter is the size of Diddy, hip-hopping forward at Zelda's dashing speed. It can have 10-25 HP, depending on the charge time. If its HP is not lowered, the Tweeter lasts for 15 seconds before disappearing into the red smoke from whence it came.



Foes who hit the Tweeter take 8-11% and below average knockback; if they hit its beak, they take a sweetspotted 13-15% and average knockback (this area has average priority as well). The Tweeter generally can travel a decent distance if not attacked; since Tryclyde has below average ending lag, he can generally flee while the foe is left to deal with the Tweeter. Seeing as how Tryclyde needs ways to get away and spawn more heads (or heal sore spots, if he's lost heads), this Smash can be nice and helpful in this respect. Tryclyde alone can send up to three Tweeters out if he has one head, but only two if he has two heads, and one if he has three heads. While this may seem a bit on the broken side if he has one head, Tweeters are highly easy to KO, as they have really stupid AI, hip-hopping aimlessly off edges. Plus, remember that Tryclyde alone is crap, so he needs all the help he can get.

Down Smash - Quicksand
While charging this Smash, Tryclyde aims his head(s) downwards, as if he's about to puke. Upon release, he spits a small ball of sand (Deku Nut-sized) at the ground directly in front of him. If there is no ground for the sand to land on, Tryclyde doesn't even bother spitting; he'll just cough stupidly, for above average ending lag. If there is land, however, the sand creates a field of quicksand, found in Super Mario Bros. 2's deserts. Depending on the charge, the quicksand can cover from one to two and a half Stage Builder blocks' distance. The quicksand has no priority (although the ball of sand used to create it has average priority), being unable to be dispersed, and lasts for five seconds. Two fields of quicksand cannot overlap. Tryclyde has moderate startup and ending lag here, this not being a spammable Smash at all.

If a foe walks into, falls onto, or stands over the quicksand, they begin to be pulled down, in a struggling animation. After a certain amount of time struggling, the foe enters a Pitfall effect in the sand, being stuck there for a period of time. By just tapping the Smash input, it takes 2.5 seconds to be pulled under, while at maximum charge, it takes only .5 second. Buried foes are held down for the remainder of the quicksand's five seconds, although they can jump repeatedly to try and escape (button-mashing has no effect here; jumping SMB2-style is the only way out) the quicksand early. Foes with more damage have a harder time doing this, however. Struggling foes take 1-3% per second, while buried foes take 8-12% when they are finally sunk.

It takes several jumps to escape while buried, but one or two jumps will allow foes to get out while merely struggling in the sand. After the quicksand forms from the spit ball of sand, Tryclyde is free to attack the struggling/buried opponent, although sometimes it may be a better idea to flee, for the sake of growing more heads or healing sore spots. Nothing changes with this Smash if Tryclyde has extra heads. This is definitely not a great damage-building Smash, but it can be nice to lure foes into with other moves to trap them for more damage.

On a side note, Sparks, Fry Guy, or Cobrats aren't affected by quicksand fields, but Tweeters are. If they hop into the sand, they are pulled down at normal rate. Tweeters cannot be freed from the sand, even if you try hitting them out, but they can still hit foes on their way to their doom, so stay away during this brief period. Tryclyde, however, may want to use an F-Smash near quicksand to get the spawned Tweeter stuck, then throw foes into its beak for fair damage and knockback. It's cruel, but it can be quite effective.

Up Smash - Fire Snake
During charging, Tryclyde aims his head(s) upwards, looking as if he's about to puke again. Upon release, Tryclyde spews up a chain of fireballs, with below average startup lag; it's a Fire Snake, from Super Mario Bros. 3! The snake travels upwards a variable distance (from Diddy to Marth's height, depending on the charge), before arcing down towards the ground in front of Tryclyde. They move at a moderately speedy pace, but not super fast. Tryclyde cannot move until the snake reaches the ground, so this is somewhat of a risky Smash to attempt.



The snake has priority ranking in at barely above average; it is not hugely difficult to destroy. However, if it reaches the ground, it stays grounded, in an upwards arc, for three seconds, before disappearing in a cloud of smoke. Foes who hit the snake at any time take 8-13% and average to above average knockback, depending on the charge. This allows Tryclyde to try and hit foes into the snake for damage, or to flee while the foe deals with the snake itself. KOing is not that practical with just one head, so this is definitely Tryclyde's best use of a Fire Snake, before he grows extra heads.

Only one Fire Snake can be present at a time. If Tryclyde fires a snake off an edge (it goes down in an arc in front of him), he lags for a long time, as the snake arcs all the way down off the bottom boundary. The snake hits foes normally offstage, but if an unfortunate opponent is under the snake as it hits them, they are spiked with above average power. You should never attempt this unless you are in a 1 vs. 1, however; the ending lag is devastating.

With multiple heads, the snake's arcing speed decreases, changing from moderately speedy to rather sluggish with two heads, and from sluggish to downright slow with three heads. Of course, this increases the ending lag a lot, so it's harder to get the snake to the ground this way (it's best to hit foes while the snake is airborne, with extra heads). The damage of the snake increases slightly with extra heads, however, being buffed up to 9-15% with two heads, and 11-17% with three heads. Out of Tryclyde's Smashes, this is probably the best for KOing attackers. Its awkward arcing requires practice to land, but with multiple heads, this is Tryclyde's best option for knocking foes around.

~~AERIALS~~

Neutral Air - Sandstorm
Tryclyde stalls for a brief period, then spins around rapidly in place, orange sandy particles spinning around with him. Because of his initial stall, there is average startup lag, with slightly less ending lag. For the damaging portion of this move, Tryclyde deals many rapid multiple hits to foes with the sandy particles. Because the multiple hits don't deal real damage or knockback, Tryclyde's priority during the move is only average. He can still hit foes without too much issue, but it's something you'll want to take into consideration.

Foes can take up to twelve multiple light hits with the sand, taking 1% and a tiny stun with each hit. Getting out of the sand requires some DI, but it's pretty simply to do; we can't have any Whorenado repeats, now can we? Tryclyde may find it slightly difficult to pull off this move at times due to the startup lag, in a way like R.O.B.'s N-Air, but he can still use it to build up to 12% to foes. The sand does no knockback, but if foes touch Tryclyde's body (rather than the particles, which extend a tiny bit off his body), they are hit out of the storm, with average knockback. The particles don't pull foes in, however, so you'll have to move Tryclyde close to a foe if you wish to hit them away.

The secondary use of this move is if Tryclyde lands before the move ends. If this occurs, he suffers average landing lag, but the area of 1.5 Stage Builder block around where Tryclyde landed is covered in sand. Unlike his Dash Attack, this sand deals no damage. However, if Tryclyde uses an aerial and lands prematurely on this patch of sand, he suffers from much less landing lag than he normally would. It's basically a set-up L-Cancel. Neat, eh? If you enjoy using said laggy aerials on foes, Tryclyde may need to keep foes near this patch to lessen the chance of punishment. The sand lasts for ten seconds before vanishing. Sand patches can't overlap, but Tryclyde has no limit on the number of patches he can have out (although the initial landing lag is reason enough not to spam this).

Additionally, if you land his D-Air on the sand, it'll still complete its effects on Tryclyde. As this doesn't happen when he lands it on the regular stage, and D-Air contributes to Tryclyde's head-growing strategies quite well, this is a handy use.

Forward Air - Chow Down
This move is executed in three different ways, depending on how many heads Tryclyde has. With just one head, Tryclyde merely leans forward and sticks out his forked tongue, 'sniffing' the air. His tongue has low priority, but comes out and is pulled back in extremely quickly. This move has surprising range, but is best used in quick succession at closer range. It deals 3-4% and tiny knockback. This is one of the few combo moves that solo-headed Tryclyde has; most of his other attacks are about spacing.

However, if Tryclyde has two heads, both lean forward; his original head does the 'sniffing' motion, while the second head opens its mouth widely, showing a mouthful of sharp fangs. Now, the move has startup and ending lag that is about average, taking away the easy combos that one-headed Tryclyde could use with it. The first head's tongue still retains its low priority, still dealing 3-4% and tiny knockback. However, the fang-bearing head has average priority, dealing 5-6% and below average knockback to foes. The range is the slightly longer than it is in the above paragraph, but you'll need spacing to overcome the startup and land it. Be careful with the ending lag as well. This is a prime aerial to land on his N-Air sand patches, as Tryclyde lands upon lagging, no matter how many heads he has.

Finally, when Tryclyde has all three heads, they all lean forward, the first two heads doing the same actions as above (having the same properties to them), while the third head gives a powerful fanged chomp. As you may have guessed, the startup lag is now awful, taking even longer than Bowser's U-Air to perform, and a bit longer ending and landing. Spacing is key if you ever want to land this move. However, the range is slightly longer than with two heads, being above average. The fanged chomp has above average priority, dealing 7% and good knockback for an aerial. If you end up landing this with a foe close to you, they'll likely be caught in all three hits, although they can escape if they are farther away (this is more efficiently done with two heads). Being able to deal up to 17% to foes is quite a gift for Tryclyde, but it needs work to do; perhaps using it on a vulnerable recovering foe is the best option?

Back Air - Rattler
Tryclyde extends his tail backwards, shaking it about ominously, as it makes a rattling noise. During this move, Tryclyde's plain red tail gains a rattlesnake-esque golden rattler. It has below average startup and ending lag, and can be used several times in a row, similarly to DK's B-Air, but not as fast. His tail is a small hitbox, and has average priority; however, it's small enough that foes will more likely than not hit both Tryclyde and his tail, so this is not a huge point for detail. Tryclyde's tail is stuck out, giving it about average range. It deals 6-8% and barely below average knockback to foes it hits, meaning it can be nice for gimping, as long as Tryclyde is careful enough not to get gimped himself.

As a small bonus (no groaning, please, it's helpful for his fleeing) for solo-headed Tryclyde, if a foe hits his tail, several tiny bean-esque balls fall out of it (the kind found in maracas). These come out whether or not Tryclyde himself is hit as well. If there is solid ground beneath Tryclyde, they form a patch the size of a Stage Builder block. Foes who dash over these (not just walk into them) trip, slowing them down. They can trip multiple times over the same patch, until it vanishes ten seconds later. Multiple patches can be out, but cannot overlap, and Tryclyde should take their presence as a warning to not get hit again. He can't take much damage alone, and should not attempt to purposefully create these patches. Multi-headed Tryclyde lacks this ability, due to him not needing to flee in this state.

Up Air - Hooded Cobra
Tryclyde tilts his head upwards slightly, opening up two cobra-esque hoods on either side of his head/neck area. The hoods billow up a bit above his head for a brief period of time, before detracting back into Tryclyde's head. The hoods have rather low priority, being nothing more than skin flaps. However, they come out and detract quickly, making this move a nice one for vertical combos and juggling. The range is below average, but Tryclyde's height makes this not too much of a problem. Tryclyde's hood deals 5% and below average vertical knockback.

With extra heads, each head tosses up a hood; they have all the same properties as one hood, but they make a wall of hitbox, due to the heads being more spread out. They can also deal extra damage (up to 15% maximum). However, with multiple heads, Tryclyde's hoods stay open for as long as he stays in the air, parachuting him down. Because of this, his fall speed decreases by 1/4 with two heads, and 1/2 with three heads. Keep in mind Tryclyde's already low fall speed; with hoods open, he's pretty much on low gravity!

With his hoods open like this, Tryclyde is still able to move as normal. The only exception is that using U-Air again lowers the hoods, having average startup and ending lag, but dealing no damage or knockback, it just bringing Tryclyde's fall speed back to normal, and allowing him to use the normal U-Air again. You can't just let Tryclyde get extra heads and juggle foes to death with 15% with each head, no? You can use this advantageously to recover, however, so this isn't always a bad balancing effect,

Down Air - Magic Lamp
With his tail, Tryclyde takes out a standard Egyptian-style magic lamp, curling up his tali and dumping sparkles out of the spout end onto his body. Taking the lamp out requires average startup lag; Tryclyde dumps the magic sparkles onto himself for about a second before stowing the lamp with below average ending lag. The landing lag is pretty horrible, and the move's time to pull off is quite long. Why use it then?



Well, if Tryclyde manages to get the sparkles on him without being interrupted, he is covered by an electric-esque aura for five seconds; during this time, his body has average priority, and deals 7-9% and average knockback to foes who touch him. This is nice for protection (although strong attacks can still cut through the magic and hurt Tryclyde). One notable detail about the move is that it must be finished in midair; if Tryclyde lands before completing it, he lags a lot, and nothing happens. Flying up high with an Albatoss before hopping off and using this may prove to be a useful tactic.

However, a more important use of the move is that Tryclyde's time for spawning a head is cut in half while he's covered in magic. Because of the higher priority, enemies will be less likely to damage the developing head. Usually, Tryclyde can develop one head in these five seconds. Tryclyde cannot use this aerial while already magical, and must wait five seconds after the magic wears off before using the lamp again. It can be difficult to use this aerial during intense 1 vs. 1 matches, but if you are a fair distance away from your foe, you may be able to pull it off and put it to good use. Nothing is different about the move if Tryclyde has extra heads, although if he's already three-headed, a good deal of the move's usefulness is taken away.

~~GRAB AND THROWS~~

Grab - Sinking His Fangs In
With just one head, Tryclyde stretches his head out slightly, widening his fanged mouth to snatch a foe. This grab has rather close range, and not too great priority; Tryclyde has a hard time grabbing when alone. This grab has low startup lag, but a fair bit ending. When used from a dash, he lunges forward a bit more, with the same startup time, but more ending lag as he gets back up. If he succeeds in grabbing a foe, he holds the victim in his teeth; if not, he merely straightens up again. It can tether if used in the air (and 3-4% with low knockback if used as a Z-Air), but neither of these effects are that useful or usable. Tryclyde alone sucks, remember?

But, if he has two heads, one head grabs out to either side, giving Tryclyde a good deal more defense. Now, the grab has a decent bit more range on both sides, making it a nice little trick for defense, but a bit more ending lag (the startup lag stays the same). The priority stays the same on both heads. With multiple heads, Tryclyde has no unique dashing grab animation. He simply stops in place (sliding a bit if he has a lot of momentum) and does his normal grab. Caught victims are held by the head that grabbed them, the other head(s) looking hungrily at the caught foe. Otherwise, they merely pull back into normal position. The lag makes it slightly dangerous to use, but used with the element of surprise, it gives Tryclyde a wide range to grab from.

With three heads, the first two perform the same grab as above; this has all the same properties listed above. However, the third head reaches upwards the range of Mario's U-Tilt. His priority and lag is the same as the other heads when they perform a two-headed grab. Now, I know that you're thinking that range kinda sucks, but with the other heads grabbing as well, you have yourself a nice half circle of grab range. The properties from a dash are the same as in the above paragraph, just with the third head upwards additionally. This grab can be punished easily if dodged (Tryclyde sucks at shield-grabbing unless he has one head), but extra heads are great to have for some throws, so sometimes it may pay off to take a risk and grab.

Grab Attack - Fanged Strike
With one head, Tryclyde merely sinks his fangs into his victim, held in his mouth. This can be done fairly quickly, dealing 2%. With extra heads, however, each head rotates biting into the foe; if you grab attack three times with three heads, each head will bite once, taking turns at devouring their meal. Quite interesting to watch their cooperation!

Forward Throw - Snake Charmer
Tryclyde slowly lowers the foe to the ground, his eyes hypnotically swirling, as he mutters seductively, "Trust...in...me...". This takes about a second to do; the foe can try button-mashing out of this like a normal grab; it can be done (and Tryclyde punished for it), but foes with higher damage find this harder to do. If the foe is held for the whole second, they fall asleep upon reaching the ground. They stay asleep for longer than Jigglypuff's Sing (which blows); they sleep longer with more damage, of course. While his victim is asleep, Tryclyde can attack the foe to wake them up and knock them away.

However, if the foe is grabbed again...they stay asleep while in Tryclyde's grasp, being unable to mash out or defend themselves. They can wake up in Tryclyde's grasp if he holds them long enough, but most of Tryclyde's throws have an additional effect on the foe if they are thrown while sleeping. If Tryclyde lowers the foe off an edge, they enter a foostool-jumped effect for a second before regaining control. There is no difference in this throw with extra heads. Also, Tryclyde can't F-Throw a sleeping foe again; it can only be done on an awakened opponent. It takes practice to do (and good players will rarely fall for it), but it has a fair share of benefits to be reaped. Perfect it if possible; you won't regret it!

Back Throw - Nightmare Bullet
Tryclyde turns around and fires a small black Nightmare Bullet out of his mouth into the foe, dealing...3% and low knockback?! Well, he's alone for that throw of course, which is quite awful and punishable. However, with each additional head, another bullet is fired, dealing 6% and 9%, and below average and average knockback, with two and three heads, respectively. This makes it usable, but the real effect comes when used on a sleeping foe.

If this happens, the foe is knocked to the ground rather than backwards, still taking the normal damage, but twitching about in agony, due to the nightmare they are having from the magical bullets. For each bullet they have in them, they twitch for a half second. During this time, they are vulnerable to attack or another grab (although because the foe wakes up when they are grabbed this time, you can't chaingrab with this). This is a nice opening for Tryclyde to combo with, although you'll need to put your foe to sleep before it will do this.

As a side note, the Nightmare Bullets occasionally shot by Tryclyde's D-Tilt Cobrats have the same effect as the above paragraph on any sleeping foe (not just those put to sleep by Tryclyde). However, since only one bullet is shot at a time, therefore only giving the foe a nightmare for half a second, this is not that big an effect. It's just there for consistency, if anything.

Down Throw - Royal Oral
Tryclyde opens his main head wide, beginning to try and swallow his victim. Like the F-Throw, it can be button-mashed out of; Tryclyde swallows the foe immediately, but it takes three seconds for the foe to reach his belly; the foe is shown as a struggling, moving shape up until then. During this time, the foe can button-mash out like a normal grab (harder to do with more damage, as always). It isn't that difficult to do, but it takes time, and foes at high damage must mash like a monkey on crack to do this.

If the foe gets swallowed, Tryclyde has control over them inside him, while the foe takes 5-6% per second. The foe is seen struggling in Tryclyde's lower portion, while Tryclyde cannot attack (making this useless in FFAs). However, he can still move (albeit at half normal speed, without jumps), meaning he can Tryclydecide off the edge like Dedede. It takes about two seconds before the foe escapes out of his mouth, meaning unless he is close to the edge, the foe can usually escape safely, unless they have crappy vertical recovery. Even then, sometimes they can footstool Tryclyde from down there, making it risky to use at all. It can build decent damage (about 12% maximum), due to it needing a reward for pulling it off, which can be difficult in and of itself. You may just want to play it safe with just this. Think before you act!

BTW, the move name is apparently a sexual position Agi invented, suggested to me as a move name by Baloo. There you go, guys!

Up Throw - Snake Lasso
Tryclyde simply spins his head around twice, foe in his mouth, before spitting them upwards with all his might. This deals 6-7% and below average knockback. Tryclyde can easily combo from it with one head. However, with extra heads, they are spun around uselessly while the main head tosses the foe up. Because of this, they are dizzy for five seconds, meaning for these five seconds, Tryclyde's moves act as if he only had one head (his stats gained from extra heads remain, still). This is best used with just one head, of course, but if you want the effects of just one head without losing your extras, this is the way to do it.

~~SITUATIONALS~~

Downed Attack - Kicking Up Sand
To get up from lying on his belly, Tryclyde shoves his head forward one direction along the ground rapidly. He follows this by doing the same action in the other direction, before bending back upright. His head thrusts kick up a small cloud of sand on either side of Tryclyde, each one being the size of Kirby. The clouds have low priority, but fair range, and come out rather quickly as well. They float where they were made for three seconds before vanishing. If a foe touches it, however, they take 5% and are pushed back lightly, like with F.L.U.D.D., as the cloud disperses. This is a handy little trick to clear some room around Tryclyde when he needs it. No effects are different with multiple heads, as only the main head thrusts up sand, not all three.

Flipped Attack - Diamond Back
Tryclyde simply rises upwards and spins around rapidly, causing a small blue diamond shape to circle him once at close range. The diamond circles rapidly before disappearing onto Tryclyde's back. It has below average priority, coming out and returning into Tryclyde rather rapidly. Its close range makes it hard to land on a foe; however, if they are hit, the foe is stunned in place for a whopping five seconds. Tryclyde can damage them like crazy now, right?

Wrong. The foe has invincibility frames for the whole time they are stunned. They can't be attacked, damaged, or grabbed, or anything of the like. The only way they can be KOed in this state is if they are on a moving stage (which are banned, anyways). Using this on an offstage foe drops them in a footstool effect, but this only lasts for one second, so they have a chance at survival. While the foe is frozen, Tryclyde can grow an extra head (or even two, if he flees far enough) more easily. It takes practice to pull off, and you'll most certainly have to catch your opponent off-guard with it, but this move can be a really nice option to have when you're one-headed and down (literally) on your luck.

Tripped Attack - Constriction
Tryclyde whips his coils around in a circle rapidly (he merely stumbles for a trip, not actually falling over) before becoming stable again. This whole action has short startup and ending lag. This has about average range, having two distinct hitboxes. The first hits foes who hit his coils from a fair distance away. This has below average priority, and knocks foes away lightly, while dealing 5-6%. Fairly regular for a tripped attack...

The second hitbox occurs when a foe is hit at close range, right next to Tryclyde's coils. If this happens, he wraps the foes in his coils and begins squeezing. The foe is held as in a grab; Tryclyde can throw his foe as normal. The only difference is that he has a new grab attack; he can constrict his foe tighter in his coils, dealing 1% but being insanely spammable, like Wolf's pummel. The foe can escape from this by button-mashing, just like a normal grab. Foes with higher damage have a harder time doing this. Having a second, less obvious method of snaring foes to throw or attack is helpful for Tryclyde, so don't neglect this hidden trick.

Ledge Attack - Solid Snake
Tryclyde pulls himself onto the ledge rapidly, stiffening up noticeably. This has no effect on his stats or attacks, but he now has super armor frames for one second. This is a short period of time, but it is enough to break through an enemy's offense near the ledge and flee to try and grow more heads. Tryclyde can only use this move once every twenty seconds (he'll just roll onto the stage normally if you try), however, so you won't really be able to rely on it. With extra heads, there is no difference to this move. However, since Tryclyde already has his heads, you may want to use the super armor to his advantage and attack your foe during your one second.

Ledge Attack (Over 100%)- Little Mouser
No, this isn't the bomb-chucking punk mouse from Super Mario Bros. 2, Tryclyde uses one of his Little Mouser relatives from Yoshi's Island to help him here. With a good deal of startup lag, climbing the ledge, Tryclyde hisses, for a Little Mouser to appear behind him, following him around like a Pikmin. It cannot be attacked, and simply follows Tryclyde wherever he goes, infinitely. Until he is attacked, that is. If he is hit by a projectile or stage hazard, the Mouser vanishes. However, if a foe hits him physically, the move deals no damage, as the Mouser leaps forward onto the foe in a counter of sorts. The Mouser acts like a Pikmin, nibbling the foe for 2% each nibble, at Pikmin attack speed. They are two times harder to shake off than a Pikmin, however, vanishing upon being shaken off.



Tryclyde can only have one Mouser following him at a time (if you use this ledge attack again with a Mouser already there, nothing happens), but there is no restriction to how many times he can use this move. Also, in typical Yoshi's Island fashion, the Mouser will steal any item the foe is carrying when it attacks Tryclyde. In this case, when it is shaken off, the Mouser returns to Tryclyde (no matter where he is) and hands him the item for his use, before disappearing. Little Mousers are a nice distraction for Tryclyde; they can't be relied on too heavily, but with over 100%, they might just be enough to distract your foe and allow Tryclyde to make a comeback.

~~FINAL SMASH~~

Final Smash - The Great Gladiator Gig
Tryclyde hisses in delight, as a gladiator hat appears on his head(s) and his main body thickens up slightly. Tryclyde has a number of buffs for the next ten seconds that allows him to play much more freely and carelessly. He can still be attacked by enemies, but his buffs allow him to dispose of them rather easily, if you know what you are doing. After ten seconds, his body shrinks back, and the helmets vanish. The effects he had vanish, although if he grew heads during the Final Smash, they remain, although they are now attackable. The buffs are listed here:

  • All of Tryclyde's attacks deal 1.5 times their normal damage and knockback.
  • When using Side Special to grow more heads, Tryclyde merely drinks a magic potion from a beaker, causing a head to grow immediately. These extra heads have gladiator hats as well, armoring them from all attacks, so they can't be cut off during the Final Smash. This allows Tryclyde to play much more recklessly, without worry of defending his heads.
  • When Tryclyde uses his Down Special, he sheds his skin as normal, with the skin having the same properties as it usually does. However, it doesn't lag at all if he has sore spots from losing heads; he'll just heal instantly in this case, while still being able to use the skin for super armor. Sweet!
  • Tryclyde's tripping rate won't increase if he holds out his Dash Attack for too long. He can still trip, but the rate won't increase with this move.
  • No matter how many heads he has, his F-Tilt fireball(s) hone in on foes within three Stage Builder blocks of him. They also each deal a buffed 9% each, so this can be a nice damage-builder if you have extra heads.
  • Tryclyde has no limit on how many Cobrats he can call out with his D-Tilt, or how many Tweeters he can summon with his F-Smash. He still has his normal lag, and the enemies have their normal HP, but you can now call forth swarms of underlings to take care of your opponents. What fun!
  • Foes who land in or walk over Tryclyde's D-Smash quicksand are buried instantly, without being able to escape while sinking. They must be a good deal more careful when avoiding these now.
  • Tryclyde's U-Air won't make him parachute down with multiple heads, making it much, much better for juggling and damaging.
  • Since he doesn't need to speed up head-growing time anymore during his Final Smash, his D-Air changes. He now swings the lamp downwards rapidly, having the exact same properties and lag as Samus' D-Air, but with electric spiking effects like the D-Air of Ganondorf. Great for edge-guarding!
  • Tryclyde's lag for grabbing, as well as for hypnotizing foes with F-Throw and swallowing them with D-Throw, is cut in half. Foes can still escape, but this helps Tryclyde substantially.

~~OVERALL PLAYSTYLE - SNAKE IN THE GRASS~~

You think you've seen spacing playstyles with Marth and Zero Suit Samus? Tryclyde is sure to make your jaw drop. Spacing is definitely the most vital part of Tryclyde's playstyle. Without it, you can't really do anything. When he has one head, Tryclyde is basically a weak Ganondorf. His attacks deal very little damage and knockback; they're mainly for the spacing he so desperately needs to get momentum. Tryclyde's playstyle has an element of consistency in it that needs to be kept up in order for Tryclyde to succeed.

Said consistency is always started by growing extra heads. Probably the only real advantage Tryclyde has when alone is his range. His range is actually better with just one head, but it alone won't win you matches. It is essential to use this range as a spacing technique for Tryclyde, so he can get away and grow a head or two. Among his better spacing moves are enemies. At the start of a match, Tryclyde will usually want to try and send out a Tweeter or two while he's far enough away, or maybe a Cobrat. While these foes have predictable attack patterns, they can be distraction enough for the foe that Tryclyde can escape and start growing a head.

While Tryclyde can move and jump and dodge while his head is growing, he cannot attack, meaning unless your foe is preoccupied or ********, the chances of the head's development completing is slim. If the developing bulge is hit, it vanishes, meaning Tryclyde must start over. The only positive thing about this development is that foes must hit the bulge itself to get rid of it; if Tryclyde's main body or head is attacked, nothing happens. In this case, if you are up against a foe with obvious attack patterns that you absolutely can't dodge during development, you may want to turn your back to the foe (you'll still get damaged, but the bulge won't vanish), or jump/crouch to change where the hitbox damages Tryclyde. He can't stand up to much damage when alone, but it's preferable to taking more time for growing heads.

Tryclyde also has risky, yet helpful ways of speeding development. At the game's start, a particularly skilled Tryclyde may prefer to dispatch all three Tweeters in an interval to annoy the opponent, maybe throwing in some quicksand or a fireball to play with their minds, before using an Albatoss to fly up, then hop off and use D-Air to become magical. During this time, his development time is halved. Methods like this and his Ledge Attack are secondary to merely fleeing and spacing, but can be put to use under pressure for great results.

Once he has an extra head, Tryclyde's game becomes much easier from there, as long as you keep up your consistency. He's still not that great a character yet, but he can perform much more ably than with just one head. Tryclyde loses a bit of range, as well as a few move effects, but he has better options now, as almost all his moves deal actual damage and knockback now. Tryclyde alone had no real KO options, except for maybe a lucky hit with a Tweeter or Fire Snake. Now, the extra head can assist in some of Tryclyde's tilts, aerials, and grabs, making him much more viable. His spacing options are not all gone, however, and you'll still want to grow that third head to expand your options even more.

When you finally have your three heads, Tryclyde can relax his spacing a bit and aim for the KO. Chances are, you'll have dealt some damage to your opponents with your old spacing techniques by the time your have three heads. With his new-found extra power, it won't take too long before Tryclyde can finish off your opponents. All your hard work has paid off, but your match isn't over yet. Tryclyde is now more of a typical heavyweight; his range is lessened slightly, and his attack power and weight are boosted up a notch, which is good for him. You can now do tricks such as calling out Fry Guy with your Neutral Special, or dealing higher damage and knockback with F-Air. Tryclyde's attacks are different and more tricky than that of the generic heavyweight, but he's far from a trap character.

One thing you'll always want to keep in mind, however, is that your heads are not permanent. If an extra head is dealt more than 50%, it disappears, leaving a sore spot in its place. Of course, you won't want to revert back to playing as Tryclyde with less heads, so even when you have your heads, you'll never want to play recklessly. In a similar fashion to how he must defend the hurtbox of his developing head, he should try and let attacks hit him anywhere but on an extra head, if not dodge the attack altogether. Although Tryclyde can heal sore spots via Down Special, he can't heal existing heads. Sore spots deal 1.5 the damage of the attack if hit, so Tryclyde should be quick about growing his head back over the spot, or shedding his skin first, to remove this problem.

Playing as Tryclyde in FFAs is a mixed bag. For one thing, the multitude of attacking and spamming foes makes it extremely easy to lose heads. However, there is a higher chance of Tryclyde being able to escape and grow heads, while his foes are busy with each other. Sending an enemy or fireball into a crowd is almost certain to land a hit on at least one foe. Also, Tryclyde's Down Special can come into play obviously than just escaping chaingrabs, or as a situational approach tactic. In the middle of a crowd, Tryclyde can slip out of a clash rather smoothly. He can't abuse this, due to him taking double damage until his skin returns. Still, learn this technique properly, along with growing heads in tight spots, and you'll be able to win many a brawl with your casual friends.

Overall, Tryclyde has a very high learning curve that takes a while to pick up. When a newcomer tries to play Tryclyde and ends up losing horribly, due to trying to play solo Tryclyde, they may just deem him bad. You'll need to find opportunities to grow heads if you want any chance, but if you but enough effort into it, Tryclyde can become a decent character that offers a unique and active style, the likes of which have never been seen before. Follow these steps and keep following them to have the easiest path to victory.

~~PLAYING AGAINST - OFF WITH HIS HEADS!~~

Tryclyde is a character that needs momentum to be anywhere near playable against higher levels of competition. You'll almost never find a Tryclyde that doesn't attempt to grow a head somewhere during the match; without them, he's nothing. Ultimately, all characters have some methods of defeating Tryclyde, but some definitely are better at it than others. Several characters excel against Tryclyde during certain phases of his playstyle, and are not as good during others.

For example, fast characters have an easy advantage at the start of the match. Tryclyde will usually send out some sort of distraction before trying to grow his head. Fast characters generally have a harder time getting through the enemies, due to their attacks dealing less damage, but oftentimes, they can approach before Tryclyde summons enough to be a problem, and damage him a whole lot, due to his large size. He'll have trouble escaping opponents in the middle of combos unless he uses his Down Special. Even if this gets him out of one tight spot, he's vulnerable to even more damage until his skin grows back. If the attacker is consistent and rapid in putting the hurt on Tryclyde, he'll have a very hard time getting any momentum at all.

When Tryclyde gets extra heads, he becomes a much better character, of course, so your first priority should be to take the heads off that Tryclyde worked so hard to mutate. This is where larger characters have a blatant advantage; their attacks' hitboxes can reach up high and deal a whole lot of damage to Tryclyde's heads to cut them off with little trouble. The heavy character will usually have a harder time approaching Tryclyde at the match's start, but they'll have an easy time once Tryclyde has his heads. Tryclyde has trouble against larger characters; he can KO with more than one head, but even with extra heads, his weight won't stand up to too many powerful attacks before dying.

His recovery can be gimped easily if he's knocked off it as well, meaning heavyweights with a decent B-Air can just throw Tryclyde offstage, then gimp him to death. Lighter characters have an easier time avoiding Tryclyde's potential attacks during recovery, but it takes them longer to get Tryclyde offstage. No matter which character you play, you should always stay aware of what Tryclyde is going to try and attempt in the game; several potent moves of his rely on the element on surprise, and if you take that away, Tryclyde is put under much more pressure.

Generally, with one head, keep close to him and his longer-ranged spacing options become null, and he'll have a hard time growing heads. If he ends up growing heads, he gets better close ranged options. Unless you're a heavyweight, stick to projectiles or careful spacing to take out the heads, then finish off Tryclyde during his momentum of weakness. Once again, Tryclyde needs set-up to be a good character; turn the heat up and give him a challenge in doing so, and you'll likely succeed in many of your matches against him.

~~MATCH-UPS: CHARACTERS AND STAGES~~

Vs. Meta Knight - 65 / 35: Tryclyde's Favor
Finally, a decent match-up against the proverbial broken Meta Knight. During the match start, when Tryclyde can start spacing, Meta Knight falls short of the fast characters who can easily approach Tryclyde while he's growing a head. Sure, Meta Knight is speedy and has blindingly fast attacks, but Tryclyde's spacing options generally outclass the likes of Mach Tornado, Dimensional Cape, and Down Smash. This may sound improbable, but Meta Knight actually has some problems against the Tweeters Tryclyde can use. Sometimes, the Tweeters have AI smart enough to hop over some of Meta Knight's fast attacks, like F-Smash or D-Smash, meaning they'll punish him. Tornado can beat them soundly, but by then, Tryclyde can usually start a mutation, then hop onto the ledge and use his invincibility frames to gain an extra head.

By the time Meta Knight has passed through Tryclyde's defense, Tryclyde will likely have the head he needs to start his momentum. Meta Knight's only real attacks that can reach up and hit extra heads are U-Tilt and U-Smash (which can be DIed out of), as well as short-hopped aerials, although Tryclyde can generally dodge these by simply jumping himself. Tryclyde should always try dodging Meta Knight's attacks, but most of them have a hard time KOing him anyways, so you only really have to worry if you have high damage, or if an extra head is attacked.

Finally, Meta Knight will make this match-up even harder on himself if he allows Tryclyde to get three heads. He can keep up with two-headed Tryclyde better than solo Tryclyde, but even with two heads, Tryclyde doesn't need to damage Meta Knight a whole lot to KO him. His Down Special can even be used to escape Meta Knight as a last resort. This is not a guaranteed win/lose match-up for either character, as it takes work from either one to win, but Tryclyde still holds the advantage here.

Vs. Bowser - 10 / 90: Bowser's Favor
Bowser seemingly knows the tricks of his old minon, as he has a massive advantage over Tryclyde in this match-up. Being a fairly good character against Meta Knight and a great one over his only counter really brings Bowser up on the tier list; Dedede's chain-grab is the only thing holding him back now. At the start of the match, it would seem that Bowser is at a disadvantage, due to him being slower against Tryclyde's spacing initially. While his attacks aren't super fast, Bowser can easily clear out the likes of Tweeters and Cobrats with F-Tilt and Whirling Fortress. He can even out-prioritize Tryclyde's fireballs like this if he needs to.

Even though Tryclyde will most likely have a head by the time Bowser gets to him, this doesn't faze the Koopa King. He can angle his F-Tilt up to hit Tryclyde's heads, or use U-Tilt when facing away, although this is riskier. However, a short-hopped F-Air is best for the job; this move shuts down Tryclyde like no other. A lucky B-Air deals more damage, but is much harder to do. Even the Bowser F-Smash has a hitbox big enough to hit Tryclyde's heads; the big snake will need to watch out to dodge this one, as he can't just take hits from Bowser like he can from lighter characters.

Even in the air, Bowser has no trouble KOing Tryclyde. F-Air and U-Air, surprisingly enough, are viable agains Tryclyde. Whirling Fortress is great out of a shield against him. Perhaps the easiest option for a KO is to throw Tryclyde over the edge, then breath Fire down at him on his Albatoss, knocking him off and to his doom. Speaking of Fire Breath, the fact that Bowser can angle his flames up at Tryclyde's heads is devastating for him. Tryclyde has many problems in this battle, as he'll need to pressure the Bowser player with enemies, while hoping to get in a few lucky hits in here and there. Tryclyde's best hope may be to pick a bad Bowser stage to have any real hope of victory.

On Pokemon Stadium - 75 / 25: Tryclyde's Favor
Without a doubt, Pokemon Stadium is the best neutral stage for Tryclyde to take his foes to. At the start of the match, he has a flat area where his longer-ranged moves are clear to move at opponents, while the platforms can be used to hop away and possibly generate a head. Tryclyde doesn't need to rush this on this stage, however, as he has opportunities to do it later. Take an early lead on foes by using the flat stage to your advantage.

When the stage begins to change is when Tryclyde can really get to work. The stage's transformations are intricate enough that Tryclyde can flee to one portion of the stage, after distracting his foes, and easily mutate a head onto himself. While his longer-ranged options are less potent when the stage isn't as flat, he has methods of using the stage to his advantage. For instance, he can create quicksand under the windmill on the Water transformation stage, then U-Throw a foe into the windmill. Unless they tech perfectly, they'll bounce off and into the quicksand.

Tryclyde has many little options like this to play quite well on this stage. Hopefully, by the time the stage returns to normal, Tryclyde will have three heads and a fair bit of damage done to his foes. He can now finish them off rather easily with the added damage and knockback extra heads add to his attacks. This is the Tryclyde stage to play on, without a doubt. You'll definitely want to take your opponents here, if you have any choice at all. Foes will want to keep Tryclyde off this stage at all costs, or play Bowser and kick his arse.

On Delfino Plaza- 20 / 80: The Opponent's Favor
Tryclyde has quite a few issues playing on Delfino Plaza. It's definitely among the stages that can be used to counter Tryclyde. Although Tryclyde can use his spacing on the main platform fairly well, it is quite small, making it hard to effectively and consistently grow heads. The amount of time you'll spend on this main area can be rather hindering to grow heads, so you must grow them on the larger areas of the stage. These areas are generally flat, however, meaning Tryclyde will have to be careful against projectile spammers, or else duck down under other areas of the stage while the head is growing.

Even when he can use this areas, the other areas leave Tryclyde at a big disadvantage. For one, despite Tryclyde's surprising swimming speed, he drowns quickly, so you can't stall in the water while your head grows. Other areas are just too small to grow heads and defend yourself. You may just have to try and survive several parts of the stage with solo Tryclyde, until you have the opportunity to get more heads. The walk-off portions on many parts of the stage also put Tryclyde at first of being KOed early, due to his large size. Unfortunately, the safest areas for mutation are near these edges, so you'll usually be at a risk when trying for more heads.

Most foes can pick Tryclyde off while he's stuck solo, putting him at a severe disadvantage when he finally gets his heads. By this time, it's usually too late for Tryclyde to play decently. The only real hope for Tryclyde here is to build a whole lot of damage from a range, then hope to grow heads somewhere so as to pull off a successful KO move. If you have trouble against Tryclyde, playing on Delfino Plaza is a nice way to learn his weaknesses and overcome him bit by bit.

~~MOVESET~~


~~Extra Animations~~

Up Taunt - Heated Threat
Tryclyde speaks his pre-battle quote from Super Mario Advance: "Step right up...if you're ready to get...toasted!" Even if he has extra heads, only Tryclyde's main head speaks the line.

Side Taunt - Walk Like an Egyptian
Tryclyde moves his body and head(s) in a stereotypical Middle-Eastern dance style, moving them back and forth opposite each other for a second, while a mysterious Egyptian wind melody plays in the background.

Down Taunt - Intimidation
Tryclyde bends his head(s) down, them all hissing angrily and baring their fangs, while he rattles his tail. Don't try him!

Victory Pose #1 - Royal Worship
Tryclyde is seen basking onstage, with all three heads grinning, as a Cobrat stands on either side of him, both fanning him with a long green palm leaf held in their tails.

Victory Pose #2 - Pop Goes the Tryclyde
A single Cobrat head pops out of the sand on the screen, peering around curiously. Suddenly, another snake head pops up on the snake's left. When the first snake looks at it, another snake head pops up on his right. Once all three snakes are out, a main body rises out of the ground. The snakes are revealed to be connected to a big, long snake body by their necks. It's just Tryclyde, up to his old tricks as always.

Victory Pose #3 - Building the Pyramids
Tryclyde (with all three heads) is seen standing proudly on top of a small pyramid made of multi-colored Lego-esque blocks (these actually exist in SMB2 remakes). Suddenly, a Tweeter hops stupidly on screen with a bucket of golden paint for the pyramid. Just as it is about to reach the structure, the Tweeter trips into the pyramid, knocking the blocks over and out beneath Tryclyde's feet. The great snake sits in a pile of block rubble, glaring angrily at the Tweeter, who is fluttering weakly in place, the paint bucket stuck on its head. Wouldn't Sakurai be proud!

Victory Theme - Flagpole Fanfare
Tryclyde shares the standard Mario victory theme. No surprises here.

Loss Pose - Utter Shock
Being unable to clap himself, Tryclyde simply sits onscreen, all three mouths gaping open in shock. If you listen carefully, he mutters, "Impossible!" to himself, just like when defeated in Super Mario Advance. A single Tweeter sits stupidly in front of Tryclyde, clapping its wings together simply in place of its master.

~~Kirby Hat - Cobra Kirby~~

Kirby gains Tryclyde's main head in a suit around his body, with the snake's eyes on top, and his fangs over Kirby's face, as if Kirby was in Tryclyde's mouth. He gains the ability to use Fireball Barrage; however, as Kirby can't grow more heads, he only has a quick damage-building fireball projectile to buid damage to foes. Although this helps projectile-less Kirby, it's nothing too special.

~~Alternate Colors~~

  • Normal
  • Teal tint with Orange stripes on back (Super Mario All-Stars/Super Mario Advance color scheme)
  • Purple tint (Purple cobra)
  • Brown tint with Orange belly
  • Green tint
  • Golden with Silver belly and Bronze stripes on back (Pimp Tryclyde)

~~Codec Conversation~~

-Press Select-

Snake: Colonel, what's this strange beast? I thought Hercules slaughtered the Hydra eons ago.
Colonel: That isn't the Hyrda, Snake. Tryclyde is a giant, desert-dwelling three-headed cobra. He is among the elitest of the generals of the toady King Wart of Subcon.
Snake: He doesn't have three heads, Colonel. Wait, it looks like...he's trying to mutate one onto his body! Gross!
Colonel: Tryclyde grows heads onto his body to build up his own strength. However, it's funny you mentioned the Hydra; Tryclyde can be taken down in exactly the same way.
Snake: So it's off with his heads for ol' Tryclyde. He seems like he's trying to preoccupy me with these strange birds. The big brute himself doesn't seem that hard.
Colonel: To beat, you mean? You're right, he's not a 'solid' snake.
Snake: ...Pervert...

-End Transmission-

~~Other~~

Icon - Classic Power-Up
Tryclyde fights under the standard Mario Super Mushroom.



Wiimote Sound - Reptilian Scare
Tryclyde merely hisses menacingly while a rattling sound is heard. He's ready to rumble!

Crowd Chant - Minion Approval
Sly, snakey voices are heard chanting, "Tryclyde! Tryclyde! Tryclyde!" in a slow voice, while hissing is heard in the background.

Unlocked By:
  • Play 230 Brawls
  • Win 10 Matches as Zelda, Olimar, and Lucario
  • Clear Classic and All-Star with all Mario series characters

Unlock Message:
"Triple trouble straight from the desert! Tryclyde and his sly mental tactics are available for your Brawls. Do you have what it takes to outsmart your opponents?"

~~Assist Trophy - Mouser~~



The bomb-chucking punk rodent boss of Worlds 1 and 3 makes an appearance here as an Assist Trophy. When he spawns, he taunts the foe by saying, "Here! Have some bombs!" Mouser is about the size of Wario, but slightly taller due to his large ears. He then proceeds to run about the confines of the stage at Fox's dashing speed, chucking bombs in forward arcs at the closest opponents. The bombs are the size of a Soccer Ball, and land harmlessly upon being tossed. Foes can pick them up and toss them around. After three seconds, they flash pink for a second before detonating in a large explosion the size of Bowser. Foes hit by the explosion take 12-13% and above average knockback.

Although Mouser throws a fair amount of bombs during his fifteen seconds before vanishing (about one bomb each second), he moves around enough that the bombs are spaced apart a good deal. If you touch Mouser, he'll punch you away with a gloved hand, dealing 8% and average knockback. You can't damage Mouser, but you can knock him around, and he'll vanish early if you knock him off the stage. If this happens, he'll flail wildly, saying in a shocked manner, "No waaaay!", before turning upside-down and falling to his doom. Only the summoner can't be hit by the bombs or Mouser. He appears semi-rarely for an Assist Trophy, and is rather likely to score at least one KO on foes.

~~Stage - World 2~~



This is another one of those nostalgic stages where the graphics seem pixelated, just like in the actual games. Think like Mushroom Kingdom 2 in Melee, just not a crappy stage. Unlike that stage, which was a recreation of grassy World 1, this stage takes a page from the desert land of World 2. The picture above shows a preview of what the graphics are like, not the stage itself.

Players fight on a flat series of yellow sand-esque cubes, extending up from the bottom of the screen. In the background, there is a large sandy pyramid with a red door (although the door cannot be entered). This is the main platform, being about the size of Final Destination. Three wooden pass-through platforms float around the center of this area, in a triangle formation (two platforms on the bottom, one on top), each the size of a Battlefield platform. Sounds quite simple, right?

The platform is set high in the sky, so the structure's base is lower than the bottom boundary, meaning that on either side of the platform, there are holes that you can be KOed by falling down. The side boundaries are about as far off as they are on Final Destination, meaning you won't die too early, like on Corneria. The only slight hazard is that sometimes, a sandstorm starts up in the sky, blowing players standing players on the main platform left or right (the direction alternates) lightly. In essence, this is almost identical to Dream Land 64, except that you can't get caught under the stage, due to the structure extending all the way down, without any jagged edges to get caught under. This means you can slide up the edges, just like with Melee Final Destination! Oh joy!

There are also several little cameos from Super Mario Bros. 2, as well as its many remakes. As the stage is set high in the sky, the background is full of clouds, but also has quite a few mountain peaks topped with columns and ancient Subcon ruins, from World 6 (another desert). There are also sandy dunes, with empty ribcages, quicksand, and cacti. On one of the clouds, there is a large bubble, encasing a 1-Up Mushroom. These items needed to be hit with three vegetables to score the item inside. Finally, Albatosses and Beezos (Shy Guys with wings) occasionally fly by in the background. Although this is not really a SMB2 reference, the time of day changes between day and night, like Battlefield; here, stars come out, one occasionally shooting across the sky majestically. This stage is full of good ol' nostalgic beauty for those Super Mario Bros. 2 fans, and is actually legal to play on.

Stage Music
Overworld (Super Mario Bros. 2)
Underworld (Super Mario Bros. 2)
Title / Character Select / Sub-Space / Ending (Super Mario Bros. 2 Medley)
Boss (Super Mario Bros. 2)
Wart (Super Mario Bros. 2)
Overworld 2 (Super Mario Bros. 3)
World Map 2: Desert Land (Super Mario Bros. 3)
Birabuto Kingdom (Super Mario Land)
Lethal Lava Land / Shifting Sand Land (Super Mario 64)
Dry Dry Desert (Paper Mario)
Teehee Valley (Mario & Luigi: Superstar Saga)
Walking the Hot Desert (New Super Mario Bros.)
Dusty Dune Galaxy (Super Mario Galaxy)
 
D

Deleted member

Guest
Ahh.....finally MYM 6!
Posted movesets:


Death The Kid (Soul Eater) 100% finished



Lelouch Vi Brittania (Code Geass) 100% finished


Gold (Pokemon) 100% finished

Itachi Uchiha (Naruto) 100% finished (lol)
Work in Progress movesets:

Planned movesets (also, not guaranteed):


Allen Walker (D.Gray-man) (Highly likely)

Sasuke [MYM 4 remake] (Neutral)


Wes (Pokemon Colosseum) (likely)

Murkrow (joint moveset for Silver by Phatcat) (highly likely)


Hawkeye (Fullmetal Alchemist) (Somewhat unlikely)

.............................................................................................

..>_> <_<

Huh, i notice nobody's going to read this, but.....If someone does, VM my only moveset that placed back in MYM 4. Then, i might start something like the strudels or something xD.
 

:mad:

Bird Law Aficionado
BRoomer
Joined
Dec 14, 2008
Messages
12,585
Location
Florida
3DS FC
3351-4631-7285
News: Updated with specials, replacing boring moves with good ones.

Hobbes


Lean, mean, and green orange, Hobbes makes his first appearance in MYM.

[Overview]

Hobbes is a fictional character from a comic strip entitled "Calvin and Hobbes". It ran from 1985 to 1995 in close to 2,400 newspapers. Hobbes is a stuffed tiger, as he appears to everyone but Calvin.



On the left is Hobbes as he appears to Calvin, and in-game. The right is him as a stuffed tiger, what he truly is.

Hobbes is probably the most memorable character in the strip. He's Calvin's only true friend. Together, they explore, play games, ride wagons, and have meaningful conversations. Most of this takes place in the North Eastern United States in his suburban home. Hobbes is President of the society against girls "G.R.O.S.S" under Calvin, the dictator for life. The main goal of this club is to play pranks on girls, always on his neighbor Susie Derkins. A good deal of Hobbes' moveset comes from these pranks.





[Stats]

Walking Speed: 4/10
Hobbes casually walks step by step with a stern, serious look on his face. He drags his knees behind him, then lifts them up high. Not very fast.

Dash Speed: 8.5/10
Like a real cat, Hobbes gets down on all fours and lunges his way across stage. He pushes off the ground with powerful hind legs and gracefully lands on his front two. Makes for a very interesting dash dance, he resembles a hotdog in this pose.

Weight: 2/10
Hobbes is a stuffed animal. He's extremely light, and dies very early. But with good momentum cancelling, he can live much longer.
Has no form of bucket braking technique with his specials.

Speed: 8/10
Hobbes has some amazingly fast aerials, along with some quick tilts and moderate smashes. He suffers a good deal of landing lag on half of his moveset, but with properly spaced attacks, you should never hit the ground when using them. Everything he has is fairly quick, with great range.

Power: 4/10
What he really lacks; power. Hobbes has a hard time killing with some fairly weak attacks. He does, however, make up for this with sheer range. Hobbes can also combo very well with his weaker attacks. Though most setups can only be done with a grab or Utilt.

Size: 6/10
He's fairly tall, moderately large for his weight. Floaty, so he can avoid enemy setups, but still die amazingly early.

Fall Speed: 3.5/10
Hobbes is a floaty. This is very good for recovery, as he can sail through the air. Though it makes him easier to kill, since he practically rides the air to the nearest blast zone.

Priority: 5/10
Pretty standard priority. He clashes with a lot of aerials, beats enemy tilts, but can just as easily be beaten by smashes. He can put this to good use with his ground game.

Recovery: 8.5/10
Coupled with his fall speed, floaty nature, and jumps, Hobbes rarely gets gimped. If he ever gets spiked, no worries. His vertical recovery is top notch, but once he's in the idle falling animation, he doesn't go far. Avoid using your Up-B until you can guarantee a ledge sweet-spot.



[Standard Attacks]

Neutral Combo
Hobbes quickly jabs with his right paw, knees with his left leg to stun, then drop kicks with both feet and lands on his back. Has considerable endlag, but the first 2 jabs can be crouch-cancelled for some fun stuff.

He has other techniques, like Jab -> Dtilt to follow up on.

First jab: 2%, 2nd attack: 4%, 3rd: 6%.

Dash Attack
With virtually no startup-lag, he leaps off the ground into a pouncing position. This attack is unique because he actually grabs the opponent, rolls on his back, and uses the momentum to throw them in front. Covers a great distance, and has set knockback. It throws them far enough out of harm's way, but too far for any potential followups. Has quite a bit of endlag, as Hobbes is left on his back for a short time.

1% during the grab animation, 5% during the throw.

Get-Up Attack (Ledge)
When returning from the ledge, Hobbes swipes the ground with both paws, all while growling.

First paw: 2%, second paw: 3%.

Get-Up Attack (100%)
Hobbes struggles to make it up off the ledge, his arms up; feet first, he kicks the opponent out of the way. Very laggy, you're better off ledge-hopping.

6%, pretty standard.

Get-Up Attack (Ground)
After spinning like a break-dancer twice, Hobbes uses his arms to push him straight up. The hitbox lies at the very edges of his body, so it's very punishable.

5%.

[Tilts]

Forward Tilt
Hobbes wields a croquet mallet, covered in black and orange stripes. He cocks back, then swings. Very good range, though it's pretty slow.

8%, his strongest tilt.

Up Tilt
This move is designed to be a combo starter, and it's a very good one, at that. Hobbes stomps the ground in front of the foe, and they're popped up in the air. This move is so incredibly versatile, it's easily his best. It has very, very little knockback, so it gives him a reliable way to kill. Enemy at 0%? Utilt -> Grab. There's a lot that can be said for this. It's quick, can combo into itself, can be followed up by a kill move, and damages. It only lacks range, really. As an OoS option, it's superb.

6%, which really isn't bad at all for a quick, kill setup.

Down Tilt

Can be done while crawling, Hobbes spins in a circle while slapping the enemy with his tail. It's a great move to use when avoiding enemy attacks, very helpful approach. Has amazing range, impressive speed, modest priority, and mediocre damage.

4 - 5%, follow-up with a jab at lower percents, if you they don't DI properly.

[Smashes]

Forward Smash
_____-needs updates______

16% uncharged, 22% fully charged.

Up Smash
With both legs bents, Hobbes does an acrobatic back-flip. Anyone caught in the circle of the attack suffers modest damage. His tail gives him very impressive range, but it's fairly weak, being that his tail is usually a sourspot on ground attacks.

15% uncharged, 20% fully charged. (Sweet-spot; his feet) | 7% uncharged, 10% fully charged. (Sour-spot; his tail)

Down Smash
By far his most powerful smash, it lacks range. Hobbes gets on all fours. The first part of the attack it him shoving with his front two paws, then bucking with his back two. First part of his attack is a good 'GTFO' move, the latter part is one of his best killers. Little startup, but horrendous endlag. Not very fast, only decent range, great damage output.

Very helpful against anyone that rolls.

11% uncharged, 15% fully charged (Front paws; first hit) | 18% uncharged, 25% fully charged (Back paws; last hit)

[Grabs and Throws]

Grab Range
Among the largest in the game, Hobbes has quite the large grab range, thanks to his amazingly long arms.

Pummel
Holding the enemy by their neck (he grabs a relative position, where-ever he grabs depends on the foe's height) with one paw, he puts his other arm behind their back as if he's restraining their movement. He chomps down very slowly for 3% per hit.

Forward Throw
Hobbes lifts them up with both paws, then uses his left leg to kick them away. Minimal knockback.

10%.

Down Throw
Probably his worst throw, Hobbes grabs their arm, twists it, and the enemy flips flat on their back. Is very difficult to tech-chase out of, and usually not worth it.

6%.

Back Throw
Hobbes bear hugs the opponent, falls on his back, and throws them behind him at a low angle. If done of the ledge, it can throw them at a 45 degree angle, preventing anyone with a weak recovery from returning to the ledge. Easily his best throw.

12%.

Up Throw
Hobbes latches the foe between his legs, pops them up about a foot in the air, then kicks with all his might.

11%.

[Aerials]

Forward Air
Hobbes lays horizontally and does a multi-hit spinning "hurricane-like" kick.

Has some very deceiving range, and comes off as disjointed. Very good for spacing, but not his best tool. Amazingly quick, but another one of those moves that has horrid landing lag.

2% per hit, 10% if all hits connect.

Neutral Air
Spins roughly 12 times in midair, very fast. Though it isn't a multi-hit attack, it does have multiple hit boxes. Suffers the most landing lag, even though it's a sex kick of sorts.

He's laying horizontal again while spinning numerous times. Very little startup, quite the fast attack.

8%, fairly weak.

Down Air
One of his slower moves, Hobbes does a mid-are backflip. The actual hitbox comes out when his bottom smacks into the opposing player, and they're sent spiraling down for a surpringly good meteor. It's easy to see coming, slow. Not one of his better moves.

14%, fairly powerful. Great for damage.

Back Air
Easily his best aerial. Hobbes lays horizontally again, only kicking backwards. His tail is the actual hitbox, the legs have no effect whatsoever. It has godly range, but laughable damage. Best used for spacing, since it goes such a great distance. The tail itself looks perfectly stiff, and stretches out for maximum distance.

4%, though it doesn't stale, nor does it refresh other moves.

Up Air
Hobbes uses his tail yet again, though this time, it has modest damage, and kills very well when combo'd by Utilt. He faces upside down with his tail up to the sky, and sends the opponent flying. Utilt -> Uair seems to be his most reliable way of killing, and it's a great move overall.

8%, with exceptional knockback. Little range, but it makes up for that with speed.

[Specials]


Neutral Special
Good old fashioned snowballs. Hobbes can quickly pull out a snowball if he's on the ground, then toss it at the foe. Snowballs have some interesting properties. If you can manage to pelt the foe with 3 snowballs before they melt, they'll become immobile, and their bodies will appear to be actual snowmen! If it misses, the snow sticks to the ground, and slows down anyone that walks across it. Snowballs melt in 30 seconds, and he can only have 4 on the ground at a time.

They can only be thrown one way, so you'll need to aim the snowball so it arches toward the opponent. It sails through the air fairly fast. Can be destroyed by any fire attacks.

5%, only damages if the foe is hit.


Down Special
Hobbes is certainly prepared for battle with an arsenal of water balloons. In various colors, he can pluck a water-balloon almost instantly. It has the freedom to be tossed any direction, just like any other true item, and can reach as far as the maximum throw range. Impressive damage, quick, one of his best moves by a long-shot.

8% per balloon.


Up Special
Hobbes mounts a pony for a short time. The pony gives him some upward momentum, a small jump of sorts. He can use the pony as a footstool, and jump off, giving him a very good recovery. Has no hitbox, it's just a stick pony.


Side Special
Hobbes mounts a toboggan and rides clear across the stage. Can be cancelled directly by jumping. Cannot be used unless it's on solid ground, or maybe a platform. Can't be used as a recovery move, but it rides very fast. You can adjust the speed by tilting the control stick forward or back to punish any spotdodgers.

7% if they get ran into, 10% if they get ran over.

[Final Smash]



Upon breaking the Smashball, Hobbes gains a whole new set of abilities! All of his specials have been converted into Calvinball moves. He sports the signature black mask, as well.​

  • Damage multiplied by 1.5, same knockback.
  • All specials have been changed.
  • Side Special becomes the wagon.
  • Up Special becomes a pony he can fly anywhere.
  • Down Special becomes volleyballs.
  • Neutral Special is tuna.
  • Hobbes puts on a pretty slick CBall mask.

To start, all of his attacks have mulitplied their damage output by 1.5. The knockback remains the same, however. He now has no trouble killing in the short time he's out.

Second, his down special has been changed. He now throws Volleyballs. They can be thrown twice as fast as water balloons, and do 1.5x normal damage. Volleyballs are similar to water balloons in a number of ways. The only real changes are range. They sail clear across the stage, bouncing until it falls off a blast zone.

Third, Hobbes resists 0.5x damage, any attack you might have only does half it's regular damage. Because of this, Hobbes can be grabbed during his entire duration of his Final Smash. This is a major downfall, possibly the only reason why this isn't a perfect move. The enemy has two options when facing Calvinball Hobbes. Either run away, or grab him. Because trying to rack up damage is near useless.

His Side Special will give him the classic wagon. It's faster, provides more knockback, larger target, has super-armor, and has the 1.5x damage multiplier. Like the toboggan, you can jump right off, and wagon will fly right off the stage.

Being that it has super-armor, the only thing they gan do is jump out of the way. Unless, of course they can grab you out of it. When riding the wagon, the hitbox is at the very end. You can use grab armor to catch Hobbes out of the wagon, but it has to be frame perfect. One of the downfalls to this move, it's still fun to watch.

Your Up Special is also converted into the Calvinball Pony. It's a simple, purple stick pony Hobbes can use to fly wherever he wants.

This is a lot of information for a Final Smash that lasts just 15 seconds. And it is. This is one of his only saving graces, and it's probably more fun to fly around on the pony the entire 15 seconds. When transforming back to normal, it takes about 2 seconds for the effects to ware off. During this time, Hobbes is suspended in midair, and open to any attack.


[General Playstyles]

As a Hobbes main, you should be thankful that he can be played both aggresively, and defensively.


Aggro; Jungle Cat

If you're playing as an aggresive Hobbes, you really need to watch out for any heavy character. Hobbes can rack up damage amazingly fast, but bear in mind that his hit:damage ratio is fairly low. Some characters can land about 23% in one move like Ganondorf's Dair. It'll take Hobbes 3, 4; maybe even 5 to match that. But if you predict your opponents, use your above-average OoS options, you're golden. When playing aggro, know when they're too far out of reach of potential follow-ups, and go back on defense.

Defensive; Domestic Cat

Defensive Hobbes' are successful Hobbes'. Use his ranged attacks to bait them into maybe a mistake, then followup with a string of your own attacks.

Toss a water balloon, then retreat with a jab or Ftilt. Water Balloon throws have IASA if shorthopped, so you can immidiately attack right after. It's an excellent mindgame if they PS the balloon and charged you. Hobbes also has a unique was of creating space. Dash attack. It can go through shields, throws them far enough out of harm's way, and has pretty weak damage. If they spot-dodge, however, there's enough endlag for near any kill move that doesn't take a full second. Use it with caution, and to throw your foes off. It's an excellent tactic to create some space, and allow you to get back to camping.

Mixed; Wilderness Cat

Probably your second best option. If you play aggresively the entire game, you're sure to lose. Mixed playstyles are fantastic because you can adapt. When attempting to finish a flashy combo, you'll always have it somewhere in the back of your head "Wait. Stop, I can be punished. Retreating Balloons is the best possible way to finish."

That mindset can win you games. Don't try anything offstage unless you have a stock lead, or something. Offstage gimps can easily be used against Hobbes since he's easily spiked.

Don't stay predictable. Be sure to mix up your game. Think of playing as Hobbes however you'd like, but his mixed style is by far the best. For the maximum amount of fun, go aggro. That sums up the playstyles.​
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Nice set there Koopa! I like the mouser part
Full review coming soon for the first day rush posts so that this isn't spam...
This is my review area and the first area is my link up space...
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
ENVY



BACKGROUND

Envy hails from the FullMetal Alchemist series, and is one of seven homunculi named after the seven deadly sins, the main antagonists of the series. Envy is among the most powerful, having the ability to shapeshift into anyone or anything, as well as being able to easily regenerate any wounds, including ones that would be fatal to an ordinary being (Though all homunculi have this ability.).

Envy is extremely sadistic and gets his pleasure from killing humans. He hates pretty much everything, it seems. . .Although in reality, the reason he kills humans is because he’s envious of them. Envious of their simple easy lives while he’s doomed to serve his master his entire life. He intends to bring everybody down to his level. . .Bring the whole world to hell with him.

But wait! Didn’t you already do this character last contest, MasterWailord? So I did, but that was before I read the manga. Envy shows far more potential to work with there. Last time around, Envy was more of a generic character to represent FMA with by abusing his power to transform, the characters of FMA were various moves. This time around, it’s an actual moveset for the twisted homunculus. Of course, I also made the first Envy before the playstyle movement, so that’s another thing to be looking forward to here. As if that wasn’t enough, those obligatory overly long extras are missing from this moveset. Thank god.

Take note that I do reuse the very few (Yes, no more then 5, as is the rules) good attacks the old moveset had. Reused moves have (reused) after the move name.

PARASITE FORM




In the manga, when Envy was on the brink of destruction, he was forced into this pathetic little form, only around the size of a shoe and easily able to be crushed underneath one. What qualifies as being too weak to continue in Smash Bros. is reaching 200% damage. . .But that hardly matters, as he’d be KO’d long before then, right? Wrong. Envy is extremely heavy and won’t die by normal means until reaching absurd percentages. . .If not for being forced into this form, of course. While Envy is in parasite form, he has an average dash and two jumps, and he’s only around the size of a Pikmin.



His only means of attack is pressing A while doing whatever you please with the control stick, which will cause him to latch onto an enemy if he’s overlapping with them like Rest, though it’s easier to do due to how tiny Envy is. If the foe has less then 150%, he’ll just do damage like a Pikmin from Olimar’s side special and easily be able to be knocked off like one, just exposing himself to attack. Considering you have a mere 10 stamina in this form, it’s not all that great of an idea, though you have few other options for what to do, so go ahead and tack on a bit of damage before you die.

If the foe DOES have 150%, Envy will be able to control them, KOs the foe makes while under Envy’s control counting for him. In a 1v1, you can bring your foe down with you, though in a FFA this is far more useful, although you have to be careful, as Envy can still be knocked off and easily killed by other foes.

If the foe has 200%, they’re weak enough for Envy to absorb into himself entirely. He takes over the body of the foe and uses it as his newest power source, KOing the foe and reforming into his main form. Still, he’ll have 200%, which is certainly nothing to scoff at, even with his weight. If he somehow manages to survive until 400%, he’ll be back to his parasite form once more. At 200%, Envy is essentially at 60% for a normal character.

STATS




ANIMATIONS


Standard Pose
Envy stands tall, clenching and unclenching his fists when left alone for too long. (”It’s been too long since I ripped something apart. . .”)

Idle Pose
Envy folds his arms and glares at the camera, rolling his eyes in annoyance. (”You ever gonna let me actually do something?”)

Walking
Envy’s movement this point is a crawl as he ever so casually walks forward, eyes halfway closed, moving about lankily. (”Why should I have to try to take out these pathetic humans?”)

Running
Envy walks forward in a more normal manner, opening his eyes fully, though still clearly not in any hurry. (”Oh? They’re not all humans. Still not worth the trouble though.”)

Dashing
Envy leans forward slightly, letting his arms flail about in the wind behind himself rather then pumping them as he sprints. (”Let’s just get this over with already.”)

Crouching
Envy crouches low to the ground like Snake, though this is less useful seeing he can’t crawl (Not normally, anyway. . .). His hair gets in the way of his view, him pushing it out of his face in annoyance if left idle here. (”Why did I make this my main form again?”)

First Jump
Envy does a tiny hop, then kicks downwards like Ganondorf’s dair to launch himself up. If you short hop, Envy will skip the later part of the jump and just do the small hop at the start. (”Let me show you amateurs how it’s done. . .”)

Second Jump
A generic spin in the air as Envy rises. (”Oh come on! Can’t I do something less like those disgusting humans?”)

Shield
Generic defensive stance, but the shield that forms is blood red and crackling with energy. It seems Envy’s philosopher’s stones are powering his shield. (”Thank god they actually let me use these things for something in this arena. . .”)

Sidestep
Envy turns into a flea to become far too small to hit, then turns back to normal. (”Hey, it beats being human, if nothing else.”)

Roll
Just some simple backflips/frontflips, comparable to the back rolls of Captain Falcon/Ganondorf. These are very fast rolls with very little time where Envy is exposed if he spams them, but he barely actually goes anywhere with them. (”I’m containing a beast within myself, yet my rolls are STILL faster then that old fart Ganondorf.”)

Ledge Hang
Envy hangs from the ledge with one arm somewhat like Dedede, but he looks behind himself rather then upwards. If anybody would’ve grabbed the ledge if Envy were not hanging on it, he chuckles slightly and grimaces, turning to face the victim as he does so. (”Edge hogging? No idea what you’re talking about. It was a coincidence I was on the ledge, honest!”)

Tripped
Envy trips over his ridiculously large entanglement of hair, causing him to roll forward a bit. Once tripped, his legs are stuck in a painful position over his shoulders next to his head, curled up into a little ball.(”OH GOD THE PAIN!”)

Asleep
Envy falls over onto his back and takes a snooze. He’s rather restless in his sleep, constantly tossing and rolling about. (”Why did I choose to take a nap on this jagged terrain again?”)

Dizzy
Envy crouches down and holds his head in pain, closing his eyes tightly and gritting his teeth. (”Make it stop!”)

SPECIALS


Neutral Special – Envy
Envy punches forward with average range and infinite priority (It literally interrupts anything), there being little start up lag. Should Envy miss, there is above average ending lag. If Envy connects with the punch, he'll interrupt the foe's attack if they were attacking and stun them temporarily as he transforms into them, then transforms back, the stun on the foe being released. The stun on this move is set and cannot be reduced, being just long enough for Envy to transform into the target and back.

Now, if you press this button input again, Envy will transform into the target and copy whatever attack they were doing when he hit the foe with the neutral special the first time. A bit of lag is added, but it’s nothing bad, just not as good as the real thing.

Upon copying someone, you’ll be stuck with the move you copied for the rest of his current stock, unable to throw it away and get a new one like Kirby. Only use this as the foe uses a move you want/after they’ve done so. Just be careful they don't bait you into using this by using a good move then a crappy move. . .You wouldn't want to waste this on what you think is Mach Tornado and end up only getting Meta Knight's jab.

Side Special – Walking Dead



Envy extends out an arm and begins to release a zombie out of his arm from his inner form, Envy regenerating a new arm after the process is complete. This thankfully is faster then it sounds, having very little lag on either end, but deals 15% to Envy. Ouch. This doesn’t hurt Envy nearly as much as other characters due to his insane ability to tank, but it’s still far from welcome, and the summon isn’t nearly powerful enough on its own to warrant it.

The zombie moves about the stage very slowly at Ganondorf’s sluggish walking speed. They’ll go towards the nearest enemy, but they’re unable to jump and will be stuck to wait for the target to come to them if they get to an edge. Should they come in contact with anyone, they’ll grab the foes with grab priority, decent range and little lag and leech on them in a similar fashion to the Redeads in Melee’s adventure mode. They leech 5% per second (Healing themselves) and foes must escape it like a grab, although the healing is of little use as Envy only gives them 15 stamina to work with. The zombies are little to no threat on their own, but they’re good at disabling foes to allow Envy to KO them or copy a move with his neutral special if they’ve just used something notable.

In parasite form, Envy can leech onto his zombies and control them. This gives you a bit of a meat shield to hide behind, although it’s still pretty weak. If you leech onto a foe with the zombie, you can still potentially fuse with them if they’re at 200%, but you’ll be unable to control them at 150%. More notably, you can fuse with other zombies at any percentage, transforming into a stronger zombie with double damage and health. If you fuse with a third zombie, you’ll gain enough power to reform into your main form and be back at 200%, not being forced into parasite form again until 400%.

Still, your foe has to be a fool to let you set up so many zombies, much less fuse with all of them. Despite this, if you manage to keep up a group of zombies during a stock, you have a shot at coming back once you’re down.

Up Special – Fly By
Envy turns into a flea and gains a controllable recovery that lasts slightly shorter then Pit’s but moves Envy about faster. Envy is a ridiculous hard target to hit while recovering, making Pikmin and Mites from the SSE look big, just a tiny black dot. If he –is- hit though, he’ll go flying to his death more likely then not, having only half Jigglypuff’s weight and taking 1.5X more damage. This is the one chance foes have to kill Envy outside his parasite form, but considering how fast Envy moves and how hard he is to hit, it’s far from easy to do.

Unlike Pit’s boring recovery, this can be used as an actual attack. If your recovery ends (Or you can end it early by pressing B again) while you’re inside a foe in a manner like Jigglypuff’s rest (Which is a lot easier then it sounds due to Envy’s insanely small size), Envy will reform into his main form inside the foe. . .Or rather he tries, causing the foe to bulge about and take 10% per second until they force him out via button mashing (The actual animation is the victim tilting their head to the side and smacking flea Envy out, who reforms), as hard to get out of as a grab.

While this can be a decent damage racker, it’s not particularly worth the large risk it prevents to Envy. However; if Envy tries to reform inside a weakened foe with 150%, he’ll be able to actually do it, causing the foe to literally explode (In a cartoony explosion that censors any guts), KOing them as he comes out from their corpse.

Down Special – Parasite Form
Envy willingly turns into his parasite form early. . .Envy’s main body isn’t destroyed, so you can go back to it and press B to resume playing normally. Envy’s main body won’t take damage due to Envy not being in it, but can be knocked off the map like a corpse in stamina mode, though, so it’s far from a good idea to stray too far from it.

But you’re still wondering why you’d ever want to do this, no? Well, if you manage to form a new body through your zombies while you’re WILLINGLY in parasite form, you’ll heal yourself of all damage, though you’ll lose your old shell. In addition, this allows you to use Envy’s parasite abilities to control people over 150%/get a guaranteed KO on those at 200% at any time you so please, although you have to be extremely careful, as if your mere 10 parasite stamina goes down you lose your stock. Only use this when the foe is stunned or otherwise occupied or avoid losing a stock. The lag is more then low enough to take advantage of said situations.

STANDARDS


Standard Attack – Wind-Up Punch
Upon the first press of A, Envy starts winding up a punch like the charging animation of DK’s neutral B. You can keep doing this as long as you like, the attack to come getting more and more powerful. In addition to Envy’s arm swinging around faster and faster, he’s transforming it to become bigger and bulkier.

This can potentially become as powerful as DK’s neutral B if charged for the same amount as said attack, and the charge can be stored just like the earlier mentioned move. However; if you try to charge the move any longer then the max of DK’s neutral B, the move will fail as Envy’s arm becomes too big and crashes to the ground, causing horrible ending lag. This is Envy’s easiest KO method that he doesn’t have to do all that much work for, but it’s not as good as DK’s neutral B due to being unable to be used in the air and it can quite easily come back to bite you in the ***. Due to how paranoid you’ll be about overcharging this, you won’t be able to get the move to be all that powerful anyway.

Dashing Attack – Human Surfboard
Envy does a grabbing motion with his arms forward as he continues to dash with average lag and below average range. This counts as a grab. If he doesn’t grab anyone, he keeps dashing like normal. If he does grab someone, he’ll toss them forward and jump on them, sliding forward on them. The first jump on the foe does 9%, and for each second the foe is slid on they take another 4%. Envy slides forward half the distance of Battlefield on the foe over 2 seconds, meaning this does a total of 16%. If Envy and his “surfboard” reach a pit before the ride’s over, Envy’ll automatically footstool them. Envy and the foe are a high priority hitbox as they slide forward that deal 10% and knockback that kills at 200% to foes aside from the main victim.

TILTS


Forward Tilt – Low Blow (Reused)
This is a two part combo like Snake's ftilt. The first hit of the move has Envy swings his arms forward with average range and bad priority. This does a mere 3%, but causes the foe to turn around as if hit by Mario's cape. Non existant start up lag, slight ending lag if you don't do the next hit of the combo.

The second hit is a fairly standard kick forward with weak set knockback and below average priority. This does 8%. If the foe is facing away from Envy, he'll literally kick their *** to knock them to the ground. If the foe IS facing Envy, he'll kick their crotch. This does below average knockback against female/genderless characters, but against males this will cause them to very slowly bawl over as they fall forward onto the ground. The perfect set up.

Up Tilt - Revelation
Envy turns to face away from the camera and extends out his arms and legs. He enters the pose with minimal lag but exits it with average lag, and he doesn’t hold it for long. If anybody comes up right next to Envy while he does this, he’ll grab them and kick them down to the ground for 7%. This has much better range above Envy, making it good for anti-air like most utilts. This counts as a grab.

After kicking the foe to the ground, he holds them down on the ground with a single foot due to his weight and puts his face up against his, holding the foe’s head and forcing them to look at him. The first time he uses this on the foe, he chuckles and asks “You REALLY wanna see?”. Whether or not he says the line, the sound of him transforming is heard and Envy laughs maniacally, coming up out of the pose. The foe is now lying now lying on their back, stunned out of shock/terror. God knows what Envy showed them. . .Let your imagination do the work.

Down Tilt – Serpent Form
Envy’s bottom half turns into that of a snake, turning him somewhat into the land equivalent of a mermaid (Or merman, whatever floats your boat). This lasts for as long as you’d like until you use the dtilt again, which turns you back to normal. While in serpent form, your jumping and running is increased, but your only methods of attacks are your regular neutral B and grab (Which is buffed when in this form, details later), and a generic neutral A and nair where you do tail whips with your new lower half with little lag, but also little priority, range, and power. Transforming in and out of this form is nearly lagless, and you can crawl while in this form, easily going under projectiles like Snake, but you move much faster.

SMASHES


Forward Smash – Mastering the Fighting Arts
Envy transforms into a random character (Though not locked ones) and does the charging animation for their fsmash for this move's charge, then upon releasing the charge performs that character's fsmash.

After performing the fsmash, a thought bubble appears above Envy's head with a green check mark, a red X, and a cursor, you unable to control Envy. You briefly control the cursor with the control stick and must hit A over either the check mark or the X to select it. If you don't select either within a second, the game automatically picks the X. This is very fast and doesn't leave you open, the cursor moving at lightning speed and the button press of A causing the thought bubble phase to end instantly.

If you select the X, nothing will happen. If you select the check mark, then you will perform the fsmash you just used every time you use this button input for the remainder of your stock. This means you'll want to keep a good quick powerful fsmash like Wario's or Marth's and spam this to try to get one worthy of keeping when left alone. This is Envy’s main KO method if he can’t get anything better with his neutral special, or else he’ll be forced to resort to his extremely risky fly and parasite forms for kills.

Up Smash – Bulk Up



Envy hunches over for the charging animation as he slowly gathers power within himself. As he continues to charge, various parts of his body begin to become considerably more bulky. At minimum charge, only Envy’s arms will get beefed. At half charge, all but his legs. At max charge, he’ll get the whole deal, legs included. What Envy actually does after bulking up depends on which body parts he’s bulked up.

No Charge:

With only his arms, Envy reaches them straight up, reaching 1.5X Ganondorf’s height upwards with each arm, his hands wide and open. Only his hands are actual hitboxes, which are around the size of Kirby, and if anybody goes into them Envy will smack the hand closed to grab the foe (this counts as a grab). Envy has little starting lag to do this, but if he misses the ending lag is above average.

Once you have somebody grabbed, you can throw them in any of the four directions as if you caught them with your actual grab. No matter what way you throw them, they take 12% and knockback that kills at 200%. What makes this useful is that you can perform “bthrows” to just throw the foe into Envy’s other hand and dribble them back and forth in an awkward chain grab. This only works up to 36%, or so, though, as beyond that characters will fly too far too quickly to be regrabbed. Heavy characters won’t fly far enough to make into Envy’s other hand at 0%, so they’re completely exempt from this chain grab rather then being more vulnerable to it. Envy only holds his position long enough for a potential chain grab, then turns his arms back to normal.

Half Charge:

With his arms and upper body turned bulky, Envy’s poor legs aren’t strong enough to support him and he falls over backwards, flailing his arms about to try to stop it but to no avail (The arms aren’t hitboxes). He has superarmor during this attack, and his size allows the range of this attack to cover an entire Battlefield platform behind his initial position as he falls. Foes who get hit by Envy as he falls take 20% and get embedded into the ground with a pitfall effect. If they’re in the air, they just get spiked down and then get pitfalled. This surprisingly doesn’t have that bad of starting lag, being slightly less then Ike’s fsmash, though the ending lag is terrible.

Upon falling down, Envy turns back to his normal self, flat on his back, ready to use his rising attack from it. He has bad ending lag as he’s dazed for a bit, but if the foe has a reasonable percent (50ish or so) and they got hit by the main attack they’ll still be pitfalled by the time the ending lag has passed, allowing you to use your rising attack on the foe. If they did indeed get hit by the usmash, they’ll be positioned perfectly for Envy’s back rising attack (Which is quite powerful but near impossible to use otherwise) to hit, making this a no brainer combo. This is another great damage racker within the usmash, though you’re in for hell if you whiff it.

Full Charge:



If you manage to fully charge the usmash, Envy becomes a hulking behemoth. He largely resembles the manga version of Sloth in this form (Pictured above), although his face stays more in-tact. It’s extremely rare that you’ll be able to charge up this much, but if you do manage to do it you’ll be able to play as Envy’s bulked up form lasts for a good 15 seconds before being forced back to normal.

While buffed up, your moveset is rather limited, but it actually has the possibility of KOing your foe. Your neutral B and fsmash are DK’s ever generic ones, while your usmash is the uncharged version of your regular usmash and your dsmash is the half charged version of your usmash (Which causes Envy’s legs to suddenly give out from under him and the rest of that attack to occur normally, forcing Envy back to normal faster, meaning it’s a finisher). While you have no recovery here outside a measly second jump, Envy’s still as heavy as ever, and he won’t be forced into parasite form if he hits 200%, going into it after he comes out of this move.

While this gives Envy an actual KO option, your moveset is very limited, making it very obvious what you’re trying to do, and you’ll be hard pressed to find an opportunity to fully charge this, much less when you need to actually KO the foe. A better use of this move is to charge it up after you KO a foe and you’re staring death in the face with a high percentage to rack up damage on the foe with your chain grabbing usmash then finish your stock off with a dsmash (And back rising attack, if you’re still under 200%).

Down Smash – Living Armory
Seeing Envy can create the weapons of people he turns into, there’s no reason he can’t create weapons all on their own, right? Apparently so, as upon releasing the charge Envy starts rapidly forming weapons out of nothing, making a gigantic pile in front of himself. This has average starting and ending lag with a decently long duration. The weapons do multiple hits that add up to 22-30%, with the last hit doing knockback that kills at 190-150% based on the charge. This could be a potential KO move for Envy, but the lag is too annoying to make it all that viable.

So what do you use this move for, then? After forming the pile of weapons, it doesn’t disappear. The weapon pile is as tall as Ganondorf and as wide as Bowser, and lasts 20 seconds before vanishing. It can’t be destroyed by attacking it, making it a superb wall to hide behind, though it gets more interesting then that.

The weapons in your “armory” depend on the charge. If the smash is under half charged, the pile will be made up of guns. Coming up to the weapon pile and pressing A (Foes can take items as well) will cause you to take out a gun from the pile. You’ll get one of the three Space Animals’ blasters from it which will replace your neutral special, you able to throw it away like any throwable item once you’re done with it. If items are turned on, you can also potentially take out a super scope or a ray gun. This can give Envy a reliable projectile, although it robs him of his vital grab game until he throws it away.

If the smash is half charged or more, the pile will be made up of swords. You can take out one of three blades from the weapon pile, which will give you the neutral A, fsmash, ftilt, and dash attack of either Link, Marth, or Ike, depending on the sword you took out, just like the Beam Sword. If items are turned on, you can also take out a beam sword from the pile. This can help to give Envy a KO move which he desperately needs, although it’s not too easy to pull this off, and if you get Ike’s sword it’ll be awkward getting foes into your fsmash unless you just expect them to trip into it.

If the smash is fully charged, you’ll get a pile of hammers. There are only two types of main hammers here which function just like the swords, but give you the moves (Not many though) of Dedede and the Ice Climbers. Considering how laggy Dedede’s fsmash is and how you’ll like Nana for the Ice Climbers’ fsmash, it’s rather pointless using this over the pile of swords, but you’d never be able to fully charge this in a serious fight anyway. This can be a lot of fun in casual matches, though, as with items turned on you can take out hammers/golden hammers from the pile to cause mass chaos.

But the foe can just as well use all the weapons against you, right? Not so much. If you use the dsmash with a pile of weapons already up, Envy will laglessly destroy all the weapons he’s created, them vanishing as quickly as they came. The piles will slowly get smaller as you take items from them, having only 10 in total. Once you take 7, the pile will burst entirely and spawn 3 random items that it’s capable of creating, no longer functioning as a wall.

AERIALS


Neutral Aerial – Tentacle **** Grab
Envy turns to face the camera, turns his arms into tentacles, then extends his arms out a Battlefield platform’s distance on either side. If anybody gets caught in the end of the tentacles, they’ll get grabbed. You can hold this for as long as you want by holding A, and you can continue it on the ground, though once you grab someone you’ll automatically stay like this until you throw the foe. This has average starting lag and little lag to cancel out of it.

Foes can escape this like any other grab, and Envy has all four throw options and a pummel while he has foes grabbed (He can grab two foes at a time with this!). You can throw them forward or backward for knockback that kills at 250% and 9% or squeeze them in your grasp for a pummel them for 2% a pop with okay speed, nothing notable, though if you throw the foe downwards you’ll automatically footstool them and deal 10%, making this decent at gimping, although it’s useless if you’re using it over ground.

What’s most notable by far is the uthrow. Envy throws the foe over his head for 5% to try to catch them in his other tentacle for a chain grab, but the foe is perfectly capable of scoring a dair on Envy as they fly over his head, rendering this useless. If you have two foes grabbed, though, they’ll smack into each other in mid-air and deal 10% and some stun to each other, preventing them from escaping the grab.

Useless in one on one, right? Not so much, as Envy can also grab items (Including ones made by his dsmash) and items, and you can juggle them with the foe for chain grabbing madness. Zombies will only take 5% from this while foes take 10%. With items you’ve created, they can only be used 3 times before vanishing, although if Envy is carrying an item he’ll automatically grab the item in the arm that goes behind the direction he was facing, making them ideal to use with this. The cute little space animal guns will only deal 5% to foes, but the swords do the full 10% and the hammers deal an impressive 15%. This is where you can actually put those weapons from your dsmash to use. You can also footstool off the items with the dthrow for a bit of extra recovery, although it’s doubtful you’ll need it.

Forward Aerial – Dragon Rush



Envy turns into his dragon form from the FMA movie, albeit considerably downsized. This has above average starting lag as Envy fully extends out, although he levitates in mid-air as he does so, so it’s not unusable like other laggy aerials. Once fully extended, Envy’s around half as long as Battlefield, though only as tall as Mario or so. Envy has super armor during this attack. If foes intend to knock Envy out of this attack, the startup lag is the time to do it, and there’s more then enough opportunity to do so.

Once the starting lag is passed, Envy glides forwards at twice the speed of Meta Knight’s glide, slowly descending at the speed of said glide. This makes Envy’s recovery all the more godly and ungimpable. Once Envy’s head touches a ledge or his body touches the ground, he transforms back. If he doesn’t sweetspot the ledge with this, there’s above average starting lag as Envy turns back to normal.

The actual hitboxes for this move is Envy’s mouth, which is roughly Kirby’s size. If a foe wanders into Envy’s mouth, he devours them, counting as a grab. They take 18% as they go through Envy’s body and get digested, then they get farted out of his rear end, which is half the distance of Battlefield away. So long as Envy’s head isn’t at the KO zone while in dragon form, it won’t count for KOing him, so Envy can score cheap KOs by using this by using this at the KO zone while facing away from it. Still, this is very hard to pull off due to all the lag and is most practically used as a recovery. If you don’t want to take damage while using this as a recovery, be careful, as while the foe will have to take 18% to do it they can easily edge-hog you. If you go to the stage, the ending lag will instead be your doom.

Back Aerial – Cannibalize
Envy transforms his head into that of one of his zombies and turns his head around without moving his body like an owl, then chomps forward for below average range with decent priority and 12% with knockback that kills at 250%. This has very little lag at all, but if you miss with the move you’ll suffer an effect far more notable then mere bad ending lag.

If you don’t hit anyone with the chomp, Envy’s whole body will follow suit to the transformation of his head and he’ll turn into one of his own zombies. He has the same movement and single attack as his zombies while in this form, although he’ll still take damage and knockback like normal. If you press B while in the form of a zombie, you’ll very quickly change back to normal, so if you miss with the bair unintentionally it’s not that big of a deal.

Why would you ever want to force yourself into this pitiful form? Mindgames. You can quite easily hide among your zombies when in this form, as you look and perform identically to them. Pretend to be primitive like all the other zombies, then suddenly take advantage of the foe’s lowered expectations and break out of the generic pattern to punish them. You can come out of the zombie form quick enough to punish them with something besides the zombie’s somewhat weak attack, but it’s still something to consider using as it can heal you.

Up Aerial – Hair Flip (Reused)
Envy flips his massive entanglement of hair backwards with nearly no lag whatsoever on either end, having bad priority and average upwards range. This does 7% and below average set upward knockback. Should Envy use this move two times quickly, he'll flip his hair forwards the seond time. This can be spammed in mass to make Envy do a awkward head banging motion as he rapidly flips his hair. When Envy flips his hair forwards, the foe is given below average set downward knockback to put them back in place for yet another uair, so this move is a natural combo all by itself, though it’s already weak power stales quickly. In addition, if you use this move 5 or more times in succession, Envy will have above average lag as he exits the combo, all the hair being in his face and him having to push it away. This can be used to potentially get 20%, though Envy’s hair begs to be shredded through with a move that has at all decent priority.

Down Aerial – Flesh and Chain
Envy turns to face the camera and transforms an arm into a chain with a hook on the end. His already low fall speed is cut in half for the duration of this move, and there’s little lag to enter this move. As long as you hold A, Envy will lower his chain down at an above average speed (By dash standards). The hitbox for the move is the hook at the end of the chain, which is the size of Kirby and counts as yet another grab. If you do indeed grab somebody with this, they’ll take 3% per second and be stuck on the chain, able to escape it like a regular grab. You can continue to lower the chain to try to drop the foe off the bottom KO zone, or you can raise it up if you prefer.

You can move the chain left and right also, swinging it back and forth to gain momentum, using the victim as a living ball of flesh for your chain. Foes hit with your flesh ball can take anywhere from 5% with laughably weak knockback up to 20% with knockback that kills at 135% based on how strong the momentum is, although it’s hard to get that much momentum up before you fall to the ground. If you press A with a foe on your hook, they’ll take the knockback anyone who would’ve been hit by the chain would’ve took, getting thrown off the hook, but take no damage.

The second use of the move is made much more useful by the fact that you can grab your zombies and items and use them as the “ball” of your ball and chain. Zombies won’t take any damage at all for this, making this a much more ideal way to use them then the nair, and they’ll do as much damage as a real foe. Guns have have half the normal power, swords are just as powerful as a zombie or a foe on the chain, and hammers are 1.5X more powerful. This can be a KO option but takes too much set up to be too practical due to having to charge your dsmash a good amount and taking the time to get the momentum up. While you could use a zombie to cut down on set up time, they are quite easily out-prioritized. Items will automatically be caught on the chain when you use this move if you’re carrying them.

THROWS


Grab – Lying Snake
Envy turns his arm into a snake and reaches forward with it, the snake biting down once it reaches maximum range. The range is comparable to ZSS’ grab, and unlike most grabs of this kind there is very little start up lag, meaning this is actually usable. Should you miss, though, you have to deal with absurd ending lag that rivals the starting lag of Dedede’s fsmash, so you’ll be in for hell if you abuse this. This also functions as a tether should you actually need more recovery.

If you use this grab while in serpent form (The dtilt transformation), Envy’s head will turn into a snake’s and he’ll use that to perform the grab. While this decreases the range to be very small, it gives the grab barely any lag at all and allows you to continue moving while you perform it. In addition, foes grabbed in this manner will take 5% poison damage in the same manner as the dthrow.

Pummel – Breathless Anticipation
Envy swirls his snake arm around the foe, strangling them and trying to rob them of any air. You can hold this pummel down to keep it in constant effect. This does no damage, but makes it twice as hard to escape the grab while you’re pummeling, which can be useful to stall or to give time for the poison damage from your dthrow to accumulate.

If the foe manages to stay stuck in this state for 3 seconds, they’ll pass out from the lack of air and fall out of your grasp onto the ground, stunned for a good 2 seconds. You’ll have to get the foe to 100% or so before an average button masher will fall victim to this, but that’s the time you’ll be wanting the stun anyway to set up a KO.

Forward Throw – Philosopher’s Stone
Envy turns his arm not latched onto the foe into a blade and stabs into himself for 4% damage, then rips out one of his philosopher’s stones from himself, dealing another 16% to himself. 20% self damage? Seriously?

After getting the stone out of himself, he shoves it down the victim’s throat. This does an absolutely ridiculous 40% to them and knocks them to the ground, but in reality you’re only getting a 20% lead. Still, 20% is certainly nothing to scoff at. . .That makes Dedede’s throws look bad, right?

Once the foe has had a philosopher’s stone forced down their gullet, they’ll be holding their stomach in pain for an idle pose and will have half their normal movement speed and jump strength for 15 seconds. . .After this though, their body gets used to the stone and starts tapping into its power, causing them to regenerate 2% per second for the rest of their entire stock. This means that you can’t use this as a regular damage racking mechanism, the only time it’s particularly viable being when the 40% will put the foe into a viable KOing range.

This throw can be repeated as many times as you like, but the regeneration the foe gains from this attack can stack, which can quite potentially cost you the match. While this throw less laggy then it sounds, using it in a FFA risks you taking damage and being knocked out of the throw before laying a finger on the victim.

As an easter egg, If this throw is used on another homunculus such as Gluttony/Greed/etc, then they’ll skip straight to the regeneration and take no damage, so this is all but useless against them. However; in team battles you can keep spamming this to give your fellow homunculus ridiculous regeneration. Two Envies can’t use this on each other, unfortunately, as they’re just exchanging the same amount of stones.

Back Throw - Copycat
Envy transforms into the foe and uses the last throw they used on him. If he hasn’t been thrown by the victim yet, he simply tosses them behind himself for below average knockback and 7%. This’ll make Dedede think twice about abusing your weight and chain grabbing you, as it’ll give you the ability to chain grab him right back. . .

But couldn’t Dedede just chain grab you to the end of the stage then finish the session with an fthrow or bthrow to prevent you from doing this? You’d think that, but if you press B when you input this throw you’ll instead use the second last throw the foe used on you. Pay attention what throws the foe uses on you and select the better of the two when prompted, or else you’re simply leaving it to chance.

Up Throw - Taunt
Envy lets go of the foe slowly as he mockingly says either “Give me your best shot”, ”I know you can do better then that”, or ”Is that the best you can do?” at random , folding his arms and smirking at them. This enrages the foe and causes them to attack, but due to their rage they attack with something far less then ideal. What exactly is it? Envy chooses by selecting any button input he chooses, manipulating the foe into doing what he wants.

The most obvious use of this is to, say, force Ganondorf to use his neutral B, but this is far from useless against foes without laggy moves, as you can force them to use the move you want to copy via your neutral special.

This can only be used once per foe per stock, as the foes aren’t stupid enough to fall for it twice. This prevents you from utterly screwing over characters with slow moves, so most of the time you’ll be using this to force the foe to use what you want to copy. If you use this throw on a foe you’ve already taunted, Envy just generically tosses them upward for 7% and below average upward knockback.

Down Throw - Envenom
Envy bites into the foe with the head of his snake arm, knocking them to the ground. This deals a decent 12%. . .In poison damage, which means 12% over 12 seconds. Unlike most poisons, this effect can stack if the throw is used multiple times, so that’s one plus it has going for it.

So how does this specifically fit into Envy’s game? Well, you know that 12 second period of time in the fthrow where the foe has reduced movement and jumping before getting their regeneration? If you use the dthrow during that time, the poison effect will become permanent as Envy will be able to seep his poisons deeper into the foe due to the philosopher’s stone occupying the defensive systems of the foe’s body.

This can help to make the foe’s regeneration easier to deal with or potentially totally nullify it if you manage to use the dthrow twice in 12 seconds. Hell, if you play your cards right, the foe could end up stuck with permanent poison! Still, this is insanely predictable and the foe will be predicting your grab, leaving you open to it’s bad end lag. Don’t get too greedy with it.

If you’re in serpent form when you use this, the poison damage is doubled as Envy bites the foe with his snake head rather then an arm, allowing him to seep far more venom in the foe. Turning into a serpent and abusing your grab/dthrow can be an immensely appealing option, but when you’re in serpent form there’s little else you can do –but- grab, making this the definition of predictability.

Zombie Grab – Absorb



Envy is not limited to grabbing playable characters with his grab, as he can also grab his zombies. Seeing Envy can grab them with his nair and dair already, why not? Why would you want to grab one of your own, exactly? To absorb the zombie back into yourself. This heals Envy of 15%, regardless of how much stamina the zombie had left. If your zombie is about to croak over but is still currently ticking, quickly go absorb him so that his sacrifice won’t be in vain.

SITUATIONALS


Ledge Attack – Snake Bite
Envy turns his head into a snake’s like his grab in serpent form, then bites forwards with pitifully weak knockback and 5%, along with laughably bad range and priority. While the move poisons the foe in the same manner as the dthrow, it’s too hard to hit with and predictable, even despite having little lag.

More notably, though, is that if you don’t hit anyone with this move, you’ll bite into the ledge and poison it, and anyone who grabs onto the ledge will become poisoned. The ledge will only stay poisoned for 5 seconds, though, so if you want to make use of it you have to go poison the ledge just before somebody goes to grab it. Envy is still hanging on the ledge when this ledge attack is complete.

Ledge Attack Over 100% - Edgehog
Envy literally transforms into a hog, being around the size of Ivysaur. He flails about as he climbs up onto the stage slowly, doing pathetic hits of 2% and flinching up on the ledge. The main use of this is to edgehog, obviously, as this ledge attack gives him many more invincibility frames to toy with then most ledge attacks. While this prevents foes up on the stage from punishing Envy during the attack, this has horrendous end lag, so only use this to edgehog. Considering Envy is pretty much guaranteed to survive to 200%, you’ll be able to make use of this much more then the 100% ledge attacks of other characters.

Rising Attack (On stomach) – Handstand
Envy quickly gets up, though not to his feet, doing a handstand. After doing the handstand, Envy claps his legs together with average range and priority for a surprisingly impressive 14% with vertical knockback that kills at 180%. This has average starting lag though no end lag. The catch to this move is that if a foe hits Envy’s crotch area (which is blatantly exposed) before he does the leg clap, he’ll topple over, stunned, with double damage.

Rising Attack (On back) - Impale
Envy turns his arm into a blade and stabs upwards, impaling the foe on it. This counts as a grab and deals a meaty 16% freezing time like the knee of justice or one of Zelda’s lightning kicks briefly, Envy getting up off the ground afterwards and taking his arm out of the foe as they drop to the ground. Epic for finishing foes off with in a stamina match. While the starting lag is brief, the end lag is average as Envy gets up. The main thing that keeps this from being good is very bad range, and the fact that is a situational leaves you with few oppurtunites to get away with this. . .

If not for your usmash. The half charged version sets you up perfectly to hit with this. Always use this if you do hit with the move, but don’t expect to pull it off all that often otherwise.

Tripped Attack – Hair Spin
Envy gets up off his rump and turns to face the camera, then rapidly spins his head, causing his hair to twirl about. Laughably bad priority, but Envy’s massive hair gives the move decent range. This deals multi hit damage up to 12% with flinching and has a slight pushing away effect to either side of Envy and the whole move has little lag, making it a decent defensive option. Just don’t use this if you can’t trap them with it straight on, or else the bad priority will bite you in the ***.

Final Smash – True Form


Envy has the smash ball! He hunches over like in his usmash, but expands much larger much faster. First he becomes a four legged creature, then his head becomes that of a beast, then zombies start oozing out of his sides. . .Charming. He’s quite a handsome fellow.



You have 15 seconds to spend in this beastly form, entirely invulnerable. You’re incapable of jumping, so make sure you activate the final smash on the main part of the stage or else you’ll either be stuck and incapable of doing much, or possibly even kill yourself. Your movement is also very slow, half Ganon’s walk, so you’re somewhat stationary, making this best on small stages like Battlefield. Envy is the size of Dark Beast Ganon in this form.

Neutral Special – Devour
Envy sticks out a tounge made of flesh and zombies to try to devour somebody with it. This has little starting lag and goes half Final Destination from Envy, but if he misses he has to wait for his tongue to go back into his mouth like a tether grab with some lag (Though it’s not terrible). This has grab priority, which one wouldn’t think matters due to Envy being invulnerable, but it can interrupt foes from whatever they’re doing, save a dodge.

If he grabs someone, he’ll still do the whole animation, the foe no longer being visible as Envy’s devoured them. This doesn’t KO the victim, but they have no way of getting out unless Envy lets them out with his side or up special or the final smash ends. Foes take 12% a second while inside Envy as they’re digested, and if they reach 150%, they get KOd.

Side Special – Vomit
Envy pukes forward a mass of puke a third the distance of Final Destination as tall as he is. This is very laggy, but does mass multiple hits to those caught in it that can potentially add up to 60%. This is very easy to DI out of, though, and when combined with the lag you’ll be lucky if you deal 30% with this. However; if you devoured anybody with your neutral special they’ll be puked up and be caught too deep in the vomit to avoid it, taking the full force of the attack.

Up Special – Chocolate Dropping
Envy grits his teeth as he looks skyward, eyes closed tightly and gripping into the ground. He looks quite constipated, to say the least. . .This causes a big brown ball of poop roughly the size of Bowser to appear behind Envy and roll the distance of Final Destination at a good speed, doing 20% and knockback that kills at 100%. This is VERY laggy and the animation gives you plenty of warning of the move, so this isn’t nearly as appealing as Envy’s other options.

If you’ve devoured a foe, though, they’ll be processed out in the poop, their arms, legs, and head sticking out of the poop. The wads of poop won’t disappear after going off a ledge and are affected by gravity, so if you devour somebody, go up against a ledge and face away from it, then use this move, there’s little your foe can do to escape this. Still, at low percents it’s quite possible to escape after a mere third of the ride is over, so this really is only an easy KO on walk offs.

Down Special – Spawn Zombies
Envy roars and shakes his sides violentely. This has no hitbox, but slowly causes the zombies to ooze out of his sides, one per second, which function just like when produced with his side special. This doesn’t cause Envy to take 15%, and they stick around after the final smash is over, which means you can just absorb them back into yourself for healing. You could theoretically just sit around and spawn them in mass, but your foe would be likely to kill them off as you did if you left them unattended to.

OVERALL PLAYSTYLE


Envy at first seems to have everything going for him. He’s godly at racking damage, absolutely refuses to die, and seems to have a good amount of moves with KO potential knockback. . .Or does he? Any competent foe won’t give you a chance to use your potential KO moves properly, and while you’re pretty much guaranteed to survive to 200% if you play competently, you’re pretty much dead without exception once you hit the mark, and your foes will constantly be focused on damage racking rather then KOing you in a traditional matter, so your damage percentage will rack up faster then you’d expect.

You should have no problems racking up damage with your assortment of various chain grabs within your usmash and nair, and your regular grab is also a highlight. Your fthrow is a particularly obvious choice for getting up some quick damage, and if you follow it up with some serpent form dthrows, you can quite easily cancel out the regeneration, or even give them never ending poison damage! Despite the massive damage racking potential, foes will see this coming a mile away and will be particularly cautious during the 15 seconds they’re vulnerable to permanent poison.

So damage racking’s not the problem, you’ve got that covered. The main thing you’ll want to be focusing on is picking up a KO move from the foe along the way with your neutral special. This is without a doubt the ideal way for you to get a viable method of KOing, but your foe will be more then aware of this and try to bait you into copying a useless move. However; you in turn can predict this and use it to your advantage to rack all the more damage on them. You can perhaps bait them into baiting you by intentionally whiffing the neutral special. The mindgame potential is large here.

Whenever given a free moment, spam the fsmash like all hell. This is your best alternative to finding an alternative to the neutral special should it screw you over, although it may rely too largely on lack for the comfort of some. Still, there’s no need to be afraid to accept a KO move that’s not –that- fast, as Envy is more then adept at stunning foes to make them vulnerable to any KO moves he gets his hands on with his ftilt, utilt, and pummel. This also makes getting Dedede’s hammer from your dsmash far more appealing. At higher percents, you can stun them long enough to actually hit with the thing.

Once you’ve gotten a KO, you’ll be hard pressed to do much to your foe with your remaining stamina. If you’re exceptionally close to being forced into to be a bite sized parasite, then run off and hide as soon as your foe is KOd and hope you have time to fully charge the usmash, so you’ll have 15 seconds longer to play around with no matter how much damage you take. If you can still take some hits, then start spawning zombies, if you haven’t already. Seeing you won’t be able to do all that much damage racking, you’d best be attempting to try to cheat death.

Seeing you have to take damage to create the zombies, it’s more ideal to create them earlier on, as later on you might be at too high of a percentage to afford to spawn them. An ideal use for them is to stun the foe and let the zombie occupy them for a bit with their grab to give you time to charge up usmash/dsmash or spam fsmash. If you get a decent amount of them, you can even use them as a diversion with your bair to rack damage.

Envy is extremely well represented in casual matches and tournies alike. Casuals particularly love his dsmash and consider him broken for his ability to create hammers, although they’re also attracted by things like how huge he becomes with his fair, the sheer wackiness of him, really. Tourney players are attracted to his insane damage racking (Hell yes to chain grabs!) and his durability, in addition to not being entirely lost when it comes to KOs if played properly. All around, get used to this guy’s ugly mug, he’ll be sticking around for a long time to come.

PLAYING AGAINST

Playing against Envy for the first time can be very intimidating if you don’t know what to expect, particularly when he becomes the size of half the stage with a move as simple as an fair. Envy can keep up the pressure on you with ease and rack up your damage percentage, and it’s completely impossible for you to kill him until absurd percents, not even through gimping!

So then. . .Why bother trying to kill him until then? You never have to go into “KO mode” against Envy, just continue racking the damage up without a second thought. You can never have enough. Besides, Envy will be begging for you to use a move he can copy to KO you right back with, so don’t even give him the chance. Envy will be considerably annoyed when you give him nothing to copy in that realm, although be careful he doesn’t realize it and just copies something else useful like Mach Tornado.

You’ll be wanting to play rather defensively against Envy. He’s got grabs up the wazoo. . .Dash, utilt, usmash, nair, fair, dair, and of course his traditional grab, and in general you’ll have a hard time out prioritizing him. When Envy in particularly inevitably uses his fthrow on you, stay the hell away from the ******* until your vulnerable period has passed, or better yet punish him when you predict his grab.

Go out of your way to KO Envy’s zombies as he spawns them, although try to use a move that’ll KO them in one hit so he can’t just absorb them and heal himself as if he never spawned them in the first place. If you KO a zombie, you’ve essentially dealt 15% to Envy, so don’t worry about his damage meter not going up. You wouldn’t want Envy to survive beyond his already ridiculously high 200%, would you?

Overalll, simply capitalize on Envy’s mistakes. While he has low starting lag on nearly all his moves, several of them can be punished quite badly if they miss. The match up can be quite extreme in either Envy pressuring you severely or the other way around, although it’s still doubtful you’ll be able to beat him out in damage racking. Just don’t leave him with anything to KO you with.

MATCH UPS


Vs. King Dedede: 50/50
While Envy can be badly chain grabbed like other heavy characters such as Ganondorf, with his bthrow he can chain grab Dedede back to all hell. In addition, Dedede’s power is more a boon to Envy then the penguin king, as it just gives him KO moves to copy. A particularly interesting tactic that can boil the match down all the more to grabs is for Envy to create a wall of weapons with his dsmash and see who can be the first to infinite the other against it. The match up is for the most part very even with the two being given equal opportunities against each other. While Dedede can’t KO Envy until 200%, Envy will still struggle to KO Dedede unless he gives him his utilt or dsmash.

Vs. Falco: 60/40, Envy’s favor
Falco’s blaster is absolutely useless in this match up. Envy can crawl under it while in serpent form at high speeds or create a wall with his dsmash to block it. If Envy just casually uses an uncharged dsmash to do so, Falco won’t have anything to gain from the pile of weapons either, seeing he’d just be potentially trading his blaster for Fox’s or Wolf’s.

Due to his blaster being eliminated, Falco will actually have to approach rather then go camping. Envy has little reason to approach, as he can use the time to charge up his various potential KO moves assuming he hides behind his pile of weapons. Envy will want to play defensively in this match up and abuse Falco’s lack of an ability to approach against him. Since he’s playing defensively, it’s a good idea to try to get poison damage on Falco racking up while you charge stuff up, and seeing you’ll be spending a decent time in serpent form anyway this won’t be difficult.

Falco’s chain grab is pretty much the same deal as Dedede’s. He uses it on you, you use it on him right back. You’ll want to have your back to a pile of weapons if it’s not between you and Falco so he can’t chain grab you off the stage and spike you, seeing he can’t infinite against walls like the penguin king.

If Falco stays in Envy’s face he can damage him just as well as he can, although he’ll have to be very selective as to when he uses a potential KO move. The match up is ever so slightly in Envy’s favor, but it’s far from significant.

Vs. Snake: 30/70, Snake’s favor
The thing about Snake is that pretty much any of his viable moves would be great additions to your arsenal to copy, so you’re bound to get something good off of him, whether it be mines, grenades, usmash, or one of his godly tilts, most ideally. Still, the fact that Snake can camp against Envy quite effectively by lobbing grenades over his weapon piles and can force approaches while he has lots of mines set up gives him the match up. Snake is notoriously durable, nearly as much so as Envy, so Envy really doesn’t have much to boast here. If he can copy Snake’s ftilt/utilt, the match up becomes closer to even, but it’s still not ideal.

Vs. Bowser: 50/50
So. . .Bowser isn’t particularly good at damaging and can’t use his KO power against Envy to kill him all that well while Envy can copy said KO moves to obliterate him. Horrible match up, right? Not so much. Bowser is fully capable of bypassing Envy’s 200% KO requirement by using Bowsercide. Bowser can use his fire breath early on to get ahead in damage percentage so he can control the movement when he activates the move, then Bowsercide for the KO. If Bowser ever gets ahead, the match is pretty much guaranteed to be his. Still, the fact Envy can rack damage on Bowser so easily makes this match up far from easy for Bowser. Both characters are perfectly capable of screwing each other over. This match up usually plays out very quickly.

Vs. Zero Suit Samus: 60/40, Envy’s favor
Zero Suit Samus is another damage racker, who has nothing whatsoever of any note to copy besides her side special, which she should use very conservatively for the KO. Envy and Samus will be racking damage up on each other relentlessly at impressive speeds, having trouble ever finishing each other off. However; there’s one rather notable way of killing Samus off early. . .Abuse that laughable tether recovery with your literal edge hogging. Casually poke Samus off the edge just a slight distance, then edgehog her and laugh as she falls to her doom. This is quite predictable and far from easy to do, but Envy also has potential KO options if he manages to use his neutral A or a fully charged usmash, or better yet manages to copy Samus’ side special. He clearly has the match up, but not by much.

Vs. Zelda: 35/65, Zelda’s favor
The most notable thing about this match ups is that Zelda’s projectile has the ability to go through Envy’s weapon piles and hit him, meaning Zelda can quite easily camp Envy. While Zelda can’t be her usual spammy self with her usmash and fsmash at first or else risk Envy obtaining the moves, she has fast enough moves to effectively fake Envy out and bait him in to copy a useless move. Once that’s down, Zelda can continue racking damage casually with little problem while playing defensively. If all else fails, use your down special.

Vs. Sheik: 30/70, Sheik’s favor
Sheik is basically an upgraded version of ZSS, as far as Envy’s concerned. Sheik can damage rack Envy well and take down his stamina, having no need to worry about her KO problems, and Envy has nothing whatsoever to copy from her. Sheik will pressure Envy constantly and give him little chance to get a method of KOing her. While it sounds pretty bad, Sheik’s bad priority is pretty easy for Envy to take advantage of with his godly priority, preventing the match up from being horrendous. If Envy plays defensively and uses his poison intelligently, he can damage rack her up with him, but he’ll die at high percents while Sheik will live on, Envy having no means of taking her down.

Vs. Chef Kawasaki: 55/45, Envy’s favor
At the start of the match when Kawasaki summons his pot, take action immediately and go copy it. What use is a pot if you can’t put any ingredients in it yourself, you ask? Simple. Put your pot right next to the chef’s, and then any ingredients he puts in his pot will also go in your pot, save vegetables, which you’ll have to steal from the chef and put in your own soup. At times, you’ll want to be grabbed so Kawasaki can use his uthrow on you to put in one of the necessary ingredients for the soups so you can KO him, but you’ll have to read your foe carefully as they might use a different throw if the situation is too ideal for you. While Kawasaki has total control over the ingredients, you can rack damage far better then him, meaning the match up certainly isn’t in his favor.

Vs. Acid Seaforce: 70/30, Acid Seaforce’s favor
The move to absorb here is extremely obvious. . .Seaforce’s toxic shield. But why would Seaforce ever be stupid enough to let you copy it? You have some poison of your own that’s quite tempting for him to absorb in your dthrow. . .Be sure to absorb it. Go into serpernt form so there’s little else you can do to further tempt him to do it, but take advantage of your neutral B after he absorbs it to copy it. Once you have the toxic shield, the match is in the bag.

Should you not obtain it, both your damage percentages will rack up to absurd totals as you lack any means of KOing each other, but Seaforce doesn’t have to bother to kill, he can just tank while your stamina ticks away. While this can potentially become an extremely one sided match up if Envy steals Seaforce’s toxic shield, Seaforce has to be a d*mn idiot to use it when the match up is already in his favor.

Vs. Alphonse: 65/35, Envy’s favor
Envy is near the perfect size to abuse Alphonse’s mechanic, meaning if Al tries to KO Envy in the traditional manner he’s pretty well screwed. However; why would anyone try to do that? Envy’s far too heavy to KO properly, so why should he bother exposing himself? This prevents Envy from abusing the mechanic. Al is nearly immune to being copied due to so many of his moves relying on transmutation circles, and seeing Envy can copy only one move the only notable move Envy can copy is fsmash, which Al has no reason to ever use against him.

So Envy can’t KO Al, but Al also can’t put that much of a dent in Envy’s stamina because Envy will break walls the instant he’s thrown into one due to his massive weight, meaning he can’t be chain grabbed. If Al is stupid enough to try it, Envy can copy him with his bthrow and do some real chain grabbing on him. Envy can rack Al’s percentage up to ridiculous percents with very little problem while Al is lost to do much at all, but Envy still has considerable KO problems, keeping him from owning the match up too badly.

Vs. Roy Mustang: 60/40, Envy’s favor
Envy gets his vengeance for what Roy did to him in the manga here. . .Mustang is similar to Snake in that nearly all of his moves would be excellent to copy, and Envy won’t be restrained by Mustang’s gloves. Mustang’s one weakness, his priority, is extremely great to capitalize on for Envy, as Envy’s godly priority easily shreds through Mustang. If Envy keeps up the pressure and forces Mustang to regularly change gloves, or better yet not even give him the chance to, he can own the match up pretty badly, but Mustang’s damage racking skills are also rather impressive, and so long as Mustang spaces properly he stands a good chance.

EXTRAS


Extra Animations


Up Taunt – Evil Laugh
Standard obligatory evil laughter. It does indeed quite sound Envy’s gone off the deep end, particularly when paired with his awkward voice. Occasionally, his voice will croak out when he tries to do the taunt, him coughing a moment.

Side Taunt – Recolor (Reused)
Envy transforms to change into the next alt color in sequence with no time limit. To keep things from getting confusing, if there are multiple Envy players or Envy is in a team battle, he'll switch back to his original color after switching to the new one.

Down Taunt - Facepalm
Envy facepalms and mumbles “I’m surrounded by idiots. . .”.

Extra Taunt – Air Guitar (Reused)
If you press any taunt input while using your uair which makes Envy headbang, he'll start doing motions as if playing an electric guitar. He'll keep playing the air guitar for as long as you keep doing the uair, and if you're playing your air guitar the game will allow you to keep using your uair while on the ground, meaning this taunt actually serves a slight purpose. This is KILLER for taunt parties.

Entrance - Roost
Envy glides to the stage from up above in eagle form, then turns into his main form.

Win Pose 1 - Respect
The second place character isn’t clapping and is simply staring at Envy in disgust. Envy turns around and sees this and yells out “Show some god**** respect!”, and proceeds to kick them in the crotch like his ftilt. After this, they reluctantly start clapping, even if it isn’t their normal loss animation.

Win Pose 2 - Flex
Envy starts bulking up like in his usmash, though the animation is much faster. Upon finishing the transformation, Envy starts to flex, showing off, but then his legs give out, turning back to normal, and he falls over backwards like his half charged usmash, crushing the lowest placing loser. Envy casually gets up afterwards and walks off screen as if nothing happened.

Win Pose 3 – Ultimate Form
Envy is in his ultimate form from his final smash, and lets out a massive roar. He’s so d*mn big that it’s near impossible to see the losers. He comes up to the screen, completely blotting out the view, then grimaces. He then goes to walk off the screen from the side, showing off the disgusting zombies in his sides, then the losers are finally visible.

Win against Edward Elric – True Face
Envy is on the ground and Edward is standing over him, smacking away. Envy transforms his face into that of a few various FMA chars who are friendly with Ed, yelling out at him to stop, but Ed isn’t so easily fooled. Eventually, Ed yells out “Stop hiding behind other people’s faces!” for Envy to laugh and say “You REALLY wanna see?”. He turns his face into his true form (From the anime, anyway), stunning Ed, then turns back to normal and does his back rising attack, impaling his arm through Ed, killing him.

Win with Gluttony – Precious Sacrifices
Gluttony is seen staring at the losers, drooling. He goes to head over to them, but Envy comes on screen and leans on him. He points to the loser which did better out of the two. “That one’s a precious sacrifice. . .Not gonna let you eat that idiot, no matter how tempting it is. The other one though. . .All yours.”. Envy grimaces and casually walks off camera while Gluttony laughs maniacally and goes to eat the worst of the losers. If there is only one loser (Rare if two people are on a team), Gluttony simply eats that individual and Envy never comes on camera.

Loss Pose – Parasite Form
Envy is reduced to parasite form and trapped inside a bottle. He seems to be trying to tip the bottle over to try to roll away, but he’s not strong enough to even do that.

Kirby Hat – Palm Tree

Kirby gets Envy’s hair, neural special, and uair. So essentially Kirby copies the ability to copy, but he can copy any move he so pleases, and he at least gains one move while he waits to copy another move.

Snake Codec Conversation


Snake: Otacon, who the hell is this fruit cake? Is he some sort of gay stripper or something?
Otacon: I wouldn’t say that to his face, Snake. That’s Envy, and he has a very short fuse.
Snake: Shouldn’t that be that little brat Wrath’s job? Pfft. . .What’s he so envious of? The opposite sex?
Otacon: How should I know, and why is it important? What you –do- need to know is that Envy can transform into anyone and make weapons out of thin air, including stuff to compete with your arsenal.
Snake: Hmm. . .He’s more powerful then he looks, huh?
Otacon: No kidding. He’s only 400 years old and can regenerate from any wound to boot. There’s no way you’re taking him down.
Snake: You can’t be serious. . .
Otacon: Relax, Snake. If he takes enough damage, he’ll revert back into a harmless little parasite.
Snake: That’s more like it. . .This fruitcake’s lived plenty long enough already. His death is long overdue.
 

BKupa666

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YTP ARTHUR



This set came to me on a spammy day on the chat. Everyone started thinking (although jokingly) of a seven-character PINGAS Rangers moveset. While I thought about this, I remembered a certain character making a Youtube Poop rise: Arthur, the forever young nose-less aardvark. I realized how much potential he had for lulz in a serious moveset, and this was born. While he is not my best set this contest, he is still a solid moveset and a hilarious read, completing the trio started by King Harkinian and AOSTH Robotnik.

SCAR & THE HYENAS



When I was looking back over the movesets from The Lion King I'd done, which included Timon & Pumbaa, Simba, and now Zazu (in Iago & Zazu), I was only semi-pleased, seeing as how none of them really scored in the contests they were in. With that in mind, I looked over the characters from my favorite movie of all time to try another, and I came up with Scar, the villain. However, in an attempt for comedy and an extra mechanic, I gave him a Special where he can call out one of the three hyenas, Shenzi, Banzai, and Ed, to help him on the battlefield. Although his reception was ***** over a very stupid mistake of mine, he is still a great moveset full of nostalgia for TLK fans.

KAPTAIN SKURVY



When decided on a set to do after Scar, I was short on ideas, so I looked back over my MYM4 sets. Some of them I was less than pleased with, like Doggy & Bear and Kaptain Skurvy, who was rushed to the point of ignorance, and was posted before completion, leading to very few reads. However, he was still highly popular in SMs at the time, and I had several more ideas for him with the new originality standard in mind, so I set to work on remaking the Kaptain. He now has a completely new moveset, which is chock-full of detail and cool moves. Although his moves are not really related to each other, leading to some confusion, he is still probably my best set yet, so give him a read when you have the time.

SEBASTIAN



This set came to me more on a whim than arguably any other. Over Spring Break, I was on a boat for a week down in the Florida Keys. This experience including snorkeling among many gorgeous coral reefs, where I saw a wide variety of sea life. This reminded me of a certain Disney movie under the sea, and I wondered what character from that would make a good moveset. I also remembered when it was a chat phenomenon to make a crab moveset, so I took Sebastian, the crabby conductor from The Little Mermaid and threw together a set for him. While he doesn't flow as much as I'd like now, due to him being started before my moveset renaissance of sorts, he's still an entertaining read that will be sure to give you a few laughs.

BOWSER JR. / SHADOW MARIO



This set was really a special one for me; Bowser Jr. was my most wanted new Brawl character, and when Sakurai let me down, I was quite disappointed, naturally. I had been planning to make Jr. a moveset ever since I joined in Make Your Move 3. However, there were always other Jr.'s there instead, so I held back my ideas and made different movesets. However, one day in the chat, Warlord expressed his desire to see a 'good' Jr. moveset (as the other ones were less than admirable, looking back). As Warlord had already done my other most wanted character, K.Rool, I quickly reserved Jr. and made him one of the longest and most detailed sets to date. Halfway through, I changed his alternate form, Shadow Mario, from an HP-based twist to a full character, bulking up the set significantly. To quote Warlord, this is my sexiest set yet that is sure to make you **** in your pants, in awe (OK, that last part was me). But seriously, don't read it if you hate long movesets packed with detail; it's original, but not for the faint-hearted.

TRYCLYDE



So, a new MYM is upon me, and I am coming up slightly short on ideas. So, I look back over some old favorite games of mine to see if there are any potential movesets I can pull out of them. Among these games was none other than Super Mario Advance, the GBA remake of Super Mario Bros. 2. Being the villain fanatic that I am, I had to choose one of the classic bosses from that game. Tryclyde was the first (but not last!) of those bosses that I saw potential with. In the middle of his creation, I threw in the Growth Spurt mechanic. This starts him off with one head, but allows for two more to be grown, in a Hydra-esque manner. Tryclyde's extra heads add extra detail, but he's still a fun read if you have the time.
 
D

Deleted member

Guest
Great to see this up. Will read and comment on Triclyde in a moment.

Oh, and Envy too. :)
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
Tanookie - Dracula, the Brown
Make Your Move 6 Link-Up Space


I will be gone from July 12th until the beginning of August (the date is still unknown). However, below are a list of movesets I intend to make - the first three have already been started, but the last two are still in the air. However, every moveset on this list is still subject to change; in addition, just because a character is on here does not mean I will not be making him/her/it/potato.

- - - - - - - - - - - - - - -

Colette Brunel, the Chosen One
(Tales of Symphonia)


Tyrande Whisperwind, Queen of the Night Elves
(Warcraft)


Dawn, Pokémon Coordinator
(Pokémon)


Palom and Porom, the Mysidian Geniuses
(Final Fantasy IV)


The Packmaster
(Original Character)
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
In memory of SirKibble, I will be submitting his final set (which was too late to be voted for in MYM5) into MYM6. This set does not count as my entry, but rather it is an entry from SirKibble. I submit this set with his permission, so that it may be eligible for voting.

- - -

( Music links found in all headers )





Adeleine debuted in Kirby 64: The Crystal Shards, where she met and befriended Kirby after being possessed by Dark Matter and defeated by the star warrior. As repayment for driving the demon out of her, Adeleine guides Kirby to the next stage, and shows up throughout Kirby's quest to paint helpful items for him, sometimes inadvertently giving him clues to find Crystal Shards.

Adeleine is a budding young artist, but her skills with the brush are simply majestic. They're so majestic, in fact, that her paintings literally come to life. It's through this that she proves herself a valuable addition to Kirby's team, as well as a strong contender in Brawl!



Perspective
An artist's perspective changes a lot about their paintings, giving them different meanings and messages. In Brawl, Adeleine switches between four different perspectives via her Specials, which allow her other attacks to function slightly differently. For example, the Up Special sets Adeleine's Self Perspective, wherein she'll find all her recovery, healing, and defensive moves, while her Side Special triggers her Power Perspective, where Adeleine finds the moves that are viable for KOing foes. When using any of her Specials, Adeleine simply twirls her brush in her hand quickly, taking about a quarter-second. The animation is the same for all four Specials, so it keeps your opponent guessing.

Gallery
Adeleine's "gallery" of paintings can only have three at a time. In other words, only three painted creatures may exist per Adeleine player on the field at any given time. These can only be destroyed by Adeleine herself, unless an opponent knocks them over the edge of the stage; they don't have HP that can be depleted. When Adeleine exceeds her gallery's quota, her oldest painting will simply vanish as the new one is painted.



Size ~ 6/10
Adeleine stands about the height and width of Ness or Lucas.

Weight ~ 3/10
Adeleine is a bit of a lightweight.

Movement ~ 5/10
Adeleine isn't speedy moving around, but she's not slow. This applies both on the ground and in the air.

Traction ~ 5/10
Adeleine doesn't slip around too much, but neither does she stick to the ground.

Jump ~ 6/10
Adeleine's jumps are just a bit above average.

Fall ~ 5/10
Adeleine's not particularly floaty, but not a fastfaller either.

Atk Spd ~ 10/10
Adeleine's attacks happen lightning-fast, but largely consist of trap-type moves that will take some time to perform their functions. Regardless, she suffers very little lag.



Neutral ~ Free Perspective
An open-minded perspective gives Adeleine a range of attacks, none of which are especially good at any one particular thing. Basically, this form is without any glaring weakness or strength. It's an effective middle ground for new Adeleine players to start on, and for experienced players to rely on as necessary.

Side ~ Power Perspective
An emphasis on power in her strokes makes attacks in this perspective powerful and threatening, but is sometimes detrimental to Adeleine herself, as such an outpouring of energy is likely to take its effect on the budding artist.

Up ~ Self Perspective
This introspective outlook gives Adeleine a variety of self-help moves, mainly by way of recovery, healing, mobility, and defense.

Down ~ Mystery Perspective
Elusive as they come, this perspective is full of unpredictable traps and unusual attack methods. This perspective is arguably the hardest to use right, but is deadly in the hands of a good player.



Neutral ~ N-Z


Adeleine, in one swift stroke, paints an N-Z, a Waddle Dee-like enemy with a black body and white feet. This happens quickly, with barely any startup or ending lag. N-Z are surprisingly resilient and can't be sent flying at all.

A Free N-Z will simply stand in the place it's painted, essentially functioning as cannon fodder for Adeleine. It can absorb an infinite number of hits, only falling over when hit, and quickly standing back up.

Power N-Z will instead run back and forth on the platform they're painted on, at about Jigglypuff's running speed, dealing 3% damage and weak upward knockback to anyone they hit, including Adeleine. They'll turn around at ledges and walls, covering the entire width of the platform with their run.

Those N-Z created in the Self perspective will attempt to follow Adeleine around, despite her running speed exceeding their own. They'll absorb hits just like the Free N-Z, but following behind Adeleine, can be more valuable in certain situations. They'll always try to get behind her, so don't count on them to block any frontal assaults, and also note that a stationary shield is sometimes better for your purposes.

Mystery N-Z are a peculiar breed. These stand in place, serving no apparent function and dissolving into a black cloud at the slightest hit from enemy attacks. If they manage to hang around for three seconds, though, they'll suddenly vanish and reappear behind a random opponent, leaping toward them in a single small bound, dealing 3% damage and weak upward knockback. They'll perform this same attack every three seconds, if kept alive.


Forward ~ Galbo


Adeleine quickly paints a Galbo, a fiery enemy with a large mouth that comprises the better part of its body. Galbos have the ability to spew flames, generally doing so in spurts. These have little lag to paint, though not as little as easy paintings like the N-Z. Galbos are somewhat heavy, being mildly difficult to knock around.

Free Galbos sit in place with their eyes closed, suddenly opening them and breathing flames every three seconds for about a second, over a range similar to a Fire Flower, dealing similar damage. They won't damage Adeleine, so hiding in the flames is often a smart idea.

Power perspective Galbos are more dangerous about their attack, spewing a fireball every three seconds the size of Kirby that shoots forward as fast as the pink puffball dashes. These deal 15% damage and good horizontal knockback, disappearing on impact, but Galbo will only fire off two of them before stopping, sitting there idly for the rest of its lifespan.

Self Galbos breathe hot air instead of flames, which is soothing to anyone (even opponents) directly in front of their mouths. They'll do this for a second at a time, healing for 2% damage during that second, before waiting the normal three second interval.

Mystery Galbos spew a deep purple smog (Fire Flower's range), which deals no damage, but reverses enemies' up/down and left/right controls for five seconds. The rate of attack for these Galbos is the same as the others.


Up ~ Tick


Adeleine can quickly paint the simple Tick, and does so almost effortlessly, right in front of her. Ticks are light and easy to send flying off the screen, with the exception of Mystery Ticks, who cannot be hit.

Free Ticks stap sit idly on the ground, extending their needles upward stabbing in a pattern. They'll sit still for two seconds, then extend their spike for two seconds, repeating this cycle endlessly. Their stab deals 10% damage and pretty good knockback.

A Tick made in the Power perspective sits idly on the ground until an opponent comes within the range of Marth's Up Smash directly above it, at which point it will instantly extent the spike on its head, creating a tall, thin hitbox that deals 15% damage and pretty good upward knockback. It holds the spike for half a second before retracting it again. After retracting the needle, it has to wait five seconds to attack again.

Self Ticks aid Adeleine in getting off the ground, sitting idly until she runs up to them, at which point they'll project their spike upward, sending Adeleine twice her normal jump height into the air.

If Adeleine paints a Mystery Tick, it will take about a second to sink into the ground (it does nothing to opponents during this time), at which point it can no longer be seen or hit. If it does this on a pass-through platform, it will fall through, but on solid platforms, it will sit and wait in the ground, stabbing upward like a Free Tick when an opponent passes over it. These Ticks are weaker, however, dealing only 10% damage and weak upward knockback.


Down ~ Mite


Adeleine paints a Mite quickly, in only a single, swift stroke. Mites are frail and are easily knocked around, but will often dig underground to become invulnerable.

Free perspective Mites will begin digging at the ground the instant they're painted, making their way underground. This takes them about two seconds, and anyone who touches them as they do this will take 8% damage and be buried. After this, the Mite does nothing.

Power Mites dig down like Free ones, but much more quickly, taking about half a second. This part of the attack deals no damage now. After they get down, however, they'll sit and wait for an opponent to step on them, at which point they'll hop up, dealing 10% damage and moderate upward knockback. After they've done this, they'll dig underground again.

Self Mites dig endlessly, never moving underground and not burying opponents. Every second or so, they'll kick up a rock about the size of a Pokeball item, kicking it toward Adeleine. They can generally reach her if she's within about half of Battlefield's length. These rocks will damage enemies for 5% damage and flinching knockback, but can't damage Adeleine, serving as cover fire more than anything else.

Mystery Mites repeatedly slap, rather than dig into, the ground. This creates a cloud of dust around them about the size of Bowser. Opponents who enter the cloud will move slowly, as if affected by the Timer item, for the next five seconds.


Dash ~ Hack


Adeleine skids to a stop as she paints a Hack in two swift strokes that take about a quarter second to perform. This axe-like creature is heavy and hard to knock around.

A Free Hack will simply run forward after being drawn, moving at about the speed of Mario's run. If it reaches a ledge, it will hop down it, landing on lower ground if possible, before running forward again. Anyone it hits will take 8% damage and weak downward knockback.

Power Hacks run forward similarly to Free Hacks, but upon approaching an enemy, will swing their heads backward and then throw them forward, planting into the ground. This happens with moderate startup lag, and the powerful axe swing deals 18% damage and great diagonal knockback. Unfortunately, after performing this once, Hack gets its head stuck in the ground, and becomes useless.

A Self Hack serves as a projectile reflector as it runs forward. These won't deal any damage or knockback as they run, but their metallic heads will gleam as projectiles approach them, reflecting the projectiles back at their users.

Mystery Hacks don't run like the others, but sit in place and swing their heads forward, releasing the axe blade as a boomerang-like projectile. It travels forward the distance Link's boomerang does if Smashed before returning to Hack, moving at about the speed of Luigi's fireball the whole way. The whirling blade deals 10% damage and flinching knockback upon hitting someone, and will drop to the ground as it does, rendering Hack useless after he scores one hit. As long as he keeps missing, though, he'll continue to throw his boomerang head as soon as he gets it back.



Forward ~ Fishbone


Adeleine paints a Fishbone with three sweeps of her brush, this taking a slightly longer amount of time than most paintings due to the different colors. Note that only in the Power perspective can Adeleine charge up this attack, in which case she'll simply continue painting over the completed Fishbone as she charges. Fishbones are somewhat light and easy to knock around.

Free Fishbones will launch their large red heads forward to attack, sitting in place as they do so. The sharp projectile travels forward for half the length of Battlefield or until it strikes an opponent, dealing 8% damage and flinching knockback. It fires one every two seconds, the smaller pieces growing to become larger and moving up the body, with a new small piece appearing every time.

Power Fishbones swim forward in a haphazard pattern, similar to Mewtwo's Shadow Ball in Melee, at about the same speed. They proceed forward indefinitely, plowing through enemies they run into while dealing 12 - 20% damage and good diagonal knockback.

After painting a Self Fishbone, Adeleine will swiftly grab it and hold it in her free hand. This means she can't grab items, but as long as she's holding the Fishbone, it will stab at opponents who grab her, releasing her from the grab and dealing 2% damage and flinching knockback to them.

Mystery Fishbones collapse into three pieces on the ground as soon as they're painted. Three seconds later, vibrating a bit in the second beforehand, the three pieces each rocket upward at the speed of Sonic's dash, at random angles up to 45 degrees from the vertical either way, each dealing 5% damage and moderate knockback toward the next (the red toward the orange, orange toward yellow, and yellow toward red).


Up ~ Snipper


Adeleine paints a Snipper around her, its massive claws surrounding her evenly. The Snipper is about the size of Bowser, and is very heavy. Because of its large size, it takes Adeleine a bit longer to paint the Snipper, having above average lag. Just like with the Fishbone, only the Power Snipper is capable of being charged up.

Free Snippers will snap their claws shut once after being painted, almost instantly, before retreating into the ground, never to be seen again. The claws deal 12% damage and pretty good upward knockback if they hit.

Power Snippers behave much like Free Snippers, but are capable of charging their crushing claws to deal 15 - 25% damage with good upward knockback, though the closing of the claws is considerably slower. These also retract into the ground after snipping once.

After being painted, Self Snippers will quickly grab onto Adeleine with their claws, holding her tightly. Until she moves (or after three seconds), the Snipper secures her in place, essentially giving her superarmor. She is still capable of performing attacks from the Snipper's grasp, but it will let go as soon as she moves away.

If a Mystery Snipper is painted, it will take about half a second to lightly touch the tips of its claws together above it. As it does so, its entire body turns to stone, and becomes a stage obstacle, capable of running into and being stood upon. Characters can also push it around at the same speed they could carry a crate. When any of Adeleine's paintings' attacks strike the Snipper statue, it will explode, damaging anyone within a short distance of it for 18% damage and decent knockback away from its center.


Down ~ Plugg


Adeleine paints a Plugg in front of her. Plug takes a moderate amount of time to paint, but nothing overwhelming. Pluggs have a moderate weight, being able to be knocked around somewhat easily. As with Adeleine's other Smashes, only Power Pluggs can be charged up.

Free Pluggs jump into the air a short distance, flipping over to plug themselves into the ground. This takes them about half a second, and as they do so, two balls of electricity about the size of a Party Ball shoot out in either direction. They shrink as they go, disappearing after traveling one-fourth the length of Final Destination. These deal 10% damage and stun enemies like Zero Suit Samus' Paralyzer. After this, Plugg's head is stuck in the ground, and he becomes useless.

Power Pluggs sit still for about a second after being painted, shivering violently. After a full second has passed, they'll short out and explode, dealing 18 - 30% damage and high diagonal knockback within about the range of a Blast Box. The battered Plugg sits on the ground after the explosion, and does nothing.

Self Pluggs will stand in place, doing nothing until Adeleine runs past them. If she does so, the Plugg lets out a brief electric shock, jolting Adeleine. For the next five seconds after this, Adeleine has 1.5 times her normal running speed and jump height! This can be done multiple times, but Plugg will not shock Adeleine again until the effects of the first jolt have worn off.

Mystery Pluggs sit in place with their eyes closed, creating an unstable magnetic field around them. It turns on and off every two seconds, starting out off as they're painted. The magnetic field pulls anything within a Smart Bomb explosion's radius toward Plugg at Mario's dashing speed.



Neutral ~ Zeban


Adeleine paints a green Zeban around her, which is just big enough to fully encompass her. She does this in one full-circle sweep of her brush, this being a quick painting. Zeban cannot be hit by opponents, and attacks made on him will simply pass through.

Free Zeban are essentially a random escape tool for Adeleine. The Zeban will instantly spit Adeleine in a random direction, she moving about the distance a Fire Fox travels before regaining control. She has superarmor for the duration of this launch, so it's a decent escape method, though the random direction can be difficult to work around at times. After launching Adeleine, Free Zeban sit helplessly, doing nothing.

Power Zeban take a little longer to spit Adeleine out, swelling up for about half a second before they do. After this, they'll spit her toward the nearest enemy, for a similar distance. Unlike the Free Zeban, the Power Zeban's launch does not give Adeleine superarmor, but she does become a high-priority hitbox while launching, which deals 12% damage and pretty good diagonal knockback. Power Zeban do nothing after launching Adeleine, and Adeleine enters a helpless state if she ends up in the air.

Self Zeban are one of Adeleine's recovery options. They'll swell up like Power Zeban before spitting Adeleine out, but have a different target than their Power counterparts. If a ledge is within the area they can shoot Adeleine, they'll fire her toward the nearest one, she sweetspotting the ledge as she hits it. If a ledge is not within their range, they'll simply fire Adeleine toward the absolute center of the stage. Adeleine enters a helpless state after this, and the Zeban also becomes useless.

Mystery Zeban will swell up like Power and Self Zeban, but will then rapidly melt and stick to Adeleine's body. This takes about a second to full perform, but leaves Adeleine coated in a thin film of green slime, which lasts for the next ten seconds (or until the Zeban is destroyed by Adeleine painting new creatures). This sticky film prevents Adeleine from bouncing off of surfaces she's knocked into, she instead sticking to them firmly. For example, while Ganondorf's Down Aerial is likely to bounce her off the ground and up to her death normally, while this film remains, Adeleine would simply stick to the ground, falling on her back or front. If she strikes a floor, this will always be the case. In the event that she's slammed against a wall or ceiling, she'll retain an aerial pose, able to use her Aerial Attacks immediately.


Forward ~ Pteran


Adeleine performs a single sweep of her brush overhead, very quickly, painting the Pteran. Pterans are easily knocked away, as they're very light.

Free Pterans will fly directly forward from the point they're painted at, moving at about the speed of Ness' PK Thunder projectile. Anyone they contact, they'll deal 7% damage to.

Power Pterans begin flying forward like Free ones, but after traveling about one-fourth the distance of Final Destination, will make a sharp plummet downward, angling themselves up to 20 degrees from the vertical to aim at an opponent. The beginning of their flight deals no damage, but the powerful plummet downward, during which they'll move slightly faster, deals 18% damage and strong upward knockback. After hitting the ground, the Pteran gets its beak stuck, and is useless.

After painting a Self Pteran, Adeleine will reach up quickly and grab onto its feet. She then has the ability to control its flight path, essentially being able to perform a glide like those of characters like Meta Knight or Pit. She has no Glide Attack, letting go upon any button press and entering a helpless state.

Mystery Pterans flap their wings like other Pterans, but don't move at all. Instead, they form a whirlwind around them, which takes about two seconds to fully form. The whirlwind, which is about as tall and wide as Ganondorf, will pull in closeby opponents and spin them around for a second before throwing them upward, out of the whirlwind. This deals 5% damage and make the opponent unable to use attacks for the next three seconds.


Backward ~ Scarfy


Adeleine spins around twice, sweeping her brush behind her each time to paint a Scarfy. Despite what it sounds like, this is a relatively fast painting. Scarfy are somewhat heavy, and have an alternate form they'll take for some paintings--a one-eyed brown creature with fangs that otherwise looks much like the form shown above.

Free Scarfys will sit in place until hit with an attack from an opponent. When the opponent's attack hits, so long as Scarfy remains within one Negative Zone's area of the perpetrator after being knocked away, Scarfy will take on its beast form, following the opponent at the speed of Lucas' PK Thunder (and with similar turn radius) until it touches them, where it will explode, dealing 10% damage and flinching knockback. This will destroy Scarfy.

Power Scarfys are painted in beast form to begin with, and will immediately start chasing the closest player. Unfortunately, as you may have guessed, that's almost always Adeleine, so she'll have to draw them toward another player in order to not be hit. They explode on contact, dealing 14% damage and moderate upward knockback.

Self Scarfys, when painted, appear in beast form, and will quickly bite onto Adeleine and throw her upward. This happens in about a second, and will deal 10% damage to Adeleine. The upward knockback, however, is often useful for recovery, being roughly equivalent to that of Mario's Up Throw. Note that this does NOT put Adeleine in a helpless state like her other recovery options. After tossing Adeleine up, Scarfy returns to its cute, normal form, and becomes useless.

Mystery Scarfys behave just like Free Scarfys, only they must be hit to be kept at bay! Every five seconds, if these cute creatures haven't been hit at least once in the previous five seconds, they'll target within a Negative Zone's radius, targetting the closest opponent and homing in like Free Scarfys do, dealing the same damage and knockback with their explosion.


Up ~ Propeller


Adeleine paints a Propeller in one overhead sweep of her paintbrush overhead, doing so quickly. Propellers are light and easy to knock around.

Free Propellers sit in the place they're drawn, periodically creating a cloud of ice around them, covering an area about as large as King Dedede. They'll switch the icy cloud on and off every second. The icy blast deals multi-hit damage like the Ice Climbers' Blizzard, up to 10% each time.

Power Propellers sit in place like Free ones, but won't do anything until an opponent comes onto a direct vertical or horizontal alignment with them. In other words, the opponent must be directly above, below, to the right of, or to the left of the Propeller, at which point the Propeller will start moving in that direction, at about Jigglypuff's dashing speed. The Propeller still has the ability to target, despite moving only in a straight line, adjusting its path if another opponent (or the same one) lines up with it in a different direction. In this way, these Propellers target opponents. Dodging past a Propeller as it passes will lose it. These Propellers deal 8% damage and weak upward knockback when they hit an opponent, but until dodged or knocked away, will continue to strike at the opponent.

Self Propellers are instantly grabbed by Adeleine and carry her upward. They'll carry her up like Snake's Cypher, and she can let go at any time by dodging. If she doesn't let go prematurely, this carries her almost as high as Snake's Cypher. However, once she lets go, unlike Snake, she enters a helpless state, and the Propeller flies off the top of the screen.

Mystery Propellers hover in place until an opponent passes below them, at which point they'll turn to ice, frozen solid. This happens almost instantly, and the Propeller then proceeds to drop at high speed, about what Sonic travels upward during his Spring Jump. Upon striking an opponent or the ground, the Propeller explodes into a cloud of frozen shards about the size of Bowser. These shards deal multi-hit damage up to 20%, but the Propeller is destroyed by this act.


Down ~ Zoos


Adeleine paints a Zoos below her in two swooshes of her brush. This takes a little longer than most paintings, but is still quick. Zoos are easy to knock around, being very light.

Free Zoos sit in place, squeezing a droplet of water out of their clouds every two seconds. These droplets fall down at the speed of Ness' PK Thunder projectile, and deal 3% damage plus very weak set downward knockback. It's just enough to knock opponents off their feet if they're standing on the ground, and isn't especially useful for spiking.

Power Zoos sit in place as well, but will throw lightning bolts about the size of Squirtle out of their clouds. They'll alternate sides, throwing one bolt every second. These are thrown in arcs that can vary like the Hammer Bro. Assist Trophy, covering a similar area, though Zoos never jumps. These lightning bolts deal 12% damage and stun opponents like Zero Suit Samus' Paralyzer.

Self Zoos will let Adeleine land on their cloud as she falls past them. She can remain on the cloud for three seconds, moving it as she pleases by tilting the control stick. The cloud moves about as fast as Pit during his Up Special. Adeleine can jump off the cloud, finishing the move prematurely, if she wants. Whether time runs out or she jumps, Adeleine will enter a helpless state after this, and the Zoos' cloud dissolves, the creature vanishing in a puff of smoke shortly after.

Mystery Zoos will sit idly until an opponent comes within a Battlefield platform's length of them, at which point they'll dart toward the opponent at high speed, until their cloud covers the victim's head. They can still be knocked away, but as long as they're not, they'll deliver a jolt to their victim every second, which deals no damage or knockback, but provides an automatic interruption of anything they're currently doing.



Grab ~ Normal
Adeleine reaches forward to grab with her free hand. This is nothing special, having a similar range and speed to Mario's grab.

Pummel ~ Special
Adeleine has no traditional "Pummel," but is capable of using all of her Special Attacks with an opponent grabbed. Holding the grab button after a grab and tilting a direction (or not tilting at all for Free perspective) will cause her to twirl her brush in one hand when the button is released, making her able to change perspectives before throwing her opponent.

Forward ~ Ghost Knight


Adeleine paints a Ghost Knight in two swift strokes, between herself and her enemy. Ghost Knights have a moderate weight.

Free Ghost Knights will simply stab their lance forward into the enemy, dealing 10% damage and pretty good diagonal knockback. They'll sit in that same spot afterward and stab anyone who gets within range, which is similar to Marth's Shieldbreaker. The stab takes about half a second to perform, with some startup and ending lag.

Power Ghost Knights perform a horizontal sweep of their lances, beating their enemy hard for 15% damage and good diagonal knockback. Unfortunately, they'll spin around after this and become dizzy, unable to do anything else.

Self Ghost Knights, after being drawn, do not attack Adeleine's victim, but will give Adeleine their lance, which she can then use as a battering item. She lets go of her victim as she takes the lance. The lance is equal in power to the Lip's Stick item, and has a similar range, but doesn't have the added effect of a flower.

Mystery Ghost Knights will perform two quick slashes toward their victim, drawing an "X" over them. This deals no damage or knockback, and the foe is then released. For the next three seconds, they are unable to use their Neutral Special attack.


Backward ~ Emp


Adeleine quickly paints an Emp between her and her opponent. After doing so, she tosses her opponent behind her onto the ground. They'll take only 3% damage from this toss. This all happens rather quickly. Note that Emps are light and easy to knock around.

Immediately upon being painted, Free Emps will don a scared expression, presumably upon seeing Adeleine's opponent. They'll close their eyes and turn around, running blindly. Moving at about Mario's dash speed, they'll deal 12% damage and flinching knockback to anyone they hit, which will almost always include the opponent Adeleine tossed backward.

Power Emps have mustered a little more courage, and will puff up their bellies and turn around to face the opponent on the ground. As long as the opponent lies still, Emp won't do anything, but he'll charge as soon as Adeleine's victim stands up (rolling dodges and Situational Attacks will count toward this). At that point, Emp will make a Skull Bash-esque dive in that direction, dealing 15% damage and good diagonal knockback if he connects. A player who knows what's going on will usually be able to avoid this hit, but when the other possible Emps Adeleine can paint are factored in, it's not so obvious.

Self Emps will turn toward Adeleine after she tosses her victim, and will blast her with cold air. A thin layer of ice forms around Adeleine, which will absorb exactly 15% damage without Adeleine taking any. After taking 15% damage, the ice will break off. She'll still take knockback from attacks, but the damage-blocker is very handy. This takes about a second to fully perform.

Mystery Emps stand in place after being drawn, growing slightly every second. Every time it grows, it gains a small amount of weight, but after the fifth growth spurt, it suddenly becomes immovable by hitting, now being about Bowser's size. This large penguin will lumber in a random direction, at about Ganondorf's walk speed, dealing 12% damage to and burying anyone he runs into. Upon falling over a ledge or hitting a wall, the massive penguin will pop, disappearing instantly.


Up ~ Bronto Burt


Adeleine paints a Bronto Burt over her enemy's head in a very short amount of time. Bronto Burts are light and very easy to send flying away.

Free Bronto Burts will grab onto their victim's heads and start flying straight up, at about Kirby's falling speed. This deals no damage, but opponents will have to struggle to break the grip before being carried off the top of the screen. Bronto Burt will stop and release the victim if he runs into a ceiling.

Power Bronto Burts fly up a short distance, then divebomb into their victim. Adeleine can still lose her grip on the enemy during this time, and the full attack takes about a second. If Bronto Burt hits, he'll deal 18% damage, knocking the opponent to the ground. This impact also dazes Bronto Burt, though, and he becomes useless as he collapses to the ground.

Self Bronto Burts won't attack Adeleine's opponent, and she'll simply release them after painting one. These will hover over Adeleine's head until they're destroyed, and will boost her jump height to 1.5 times normal every time she jumps. This applies to both ground and mid-air jumps.

Mystery Bronto Burts will quickly drop to the ground and glare forward, as Adeleine releases her opponent from her grip. They'll sit there indefinitely, and any opponent who comes eye-to-eye with them will constantly take damage (4% per second) until they break eye contact.


Down ~ I3


Adeleine flings her brush into the air about the height a Fire Fox can travel, it spinning in mid-air as it paints an I3 right above her opponent's head. She then catches her brush as it comes down. This is Adeleine's longest painting by far, and the opponent may still break the grip during the painting of the I3. I3 cannot be moved by enemies' hits, and is roughly the size of a crate.

Free I3s will simply drop on Adeleine's opponent, dealing 14% damage and burying them before the I3 disappears. This takes about one second.

Power I3s will hover in mid-air, turning their eye as best they can to look downward. They'll then close their eye and release a massive laser from the bottom of their cube, which is as wide as the cube. This brief laser will travel through ground and anything else in the way, dealing 25% damage and great diagonal knockback. Unfortunately, Adeleine is also caught in the beam, so she'll take the damage and knockback as well. Use wisely.

Self I3s will hover over Adeleine's opponent as she lets them go. They'll continue to hover as the battle goes on, and will drop similarly to the Free I3s only when Adeleine's opponent hits her. On the plus side, this serves as a guard against comboing, but it also means that your opponent can do a quick, easy attack and then dodge the I3.

Mystery I3s drop just like Free I3s, but instead of dealing damage, they'll simply shrink their unlucky victims, who suffer the same statistical changes as they would under the effects of a Poison Mushroom. This effect lasts for the next five seconds, and can't be stacked.



Final ~ Dark Matter


Adeleine takes about two seconds to paint four Dark Matters around her, each about the size of Kirby. The Dark Matters will last for 15 seconds, each doing something different (due to all being painted in a different perspective). Adeleine becomes vulnerable after painting the Dark Matters, and they do not count toward her gallery quota.

The Free Dark Matter hovers around aimlessly. Every few seconds, it'll flash brightly and spit out an enemy akin to one of Adeleine's paintings. The one it spits is random between those available in the Standard Attacks, Smash Attacks, and Aerials, and will always have the same abilities as a Free perspective painting. These enemies don't count toward Adeleine's quota, but will disappear when the Free Dark Matter creates a new one. Essentially, this Dark Matter has its own quota, which is only a single enemy.

The Power Dark Matter rushes blindly about the stage, darting through walls and floors similarly to Pikachu during his Volt Tackle. He has no aim, simply darting about randomly at high speed, dealing 20% damage and good knockback in the direction he's traveling to any opponents he hits.

The Self Dark Matter revolves around Adeleine, serving as a high-priority shield that will block any attacks that hit it. It circles at a moderate speed, so well-timed attacks can still get through, but the circle is tight enough that Adeleine is generally well-protected. Enemies that touch this Dark Matter are given weak knockback away from Adeleine, but no damage.

The Mystery Dark Matter sits in place, doing nothing until an opponent comes within a Smart Bomb explosion's radius of it, at which point it will begin to follow them as fast as Lucas' PK Thunder projectile. This Dark Matter will not switch targets, and will travel around stage obstacles to reach its target. If it does so before disappearing, it will possess the victim, taking full control over their actions until it goes away. Opponents caught by this act similarly to how they do in Luigi's Negative Zone, and will frequently fall asleep or perform taunts against their will. Possessed opponents still have some control over their actions, but will randomly perform actions that weren't input or receive status conditions like sleeping or dizziness.
 
D

Deleted member

Guest
He can't live without
SYMMETRY!!

Death The Kid Joins the Fray!

Death The Kid
Moveset written by: TWILTHERO
Anime: Soul Eater


Frequantly asked questions -

**** IT TWIL!!! Why'd you steal Prinny's organization?

Sorry. Was too lazy to make my own :3.

Mind telling why Death the Kid is in love with symmetry, yet this moveset is not in a symmetrical pattern?
I thought that it would look weird for the moveset, and MasterWarlord might yell at me for blinding his eyes. Plus, i was too lazy.

Must you use wikipedia as always for the description?
Yesh!!!

P R O F I L E
Death the Kid is Shinigami's son and the meister of Patti and Liz. He is called Kid by his friends and family. He refers to Shinigami as 'honorable father' (父上, chichiue?) and seems to be named after him, as it has been shown that Shinigami's name was "Death" when he was younger. Kid suffers from obsessive-compulsive disorder, which is represented as a complete obsession about everything being symmetrical. To him, anything symmetrical is beautiful and if something is off by even the slightest measurement he will try to correct it right away. While Kid himself tries to look as symmetrical as possible, his hair causes him problems as one side is completely black while the other has three white strips going across it. Showing him anything that is too asymmetrical or mentioning his hair will send Kid into a state of massive depression, make him feel ill, or cause him to cough up blood and faint in the most extreme of cases. This behavior sometimes results in Kid being unable to fight because he is distracted by his enemy's symmetry, or by the lack of symmetry in his surroundings. When this happens it usually requires some encouragement from Patti or Liz to get Kid to focus again.

Note that this moveset is based of the ANIME of Soul Eater, and not the manga of it. If there are some moves i have forgotten from the manga, i'm sorry, and i might consider remaking Death The Kid is a future MYM, but....for now, no.
S T A T
Height: 6 / 10
Power: 6/10
Knockback: 4/10
Range: 6/10
Weight: 2.5/10
Projectile Range: 8.5/10
Recovery: 7/10
Traction: 2/10 (7/10 if on Skate/Hoverboard)
Run: 4/10
Walk: 5/10
Priority: 6/10



S P E C I A L
Mechanic - Symmetry is everything!!!

Death The Kid loves symmetry. Everyone knows what symmetry is right? When something's 2 sides are both the same exact freaking thing. Well, Death The Kid's love for symmetry comes to effect in smash bros too. There are 2 ways that symmetry can come effect into the match: The stage's symmetry, and the opponent's character's symmetry. What does Death The Kid do with the symmetry you ask? Well...

Let's start off if the stage is symmetrical. If the stage IS symmetrical, and exactly the same on both sides (moving water, or if enimies randomly come into the screen like Birdo don't count), at the start of the match, Death The Kid will look at the stage's beautiful symmetry. He will then stare at the stage for 3 seconds, before regaining control of himself. This way, the opponent has a chance to attack Death The Kid at the very beginning of the match...but there's only half a chance of that happening. There's another 50% chance where Death The Kid does nothing at the beginning, and begins to fight the opponent. However, if the stage is not symmetrical, there is a 50% chance of one thing happening, and another 50% of another thing happening.

One thing is that he'll be extremely angry, and say, "WHAT A DISGUSTING PIECE OF CRAP!! Why must i stand on this piece on land?!??!" This will cause him to go on a rampage, while his attacks are increased by 2% each, Death The Kid will do a random attack every 30 seconds in the match. Seriously it could be anything (except for aerials, as he is not jumping). It's best when the 30 second mark reaches, get close up to the opponent, so Death The Kid can hit them when he's on a rampage. The other thing that can happen if the stage isn't symmetrical is that every 30 seconds, Death The Kid will then get on his knees, pound the ground with his fist, and cry about how ugly the stage is without it being symmetrical. This causes him to not be able to move for 2 seconds, while he's crying. Note that these effects (don't matter if it's good or bad) only work within the first 2 minutes of the match, or every single odd stock (first, third, fifth etc.)

Now on to if the character that Death The Kid is facing is symmetrical. If the opponent is symmetrical (i don't know why i'm laughing at this xD), if Death The Kid stares at his opponent for 5 seconds (like if his head is facing to his opponent), he'll stop moving for 2 seconds, he'll look at the beautiful symmetry of the opponent (he's not gay people -_-), and...can't do anything for the same 2 seconds. The other thing that can happen, if the opponent is not symmetrical and Death The Kid stares at them for 5 seconds, Death The Kid will be extremely angry, with all of his attack's ending lag will be greatly reduced (it's usually hardly any ending lag at all), and when he throws his opponent, it will be so fast, Death The Kid looks like he wants to hurt the opponent so more, and throw him/her again. Didn't know symmetry was so important. Like being said before, it only lasts for the first 2 minutes of the stock, and it will end if Death The kid's current stock is KOed.

Anyway, here's the complete list of symetrical...stages/characters:

Code:
[U][B]Stages and characters that are symmetrical:[/B][/U]

Battlefield 
Bridge of Eldin (for some reason, Death The Kid doesn't look into the background to see if the stage is symmetrical or not o.o)
Final Destination 
Halberd (eh....since at the beginning, it's technically symmetrical, so...)
Luigi's Mansion (only works if Death The Kid is outside the mansion within 5 seconds. Otherwise, it's not symmetrical)
Lylat Cruise (ummm...the ship is symmetrical!!)
Mario Bros. 
Castle Siege 
Delfino Plaza (the changing backgrounds should make this obvious)
Distant Planet 
Hanenbow 
Flat Zone 2 (lol)
Frigate Orpheon 
Green Hill Zone 
Yoshi's Island 
Pokémon Stadium (Death The Kid ignores the TV screen).
Norfair 
WarioWare, Inc. (he'll ignore the background)
Pokémon Stadium 2 
Shadow Moses Island 
Brinstar 
Spear Pillar (Umm.....Dialgia and Palkia are technically symmetrical so...)
Smashville (Only works if it's in the morning though)

Pit (since he technically has the 2 blades in both hands..)
Wario 
Pokemon Trainer (ALL the Pokemon are symmetrical :bee:!!)
Olimar 
Mario
Kirby
Bowser
Yoshi 
Peach 
Ice Climbers (they both have hammers in the other hands, and they work as a team symmetrically, so...)
Zelda
Captain Falcon 
R.O.B. 
Ganandorf 
Jigglypuff 

[U][B]Not symmetrical:[/B][/U]

Ike 
Diddy Kong (Wear your hat more properly!!!)
Meta Knight (lol, the sword)
Lucas (lol, the hair)
King Dedede (lol, the hammer)
Link (lol, the shield) 
Pikachu (lol, the tail)
Fox (lol, the tail)
Donkey Kong (lol, the [S]hair[/S] fur
Samus (the arm cannon)
Zero Suit Samus 
Sheik (lol, the hair blowing in one direction)
Ness (the hat)
Marth 
Luigi (lol, the L at the top of the hat)
Falco (lol, the eye thingy on his face)
Lucario 
Toon Link 
Snake 
Sonic 
Wolf 
Mr Game & Watch (lol, the irony)

Mario Circuit 
Mushroomy Kingdom 
New Pork City 
PictoChat 
Pirate Ship 
Port Town Aero Dive 
Rumble Falls 
Skyworld  
Summit 
Yoshi's Island (Melee)
Big Blue 
Corneria 
Green Greens 
Jungle Japes 
Onett 
Rainbow Cruise 
Temple
Neutral Special - Soul Resonance

Death The Kid will extend his arms out, with the guns weapon still in his hands, and say out loud, "Soul Resonance!!!!" All of a sudden, an electrical charge will surround the gun weapons, and they will both light up. It looks like it's transforming. If Death The Kid manages to successfully manages to perform the Soul Resonance by staying in place for 5 seconds (it may be only 3 seconds, though only a 10% chance for that), the guns will look like it's attached to his hands...and he looks totally badass. His attack knockback wise will increase by one level, while with his heavy guns, he weights more like Ike now. He'll be able to stay in that form for the remainder of his stock. However, if Death The Kid fails to perform with his Soul Resonance (by the opponent interrupting him), the move will fail, and Death The Kid will have to wait for 20 seconds before trying this move again. For a bonus fun, if Death The Kid is in a team match, all his teammates will get a boost of 3% damage for each hit for 20 seconds, and Death The Kid will have his power increased too, by 2% for the remainer of his stock. Here's a pic:
Of course, while Death The Kid in the Soul Resonance form, his neutral be replaced with something totally cool. When you press the Neutral B button, Death The Kid will aim both his cannons in the forward direction. After 2 seconds, a thick beam of blue light will fire out of it, and will cause 25% damage with great knockback to anyone that is caught in the blast. It has great priority too, however, it is a very laggy move, with taking 2 second to pull it off. Even a small projectile can stop it. However, it reaches about 10(!) stage builder blocks forward, and the beam's hitbox is rather...thick. Of course, it only fires at what's in front of Death The Kid. After Death The Kid finishes firing for 2 seconds, he'll suffer heavy ending lag. Be careful when using this move.

Side Special - The amazing number 8

Death The Kid will start counting with his fingers. He will count by 1 every half a second. If he reaches the number 8 (which takes a whole 4 seconds to count), he will be extremely happy, and say outloud, "That number is symmetrical!!!!" As he is happy, any effects from the symmetry mechanic will be removed for the remainer of the stock. No matter what. Also, he'll recover about 10-20% damage (randomly). However, if Death The Kid is interrupted while counting, he'll say outloud, "Numbers 1-7 aren't symmetrical!!!" Death The Kid will then be sad, be on his knees, pounding the ground for 2 seconds, and say, "I'm a useless piece of garbage!!!" This causes him to be unable to move for 2 seconds....obviously. Symmetry sure is a big thing for Death The Kid..

Down Special - Guns in human form O_o?


Death The kid will throw his guns into the air...and it looks like the guns took the form of 2 very hot girls. Seriously, it's the guns in there human form. They will then assume a pose of the pic above, and it will look symmetrical!!! However, it takes a whole 2 seconds for the guns to take there human form, and a whole another second for them to return to there gun forms. However, if they do manage to turn to human form and assume the pose, they'll stun opponents for 3 whole seconds, making them go like, "WTF?" They gotta be in a 3 stage builder block range. Also, there is a 20% second that this move will fail. It's because one of the girls might accidently be a step away from being symmetrical, and Death The Kid will go nuts at her, distracting Death The Kid instead of the opponent. How hysterical.

Up Special - Hover board

Death The Kid's hoverboard will appear beneath his feet, and it shall bring him up. It works similar to Pit's glide actually, though it's a bit more hard to get him to fly in the upwards direction. However, while Death The Kid is on the hoverboard, he can still perform any ground attacks...except, he performs them in the air! Pretty cool huh? Also, if any opponents are below the hoverboard, the air that's making the hoverboard fly up can send opponents down to there doom. Death The Kid has his hoverboard for 3 seconds, and going into any direction straight will bring Death The Kid up/left/down/right/whatever about 7 stage builder blocks in that direction. Of course you can control where you want to go. While Death The Kid can no longer recover if he used up his hoverboard time, he can still attack using his aerials (similar to how Sonic can do it).

Finale Smash - Ultimate cannon


Death The Kid has grabbed the smashball!! With it, 2 overly sized cannons will come into Death The Kid's arms. However, you must quickly point in the direction for each cannon you want them to be in (for example, if you want one cannon to go in the right direction, you tap right, and if you want another cannon to go in the upwards direction, immediately tap up right after). If you don't quickly choose which direction you want the cannons to be in, they will disappear. Death The Kid will fire the cannons after 2 seconds the cannons are placed, and a huge red and green blast comes from both cannons!!! It goes straight forward, and travel off the screen. It's kind of attacks opponents like Samus' final smash, but the beam is less thick, and you can choose the direction. If it hits the opponent, it can deal off in total 30% damage with great knockback from each cannon...not only that, if you decide to put both cannons in the same direction, and it hits, the damage will be combined, dealing off a grand total of 60% damage! However, it's still hard to hit with, as it's only a ground final smash, and the cannon beams aren't really big.

A E R I A L

Forward Aerial - Grab and shot

Death The Kid will attempt to grab the opponent, by extending his arm forward about 1 stage builder block forward. If an opponent is grabbed by Death The Kid in midair, he will grab the opponent's head, bring out one of his guns, and launch a big headshot to the opponent. This deals off about 12% damage, with ok knockback. This can only effect one opponent at a time however. The move's speed just has average beginning lag, and barely any ending lag. This is good against opponents who are trying to recover, and you can blow them right back to the right/left side of the screen.

Neutral Aerial - Blast in both directions!!

Death The Kid sticks out his guns in opposite directions of each other. There's a 25% chance that he'll end up blasting in the wrong direction, the front screen and the back screen, making it useless. Anyway, the blast in both directions deal off about 12% damage with ok knockback. It is impossible to hit with both the shots. The priority is simply okay, and the range for the blasts travels about 2 stage builder blocks. The speed for this move has about the beginning lag of Kirby's down special, and the ending lag of Ike's side tilt. This is good against opponents coming from both Death The Kid's sides.

Back Aerial - Blast to the eyes

Death The Kid will aim both his guns behind him and let out a blast from there guns. If it hits around the head area, it deals off a grand total of 15% damage, with nice knockback. However, if it fails to hit the opponent's head, this attack deals off a mesely 5% damage, with barely any knockback. The speed for this move is about the beginning lag of Pikachu's forward smash, and the ending lag of it as well. The range for this move, surprisingly, reaches only what's directly behind Death The Kid. A small red flash from the gun's tip will indicate it's hitbox around there. This move has above average priority.

Up Aerial - Spin Kick

Death The Kid will turn upside down, and extend his legs to both the right and left direction. He will then spin around, and the legs will attack any opponent caught in the spin. This move has barely any beginning lag, and above average ending lag. This move is a multiple hitter, dealing off about 2% damage for each hit, with there being 6 hits in all, and little knockback on the last hit. The move's priority is rather low though. The range for this move reaches only upwards, and the legs extend about 3/4sth of a stage builder block in each direction. Overall, a decent damage racker, but hard to KO with.

Down Aerial - Legs clap

Death The Kid will clap his legs downwards. If an opponent is caught between the legs, Death The Kid will then grab the opponent with his legs. You have about 2 seconds to throw the opponent. Pick any direction, and they'll be sent hurling in that direction with 12% damage, with ok knockback. The speed for this move is about the beginning lag of Ike's down aerial, and the ending lag of Ike's down aerial. The range for this move is what's only directly below Death The Kid, and nothing else. This move is basically a grab, and can be avoided pretty easily. This is good for spiking opponents, if they're directly below a pit.

T I L T

Forward Tilt - Blast spin

Death The Kid will spin his body around in a 360 degree angle, and after that, he'll aim both of his guns forward. He will then fire his guns, with 3 blasts. Each blast will do 4% damage with little knockback each. Also, the first blast travels only 1 stage builder block, the second travels 2 stage builder blocks, and the final and third one travels 3 stage builder blocks. The speed for this move has about a whole second for this attack to be performed, and there is only very little ending lag. The priority for this move is about on the medium level. When Death The Kid is doing the 360 degree body spin, he will be unable to be hit by any attacks for the first half of the second he's spinning, because he's sort of spinning to avoid any attacks. Use this move to get out of tight spaces.

Up Tilt - Blast to heaven

Death The Kid will crouch down to the ground, which is weird cause you're doing the UP tilt. Anyway, while crouching down, Death The Kid will aim one of his guns upwards diagonally, but will not look up to see if it's going to hit. He will then fire the gun with his pinky, and a beam blast will be fired from it. It will fire up about 4 stage builder blocks to the sky. Anyway, the damage and knockback depends on how close the opponent is from the gun, which is the source of the beam. At most, if they're like right in front of the beam, they'll suffer 15% damage with nice knockback, while being hit at the very end of the beam will cause a mesely 5% damage, with little knockback. This has nice priority, but the speed for this move is the beginning of Ike's side tilt, and the ending lag is none.

Down Tilt - Tornado flip

Death The Kid will get out his skateboard and start riding it. It's similar to his hoverboard...except he can't fly around. This increase his running speed to an 8/10, giving Death The Kid some much needed speed. However, he may only have the skateboard out for 3 seconds, and Death The Kid's skateboard will move on it's own, moving about a slow walking speed.

If you press down tilt again, Death The Kid will say out loud, "Tornado flip!!!" and will fling his skateboard forward with his feet, dealing off about 10% damage, with ok knockback if it hits. It reaches about 3 stage builder blocks forward, and has okay priority. It's speed has barely any lag at the beginning of this move, and about the ending lag of Ike's forward tilt. This move can be useful for surprise attacks.

S M A S H

Down Smash - Sweep, flip and dive

Death The Kid will first sweep the opponent using his leg, follow it up with a flip, sending them upwards, and when the opponent lands back on the ground, Death The Kid will do a leg dive to the opponent (similar to how Sonic's Dair.) Uncharged, all the hits will do 5% damage, with ok knockback on the dive, but fully charge will do 6% damage with each hit, and nice knockback on the last one. The range for this move requires the opponent to practically be right in front of Death The Kid. If Death The Kid doesn't hit the opponent with the leg sweep, don't worry as he'll still do the flip and dive. The attacks just have okay priority, with little beginning lag, and hardly any ending lag.

Up Smash - Up blaster

Death The Kid will first jump high straight upwards into the air (about 2 stage builder blocks high). He will then aim his guns straight downwards below him, and let loose a barrage of shots downwards. There are about 20 shots, each of them doing about 1% damage. Uncharged, the last shot will do little knockback, while fully charged, it will do good knockback. The range for this move is the raining steam of blasts aimed below Death The Kid, aiming all the way to the ground. The speed for this move for when Death The Kid jumps into the air is about the beginning lag of Kirby's down special, and the ending lag of Ike's forward smash. The move's priority is just okay however. This is a very good damage racker, but smart opponents would stay away from it.

Forward Smash - Blasts turns to beam

Death The Kid will aim the guns forward. He will then blast forward about 5 blasts 2 stage builder blocks forward, each only doing 1% damage each. They all have very low priority have however, but the blasts are really fast.

After that, the 6th blast will be the one that's chargable. The 6th blast however is a huge beam blast looking similar to ROB's neutral special, only it's more of a thick blast. It travels a grand total of 8 stage builder blocks forward. Uncharged, the beam blast will do about 12% damage, with ok knockback, while fully charged, it deals off about 15% damage with nice knockback. The beginning lag is rather harsh...with almost the beginning lag of Ganondorf's neutral B, and the ending lag is the ending of Ike's forward smash. The beam lasts for about the same length as ROB's neutral B. I would be careful when using this move...It's good if the opponent is camping, and you need a move to for them to get them out of it, but it's very laggy.

G R A B

Pummel - Symmetrical beat down

Death The Kid will simply beat the opponent up with one of his guns. Each beat down will do only 2% damage each. How does symmetry come into effect? Well, it goes back to if the opponent is symmetrical or not. If the opponent IS symmetrical, Death The Kid will attack the opponent at a regular pace, like how Link, or Mario does it. However, if the opponent is NOT symmetrical, Death The Kid will be extremely angry, and start beating the opponent down like crazy, the pace of Lucario's pummel...only it does 2% damage!

Up Throw - Gut blast

Death The Kid will throw his opponent upwards, and as the opponent comes back to the ground, Death The Kid will aim his gun up, and catch the opponent with the tip of the gun. After that, he'll unleash a blast beam at the opponent's body!! That's gotta hurt. It deals about 13% damage to the grabbed opponent, with ok knockback. Also, outsiders can also be effected by this move if they touch the 4 stage builder block beam. They'll suffer a reduced 9% damage with little knockback.

Forward Throw - Back Breaker

Death The Kid quickly grabs both of the opponent's arms, and turns the opponent's back towards him. He puts his foot on the opponent's back, and pulls on the opponent's arm, crushing the opponent's back. The opponent screams in pain, and collapses to the ground. This causes about 13% damage, with no knockback, but causes the opponent to lay on the ground. This is not a KO move...but it's a decent damage racker.

Back Throw - Death bash

Death the Kid will throw his opponent, behind him. He will then follow it up with a couple of very furious karate kicks and punches. Then the last hit will send them away with ok knockback. The total damage that will be dealt is around 12% damage. The animation is rather long...takes like 2 seconds for Death The Kid to finish.

Down Throw - Axe ground smash

Death The Kid will first throw his opponent to the ground. He will then lift his leg up very high, and will bring his leg down, to perform a freaking axe kick to the opponent's head, and it looks like he's smashed the freaking ground, therefore causing any opponents within the 2 stage builder blocker range to suffer 5% damage from the shock. 15% damage will the opponent suffer from the throw, and they will be collasped on the ground. Ouch...that's gotta hurt.

O T H E R

Jab - Attack, and then head shot!'

Death The Kid will swing one of his gun weapons vertically downwards, and then follow it up with a horizontal swing with it. Death The Kid will then grab the opponent's head (if it's someone tall...he'll jump a bit to grab it), aim one of his gun weapons at him/her while grabbing, and headshot the opponent with the gun. Don't worry, this is smash bros., so there is no blood. The first 2 swings of the gun deal off about 3-4% damage each, with only a flinching knockback, while the headshot blast deals off 5% damage, with little knockback. The range for the swings only extends about half a stage builder block forward, and in order for Death The Kid to grab the opponent's head, he'll have to hit the opponent with the second swing attack. There is hardly no lag at the beginning, and there is about the ending lag of any old 3 hits jab combo. There is low priority on the attacks.

Dash Attack - Yeehaw Skateboard!

Death The Kid's skateboard will once again appear beneath Death The Kid's feet. However, unlike his down tilt, as soon as he's finished the dash attack, the skateboard WILL disappear. Also, if the Skateboard is already in play, Death The Kid's dash attack beginning lag will be reduced to none. Anyway, Death The Kid's dash attack involves him blasting with his guns forward about 10 blasts, each dealing off about 1-2% damage each, however, they will suffer no knockback whatsoever. The each travel about 2 stage builder blocks forward, while Death The Kid will travel with the skate board about 1 stage builder block. The blasts have low priority, however, it has slightly above average beginning lag, and average ending lag.

E X T R A

Taunts:-

Up Taunt
- Death The Kid will start having a thought bubble (like the comic) and he'll think of the number 8 and it's symmetricalness.
Side Taunt - Death The Kid will spin his guns around, but Liz, one of the guns' spirits, will yell out, "This is no time to be thinking about symmetry!!"
Down Taunt - Death The Kid will move his fingers in a motion like this:


Victory poses: -

Victory music
- The last 10 seconds of the first Soul Eater opening, Resonance.
Classic mode victory music - Death The Kid's theme
Victory Pose 1 - Death The Kid will return the guns back to there human forms (Liz and Patty), and they'll pose with each other.
Victory pose 2 - Death The Kid will do his down taunt, only this time, he'll say out loud, "Symmetry is everything."
Victory pose 3 - Death The Kid will do many poses in badassery with his guns, and then will aim the guns towards the screen.

Snake Codec: -

Snake: Otacon, there's some guy over here, with 3 stripes on his head.
Otacon: That's Death The Kid, Snake. He's the son of a god of death, otherwise known as a shinigami.
Snake: ..Death gods can have kids? How do they?
Otacon: Not the point Snake. Anyway, this kid loves symmetry more than anything else.
Snake: Symmetry?
Otacon: Yes Snake. When something's 2 sides are exactly alike.
Snake: Yes i know that Otacon, but why is he obsess with symmetry?
Otacon: I don't know. He must love it for some reason.
Snake:...Was i really like this when i was a kid?

Playstyle:

Symmetry loving boy


Death The Kid absolutely loves symmetry, and it effects the match in so many ways. Depending on the stage, Death The Kid can do anything. If the stage is symmetrical, no problem. Sure, you gotta wait for 3 seconds, but otherwise, not so bad. What can opponents do in 3 seconds? If the stage is NOT symmetrical...different story. Either Death The Kid will still be waiting for 3 seconds, or he goes nuts with the attacks. While Death The Kid does gain a power boost, he also is forced to attack randomly, out of control. A good Death The Kid player does there best to stay away from the opponent when the time comes, for example, if the opponent is above Death The Kid, and Death The Kid does his down aerial, he's in trouble. Just be careful when he's in angry mode.

Now for the opponent! If the opponent IS symmetrical, before the 5 second mark, quickly turn around in the opposite direction! You do not want Death The Kid to pause his his tracks for 2 seconds. However, if the opponent is NOT symmetrical, you want to stare at them for no ending lag. If the opponent attempts to run away, blast them down with Death The Kid's side tilt, or dash attack. You want the no ending lag bonus.

Now for Death The Kid's playstyle overall. He's a fast fighter alright. He can run, attack, and manuever if he wants too. However, while he's a fast fighter, he's not exactly a fast runner. Opponents can easily run away from Death The Kid, or catch up to him. This where Death The Kid's guns come to place. He's a great range fighter with his guns. Using his side tilt, it can stop opponents from getting close to him, and it can avoid any opponents behind him too! Of course, Death The Kid is surprisingly light. Using his projectiles, he can run away assuring that his opponent doesn't try and launch a high knockback attack on the opponent. He may be slow and light, but he's a gun master.

If you DESPERATELY need Death The Kid to go fast, use his down tilt. It'll bring out his skateboard, and make him go decently fast. You can then counter attack with the Tornado flip skateboard throw fling! Just note that if you want to stay in place right after, ditch the skateboard. It may accidently lead him into an attack. His hoverboard controls a bit differently from his skateboard. It goes a bit slower than his skateboard on the ground, but also, it can send him flying too! This is great if you want to use your ground attacks on the sky, and don't want to use your aerials. Be careful as the opponent can attack the hoverboard from below, sending Death The Kid flat on his face.

Good luck using Death The Kid!! Also, watch Soul Eater!!! Awesome anime/manga!!!
 

kirbywizard

Smash Hero
Joined
Jan 4, 2009
Messages
6,713
Location
Napa, California . . . .Grapes For Miles
3DS FC
0989-1847-5768
Hooray number 6 is out :laugh:
Tryclyde sounds like a very difficult character to even learn, and my favorite move out of his move set for me is his forward smash. HIs head's 50 life makes me wonder how he would do against a character like Olimar, and his moveset makes me wonder how he will do against campers such as ROB and Snake. Wow as I was reading Tryclyde two more movesets poped out @_@ (gets to reading)
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,542
I may have put a bit too much info here, but here goes.

Rosalina



Gimmick

(Doesn't everybody have one?)

Luma



Rosalina is always followed by a Luma that hovers around her at about shoulder-level. The Luma adds range and power to some of her attacks and increases her grab range. The Luma takes damage as Rosalina does, and can be KO’d just like a normal character. If Rosalina is KO’d, the Luma dies automatically and respawns with Rosalina (like Nana and Popo) If launched, the Luma gets two mid-air jumps to try to make it back to Rosalina, and will snap back to her if she is within a radius of about two Battlefield Platforms. When recovering, the Luma is CPU-controlled. Some of Rosalina’s attacks require the presence of the Luma. If you use one of these attacks while The Luma is not present, Rosalina will do an exaggerated face palm, which takes about 0.5 seconds. During the face palm, Rosalina cannot attack, move, jump, or shield. If the Luma is listed as the hitbox of an attack, then the hitbox is obviously disjointed from Rosalina, but not from the Luma.

Stats

Size: 6/10
Rosalina is pretty tall, plus she floats just above the ground.

Weight: 6/10
Rosalina is surprisingly heavy for a female character, but still barely above average.

Walk Speed: 5/10
Rosalina has pretty average walk speed.

Dash Speed: 8/10
It’s pretty easy to run fast if your feet don’t actually touch the floor.

Traction: 2/10
The downside to Rosalina’s floating is a complete lack of traction.

Attack Speed: 4/10
For the most part, Rosalina’s attacks are pretty slow, but she’s got a few quick surprise attacks.

Power: 7/10 (5/10 without Luma)
She hits pretty hard. She’s got several reliable killers and a lot of damaging attack, but her kill power drops without her trusty Luma.

Priority: 7/10
Like most powerful characters, Rosalina has good priority.

Reach: 5/10 (4/10 without Luma)
She has a few projectiles, but aside from that, her attacks are mostly short ranged, although she does get a small boost from the Luma.

Fall Speed: 5/10
Rosalina has a very average fall speed.

1st Jump: 7/10
Rosalina launches herself a good distance above the ground.

2nd Jump: 6/10
That signature ripple appears below Rosalina as she propels herself upward.

Recovery: 8/10
Rosalina has a good second jump and a very powerful Up-B.

Combo: 3/10
Rosalina has a couple of moves that combo very well, but most of her attacks launch the opponent too far or are too slow.

Shielding/Dodging: 7/10
Rosalina has a good-sized shield, as well as a good airdodge. Her spotdodge is abysmal and leaves her Luma unprotected, but she has a God/Lucario-Tier Roll.

Aerial Movement: 6.5/10
Thanks to the fact that she lives in space, Rosalina has good aerial movement. She’s nowhere near Wario, but still pretty good.

Crouch: 3/10
Not an effective way of dodging attacks. Rosalina’s crouch is barely shorter than Bowser’s.

Grab: 10/10 (3/10 without Luma)
The Luma travels even farther than those pesky Pikmin or ZSS’s Plasma Whip to nab enemies. If you lose your Luma, you’re out of luck.

Pivot Grab: 7/10 (2/10 without Luma)
This has big range, but as pivot grabs go, it’s not all that much. Woe betide those who pivot grab sans Luma.

Luma Stats

Size: 1/10
The Luma is even smaller than Squirtle.

Weight: 2/10
Comparable to Game & Watch in terms of weight, the Luma doesn’t have much staying power.

Jumps: 7/10
The Luma’s a good jumper. It cannot fly for balance reasons.

Recovery: 4/10
The Luma gets two pretty powerful mid-air jumps, but it has no Up-B to fall back on.

Special Abilities​
Float: NO
Glide: NO
Crawl: NO
Wall Jump: NO
Wall Cling: NO
Aura: NO
Tether: NO

Animations​

Standing:
Rosalina bobs up and down very slightly as she hovers just above the ground. The Luma bounces back and forth around her.

Idle:
Rosalina looks back and forth, and then tosses her hair. The Luma falls asleep in mid-air and floats there.

Walking/Running:
Rosalina leans forward and floats forward slowly. The Luma follows just behind her head.

Dashing:
About the same as the walking animation, but Rosalina leans farther forward and moves faster.

Shield:
Rosalina crosses her arms in front of her and turns her head to the side. The Luma cowers in fear between her ankles. When the shield is released, the Luma will float back into its normal position.

Airdodge:
Rosalina turns toward the screen and moves in to the background with her arms at her sides. The Luma hides behind her.

Rolldodge (Forward):
Rosalina and the Luma slide forward and turn around, much like Lucario.

Rolldodge (Back):
The animation is the same as the forward roll, but without the turning.

Spotdodge:
Rosalina floats into the background and stays for a moment before floating back. The Luma is slightly out of synch, so there is a moment at the beginning of the spotdodge when the Luma is unprotected, as well as a moment at the end when it is protected and Rosalina is not.

1st Jump:
Rosalina does a standard jump. Her arms are at her sides.

2nd Jump:
Rosalina does a jump remarkably similar to Peach’s spinning rise. That ripple appears below her as she jumps.

Crouching:
Rosalina bends over slightly and leans forward a tad. The Luma moves downwards with her.

Asleep:
Rosalina lies down on her stomach. Her arms are crossed to make a resting place for her head, which is turned to her right. She still floats a few inches off the ground. The Luma retains altitude, but its eyes disappear and its head droops forward. Bubbles come from both of their mouths.

Dizzy:
Rosalina floats in place and holds her right hand to the side of her face. She shakes her head as though trying to clear it. The Luma comically spins around as it orbits Rosalina.

Falling:
Rosalina floats down with her arms spread out to retain balance. The Luma just moves downward after her.

Tumbling:
Rosalina tumbles head over heels with her arms outstretched. She bears a somewhat surprised expression. The Luma moves downward after her.

Hangin’:
Rosalina holds onto the edge with both hands. The Luma holds onto the hem of her dress. If left on the edge long enough, Rosalina will let go and float in the air while she adjusts her dress. She will then grab back on to the ledge.

Grab:
Rosalina extends a hand in front of her in a horizontal swipe. The Luma floats out a few feet and uses its hand/point things to grab whoever it runs into. It then carries the victim back to Rosalina. When the victim has been grabbed, Rosalina holds them in front of her and slightly off the ground with one hand. Her other arm is at her side.

Grab Release:
Rosalina lets go of the opponent and slides backwards a bit.

Coming out of Grab:
Rosalina leans back and slides backwards about the distance of a Battlefield platform and then rights herself.

Downed:
Rosalina lies on her back with her arms at her sides and her head turned to the left. She is (as always) floating just above the ground. The Luma lies by her feet.

Tripped:
Rosalina lets out a sound of disappointment and falls on her face. She is yet again floating just above the ground. The Luma floats in front of her faced concernedly.

Lying on Ground:
Rosalina eyelids flicker as she lies on her back. One arm is thrown across her forehead dramatically. The other is lying on the ground, loosely clutching her Star Wand. The Luma lies by Rosalina's head and looks around concernedly.

Standard Attacks

A:

4% damage, very low knockback, low priority, very fast attack
Rosalina’s A is a basic jab that can be used to combo at low and high percents. The animation is similar to Zelda’s, but faster, and without the magic at the end of her hand.

Hitbox: Rosalina’s arm

AA:

6% damage, low knockback, mid priority, fast attack
Rosalina’s AA is a two-hit combo. The first hit is Rosalina’s jab. For the second hit, the Luma moves forward rapidly, colliding with the opponent for 6% damage. Both hits together do 10% damage and knock the opponents forward a short ways. This attack cannot be performed without the Luma.

Hitbox (Disjointed): Luma

Dash Attack:

7% damage, mid knockback, mid priority, slow attack
For her dash attack, Rosalina swipes her star wand in front of her horizontally. This has slow start-up, but very little cool-down time.

Hitbox (Disjointed): Star Wand

Tilts​

A↑:

8% damage, mid knockback, low priority, mid-speed attack
Rosalina waves her star wand over her head in a small arc. This comes out fast, but has some cool-down time.

Hitbox: Star Wand (Disjointed), Rosalina’s Arm

A→:

10% damage, low knockback, low priority, fast attack
Rosalina does a powerful jab with her star wand. This is a very fast attack that can be used to combo at low percents, but has low priority and knockback. A good damage racker.

Hitbox: Star Wand (Disjointed), Rosalina’s Forearm

A↓:

6% damage, high knockback, high priority, slow attack
Rosalina winds up and then kicks in front of her. Her foot (the hitbox) is very low to the ground. This is her most reliable KO move if her Luma has been KO’d.

Hitbox: Rosalina’s feet/legs

Situational Attacks

Ledge Attack < 100:

3% damage, low knockback, low priority, fast attack
An attack that is very atypical of Rosalina. She climbs up quickly and kicks her legs out in front of her and low to the ground before righting herself. This attack pops the opponent up into the air for combos. If the Luma is present it will hit the opponent for an additional 3% damage.

Hitbox: Rosalina’s feet/legs

Ledge Attack > 100:

7% damage, mid knockback, high priority, very slow attack
As in most >100 ledge attacks, Rosalina climbs up slowly. When she is on the stage, she waves her star wand in front of her horizontally. Actually using this attack would be a very bad idea.

Hitbox (Disjointed): Star Wand

Downed Attack:

9% damage, mid knockback, high priority, fast attack
Rosalina kicks her legs out and upwards before regaining her feet. The Luma rushes forward on the opposite side of Rosalina in the same trajectory as Rosalina’s kick. If the Luma is defeated, Rosalina cannot attack people on the same side of her as her head. This is actually a very good attack, but (you probably picked up on this), it’s very situational.

Hitbox: Rosalina’s feet/legs

Tripped Attack:

5% damage, low knockback, high priority, slow attack
Rosalina gets up and sticks her hands out to the sides quickly. The attack comes out fairly fast, but has a long-cool-down time. If the Luma is present, it will attack towards the right of the screen, regardless of what direction Rosalina is facing. The Luma does an additional 4% damage and increases knockback to average.

Hitbox: Rosalina’s arms, Luma (Disjointed)

Smashes​

A↑:

8% damage, mid knockback, high priority, mid-speed attack (uncharged)

13% damage, high knockback, high priority, slow attack (charged)

Rosalina picks up her Luma and thrusts it over her head. This attack can be performed without the Luma, but it is reduced to 5% damage and low knockback regardless of charge time.

Hitbox: Rosalina’s arms, Luma (Disjointed)

A→:

10% damage, mid knockback, high priority, slow attack (uncharged)

14% damage, high knockback, high priority, slow attack (charged)

Rosalina throws her Luma ahead of her about the range of a Battlefield platform. The Luma follows a trajectory similar to a Waddle Dee, but it stops its momentum and returns to Rosalina after its set distance. This is a slow attack because Rosalina uses a good wind-up before releasing the Luma. This attack is Rosalina’s best killer, and cannot be performed without the Luma.

Hitbox: Luma (Disjointed)

A↓:

7% damage, low knockback, mid priority, fast attack (uncharged)

12% damage, mid knockback, mid-high priority, mid-speed attack (charged)

Rosalina stabs diagonally and downwards with her Star Wand. Behind her, the Luma (if present) spins around close to the ground. The Luma hits with the same power, priority, and speed as Rosalina, but it stays spinning for about 2 seconds after Rosalina attacks.

Hitbox (Disjointed): Star Wand, Luma

Aerials​

A:

4% damage, low knockback, low priority, very fast attack
Rosalina spins around in mid-air. This attack has little cool-down time, and can be used for combos if Rosalina is low to the ground.

Hitbox: Rosalina’s body, Star Wand (Disjointed)

A↑:

3% damage, mid knockback, high priority, mid-speed attack
Rosalina tosses the Luma into the air above her about ½ the height of Captain Falcon. The Luma then fast falls back to Rosalina. This attack cannot be used without the Luma.

Hitbox (Disjointed): Luma

A←:

5% damage, low knockback, high priority, fast attack (sour-spotted)

8% damage, high knockback, high priority, fast attack (sweet-spotted)

Rosalina looks back over her shoulder and jabs her Star Wand behind her (so that the Star Wand passes between her left arm and body). The sweet-spot is Rosalina’s hand (which would be just behind her back). This is a touch more powerful than Zelda’s F-air/B-air, but harder to sweet-spot.

Hitbox: Star Wand (Disjointed), Rosalina’s hand

A→:

4% damage, mid knockback, mid priority, fast attack (first few frames)

3% damage, low knockback, low priority (afterwards)

Dunduhdundundun! It’s Rosalina’s sexkick (not actually a kick, though)! Doesn’t Rosalina’s Sexkick sound like a good name for a movie? Rosalina thrusts her Luma out in front of her and holds it there for about two seconds. The Luma just extends range here.

Hitbox: Luma (Disjointed), Rosalina’s upper arms

A↓:

8% damage, high knockback (spike), mid priority, mid-speed attack
Rosalina Thrusts her feet downward at the same time. The spike is as powerful as Charizard’s A↓. This is a powerful gimping move.

Hitbox: Rosalina’s legs

Throws

Pummel:


5% damage
The Luma bashes into the victim’s head. This is a very strong pummel, but can’t be spammed as much as most. This is also unusable without the Luma.

Up Throw:

9% damage, mid knockback
Rosalina grabs the victim with both hands and lightly tosses them into the air for 1% damage. She then fires three star bits from her hand (at the victim, obviously) that do 3% each.

Back Throw:

7% damage, high knockback
Rosalina turns around while holding the victim and pulls out a blue shell. She throws the victim into the air behind her and then releases the Blue Shell. The Blue Shell instantly homes in on the target and creates a giant explosion (about the size of Giga Bowser). Nobody except the victim of the throw takes knockback from the explosion (other players can take damage, though).

Forward Throw:

12% damage, low knockback
Rosalina throws the opponent diagonally. Specifically, she throws them forwards and towards the ground so that they land about 1 .5 Bowser-lengths away. When they land, they take 12 % damage. This attack can be used to throw someone off the stage.

Down Throw:

8% damage, mid knockback
Rosalina throws the victim onto the ground. The Luma then spins around on the ground, damaging them and knocking them upwards. You cannot perform this attack without the Luma.

Specials

B: Star Bit:

3% damage, flinching knockback, low priority, fast attack
Rosalina holds her hand out and launches a Star Bit forward. This works similarly to Fox and Falco’s lasers, but not quite fast enough to be spammed like Falco’s.

Hitbox: Star Bit (Disjointed)

B↑: Sling Star:

A sling star appears around Rosalina. She spins and is launched upwards. Rosalina is launched a little higher than Sonic is by his B↑. This attack does not put Rosalina into Helpless, but there is no hitbox. Just a little bit of wind when the sling star appears.

B→: Shooting Star:

8% damage, low knockback, mid priority, variable speed

Rosalina crouches down and her bike from Mario Kart Wii, the Shooting Star, appears! Rosalina appears to be holding on to the back wheel. Rosalina appears to be holding on to the back tire. When she lets go, the Shooting Star powers forward by itself. The attack can be charged by holding the input, but this only increases the distance the Shooting star travels, not the power of the attack. The distance goes from 1/3 FD to about ¾ FD. The Luma Crouches behind Rosalina during the charge. When the Shooting Star has reached its maximum distance, it will fall over. It then becomes a throwing item, just like the Wario Bike, and breaks down the same way. (The Wheels can be thrown afterward for 8% damage and moderate knockback each.) Rosalina cannot use the attack again until the Shooting Star has been destroyed and its pieces have disappeared.

Hitbox: Shooting Star (Disjointed), Wheels (Disjointed)

B↓: Hungry Luma

This attack works similarly to PSI magnet. Rosalina pulls a Hungry Luma out of nowhere, similarly to how Peach procures Toad. (NOTE: This Luma is not the same Luma that follows Rosalina) The Hungry Luma will eat any non-energy-based projectiles that collide with it. When this happens, the Luma is happy, which, in turn makes Rosalina so darn happy that she heals however much damage she would have taken from the projectile. If the Hungry Luma eats a bomb, however, then it will recoil, and Rosalina will be unable to use her B-Down for the next 30 seconds. This attack also has no hitbox.

Final Smashes​

Final Smash (with Luma): A Snack of Cosmic Proportions

When Rosalina obtains a Smash Ball, opponents are in trouble. Rosalina’s Luma turns into a Hungry Luma (Why she doesn’t use her Hungry Luma is anybody’s guess) She will then force feed the Luma a massive amount of Star Bits. After being satiated, the Luma will fly off-screen. It will fall back onto the stage as a massive planet and then roll across the stage. Rosalina is unaffected, but other players will be punished in one of two ways: If the planet hits them while they are in the air, they will take 40 % damage and knockback comparable to Link’s FS. If the planet hits someone on the ground, they will take 55% damage and be grounded into the stage (Like they were hit by a Pitfall or DK’s Over-B) as the planet rolls over them. Unfortunately, the planet does roll off the stage after a few seconds.. And the Luma does not return afterward. Rosalina cannot move and is invincible during this FS.

Final Smash (without Luma): Black Hole

If Rosalina obtains a Smash Ball when her Luma is not present, a massive Black Hole will appear just above the center of the stage. Enemy players will be stuck in said black hole and be unable to move or take any knockback. The only action players stuck in the Black Hole may take is air-dodging. Meanwhile, Rosalina is free to beat the crap out of them while they attempt to dodge. After 10 seconds, the Black Hole will disappear.

Taunts/Victory Poses

All of Rosalina’s Taunts will instantly teleport the Luma back to her, regardless of where it is. The Luma teleports just like P2 in SSE.

Up Taunt:
Rosalina laughs that annoying laugh from Mario Kart Wii and waves to the camera. A short taunt. This is the best taunt to use to recover the Luma

Side Taunt:

Rosalina looks forward and says “Your name is ____? That has a nice ring to it.” (replace ___ with an opponent’s name). A mid-length taunt.

Down Taunt:
Polari appears and plays with Rosalina for a moment. A long taunt.

Win Pose 1:
Rosalina floats above the ground and waves towards the camera with both hands.

Win Pose 2:

Rosalina is seen playing with her Luma.

Win Pose 3:

This win Pose only happens if Rosalina wins on a team. The pose is the same as Win Pose 1, but Rosalina will say “Green Team’s the Best” if she was on Green Team, etc.

Loss Pose:
Rosalina claps good-naturedly while the Luma sits on the ground with its point/head drooped.

Playstyle

Rosalina is a versatile character, but has a very different playstyle than most would expect. Playing Rosalina requires players to balance offense and defense. The offensive aspect revolves around beating the crap out of opponents with high-powered smashes and a few aerials that combo fairly well. Rosalina can also use her B-Side as an approach or a distraction. On the Defensive side of things, Rosalina needs to protect her Luma to preserve her good KO moves. Just like the Ice Climbers, Rosalina and her Luma can be separated, and if they are, then Rosalina may have trouble regaining momentum.

The Luma is really the core of Rosalina’s game. She needs to KO early, while she still has the Luma to help her, or have some serious trouble KO’ing later on. She has a powerful Final Smash, but once she uses it, the Luma is automatically lost. Rosalina also has the ability to shut down campers with her B and B-Down, but if the camper can get her Hungry Luma to eat a Bomb/Grenade, then that strategy is done. Rosalina also suffers from the fact that her spotdodge leaves her Luma unprotected. A good Rosalina also needs to be able to get opponents off of their back without the aid of the Luma. In this way, they can pull off a Taunt to save a Luma in trouble. Her Final Smash without the Luma has about zero chance of killing, but allows Rosalina to rack up some damage fast to level the playing field.

Miscellaneous Info


Entrance:

Rosalina floats in from the top-right corner of the screen. (No-one knows why it’s that direction in particular)

Color Changes/ Alternate Costumes:
Rosalina appears in her biker outfit from MKW (Mario Kart Wii) if the Shield Button is held at the Character Selection Screen. Her color changes are:

Appearance Outfit Color Biker Outfit Appearance
Default……………………….…Light Blue………Default (as it appeared in MKW)
Red Dress………………….…..Red………………White Suit, Red Highlights/Stripes.
Dark Blue Dress…………...…Blue……………….White Suit, Dark Blue Highlights/Stripes
Green Dress…………….….…Green………….…White Suit, Green Highlights/Stripes
Black Dress, Red Hair…...…Black……………...Black Suit, Red Highlights, Stripes
Daisy Theme…………………Brown…………….Daisy Theme

The Daisy Theme changes Rosalina’s dress to Yellow and her hair to Brown. The Daisy Biker outfit appears as Daisy’s did in MKW, and Rosaina's hair color changes to Brown.

Also some animations and stats are different in the Biker Outfit, which are helpfully described below.

Animations:
Rosalina does not float above the ground when she is in her biker suit. Most animations
that involve floating are the same, but Rosalina is firmly grounded when she performs
them. The following are different:

Standing: Rosalina sways back and forth a little. Her hands are held slightly in front of her.

Walking/Running: Rosalina walks forward fully erect and at a normal pace.

Dashing: Rosalina runs forward a little clumsily, with small strides. Nowhere near as fast as
her normal dash.

2nd Jump: That ripple appears below Rosalina as she does a surprisingly athletic flip
forwards.

Crouching: Rosalina goes down on one knee and bends forward so that she’s just a little
taller than ZSS when she crouches.

Hanging: Rosalina is the same, but the Luma now hangs onto her foot instead of her dress.

Falling: Rosalina drops with one leg extended diagonally and the other leg bent at the
knee, so that she comes down on her right foot first.

Stats:
Dashing Speed: 4/10
Traction: 6/10
Crouch: 6/10
Fall Speed: 7/10

Kirby Hat:
When Kirby copies Rosalina, he gains her amazing hairstyle, crown, and earrings, as well as the ability to throw Star Bits.

Crowd Chant:
Instead of an actual chant, a lot of squeaking is heard, and speech bubbles reading “Mama!”appear around the edge of the screen. If the game is paused, the player will be able to see a crowd of Lumas gathered around the camera.

Trophy Description:
Rosalina is the overseer of the Comet Observatory and is considered a mother to the entire Luma race. She has struggled to overcome many challenges, including the death of her mother and Bowser’s theft of the Comet Observatory’s power. Recently debuting in Super Mario Galaxy, Rosalina is a very new and popular addition to the Mario cast.

Final Smash Trophy Description:
Rosalina has two powerful Final Smashes. A Snack of Cosmic Proportions allows her to KO enemies easily, but deprives her of her Luma, which can be a real weakness. If she obtains a Smash Ball when she has no Luma, the Black Hole allows Rosalina to rack up damage quickly on multiple enemies. Pay attention to the Luma to know what Final Smash to expect from Rosalina.

[CENTER]Unlock Notice:[/CENTER]
Rosalina, keeper of the Comet Observatory, joins the Brawl!

Classic Clear Screen:
Stage: Delfino Plaza
Rosalina (default dress) is floating down from the sky (The camera is behind her head). The Luma is visible to the right of Rosalina’s head. Below, Mario and Bowser are fighting.

All-Star Clear Screen:
Stage: Mario Circuit
Rosalina and Peach appear in their Daisy outfits (Rosalina in her Biker Daisy outfit). Both princesses are performing their up-taunt at incoming Shy Guys.

Credits Song:
Super Mario Galaxy Credits Song

Snake Codec Conversation
Snake: Otacon, who’s that strange woman over there!?
Toad: That’s Rosalina, overseer of the Comet Observatory! Who’s Otacon?
Snake (exasperated): Oh boy, this is like that Slippy thing all over again. Would you please stop hacking my communications?
Toad: Hey, I didn’t call you, you called me! So why did you call me, anyway?
Snake (exasperated): I was trying to call someone else, so I could find out something about who I’m fighting. You don’t seem to be telling me anything. Please hang up.
Toad: No need to get touchy about it. I can tell you whatever you want about Rosalina! What is it you need to know? I can tell you about her job, what she likes to eat, her racing schedule, her kids, anything!
Snake (exasperated): Never mind.

Assist Trophy

The Toad Brigade

When they come out of an Assist Trophy, the loyal Toad Brigade will climb aboard their ship, the Starshroom, and take off. And then plummet back to the stage and crash. They do this three times. Anyone hit by the ship (including the summoner) will take 25 % damage and moderate knockback. Anyone hit by the explosion caused by impact will take 35% damage and high knockback.
 

peeup

Smash Lord
Joined
Sep 3, 2007
Messages
1,618
Location
Hartford/Mass
Peeup's Linkup Space

Posted Movesets:
Nothing yet =(

Future Movesets:
Invoker 6.10 (DotA universe)
Somebody from Organization XIII (Kingdom Hearts universe)
others
 

The Trophy Master

Smash Journeyman
Joined
Dec 27, 2008
Messages
272
Location
*Sends Sundance an orange elephant on Chirstmas, a
The Master's Trophy Room


Posted Sets



Started Sets



Probopass, the Compass Pokémon
( Pokémon )




Planned Sets


The Trophy Master, an Original Character
( All Around the Worlds , a MYM Story )



Castle Crashers, Four Elemental Knights
( Castle Crashers )


The Rabbids, Crazy Creatures from the Moon
( Rayman's Raving Rabbids )

 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Altaria, the Humming Pokemon, is a 3rd Gen Dragon/Flying type Pokemon and the evolution of the Pokemon Swablu. Probably the one Pokemon on Lance’s team that least resembles a traditional dragon, Altaria is also considerably lighter than the rest of her fellow teammates. An incredibly elegant Pokemon, Altaria is best known for its surprisingly beautiful singing voice which can cause the listener to enter a dreamy state…or potentially be knocked out if it’s actually Perish Song!

Traction – 8
Priority – 7
Fall Speed – 3
Range – 5
Size – 4
Movement Speed – 3
Recovery – 9
Power – 3
Attack Speed – 8
Weight – 3

Altaria is, in all honest, a contradictory to most of Lance’s other Pokemon. Altaria is very light and surprisingly slow (except when it comes to attacking). Also surprisingly, Altaria has 4 jumps, each the same as Charizard’s in Brawl…Altaria has the advantage however of being floaty so she can stay in the air much longer than Charizard can. The main draw with Altaria however is this; while she may be excellent at racking damage with her high priority, high speed attacks…Altaria has essentially zero KO potential through regular means.
 

Clownbot

Smash Lord
Joined
Jun 9, 2009
Messages
1,851
****... Already?

Okay, I'll try my best to post at least one moveset, but I may not get the opportunity this contest. :urg:

I guess that's all I have to say, except...

ZOMG Hobbes! Why didn't I think of that? I look forward to seeing it.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Well this is interesting...



Les Prix de Crepes
(The Crepes Awards for short)

The: Definite article, as opposed to "a".
Crepes: plural for of crepe, a tasty french pancake usually folded with some fruit for a nutritious breakfast.
Awards: plural form of Award, an alternative way of saying prize.

The Crepes Awards: a small contest in conjunction with the the Marshmallow awards in MYM 4 and the Strudel Awards in MYM 5. In this, people who happen to come upon this post will find a question by me that will need to be answered via VMing to me. The first on to answer correctly shall receive a Crepe, a useless yet tasty award in MYM. So lets get started, shall we...

START HERE:

For every contest that I participated in expect for MYM 4, I had a certain pattern that is slightly known by the community involving my second movesets. What is that pattern?

TIM BURTON'S EDIT: Although Kholdstare didn't answer correctly, he techically didn't get it wrong. The full answer would be a second generation (this is what Khold forgot) flying type pokemon.

Now for the next question: Who directed The Nightmare Before Christmas and what are two other stop-motion animated pictures the he directed?

EDIT: Despite what most people think (which apparently includes Kholdstare), Tim Burton didn't direct The Nightmare Before Christmas, but rather it was Henry Selick, whom TWILTHERO correctly guessed right. TWILTY also answered correctly his other stop motion movies James and the Giant Peach and Coraline, and he could have also guessed Monkeybone despite it being live action as well.

WE'RE JUMPING ONTO WHITE EDIT! AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!: What was the line "We're Jumping Onto White Base! AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!"'s original line in Japanese? Just ignore it please.

POST EDIT 2.9: If you had seen HR's recent reviews, you might notice the number of each title is different. Believe it or not, there is a relationship between the moveset reviewed and the number. What is that relationship?

THE FIFTH EDIT: KingK.Rool suddenly came out of nowhere to answer correctly that the numbers used by HR's review are the post that the moveset was on. For example, this post (#29) would be "Log Entry 2.9 - The Crepe Awards" in HR's Eyes.

Next Question: At around 4:50 PST, somebody created the thread "BAIR's that Suck". Who is the thread creator?

THE SIXTH EDIT: Khold, who happened to miss the question beforehand, rush forward to take the lead with the correct answer. JOE! (who made Spiderman in MYM 5) started the thread "BAIR's that suck". Let's hope this meme can last forever.

Next question: Put these people in order: hyperhopper, Blue the Blur, sethpenguin, --WAMY-- (expects no one to answer this correctly)

JUST ANOTHER EDIT: As Agidius was ready to type his response, Clowned ninja'd him and caught everyone else by surprise with 4 (!) different answers (blame it on my vague descriptions). The correct order (--WAMY--, hyperhopper, sethpenguin, Blue the Blur) was his first response, while everything else (reverse chronological, alphabetical, and reverse alphabetical) was just for showboating.

FINAL EDIT VIII: "Wake from your sleep, my children/ Your childhood years are gone/ Wake from your sleep, Fated Children/ Your slumber is over" is part of what song?

TIEBREAKER EDIT: Because both Agidius and Clownbot have answered correctly around the same time period, they will participate in a tiebreaker. The answer to this question by the way was "Liberi Fatali" from Final Fantasy 8.

Now to the Tie breaker: somewhere in this post I made a "spoiler" for one of the answers. What does that spoiler say? (Note: this is what it looks like) <--- Highlight here.

EDIT: Since both feel that the other deserved it more, they both get crepes to respect their answers. OK? NO More Changes!

DISNEYEDIT: So on August 15 I went to Disneyland Anaheim of all places with a friend I haven't met for three years. So what was the fireworks show called?

EDIT: Agi finally answered with no further interruptions. Fantasmic (!) was the fireworks show I was watching, although I can also accept "Magical: An Exploding Celebration In The Sky".

XKIT: What comic is unsuitable for children, adults, and liberal-arts majors?

Hm? EDIT: K. Rool Strikes again with the answer XKCD, with contains strong language, unusual humor, and advanced mathematics.

Next question: I noticed that the Strudel awards have suddenly disappeared (actually it's been two months). The questions is what was the post number for the Strudel awards and where can it be found?

REDIT: TWILT came up to the stand with what appeared to be a controversial answer (number 7399 of MYM 4). However, Agidius did make a Strudel award there so the answer counts. My fault in not getting all of the information for this question. (I must suck as a host)

It still begs he question of where the other strudel awards is. I'll give you a hint that it's in MYM 5, but good luck trying to find it.

EDIT: And TWILT has taken the lead with the answer 188. The only way to have known that now ws to find Agi's link up space to MYM 5.

EDIT: Whoa you actually found it? Well then... VM me with the post link then! Hurry!

EDIT: Khold was kind and patient enough to search for the Crepes... Now I should move it for even more mindgames? You know what? I'll just VM everyone where the Crepes moved.

EDIT IN A BOX: So... yeah. I moved this back. Equal playing fields you know? Anyway, guess the game and conservation by this one quote:

"I can't put it into words. I feel... safe. Like this is where I was meant to be. Like I found the key to true happiness."

EDITi: Huh... no one is here on All Saint's Eve? Well then... I shall make a crepe not related to 10/31 at all. A was looking a DSi made up of Lego bricks that was bigger that the average guy and I recognized the game that was "supposedly" in there. What was that game?

BTW, you can only answer one of the two questions here... because I'm that mean.

Results so far:

TWILTHERO: 3
Kholdstare: 3
Clownbot: 2
agidius: 2
KingK.Rool: 1
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
So many movesets, so few comments;

Tryclyde: You're still falling into the trap of over explaining your moves (and with three heads, there's three times as much to talk about), but I actually stayed around to read the whole thing this time, which means you must be improving.
There's a lot of "trap like" behaviour for a character you say isn't a Trap Layer, and a lot of Smashes that act like anything but.
But there are a surprising number of well thought out and downright clever moves, such as using his Basic Combo as bait or his ability to launch a grab both left and right symultaneously. And every move had something to grab my attention or surprise me (in a good way of course)
It's still hard for me to tell where your actual attacks go into hiding though. You tend to make all your physical attacks sound underwhelming, regardless of how useful they actually are.


Envy: As expected with a Warlord set, Envy takes concepts that should make him belong to a godly tier of his own, manages to balance them perfectly, and maintains an enjoyable read throughout. Your sets have already gotten to the point where I have to really reach to find anything to complain about

that said...

Envy seems to have too many options for his own good (I lost track of how many times he transformed into some creature with a reduced moveset and a single situational purpose) and there were so many inspired ideas and mechanics vieing for attention that none of them actually got any attention. You can weave a moveset together better than most MasterWarlord, but there's a limit to the number of themes you can have coursing through it without the whole thing falling over like a half charged Up-Smash.


I'd imagine pummeling your foe to the ground at 150% would more or less guarantee a KO from his flea form. A little mean, from such a grab orientated character
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,542
I like Death the Kid, but some of his attacks seem very complex, particularly the Symmetry Mechanic. I realize that you didn't design them, but if I were to make pistols in human form, they would look like short, angry balding men in Buisness Suits.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Envy​
Simply put, Envy is an amazing set, but it is definitely not MasterWarlord's best work. Envy has many options- perhaps too many, as Junahu said- but the practicality of some of the options is questionable. Envy, at a glance, is quite the broken character- rediculously heavy, great recovery, great damage racking abilities, and chain grabs. With a more in-depth look.... I'ld still say he could possibly be broken, but not so much as I had gotten the impression of at first glance. A good number of the moves did exemplify creativity, most noticeable the dash attack, zombies (or rather the methods for zombie exploitation), the parasite form as a whole, and others. Other moves just made me want to stop reading thanks to their tediousness- does a character like Envy really need that many grabs? This is an Envy set, not a Scar set, you know- though I'm glad that I did manage to finish this set despite these moves. Overall, I'ld give this set a big thumbs up, but I hardly consider it to be on the level of Alphonse and Ryuk (though it's hard to compete with such amazing sets).

And the codec was win.... really... really win. I lol'd from the first sentence.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
*--HEATRAN--*

Bio:

Lava dome Pokemon: 485. It dwells in volcanic areas. It digs with its crossed-shaped feet to crawl on ceilings and walls.

Legend has it that Heatran was created when the Sinnoh Region was, from lava and fire. An item called the Magma Stone is found in Stark Mountain, which subsides Heatran’s rage. Being a 4th Generation Pokemon, not much is known about it in pokedex detail.
Pokemon D/P/Pt

Heatran has also appeared in Pokemon Ranger, Shadows of Almia as a boss and Pokemon Mystery Dungeon, Explorers of Time and Darkness. Heatran also appears in the 12th pokemon movie that features Arceus.
What to expect in Brawl:

As you would expect, Heatran is a full on slug like Bowser, but has a few differences such as having a very fast fall, and absolutely horrible recovery. Heatran will take heavyweight and horrible recovery to the next level. It will rely on lava (See below) and few traps to sneak its way out of chain-grabbers and gimpers and make their side of the battle a real pain.

A Heated Battle: Heatran's lava mechanic:

Lava is generated from some of Heatran's attacks, mainly it's down B (See Below).
The height of the lava is up to Mr. Game and Watch's crouch height but the width will vary, being detailed in the moves that produce lava. Lava is a hazard to enemies and allies (For team matches), doing 2% with knockback straight upwards that never KOs enemies, though Heatran will not be damaged by the lava at all (The one who created it).
Any item, projectile, AT or trap (Includes DDD minions and that of MYM characters) that touches the lava will be out-prioritized and will disappear, making this a good anti-trap mechanic. Lava will remain stationary through-out a match, never leaving its spot. Lava also cannot leave an edge, making it impossible for it to fall, unless the platform disappears, in which the lava will disappear as well.
If one of Heatran's attacks, on a side note, would generate lava, but a wall or the edge of a stage would block the lava from reaching its maximum width, the lava will be shrunk so that it remains blocked (This means potential 1 stage builder block lava could shrink down to 1/2 or 1/4, say there is not enough room for it). If lava that Heatran generated happens to make contact with more of Heatran's lava, then the newly made lava will join with the previous lava, but can still shrink as mentioned above.

For mirror matches, two different pools of lava will block out one another, treating the other as a wall.

The Heatran that created the lava can stand on it like a extra terrain.

Finally, lava will not block the edge from being grabbed, should lava ever reach the edge of the stage, though enemies will be damaged from the lava during a vulnerable time if they choose to reutrn to the stage.

Lava also is invincible and cannot be damaged at all by an attack. But that does not mean that the lava will stay around forever...

If lava happens to:
  • Be on the stage for 3 seconds (This may vary for certain attacks, they will be mentioned)
  • Get struck by a water attack
The lava will go into a new state, now called solidified lava/rock. This will be the exact same size as the affected lava, but unlike lava, the solididfied form has different rules, as follows:

Note: Solidified Lava/Rock will be abbreviated as SoLR for now on during the moveset
  • SoLR will not damage enemies who touch it.
  • Characters can jump onto soLR like a extra part of the stage.
  • The side areas of soLR will act like walls.
  • One whole area of soLR has 30HP, it can be destroyed in a similar way to the floor in SkyWorld Stage, making it very similar in other properties such as hit-box.
  • Additionally, if a drop through platform has soLR on it, it no longer becomes a drop through platform until the soLR is destroyed.
  • Unlike lava, soLR will block ledges from acess if the soLR reaches the very edge of the stage.
SoLR may seem useless except for being a wall, but it does have some involvement in some of Heatran's attacks.

Other minor abilities:
Heatran also has some extra effects, which includes the following:
  • Heatran can wall cling in a similar fashion to Shiek, Squirtle, Diddy and so on. The wall cling will last for 10 seconds, and Heatran cannot wall jump. (This barely helps during a match) Note that Heatran can use its B move and has a special situational attack by pressing A (See Situationals)
  • Heatran has immunity to lava from stages like Norfair, the lava going right through Heatran (Though this also means that it will fall through the lava)
NOTE: Top priority is infinite priority. To give you a better view on this, the attack cannot be out-prioritized, like with Rayquaza’s Dragon Pulse attack in the SSE.

STATS

Power: 6/10:
Heatran can have some good strength in some of its attacks, especially when combined with lava. (Sometimes)

Range: 7/10:
Heatran has a fair range, but nothing spammable that could have it as a camper. Though the lava it produces has potentially infinite range throughout the stage.

Walking Speed: 1/10:
Terrible, equal to that of Charizard

Running Speed: 2/10:
It is quite slow, about Bowser’s running.

Dashing Speed: 3/10:
A fairly slow run compared to Bowser’s.

KO Potential: 6/10:
Heatran is nothing short of killing foes.

Priority: 7/10:
It should only be expected that Heatran would have strong priority, mostly in its disjointed attacks. Most disjointed attacks either have very high or top priority.

Size: 10/10:
Heatran is the height of Gannondorf, but a length/width that is 1.1 of Bowser’s, making it rather large.

Weight: 10/10:
Heatran is 1.5 heavier than Bowser. Well, it is 948.0 lbs (But in reality, it would be MUCH heavier, it is really twice as heavy as Rayquaza). This makes it hard to KO, but it is worthwhile for the enemy since it has no UP-B recovery and a metal similarity fall to make up for it.

1st jump: 5/10:
A surprisingly good 1st jump for such a being like Heatran.
Vertical ascent is a lot better than horizontal ascent. It is a rather quick jump as well.
Though the jump merely sits at average

2nd jump: 2/10:
Heatran's second jump is horrible, around Gannondorf's second jump. This makes it almost impossible for Heatran to recover

Recovery: 0/10:
Heatran has no up B recovery, its second jump, combined with its intense weight gets it almost nowhere. Heatran cannot recover at all. Very Bad.

Lag: 4/10:
Heatran is a bit of a laggy character in many aspects, so it can be beaten up by some of the faster characters.

Traction: 3/10:
When it comes to stopping, Heatran is a bit slow, seeming it has to get off lava to slow down (See animations).

Crouch: 2/10:
Heatran has a laggy crouch like Dedede, and it also does not get Heatran much lower, only down to half its height.

Falling Speed: 10/10:
Heatran falls stupidly fast. Picture a metal heavy gravity Wolf falling. This is an extreme problem for Heatran, but luckily, its falling momentum only begins once it has reached its peak height, so it stands a chance at jumping

Swimming: 0/10:
It is impossible for Heatran to swim in water. It will just drown upon touching water.

Landing lag: 2/10:
Heatran’s landing lag is pretty bad. About Bowser’s landing lag.

Roll Dodge: 3/10:
This roll dodge is very slow in terms of speed, but it gets you a fair distance, about 0.8 of Lucario’s, this roll dodge has the weakness that MG&W has.
SPECIAL ATTACKS

Neutral B: Overheat:
Produces Lava: NO
Requires Lava: NO (Lava can affect the attack)
Requires soLR: NO (SoLR can affect the attack)
Heatran’s body is heating up a bit too much, so now the metal anklets on its legs are melting. This will take the same amount of time as the start lag of Mario’s neutral B, fireball. Afterwards, Heatran is free to move.

Now, Heatran’s anklets have melted and now infect the sides of the stage, being the size of Mr Game and Watch crouching one each, on both sides of Heatran.
The melted metal will stay around for 30 seconds, and nothing happens if the Heatran who made the metal touches the melted metal.
(Note that the metal does not count as lava)
An enemy who touches the melted metal will take 6% and the metal will become fused with that character, literally making them metal. If this happens, that metal that was touched will disappear. The enemy remains metal for 15 seconds.

If Heatran uses this attack, it will become lighter (As light as Wolf now) but unfortunately, it is not faster (attacking and moving wise). Its falling speed has decreased as well, now the same as Fox’s falling speed. To top it off, Heatran can also jump 1.5 higher, allowing its aerials to be used more effectively.
Heatran will still look the same except that its metal anklets will be the same colour as its main body (The dark red lava bit)

Heatran will not be able to use this attack for 30 seconds after it is used once. When those 30 seconds are up, Heatran will stop what it is doing immediately and will have to wait 0.20 seconds for the anklets to regenerate on Heatran, which after that time, Heatran will have its normal status back. Beware as in this time Heatran is open to punishment, but getting hit will not change the rate of the regrowth.
Make sure that you can keep count, because if this happens in the air, Heatran will keep falling while this is happening, so you will most likely fall to your death.

Metal that would fall down will fall at Heatran's fall speed. If the metal falls into the KO zone, it will not affect any part of the attack or the metal regrowth on Heatran.

This is extremely useful to hit the enemy with and combine with lava because the enemy will most likely fall into the lava and will not be able to make it across. It also helps in some of Heatran's throws.

Different effects are applied based on where Heatran used the attack as well:
  • SoLR
If Heatran used this attack while on soLR, regardless of wether the metal would not hit the soLR, the whole joined section of that rock will become impervious to attacks for the whole time until Heatran’s anklets return to normal (The soLR will still be affected by your attacks however, this means you can still destroy it).

However, to prevent trapping enemies on stages like Battlefield or Temple, an enemy who would be trapped is kicked out of the area like with the regenerating bridge in Bridge of Eldin if an enemy is in the bridge when it returns.
  • LAVA
If the melted metal makes contact with lava, then an extra 1/2 block will be added for each of the two pieces of metal, thus causing the metal to vanish. This is a permanent effect on the lava, but Heatran still must follow the procedure to revert to normal.
  • AIR
If this attack is used in the air, the metal will simply fall as usual, without any special effects of any sort.
  • WALL
The attack can be used on a wall, as mentioned before. If it is used on a wall, the metal will stick to the wall, allowing for a good trap kind of weapon. If there are no walls for the metal to cling on, the metal will simply fall straight down.

Side B: Heat Wave:
Produces Lava: NO
Requires Lava: NO (A Lava affecting attack)
Requires soLR: NO (SoLR can affect the attack)
Heatran will lean its head backwards and inhale. Now, Heatran will lean its head forward again and exhale some nasty looking heated air. This whole process is a bit laggy, taking 0.20 seconds to perform. The heat wave Heatran exhales is double the size of ROB’s diffusion beam for its Final Smash. You can hold the B button to keep the process going and move the control stick up and down to have Heatran move its head from 0 to 180 degrees. An enemy getting hit by heat wave will cause them to get slowed by 1/3 (Like in training mode) and the enemy will take 2% per half a second all while in the heatwave, but the enemy will not take any knockback or hitstun at all while in the heatwave. The cooldown lag is quite short in general.
  • LAVA:
If the heat wave happens to hit Heatran’s lava, this will stir up the lava a bit, prolonging the lava’s form before it becomes soLR by 1 second for each 0.20 seconds that the heat wave makes contact with any form of a lava stream that Heatran made when the heat wave disappears (That is, until the heat wave disappears, lava will never solidify if it is being affected by heat wave). If the lava is affected by the heat wave at all, then in this form, the lava will burn an enemy for 2% more damage upon contact (That will be 4%).


Up B: Flash Fire:
Produces Lava: YES (Helps lava production)
Requires Lava: NO
Requires soLR: NO

Heatran will raise its head to roar, and as it does, it will start to glow white briefly. This takes 1/3 of a second and you are now free to control Heatran, along with having Heatran flash white like when a move like Aura Sphere is fully charged.
After this, Heatran will have gained complete immunity to ALL fire attacks, taking no damage, knockback or hitstun. A fire attack hitting Heatran will result in any future lava Heatran makes to be able to last for an extra 2 seconds before becoming SoLR.

The flash fire effect will last for 10 seconds, although every fire attack that hits Heatran will increase the time that this state will last for 1 second.

This attack is a great defence against certain enemies that wield fire moves, but it is mostly a bonus that Heatran can gain depending on the enemy Heatran faces.

Down B: Lava Plume:
Produces Lava: YES
Requires Lava: NO
Requires soLR: NO
Heatran will flash red immediately as it crouches, this being a near lagless animation. Now, from both sides of Heatran, lava will come out of its body. This animation can be held by holding B for as long as you like. The lava that is created will come out at one stage builder block for every second that the button is held, meaning that the effect will not be instantaneous. If the move is held for more than one second, then the lava pumped out will have a extra stage builder width added to the lava flow, there being no limit to how much lava that can be pumped out. The ending lag is reasonably average.

This is overall Heatran's most simple way of creating lava, and should be done whenever possible. Just be aware that the first set of lava will take over a second to release, making this a laggy move.
ATTACKS/tilts:


A combo: Mud Slap:
Produces Lava: NO
Requires Lava: NO (Lava can affect the attack)
Requires soLR: NO
Heatran will start scratching the ground like a dog. As it does, it will throw up some mud right in front of it, which has the range of Bowser’s fire breath at half power, and hits in a similar arc. Getting hit by the mud does 1% per hit with minimal hitstun, generally your average A combo like Ivysaur's A combo. This attack has average start-up and ending lag for a A combo.

Additionally, if Heatran is in the middle of attacking and you press forward on the control stick (The way Heatran is facing), then Heatran will slide forward 1/3 a battlefield distance, thanks to the slippery mud. This will do 8% with good knockback equal to Link’s final attack in his A combo. This will end the combo if done , it is good for catching enemies off guard, though the ending lag is quite bad, so watch out if the attack misses.
  • LAVA:
If the mud makes contact with lava, then that area of affected lava and the mud will disappear, dissolving into steam the same width one Gannondorf height (From the main floor) that will do 9% to any enemy that is hit by it, but instead of doing knockback or hit-stun, it will push them up in a similar way to Mr. Game and Watch’s U-air. This ends the combo immediately if used so don’t think you can spam it on lava flowing your way.

Dash Attack: Lava Crash:
Produces Lava: YES
Requires Lava: NO (Lava can affect the attack)
Requires soLR: NO (SoLR can affect the attack)
Heatran will fall straight to the ground without moving forward, and upon doing so, lava will splatter forward. The lava is 1.5 the size of Game and Watch's oil panic, with a similar look. Enemies who would get hit by the lava will take 25% with above average knockback, and the lava will settle right in front of Heatran 1 block space.
The lava has high priority, and this attack has low start-up lag but Heatran falls unconscious (On its front) when it falls.

This attack is broken right? Wrong, using this attack first time round will deprive Heatran of its Dash, Roll Dodge and Spotdodge, which in the animations section Heatran uses lava to do all of the above moves. In order to gain these privileges back, you will need to use the dash attack again right in front of a lava stream that is at least a block long, where Heatran will slowly devour the lava, taking half a second to do so.
This is a risky attack, so be careful how you use it or it may end up killing you if you cannot get more lava in time. Best used to KO enemies who have been put off guard or as a edge guarding technique.

F-tilt: Iron head:
Produces Lava: NO
Requires Lava: NO (Lava can affect the attack)
Requires soLR: NO (SoLR can affect the attack)
This is a two part attack

Heatran will lower its head to attack without moving its body if you press A once, this attack almost no lag. It will do 4% with a small hitstun effect. The end lag is small as well.

Heatran will quickly swing its head up to follow the combo if you pressed the F-tilt button again, this time moving its body forward for maximum range. It generally does 8%, and has the startup lag of Bowser’s F-tilt and the ending lag of Snake’s F-tilt (Second attack), but there is a different effect based on the terrain you are standing on:
  • Lava:
The start-up lag proceeds as normal, but for the whole duration of the hitbox, there will be specks of fire like in Charizard’s F-air, surrounding Heatran's head and doing 1% with no knockback or hitstun if they hit. Basically, when Heatran moves, the fire sparks will move with Heatran’s head, like ROB’s final smash. The end lag is the same as usual.
  • SoLR:
There will be lag for an extra 0. 5 for the start-up. The damage and knockback that Heatran does greatly increase. Heatran will do 12% and the same knckback as the final attack from Snake’s F-tilt.

The priority for this attack is fairly good, about average, a bit better on SoLR.

Overall a fairly good KO move, especially if the enemy is trying to get in your face a lot to disrupt your lava tactics.

U-Tilt: Reborn Rock:
Produces Lava: NO
Requires Lava: NO
Requires soLR: YES
Heatran rises up on its hind legs, then letting itself slam its weight down on the ground (Similar to one of Galleom’s attacks in SSE). This is a very laggy start-up, taking 1 second. Once this has been done, any SoLR on the stage starts to acquire red cracks, now becoming unsafe for 12 seconds. During this time, if any affected SoLR is destroyed, it will explode with the range of a blast box, doing 14% with the knockback of Snake’s grenades (This attack can damage you as well).
The end lag after the shockwave is bad as well, being at the same as DDD’s F-Smash.

This attack should only be attempted when you have knocked an enemy off the stage and have spare time. This attack allows you to take more control of the stage, and can be combo-ed with the Up-B to give you extra stage control.

D-tilt: Frustration:
Produces Lava: YES
Requires Lava: NO
Requires soLR: NO
Heatran’s eye pupils go red (Blood Red) as it lets out its right front foot and stomps on the ground with it. Enemies who are hit by Heatran’s foot when it is let out will just take 3% with stun (This is a sourspot). The good part comes from those who are hit by Heatran’s stomping foot. Getting hit by the foot causes 13% and the enemy to be grounded (A spike for an enemy who is in the air.).
If Heatran does not get anyone with this attack, it will instead create a small lava puddle that lasts for 5 seconds, being the size of half a stage builder block. Either way, the lag for starting is bad, taking 0.24 seconds. End lag is almost nothing. This attack’s range is not bad, going up to Mario’s F-smash.

Priority for this attack is weak for the first part, but fairly high for the second part.
SMASH ATTACKS


F-Smash: Scary Face:
Produces Lava: NO
Requires Lava: NO
Requires soLR: NO
Heatran will close its eyes and it will lean its head back while charging.

After charging, Heatran will suddenly open its eyes and its mouth, a dark anime-like shade around its face to accompany the scariness as Heatran lets out a horrifying screech. The start-up lag for this part of the attack is similar to R.O.B's F-Smash.

Now, the enemy needs to be facing Heatran on the ground in order for this to work (They must exactly be facing Heatran, shielding in front of Heatran will not work).This attack luckily has infinite range as long as the enemy is facing Heatran. The enemy will have a shocked look on their faces and will start shivering in fear if this connects, doing no knockback, hitstun or damage.

A character has their own animation for shivering in fear. Note that shivering works the same as being stunned except for a different animation.

The enemy can be stunned for 1 to 3 seconds depending on the charge. Enemies will revert to normal if they are hit by an attack.

But the enemy will have a dilemma if they are hit. They can press any button if they are stunned with fear. This will allow them to return back to their normal position: But with a price. The enemy’s attacks do not do any knockback or hitstun at all (As for grabs, instead, the enemy cannot grab), and the time that they will be like this is tripled from the initial time they would have been stunned for, but getting hit in this form will not revert them back to normal, which allows you to torture them however you please, or create more lava.

Up-Smash: Rock Slide:
Produces Lava: YES
Requires Lava: NO
Requires soLR: NO
Heatran will face the camera as it begins to face the camera with one foot up before the charging.

After charging, Heatran will violently stomp on the ground, as a series of small pebbles (The size of a smoke ball) ranging from 20-40 will fall from the top of the screen in clusters, depending on charging time, all going down the exact same width as Heatran is, they are going to fall on Heatran at the speed of Fox’s falling.

The whole process that it takes for all of the pebbles to appear from the top of the screen immediately will take 1 second, so Heatran is vulnerable at this time to an attack, as it cannot move until all of the pebbles have vanished. The pebbles will not fall on Heatran at this time either.

From this point, one of two things can happen:

The pebbles successfully hit Heatran.
The pebbles will not damage Heatran, but rather melt and start to ooze as lava around Heatran is created like with Lava Plume, the same rules applying as normally. Every 5 pebbles is ¼ of a block on both sides of Heatran, meaning that it takes 20 to make one block around both sides of Heatran, and if you get all 40, two blocks are made. Only every 5 or 10 pebbles will make more lava.

If the enemy is hit by the pebbles when they are falling, the rocks will do 1% each and will trap the enemy for the remainder of the avalanche, able to do up to 40% (Though it is possible to DI out of it to take less damage). The pebbles can be destroyed with one attack though, weakening the smash attack, having got no priority. The pebbles will vanish after they hit an enemy.

If a pebble does not hit Heatran or an enemy, either due to Heatran getting hit out of the pebbles way or stage interference, then the pebbles will instantly vanish upon hitting ground, or fall into a KO zone.

The starting lag is rather horrible, it is equal to Snake’s F-Smash before the rocks come down, leaving Heatran extremely vulnerable. The ending lag, is well... Very bad. Only use this attack if the enemy is up in the air or you have a lot of space due to knocking a enemy back in 1v1.

D-Smash: Magma Storm:
Produces Lava: NO
Requires Lava: YES
Requires soLR: YES
Heatran turns to face the camera as it lowers its body slightly.
During charging, Heatran will raise its body upwards as it sways its body slightly.

After charging, Heatran will quickly raise its head. This part of the animation is fairly average in lag for a smash attack.

If there is lava or soLR (Created by Heatran) on the stage, then all of the lava and soLR on the stage (SoLR will turn back into lava for the smash attack) will instantly be lifted from their position and will be violently swirled around up to Heatran’s height (Think Suicune’s old pokeball attack from Melee).
It can pick up anything from the ground to Heatran’s height and trap them (You cannot DI out of this attack, for it will instantly send an enemy into the middle of the magma storm).

The lava’s width will not change, so that means that an enemy can dodge this attack by either jumping or staying out of the lava’s way. Longer charging times and bigger sections of lava will do more damage. By no means does this attack do knockback, it will simply leave them stunned. These are the damage percentages based on how big the lava puddles are separately with each joined lava flow throughout the stage made by the Heatran who made the lava in case of mirror matches.

All of the numbers are small stage builder blocks, in comparison to:
  • ½: 4-8%
  • 1: 6-10%
  • 1 ½: 7-13%
  • 2: 11-17%
  • 2 ½: 13-19%
  • 3: 15-21%
  • 3 ½: 17-22%
  • 4: 20-25%
  • 4 ½: 22-28%
  • 5: 25-32%
  • 5 ½: 27-35%
  • 6 or more: 34-40%
The percentages only count different joints of lava, so for example, if you hit 2 enemies with this, one by a 1 ½ magma storm and the other by a 2 magma storm, then they will take damage individually from
the two storms.
The ending lag is rather quick, the attack surprisingly doing 1 hit throughout the whole attack, making it easy for enemies to dodge, though.

If there is no lava or soLR on the stage, then this attack simply does nothing.

This attack cannot be out-prioritized.
AREIALS


N-air: 300 degrees:
Produces Lava: NO
Requires Lava: NO
Requires soLR: NO
Without any animation or lag, an exact area the size of Heatran will have a mini-heatwave area around it. It will only be sizzling air so it is hard to see. There is a downside to this attack, as you cannot use it for 5 seconds after the mini heat-wave ends and you will instantly freefall after the attack is used.

The mini-heatwave lasts for 5 seconds under normal circumstances, only 3.5 seconds if you are lighter due to overheat and 7 seconds if you have absorbed an attack using flash fire and you are still in the Flash Fire state.

The mini-heatwave will cause an enemy who gets trapped in it to have their speed halved and none of their attacks will do knockback while they are in the heatwave.

This is good for slowing down the enemies to set yourself up as it plays a role in Heatran’s game.

F-air: Dragon/Dark Pulse:
Produces Lava: NO
Requires Lava: NO
Requires soLR: NO
Heatran will open its mouth very wide open as a ball of either white or black energy can be seen being in Heatran’s mouth. White for dragon pulse and dark for dark pulse. This ball will stay in Heatran’s mouth for the duration of the attack. The ball is a fair size, being the size of Kirby.

Dragon Pulse has high knockback, priority and does 14%. Having Heatran use this will have it use the pulse in one go, enough time for an enemy to air-dodge the attack. This attack has little cooldown lag lag, but Heatran’s falling speed makes it less spamable.

This attack actually has an electric element.

Dark Pulse lasts for a little longer, but instead of raw power, it will do damage in multiples, still knocking back the enemy so that they would not receive all of the hits. Each hit of Dark Pulse does 4% and can do up to 20% if an enemy takes all the hits, but it is not guaranteed to get too many hits in with yet again Heatran’s horrible falling speed. This ending of this attack has less lag than Dragon Pulse.

Strangely enough, this attack has a darkness element to it. It has average priority compared to Dragon Pulse.

So which one does Heatran use? Well, if Heatran damaged an enemy last, then it will use Dragon Pulse, but if it took damage last, then it will use dark pulse. This applies separately for each enemy, but if Heatran has not hit an enemy yet, it will use Dragon Pulse. Be careful, as this makes it hard in multi-player and hard to use properly.

The start-up lag for both of the attacks almost does not exist.

B-air: Stone Edge:
Produces Lava: NO
Requires Lava: NO
Requires soLR: NO
Heatran will quickly turn around and swing its head to slash at its enemy, turning its head around to do so. It will have its horns out which are the hit-boxes.

This attack is a two hit combo, the first attack doing 7% with hit-stun that traps the enemy while the second hit does 8% with fairly good diagonal knockback. The attack has range similar to DDD’s B-air and start and end lag are around the same as well.

It is possible to steer the direction of the way Heatran hits, so you could aim diagonally like with some attacks in Brawl like Mario’s F-Smash.

U-air: SolarBeam:
Produces Lava: NO
Requires Lava: NO
Requires soLR: NO
Heatran will move its body so that it is facing upwards. It will then open its mouth facing upwards. Heatran will then charge up a beam for 1 second, and then it will fire the beam upwards. The beam has infinite range upwards (It is as wide as ROB’s B move fully charged), pierces, cannot be reflected and does 16% with high vertical knockback.

It would seem that this attack would not work because Heatran would fall to the ground too quickly, but the unique thing about this attack is that the attack continues even if you land on the ground. The animation on the ground will differ slightly (Use common sense). The ending lag is short, judging from the horrible starting lag.

Additionally, you can press A to have Heatran stop charging and have the normal ending lag. If you do this, Heatran will keep the charge so that there is less charging lag during the next attack. If Heatran is hit during the charging phase or when the beam is fully charged, the charge will have been applied for the next time you use the attack.

This attack has top priority as well; it cannot be cancelled out by another attack.

D-air: Raging Heat:
Produces Lava: NO
Requires Lava: YES
Requires soLR: NO
Heatran will glow red for a brief moment, the lag being very minimal. Afterwards, Heatran is free to move.

Now, if Heatran is above any of its lava flows, the lava will splash up suddenly up to the height that Heatran was when its eyes glowed. Enemies getting hit by the lava will take 9% with hitstun, though using this attack will cause the lava stream affected to disappear.

The lava will stay the same width as it was, if it was a joined lava flow, that whole joined lava flow will sprout up into the air.

The lava also has top priority.

This attack is lagless, though due to losing a lava stream it is not spammable. It is better to use this attack as a lifesaver or a disrupter.

If there is no lava underneath you, this attack will do nothing.
GRAB: Earth Power:

Heatran’s eyes turn pure blood red as one Bowser space directly in front of Heatran will turn to mud. Before this happens, there is a 0.10 second lag. There is not much lag after if the grab fails but. Beware as well because it can take a simple spotdodge from an enemy for this grab to miss. It is a strong grab if used right, but it takes practice to get the timing right.

As a side not, Heatran cannot use this grab if the appropriate amount of ground required to use this attack does not exist in front of Heatran, this can include spaces occupied by lava or SoLR.

Enemies who are metal will have twice as much diffuculty as escaping from the grab.

Pummel: “INSERT ENEMY NAME” is hurt by its burn:
Produces Lava: NO
Requires Lava: NO
Requires soLR: NO
There is no animation for this pummel; the only thing that happens is that the earth trap will start to bubble a bit, frying the enemy.

This pummel is very slow, twice as slow as Wolf's pummel, but it inflicts 1% for every hit and to stay true to the pokemon game, every hit of this pummel will weaken enemies melee attacks by 1% for the next 3 seconds, being only a minor ability.

F-throw: Flamethrower:
Produces Lava: NO
Requires Lava: NO
Requires soLR: NO
Heatran will exhale a blast of fire on the enemy with range just enough to hit them, which does no damage, hitstun or knockback to the enemy during the present time, but it will cause the enemy 1% every 0.30 seconds for the next 5 seconds, as the enemy will now be on fire. The timer will reset if they are struck by any of Heatran's fire based attacks. To top it off, all of the victims attack while being set on fire will all have a burn element to their melee attacks.

To be fair, the timer will only reset two times from being struck by fire attacks and the timer for how long victims are burned decreases by 1 second for each use of this attack for spamming cases.

The throw takes 1 second to perform, and it is great combined with Flash Fire Up B) , though be careful, as the enemy can attack you right out of this throw and counterattack with their own grab. They could just hold you until they are released from the fire(Grabs still work but not throws if used with Flash Fire).

B-throw: Heat Metal:
Produces Lava: YES
Requires Lava: NO
Requires soLR: NO
Heatran will walk over the enemy, trampling the enemy into the ground and heating up the ground at the same time.

The enemy will have taken 9% from the trampling of Heatran and will be straight backwards, twice as far as DDD's down throw to prevent a chain-grab (This never changes through damage percentage).

Additionally, when the enemy is free from the grab, lava will instantly pour out of their bodies from both sides in a similar manner to the Down-B, reaching one stage builder blocks worth, and the enemy will be damaged by the lava, making for 11%.
If the enemy that was thrown was a metal charcater, then they will lose the metal condition unable to become metalised until they are KOed, but they will produce 2 blocks worth of Lava Plume.

This is one of Heatran's other best options of making lava, but it only useable if you can pull off Overheat to combo with this throw, yet alone grab the enemy with thhis laggy grab.

Up throw: Will-O-Wisp:
Produces Lava: YES (Only with SoLR)
Requires Lava: NO
Requires soLR: NO (SoLR can affect the attack)
This throw will start with the enemy being knocked up into the air by the mud-pit suddenly exploding, doing a mere 2% to the enemy.
They will be knocked up in the air with the same knockback that stage builder spikes do (Regardless of their damage percentage). This throw is unique as you do not get control of Heatran back, but rather, you are now controlling a will-o-wisp that is blue and is the same size as Squirtle that appeared out of where the mud-pit was. The controls are the same as controlling Super Sonic and you will have 2 seconds to control it. Heatran getting hit while it has a will-o-wisp will cause it to vanish. You now have many options to consider now with the will-o-wisp:
  • Hit the enemy with will-o-wisp. This will do 12% if it hits the enemy and they will suffer strong knockback straight up. The will-o-wisp has average priority so the enemy can shield or attack the will-o-wisp to protect themselves, but they cannot reflect it.
  • The will-o-wisp touching your soLR will cause it to revert to lava again for 3 seconds.
Beware when considering your options, for you are vulnerable at this time to other enemies in FFA.

D Throw: Torment:
Produces Lava: NO
Requires Lava: NO
Requires soLR: NO
Heatran will now attempt to walk on the trapped enemy and stand on them as they drown (This process takes 2 seconds ).
The enemy will take 6% from this. Heatran will be standing where the enemy was grabbed. It seems the enemy has drowned. Where are they?
Well, they will simply be right at the top of the screen falling from where they were when they were grabbed (Not freefall). This is the good part of the throw. Your enemy is now in the air, so use this to your advantage, to possibly buy yourself some time.

If this attack is used on a drop-through platform, the enemy will instantly be spiked instead of slowly drowning. The spike is as strong as Snake’s F-air.
Other Attacks/situationals:



Getting Up: Payback:
Produces Lava: NO
Requires Lava: NO
Requires soLR: NO
for pratfalling, unconscious on front and back situations, ALL OF THEM

Heatran will instantly spin around on the floor quickly, and while doing so, it will stylishly jump and then flip itself back up. This does 7% to an enemy that is hit by Heatran with very small diagonal knockback. The interesting thing about this attack is that you can reflect a projectile that would be hit by the spinning part of the attack (All of Heatran’s body), making it similar to ROB’s Arm Rotor. The lag for this attack is rather easy on Heatran.

Ledge attack: below 100%: Ember:
Produces Lava: NO
Requires Lava: NO
Requires soLR: NO
Heatran does a stylish move where it will hang from underneath the stage with its feet by letting go of the edge (Regardless of wether it can or not because of a wall) and then it will flip over to be standing next to the edge.
An enemy that is hit by Heatran in any stage of this attack will take 7% with small knockback. This attack also burns an enemy who tries to touch an edge for 1 second, knocked upwards (But never results in a KO).

Average priority.

Ledge attack-100% or more: Rock Smash:
Produces Lava: NO
Requires Lava: NO
Requires soLR: NO

Heatran knows that it will not be able to hold onto the edge for long, so it quickly chomps down the part of the edge it is holding with one bite of its mouth, and then hurries back onto the stage with its feet.

This actually causes the edge to be destroyed so nobody can use it, for 30 seconds. It will do no damage whatsoever but. This attack may be able to ruin your opponent, but be careful when using it due to lag and that with horrible recovery, Heatran will need edges. Think about wether you are either ruining your opponent’s chances of winning or really your own, as you can combine this with lava that exists on the stage at the edge so enemies cannot recover. Also, don’t try to accidentally use this attack or it may screw you up. Heatran will probably need the edge in the battle.

Wall/Ceiling Cling Attack: Fire Blast:
Remember when I said that Heatran has a wall cling attack by pressing A while clining to a wall? You will stay clinged to wall while using the attack even if you let go of the control stick, though this does not give you super-amour.

Produces Lava: NO
Requires Lava: NO
Requires soLR: NO
By pressing A, Heatran will crouch for 0.13 seconds while crouching and then quickly rise up again to have a ring of fire similar to Torchic from the pokeball, but the same size ring, only it will cover only a rainbow arc above Heatran so that walls don’t get damaged. The fire does 15% with fairly good knockback. The lag though makes this attack a bit disappointing,


This attack has top priority.
FINAL SMASH: SUNNY DAY


Heatran will let out a piercing screech as the sun comes out from below the screen. It is actually quite close to the competitors, so the sun is really in effect.

What does the sun do for Heatran? It does many things that are beneficial to Heatran, as follows:
  • Any character other than Heatran, a fire type pokemon character or any other character that has good fire resistance will take 3% per second from the heat of the sun.
  • Heatran can walk into an item, assist trophy or a non fire type pokemon from a pokeball and instantly destroy them.
  • Lava will stay in effect forever and any solidified lava will turn back into lava. Getting hit by lava will cause 8% with some strong vertical knockback.
  • Heatran’s fire type moves are doubled in power, priority and knockback (Well, it does that in the pokemon games)
  • Like in the pokemon games, SolarBeam will instantly fire without any charging time required.
  • Heatran’s dashing speed and side dodge range are all tripled when on lava.
  • Heatran’s jumping is increased by 1.2 in height and speed.
The FS will only last for 10 seconds in total, perhaps giving you enough time for some fun. When the FS is over, the sun will just vanish. It goes without warning.

Miscellaneous information:

Kirby copying Heatran:
Kirby will have the top part of Heatran’s head for a hat (The part on Heatran that looks like a jet plane, use your imagination!). If Kirby uses Overheat, he will dunk his hat off, which only one side of him will have the metal, not both unlike Heatran.

Taunts:


Up Taunt:
Heatran jumps up and down on the spot three times while splashing small traces of lava (The lava does nothing). The taunt has low lag for a taunt. As fast as Lucario’s up taunt.

Side Taunt:
Heatran will raise its body upwards as it flashes red. This taunt has moderate lag, but not too much.

Down Taunt:
Heatran will lower its head, and then suddenly raises it to roar. It does this in the manner of a wolf. This taunt is a bit laggy, similar to Mario’s up taunt lag.

VICTORY POSES:

Victory Pose 1:
For a while, there is nothing where the victor is meant to stand (For 1 second). Until there is a crack on the ground, and a geyser of lava emerges with Heatran on its back, bathing on top of the geyser. Heatran seems to be enjoying itself while on there.

Victory Pose 2:
Heatran will spit out the magma stone from Pokemon Diamond and Pearl. It will take some time to hyperventilate, and then it will suspiciously look behind (By turning around) it, just so none of the losers will try to steal it.

Victory Pose 3:
Heatran will be constantly stomping on the ground in enjoyment, causing shaking and the losers to trip over and get into their pratfalling positions when the first tremor begins.

Victory against Pokemon Trainer:
The trainer will look impressed as they see that Heatran is a strong pokemon. Heatran is just standing there for the moment, but the trainer will send out a Master Ball to try and catch Heatran. The retro sound from Red and Blue will play (When a pokeball is thrown), but Heatran will sidestep, for it knew that was coming. There will be a text window that will say “You missed the Pokemon!” (What? How can you miss with a Master Ball?)

Heatran will angrily turn to the trainer that tried to capture it and then it will use flamethrower on them and they will be scorched, in a similar way to the anime (When Ash gets burnt by a disobedient Charizard on several occasions, you know). Heatran will then proceed to do one of its victory poses, but the trainer will be lying on the ground, burnt. (If there was more than one PT, the one who was closer to winning will be affected.

Losing Taunt:
Heatran cannot applaud, due to having no hands. Not that it would want to. But Heatran does not realise it but it is melting the ground, due to its hot legs. Heatran ends up sinking into the ground, but it does not seem to mind.

ANIMATIONS:


In General:
Heatran will always have some small bubbles that slightly float out of its body but soon pop. Its dark red lava body can be seen slightly sizzling.

Standing:
Heatran will stand just like in its picture. If let to stand, it will happily stomp on the ground if has low damage percentage, but if it has a high damage percentage, Heatran will stomp rather angrily and steam will come out of its body. It will sometimes turn its head around in excitement before raising it slightly.

Walking:
Heatran will sluggishly move its 4 legs to move forward, but it is seen doing so very sluggishly.

Running:
Now, Heatran will try to increase its pace a little more to run.

Dashing:
Heatran has no choice but to get a lift from a small lava flow that covers only its body underneath.

Crouching:
For its first crouch, Heatran will duck its body by bending its knees.

Spotdodging:
Heatran will be pushed by a flow of lava from and to the foreground.

Grabbing the edge:
Heatran grabs the edge with its mouth.

Lying unconscious (Lying on back):
Heatran will lie helplessly like a turtle, and its feet lying in a straight position.

Lying unconscious (Lying on front):
Heatran will lie down with its eyes closed, and its feet lying in a straight position. (Same as lying on back)

Getting up:
Either position, Heatran will bend its feet so that they touch the ground, and then, if necessary, it will flip over to its rightside position, but otherwise it will just use its feet to get up either way.


1st jump:
A tiny eruption from the ground will send Heatran up to its 1st jump.

2nd jump:
Heatran will do a generic flip like Ivysaur does for its second jump.

Stunned state:
Heatran will struggle to move its head upwards but it will only fail for it to drop straight down.

Sleeping:
Heatran will have its head lowered again, only there are small Zs coming out as it dozes off and snores.

Pratfalling:
Heatran rolls over simply. It will be lying on its back, only this time, its feet are struggling and its eyes are open.

Becoming Giant:
Heatran simply raises its head.

Becoming tiny:
Heatran will lower its head in despair.

Super Spicy Curry:
Heatran will have no animaiton for SSC, not being affected by heat, though SSC still applies for Heatran normally.

Landing:
Heatran will get into its crouching position and then rise up.

Rolling: Back and Front:
A stream of lava that will only affect Heatran and is its size (Underneath it) will send it to its new location.

Air Dodge:
Heatran will move into the background slightly while its limbs seem to form a plus sign.

Ukemi/tech:
Heatran will catch it with both of it’s for feet on the ground.

Star KO:
Heatran will make a metallic screeching sound.

Opening:
A large puddle of magma exactly the width of Heatran will appear on the floor. Soon Heatran can be seen slowly ascending out of the puddle, and then shaking its body as if it was a wet dog. The lava will be gone now.

OTHERS


Wii Remote Sound:
Heatran uses its cry from the pokemon games while there is a faint bubbling sound of lava in the background.

Alternate Costumes
Heatran’s default colour is dark red for most of its body (Not the lighter red areas)
All colours will be in a darker colour scheme for a replacement of the dark red.
Blue Green Yellow Black Gray Purple White shiny Heatran (This is a lighter coloured Heatran)

Music
The general pokemon music, but to add extra for Heatran:
  • Pokemon D/P Stark Mountain Interior
  • Legendary Pokemon D/P battle, for Heatran, Giratina, Regigigas, Rotom and Darkrai.
Universal symbol:
It’s just a Pokeball like usual.

Crowd Cheer:
The crowd will simply chant :Heatran! Heatran! Heatran!

Snake Codec Taunt:
Snake: Colonel, it’s getting hot in here. That thing on the walls might be the source of this heat wave.
Colonel: That’s a Lava Dome Pokemon, Heatran. It specialises in fire, and is able to cling onto walls and ceilings, but is rather slow and heavy. Be warned Snake, that creature will eat your explosives for lunch. Because of its ability Flash Fire, all forms of fire will not work on Heatran, so you are going to have to get your hands dirty for this fight.
Snake: So, that literally means that I have to touch that thing? Oh great, I don’t want to get burnt doing so.
Colonel: Our analysis indicates that you should be safe if you hit Heatran’s gray body area. Most of all, you just need to be careful of that creature’s lava it sometimes leave behind. Just be careful, this could be one of your most difficult missions yet. Just make use of that creature’s slow speed.
Snake: Actually, if I had my cigs here, I could light up one of them on that creature. It would make for a convenient tool. I might take it back with me after the mission.
Colonel: Negative, Snake. It is not part of the mission to capture pokemon and use them as tools. You do not want to have a reputation like Team Rocket does. There are bigger fish to fry out there.
Snake: Well, I suppose you are right. But I would like to fry something on that monster.
END TRANSMISSION
Overall Style of using Heatran:
Heatran as you would guess is a stage wrecker using lava plume, and is also a major slug. Its specials involve customisation of Heatran and disruption, but none are very quick. You will need to disrupt the enemy first, then set them up for a powerful strike by setting lava in the stage.

To begin a match, a Heatran player should always use Lava Plume to wreck enemy options. Depending on the circumstances, you may also need to begin with Overheat to shed some of that weight. This will also be good as a trap for the enemy and allows you to make some use of Heatran’s aerials. You can use Heatran’s N-air to slow enemies down and keep them off guard, and even give you an invincible position on the edge. This is what Heatran is made for. On circumstances, enemies may have to get their own set-ups, which is good for you, Lava Plume spam in that case.
You will have to change tactics from match to match, becuase you can’t have a Falco laser spammer hitting you when you are trying to lava plume.

When enemies start to projectile spam at you, you will have to change tactics. Overheat will be your trump card, as it allows for a better air approach.
To deal with pesky close range fighters such as Meta Knight, you should resort to using traps such as the n-air to keep him off guard, and NEVER let him grab you, otherwise it will be the end for you.

For Heatran, you will need to keep a constant rhythm of lava going along with a tactical change when needed. Disrupting is one of Heatran’s strong points, and if you can get the enemy in your trap, you can sucessfully KO them with either an aerial or a tilt.

Ending Credits Theme:
1. YouTube - Pokemon DP
Main Legendary Battle
Theme REMIX
END, Thanks for reading!
 

:mad:

Bird Law Aficionado
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Joined
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Messages
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Location
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The Heatran set was ridiculously hard to read, but extremely detailed. It'd be very, very good if you did a mass revamp.
 

UserShadow7989

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Servbot, the childlike henchman.
Megaman Legends


Servbot's playstyle focuses on two things: sheer number and outside fire power. Servbot can call in several of the Bonne family's machines and inventions, allowing him to pack a punch in spite of his small size. This, combined with the other 40-odd Servbots ready to help him make him a very powerful fighter. Unfortunately, with his low weight and weak if varied recovery options means that he'll have a hard time fighting toe to toe.

(No Button)
Dr. Wily, the determined schemer.
Megaman


Dr. Wily is an old man, lacking in ways to fight. He instead has his creations fight for him, building Sniper Joes and Mettools left and right in mid battle. Not to be underestimated, the megalomaniacal doctor also has few devices up his sleaves for emergencies. While Dr. Wily has nothing going for him in terms of stats, he and his army of machines can still snatch victory away from that blue do-gooder!

(No Button)
Akira, psychic street brawler.
LiveALive


Akira uses his powers to fight the opponent from far away and to keep some space between him and his foes. With a perfect score in his Range stat and an amazing priority stat, Akira isn't to be underestimated. However, his attacks aren't powerful or spammable and he isn't much of a fighter up close, either.

(No Button)
Specter, Megalomaniacal Monkey.
Ape Escape


Specter's vast psychic powers grant him a fantastic offense, scoring KOes and racking damage left and right. He's no slouch when it comes to speed, falling just short of Captain Falcon at full speed. However, no matter how powerful his psychic abilities are, he's still a very light monkey. He must protect himself by putting up a barrier, summoning his loyal monkies, and levitating out of reach before he can let loose with his great strength. It takes brains to take over the world.

****Non-entry sets****
(No Button)
Snorlax, Gluttonous Giant.
Pokémon


An unfinished set. I lost intrest in working on it and feel unhappy with how it turned it. Hence why I'm not entering it in this contest. Still, I worked hard on it and there are things that I do like about it so I'm putting the link here for anyone who wants to take a look. Snorlax is a massivly heavy fighter, and capable of healing himself, negating enemy attacks, and disabling the opponent. He focuses more on napping and eating then actually fighting, making it hard to KO with him in spite of his high damage capacity.

MYM 5 Link-up Space:
http://www.smashboards.com/showthread.php?p=7328554&posted=1#post7328554
 

Clownbot

Smash Lord
Joined
Jun 9, 2009
Messages
1,851
HEATRAN:

Just popping in here really quickly, but just from a glance, it looks like you could add some color.
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Katapultar, Heatran is great set, but at the same time, it's a huge blinding wall of text. Your sets are great, but you really need to work on your organization. To many here *Ocon*, organization means just as much as the content of the set itself.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
Heatran had some really cool ideas like the lava mechanic. It was fun to see him manipulate it with his various moves, especially the DSMmash (which means you get extra credit for making his signature attack into an epic move). You also did a great job of keeping his moves relevant to the character instead of copying pokemon learnsets, which made him truly feel like playing as a big lava monster. =)

Overall, the main problem this set has is its organization. Seriously, it needs some major BB-code work before most people will be able to read it well. There's a link in the OP for some tips on organization, I'd highly suggest taking a look at that.

I honsetly feel this set has some great potential, but it needs some more work with bb-coding before it can become readable enough for most people to spend time actually finding the good points about it.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Thanks guys for your comments and Im sorry if you could not read it properly, but I have now added colour into my moveset, if that was the main problem. I tried to get the colour editing done once I posted it becuase I don't know any other method. Also I had a few more pictures to add, but the copying and pasting seems to be failing for some reason, but I will try to add them.
 
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