JOSH ಠ_ಠv
{CLOYSTER}
Cloyster is an oyster. Actually, he's more like a Bivalve turned on it's side. Wait, aren't oysters Bivalves? Well that doesn't matter, as Cloyster is the #91st Pokemon, so real-live Science need not apply. He's not really the most
marketable well-known Pokemon around, but that doesn't make him any less bad
ass. Cloyster is a sideways clamshell thingy with a black pearl for a head that has a permanent evil smile upon it's face, and it also spends it's spare time firing giant spikes and random Pokemon in order to eat them alive. Quite frankly, it doesn't get much more Metal than that.
{STATS/GAMEPLAY}
{SIZE- 7/10}
Standard human size. He floats slightly off the ground, since he's apparently swimming in midair for some reason.
{WEIGHT- 10/10}
Actually kinda varies a bit due to one slight quirk in his gameplay.
{STANDARD MOVEMENT- 2/10}
I say "Standard Movement" because Cloyster moves pitifully slow. However, you'll most likely be using his UpB to get around, which is much faster.
{JUMPING/AERIAL MOVEMENT- 6/10}
You'd think swimming in midair would allow you to get as much aerial height as you want, but no. Cloyster has a pretty standard jump, in which he launches up an average distance, but slooowly floats back down.
{TRACTION- 5/10}
Cloyster is pretty slippery to control. Y'know, since he's swimming and all.
{POWER- 8/10}
Pretty much standard Tank fare. Actually, Cloyster's power isn't instantly obvious; he's meant to build up some damage before finally sending the foe flying with one of his more knockback-happy attacks.
{PRIORITY- 5/10}
5/10 doesn't mean he has average priority, but rather that he's a mixed bag. Some of his attacks, especially those involving his shell, have insane priority whilst his projectiles have it pretty poor.
{RANGE- 9/10}
This is a tirkaro set. C'mon now.
{ATTACK SPEED- 5/10}
Cloyster is a bit like Cirno in that he's quite fond of Chargeable attacks. You shouldn't have much trouble, but using Cloyster to his full potential means buying some valuable time.
If you need me to run that down for you, you could say that Cloyster is a Tank character, but differentiated by the fact that he has a lot of options for approaching.
Now onto the important part. His "Mechanic" (if you can call it that), is the one thing crippling an almost invincible fortress. See his "Weight" stat? Well, in most cases, it certainly lives up to it's number. Cloyster has absolutely insane defense around his shell. Most of the time, Cloyster can't even be knocked offstage until he reaches insane percents such as
600%. What's even worse is that Cloyster has
permanent super armor until he reaches
200%. (Save for when he's using his Nspec.)
However, all this overpowered defense comes at one cost:
Cloyster's head is incredibly fragile.
The black pearl that makes up Cloyster's cranium is a rather small hitbox, so it's rather hard to hit. Additionally, he also has moves who's purpose serves to protect his head at all costs. But screw up and actually have his head hit by any attack stronger than a jab, and you'll be paying the price. If the average attack's hits Cloyster's head, the screen will pause for an extremely brief second while the stock *SCREAM!* sound effect plays. Cloyster will take the regular amount of damage, but he'll take an
insane amount of knockback.
tl;dr: Pretty much any regular attack that hits Cloyster's shell is most likely a
1-hit KO.
This will probably turn off a lot of non-dedicated players, as it's pretty easy to get constantly OHKO'd if you're not protecting your head properly. But learn some of the ropes, and you'll be sailing smooth in no time.
{SPECIALS}
{SHIELD- WITHDRAW}
clois·ter
v.
1. To shut away from the world in or as if in a cloister; seclude.
With almost no lag time at all, Cloyster will withdraw his head into his shell, and then close it. His shell is hardened and then falls straight to the ground. Making up for his crippling weakness, Cloyster has access to the single most overpowered, Chuck Norris/Bruce Lee/Kenshiro-level shield in the whole game. Cloyster's closed shell cannot be broken whatsoever, it can't be grabbed, the startup/ending time for it is almost instant, and Cloyster can even attack right out of it. Also, his shell has the properties of Kirby's stone; while the shell falls down, any opponent under it will take
1~11% damage with light-to-average knockback, depending on how far Cloyster fell.
The weaknesses it does have though, is that the shell takes some knockback upon being attacked, so it's not 100% invincible. You can probably knock it out at like, 300%. Additionally, Cloyster cannot dodge whatsoever, so shielding is the only defensive option he has. So the only alternative he has to airdodging is doing that slow and clunky Stone-drop, but made up for the fact that the drop deals damage with average priority.
{NEUTRAL SPECIAL- SPIKE CANNON}
Nspecs tend to be simple, yet vital, attacks, and Spike Cannon is no different. This is a completely chargeable attack; Cloyster will stand still and point the spike on his head forward. While it's charging, you can change the direction of the spike/Cloysters head any way you want. You can charge this attack for
.2~3 seconds, and upon release, Cloyster's spike will shoot projections of 2~7 spikes all in a straight line, that go at the speed and distance of a Super Scope shot. Each of these spikes deal out
2% damage with low knockback, and have low priority.
Also, Cloyster can tilt his head while the spikes are firing. So if you feel like it, you can fire a fully charged barrage of spikes along a 90° angle.
And if you needed me to tell you this, keep in mind that this attack, along with many others, leaves Cloyster's head extremely open. You might want to use this attack from a good distance from a foe.
{SIDE SPECIAL- TOXIC SPIKES}
An odd variation on his Nspec, Cloyster's Sspec will have him pointing the 2 spikes on the side of his shell forwards. While charging, they'll start glowing white, and upon release the Spikes will fire 2 large, bright purple needles, both trailing behind eachother. Each of the needles do a measly
2% damage with medium priority, but as the title implies, these needles keep on giving. The foe will be poisoned upon getting hit by these obviously-poisonous needles, and will take
2% damage every .3 seconds. The poison will typically wear off after
5 seconds, but the foe can try to shake off the poison by moving around a lot.
Unlike Spike Cannon, charging this attack doesn't change the amount of Spikes fired, but rather how far these 2 poison Spikes can travel before dropping to the ground. This move can be charged for
.2~3 seconds in order to make them travel .3~3 battlefield platforms far.
{DOWN SPECIAL- DEEP DIVE/SURF}
One of Cloyster's main methods of approaching, this mean Bivalve will somehow dive into the ground and will start automatically swimming. Cloyser's position is given off by a small rift of splashing water, showing that Cloyster is swimming in that location. Cloyster swims at the speed of Jigglypuff's run, and you can change his direction the direction he swims, but not stop it. While underwater, Cloyster can do 1 of 3 things under a 3 second time limit:
*Holding A will cause Cloyster to rise up a bit, so only the spike upon his head is visible above ground. Getting hit by this spike only deals
1% damage, but it constantly combos the foe until Cloyster has to turn around, 3 seconds has past, or if the foe DIs out of it. This spike has medium priority, but any attack that out-prioritizes it will deal the appropriate amount of damage to Cloyster, but not stop the attack completely.
*Pressing B with any other direction besides Down will cause cloyster to jump out of the ground, 3 SBBs high. He'll then dive toward the ground until he lands safely. Getting hit by Cloyster while rising up dishes out
8% damage, while a falling Cloyster does
5% damage. Cloyster will automatically preform this move after 3 seconds of staying underwater, or if he reaches a ledge. Naturally, you can freely influence the direction of which Cloyster is falling.
*Pressing Down and B will cause him to preform quite a different attack. Cloyster's top half will rise out of the ground, while completely open. Shortly, Cloyster will then close his shell and submerge back into the ground. Doing this directly under an opponent will cause Cloyster to drag the foe underground with him, counting as a grab. Now this is your chance to BUTTON MASH, YAY. Mashing the A or B buttons will cause you to constantly rack
1% damage upon the opponent until they break free, but most of the time, you'll end up racking
10% damage upon the foe. Try to get higher than that!
Also, preforming this attack off-stage is pretty much a suicide. Just thought I'd throw that out for you. Also, to prevent you from camping to death with this move, you can't use it again until 5 seconds pass. Just because.
{UP SPECIAL- PROPULSION}
Cloyster's absolute main way of approaching, and at high levels, maybe even moving, period. Cloyster will charge up for a bit, and upon release, will swiftly propel himself a good distance forward. Cloyster moves insanely fast while being propelled, about the same speed as a projectile like Samus' charge shot. Getting hit by a propelling Cloyster deals
7% damage with mediocre knockback.
Now, this move works a bit like ROB Rocket in that you can't really unleash the full power of this attack over and over again. A fully charged 100% propulsion goes as far as 3 Battlefield platforms along an XY axis. After using the whole thing up, Cloyster must stay on the ground for 1.5 seconds before he can use the whole thing again. But it's really best if you just use this move in short, conservative bursts.
Also, Cloyster faces a 70° angle upon first using this move, though you can change the direction while charging. Propelling into the ground or a wall will just cause Cloyster to bump his shell and suffer
.3 seconds of ending lag.
{NEUTRAL ATTACKS/TILTS}
{NATURAL COMBO- BUBBLE BEAM}
But it's a pretty weak Bubble Beam. (Which is ironic, since Cloyster's Bubble Beam has a STAB bonus in the actual games.)
Tapping the A button will cause Cloyster to shoot out bubbles, eventually forming a small cluster of bubbles in front of it if you can get that far. They don't instantly harm the foe, as anything that comes into contact with it simply pushes the bubbles away. Rather, after 1 second, the bubble will pop, dealing
2% damage with very low knockback.
The main point of this move, of course, is to keep the opponent away, while still giving a good amount of damage. This is an amazingly versatile move, as it combines elements with a trap along with a normal attack. A really slick Cloyster player can set up wads of bubbles around the stage to keep the opponent on their toes. That said, it's not as vital of a move as it seems, as it's also pretty clunky and maybe a bit predictable. Naturally, it should just be uses as single part in a well-balanced Cloybreakfast. (By the way, who the hell eats a breakfast that big anyway? Last I checked, the cereal WAS the breakfa- eh whatever.)
{DASH ATTACK- TACKLE}
There's superspecialawesome unique moves. And then there's boring-but-practical moves like this. Simply put, Cloyster closes his shell and spins while charging forward. Basically, it's the same as Pikachu's dash attack, EXCEPT HE'S SPINNING WHILE DOING IT, ISN'T THAT INCREDIBLY UNIQUE, OMG OLOLOLOL (h) (Smirk2) (ROLLING)
Also, this does
8% damage, good knockback, has superb priority, and has low startup/ending lag......(kermit) (lolwut) (a1) (CHEW) (goo) (goo) no (go-.....(d) :@
{FORWARD TILT- ICE BEAM}
Exactly what it says on the tin.
By doing a holy combination of A and tilting the control stick forwards, A small white dot of energy will appear on Cloyster's head spike. Why yes, this IS another charging move of course. Upon release, an extremely thin beam of ice will shoot out of his head spike. The length of this beam varies depending on how long you charge it; you're able to charge for
.2~3 seconds in order to shoot a beam about .2~2 battlefield platforms long.
Getting hit by the full extent of this attack deals
2% damage each hit for about 1~6 hits. The knockback is low, but the priority is infinite and is a great damage builder overall.
{UP TILT- BRINE}
Pretty much a vertical version of the above attack.
Cloyster will tilt his head directly upwards and will start sucking in water, since this is a chargable attack and all. Upon release, Cloyster will shoot out a thin stream of water directly above him. You're able to charge for
.2~3 seconds in order to shoot a stream about .2~2 battlefield platforms tall.
Getting hit by the full extent of this attack deals
2% damage each hit for about 1~6 hits. It has low knockback, but infinite priority.
Now I know what your thinking; Since Cloyster is technically supposed to be IN the water while battling, what with suspension of disbelief and all, isn't Cloyster shooting an actual burst of water kind of a paradox? Good question my boy, and to that I respond with
shut your whore ass mouth
{DOWN TILT- WHIRL POOL}
I guess it's just not a tirkaro moveset without some sort of tornado attack involved, is there?
Cloyster himself stands still, but he summons a small tornado of water to swirl around him like the awesome god he is. This tornado lasts long enough to hit 3 times, and it dishes out
3% damage each hit. There's little lag whatsoever involved in this attack, but it has low priority to keep it under control. A really basic move overall, but it gets the job done.
{SMASH ATTACKS}
{FORWARD SMASH- GIGAAAA HORN DRILL BREEAAKEEER!!!}
I DON'T CARE IF CLOYSTER DOESN'T ACTUALLY LEARN HORN DRILL, I'M KICKING LOGIC TO THE CURB AND DOING THE IMPOSSIBLE
Upon releasing this attack on the masses, Cloyster
uses his spiral energy to grow the Spike on it's head to an enormous size. This move can be charged for up to
1.5 seconds.
For .5 seconds, it's horn becomes as
big as cloyster. For 1 second, it becomes 1.5 the size of Cloyster! And for 1.5 seconds, it becomes
twice as big as cloyster! That's certainly epic enough, isn't it?
His horn then starts spinning around so fast, it looks all sketchy, and Cloyster then thrusts the obvious phallic symbol .5 battlefield platforms ahead of him. If he makes contact with the foe, Cloyster will instantly appear right behind the opponent and the action freezes for a brief second. For that second, Cloyster will awesomely fold the drill back to normal size, and the opponent
explodes once it's all over.
Despite the awesome looks, this attack only does a mere
10% damage. But what this move is
really for is the knockback. This attack deals GREAT knockback, about slightly more than Bowser's fsmash! Also, this attack would be impossible to implement in an actual game, because the amount of priority in this attack that has to be programmed is roughly Graham's Number.
The one drawback, though, is that it has absolutely pitiful Startup and ending lag. The startup is at least somewhat forgiving, being only .4 seconds long, but the ending lag, woo boy. Even if he doesn't hit a foe, he'll still do that whole "folding his drill back to normal" animation, which takes up roughly .7 seconds. That's about as long as a falcon punch. Getting nervous now? Well then, LET'S SEE YA GRIT THOSE TEETH
*Punches you*
BELIEVE IN THE ME WHO BELIEVES IN YOU, BUT MOST OF ALL, BELIEVE IN THE YOU WHO BELIEVES IN YOU
{UP SMASH- GIGAAAA HORN DRILLMAXIMUMUU!!!}
For this attack, Cloyster naturally
DOES THE IMPOSSIBLE SEES THE INVISIBLE ROW ROW FIGHT THE POWAH
jumps up into the air. Shortly after, Cloyster somehow
uses his spiral energy to creates a large number of drills around his shell. All these drills then start spinning rapidly, each doing
1% damage each. The drills spin longer depending on how long you charged this, so the damage total should amount to
6%~17%. Of course, in exchange for this awesome damage, the knockback isn't nearly as good, only around average. However, the priority is still better than yours. Even the ultimate chimera's. What? You mean THE CHANCES OF OUT PRIORITIZING THE ULTIMATE CHIMERA IS 0%? SOUNDS MORE LIKE 100% TO ME
Also, funnily, Cloyster's head is still exposed on the very bottom of the clusterf*ck of drills, as you can see in the above image. I guess that makes up for it's insane prirority.
After the whole move is done, which is around .3~2 seconds, Cloyster puts all the drills away much quicker than in his Fsmash, and falls back to the ground.
{DOWN SMASH- RISING GIGAAAA HORN DRILLBREAKAAAA!!!}
Now for something completely different.
Cloyster dives into the ground once again for this attack's charging animation. Upon release, Cloyster's horn drill will rise out of the ground, and start spinning. Not really anything special is it? THINK AGAIN!
While this attack doesn't do much when it fails to hit an opponent, if you manage to
buttrape attack the foe with your drill from directly underneath, the attack will then act like a pseudo-grab. The drill will pierce through the opponent, and then spin them around at
insane speeds, until they start twisting like rubber. Soon, the foe will launch right out of the drill, and get knocked back a good distance upwards.
Likewise, this is an attack focusing on knockback more than anything. The initial spinning **** does
8~15% damage, but the resulting knockback is GREAT, pretty much a vertical version of the Fsmash. Also, Chuck Norris level priority.
If Cloyster misses this attack, then the resulting standard drill attack deals
2% damage each hit, hitting about 2~4 times.
{AERIALS}
{NEUTRAL AERIAL- HOMING NEEDLES}
Simply put, Cloyster grows a bunch of needles all around it's shell, much like in it's UpSmash. But much unlike it, the needles are much smaller, and they
shoot out. And to make matters worse, they even slightly home in on the opponent! Sure, they turn like crap, but they're still there!
Each of these needles deal
1% damage, and there's about 7 of them. They all have poor priority, almost nonexistent knockback, and go as far as a battlefield platform along an XY axis. This is mostly used to annoy the foe, but it can be a great damage racker if used right. The startup lag is a bit hefty, as he takes .3 seconds to detract the needles from the shell, and another .2 seconds to launch the needles.
{FORWARD AERIAL- ICE SHARD}
This move is pretty cool.
Cool as...............
IIIIiiiiiiiccceeeeeeee
Anyway, this is a really quick move. There's almost no startup and ending lag. So naturally, the attack itself is pretty darn weak. Cloyster simply blows shards of ice in front of him, going about half a battlefield platform far. Each shard does
1% damage, and deals
6% damage in total. The knockback and priority is low, making this a rather unremarkable move. But, it's still extremely quick, so use it to poke at your opponents some more and maybe......combo with it? (Ohohoho, yeah, Cloyster comboing, zat iz a good wun
*ahahahahuhaohohoahuahas to the tune of the MM8 select screen theme* )
{UP AERIAL- HORN SPIKE}
Think of this attack as a pretty bizarre take on a Spike attack. (Spike as in Meteor Smash, not to be confused with an actual attack involving spikes, nor that one channel that G4 is desperately trying (and failing) to be.)
Cloyster puts on an even more sinister face as his horn extends a short distance vertically, about twice as long as normal. While you could write a school paper about the Freudian symbolism going on here, along with this entire moveset, you're going to have to let it wait a bit. When this attack makes contact with a foe, the opponent will make like the heavens and be PIERCED THROUGH by Cloyster's horn drill. When that happens, Cloyster will tilt himself downwards, and will spike the foe downwards-diagonally.
This is a rather hard move to hit 100% correctly, but if you do, it deals
8% damage with very good knockback. After all, it is supposed to be a spike, right? It has Medium priority.
{DOWN AERIAL- HAIL}
A downwards version of Ice Shard? Naw, really? Well, naw, really. It's quite a bit different.
For this one aerial that I keep forgetting exists, Cloyster charges up this attack by sucking in air/water. Woah, another charging attack? Who'da thunk it?
Anyway, after charging this move for about
.2~1.5 seconds, Cloyster will tilt itself downwards and spit out 2~10 chunks of ice, each doing
1% damage. These chunks of ice are spread out quite a bit, around the width of Cloyster's body, so there's no real guarantee all these shards will hit. The shards do absolutely no knockback and the priority is lol, so it's really just a damage racker, and not much more.
Also, Cloyster isn't like Cirno. He still falls down while charging this attack
{BACK AERIAL- BAIR MINIMUM}
Cloyster shoots out a jet of water from behind. That's about it. Hey, they don't call it "Bair Necessities" for nothing y'know.
This jet is about a fireball big, and only lasts for about
.2 seconds. It deals
5% damage, and propels Cloyster slightly forward, like ROB's bair. Has average priority.
{GRABS/THROWS}
{GRAB/PUMMEL- CLAMP}
Exactly what you'd expect. Cloyster opens it's shell further and charges a short distance forwards. Anything unfortunate enough to contact Cloyster's shell from hell will get
completely swallowed by the shell. :o
Pressing A again will make the shell predictably contract, causing
1% damage upon the poor victim.
{FORWARD THROW- PEARLY WHITES}
Cloyster does his best impression of Snoop Dogg's house, as he contracts himself together, and thick, white gasses start to leak out from his shell. After about that second, Cloyster will spit the foe out of his shell, who is now
imprisoned in a pearl. :o
Actually, this "pearl" is just a sphere made of Ice, meant to look like a pearl. The foe can still easily break out of it, but it's up to you to smack it around before they do.
tl;dr, it's pretty much the same as Yoshi's turn-the-opponent-into-an-egg thingy. This attack deals
10% damage.
{UP THROW- MARVEL VS POKEMON '98: NEW AGE OF MARKETING PINGASQUARTZ EDITION}
Cloyster imprisons the foe in a more convenient
log of ice, and throws the opponent above his shell. He then turns his shell to the side, as some mystical mystical force causes the log-frozen opponent to magically bang upon his shell in order to make music. In fact, the mystical force manages to play the first 19 notes from "Under the sea", that one song from that one crappy Marvel movie about that Mermaid T-Pain bought or something. ANYWAY, after the frozen foe bangs themselves against Cloyster's sturdy shell, they're somehow launched upwards with Medium knockback and
12% damage.
{DOWN THROW- WHY THE F*CK IS PINBALL ON THE VC BUT NOT NAZO NO MURASAMEJOH WTF}
Cloyster pulls off a move much like that one Japanese Pokemon fighting game that makes MYMers go (SHOCK) because it uses PROOOOOOOOOPS
Cloyster simply takes the opponent underwater and shortly rises up....along with a Dewgong, a Sealeo, and a Seel. And much like that one even from that crappy Nintendo Pinball game that shouldn't have been on the VC along with China Warrior and DKJ Math (ono), Cloyster and pals will start bouncing the opponent like a ball amongst themselves. This
usually does a simple 10% damage....but as a secret, if you manage to time presses of the A button
just right so it syncs with the Rhythm of your foe being bounced, you can bring this up to
17%!
This whole animation is about 1.5 seconds in total.
Also, why the hell have I started using XAT speak outside of XAT? I thought I wasn't a f*ggot.
{BACK THROW- I AM PURPLE CYCLONE}
For this attack, Cloyster, and by association, the opponent, rise up in the air as Cloyster starts spinning real real fast. I mean, really fast, like, super fast.
When Cloyster finishes this animation, he'll spit the foe out from behind him, which only does a measly
6% damage. But the catch to this attack is that it makes the foe
dizzy! For about
2 seconds, all of the foe's movement-related controls are completely reversed!
LOL POINTLESS STATUS INFLICTING MOVE BECAUSE YOU COULDN'T THINK OF ANYTHING BETTER OLO Shut up!
{FINAL SMASH- BLIZZARD/DEEP FREEZE}
Cloyster has the Smash Ball, ohshi-
When he uses his final smash, Cloyster goes all out and
FREEZES THE ENTIRE STAGE IN ICE. Only Cloyster can move in these
10 seconds of frozeness, who'll most likely proceed to just knock the crap out of his opponents.
Pretty much, it's the same as Dio Brando's/Jotaro Kujo's TOKI WO TOMARE move. (Contrary to popular belief, the move isn't called ZA WARUDO. ZA WARUDO, or rather, The World, is Dio's stand, who he simply calls upon to attack, just like any other stand in JJBA. This technique is actually referred to under the generic title of "Time Stop" in the manga, which was supposed to be the unique ability of Dio's. However, Jotaro Kujo's stand, Star Platinum, eventually learned this technique as well, due to their stands being almost identical in nature.
themoreyouknow.jpg)
{PLAYSTYLE}
Well, everything really important about Cloyster was pretty much explained in the Stats secotion, but expanding upon that....
Cloyster is quite obviously a specialized tank. He's pretty much reliant on his shield, Up and Down special in order to not suck, the rest of his attacks to build up damage, and his Smashes to knock people back. He's a really hard character to get completely used to, but let's face it, you're pretty much used to that by now.
First off, you're going to want to get used to moving with Propulsion and maybe Deep Dive. There's a special art to moving like a Cloyster, and he'll only start being a beast once you nail it down. You'll need to know this, since you need to keep a controlled distance from the opponent in order to use this Bivalve to his fullest. You'll have to keep a safe distance from the foe in order to rack up some damage, then get up close and personal in order to send them flying.
Well, that's Cloyster stripped down to his basics. Let's think up some strategies to make this tank work. First off, you have 2 major helpful factors when it comes to keeping distance: Insane defense and..... Bubbles, apparently. Bubble Beam is like a less versatile trap move, but one with many advantages. You can set them up as much as you want, and you can try and synchronize them with your normal attacks. It keeps the opponent on their feet, and that's all that counts. As for getting up-close, you have your incredible defense to protect you. First, you should learn to master Cloyster's shield. It's one of his biggest advantages, and pretty much the only thing between you, and a humiliating death of a OHKO. If you need to use some close-range damage rackers or one of your Giga Drills, you'll need to be using this quite a bit. Cloyster really has no problems with spacing, it's just really hard for a newcomer to do, and maybe a bit unwieldy, even for a perfect player.
Other than that, he's your standard tank. He has many options for approaching the opponent, and can sure as hell dish out the damage. He's just crippled horribly by his one weakness. That is, getting hit in the head, if you weren't playing attention. And believe me, a lot of attacks end up leaving Cloyster's head exposed if you're not careful. So Ciao~!
{MATCH-UPS}
{MEGA MAN (ANY INCARNATION)- 0/100, CLOYSTER'S FAVOR}
Mega Man will die instantly upon getting hit by one of Cloyster's spikes. So yeah.
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NO EXTRAS FOR YOU, WEENIEMIESTER
DEAR GOD, THIS IS THE LAST TIME I'M DOING A 1 DAY SET, ARGBLARG, THIS TOOK 7 1/2 HOURS TO MAKE RATE COMMENT AND SUBSCRIBE
ALSO, THIS IS NOT A F*CKING TV STUDIO JOSH ಠ_ಠ