I feel down-right terrible for not commenting on any other sets...
It's Finally Here! sorry for not commenting on any of your sets, guys... but I just had to get this out there ASAP. I'm rather proud of this, considering it is my first set. But because I wrote it in installments, it sounds a bit choppy and isn't written very well. hope you guys enjoy reading it as much as I enjoyed writing it! NOTE: because I'm not too experienced, I omitted a match-ups sections, as well as many of the other non-essentials (like related stage/assist trophy). But if you have any questions or are confused by something I DID write, let me know and I will clarify. Thanks for your support (especially Katapultar)!
Unown are a group of Pokemon recognized their wide, lonely eyes.
They are weak alone, but are said to function best in groups, releasing great power.
To embody the teamwork of the Unown, you control two of them.
Originally, there were 26 different Unown.
In later games, two more were added, and these are the two you control.
In the Pokemon games, they have the world's smallest movepool, knowing only hidden power.
However, hidden power has an odd attribute that it can become any type in the game, given the right conditions.
In Unown's Brawl set, every attack it uses is hidden power... but the way the move functions varies depending on the input.
I give you...
Unown:
___________________________________________________________________________________________________
Unown "!" focuses mostly on straight-forward, physical attacks!
Unown "?" uses mystical attacks with strange effects...
___________________________________________________________________________________________________
ANIMATIONS:
idle: Unown floats lazily above the ground
walking: drifts slowly, in no real hurry
running: floats a bit more quickly
dashing: floats even faster, bobbing up and down as it goes
jump1: firing a small pulse of psychic energy at the ground, Unown pops into the air
jump2: Unown magically rises higher into the air (think mewtwo in melee)
attaacking: Unown glows a slight yellowish/green color before any attack is excecuted
smash animation: the glow extends to an aura/bubble as the attack is charged
"!" STATS:
Ground Speed: 5/10
Dash Speed: 4/10
Air Speed: 5/10
Fall Speed: 7/10
Jump1: 6/10
Jump2: 5/10
Traction: 3/10
Attack Speed: 4/10
Attack Power: 7/10
Size: 2/10
pikmin-sized
Weight: 4/10
Recovery: 8/10
"?" STATS:
Ground Speed: 6/10
Dash Speed: 4/10
Air Speed: 6/10
Fall Speed: 7/10
Jump1: 6/10
Jump2: 5/10
Traction: 3/10
Attack Speed: 7/10
Attack Power: 4/10
Size: 2/10
Weight: 4/10
(that's right, *****!)Recovery: 10/10
___________________________________________________________________________________________________
NEUTRAL ATTACK
HP Normal:
Small slashing marks rapidly appear in front of Unown (think Wolf's claw slashes)
and continue slashing in an "X" shape as long as the botton is held.
Unown slowly drifts forwards as the attack button is held.
Each slash deals 3% damage, but knock the opponent out of the attack,
so it cannot combo into itself.
It deals set knockback of ~1.5 SBB, so it cannot feasibly kill.
Also cancels solid projectiles upon contact.
Very little starting or ending lag.
HP Normal:
Small, yellowish orbs appear seemingly at random around Unown.
Each orb grows for a split second before "popping" in a burst of light.
This attack funtions similar in damage and knock back the Metaknight's A combo.
It has little starting and ending lag.
DASH ATTACK
HP Steel:
Unown races forward, but what's this?
He suddenly changes from his tiny black-and-white self
into a massive ball of iron, rolling unstoppably along the ground.
Similarly to Squirtle's withdraw, the speed of this move is dependent on the terrain.
The transformation, occurs rather slowly.
It deals more damage the faster it is rolling, but the change in power is minimal.
The attack deals between 8-14% and little Vertical Knockback.
HP Dragon:
Unown seems to grow more menacing, and a large orange dragon head forms around it.
The dragon head races forward, dealing 3% damage,
but it can catch the opponent, pushing them into it's 3 other blows, for a max of 12%.
The last hit deals weak horizontal knockback
But what's this!?!
When the attack ends, Unown is nowhere to be found!... until you look in the other direction.
This attack functions like a projectile!
Upon activation, the dragon head shoots out, while Unown's momentum is reversed.
Great for hit-and-run tactics, but difficult to execute, as the reversed momentum is disorienting.
This move activates ridiculously quickly, but has high ending lag.
This makes it impossible to repeatedly spam dragons in alternating directions.
UP TILT
HP Water:
Unown spins around, and a large funnel (whirlpool) of water forms around him.
The attack has no side hitboxes, but has a suction effect to foes above.
It draws in enemies, swirls them around, then spits them sky high!
This attacks deals a whopping 16 damage and powerful vertical knockback.
It can kill heavyweights at ~150%
HP Poison:
Unown angles itself upwards and sprays a cloud of dust into the air.
This cloud deals no knockback or damage upon activation, but hangs in the air.
If opponents pass by the cloud, they recieve periodic damges, at a rather high rate.
The cloud deals 2% damage per half-second if the oppnent is NEAR it.
If the oppnent is enveloped in the cloud, be it through grabs, throws, or sheer stupidity,
they recieve 4% damage every half second!
The cloud only linger for 10 seconds though, and it is relatively easy to avoid.
Spawn many to put them to good use!
DOWN TILT
HP Grass:
Unown drops to the floor as a swarm of roots burst forth from the ground.
They ensnare foes and drag them to him, where he bursts up, knocking them away.
Despite it's appearance, this is a relatively weak attack, dealing only 6% damage.
It is however a good spacing tool as it has ridiculous range (2 SBB).
It can hit foes only on the ground, however... but this can be good!
By threatening foes with this attack, Unown can force them into the air.
At that point, they are simply fodder to the dreaded Up Tilt!
...HP Ghost:
Unown simply disappears? Where did h- Oh. there he is...
But something is different about him...
In this move, Unown replaces himself with a ghostly copy.
The copy will will simply run away from the enemy
(remeber evade in Melee training mode?) until it is attacked.
In the meantime, Unown can make its escape.
After using this move, Unown remains invisible as long as "attack" is held.
If Unown is attacked in this state, it takes x3 the damage and knockback as usual.
If Unown is lucky, the foe will mistake the copy Unown for the real one and chase after it.
However, if the enemy can't be fooled, Unown has another option.
Inputting this move without holding "attack" causes Unown to disappear.
When it reappears, nothing has changed... get it?
Unown can now flee, and get some space while the opponent wonders hopelessly where the "real Unown" is.
FORWARD TILT
HP Bug:
Unown lean a bit forward and small greenish fangs apear in front of him.
These fangs snip at the foe causing the foe to flinch, but deal no knockback.
The attack instead uses a venom that slows the attacking and movement speed of the victim to 85% of regular.
It has below average range - only 1/3 of a SBB, but can (ooh goody) pierce shields...
If you can predict your foe, Unown can easily punish excessive sheilding.
This move is "!" Unown's only gimmick move, but it is helpful if Unown needs to escape from an offensive foe.
HP Psychic:
Unown rears back, glowing with purple energy.
Then, without warning, he jerks back into place and launches a powerful shockwave.
This wave grows in height as it travels, until it reaches a maximun of 1.5 bowsers at 3 SBB away.
(Foreshadowing...) It has an effect similar to that of Isaac's "move" psynergy in Brawl.
It can be angled slightly, which is useful for edgeguarding as it can push opponent away from the edge when it is angled down.
This move is used almost entirely for spacing, but it cannot be used willy-nilly as it is "?" Unown's most laggy move.
UP SMASH
HP Rock:
Unown rises slightly into the air, then crashs down.
As Unown strikes the floor, a tent of stone rise up around him.
Protected by the stone, Unown has superarmor during the ending frames of the attack, making it unpunishable...
But it has a laggy startup and its power doesn't justify the means.
The move has pure, vertical knockback, but is weak in terms of smashes.
Fully charged, the move kills Jiggs near 90%. Pitiful.
HP Fire:
Unown glows red for a split second before a massive entei-sized pillar of flame engulfs it.
This inferno hits three times, each for a max of 10 damage, though none of the hits are KO worthy.
The knockback is also poor as it is horizontal, away from the flames, so the move cannot rack up the 30% y'all were hoping for.
But the move isn't totally useless! After the flames disperse... Something is different.
Unown's usual glow is replaced by a red, fiery aura that rapidly deals fire damage upon contact.
This change lasts for 4 seconds and can be stacked by using Usmash.
But did I mention? This effect stales just like the move does. Every time the move is used, the effect last 1/2 second less.
And the staling only resets after losing a stock. Relying on this move too much will leave you dead in the water.
DOWN SMASH
HP Grass
Think you've seen this move before? Think again. While the move begins the same...
Rather than vines ensnaring the foe, a mass of nettles bursts from the ground, stabing all grounded foes in range.
That range just happens to be 2SBB to either side of Unown, and a bit above Unown (as opposed to Dtilt)
The effect of this move is devastating! The foes are spiked into the ground as if hit by a pitfall. Easy pickings for Fsmash...
Oh, and the move does 12% damage. Whoo. Talk about broken.
HP Ice
Unown twirls around... then freezes itself? That can't be good. Or can it?
The burst of energy released by this attack can freeze surrounding opponents.
This deals damage and knockback identical to that of a thrown freezie, while freezing both Uown and the foe.
While in the ice casing, Unown has superarmor, and gains a half second of superarmor upon leaving the ice.
This move is incedibly punishable damagewise, but can save Unown's life when at high damage. Use it well...
But be careful. If Unown is on fire because of his Usmash and uses this move...
the effects of the moves cancel out, leaving Unown with no protection.
SIDE SMASH
HP Fighting:
BAM! A massive green fist punches in front of Unown! This deals an incredible 20% damage!
Unown's Aura grows steadily more orange-brown in color as the move is charged.
If the move is fully charged, the fist will be noticably browner/oranger.
Not much else to say accept that this move is ridiculously powerful.
Fully charged, it has the strength of a reverse falconpunch.
Simply C-sticking the move kills middle weights at 110% damage.
HP Dragon:
Unown's Aura vanishes, leaving him floating helpless in the air.
But shortly after, two twinkling eyes flash over Unown's head and the area in front of Unown explodes!
This attack deals 17% damage with medium knockback in a random direction. Yes, that's right. Random.
That's the only real strong point about this attack - It is impossible to DI correctly, except by sheer luck.
The explosion hits the space in front of Unown approximately the size of a SBB.
This range, however, is offset by abysmal ending lag. (Lucas's Usmash)
NEUTRAL AIR
HP Flying:
Unown swirls around creating a small gust of wind around him.
This attack traps enemies for 7 hits, each dealing 1-2% damage and upwards knockback.
If the foe is hit by whole attack, they take ~11% damage and are thrown out the top of the whirlwind.
Landing on the ground while using the move has only mild lag, as does activating the move.
It can also combo into Utilt if the opponent doesn't DI properly.
HP Poison:
Unown begins whirling in a blur of Purple and Black.
Then, for the next two seconds, as he drifts through the air, he leaves behind a trail of deadly spores.
These spores function identically to those in the cloud formed by Utilt.
But these can be placed more strategically due to "?" Unown's aerial mobility.
Try using this to form a barrier around ledges, or create damage-racking walls.
THE POSSIBILITIES ARE ENDLESS! but did I mention this effect stales too!?! Oh noes!
The more it is used, the less spores you can place per use... But you always have Utilt... right?
UP AIR
HP Fighting:
In the same fashion as the fist before it... a big brown foot appears before Unown.
It performs a quick 180-degree kick above Unown before it fades away again.
This move is relatively weak, dealing only 9% damage... but it quickly adds up.
The move also has weak knockback, so Unown can spam this move at an airborne opponent for great results.
Heavy foes can be easily juggled into KO range... and what's this!?!
Nair makes foes a perfect target for this move... which makes them perfect targets for Utilt...
Se where this is heading?
HP Ice:
This is probably best likened to Ivysaur's vine whip. Here we go:
Unown fires a small whiteish-blue beam one SBB block above him.
It is abysmally weak. No, not weak. but WEAK! SERIOUSLY!
It deals 2% (1% when staled) damage and NO KNOCKBACK... unless you kit with the tip.
Then this move could be called Unown's KNEE OF JUSTICE.
Hitting with the very tip of the beam does only 4% damage... but can KO heavyweights easily at 100%.
This is by far Unown's STRONGEST move. But ONLY if you hit with the TIP. UNDERSTAND? GOOD.
BACK / FORWARD AIR
too lazy to make them separate
HP Bug:
Essentially, those fangs from earlier bite the foe. Whoop-dee-Doo.
The same venom effect applies as from the Ftilt, so this move can be used instead.
What makes the move so special I feel a need to describe it so apathetically?
The Fair causes Unown to dart forward before using the move. Bair causes him to rush back.
When using Bair, Unown strikes forward, hitting the area directly behind his original location.
Fair can be used, aside from attacking, to aid Unown's approach/recovery.
By using Fair, Unown can increase the distance of his jumps, though he still falls while using the move.
Using Bair is good for distrupting the opponents advance, as well as retreating from heated situations.
That's all... it's simple really, but very useful if the player knows how to use the moves.
HP Dark:
Well Marth isn't the only one who turns around in the air anymore.
Really, this is only one move, but using the Bair causes Unown to turn around (instantly) before using it.
obligatory sound effectsWithout warning... Kwah-SHING!
Black Slash marks in the shape of an X (looks like ")" from screen) appear before Unown.
Hitting with any part of the attack works the same. But the attack isn't too great.
Both the Fair and the Bair deal 6% damage and weak knockback.
If you REALLY want to know, the move kills at ~240% against Mario.
Here's the fun part though... hitting with this move cripples the opponent.
This means every second for the next five seconds, the opponent fliniches and takes 1% damage.
If they are mid-jump, they'll stop jumping. If they are in a spore cloud, they'll spend a bit longer in the cloud.
This move can be used to screw-over your opponents with ease. How you do it is up to you.
DOWN AIR
HP Steel:
Unown stops midair and transforms an randomlhy selected object.
He becomes either a metal crate (like the item), and anvil, or an anchor and falls to the ground.
All are the same size, and have the same hitboxes... so the object is really just for effect.
Anyways, this is your generic stall-then-fall. After transforming, Unown drops quickly to the ground.
If he hits a foe, he deals 16% damage and powerful vertical knockback that kills around 120%.
After hitting the ground, Unown will slide down slopes and hills until he comes to a stop.
He will then transform back to normal... But if you want to change sooner...
The move can be cancelled by pressing "attack" anytime after falling 2 SBB.
HP Fire:
Unown angles itself down and releases a burst of fiery energy beneath itself.
As in some other Dairs, *cough*ROB*cough* Unown will bounce a bit into the air when this move is used.
This move can, in theory, be used to maneuver Unown in the air, aiding Unown’s recovery.
But as you will soon see, “?” Unown needs no help with recovery.
This move’s real function is that of an effective spike. Simply hitting the foe isn’t enough.
But should Unown catch the foe in the middle of the blast, he can get easy gimp KOs.
Why? The attack deals only moderate knockback, but has an added “burn” effect.
A half-second after the foe is hit by the move, they flinch due to a burn they received from the attack.
This flinch can (like in the Fair and Bair) disrupt the opponents jump, leaving many characters, like DK, helpless to recover.
If you are wondering, this attack deals 6% damage, sweet-spot or not, and the burn deals another 5% damage when it hits.
GRABS
before specials? OMG!
Well this will be rather boring. And generic... but stay tuned! I’ve got some other sets on the way that feature special GRAB MECHANICS!!!!!1!!1!11!!!!1!1 (shameless plug)
Note that Unown’s Grabs are identical in both forms (laziness on my part).
Grab: Unown’s aura pulses slightly. Should the foe be in range of Unown’s grab (1/4 SBB) they are held aloft by strange Psychic energy.
Pummel: The space where the opponent is held shimmers and bends a bit, warping the foe’s appearance slightly. Deals 2% damage, but Unown can pummel very quickly.
UpThrow: Unown swirls the foe around, then flips them into the air. It’s very weak, but his high hitstun regardless of damage, giving Unown a chance to escape. 6% damage.
ForwardThrow: Unown pulses slighly (like good ol’ Jiggs) and shoves the foe away. Still very weak knockback, and probably Unown’s worst throw. 5% damage.
BackThrow: Unown teleports behind the foe (why can’t he teleport in any other moves?) and slams into them from behind. 9% damage. Easily Unown’s strongest throw, but relatively useless compared to...
DownThrow: Unown floats above the foe, then drops on them from above, pitfalling them instantly. Regardless of which Unown uses this move, this can be the setup Unown needs to get that KO. However, this move only deals 2% damage and the pitfall effect doesn’t last as long as one would hope. Just long enough to pull of an uncharged smash, maybe?
UP SPECIAL
HP Flying:
A whirlwind forms around Unown. This whirlwind slows, but doesn’t stop Unown’s decent.
So how is this recover worth an 8/10? Hehehe... *breaks the fourth wall* I love this move. I REALLY love it.
After starting the move, the player must hold “special.” They then use the control stick to draw a path (controlled like PK thunder).
The player can draw for 6 seconds, assuming Unown doesn’t die) and when “special is released, the fun begins.
Suddenly, the Whirlwind races along the path at the speed of Fox’s dash, intercepting anything in its path.
Upon reaching the end, it expels everything (Unown included) forcefully out the top. (no damage)
This move can be used two ways. The most obvious is to draw recovery paths back on stage.
But if it is too late to Rescue Unown that way, one can simply draw no path.
Unown will be launched far into the air where he will (hopefully) grab the edge.
...HP Ghost:
Unown disappears, leaving only an outline on himself, and begins floating in the air.
He can then fly. Forever. Through walls/floors. ANYWHERE. Except he takes 2% damage every quarter-second.
*breaks it again* I love this move too. Really.
But what else can I say? Best recovery in the game? Nah. You already knew that.
DOWN SPECIAL
HP Ground:
Unown’s glow becomes slightly black/brown and a massive stone is lifted from the ground!
This stone is carried above Unown’s head, where it acts like a solid platform (not drop through)
Using this move again throws the stone. It’s that simple. But what good is this stone?
Well, it deals 20% damage and knockback that kills Bowser at 120%. And what’s more...
When it hits the ground, it acts like part of the stage for another 5 seconds. After that, it disappears.
Using this move on a previously thrown stone will pick up the stone again.
And using the move when a stone has been thrown will destroy the old stone.
HP Psychic:
A large, purple bubble with a 3SBB radius will form around Unown, quickly shrinking to only ½SBB radius.
When the bubble shrinks, it pulls items, enemies, and other objects in with it and will hold them as long as “special” is held.
Unown is stationary while this happens, but by pressing left or right, Unown can rotate the bubble and its contents.
Upon releasing “special” the bubble will expand again, replacing all it’s contents in new, rotated locations.
This move could be used to mess with an advancing opponent, or to ruin another opponent’s recovery.
Opponents, however, can very easily DI out of the bubble while it is shrunken, which puts them in the perfect punishing position... YIKES!
SIDE SPECIAL
HP Electric:
Unown glows yellow-gold for 1/3 second, then releases a lightning bolt straight forward.
During the first 1/3 second, however, the player has some control over the bolt.
Once every 1/18 second (whew that’s short!) the game registers the direction the control stick is held (Up, Down, or neither).
The game registers 6 directions, then strings them together in order.
The lightning bolt will follow this order of commands, allowing the move the move to aim in many directions.
Hitting with any part of the lightning bolt results in 8% damage, weak knockback, and high hitstun.
HP Dark
Unown’s glow becomes pitch black, then quickly launches a series of 4 black orbs.
The first will always travel straight forward, but the others can be angled up or down, creating a spread fire of orbs.
Each orb deals a weak 4% damage and negligible Knockback.
But this move can be spammed easily to great success, and is Unown’s most reliable projectile.
"SWAP"
With the press of “special” a cluster of unown fly from all angles at your character. They pack themselves densely around Unown, then fly away again... but where they once were, there is a new Unown. Using this move enables one to switch between the two Unowns with ease. However, like any good transformation... Unown is very vulnerable upon switching. And with Unown’s light weight... Use this move only when it is safe. Also note that while Unown doesn’t normally switch upon respawning, holding B on the revival platform will cause Unown to change.
FINAL SMASH
With the power of the SmashBall, Unown’s powers grow. The screen zooms out as far as possible, and Unown teleports to the center to meet with his Unown counterpart. From there, Unown can fly freely around the stage, colliding with opponents for a full 12 seconds. This is relatively weak alone, except for two things. First, the other Unown mirrors your motions across the center of the screen, performing all the same functions as the Unown you control. Second, other random unown drift lazily around the stage. Colliding with them will cause them to follow Unown, increasing the damage and knockback of each blow. By the end of the Final Smash, Unown will be dealing massive damage with each hit, though controlling both Unown effectively takes some practice... When the FS ends, the Unown scatter away leaving your Unown alone once again.
Extras
Entrance: Straying from the usual pokemon entrance... A cloud of Unown forms, then dissipates, leaving a lone Unown ready to fight.
Victory Poses:
1. The two Unown fly loops and figure-8s overhead.
2. (against any pokemon) a group of Unown work together to levitate a flailing pokemon overhead.
3. The two Unown are nowhere to be found, but they then rush on screen, colliding with eachother, looking dazed.
Loss Pose: A massive stone tablet is seen with the word “FAILURE” spelled out in Unown letters.
Taunts:
1. Unown glows slightly brighter for a moment, then flashes bright green.
2. Unown does a little dance by wagging around his head (not like that, you sicko).
3. Unown hops in a circle before quickly settling down again.
OTHER: too lazy to think of anything...
PLAYSTYLE
Well, this is going to suck... but here goes:
When playing as “!” Unown, one will want to force the opponent into awkward situations. Unown has a wide array of moves that work together, often leading the opponent into powerful traps and other attacks. Use moves like Dsmash, Dtilt, and Dspec to force opponents’ movements. Then follow up with moves like Utilt and Fsmash for the KO. Playing as “?” Unown is all about using his gimmicky moves to set your opponent on edge. Abuse moves with additional effects, and place spore clouds carefully. A good player will use moves in tandem so the effects will be stronger overall. However, even the best Unown player will have difficulty switching from the straight-forward “!” Unown to the gimmicky, effect spamming “?” Unown on the fly. But with enough practice, one can effectively use the strengths of both forms.