STRIKE MAN!
STRIKE MAN!
GO! FIGHT!
WIN!
Strike Man is a Robot Master in the recently released Mega Man 10 and as such, is one of the bosses Mega Man must fight before confronting Dr. Wily. Found in a stadium-esque stage, Strike Man was originally a batting-practice robot until he malfunctioned due to Roboenza. Strike Man however has been known to have a rather foul temper; he once hit a batter he disliked with a pitch, sending him to the hospital. Strike Man is also known to get upset if he gives up too many hits. Strike Man’s weapon is the Rebound Striker; a deadly ricocheting baseball that increases in power the more it bounces. Rebound Striker is Sheep Man’s weakness whereas Triple Blade (Blade Man’s weapon) is Strike Man’s weakness; Block Devil in Wily’s Castle is also weak to Rebound Striker.
(Stats)
Fall Speed: 8/10
Traction: 7/10
Size: 7/10
Aerial Movement: 7/10
Movement: 6/10
Weight: 6/10
Recovery: 5/10
Jumps: 5/10
Most of these stats are fairly self-explanatory; Strike Man is a baseball player, he needs good traction, good hustle and a good air game to field the ball properly, brawling is no exception! For a good size comparison, Strike Man is about the size of Jigglypuff or a Party Ball; he is however higher off the ground than Jigglypuff and his crouch is not even CLOSE to how good Jiggs’ is.
(Specials)
Neutral Special: Rebound Striker
Strike Man’s signature move is one of his most playstyle relevant as well! Taking a pitching pose, Strike Man forcefully hurls a small (about the size of a gooey bomb) pink baseball forward (or diagonally downward if used in midair) at the speed of Samus’ Neutral Special. This baseball will fly forward (or diagonally upward/downward if you tilt up or down slightly while using it) at the same speed until it hits a wall, an opponent or an opponent’s attack. If it hits an opponent, this move will deal a solid 6% and low knockback. Once it hits something it will do one of two things, both of which are -INCREDIBLY- important to keep in mind:
1.) If Strike Man’s Rebound Striker hits
an opponent or an opponent’s attack, the Striker will automatically fly back towards Strike Man’s direction with a 1/4th speed increase. The damage and knockback of the Rebound Striker will also increase by 1/4th.
2.) If Strike Man’s Rebound Striker hits
a wall or another stationary part of the stage the Striker will automatically ricochet off the wall diagonally up or down (at random) with a 1/4th speed increase. The damage and knockback of the Rebound Striker will also increase by 1/4th.
Regardless of whether or not the Striker hits an opponent or a part of the stage, there’s something of the utmost importance you need to know about this move;
once the Rebound Striker hits ANYTHING, the hitbox becomes dangerous to you! So the hitbox is now active to you too huh…? Good thing this move has such low priority; you can smack it right back at your opponent! Yep, that’s right, funny that Strike Man can play the ultimate game of dodgeball isn’t it? If you hit a Rebound Striker after it’s been reflected, the damage, knockback AND speed will be increased by ½ from its original stats, struck back by an opponent again and the move will be increased by ¾’s from its original stats. And of course, since it’s Strike Man’s own move…of course he gets the final hit in! After being reflected for the fourth time, the Rebound Striker will now do DOUBLE the damage and knockback (killing at as low as 80% now!) it originally would’ve done AND it moves at twice the speed of a normal Rebound Striker! To sweeten the deal, the move now has
infinite priority! That’s right, after the fourth rebound, the Rebound Striker is not only twice as deadly, but it’s impossible to knock back, hard as hell to dodge and will even shatter shields instantly! This is of course all assuming that the opponent plays your little game…but the alternative to that is dodging a flurry of Rebound Strikers or taking a repeated 6%…who knows? Maybe the foe will get lucky and Strike Man will strike out?
Keep in mind that the ball will always fly back at whoever hit it before you and cannot hurt or be hit again by the person who “threw it” last. If the stage “hits” it however, the hitbox will be active to anyone and everyone! Only four Rebound Strikers can be on stage at one time and will not vanish until they’ve flown off the stage.
Side Special: Catching and Pitching
Strike Man punches into his gloved hand twice (for a bit of start up lag) before “kneeling” down into a catching stance for as long as you hold the button. What? He has no knees, he can’t really “kneel”. Anyway, any PROJECTILE attack that hits Strike Man (including but not limited to energy projectiles, thrown items, explosives, etc.) in the front will, instead of hitting him, be caught in his glove! At this time, Strike Man is free to throw the projectile back at the foe…oh, and you can release the button now at this point.
But just hurling a random object at your foe isn’t that interesting now is it? Why would a pro baseball robot just THROW the item back when he could pitch it and be much cooler and showy? And really, wouldn’t just straight up hurling stuff at a foe be predictable after a while? That’s where Strike Man’s mastery of all things baseball comes into play; he’s an awesome pitcher if you didn’t know. Keep in mind that this can also be used in midair. If performed in the air, Strike Man will hover in place as he pitches the ball but will fall if no pitch is used within two seconds, Strike Man will enter a free fall and most likely die. Also keep in mind that while pitching in midair, Strike Man will pitch any pitches that would normally go forward diagonally downward.
Neutral Special Button: Fastball
Once you have something in your mitt, simply tapping the Special button will cause Strike Man to pitch the projectile forward laglessly at three times its normal speed! Sounds deadly right? Well…not so much. For whatever reason (probably because he doesn’t have enough power behind throwing it…) the projectile will deal half as much damage and knockback as it normally would…granted, it’s still fairly effective if the opponent through…oh…I don’t know, a hammer head or a bob-omb at you?
Neutral Special Button: Fireball Strike
Aha! It’s the name of his theme, how clever! Anyway, once you press and hold the Special button, Strike Man will begin turning the projectile over and over in his hand as it glows red! If you throw it like this, it will fly at the same speed as it normally would if the opponent used it and deal the same knockback and damage. Nothing too impressive really…but if you hold it to maximum charge (about the length of a Reverse Falcon Punch)…the projectile will burst into flames! At this time, the attack will move twice as fast and deal twice as much knockback and damage! Don’t expect to land this one too often though…
Forward Special Button: Curveball
Strike Man throws the projectile forward and…! It’s curving around the opponent?! This is truly one of Strike Man’s weirder pitches; the curveball will cause the projectile to fly forward indefinitely until it hits a wall or flies off the stage. The moment it “touches” an opponent tough…it curves around them and flies into the background before curving back onto the stage! How weird…needless to say this does no damage or knockback but…what’s the use? Well…for one it travels at the speed the projectile would normally travel at and essentially looks identical to the uncharged Fireball Strike…useful mindgames to punish people who try and dodge it? Oh! And since it curves into the background? Yeah, it’ll actually hit spotdodgers; seems like they would’ve been better off taking one for the team…probably would’ve dodge it that way!
Down Special Button: Sinker
Strike Man throws the projectile at the ground before him causing it to spin in place for a while before shooting across the stage at twice the speed it would normally move at! While the projectile spins, it deals 1% on contact ultimately dealing up 6% just from that! Once this pitch hits a foe, it deals the regular damage the projectile would normally deal…it is however quite easy to simply jump over.
Up Special Button: Changeup
Strike Man looks straight up and then hurls the projectile violently into the air…so hard that it even flies off screen! After about half a second, the projectile then rockets back towards the ground two Battlefield platforms before Strike Man! This’ll deal double the normal damage and knockback…but it’s surprisingly difficult to land against competent opponents…
Back Special Button: Screwball
The only way to stop an opponent who’s behind you (once you grab a projectile, you can’t turn around until you’ve thrown it!), Strike Man throws the projectile forward a ways…before it goes spiraling past him at twice the normal speed! This’ll not only move twice as fast, but it makes the projectile twice as powerful both knockback and damage wise! The downside however is quite apparently, with the ball shooting past him, Strike Man spirals in place, dizzy for a full second before he regains his composure.
Neutral Standard Button: Blinkball
There’s only one pitch for the Standard button and that’s the Blinkball! Physically, it looks the same as the same as the uncharged Fireball Strike or the Curveball…but unlike those, the Blinkball does no damage under ANY circumstances! That’s right, this pitch is purely mindgames…in fact, it’s not even a pitch! Strike Man will go through the motions of pitching, heck, you’ll even see the projectile be pitched…but in reality, he’s still holding onto it! If the illusion hits a foe, it does nothing at all, not even flinching knockback…it just phases through them. Have the foe swinging at air with this so you can pelt them with a -REAL- pitch!
Up Special: Fly Ball
Extending out both arms to his side, Strike Man begins to spin VERY rapidly, becoming a blur as he spins! Physically, this move looks very much like Meta Knight’s Mach Tornado (fortunately for opponents it doesn’t have Mach Tornado’s insane priority) and will actually give him both horizontal and vertical lift slightly greater than that of the Mach Tornado! So how is this move any different than your basic Meta Knight **** move? Well, first of all, it’s a move Strike Man actually uses in game, no I didn’t just rip off a good move! Second of all, Strike Man will throw out FOUR Rebound Strikers upon activation of the move, two to each side!
This is a pretty effective recovery and a great “get away from me” attack…but it also has its canon downside; after spinning at such speed, Strike Man will be vulnerable for a full ¾’s of a second once he lands as he rocks in place, visibly dizzy. Use with caution; you could easily get one of your Rebound Strikers back in your face during your recovery time!
Down Special: Line Drive
Strike Man will roll up into, what else? A ball! He’ll then take two small hops and then a great hop that is actually determined by you, the player! If you simply tap this input, Strike Man will take two short hops (that will go about a Pokeball width each) before taking a massive, horizontally moving jump that will move you a full Battlefield platform in the direction you’re facing!
If you hold the button however, Strike Man will take the two short hops mentioned above followed by a massive VERTICAL jump that will take him almost two Ganondorf heights upwards (while only about a Kirby width forward). Either way you decide to use this move, you’ll be a moderately high priority hitbox (so you’ll shrug off most projectiles but still eat it from physical attacks) that will deal 8% upon making contact with Strike Man. It also takes about two seconds to fully finish the move. That being said, this has a number of uses; not only will it reflect any Rebound Strikers that may be heading back towards you while in ball form, it also allows you to successfully approach against people who may be trying to beat you out by camping against you.
(Standard Attacks)
Neutral Combo: Balk
In baseball, a balk is an illegal motion performed by a pitcher which results in an immediate dead ball (IE the base runners can’t advance). In Brawl, a balk is Strike Man’s neutral combo. So with that in mind…Strike Man suddenly and erratically swings his gloved hand forward (at the speed of Ganondorf’s jab) as if pitching. If one were to come in contact with this, they’d take 3% and flinching knockback. However this has several other applications. The first and most obvious are the potential mindgames. Because of the fact that this looks like a pitch (much like in your Neutral Special), you can easily catch a foe off guard with it when no Rebound Striker is thrown.
Aside from that, if you hit a Rebound Striker with this move, its attributes will change considerably. Regardless of how many times the Rebound Striker has been reflected, the next time it hits an object, player or the stage, the Rebound Striker will pop, dealing no damage but flinching if an opponent is within a Kirby width of the burst.
Dash Attack: SAFE!
Strike Man drops down and does your traditional baseball slide with his glove raised the total length of a Battlefield platform.. Getting hit by a sliding Strike Man will deal a poor 3% and tripping, but there are ultimately two outcomes to Strike Man’s dash attack.
1.) If you catch a projectile while sliding (such as one of your own Rebound Strikers or an opponent’s projectile) Strike Man will automatically stand up after the slide and “field it”. Upon standing up, Strike Man will pitch the projectile with the power of a Fireball Strike (double damage/knockback and double speed of the original projectile) directly forward.
2.) If Strike Man does NOT catch any projectiles while sliding, he’ll immediately stand up and make the “Safe!” sign with his hands, attempting to chop any opponents to either side of him. This deals a weak 3% and is ultimately fairly useless…it can however be used to deflect Rebound Strikers.
Side Tilt: Bunt
Contrary to the name, this is the key move you’ll be using to deflect Rebound Strikers back at your foe. In one quick movement, Strike Man swings his gloved hand back and will stay in this pose forever. No really, until you release the button, Strike Man will stay in this position. The moment you release, Strike Man will, fairly laglessly, swing his arm forward dealing 2% and flinching knockback. If the button is just tapped, Strike Man will simply swing instantly with no stalling. VERY important for using the Rebound Strikers effectively; just remember that timing is everything, swing too early or too late and you’ll be smacked by your own Rebound Striker.
Up Tilt: Brushback
Strike Man’s up tilt is very similar to his side tilt in the aspect that they both can be held until you want to use them and both are used primarily for reflecting Rebound Strikers. Upon pressing utilt, Strike Man will bend his knees(?) slightly. Upon releasing, Strike Man will jump up a Kirby height and forcefully swing his gloved hand above him while sweeping forward. This strike will deal 4% and a weak diagonal spike. It will however spike any Rebound Strikers into the ground causing its priority, damage and speed to increase quickly…but it’ll also be going diagonally upward, potentially over the opponent’s head!
Down Tilt: Breaking Ball
Breaking Ball acts as Strike Man’s “failsafe” of sorts and is actually very useful providing something went wrong with your master scheme. In short, pressing the input for this move causes Strike Man to stamp the ground with rage, something’s got him upset for sure! Being hit by this stamping deals about 3% and moderate “get away” knockback. So why is Strike Man so angry? Well, because something went wrong with his Rebound Strikers of course! We all know how glitchy Brawl can be at times and we all know how many sets out there can bend and shape the terrain and mess with all kinds of stuff…so this is why the down tilt is a crucial move for Strike Man.
If the down tilt is used while there are Rebound Strikers -ANYWHERE- on the stage (as long as they’re yours that is!) the Rebound Strikers will suddenly fall to the ground and pop! Upon popping, anyone near them (within a Kirby width) will trip providing they’re on the ground of course. No damage, no knockback, nothing. So why is this helpful? Well usually, the Rebound Strikers will bounce a maximum of four times the proceed uninterrupted off the stage with their insanely high priority…but the stage always has greater priority. If the Rebound Striker gets caught bouncing on a part of the stage, it’ll bounce there until the match ends. Thus, if you make a big enclosed cube stage and throw out all four Rebound Strikers, you’ll not be able to use your Neutral Special again (as you can only have four out at once!). The down tilt will almost instantly pop all of your Strikers on the stage allowing you to once again use them as you please instead of being limited by the Strikers glitching. That being said, the tripping isn’t anything to sneeze at either.
(Smash Attacks)
Side Smash: Pickoff
As you charge this Smash, Strike Man will take up a pitching stance with his eyes constantly shifting back and forth. Upon release of the Smash, Strike Man will throw a Rebound Striker forward a distance determined by its charge (Battlefield platform uncharged, ¾th’s of Final Destination fully charged). Once the ball has reached its maximum distance, it’ll burst in a tiny explosion that’ll deal 13-18% depending on the charge (being hit by the ball before this will deal minimal damage) and medium-high knockback. This is a good alternative to use as one of Strike Man’s KO move; if your opponent won’t play with you, force them too by whipping these out!
That being said…it’s called Pickoff for a reason! At anytime during the charging process, if you hold away from the direction that Strike Man is facing, he’ll, upon release of the smash, spin around and throw the ball in THAT direction. Quite handy if your opponent’s one of those teleporting fiends or if they have a partner!
Up Smash: Strike Out
Strike Man hops slightly in place as the move charges, holding one hand behind him and his gloved hand before him. Upon releasing the smash, Strike Man will then throw one to three Rebound Strikers diagonally upward (45 degree angle) depending on how long your charged it. These Strikers however vanish upon making contact with anything.
Each of these Strikers does a different amount of damage and knockback. The first Striker will only deal 4% and little to no knockback, the second Striker will deal 5% and low-medium knockback and the third Striker will deal 10% and medium-high knockback. Keep in mind though that unless your opponent is TRYING to get hit by all three Strikers, they’ll most likely only get hit by one or two at the most due to the knockback of the second one. If at all possible, try and catch the opponent with the third Striker or have a partner knock them into it; that’s the Striker that’ll knock them out!
Down Smash: Double Play
While charging, Strike Man rolls rapidly into ball form and begins spinning in place much like Sonic. Instead of spinning from side to side however, Strike Man jumps up a short ways (a Kirby height to a Ganondorf height) depending on the charge. Strike Man will then fall to the ground creating a shockwave a Bowser width long to both sides.
At minimum charge, this attack will deal 6% and a 30% chance of tripping…while at full charge, it’ll cause 10% and medium knockback. The best use for this move however is that even at minimum charge, it’ll deflect Rebound Strikers both with the shockwave and with Strike Man himself. Hitting Strike Man while he bounces however will only deal 3% and downward spike…right into the shockwaves!
Neutral Aerial: Sacrifice Fly
Strike Man’s nair acts as a grab of sorts and is, oddly enough, more defensive than offensive. Strike Man extends both arms to his side and does a quick 360 degree spin. If anyone is within arms reach of Strike Man as he spins, he’ll grab hold of them, spin them with him and release them to the opposite side. This does no damage and, oddly enough, no knockback. Instead, the foe will simply keep the momentum they had going…so if you catch a foe with this mid attack, they’ll keep on going once they’re on the other side of Strike Man. A handy move indeed, not so much useful for gimping or anything as it is for stopping opponent’s from gimping you…just make sure their ahead of or behind you; it won’t catch foes from above.
Also keep in mind that, if Friendly Fire is on, Strike Man can use this to give his partner a bit more “oomph” to their recovery OR take a hit for them by swapping places, hence the name.
Forward Aerial: Shutout
Strike Man’s one aerial that isn’t helpful when it comes to aiding teammates…it is quite useful when it comes to reflecting Rebound Strikers! Curling up into a ball, Strike Man lunges forward a Kirby width fairly laglessly and with some considerable speed. Any Rebound Strikers that hit Strike Man during this lunge will automatically be deflected back.
Any opponent (or partner) hit by this lunge however…will take 5% and be instantly foot stool jumped by Strike Man. This can effectively be used as a gimping tool or a way to extend Strike Man’s recovery…just make sure it counts; if you miss, you’ll enter a free fall! Also be aware that you’re quite easy to knock around during this attack, a disjointed hitbox like Marth’s fair or just a generally powerful move like DK’s fair will put the hurt on you quite fast.
Back Aerial: Robbing Runs
A ball just out of Strike Man’s reach, what a shame, guess he’ll be missing it huh? Not with this power play! When the buttons are pressed Strike Man will suddenly leap backwards a ways (similar in distance to Diddy’s Side Special) with his glove raised over him! At this point, Strike Man acts as a low priority hitbox that deals 5% and weak horizontal knockback. It does however serve the more important mission however of snagging any projectiles out of the air that may come in contact with Strike Man allowing him to throw them in midair. It’s a more reliable way to catch projectiles in the air than his Side Special basically and can also be used as a good way to retreat (despite its landing lag)…but it has a far, far more awesome usage too…
We all know what the term mean; when you rob a run, you do an amazing over the fence catch to stop the other team from scoring! Strike Man can do this too! How? You know when an opponent hits you with a particularly powerful move, usually when you’re at higher percents and you fly away corkscrewing? The bit where if a friend or foe touches you, they’ll usually be knocked away a bit as you hurtle off the blast zone? Strike Man can rob those. If a partner is sent rocketing off stage, use Strike Man’s speed to get there followed by his bair to ensure you’ll be a bit ahead of your partner. If done properly, Strike Man should grab them out of the air like a normal projectile! You can even pitch them in any of the ways mentioned in the Side Special; just be advised that they’ll take damage from your hurling them around too! This can also be used AGAINST opponents. Say you partner knocks someone off but you want to make SURE they’re going down for the count! Run up and snatch them out of the air then Screwball them backwards off stage!
Up Aerial: Tag Up
With moderate start up lag, Strike Man throws his gloved hand upwards…only to have his glove fly straight up! Yes, Strike Man’s glove will fly a full Ganondorf height upward before it comes falling back down to him. If a partner, projectile or opponent is caught in the glove as it flies upwards, they’ll be brought back down to Strike Man where he can then pitch them as he pleases. Be cautious though; only one other player can be grabbed at a time…not only that…but you’re perfectly vulnerable until your glove returns to you. By itself, no damage or knockback are caused at all by this attack.
One thing to keep in mind about all these moves that can snatch up opponents. Unless they’re at
about 80% or more, they’ll most likely break out of the grab fairly quickly before you can pitch them. While it certainly is an effective strategy, it won’t be too easy pull off with the opponent fighting back and all.
Down Aerial: Pull Hitter
Strike Man quickly rolls up into a ball and then plummets downward, his glove extended below him (somehow) as he falls. If an opponent makes contact with Strike Man himself as he spins, they’ll take slight knockback and 5% damage, nothing too impressive really.
If the opponent/a projectile is grabbed however by Strike Man’s gloved hand, he’ll instantly enter his mid-air pitching stance and be able to pitch the opponent/a projectile like in the Side Special. While this could be used for gimping theoretically, it’s fairly obviously telegraphed (with fair start up lag and bad landing lag) and cannot be canceled unless Strike Man catches a foe, touches the ground or falls off the stage. It CAN however be used to rescue a partner who has fallen below the stage in combination with the Change Up pitch…
(Grabs and Throws)
Grab: For his normal grab, Strike Man makes a no thrills grab with his non-gloved hand. Yaaay…for his dash grab however, he actually makes a dramatic diving catch in an attempt to grab them. The normal grab is very short range but very fast whereas your dashing grab is also very fast, long range but
-INCREDIBLY- laggy upon missing.
Pummel: Golden Sombrero
Yes, that is actually a baseball term. Yes, I laughed too. Strike Man’s pummel however is surprisingly simple; Strike Man simply smacks them with his free hand; it’s a bench-clearing brawl! It is a fairly fast pummel however…that being said, it only does 1% per smack.
Forward Throw: RBI
Strike Man reaches down and snatches up the foe by their legs! Holding them like a bat, Strike Man throws a Rebound Striker up in the air and then bats it forward with the opponent’s body! Upon making contact with the ball, the opponent will take 5% and be dropped to the ground, taking another 1% in the process. Like his good buddy Silver however, Strike Man’s throws do considerably more damage to bystanders! Anyone hit by the Rebound Striker batted by Strike Man will take 8% and decent horizontal knockback!
Back Throw: Hike!
Strike Man glances around for a moment before nodding and throwing the opponent between his legs! Unfortunately, Strike Man seems to have forgotten he’s not exactly high off the ground…this actually causes Strike Man to fly forward as the opponent flies backwards! The opponent will fly backwards one Battlefield platform whereas Strike Man will fly FORWARD one Battlefield platform! The unlucky tossed foe receives a weak 4% while any opponent hit by Strike Man will take 6% and low horizontal knockback. Something tells me you’re better off sticking to baseball Strike Man…
Up Throw: Pop Up
Putting some serious strength into it, Strike Man hurls the foe off screen (much like Kirby’s uthrow)…but they don’t come down? Yes, this is truly one of the longest throws in the game. After throwing the opponent up in the air, you’ll regain control of Strike Man who will now be looking towards the sky with his glove raised. At this point, you cannot jump or attack…so you’re fairly vulnerable. Exactly a second and a half later, the opponent will come rocketing downwards towards Strike Man who will, of course, start sweating anime-esque sweat drops before diving forward a Bowser width, leaving the poor foe to smash into the ground. Upon hitting the ground, the opponent will take a solid 7%. Any foe hit by the falling foe will take 9% and be pitfalled and any foe hit by Strike Man as he dives out of the way will take 4%.
Keep in mind that if the opponent is thrown up into a platform, they’ll just take the 9% and the rest of the animation won’t play.
Down Throw: Beanball
The only Strike Man throw that can’t effect multiple targets, Beanball is a painful one. Upon pressing down, Strike Man will jump back and throw a Rebound Striker directly at the opponent’s head. Upon being hit, the opponent will take a solid 9% and instantly crumple to the ground (so no knockback) for about a second and a half.
A rather basic throw but an undeniably useful one; use this when you want some breathing room for you or a partner to take care of other things (such as the other opponent or trap set up, not that Strike Man himself has any…).
(Final Smash)
-Grand Slam-
You knew this was coming; it’s the ultimate play in baseball for crying out loud! That being said, Strike Man’s Final Smash can be a tad tricky to land! Upon activation of the Final Smash, Strike Man will begin waving his arms, seemingly to rally an unseen crowd! At this, Strike Man’s theme will begin to play (at the stadium-esque part) but…nothing else happens? What is this a pep rally?! Nope! Strike Man has to press the B button -AGAIN- to actually use his Final Smash! With another tap of the B button, Strike Man will roll in place as the “CHARGE!” theme plays for a little over a second. Once the theme is done, Strike Man will rocket forward and Sonic’s dashing speed (or if the B button is held, he’ll bounce forward in arcs at Sonic’s dash speed) Regardless of whether you tap or hold the button, if Strike Man makes contact with any foe as he spins forward, he’ll pull them along with him! If Strike Man reaches an edge, he’ll simply turn around and go the other way so make sure not to try this on a small platform!
Anyway, once you’ve rolled up a foe, you’ll suddenly appear at a stadium in a little mini-cutscene! Strike Man will stand on the pitcher’s mound and pitch every opponent he rolled up towards…nobody?! There’s no batter? What madness is this?! With amazing speed, Strike Man will roll rapidly towards the batter’s box, whip out a bat and point to the fences. He’ll then take a massive swing at each opponent that passes by him, sending each rocketing clear over the fence for an easy home run…and a KO!
That’s right, if you’re rolled up, you stand absolutely zero chance of survival! That being said, you’ve got a bit of time to clear out of the way and it’s only one stock lost! Could be worse; at least it’s not Landmaster cheap!
Solo Playstyle - Pitching Machine
So Strike Man’s the Robot Master for you, huh? Good choice! You’ve picked a character who’s very versatile when it comes to both 1v1 and 2v2 matches. Let’s first of all cover 1v1 matches.
So first of all, you’ll want to build up damage on the opponent. Damage building can be done in many, many ways…but it can be kind of tricky as Strike Man’s attacks don’t do a whole lot of damage on their own. Strike Man’s Rebound Strikers are the obvious choice for damage building; a fast projectile that can be increased damage wise; win, win right? Well that’s providing the opponent “bats” them back to you. There’s a pretty good chance they will though as it gives them potential to hit you as well as distracting you with the ball game so they’re not getting pummeled by a near endless onslaught of Rebound Strikers. Try to mix things up though; if you think your opponent may try and leap the Striker and attack from the air, use up tilt to spike the ball into the ground and up into their face! Alternatively, use your Neutral Combo to trick the opponent into batting at a false Striker and follow it up with a real one while their stunned. While the down tilt may seem situational for glitches…it’s also very useful for stunning a foe long enough to pelt them with another Striker.
Speaking of Strikers, keep in mind your Side Special at all times. Projectile campers are Strike Man’s dream match as it gives him plenty of ammo to hurl right back in their faces. Not only this, but Strike Man creates more than enough ammo of his own, especially with reflecting Strikers and whatnot. Always remember your pitches too. Most of them are fairly self-explanatory but they’re each useful for their own situation and very versatile. If your opponent hurls a powerful projectile your way, consider throwing it back as a fast ball. The increased speed and already high damage of it should more than make up for the damage cut it gets.
So for damage racking, you have your Strikers and any number of your normal attacks. They’re mostly fast enough to use safely…but they’re also fairly short range. So in short, Rebound Strikers are easily your best method for both damage racking AND KO’ing. With that in mind though, your Smashes should work well enough to KO if your opponent just refuses to play catch with you but don’t rely on them too heavily.
Aerials are mostly going to be used for gimping as their true potential doesn’t really shine through until you’re playing team battles. With that in mind, know that dair, fair nair and fair are all useful gimping tools…dair and fair however are fairly dangerous to use solo though as there’s a high potential for a self-destruct if your opponent catches on.
Strike Man’s grabs and throws are a tad too weak to be truly effective in a singles match but they’re certainly useable. Consider using your pummel instead though to rack up some quick damage.
Mindgames are also a GREAT idea for Strike Man to utilize. Your Neutral Combo and Side Tilt look similar animation wise and, essentially, serve very similar purposes. While your opponent may think you used a side tilt to reflect it back, in reality you could’ve used the Neutral A which would end up stunning the opponent for a short time. Likewise, if you use the Blinkball after catching a projectile, Strike Man will throw nothing; especially useful against twitchy opponents or simply to mix up your strategy. Your Change Up can also be used to effectively mindgame. Side Smash can also be used throw an opponent off; if you’re charging in one direction and they roll past you, spin around and smash them in the face with it. It won’t do a whole lot of damage but it’ll get them out of your hair for a moment. One last good trick is proper use of the dtilt; wait until your opponent goes to swing, take the balls out of the air and Strike them when they get to their feet!
Team Playstyle - All-Star Game
Strike Man’s forte is in Team Battles, plain and simple. Here he has a much easier time KO’ing, peppering opponents with Rebound Strikers AND he even has a partner backing him up!
First of all, Rebound Strikers become even easier to use as you no longer need to make the opponent play…but can simply play with a partner! Batting the Rebound Strikers back and forth and then having the partner spot dodge while Strike Man sends it rocketing past is an excellent strategy if you have some breathing room. If you don’t, Strike Man works extremely well with trap characters too as his Strikers will usually rebound off of standing traps. Not only this, but you have twice as many opponents to peg with them making accuracy much less of an issue.
Strike Man’s main catch with partners is that he can, to an extent, almost always save them. All of Strike Man’s aerials (excluding his fair) are EXTREMELY useful when it comes to saving a partner, whether it be from an attack or from falling off the edge. Catching an opponent and pitching them (Change Up is most effective) will almost always save them from falling off the edge.
Another great benefit of team matches is, Strike Man’s smash attacks are all the more useful when you don’t have an opponent breathing down your neck. You can also be a lot less accurate with the side and up smashes while fighting multiple opponents.
Throws also get a major buff in team matches. Like Silver the Hedgehog, most of Strike Man’s throws will hurt teammates for more damage than the person actually being thrown. That being said, you’ll have to watch out that you’re hurting the opponent’s teammate and not your own.
(Taunts)
Up Taunt: You’re Out!
Strike Man does the classic “out!” sign; perfect for using after KO’ing someone with a Rebound Striker.
Side Taunt: Home Safe
Strike Man sweeps his arms to both side as if to make the “Safe!” sign. A good one to use if someone makes an impressive return to stage or if Strike Man saves a partner…
Down Taunt: Showoff
Strike Man holds up his hand his pointer finger extended as a Rebound Striker forms on the tip of his finger. He spins the ball about a bit before flipping his hand around and catching it in his palm.
(Win Poses)
Win Pose 1: Struck Out
Strike Man throws three Rebound Strikers into the air before catching each and hurling them forcefully at the camera which, of course, breaks instantly. Not so rough Strike Man!
Win Pose 2: Strike ‘Nado
Strike Man is in the middle of the screen spinning rapidly as seen in his Up Special, hurling Rebound Strikers everywhere! The opponents are all running about aimlessly in an attempt not to be hit but, Strike Man doesn’t seem to care! After a few moments, Strike Man stops, falling to the ground with dizzy swirls in his eyes and birds floating above his head.
Win Pose 3: Strike Zone
One of the pitching machine enemies from Strike Man’s MM10 stage is on the win screen while Strike Man is on the other side. The pitching machine will constantly pitch baseballs which Strike Man will either bat off screen and wave his arms excitedly around afterwards…or miss and stamp the ground.
Win Pose Against Sheep Man: Sheep Man seems embarrassed by his loss (or maybe a bit…sheepish?) and tries to hide in his clouds. Strike Man however wants to rub it in and constantly keeps knocking Sheep Man out of his clouds with Rebound Strikers! Don’t be so mean Strike Man…!
Win Pose Against Chill Man: The win screen is covered with ice statues which Strike Man doesn’t find that amusing! He proceeds to hit each one with a Rebound Striker until he hits the last one…which is actually Chill Man! Chill Man falls over, dizzy swirls in his eyes as Strike Man sweatdrops and shakes his head (body?) This win pose was written at four in the morning. Upon rereading it I realized it made little sense and ultimately decided to leave it in unedited.
(Extra Extras)
Crowd Chant: Instead of chanting Strike Man’s name, when Strike Man has the crowd’s support, they’ll start clapping like they do at :54 of his music.
Easter Egg: Gold Sombrero
As an extra (and totally cosmetic only) little Easter Egg for Strike Man’s pummel, if the opponent is hit four times consecutively with this move, they’ll take on a golden hue for the remainder of the match (or until Strike Man pummels them again). Likewise, if pummeled five times, they’ll glow a platinum, silverish color. Six times will make them (once again, purely cosmetic) appear as if they just grabbed a Metal Box. These are references to the Gold, Platinum and Titanium Sombreros which, in baseball, means four, five and six strike outs in one game respectively.
Random Glitch: Here’s a random little glitch to try out as Strike Man; just know offhand that it won’t be helping you very much and just looks kinda cool!
Setup: What you need to do to pull off this glitch is jump under a stage somewhere, Battlefield is probably the easiest place to pull this off. As you make your first jump down there, toss a Rebound Striker diagonally upwards so that it hits the bottom of the stage. Quickly (and I mean QUICKLY) double jump towards it and activate your Side Special. If done correctly, Strike Man should be under the middle of the stage suspended in midair via his Side Special (that’s not the glitch mind you!). At this point, input Up and B to throw a change up (aka throw the ball straight above you) immediately followed by another Side Special to recatch it. Do this process four times so that the Rebound Striker is at double its normal stats and with untouchable priority…at this point the results kick in!
Results: Well you’re gonna get hit by the Rebound Striker as it’ll be too fast to catch at this point (even if you could catch it with your Side Special; it’ll even break that!). The fun thing however is that you’ll take massive upward knockback from the Rebound Striker…which will knock you into the stage…which will knock you into the Rebound Striker. Essentially, you’ll pinball between the two for a while until the Rebound Striker goes off the bottom of the stage. At the speed you’re moving at, you’ll easily get in two or three bounces before rocketing off the bottom of the stage. A fairly useless glitch but a fairly awesome one if I do say so myself; Brawl’s Kamikaze G&W Glitch?
(SSE Role)
The SSE starts off as normal with the Mario vs. Kirby fight in the Stadium. Once the fight is over, the two shake hands when suddenly, a commotion starts! Mario runs to see what’s going on but, instead of being hit by some random unexplained cannonball, a pink Rebound Striker smashes Mario off into the horizon!
Strike Man laughs as he lands on the center platform, the crowd of people booing as Petey captures the princesses as normal. Kirby steps in though to confront the two leading to a slightly different battle than in the SSE. . .
Boss Battle: Petey Piranha
Essentially, this is a near identical version of the Petey fight already seen in Brawl with one glaring difference; you’re fighting Strike Man at the same time! Strike Man’s AI isn’t terribly difficult in this match though so he’s more of a distraction than anything; in fact, he’ll mostly spam Rebound Strikers the whole time! This is actually a good thing though, when you hit a Rebound Striker back, it’ll auto-seek Petey, dealing a bit of damage to him in the process. Other than that though, you’re fighting the same fight you already have before; once Petey’s beaten, the fight ends regardless of whether you KO’d Strike Man or not.
Petey keels over instead of randomly bursting into flames as he does in the current SSE. Furious at Petey’s failure, Strike Man stamps the ground. At this time, Wario appears and kidnaps Peach/Zelda as usual causing Kirby to run to the Warp Star with the other. Strike Man realizes the bomb is about to blow and gives chase to Kirby who, in return, smashes him with his hammer, sending Strike Man flying in the opposite direction of Kirby and the princess.
A considerable time later, at the ruins of the abandoned castle…the cutscene where Marth stands in the ruins plays as the army of Primids approach. After Marth raises his sword to the air however…Strike Man crash lands within the group of Primids causing an explosion from impact! You then play through the stage as Marth and eventually reach the cutscene where Meta Knight appears. Meta Knight and Marth clash swords for a bit before they realize the Primids are practically on top of them! They go back to back, ready to fight the approaching army when suddenly, a white blur leaps from the group and right above them! Strike Man begins spinning in a rapid circle above the two, launching Rebound Striker after Rebound Striker causing multiple Primids to drop. Dropping down, Strike Man gives Meta Knight and Marth the thumbs up with his back turned; that done, the trio then attacks the remaining Primids! After that, Strike Man’s role is pretty minimal. He helps take down Galleom and makes it to Subspace with the rest of the group. It's assumed that Strike Man joins the "hero team" after the incident in the Stadium due to the Ancient Minister's lack of caring that Strike Man would've been lost to the Subspace Bomb as well.
At this time however, the Subspace area changes a bit…in the area where Kirby would normally go solo to rescue everyone, he almost immediately finds and activates Strike Man’s Trophy in a cutscene. Kirby and Strike Man then proceed through the level but periodically stop for two more mini-cutscenes to play; one where Kirby and Strike Man find Chill Man’s Trophy and another where the three characters find Sheep Man’s Trophy.
Shortly after finding Sheep Man’s Trophy, a large wall of subspace blocks off both sides of the group as a strange machine appears in the background. The machine appears to be a group of three tubes with a large screen above them; inside each tube is a Primid. Meet Smash Archive.
Boss Battle: Smash Archive
Smash Archive is a boss closely based on the Weapons Archive from Mega Man 10. In MM10, Weapons Archive appears as described above except with weird cubes with cones attached to them in place of the Primids. A Robot Master from a previous MM game appears on the screen and the cube drops down, using a pattern similar to the Robot Master displayed on screen. Smash Archive is very similar to that. . .
Your three opponents are from the three previous Smash games (or the two previous Smash games and then a Brawl rep). These three opponents are Smash 64’s Pikachu, Melee’s Fox and Brawl’s Meta Knight. Top tier terror. eh? Once the machine appears in the background, the stage you’re fighting on will change to one similar in structure to Final Destination; you have to KO all three opponents to defeat the boss. Keep in mind that you’re not actually fighting said character; just a Primid using their moveset so the hitboxes will be a bit shorter than usual and you can probably start KO’ing them at around 80%. Also be aware that the Primids all have different health meters AND can switch out at random. Say you get the Meta Knight Primid up to 100% and he then switches out with the Pikachu Primid. Pikachu Primid will then appear on stage with 0%…that being said, once Meta Knight Primid comes back into play, you’ll have a super easy time KO’ing him since he’ll return to the damage he had when he switched out. You’ll know which Smasher you’re fighting as their image will be displayed on the big screen above you (complete with the original graphics!)
64 Pikachu: Ah, good ol’ Pika returns once again to his nightmarish 64 form. That being said, you have a few advantages. First of all, Pikachu only has two throws, forward and back. Second of all, he has no Side Special. That being said…since this IS Smash 64 Pikachu…his throws are INSANELY overpowered. Needless to say the 64 Pikachu Primid is a bit grab happy as his throws will do nice damage and knockback to you. He also has a nasty habit of spamming his Thunder Jolt (Neutral B) which, if you’re using Strike Man, is surprisingly beneficial as you can catch them and pitch them right back at him!
Melee Fox: Complete with wavedashing may I add! Yes, Melee Fox is a fast, powerful little pest who can pull off some nasty combos. If you’re too far from him, he’ll spam his laser. Get too lose however and he’ll try and fsmash/usmash you away! If things get too heated for him, he may just wavedash out of there! His shine is as ridiculously powerful as ever. . .fortunately he loses a good amount of his reach in Primid form.
Brawl Meta Knight: Do I really need to cover this guy? He’s a pest, an absolute beast; he’s S-tier for a reason folks! Primid Meta loves to use his ‘nado lots however and will sometimes even try and pull off his Side Special on stage. That being said, he knows his dsmash is good and he’ll make good use of that as well as his lightning fast aerials. Fortunately, Primid Meta doesn’t have the crazy sword Meta Knight does so his range is cut and his priority doesn’t eat through everything
Once all three Primids in Smash Archive are beaten, the machine explodes, clearing the path for our group! Kirby and the Robot Masters continue through the stage until they’ve almost cleared it when…! Another wall of Subspace?! Smash Archive again?! The same machine from last time appears but…now it’s Make Your Master Archive!
Boss Battle: MYM Archive
You know the name of the game from last round; this one is no different! The only difference is that instead of fighting characters from previous Smash games, you’ll be fighting three Robot Masters created by some mysterious forces exclusively for this Archive (AKA: They’re made by MYMers). The three Robot Masters you’ll have to confront are Bubble Man, Tomahawk Man and Galaxy Man!
Bubble Man: First up is the Mega Man 2 rep made by agidius; Bubble Man. Bubble Man, as you may or may not remember, has quite the problem KO’ing you. That being said…he’s surprisingly good at damaging you lots and stopping your approaches with Bubble Lead. He does have his classic weakness of not being able to move properly without the assistance of his attacks though. Also keep in mind Bubble Man’s special weakness; he takes double damage from spikey objects; Chill Spikes anyone? Like Tomahawk Man, Bubble Primid will do his best to stay away from you.
Tomahawk Man: Next up is the Mega Man 6 rep made by Plorf; Tomahawk Man. Tomahawk Primid just LOVES spamming his Neutral Special and that’s what he’ll do for most of the fight. He won’t bother with any of his tricks or traps, he’ll just flat out lay into you with a slew of projectiles from his Silver Tomahawk to his Triple Feather. On top of this, he loves to spam his Side Smash and aerials if you manage to get too close…which isn’t entirely easy as Tomahawk Primid -LOVES- to jump away from you as much as possible.
Galaxy Man: Finally, the Mega Man 9 rep made by KingK.Rool; Galaxy Man. As you may remember, Galaxy Man is all about sucking you in with his Black Hole Bombs. He also has a slew of projectile enemy droids that he’ll use against you. Unlike the previous two “Primid Masters”, Galaxy Man won’t flee from you, instead, he’ll try to keep YOU in place with his Black Hole Bombs! That being said, Galaxy Man isn’t too challenging of an opponent and should go down before not too long…
Once all three “Primid Masters” are defeated, the machine explodes, ending the level.
(Match-Up)
Strike Man and Nurse Joy vs. The Komodo Bros. –
70/30 Strike Man and Nurse Joy
Surprising, no, that the two characters specifically designed to dominate in a team environment get so outright destroyed in this match-up? So how exactly do the Bros. get owned so badly? Simply put, they have a bloody hard time keeping their unlikely opponents down. Strike Man has several moves designed specifically to save his partners. Nurse Joy also can save her partner…and HEAL her partner. But guess what? Strike Man can even heal Joy if he throws her syringes back at her. Joy can also use Defense Curl without fear; if she’s ever sent into a free fall, Strike Man can simply toss her back on stage. Moe’s gimping game? Strike Man’s nair leaves him gimping thin (or fat) air!
But of course, what are the Komodo Bros. all about? Well their scimitars of course! But…they only have four between the two of them, right? And they count as projectiles sooooo…with a fast and well-played Strike Man, one slip up with a scimitar winds up with it in Strike Man’s mits where the Komodo Bro. either takes the full force of the scimitar to the face…or watches as Strike Man hurls it off the edge. Strike Man’s dash attack can easily snatch a downward headed scimitar out of the air and field it off stage before the Komodos know what’s going on! Not only that, but Joy’s makeshift walls can stop them entirely!
But clearly the Komodos have their grab game, right? Well yes and no. While it may seem like a good idea for Joe to tether himself to someone…if he does so to Strike Man, he’s pretty much just screwed himself over. How so? Strike Man’s Up Special will absolutely **** him with Rebound Strikers. And you know that down side of Strike Man’s Up Special? Totally negated with Nurse Joy on team. How so? Well she can just toss a syringe into him. A moment of flinch and 6% healing is vastly preferable to a good deal of vulnerability.
Moe’s whole roll forcing game is also thrown out of wack most likely due to the sheer number of Rebound Strikers on stage at a time as well as his partner. What about Joe’s assassination attempts? Well if Nurse Joy’s got Strike Man’s back, it’s hardly a concern…and even if Joe does get in, a short hoped nair will have him stabbing at nothing
And this is hardly even scratching the surface of all the ways Joy can make Strike Man an unstoppable killing machine. BitterHerb and XAttack will literally make him a floor mounted pitching machine with absolutely deadly Rebound Strikers. The one down side Nurse Joy has while partnered with Strike Man is that she can’t easily knock his Rebound Strikers back; Strike Man will be doing most of the batting himself it seems. That being said, Joy’s fsmash sets up a healable wall just ASKING to have Rebound Strikers thrown at it.
So while the Bros may have been designed for 2v2, the sheer endurance the Strike Man/Joy team has is insane, simply put. Using Strike Man’s rescuing moves (or Joy’s for that matter) in combination with the ability for the team to heal one another and they’re quite literally unkillable. Combine this with Strike Man’s insanely useful ability to rid the Komodos’ of their weapons with relative ease and you have a match up that’s quite difficult for the Bros. to win.
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And so concludes Strike Man. I was really having fun making the set...but then I got around the time when he was almost done and just felt really bleh about it. Regardless of how I feel, I hope y'all enjoy it! Will comment Dark Samus and Haryiama for sure!
Also, thanks to agidius for the SSE pictures and Wizzerd for the header picture!