Rychu
Thane of Smashville
- Joined
- Jul 5, 2010
- Messages
- 816
- 3DS FC
- 1908-0105-4965
THE JOKER REMIX
The Joker is one of the greatest fictional characters ever to be created. He was originaly supposed to be a one-shot throwaway character, but the Batman creators Bob Kane and Bill Finger decided to add one sloppily drawn pannel at the end of Batman #1 to show that he had survived, and thus created history. It's no surprise that The Dark Knight's first foe(supervillian, that is. Batman had taken down gangs before hand), which he himself helped create no less, would go on to be his greatest enemy. The Joker is directly responsible for the deaths and injuries of many of Batman's allies, most noteably the death of the second Robin aka Jason Todd, and the paralysis of Batgirl aka Barbara Gordon. He's famous for using comedy-oriented weapons such as deadly laughing gas and a harpoon gun that fires a razor-sharp BANG! sign, both of Which, along with his beloved knives, sharp-as-hell playing cards, Joy buzzer, Bombs, and special Venom will be featured in this moveset. The Joker may like to appear random and crazy to all his enemies...but deep down, he's a master at planning, always moving foes closer to Checkmate. He's completely off the ****ing wall crazy, the Ace of Knaves: The Joker, has joined the Brawl! HAHAHAHAHAHAHA!
Statistics:
Size: 7
Weight: 7
Speed: 6
Jump: 5
Air Movement: 3
Traction: 2
Power: 7
Range: 10
Attack Speed: 3
Special Mechanic: Joker's Gas
Throughout his long history, the Joker has had this as one of his many trademark weapons. It's ranged from making his opponents just pass out from laughter...to killing them with their own howls of joy. This moveset uses the latter. Oh, also...this gas is GREEN. Remember that, because its important.Size: 7
Weight: 7
Speed: 6
Jump: 5
Air Movement: 3
Traction: 2
Power: 7
Range: 10
Attack Speed: 3
Special Mechanic: Joker's Gas
The Joker uses his gas as one of his main damage rackers, along with setting up some pretty nifty interactons with other moves. This gas can also be used as a smoke screen, hiding anything that is within it's range. The Joker is immune to his own creation, so he's free to hide and wait for opponents in the smoke, or just plant his traps inside.
Like real world gas, this **** spreads(also, because the Joker loves this goo/gunk fetich that's going on in MYM right now). Over time the gas cloud will expand in all directions, about 1 SBB in 5 seconds. While this might not seem like much, the Joker will most likely have several of these babies out at once. Only vague shadows of characters can be seen through the gas.
So, you are spreading your gas around...but what's the gas do to opponents? Well, once opponents are in the gas, they begin laughing and taking 2% damage every second. After 7 seconds of this, their controls become unresponsive, and the character builds 3% damage every second. Pretty nasty stuff, huh? At this point, the characters are probably done for, and just sitting ducks for the Ace of Knaves to hunt for sport. Get it? Duck? Hunt?HAHAHAHAHA!!
Specials
Down Special: Gas Bomb
This is the Joker's most important move, hands down. No contest. On the whole, it works very much like a combination of Snakes D-Smash and D-Special. The Joker kneels down and pulls a green bomb out of his coat pocket before placing it in the ground, the whole process takes about .4 seconds.
The Joker can Detonate his bomb with another press of the Down Special, this taking .1 second. When the bomb detonates, a small explosion with a blast radius of .5 SSB's is set off which does 7% damage and knockback that kills at around 155% However, the real reason you use this is to release your gas. The gas cloudm itself starts about 1 SBB in circumference and, as mentioned above, spreads over time. You can use this gas as not only an effective damage racker, but also as a small window of near invisibility for hiding traps and such.
This, as said, is his most important move. The Joker will use this often during the course of the match.
Up Special: Self-Detonate
Dude, the Joker is one crazy Mother ****er. The Joker opens his coat to reveal several bombs straped to his body.(let's not BLOW this out of porportion, HAHAHAHHA!) After a quick laugh, taking .2 seconds, he detonates the bombs, dealing himself 7% damage. The Blast radius of the initial explosion is 1 SBB, and deals everyone else 15% damage and knockback killing at 150%.
What, you thought that was it? This is MYM9, dammit! Specials are NEVER that simple! As it turns out, the bombs on the Joker's chest were the smae kind he plants on the ground, meaning it also leaves behind a gas cloud. The Joker can actually MOVE this gas cloud around, while leaving gas residue behind himself, which acts the same as a regular gas cloud. After 3 seconsd, the gas cloud on the Joker will disappear, leaving only the trail he left behind him.
Side Special: BANG! Gun
The Joker reaches into his coat for .3 seconds before pulling out a pistol(the same one in his picture), holding it out at arms length in front of him. If the Side Special is not activated again within .5 seconds, the Joker will put his arms down, still holding the pistol. Once the input is pressed again, the Joker will very quickly fire the gun, only to reveal that it is only loaded with a BANG! sign. The sign does not detatch from the gun barrel. This has almost no start lag, and a range of about 1.2 SBBs in front of the Joker, and does 12% damage and knockback that kills at 175%. That gun however is still held at his side...
What, you thought he was just going to pull some stupid prank? HAHAHA!. If the side special is pressed a third time, the Joker lifts his arm and blasts the BANG! sign out of the barrel, which travels in a low arc which has the speed of Fox's laser and a range of the entire Battlefeild. This all has about .5 seconds start lag. If an opponent is hit by this sign, which is essentially a mini harpoon, are dealt 20% damage and knockback that kills at 145%.
Neutral Special: Klown Smoke Bomb
The Joker gleefully drops a small bomb about .5 SBBs in front of himself, which looks identical to his gas bomb. This sits on the ground until it's walked over, in which case it releases a stream of WHITE smoke(which disappears after 1 second) to engulf the character who walked over it. When the smoke clears, we see that the character now has bone-white skin, green hair, and a Glasgow smile.(this is different for animalistic and robotic characters. Just use your imagination) This causes characters to be dealt 3% damage every 2 seconds before they deal the Joker 13% damage. If a character is inside the Joker gas and are infected with the Klown Smoke, they damage twice as fast as normal.
Smash Attacks
Side Smash: Put It There, Pal!
The Joker extends his hand in a friendly gesture, happily shouting "Put it there pal!", holding this pose for 1 second(it can be rolled out of). He eagerly waits for his opponents to shake his hand, having turned into a man of decency and sportsmanshi...nah, im just pulling your leg like an exploding shark. Anyone who hits the Joker from the front while his hand is up is dealt 13% damage and a dizzy effect.
This has an extra kick if the opponent has been infected with the Klown Smoke. If an infected opponent attacks the Joker, the are dealt an additional 3% damage and minor knockback. Not much you say? Well, considering that they have to attack him to cure their infection...
Oh, and one more thing. The electricity reacts negitivly with the Joker Gas. It sends an electric shock wave through the entire length of the Gas it was used on(if the Joy Buzzer comes into any contact with the cloud), traveling at the speed of Link's Arrows, dealing 5% damage to anyone it comes into contact with. The point? You'll see..
Down Smash: Venom Bomb
The Joker carefully places a bomb that is Identical to the two others directly in front of himself, taking .3 seconds to do so. A maximum of 3 of these can be onstage at once. When walked over, Joker Venom(the liquid form of the Joker Gas) is sprayed over the opponent who set it off. This does 5% damage and remains on the opponent for 5 seconds.
If this is on opponents while in the gas cloud, the rate of damage dealt by the cloud doubles. If the venom is sprayed on an opponent who has been infected with the Klown Smoke, it has the same effect as Klown Smoke in the Gas Cloud. If all three are combined in a hellish (M.) Trinity(get it? M. Trinity? HAHAHA!) it triples the rate that damage is dealt by the cloud.
If sprayed opponents are attacked by the Joy Buzzer, the electricity shocks them repeatedly for the time it takes for the Venom to disappear, dealing 3% every second.If the Joy Buzzer is used on the cloud while an opponent who is covered in venom is in it, the electricity onstantly does damage, daeling 3% damage every second an opponent is in the cloud.
Up Smash: Falling Bullet
The Joker once again reaches into his coat and pulls out his gun, this time aiming up. He pulls the trigger, firing the BANG! sign straight up. This has .1 second start lag. The sign deals 5% damage and minor knockback traveling up 5 Ganondorfs at Fox's dash speed. Once it reaches it's peak, it flip and falls straight down at Sonic's Dash speed. Coming down, it does10% damage and medium knockback. What you're really hoping for, however, is the sign to land. If the sign hits the ground uninerupped, it will stick to the ground. If walked over the sign explodes with a blast radius of 2 SBB's daeling 20% damage and knockback kiling at 135%. So, opponents must make the choice: damage now, or death later.
Grab Game
Grab: Grab(HAHAHAHAHA!)
The Joker extends his arm and Grabs his opponent, with a range of 1.5 SBB's. You were expecting something complex? HAHAHA! Oh, it also has .2 seconds start lag and heavy end lag.
Pummel: Venom Spray
The Joker sprays his opponents with his Venom, dealing 3% damage every spray. This has the same effect as the bomb spray, except it goes away after 3 seconds. Follow up with a quick Electric Handshake, if you know what I mean.
Forward Throw: A Trick Up His Sleeve...
The Joker shoves hios opponents away from him, and points his arm at them. He sprays them with a cloud of his Joker Gas, which acts exactly the same as the other clouds, reacting with any status effects. The coud starts about .5 SBBs in diameter, spreading at the same rate as the other clouds.
Backward Throw: Brutal Venomizing
The Joker flips his opponent and slams them on the ground, dealing 5% damage. He can now use his pummel, with it now being 2X more dificult to button mash out.
Up Throw:BANG!, Your Dead
The Joker reaches into his coat with his free hand and pulls out his gun, firing straight into the opponents gut while laughing maniacly. But, remember that the gun has to be fired twice to release the projectile. He aims the gun straight up, with the opponent on it, and fires. This does 10% damage and can kill at 140%. Opponents can button mash out of this while the bullet is still in them(it stays with them until they're K.Oed) while they're in the air, causing them to throw the sign straight down, in which case it acts the same as Joker's Up Smash.
Down Throw: Shoe Knife
The Joker pushes his opponent foreward, and after revealing a knife hidden in his shoe, kicks them in the stomach. The opponent is dealt 10% damage and knockback that kills at 145%. And...well...what if they're not Koed?
That knife leaves a pretty nasty wound in the opponents chest...it'd be a shame if it got...infected. ANYTHNG Venom related (Joker Gas and the Venom itself) will sepp into that wound and cause some sort of change in the body. After the Venom has seeped its way into the wound for 5 seconds, the opponent will get the same effect as the Klown Smoke. What if Klown Smoke is put on OVER this?
I dunno....how about...it becomes twice as hard to fight the infection(you have to deal the Joker 20% damage). That work? It does? OK, good, lets go with that...and onto the next catagory....now.
Standard Attacks
Neutral Combo: Knives, Knives, Knives! HAHAHAHAHA!
The Joker loves his knives. He reaches into his pocket and pulls out one of his favorites, taking .2 seconds to do so. He then performs up to 3 quick slashes, all dealing 2% damage and flinching knockback before putting the knife away, not wanting it to dull. While this might not seem like much, the knife leaves a wound much like the shoe knife. These wounds aren't as deep as the shoe knife wounds, so it does take 2 times as long for the Venom to sink in.
Side Tilt: The Same Trick Up His Sleeve...
The Joker extends his arm, taking .2 seconds to do so, and...performs his Forward Throw? well...yes and no. The Joker fires his Venom about 2 SBBs in front of him. This has the same effect as the Joker's F-Throw if it lands on his opponent. If it doesn't land though, it sprays on the ground, wherew opponents will track it around if the walk through it( the Joker absolutely ADORS the MYM9 goo fetish, you know). After 3 seconds, the spray evaporates and becomes a gas cloud, having the same properties as all the others. Why don't the other Venom-based attacks have this effect? Why don't you quit asking questions and read the God Damn set?
Down Tilt: Hellfire
You see, the Joker is a bit of a Pyromaniac. He luvz him some flamez. He takes a lighter out of his pocket, lights it, and throws it to the ground, taking .5 seconds to do all this. When the lighter hits the ground, it bursts into flames, causing 6% damage and flinching. When the fire hits the gas, however, the gas...catches on fire! The fire still does 6% damage every second it's touched. The fire starts in whatever cloud the lighter touched first, and spreads at Captain Falcon's dash speed in both directions, setting off all traps and leaving nothing behind. Why rid yourself of your gas AND traps? WHY THE **** NOT? HAHAHA!
Up Tilt: Portable Klown Smoke
The Joker looks up, raises his am, and releases from his sleeve a dose of his Klown Smoke. This does very little besides 5% damage. This is of course unless the opponent has been cut with a knife. If cut by the shoe knife, it takes about 3 seconds for the Smoke to Sink in, taking twice as long if they are only cut be a regular knife.
Aerials
Forwar Aerial: Shoe Knife(Jesus, these moves are repetitive, aren't they?)
The Joker spins around in the air and kicks the opponent with his shoe knife, taking .3 seconds to do so. This does 7% damage and considerably less knockback than its Forward Throw predecessor. It does however have the same effect as the aformentioned throw, as well as some bad end lag.
Up Aerial: Harpoon Recovery
The Joker reaches into his pocket yet again and brings out that good ol' BANG! gun. The Joker shoots a sign, this time with a rope attatched to it, at the nearest ledge at the speed of Sonic's dash speed. While firing, this does 7% damage and medium knockback. When it lands(this has a range of 3 Ganondorfs), this becomes a trap exactly like your U-Smash and U-Throw.
Neutral Aerial: Bomb
The Joker, while airborn, reaches into his coat and pulls out a bomb, taking .3 seconds to do so. This is no ordinary bomb, though...well...yes it is. After it's taken out, it turns into a normal throwing Item for the Joker. It does 10% damage and knockback that kills at 145% if it comes into contact mwith ANYTHING, with a blast radius of 1.5 SBB's. An N-Air kill move? Oh, how unorthodox!(SMIRK)
Backward Aerial: It's a Random Flipkick, *****
Oh, how the Joker loves randomness! However, the Joker does this flipkick with his shoe knife, leaving one of those nasty wounds like the other knife attacks. It also does 7% damage and medium knockback.
Down Aerial: Pin Down
The Joker suddenly falls to the ground, pinning any opponent he comes into contact with, performing basically his down throw. It does have some heavy end lag if he misses, though.
FINAL SMASH: Here's My Card
Because they had to be featured SOMEWHERE in this set. The Joker turns all yellow and when the Special Button is pressed, he throws a HUGE FRIGGIN JOKER CARD, which gets lodged in the opponents skull. However, they still can move until they run into something, inwhich case they explode with the Joker card, leaving a bloody mess, and losing a stock. The mess stays even after the match continues.
Playstyle, One Crazy S.O.B
Thed Joker is all about one thing: His gas. Early on, you'll have to place o gas bomb to get started. You are at a disadvantage until you can get a good sized cloud and traps up. While your gas is spreading, your grabs and aerials should keep you fighting, but it'll be a struggle. Your Side Special is a good scare tactic for keeping opponents away, as it can be used at very long distances. After you've got a sizable cloud, lay your traps...and hide like a *****. after you've damaged your opponents up, light the cloud up with hellfire and use one of your delicious kill moves to finish the Job. Unfortunatly, this means approaching, a thing he's not good at. Oh, wait...he's got his gun AND his bomb! Kill the damn fools and lay your traps to start over. Lather, Rinse, Repeat! HAHAHAHAHAHAHA!!