Thrice
Smash Cadet
--( ERUFUUN )--
Background: Erufuun is the Whirlwind Pokemon, and a Grass-Type Pokemon introduced with the advent of the fifth generation. Its Pokedex entries state that it can slip through even the tiniest of cracks, and often rides on whirlwinds. Other than that, it's a fairly mediocre Pokemon stat-wise, with its only notable stat being in Speed...which shows in this moveset.
--( STATS )--
Aerial Mobility: 10-While it's plenty swift on the ground, this is where Erufuun really shines. Its top air speed outdoes Yoshi, and acceleration is better than Wario. Erufuun travels a lot faster in the air than on the ground, so really, the high Ground Speed is pretty redundant. But even all THAT isn't why this gets a ten...that lies in Erufuun's signature move, Whirlwind, which we'll get into later.
Recovery: 10- Yes indeedy...to make up for its extremely light weight, Erufuun has a stellar recovery, which can be buffed to make it even more insane.
Ground Speed: 9- Erufuun lives up to its speedy nature here, rivaling Captain Falcon in top speed.
Attack Speed: 8- Yes, Erufuun's attacks come off pretty quickly for the most part...though calling most of these “attacks” is a bit of a stretch.
First Jump: 7-Again, Erufuun is an all-out aerial character, so you'd expect it to have moderately good jumps.
2nd-5th Jumps: 5-1- That's right! Erufuun has 4 jumps...though each one takes Erufuun up about 2 marks lower than the last, with the last jump being akin to Metal Charizard; only serving to keep Erufuun in the air for another split second. For each midair jump, a small whirlwind surrounds Erufuun's lower half, but it's just an aesthetic touch.
Traction: 4- Erufuun tends to slip around a bit on the ground, so again, it functions best in the air.
Size: 3- Erufuun is small; in fact just a bit taller than Pikachu, and a little skinnier. So it's not that easy a target.
Falling Speed: 3- Erufuun, being so light and small(and made partly of cotton), is naturally a very floaty character. A bonus is that this helps aerial movement somewhat, so it loses no points for it.
Power: 3- As expected from such a fluffball, Erufuun lacks quite a bit in power. This is not to say that it can't rack on the damage, but rather this is a measure of Erufuun's average KO percent.
Weight: 2- Unfortunately, Erufuun's small stature makes it a very lightweight contender in Smash, so while Erufuun is tough to hit, if it IS hit, it goes flying.
--( SPECIAL MOVES )--
Neutral Special --( Whirlwind )--
Being Erufuun's signature move and all, you'd think this would be an integral part of its playstyle...and you'd be right. The entire moveset hinges on knowing when, where, and how to use this attack.
Before anything else, I must say this: Whirlwind is NOT an attack, and as such has no priority or actual hitbox, meaning that attacks cannot cancel it out...but rather hit right through it. Be very careful how you use this move. It of course also does no damage or knockback.
When used, Erufuun simply whips up a Whirlwind around itself. Once the Whirlwind is complete, Erufuun, Whirlwind still surrounding it, will whisk itself away at the speed of Sonic's run in the general direction it was facing when the move was activated, but with some downward direction in as well.
Without pressing any buttons, Erufuun will travel about three Stage Builder blocks in that direction. However, after the move starts, you can somewhat control Erufuun's movement; up, down, backwards, forwards; you can angle the move any way you want to go. You don't get much time in the Whirlwind, though, only around a second, so you have to know what you want to do and where you want to go before you use it.
Whirlwind is a VERY quick attack, with no discernible beginning lag and below average end lag as the Whirlwind fades. Most Standards and Specials can be used during the Whirlwind, and doing so cancels the move's end lag, though not its starting lag(even those that do not mention the Whirlwind can be used in it and will have reduced end lag; this is why they do less damage).
You can use Whirlwind three times before hitting the ground, so you can't stall forever with it, but it's still useful as recovery. And good thing, too, as it's all you get for recovery.
Whirlwind cannot be shielded, though it can be dodged. Not much comes of this, really, since it knocks the opponent on the ground and you'd be off the ground due to Whirlwind, so you can't really hit them. All this does is buy you time...which is a pretty big thing in this set. As a final note, Erufuun has no "get-up attack." Instead, you can simply use Whirlwind in this state.
Side Special --( Cotton Spore )--
When you input this command, Erufuun will shake its head back and forth with about 4 frames of initial lag, causing white spores to be shaken out in an area of around one stage builder block around Erufuun's head...and that's about it. The spores don't move at all, and stay wherever you released them for 7 seconds or until they cling onto a foe. Erufuun can move again the instant the spores are released, giving this little beginning AND ending lag.
Spores will cling to any opponent that comes into contact with the cloud, slowing them down and limiting their aerial mobility and jumps, as well as increasing their fall speed. For an estimate, for every second an opponent spends in contact with the spores, their abilities will be reduced by 1/5, for a maximum of 3/5.
Any knockback at all will knock a third of the spores off of an opponent and destroy them, so be careful how you treat your spore-riddled foes. However, should you manage to knock the opponent offstage while they are covered in a decent amount of spores, they'll be pretty much helpless; they'll fall very quickly and will have their movement hindered severely(including their recovery). For people like the Spacies, this is just a death sentence. Though of course you have to get them off in one fell swoop or risk not having enough spores on them.
As with the Neutral Special, these spores do no damage or knockback of any kind, and just serve as a hindrance to the opponent, buying you time.
Here's where Whirlwind comes in. If you fly into the spores via Whirlwind(or summon one around you when you're near the spores), they'll be sucked into the Whirlwind and will travel along with you. Hitting an opponent with this enhanced Whirlwind will stick enough spores on the foe to lower their abilities by 1/5. The spores will also rest wherever your Whirlwind ends, meaning you can time it so that you hit the opponent, leave spores on them, and leave the rest of the spores right on top of them.
Time in the Whirlwind does not count against the spores.
Down Special --( Leech Seed )--
When this command is issued, Erufuun reaches into its cotton...hair and within a tenth of a second pulls out a small, green seed, which it proceeds to carry around like any other item. Just like any normal item, the seed can be thrown around, and while it flies far, it does not travel very quickly. Only two seeds can be on any one opponent at any given time. Any others will simply bounce off and disappear.
While Erufuun can have two seeds on a foe at a time, each Erufuun can only THROW one at each opponent. If you try to throw another one at someone who you've already seeded, it'll just bounce right off and disappear. No, it never works that way here. You must use the Whirlwind to latch this second seed on.
All you have to do is run into the opponent with the Whirlwind while you're holding a seed, and the seed will automatically transfer to the opponent. Of course, you can use this method with the first seed as well, but there's no need to hit the opponent then; you can throw the seed directly from the Whirlwind, and this will double its traveling speed.
If a seed hits an enemy, it will latch on, dealing no damage or knockback and only a small amount of hitstun and, like its name implies, begin to leech off their health much like the Flower status, but at a rate of 2% a second. The second seed is a bit smaller and as such only adds 1% every two seconds, for a total of 5% damage every two seconds. The seeds are twice as hard to shake off as the normal Flower condition, but this is further increased by bogging the opponent down with Cotton Spores, since that limits their movement.
Unlike in Pokemon, Leech Seed will not normally heal Erufuun. The only time Erufuun will heal is if it is in direct contact with a foe, either by being grabbed or simply by standing next to them while they're bogged down with spores. While Erufuun normally likes to keep its distance, if you're so inclined to risk it, while in contact with a seeded foe, Erufuun will recover 2% of its damage per second.
The tricky thing about the seed is that it can be thrown at any time, including during knockback and hitstun, and even while executing a special(as attempting any standard would just throw the seed), though not while Grabbed without interrupting it. This of course makes it much harder to combo Erufuun, as it can simply throw the seed and interrupt the combo. Of course, this can also serve to protect Erufuun while it's performing a setup move.
Down Special --( Bullet Seed )--
Yes, this has a second purpose. Initiating a Down Special while you are holding a Leech Seed will cause Erufuun to pop it in its mouth and...hold it there. Eating a seed only takes two frames, making this one of, if not the, quickest actions in Brawl, but you can only eat a seed while you are standing still.
Erufuun can take out and eat four more seeds while it has one in its mouth, but they will be subsequently smaller. You can throw these seeds as well, but since they are smaller than the original, they would deal only 1% every three seconds, so you really don't want to do that.
At any time when you have a seed in your mouth, you can SMASH the control stick downwards and hit the Special button at the same time to cause Erufuun to spit out all the seeds it has in its mouth, taking an eighth of a second.
With all five seeds, the first seed spat out(AKA the smallest) will deal 1% damage, the next 2%, and so on, for a total of 15% with all five seeds or 5% with just one. Only the last seed spat out will deal any knockback. The seed will generally KO around 140% with nearly perfect horizontal knockback, which is fairly high for Erufuun. Most times, you'll opt to simply use one or two seeds instead of taking the time to get all five out, but even then it can still be a successful damage racker, with 9% for just over four frames of setup.
Using Bullet Seed in the Whirlwind will still take off 3% damage per seed, making anything past the second seed useless beyond a little hitstun, so if you plan to use it in the Whirlwind, then only stock up one or two seeds. You'll only want to do this once the opponent is already in kill range, or maybe to retreat.
If you eat the second seed you have out(with the first being on the opponent), it will act the same as normal and will suffer no damage or knockback debuffs. Using all five seeds may seem rather redundant since the last two do so little damage, but the hitstun they offer is rather nice, so they combine well with two Leech Seeds. Outside of using two seeds, this is probably the second most useful application of this move.
Up Special --( Tailwind )--
When this attack is executed, Erufuun does the little dance shown in its B/W animation, but sped up a bit so that it takes up a half a second to complete. This obviously whips up a tailwind behind it. All dances do, donchaknow? Anyways, this does nothing to the opponent or Erufuun immediately. After all, it's essentially just a light breeze. The only real indication that it's there are the many small leaves that float in from the left side and do nothing. The Tailwind lasts for seven seconds, after which the leaves will stall and then disappear, signaling that the Tailwind has ended.
What Tailwind actually DOES is blow spores around, among a few other things. While the Tailwind is active, spores will travel in the direction Erufuun is facing at the speed of Ganon's walk. The spore clouds are slow, but any faster and they wouldn't leave any spores on the foe, right?
In addition, the Tailwind affects thrown items and other projectiles, such as Link's arrows and even things like Samus' Charge Shot. If fired against the wind, the projectiles will be slowed by half, and with it, they will speed up by the same amount. However, this does nothing to the damage or knockback of the item.
Of course, this generally means anything thrown/shot at Erufuun will be slowed down, and anything thrown by it will be sped up. This includes its Leech Seeds...so using a combination of this and the Whirlwind, you can make the Leech Seed travel at 3x its usual speed, making it very difficult to dodge or even see.
And speaking of the Whirlwind, if you use it while the Tailwind is up, it will travel 1.2x faster, and for 1.5 seconds instead of just the usual 1. It still does no damage or knockback, but now it can recover very well, and is of course better for spacing. The direction you use it in doesn't matter; you'll always get the boost since Erufuun turns around when it redirects the Whirlwind, thus always having the Tailwind at its back. Or some **** like that. This is Smash, IRL physics don't matter.
Now, Whirlwind can interact even MORE with the Tailwind, via the leaves floating around. While they initially do nothing, holding the Special button while whipping up a Whirlwind will cause the leaves near it to be sucked into it, initiating what is known as Razor Wind.
This "Razor Wind" acts much the same as a normal Whirlwind, except you can't use any moves from it and now it has an actual hitbox, making it akin to Mach Tornado. Razor Wind deals 1% a hit, but the hits come out very quickly, at a rate of 10 a second, meaning that the maximum damage a Razor Wind can do is 15%, and since it is rather difficult to DI out of, you MAY just be able to get that. A more realistic average, though, would be 10%.
Being just a leaf-coated Whirlwind, Razor Wind doesn't have much Priority. Most disjointed attacks will reach right through the leaves and hit Erufuun, though Projectiles will just be overridden and disappear as normal, and jointed attacks will end in the attacker being sucked into Razor Wind.
--( STANDARD MOVES )--
--( AERIALS )--
Neutral Aerial --( Whirlwind )--
This one is a bit different, though. For one, NONE of the interactions from the first Whirlwind will work in this, despite it being essentially the exact same attack. In this Whirlwind, Aerials can be used, but no Standards or Specials can, though you can still throw items. There is also no lag or power reduction.
The only real advantage this offers besides allowing you to use your aerials is that you can increase the speed of this Whirlwind by tilting the control stick in the direction you're traveling(obviously tilting it the other way will slow it down, but the normal Whirlwind acts this way as well due to the change of direction).
This still counts towards the "three Whirlwinds" rule, so you do not have infinite recovery. This Whirlwind is still boosted by Tailwind, so really, this is the better recovery option at all times, even though it limits your moves.
Forward Aerial --( Slip Through )--
When this is used, Erufuun will dance for four frames in mid-air, then immediately dive forwards and slightly downwards, dealing 6% damage and horizontal knockback KOing around 160%. Erufuun will fall this way until it hits the ground, where it will suffer a tiny amount of end lag as it gets back on its feet. You may also use either Whirlwind while falling to cancel it out, useful if you use this offstage.
This move will ignore priority and bypass any shield or attack and some small character-made walls, though it can still be air- or spot-dodged. Slip Through will not fully break shields, only skip them and hit the character, though it does quite a bit of Shield Damage.
In the Whirlwind, it has the same effect, though Erufuun dives slightly faster and only deals 3% damage on contact. However, it seems Erufuun Slipped Through the Whirlwind! That's right, Erufuun leaves the Whirlwind behind with this attack, and it will stay there for five seconds. The Whirlwind automatically sucks up spores and the leaves from the Tailwind, taking on their effects.
The Whirlwind will do nothing if it does not suck anything up, and you cannot normally jump back into it. While it's onscreen, it counts as a Whirlwind, meaning you can only use two in the air, and also meaning you can have a maximum of three of these onscreen at once.
The best and most obvious use of this is gimping; set up spores near the ledge while a Tailwind is up, then use your Aerial Whirlwind. Dive to the ledge with Slip Through and watch as the Whirlwind sucks up the hazards and becomes a deadly wall! Since the leaves help trap the foe, many Cotton Spores will stick to them, and the Decoy Spores assure that they will not be able to attack through the Whirlwind. A very handy technique indeed.
Down Aerial --( Quincy )--
Had to do it. Anyways, this move causes Erufuun to Slip back into the closest stationary Whirlwind within two Bowser's widths of Erufuun. If there are none, this does nothing.
Getting back into the Whirlwind takes 2 frames per Bowser's width, so it's very quick. There's no lag once you get in there either, making this a fairly safe move. Once inside it, you can again control it like you had just used it, with all the properties of whatever it had picked up. It behaves much the same as the normal Whirlwind when it has absorbed all these things.0
The reason you'd want to do this is that you can use moves (AKA your aerials) while in this, even if it is encased with leaves, which you can't normally do.
You can use this to move the Whirlwind and then dive out of it again, refreshing its timer, or you could simply attack with Uair while the opponent is being held in by the leaves.
Up Aerial --( Windstorm )--
Using this outside of a Whirlwind causes Erufuun to stall in midair for 3 frames and then emit a large gust of wind outward, which acts a lot like its Forward Smash in that it pushes away any Spores and slows down projectiles. The wind extends out one medium-sized Stage Builder Block in all directions, and will push Cotton Spores that far. The wind slows projectiles and decreases their damage by a third. There are 3 frames of end lag on this move. If you use this move more than once at a time in midair, only the first time will cause any stall, and you'll have to land to be able to stall any more.
Inside the Whirlwind, Windstorm acts completely differently. Instead of a gust of wind, the move causes the Whirlwind to essentially IMPLODE on itself, dealing damage and knockback to anyone within a Kirby's width of the Whirlwind dependent on what all is in the Whirlwind. This will of course destroy the Whirlwind and everything inside of it, but will not harm Erufuun. With nothing in the Whirlwind, Windstorm will deal 4% damage and knockback that kills at 200%. Lemme give ya a list here, huh?
Each Cotton or Decoy Spore patch sucked up will increase the damage by 3% and knock off 12% from the kill %. The leaves from the Tailwind will increase the damage by 8% and take off 58% from the kill %.
So, with the absolute maximum of 3 Cotton Spore patches, 3 Decoy Spore patches, and the leaves from the Tailwind, Windstorm will deal 30% damage and knockback that kills at 70%. The more likely figure of 3 patches and the leaves would deal 21% and kill at around 106%, still pretty powerful.
Back Aerial --( Cotton Guard )--
Outside of the Whirlwind, this simply expands or condenses any spore clouds within a Bowser's width of Erufuun. This has an eigth of a second of beginning lag and no end lag.
Inside a Whirlwind, it will cause any spore clouds within a Bowser width of the Whirlwind to be sucked into the Whirlwind, handy for moving the clouds around or building up for a Windstorm.
However, when these clouds enter the Whirlwind, Erufuun adds more spores to them, making them even denser. This does nothing to the actual Whirlwind at first, and it does not increase the damage or knockback of the Windstorm any further. What it DOES is give Erufuun "heavy armor" of 10%, meaning no attacks that deal 10% or less will cause Erufuun to flinch, take knockback or hitstun, or be knocked out of the Whirlwind. This lasts as long as Erufuun keeps that Whirlwind around, or until Erufuun is hit four times inside the Whirlwind.
--( SMASHES )--
Forward Smash --( Gust )--
This is sort of like a focused Tailwind. While charging this attack, Erufuun will stand arched backwards and inhale. When the charge is released, Erufuun will blow out any air it has accumulated during the charge. This has low beginning lag as Erufuun enters the pose and low end lag as it puts itself back into Idle.
Uncharged, this extends half a stage builder block outward from Erufuun, and fully charged it extends two.
An uncharged Fsmash will create a very small Gust which will slow all projectiles in the range of the air by 15%, decreasing their damage and knockback by the same amount. Fully charged, speed decreases by 60% and power by 40%.
Gust stacks with Tailwind, meaning that starting from just before a full charge, Gust is capable of completely stopping projectiles during a Tailwind. Projectiles stopped this way disappear after half a second, though the hitbox is still active during that time.
Down Smash –( Decoy Spores )--
Oh, what is this? A nice little useless spore patch to screw with the opponent? Nope, despite their name, these puppies actually do something.
Erufuun does the same animation as Cotton Spore, and spores come out in the same way. The Decoy Spores look quite a bit like their Side Special counterparts, but are a few shades lighter. Tapping the A button results in the spores being scattered in the exact same fashion as the others, while holding it causes them to spread out to cover an area of 1 large stage builder block, taking just slightly longer to complete. Up to 2 of these spore clouds can be on the field at a time, and they stay out for 8 seconds.
The spores don't do anything to the opponent directly; instead, they impede movement, much like their Side Special counterparts. However, these stay in place and act as a sort of wall rather than cling to anything. Of course, the dense clouds are more potent, but the larger ones are..larger. Dense clouds impede movement by 30%, and scattered ones by 10%.
The spores are still blown around by Tailwind, and otherwise act much like the normal spores in that they can be carried around the Whirlwind, making you a sort of moving wall if you want. A good tactic is to try to push the opponent offstage while covered in these, as you ARE heavier with them attached, so you'll take less knockback proportional to how many spores you have on you if you happen to get hit. Less pain, more gain.
As stated, the spores are very useful in gimping and running away, two of Erufuun's main priorities in matches. Another possible strategy would be to deploy a batch of both Cotton Spores and Decoy Spores near a ledge after you knock an adversary off the stage, so that when the opponent attempts to recover, they get walled and covered in spores, and fall straight to their doom, helpless to do anything but curse your annoying bull****.
This move cannot be used in the Whirlwind.
Up Smash –( Cotton Spreader )--
When you input this attack, Erufuun will arch back and inhale for a short period of time like in its Forward Smash, and then exhale harshly upwards, causing all spore clouds above or directly beside it to spread outwards to cover the same area as a charged Down-Special, and to have the same general effect.
If the spores are already spread out, this will condense them instead...somehow.
The spreading/condensing takes roughly a fourth of a second, during which Erufuun is completely vulnerable, but it can move the instant the clouds are fully spread out with no further end lag.
If used in the Whirlwind, the clouds will spread/condense quicker, but it can be difficult to aim due to the high speed, plus you could accidentally pick up the clouds with the Whirlwind, though if this happens they will still spread out once they reach their new resting place.
--( TILTS )--
Neutral A --( Puff Out )--
Erufuun crouches slightly, then springs back to its normal position and puffs its hair out, all in an eighth of a second. This creates a hitbox that surrounds it and sticks out ¾ of Pikachu's width all around Erufuun. Mashing the A button will cause this attack to be repeated, though Erufuun will not crouch for these.
This hitbox acts similar to the fan in that it is very difficult to escape the consecutive hits, but each hit deals no knockback and only 1% every other hit. However, after the 20th hit, the foe will be blown away by some force of wind created by the constant flapping of Erufuun's cotton hair. This has no actual knockback, and is a set distance of 2 stage builder blocks.
You might think this would have the properties of a disjointed move, but it's COTTON. Any move will go straight through and hit Erufuun.
This is a useful damage-racking move, but keep in mind that you must be standing right next to the opponent to use it, so this is only viable when your opponent is loaded with spores. Also, since this inflicts no knockback, it will not knock spores off. Handy.
The best use of this move is of course when the opponent is Seeded and bogged down with spores, not because of the extra 10%, but because, combined with the hitstun, the seeds will do massive damage here. However, it's not nearly as difficult to DI out of as the fan, so it won't be often that you manage to get more than ten or twelve hits in. Still, it's rather useful.
If used in the Whirlwind, the time between each hit is lessened, and the move will drag the opponent along with Erufuun, making it rather useful for stalling or simply moving the opponent offstage while they have spores on them...which is a very good tactic. However, it will no longer do damage due to Whirlwind's decrease.
Forward Tilt --( Cotton Shredder )--
When a player uses Cotton Shredder, Erufuun does its little dance once more, taking a fourth of a second. After this, any spore clouds within a Battlefied Platform in front of Erufuun will start spinning rapidly, dishing out 1% a hit for eleven hits, and ever-so-slight backwards stun; just enough to put a player JUST out of the cloud on the 11th hit if they were standing at the edge of it when Cotton Shredder was activated. String many spore clouds close together, and you can cause quite a bit of damage.
Beware though; this destroys any spore cloud affected by it.
In the Whirlwind, this affects any clouds a Battlefield Platform away on any side, and prevents the Whirlwind from sucking up the affected clouds.
Down Tilt --( Cotton Guard Deux )--
This acts much the same as the original Cotton Guard, except it doesn't need to be used in the Whirlwind. When used, any spore patches within a Bowser's width of Erufuun in any direction will be sucked onto it and stick to it. This will increase Erufuun's weight a gigantic amount, halving its speed, jump height, and essentially everything else good about it...but decreasing any knockback it would take by 1/2, which will stack with more spore patches. This doesn't decrease damage, and the spores will be knocked off and destroyed with one hit. You also cannot use this in the Whirlwind, nor can you use the Whirlwind while you're covered in spores.
This has NO beginning lag, and only 2 frames of end lag, meaning that as long as your reaction time is good enough, you can always get this off before your opponent's attack lands. However, this will always destroy your spore patch, since you can't get rid of the cotton any other way.
Up Tilt --( Dance Of Variety (and death) )--
Seriously, how does this little dance do so much? Aaaanyways, Erufuun dances its little dance for a third of a second, causing any spore patches within two Bowser's widths in front of Erufuun to explode, dealing 6% damage and knockback that kills at 125%. This is one of Erufuun's laggier attacks(not saying much, but hey), but this can be offset by combining this move with the Forward Tilt; this has a larger area of effect, and so can affect clouds just outside the range of the Ftilt. This means you can chain the Ftilt into this a bit more easily that you would be able to otherwise, and this is a pretty good tactic. Just remember that this will not affect spore patches being affected by anything else, like the Ftilt.
In the Whirlwind, this move does nearly the same thing, but affects all sides, only inflicts 3% damage, and kills at 115%.
Dash --( Cotton Carry )--
Erufuun's Dash Attack does no damage or knockback and doesn't even have a hitbox to speak of. What it does is, immediately after you press the input, Erufuun will hunch down a bit and fluff out its cotton "hair," and start to run a little slower. The "hair" covers an area a bit bigger than Kirby above and in front of Erufuun.
Running through spore patches with the hair puffed out will drag them along with you, however far you want. Simply stop dashing and they will rest there, side by side.
This move makes it a lot easier to set up for an Ftilt or move the clouds near the edge, or back to the middle of the stage from the edge.
--( SITUATIONALS )--
Get-Up Attack
Didn't I already say this? Erufuun has no Get-Up Attack; you can just use the Whirlwind while knocked down.
Ledge Attack Under 100%
Under 100%, Erufuun's Ledge Attack is very quick, taking only 2 frames to execute. Unfortunately, it isn't actually an attack; it does no damage. What it does is cause Erufuun to jump into the nearest Whirlwind within a Bowser's width of the ledge in any direction. This is really the only reason you'd WANT to grab the ledge, as normally you'd just fly over it with the Whirlwinds.
Ledge Attack Over 100%
Erufuun does the same thing as the first ledge attack, but with a fourth of a second of startup lag. In addition, this causes the Whirlwind to implode as in the Up Aerial, but this only does a set 5% damage and set horizontal knockback of a Battlefield Platform.
--( GRAB )--
When you execute Erufuun's "grab," it will simply start dancing like it has many other times in this set. This will somehow cause all of its spores on the screen to gravitate towards the nearest opponent at the pace of Ganondorf's dash until you release the Grab button. Erufuun cannot move or execute any attack while dancing, but it is able to do this in the Whirlwind, so it doesn't need to be totally helpless. This has 2 frames of beginning lag, and 4 frames of end lag.
FINAL SMASH --( Cotton, Cotton Everywhere )--
Erufuun's Final Smash summons up a gigantic Tailwind, which increases the speed of the Whirlwind by 40% and the time allowed in it by 50%. It also causes Cotton and Decoy Spore patches to rain down and land at random places on the stage. Razor Wind's damage and knockback is also boosted by .3x. In addition, it allows one to use unlimited amounts of Whirlwinds in the air. This all lasts for 20 seconds.
--( PLAYSTLE )--
Yes yes, the playstyle section. Because you're all too goddamn stupid to read the ****ing set and figure it out yourselves, apparently. Wait, this isn't Hazama.
Erufuun's real playstyle mainly consists of two things: damage racking and gimping. Erufuun doesn't have many KO moves, and most of the ones that do involve either setup, sacrificing a spore cloud, or both. If you do manage to hit the opponent offstage, you have to make sure you damn well use that opportunity, either by setting up spore clouds near the edge to weigh them down, leaving a Whirlwind near it to injure them, or just following them offstage, trapping them with Neutral A, and dragging them backwards.
You can of course move the patches to and fro with the Whirlwind, but that can prove to be a bit unwieldy, so the Dash is also there, as well as the Grab.
For damage racking, you mainly have Leech Seed, Razor Wind, and the Neutral A, though you can also effectively use the Ftilt if you don't mind having to set up again. Kills would usually be done through gimping, or maybe a set-up Windstorm.
You may've been wondering why exactly there aren't any moves that interact with a seeded or cotton-covered foe. The reason for this is that you aren't SUPPOSED to interact with them. That would defeat the entire purpose of the set; weigh them down, seed them, and then go set up.
--( EXTRAS )--
Taunts
Up Taunt --( Do A Little Dance )--
Yep, Erufuun even dances in the taunts. Same old same old. Erufuun does the dance seen a hundred times already for half a second, then just shifts back into idle.
Down Taunt --( REALLY Puff Out )--
Erufuun tries to do its Neutral A, but just screws everything up. Erufuun's hair puffs out enough to completely cover it, and it then shakes it off, causing the cotton to simply disappear.
Side Taunt --( Shiny! )--
Erufuun dances just a TINY bit... and changes its color to that of its shiny form! No matter what color you picked, the shiny color will always be the same. It doesn't actually do anything, and is just for show. The same dark/light rules apply as normal if more than one Erufuun uses this taunt.
Victory Poses
Victory Pose 1 --( Do Another Little Dance )--
Contrary to its name, this is in fact the same exact dance as every other one...just held out a lot longer since it IS a victory pose.
Victory Pose 2 --( Twister )--
Erufuun whips up a Whirlwind and whisks itself away...but not before flying around the screen and taunting its enemies a bit.
Victory Pose 3 --( Cloud Nine )--
Erufuun summons up a cloud of Cotton Spores and sits on top of it, happily rocking back and forth for as long as the victory screen is up.
Loss Pose --( So Ashamed... )--
If it loses, Erufuun puffs out its cotton hair and hides in the resulting ball of fluff, periodically poking its head out to look around.
BTW mission accomplished. Took me a whole what, twenty minutes to fill a page instead of the ten days it woulda been? Thanks for the support, guys! Aww come on guys, you just nova at my mad thread-boosting skills. Come on, unban me. Please? I'M DYIN HERE!