[collapse=Ray stuff]Alrighty, to steer this thread back on topic, I was wanting to continue where I left off on my take on Custom Robo's Ray (Ray II that is, only losers use Ray III and its ugliness (protip: winners use Little Raider models)). I'm going to try and go pretty in-depth with this one, with some fantasy hitbox/frame data.
NORMALS
Jab String: Three hits, no rapid. Using the Knuckle Gun from the CR series, implementing a similar trajectory (albeit on a much smaller scale) to the one used in the games, that being up-and-away for the final hit. ~9% total damage.
Jab 1: A stomach jab dealing 2% damage. Hits on frames 5-7, can perform Jab2 as early as frame 2 (transitions at frame 10). Hitbox would be placed from the end of Ray's attacking arm to his elbow (the Knuckle gun is kind of huge).
Jab 2: A faster cross punch dealing 3% damage. Hits on frames 4-6, can perform Jab3 input as early as frame 3 (transitions at frame 9). Hitbox would be smaller and slightly higher than Jab1, with Ray itself leaning forward slightly (but not moving position-wise).
Jab 3: An uppercut dealing 4% damage. Hits on frames 5-6, with a noticeable amount of endlag. The attack would lift the opponent up and push them away.
Up Tilt: A slower, but stronger version of Jab3, but with more reach and a different trajectory. 7% damage, lifts the opponent up and very slightly towards Ray, more similar to the weapon's use as an aerial setup in the Custom Robo series. Hits on frames 6-10, with 3 hitboxes; two throughout Ray's arm, and one in the shoulder at the inside of his center/body.
Forward Tilt: Lifts its leg and uses the booster on its leg to force an opponent away. 6% damage, with a 10% damage sweetspot at the bottom of its foot (where the boost would be). Ray unfolds its leg to perform the attack, potentially hitting twice. Four hitboxes, a small one in the upper leg, a small one at the knee, a larger one taking up the entire lower leg/knee, and a very small one in the foot.
Down Tilt: Ray fires a weak pod below and in front of itself, knocking the opponent away on a low trajectory. Deals 6%. One 'medium-sized' hitbox, about half a Ray-width in size, and halfway up its lower leg in height.
Aerials
Neutral Aerial: Ray utilizes the Stun Gun to attack with bursts of electricity, doling out multiple weak hits, similar to Wolf and Mewtwo's n-airs. 1% per hit, possibly doing 10% in total.
Up Aerial: The Satellite Pod explodes above Ray, delivering a blow that launches the opponent upward, and sports a powerful sweetspot near the launch of the pod (which would be level with Ray's head, pretty much). 7% normally, 12% sweetspotted with powerful knockback.
Forward Aerial: Ray detonates the Freeze Bomb directly in front of itself, allowing for technical followups like Fair > U-smash > B-air thanks to the unusually high hitstun of the attack. Having its weakness as in its home series, the Freeze Bomb is slow; with a high startup lag, high endlag, a small hitbox, and minimal damage. It is extremely unsafe to use on an opponent expecting it, and is difficult to SHFFL due to the long startup on the attack. However, used properly, it can leave an opponent frozen in time while Ray fires away, similarly to other 'freeze' attacks such as ZSS's E-Pistol and DK's forward-B. 3% damage.
Back Aerial: Ray detonates a Standard Pod behind itself, with minor knockback and damage similar to a b-air like Mario's. 7% damage. Useful for stagespiking and spacing because of how quickly it comes out and ends, making it one of Ray's viable SHFFL attacks.
Down Aerial: Ray utilizes the Acrobat Pod, dealing minimal damage, but propelling itself upward, and the opponent downward on a meteor trajectory should the attack connect. Useful for recoveries and finishers, but the hitbox itself is near Ray's waste, making it somewhat difficult to connect.
SPECIALS
Neutral Special: The Normal Gun, sporting quick three round burst with a decent range, can be used for gimps similar to needlesnipes, or to put on pressure from a distance (but not as great as a distance) similarly to Falco's blaster. Grounded or in the air, the attack has somewhat high ending lag, so care should be taken to not be punished for using the attack. Low knockback with decent damage. 3% per hit.
Up Special: Ray rises upward with the Umbrella Pod. The pods explode at the peak of the boost, giving Ray extra protection when recovering. Like Snake, the pods can damage an opponent who comes in contact with them (and they are rather large), although Ray is much more vulnerable during the boost, lacking the same sort of aura that Snake possesses. Ray can attack out of this recovery similarly to Snake and Sonic, allowing the attack to bolster his on-stage game. 5% damage on direct contact, 9% with the explosion.
Side Special: Ray deploys Satellite Pod into the air, where it floats above him for a brief time before exploding. An opponent coming into contact with the pod also detonates it. The move has little startup and endlag, meaning pod placement can be quick, but only one pod can be out at a time, and pods malfunction without detonating if Ray places another manually.
Down Special: Ray sets down a Spider Pod, which wanders until an opponent comes near, at which time it jumps and explodes on the opponent. Only one Spider can be out at a time, and they wander forward until they fall off of the stage. The attack has little startup and endlag similar to Ray's Side-Special, but the Spiders malfunction in the same way should Ray choose to deploy another manually.[/collapse]
My hands and brain hurt too much to think of Smashes at the moment, but that's what I'm able to come up with from Sol's ideas and my own from a thousand pages back.