IN MEMORY OF KOJ. . .
FATMAN
"Laugh and grow fat!"
***
*** BACKGROUND ***
A member of the Dead Cell organization, Fatman has joined the Brawl! He has built a reputation as the best bomber in existence, able to create and deploy explosives almost intantaneously. To counter his enormous weight, Fatman wears roller skates, which give him some much needed speed.
Fatman was part of the Sons of Liberty take over of Big Shell, a massive complex that hides many secrets. Fatman uses bombs, bombs, and more bombs to help his fellow terrorists, but he has an ulterior motive. He worked for the Patriots, shadowy figures who control the United States, and tested the agent Raiden for them. His reward was the chance to kill his former master, Peter Stillman.
Fatman has been obsessed with time all his life, and wishes to live forever by keeping his legend alive. He is a throughly unpleasant human being, so obsessed at a chance for personal glory that he never cared about killing his teacher.
*** STATS ***
Size: 7/10
He’s about normal human height, but his enormous bulk makes him fairly easy to hit.
Weight: 8/10
There’s a reason he’s called Fatman.
Walk: 2/10
Average fatty walk.
Run: 9/10
What? How’s he so fast? Well, Fatman’s roller skates allow him to zip along at extremely high speed. Be on your guard, as his appearance is desceptive. Although he is beaten by Sonic for the title of fastest character, he’s still a speed demon.)
Traction: 2/10
Because of his high speed and massive bulk, Fatman has extremely low traction. Enemies should use this to their advantage.
Power: 9.5/10
Few if any of Fatman's attacks go below average knockback, and he has a good share of massive knockback moves. Fatman is killer in this department.
Attack Speed: 2.75/10
Fatman naturally has very few fast attacks. While Fatman has the ocassional attack that isn't horrendously slow,
Range: 6.5/10
Fatman has a wide variety of bombs he can place about giving him good stage control, but lacks good projectiles. Fatman's melee range is above average, but it's not spectacular.
Priority: 8.5/10
With all his disjointed hitboxes and essentially 100% priority attacks, Fatman has no shortage of options for out priortizing his enemy.
First Jump: 1/10
Yeah, he’s not very athletic.
Second Jump: 3/10
Better, but still pretty pathetic.
Recovery: 2/10
Fatman's two jumps are terrible, his falling speed is horrendous, and while he can go up a decent vertical distance, it costs him 10%. Fatman will die fast when recovering. While his nair and bair can potentially help, they're extremely situational.
Fall Speed: 8/10
His strategy is mostly “down to earth".
Crouch: 4/10
Below average, but his crawl makes up for it.
Crawl: 10/10
Fatman's crawl is by far the most useful one in the game, there being actual point in using it.
Hover: No.
Wall jump: No.
Wall cling: No.
Glide: No.
*** BASIC ACTIONS/ANIMATIONS***
Standard Pose:
Fatman stands up straight with his arms out a bit to balance himself. Essentially the pose from his pic at the top of this moveset.
Idling:
Fatman loses his balance slightly, his skates moving about a little, before he extends out his arms fully and crouches down to regain balance, then rises back into his standard pose.
Walking:
Fatman slowly skates one foot in front of the other, extending out his arms to balance.
Running:
Fatman goes slightly faster, not having to balance anymore due to picking up speed.
Dashing:
Fatman doesn't instantly get up to running speed like a normal character. He at first does a running motion to gain momentum, then coasts forward, putting his arms behind him as he travels at a high speed. He slowly loses speed until he goes back to the first part of it. His running speed when coasting is on the heels of Sonic's, otherwise it's barely above Captain Falcon's.
Crouching/Crawling:
Fatman’s crawl merely has him crouch and bend slightly over. While it might seem only decent, the great thing about Fatman’s crawl is that it’s fast. To crawl, Fatman brings his arms back and starts moving his feet forward and back quickly, skating forward. His crawl is about the same speed as Bowser’s run, which is pretty amazing. Also, when Fatman ducks out of or into a dash or run, he will keep all the momentum gained from the move, allowing him to lose very little speed in the transition between standing and ducking, making him able to easily change from ducking to standing to ducking again in very little time.
First Jump:
Fatman doesn't crouch down at all simply due to how horrible this jump is. He just sort of springs up, barely getting off the ground.
Second Jump:
A bomb goes off in Fatman's coat, causing small explosion within it. The explosion is thankfully weak enough to not hurt him, but due to it being so weak it barely propells him up at all.
Shield:
Fatman takes out his gun and holds it with both hands, ready to fire, as the standard bubble shield forms around him.
Spot Dodge:
Fatman tilts backwards on his skates, nearly falling over, then rapidly flails his arms forward to get back up to standing. Think ROB's spot dodge, except Fatman feet are moving about considerably as well.
Forward Roll:
Fatman skates forward quickly, going into the background as he does so before coming back onto the playing field.
Backward Roll:
A bomb goes off in Fatman's coat that propells him backwards. It doesn't need to propell him back far, so this isn't bad like his second jump, and it's still weak enough to not hurt himself.
Air Dodge:
Standard leaning into the background.
Asleep:
Fatman sleeps in place, his head hanging down.
Dizzy:
Fatman holds one hand on his big bald head while he takes out a glass of wine and drinks out of it through a straw with his other, sounding drunk. Don't do drugs!
***
*** MOVESET ***
*** SPECIALS ***
Neutral Special - Time Bomb
Fatman’s signature move. He drops a time bomb on the ground, which immedietly starts beeping and counting down. This can be done when he’s running without slowing him down, so it’s great to use with his quick speed. This is also the only Neutral B-attack that can be used while dashing and running without stopping to perform the attack. The bomb is box shaped and about as wide as Olimar’s head. It’s about as tall as a pokeball. It’s also a ridiculously awesome weapon of destruction.
You see, the time bombs Fatman drops have a time limit, naturally, before they explode. It just so happens that the time limit for a normal bomb is 10 seconds. When it explodes, BOOM! It will create a bobomb size explosion, with C4 power. The explosion will damage anyone, even Fatman himself.
Attacking the bombs enough will cause them to fall apart, taking about 15% before kicking the bucket. However, Fatman can plant up to 4 bombs on the stage, making it incredibly hard to keep up. Since there’s about a second of time where Fatman can’t attack after he uses every bomb, this means you can lay 4 bombs in only about 5 ½ seconds. Powerful, eh? The amount of lag before the bomb is dropped is small, allowing for complex maneuvers using the bombs. By the way, there can only be 4 bombs on the stage, even if there are 4 Fatmans fighting.
When the bombs explode, they explode in a disjointed hitbox the size of Wario, doing 15% and above average knockback.
Side Special - Handgun Fire
Fatman pulls out his small handgun, turns towards the screen, aims it forward, and begins firing. Fatman bellows out "Outta my way!" every third time he uses the move. The handgun is an automatic, shooting a rapid stream of bullets forward horizontally for the next 2 seconds. The stream of fire can be aimed slightly up or down by pressing the control stick in that direction. The bullets move at extremely high (Shiek's needles) speed, and they go forward about 1/2 of Final Destination. He'll then bring the handgun close to him, put in a new clip, and put the handgun away.
This attack is insane. Despite the average lag on both ends, it gives Fatman range and a nice projectile. It will deal eight small disjointed hits, which stack up as the opponent is peppered with fire. Each bullet will merely do 2% make the opponent flinch in place and push the enemy slightly backwards for a potential total of 16%. This is a good defensive measure and damage racker, but it's far from spammable.
Up Special - Blown Up
Fatman pulls out a detonation switch and pushes the button. Instantly, a bomb hidden somewhere in his clothing explodes, propelling him straight up at high speed. However, he takes some damage (10%) while using this move. He receives super armor while using the attack, and is propelled up a distance similar to that of King Dedede’s B-up. However, unlike Dedede’s, Fatman’s recovery lets him grab onto ledges. He will deal major knockback with nearly unstoppable priority to anyone he touches during the initial stages of getting fired upward, so STAY OUT OF HIS WAY! Upon getting to the top of his recovery distance, Fatman goes into his helpless state.
This attack has above average starting lag where Fatman pulls out his device and presses the button. This should rarely be used as an attack, as the damage you do to yourself as well as the hit you'll take from being punished if you whiff it are far from ideal.
Down Special - Wire Trip Bomb
Fatman bends down and sets a small, rectangular bomb on the ground. A wire connected to the bomb is coming out of one of his pockets. As Fatman moves around, the wire will continue to be connected with the bomb, merely growing longer as he moves away from the origin. At about 1/4 of Final Destination in any direction away from the original bomb, the wire will automatically be cut loose. You can also cut the wire loose while closer to the bomb by pressing B-down again.
When the wire is released, another bomb connected to it will fall down from Fatman’s pocket, creating a trip wire. If any character other than Fatman touches the trip wire (Not the bombs, the trip wire!), the bombs will explode, and the trip wire will explode as well, dealing about Link bomb level knockback (Below average) to the enemy and 6% damage. If the enemy is hit by the bombs’ explosion, they will instead receive knockback similar to that of the C-4 (Above average) and 12% damage. All the hitboxes in this move are obviously disjointed.
It is extremely useful to combine this attack with platforms. For instance, the initial bomb could be dropped on the ground, and then the second bomb could be dropped on the platform right above the first bomb, creating a “wall” that must be rolled past or jumped over by opponents. A trip wire can be laid horizontally, diagonally, vertically… However, there can only be ONE trip bomb on the stage at a time for each Fatman.
Also, if the bombs do not explode after 15-20 seconds, they willl explode autmotically, damaging anyone next to them with the same effects.
*** STANDARDS ***
Standard Attack - Graceful Fat
Fatman puts his arms up in a defensive position and jabs one arm forward quickly (Very low lag), having below average range and priority, tiny knockback, and 5%.
Upon the next press of A, Fatman skates forward a foot and spins around in place on one of his skates like a dancer, his leg that's spinning around rapidly being the hitbox. This stretches out an average distance from Fatman with above average priority and sucks foes in towards Fatman, doing 6 hits of 1% and a flinch per second. This is a repeated jab, and it will continue as long as you hold the a button. This will completely go over the heads of short characters like Kirby, but is useful against large characters for damage racking.
The second part of the combo has below average start up (It will hit those hit by the first part of the neutral A combo), but has average ending lag as Fatman puts down his leg spinning about and takes a bow, though anybody who was caught in Fatman's trap won't have time to punish him.
Dashing Attack - Sonicboom
Fatman gets a small burst of speed, creating a small blue sonic boom around him. He moves forward about 1/6 of Final Destination’s width, his body being a average priority hitbox during this time, and then pivots around, skidding to a stop with his skates.
This attack is quick, but it has very little knockback and deals only 5%. It covers quite a bit of distance at a very quick speed, so USE IT. It is also useful for clearing gaps between Fatman and his opponents. This is the fastest way to get Fatman to come to a stop from his insanely fast run due to Fatman's poor traction.
*** TILTS ***
Forward Tilt - Handle Slam
Fatman reaches his hand into his bombsuit, and quickly pulls out his handgun. He then extends his arm and jabs it forward, slamming the handle into whoever’s in front of him. If it connects, he will let loose one shot, straight upwards, going up at the speed of Shiek's needle with infinite range.
Both attacks are fairly weak, the main one having only low knockback and 6% damage. The bullet only does 2% and a flinch, but is more an extra to the attack than anything else. This attack is among Fatman's fastest, and while the range is below average (On the main attack), the gun is a disjointed hitbox. This is decent to throw in for damage on ocassion due to it's speed in Fatman's otherwise slow arsenal, and is good for FFAs due to the extra hit above Fatman from the gunshot.
Up Tilt - Taunt
Fatman whistles loudly and says "Ovah here!", having below average starting lag and zero ending lag. This prevents foes from using projectiles for 5 seconds, but they will only fall for the taunt once every 30 seconds. While you can't use this that often, this is good for giving you occasional breathing room against enemies who love to camp.
Down Tilt - Plop
Fatman suddenly plops on his buttocks. This has nearly no starting lag at all, but horrible ending lag. Fatman's rear end is a high priority hitbox that does 12% and above average knockback. The main time to use this move is against small characters like Kirby, as they will go inbetween Fatman's legs when passing him. Plop on them when they attempt this and see if they try it again!
*** SITUATIONALS ***
Ledge Attack - The Ultimate Edge Hog
Fatman tosses a time bomb up onto the ledge, then quickly pulls himself up and puts his fingers in his ears as he quickly skates the distance of a battlefield platform away from the edge. The bomb explodes afterwards in a disjointed hitbox the size of Wario doing 10% and average knockback, and it destroys the edge, removing a section of terrain the size of a Stage Builder block. This gives Fatman a very good edge hog game, but he is unable to move until the bomb explodes, making him extremely vulnerable throughout this attack. The edge respawns 5 seconds later.
Ledge Attack Over 100% - Fatty Flail
Fatman flails his arms forward and slowly hoists up his legs onto the platform. The duration of this ledge attack is extremely long, around two seconds. Fatman's flailing arms in front of him are a constant decent priority hitbox for 8% and below average (Barely) knockback. The animation for this move resembles how a fat person would get out of a swimming pool (Such as one of the authors of this moveset).
Rising Attack (Either Side) - Bomb Flip
An explosion occurs under Fatman, dealing 5% to him and causing him to fly through the air in a rainbow arc and land a battlefield platform's distance away (He goes to the right if on his stomach and visa versa.), landing on his either side. Fatman's body is a decent priority hitbox during this time that does 10% and average knockback. This attack can be spammed for multiple hits at low percentages (Very low lag on either end), but it deals damage to Fatman and doesn't actually cause him to rise.
Tripped Attack - Concealed by Fat
Fatman continues to sit on his buttocks, doing seemingly nothing. After a second he starts laughing, then after another second an explosion occurs underneath him. He was sitting on a bomb. . .This causes a disjointed explosion the size of Bowser that does 14-15% with above average knockback, but also deals 10% and average knockback to Fatman. If you attack Fatman while he's performing this move, the bomb will still be there and will still explode on que, you having to attack it (Only 10 stamina) to destroy it.
*** SMASHES ***
Forward Smash - Plant Bomb
Fatman will twist slightly and stick one of his hands in his coat during the charge up. When he lets loose, Fatman will pull out a small, circular bomb from his pocket and jab his arm forward with it clutched in his hand while crouching. If it connects with an opponent, it will cause low-medium knockback, but the opponent will be stuck with a time bomb.
The amount of time before the bomb goes off depends on the charging; uncharged, there will be 5 seconds before the bomb goes off, while fully charged there will be only 1 second. During the time when the opponent is stuck, the bomb can be transferred to other players by touching them like a Gooey Bomb, although it only will happen about ½ of the times they connect. When the bomb goes off, it creates an explosion that damages anyone it touches. The bomb can be transferred back to Fatman, but with Fatman's running speed you should be able to play tag with the bomb with ease.
When the bomb goes off, its knockback is from about that of an uncharged up smash from Mario to that of an uncharged Ike F-smash, depending on the charge time, while the damage ranges from 18-23%. An interesting side-effect of the attack is that bombs can be attached to not only players, but crates, barrels, walls, and objects. There can be only one bomb on the stage at a time for each Fatman.
The explosion can be dodged like a gooey bomb, but the bomb doesn't flash or anything to indicate when it's gonna blow up, and there's a slight half second interval for the fuse being random to further confuse victims into when to perform a dodge to avoid the explosion. This opens the door for more mindgames.
There is average lag at the beginning of the attack, but no ending lag. The range of the attack is average, being fairly similar to that of Captain Falcon’s F-smash. The priority of the move is a bit awkward - Fatman won't interrupt moves while placing the bomb on someone, but he still will indeed place it on them, and then he'll take the hit of the enemy's move.
Up Smash - Laughing and Growing Fat
Fatman takes out a glass of wine with a straw in it from his pocket, then drinks through the straw as he charges the smash attack. Upon releasing the charge, Fatman spits the wine out upwards, laughing maniacally and flailing his arms about against his fat. The wine goes up above Fatman and forms a disjointed hitbox the size of Bowser, doing 17-24 hits (Depending on the charge) of 1% and flinching over a second, the last hit doing below average upward knockback (Average fully charged). This has little starting lag, making it a good anti aerial move, but at the end Fatman bellows out his signature line "Laugh and grow fat!", giving the move average ending lag. It's possible to DI out of this attack to avoid the final hit if you were in it from the start, so Fatman may not want to catch a foe in it from the very beginning, as otherwise they can punish him.
Down Smash - Pilgrimage to Hell
Fatman opens his coat up fully to show everyone the massive amount of explosives hidden within it as he charges, holding a remote control. Fatman says “I'm gonna go down in history!.” as the move charges, it getting interrupted if he releases it before then.
When you release the charge. . .Absolutely nothing happens. Fatman doesn’t want to blow himself up without taking something nelse with him, and he just gets an annoyed look on his face, saying “Ya chicken?”, giving the move bad ending lag that can be punished.
What use is this move then? If Fatman is hit while he’s “charging” the move, Fatman will push a button on his remote control and all the explosives in his coat will detonate, him having super armor to avoid the knockback of the enemy's attack. This causes a MASSIVE explosion to occur, twice the size of Bowser. Anyone hit by this massive explosion will be dealt an insane 26-27% damage and unholy knockback. The catch is that this move obviously also blows up Fatman himself, him taking the same damage/knockback as the victim. Keep away from Fatman when he uses this or camp him unless you wanna join his little pilgrimage.
Fatman players will want to try to use this move when they’re at high percents and their enemy is at lower ones to take them down with them, and opposing players will have to pick when they attack Fatman very carefully, as he could whip open his coat and blow everyone sky high if they’re not careful. Fatman won’t push the button on the remote control if he’s hit by a projectile.
*** AERIALS ***
Neutral Aerial - Lightening the Load
Fatman rapidly throws 5 bombs out of his coat to reduce his insane falling speed. He throws the bombs in random directions, and they randomly travel anywhere from half a battlefield platform to a full Battlefield platform. The bombs explode in disjointed hitboxes the size of Wario, and each do 10% and average knockback. This has little starting and ending lag, but the attack lasts a full second. If you're somehow still in the air after falling for a second with Fatman's immense falling speed, your falling speed will be cut in half until you touch the ground. If you were launched up high when knocked away from the stage, this can help you recover slightly.
Forward Aerial - Making a Toast
Fatman takes out a glass of wine from his pocket and smacks it forward as if to clink it together with another glass and proclaims "Cheers!", taking a sip of the wine through a straw before putting it away and healing himself of 2%. This has no starting lag at all, giving Fatman a much needed aerial to throw out against the enemy (Although it does have some slight ending lag).
The hitbox on the move is when Fatman smacks the wine glass forward, it going out an average distance. The wine glass has very low priority, but does 10% and average horizontal knockback. However; nearly any attack will shatter the glass causing the move to be interrupted and have horrible ending lag as the wine spills over Fatman. Due to this being Fatman's only fast aerial, this is very predictable, so foes will be more than likely to see this coming and out prioritze it. Use this sparingly to punish foes when you're forced to be in the air for whatever reason.
The glass will also shatter if Fatman lands on the ground before the move finishes, and the only way to get high enough on a flat stage to finish the move before landing is to take 10% damage from your up special, so you can't spam this for healing in normal situationals.
Back Aerial - Cypher Surveillance
Fatman opens up his coat and takes a Cypher out of it, it being around 1.5X as large as the one used in Snake's up special and leave it to float about in the air. This has below average lag on both ends, but due to it being on both ends still makes the move somewhat awkward to use. The cypher will float in the air, going back and forth the distance of a Battlefield Platform from the left to the right of it's initial start location randomly, but never going far of where it was originally placed. The cypher can be destroyed easily and does no damage to foes, only 10%.
This can be used for recovery because the cypher will act as a platform. Still, foes are likely to destroy these as soon as you put them up, so there are rarely useful. You can only have one cypher out at a time, and they'll explode automatically (Creating a disjointed explosion the size of Wario with 10% and average knockback) after being out for 20 seconds.
However; using a bair when you already have a cypher out won't just make the old one vanish as you take out a new one. Instead, Fatman will take out a remote control and dramatically press a button, giving the move average starting lag, though zero ending lag. This causes the cypher to blow up. This is yet another means of creating traps, and this is the only one you can set off on will. Still, this isn't worth the hassle to set up when compared to your other better bombs, so only use this if you really want a bomb out in the skies to defend you or have already layed enough other bombs.
Up Aerial - Bomb Head
Fatman ducks his head down into his coat, then raises up a bomb where his head normally is for it to explode. This has horrible starting lag. The bomb explodes in an disjointed explosion the size of Wario above Fatman, doing 15% and above average upward knockback. However; should Fatman not hit anyone with this strong move, the explosion will hurt him for 5% and put him into his helpless state. This is a very bad move, although if nothing else it won't be interrupted by landing on the ground.
Down Aerial - Graceful landing
Fatman balances on one foot in mid air, getting in a pose like somebody skating on an ice rink. He then starts falling at a large speed. Fatman's extended leg is a low priority hitbox, doing 5% and mediocre knockback, making this useless as an attack. However; Fatman will land on the ground gracefully and be in the second phase of his neutral A combo, ready to spin around on the skate. This is the best way to get out of the air quickly and easily transition back into Fatman's vastly superior ground game. Fatman never wants to be in the air longer than he has to.
*** THROWS ***
Grab - Embracing with Open Arms
Fatman opens up his coat like in his dsmash, but doesn't take out a remote control. Instead, he spreads his arms wide open, turning to face the screen and sliding into the background, being invulnerable for a brief period before he skates slightly forward onto the playing field and grabs the victim in a bear hug, closing his coat and trapping the victim inside it. This has above average starting lag for a grab as well as punishable ending lag should Fatman whiff this grab, but it has large range and makes Fatman invulneable briefly.
Pummel - Detonations
Fatman doesn't actually do anything for this pummel. Instead, the foe struggles around trying to get out from Fatman's coat, but only triggers a bomb inside Fatman's coat to explode. This is very laggy, but causes an amazing 6% to the victim. Unfortunately, it also causes 2% to Fatman.
Forward Throw - Fresh Coat
Fatman takes his coat off with the victim still inside it and throws it away, then takes out a new coat and puts it on. The victim must button mash to get out of the wad of coat and bombs, lying on the ground. While they're immune to attacks under there, they take 8 hits of 1% per second from bombs and exploding in the coat and must button mash to get out of the coat, it being as hard to get out of as a normal grab. While you can't attack the victim while they're trying to get out of your spare coat, this would be an excellent time for you to plant some more bombs.
Back Throw - Entangle
Fatman takes the victim out of his coat and holds them with one hand, then wraps a trip wire bomb from his down special around the victim, there being two bombs on each end of the wire. Fatman then smacks the victim to the ground and kicks them away. They roll the distance of a battlefield platform before coming to a stop and getting out of the entanglement, doing nothing whatsoever. This cannot be used to kick foes off ledges. What does it do then? If the victim rolls into a wall or another victim, an explosion the size of Bowser will occur, dealing 15% and above average knockback. When you're against Fatman, stay away from walls just as much as you would against Dedede.
Up Throw - Blown Sky High
Fatman takes the foe out of his coat and attaches a time bomb to the opponent (Identical looking to the Neutral B bombs), sets the time limit, and throws the opponent a set distance in the air for 4%. As soon as the opponent reaches the peak of that point, the bomb will explode, propelling them further up and doing an additional 7% .
The knockback of the bomb is fairly low, but the set range added with the initial throw (1.5X Ganondorf's height) cranks it up to a throw that has great knockback for a throw (Above average by normal standards).
Down Throw - Down with the Fat
Nothing happens when you press this button input - except that you are suddenly allowed to move freely while the victim is trapped inside your coat. Any damage you take will also be given to them, including damage inflicted by your own bombs within your coat, such as your up special. However, if you do a button input that opens your coat such as grab or dsmash, the foe will be let out. The foe must button mash to get out of this, it being as hard to escape as a regular grab (The amount they must button mash is reset when you start this throw). This is best used to either suicide with the foe off the stage or go into a stage hazard for a Fatcide.
*** FINAL SMASH ***
Final Smash - The Best Bomber of them all
Fatman yells out "I will be the best bomber of them all!", and his movement speed briefly doubles. Everyone else is stunned for 10 seconds, but they all are invulnerable. However; Fatman has far more useful things to be doing then damaging them. . .During this time, Fatman can set up as many bombs as he wants! Their timers won't start ticking until the final smash time period is up, so make up the most crazy bomb layout you can. After the 10 seconds up, the foes become vulnerable and can move again while Fatman is unable to lay any more bombs until his current ones vanish and loses his doubled movement speed.
OVERALL PLAYSTYLE - MAKING HISTORY
Fatman is an odd character. On one hand, he’s a heavy weight with powerful explosives and terrible aerial game. On the other hand, he’s fast as heck, and most of his non-explosive attacks are very weak. On a third part, he lays bombs. Lots of bombs. You think Diddy’s annoying? You aint seen nothin yet.
A good Fatman player should always move around. He has those skates for a reason. With speed faster than Captain Falcon’s, he’s a beast in this department. Not only that, but Fatman doesn’t need to stop moving while performing one of his best attacks, his time bomb special. Using the time bomb over and over while careening around the stage has plenty of benefits. Because of a combination of his speed, bulk, and rollar blades, however, Fatman has terrible traction.
Fatman’s explosives are very, very useful. He is, after all, the best bomber on the planet! The time bombs are without a doubt his best, combining his deathly movement speed with the ability of stage control. Plant a few around and watch your opponent squirm trying to avoid them, or better yet, attack the opponents while they try to attack the bombs to dismantle them. The trip wire bomb is especially deadly, as it can be planted as a stage obstacle for opponents. Plant trip wire bombs with the wire stretched between platforms, ground, and wherever.
Your handgun is a useful projectile, but it is very slow to take out and will only stop firing after 2 seconds, decreasing its usefulness. However, having one projectile is better than having zero.
Aerials are slow, weak, and typically don't have enough range. Add to that Fatman's ridiculously terrible jumps, and he's just begging to be comboed in midair. While Fatman is very heavy, his mediocre jumps combined with the fact his recovery damages him means Fatman won't survive nearly as long as other heavyweights.
However; Fatman doesn't intend to go down easy. He's gonna be remembered as the best bomber of them all! Should Fatman see that he's getting to high percentages, he'll want to try to take his foe down him in his dsmash, kamikaze style. It's an honor for foes to see history in the making! They should consider it a priveledge being taken down by Fatman!
*** EXTRAS ***
*** EXTRA ANIMATIONS ***
Up Taunt - Surpassing your master
Fatman pulls out Peter Stillman's dog tag, which Raiden picked off of him when he killed him. Fatman chuckles, looking down at it gleefully as a token of how he's bested his old master, then puts it away.
Side Taunt - Stop playing around!
Fatman chuckles, starts moving his skates back and forth in place, and punches his hand repeatedly. He then raises his arms in a cheering motion twice.
Down Taunt - Short life
Fatman skates around in a small circle for a second, skids to a stop, and says, “Life is short.”
Entrance - History Commences
Fatman skates horizontally onto the stage from offscreen (Skating on air over gaps and pits). As he’s skating, he drops a small bomb on the ground, which instantly blows up as he reaches his destination. No, the bomb does not deal damage or knockback, it’s only there for dramatic effect.
Win Pose 1 - Fat man's laughter
Fatman skates around the middle of the screen in 2 big circles, stops, turns to the screen, and laughs in his screechy voice.
Win Pose 2 - Parting Gift
Fatman is off screen at first. Suddenly, he zips from the left side of the screen and skates off the right side, leaving only a bomb in the middle of the screen. Although the bomb will merely stay there for the next 5 seconds, if will explode as soon as the time is up, leaving a large scorched section of ground where it was.
Win Pose 3 - Going down in History
Fatman laughs, raises his wine glass with one hand, and screams, “I WILL BE REMEMBERED…”
Loss Pose - Mocking Applause
Fatman claps slightly mockingly (Think the Joker). He then slips on his skates, falls on his bottom, and after pulling himself back up, starts clapping again.
Alternate Loss Pose - Blown out of History
Sometimes, Fatman will instead merely be lying on the ground. However, after 5 seconds, a massive explosion will come out from under him, consuming his body.
Wiimote Sound
“Glad you could make it. The party’s about to start!”
*** KIRBY HAT ***
Kirby gets a bomb suit covering up his mouth, only the top of his head able to be seen out of it, and it becomes severed like Fatman's head. Upon pressing neutral B, Kirby takes a time bomb out from behind his back and throws it onto the ground, functioning like Fatman's bombs. Kirby will use this button input when running when B is pressed, as well, just like Fatman. Kirby's shoes are replaced with skates, greatly increasing his running speed to be just behind Fatman's. Fatman is among the most useful characters to copy.
*** SNAKE CODEC CONVERSATION ***
Snake: Colonel, come in. Fatman somehow survived the finishing blast Raiden gave to him back during the plant incident. . .
Colonel: Yes. . .It's a good thing I survived the incident as well.
Snake: What are you talking about, Colonel? You wern't there. . .
Colonel: If only you knew, Snake. . .
Snake: Anyway. . .What can you tell me about him?
Colonel: If you shoot him in the head, it'll hurt him!
Snake: . . .
Colonel: Don't you remember your VR training?
Snake: I had enough of you over that kid's codec back at the plant. . .
-End Transmission-
*** ASSIST TROPHY - VAMP ***
Vamp the vampire emerges from the assist trophy. Rather fitting name, no? Vamp, unlike other assist trophies, is actually vulneable. However; he will dodge all of your attacks without fail. Every single one. Vamp has two jumps as high as Falco's and Sonic's running speed, and can even walk on water. He can easily get to wherever he wants to in the blink of an eye. He'll run around chasing random enemies doing slashes at them for 10% and average knockback. Vamp has a VERY lengthy duration, 60 seconds, and will respawn off the ledge if KOd. However, when Vamp spawns, four lights will spawn shining down on the stage. When you destroy these lights, them each just taking a single physical hit to be destroyed, Vamp will stop dodging attacks and you can dispose of his 30 stamina.
A JOINT PRODUCTION BY MASTERWARLORD AND KOJ. . .
The original unfinished moveset (Koj's second to last post)