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smashfan666

Smash Cadet
Joined
Jun 6, 2009
Messages
71
Location
here
NNID
NobelSmashington
3DS FC
2981-8328-3883
8/10

what show is that from, bleach? fullmetal alchemist?
 

Jonkku

Lacks pick-up lines.
Joined
Jun 23, 2006
Messages
5,842
Not from FMA, that much I know.. Style doesn't look Bleach-ish, but idk, because never watched the show.

Also to stay on-topic; 7/10, because it's a bit small and I'd say it'd be nice to see the guy's face better.
 

Kira-

Smash Champion
Joined
Nov 3, 2008
Messages
2,859
Location
Socal
3/10

doesn't even make any sense but at least it's not like twilight or avatar or something dum

say no to avatar inflation ratings
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,440
CONCRETE MAN

Concrete Man is one of the Robot Masters from Mega Man 9 whose period of use had expired and was scheduled to be scrapped. Concrete Man is a construction robot built to be the supervisor of dam construction. He is stubborn and will tell off any lazy robots. He could possibly have been designed after Guts Man.
PLAYLIST
STATS

Power --- 9
Range --- 3
Speed --- 2
Weight --- 10
Size --- 10
Jump Height --- 5

SPECIALS

Neutral Special --- Concrete Shot
Concrete Man fires a blob of wet cement roughly the size of a Poké Ball. The gray blob will fly a distance of one Stage Builder block before falling to the ground. If it hits any piece of the stage it will harden and form a block of concrete the size of a Stage Builder block. This means that if Concrete Man fires it while standing on the ground there will be a distance of exactly one Stage Builder block between him and the block. Cement blocks function just like solid ground and can be stood on.

If Concrete Man hits a foe with this attack, they will be encased in a shell of concrete, which will harden around them the moment it hits them! Foes encased in cement will be unable to move and have their weight and fall speed increased as much as a Metal Box would. They will also look like gray statues. Foes can button mash out of this, but it has a much of a hold on them as a strong grab. This makes for an easy gimping tool if it connects offstage.

Side Special --- Shoulder Barge
Concrete Man charges with his shoulder, giving him some momentum and speed that can’t be out prioritized. He moves as fast as Yoshi’s Egg Roll, with a good bit of start-up lag. He can knock down any concrete blocks with this attack if they are stacked on top of each other. He can’t break them, though; he can only knock them over like a stack of bricks. This does 15% and heavy knockback, so the only way to avoid him is to jump over or dodge; it can eat away at shields quickly. Falling concrete blocks do 10% and good knockback as well. If he hits an encased foe, he will push them along too! He can even push them off the stage like Joy wheels her foes off.

Down Special --- Ripping the Foundation
We’ve been talking about adding and taking away concrete blocks, what about the stage itself? Concrete Man squats down and reaches in front of him and pulls out a piece of the stage! This happens to be a block the size of a Stage Builder block, so it can fit cleanly in your grid of concrete walls. Concrete Man holds it over his head and can throw it like an item- it does 10% and good knockback. Like other concrete blocks that fall/are thrown, this doesn’t crumble when it hits the foe but instead it falls down on the ground and acts like a piece of solid ground. The hole left can be filled in with concrete if you wish. Pieces dug out act like concrete blocks in any way, shape, or fashion.

Up Special --- Thunderous Crash
Concrete Man jumps up the distance of one

STANDARDS

Jab --- Lunch Break
Concrete Man simply punches the foe in the jaw as if to give them a knuckle sandwich. This does 11% and mild hitstun, but the start-up lag is just a little too much to make this able to follow up with another. This attack can actually crack a concrete block. If a block is cracked three times it will crumble and disappear. If there is one on top it will fall into the old one’s place. Can eat away at shields heavily. This deals 5% more if the foe is encased, but since it cracks the concrete shell it allows them to escape easier.

Dash Attack --- Juggernaut
Concrete Man does a powerful head butt powered by his momentum. It does 14%, great knockback, and destroys any block it connects with. It usually will only hit those on the second layer, if you were wondering. As it seems to imply, this has some start-up lag; not too much, however. Instantly decimates shields, which means it also instantly decimates the foe’s concrete case, with an advantage of dealing 8% more damage.

Forward Tilt --- Brick Break
Concrete Man does a straight arm thrust, which deals 12% and good knockback. It also has just a little lag, which is quite good for the payout. Most importantly, it can knock a second-layer block out two Stage Builder block’s distance, which means it will leave a space of one Stage Builder block between it and the bottom block. If he hits a foe encased in concrete, they will slide a distance of two Stage Builder blocks with 6% added damage. It can also thrust a flying block of cement in the foe’s face, which deals 10% and good knockback. This move has the advantage of being able to break shields in one hit.

Up Tilt --- Jawbreaker
Concrete Man gives the foe another knuckle sandwich, this time with a jaw-shattering uppercut. This does 10% and pretty good knockback upwards, unless they are frozen in cement; in that case it deals 15% and cracks it twice. This has only a little lag as well, so in close quarters this is what you can rely on. A good shield-eater.

Down Tilt --- Gold Demolition Stomp
Concrete Man stomps down with force enough to crack a one Stage Builder block section of the ground once. If it cracks three times, that section will break as a block would. This can do 11% and actually stuns foes heavily in its area of effect, which is a Battlefield platform’s distance in diameter. This has a good bit of start-up lag. Foes can avoid this by jumping, as it eats away at shields and can’t be dodged. The shockwaves can crack a foe’s concrete shell once and deals 17% instead.

SMASHES

Forward Smash --- Deconstruction
Concrete Man reaches forward with both hands in an attempt to grab someone or something in front of him.

Up Smash --- Raise the Roof
Concrete Man reaches up, as if to hold up something invisible. Charging increases the intensity of this force, with a low charge dealing 9% damage with good upward knockback and a high charge dealing 15% and heavy upward knockback. There is a good amount of lag on this, however. If Concrete Man grabs the ceiling, or a block above him, he will lift it up and carry it like a block from his DSpec. Any blocks or ceiling above the block he takes out will not fall. USmashing again while carrying a block will put it back in place or add it to another place- if there is a wall or ceiling touching it to support it.

Down Smash --- Wet Cement
Concrete Man aims his buster at the ground in front of him and fires a stream of concrete mix. This is a different mixture than the rest, however, as it takes a long time to dry. It will stay wet for five seconds, after which it will harden and become a block of concrete. A low charge nets you enough cement for one block of concrete in front of you, but a high charge gives you two. A fully 100% complete charge gives you three blocks of concrete, spread out in front of you. Wet cement will fill up a hole perfectly, but too much in a small hole will overflow it.

So what happens if the foe steps in wet cement? Their feet get stuck in it and they get bogged down, having their speed cut to a quarter of its original speed. They also can't jump or use any attacks that require their legs. If it hardens while they are stuck in it, the cement will have a pitfall effect on them.

AERIALS

Neutral Aerial --- Charge

Forward Aerial --- Charge

Back Aerial --- Charge

Up Aerial --- Charge

Down Aerial --- Charge

GRAB GAME

Grab --- Concrete Hold
Concrete Man sticks his buster out and tries to catch the foe. The foe sticks to his buster because he has wet cement mixing in it. This has excellent grab strength, like Hariyama’s, but has slightly more lag than Hariyama’s. Range is good, but not excellent. He can also latch on to blocks he’s created or dug up, but he can’t move them. Be wary, though, as this makes Concrete Man immobile until you press grab again. He can grab frozen foes and hold them over his head like a freshly dug block, too.

Pummel --- Fresh Coat of Cement
Concrete Man coats the foe in cement, freezing them. If he’s latched onto a block or picked up an already encased foe, he will reset the coat of cement/block’s durability and strength. He can’t add to its strength, however.

Forward Throw --- Charge
Concrete Man thrusts the foe’s face forward in a sudden burst dash that covers a distance of ¾ Battlefield platform, in an animation similar to Frank West’s Zombie Charge Hyper Combo in Tatsunoko vs. Capcom. If the foe’s face connects with a wall, they take a sickening 13% and a hefty amount of hitstun. There is a good bit of lag, however.

Back Throw --- Charge

Up Throw --- Charge

Down Throw --- Cement Shackles
Concrete Man takes a tactic from the mafia and encases the foe’s feet in a block of concrete. If they have no feet, he simply sticks a concrete block to their underside. This makes them immobile and extremely heavy. He doesn’t let go of them, however, so he could use the UThrow on them and walk over to the edge to throw them off for an easy KO. That is, if there isn’t something blocking him, because Concrete Man can’t jump while holding any foe with concrete on them.
 
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