JamesDNaux
Smash Hero
Hey guys, Rayman's not doing so hot in this poll. We need to go in there and throw in our votes!
You can pick more than one as well, so don't worry about having to decide.
While I'm at it, I was also thinking of ideas for custom moves.
Standard 1: Energy Shot- A projectile that can be fired off rapidly, or charged for a more powerful attack. Ricochets off walls twice before exploding on the third impact.
Standard 2: Vortex- Fires a tornado instead of energy shots, these can be charged but can't be fired as rapidly. Has more power, but less range, and can trip up opponents.
Standard 3: Heavy Metal Fist- Not a projectile, Rayman can toss out two of his fists quickly, or charge up for one powerful punch. Functionally similar to his forward smash, but Rayman can move while charging.
Side 1: Telescopic Fist- Rayman will toss out a long ranged command grab. On the ground, Rayman will grapple enemies back towards him, allowing him to use any of his throws or pummel. In the air, Rayman will toss enemies downwards, but the grab has shorter range. Rayman can angle the initial toss of his fist.
Side 2: Lockjaw- Rayman tosses out a Lockjaw that will latch onto an enemy and cause continuous electrical damage until they shake it off. Pressing special again will reel enemies back in, and Rayman will send them off with a kick. The initial launch of the Lockjaw can be angled slightly.
Side 3: Shock Rocket- Rather than grabbing, Rayman will fire the Shock Rocket, which will always do the same amount of damage. Rayman will stand in place during this move, like Snake's Nikita, however it can only be angled up or down, and can't be turned around, though the angles are sharp and can change continuously. If the rocket doesn't meet a target, it will sputter out and fall after a set distance, with a weaker explosion.
Up 1: Helicopter- Rayman spins his iconic mop of hair to gain upwards momentum. Rayman has high control and can keep hovering downward with the move, similar to Peach's parasol. He won't be left helpless after using the move, and can even fire projectiles while hovering. His hair has a minor damaging hitbox.
Up 2: Throttle Copter- Rayman dons the helmet from Rayman 3 for a quick burst, this gives him the highest vertical distance and damage, but after hovering for a short while, Rayman will become helpless.
Up 3: Flying Ring- A Purple Lum appears and Rayman swings from it for horizontal distance. Rayman can use his helicopter hair out of it to slow his descent, but he won't gain any height. Does no damage.
Down 1: Plum Drop- Rayman spawns a plum that will bounce around the stage. Functionally similar to Pac-Man's Hydrant, though you can ride the plum until it disappears. This can be used to aid recovery, as Rayman can spawn it in the air and then jump off of it, but only one can be out at a time. On the ground, Rayman will toss it forward, in the air, he'll drop it below him.
Down 2: Spiked Fruit- Rayman will toss out a spiked fruit with similar properties to the plum, but the spikes cause more damage. Be careful though, because Rayman can be hurt by touching it too! It won't stay out for as long as the plum, and any attack will break it right away.
Down 3: Explosive Keg- Rather than tossing it at first, Rayman will spawn one and carry it around until you decide to throw it. It will explode on contact, and it can hurt Rayman if it blows up too close. While carrying it, Rayman won't flinch to weaker attacks, but the keg itself will take damage until it explodes. When spawned in the air, Rayman will just toss it below himself rather than hold onto it. Fire attacks will cause it to instantly ignite and rocket up into the air, Rayman included, be sure to let go before it explodes!
You can pick more than one as well, so don't worry about having to decide.
While I'm at it, I was also thinking of ideas for custom moves.
Standard 1: Energy Shot- A projectile that can be fired off rapidly, or charged for a more powerful attack. Ricochets off walls twice before exploding on the third impact.
Standard 2: Vortex- Fires a tornado instead of energy shots, these can be charged but can't be fired as rapidly. Has more power, but less range, and can trip up opponents.
Standard 3: Heavy Metal Fist- Not a projectile, Rayman can toss out two of his fists quickly, or charge up for one powerful punch. Functionally similar to his forward smash, but Rayman can move while charging.
Side 1: Telescopic Fist- Rayman will toss out a long ranged command grab. On the ground, Rayman will grapple enemies back towards him, allowing him to use any of his throws or pummel. In the air, Rayman will toss enemies downwards, but the grab has shorter range. Rayman can angle the initial toss of his fist.
Side 2: Lockjaw- Rayman tosses out a Lockjaw that will latch onto an enemy and cause continuous electrical damage until they shake it off. Pressing special again will reel enemies back in, and Rayman will send them off with a kick. The initial launch of the Lockjaw can be angled slightly.
Side 3: Shock Rocket- Rather than grabbing, Rayman will fire the Shock Rocket, which will always do the same amount of damage. Rayman will stand in place during this move, like Snake's Nikita, however it can only be angled up or down, and can't be turned around, though the angles are sharp and can change continuously. If the rocket doesn't meet a target, it will sputter out and fall after a set distance, with a weaker explosion.
Up 1: Helicopter- Rayman spins his iconic mop of hair to gain upwards momentum. Rayman has high control and can keep hovering downward with the move, similar to Peach's parasol. He won't be left helpless after using the move, and can even fire projectiles while hovering. His hair has a minor damaging hitbox.
Up 2: Throttle Copter- Rayman dons the helmet from Rayman 3 for a quick burst, this gives him the highest vertical distance and damage, but after hovering for a short while, Rayman will become helpless.
Up 3: Flying Ring- A Purple Lum appears and Rayman swings from it for horizontal distance. Rayman can use his helicopter hair out of it to slow his descent, but he won't gain any height. Does no damage.
Down 1: Plum Drop- Rayman spawns a plum that will bounce around the stage. Functionally similar to Pac-Man's Hydrant, though you can ride the plum until it disappears. This can be used to aid recovery, as Rayman can spawn it in the air and then jump off of it, but only one can be out at a time. On the ground, Rayman will toss it forward, in the air, he'll drop it below him.
Down 2: Spiked Fruit- Rayman will toss out a spiked fruit with similar properties to the plum, but the spikes cause more damage. Be careful though, because Rayman can be hurt by touching it too! It won't stay out for as long as the plum, and any attack will break it right away.
Down 3: Explosive Keg- Rather than tossing it at first, Rayman will spawn one and carry it around until you decide to throw it. It will explode on contact, and it can hurt Rayman if it blows up too close. While carrying it, Rayman won't flinch to weaker attacks, but the keg itself will take damage until it explodes. When spawned in the air, Rayman will just toss it below himself rather than hold onto it. Fire attacks will cause it to instantly ignite and rocket up into the air, Rayman included, be sure to let go before it explodes!
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