dancingfrogman
Smash Ace
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Blue eyes Toon Dragon
What’s unique?
BETD (You know what that stands for) floats above the ground about a stage builder block off the ground, and if he holds the jump button and down at the same time, he will fly in the same place and in the same animation, and instead of the tilts and smashes, Toon dragon uses aerials instead, and to go back, you have to press jump and down and again.
Stats:
Size: 6/10 BETD is only the size of Luigi in the air slightly hunched.
Weight: 6/10 Also, Blue eyes is also average in the fat division.
Strength: 8/10 However, his small size can certainly pack an almighty punch.
Walk: 5/10 BETD also has quit a fast walk for his size.
Run: 7/10 Toon Eyes also has quite a fast run, above average.
First Jump: 8/10 BETD has a massive first jump, while he does have a small short hop… he doesn’t need it (read the flipping burger of what’s unique section)
Multiple Jumps in air (3): 2/10 These are quite good for just a standard multi jump jump, but there’s only 3 of them, so cry.
Fall Speed: 6/10 Average Johnny
Aerial mobility: 8/10 Now, Blue eyes has excellent mobility once he wants to jump, being able to reeve in and out to a lesser standard of Warios jumping win ability.
Range: 6/10 Just the average for a character like his size.
Projectile range: 8/10 This is good
Crouch: 6/10 He crouches to the ground, and has his hands over his head like Ness.
Traction: 7.5/10 He floats in the air, so there is no grip, but he has speed on his side to turn around.
Glide: 8/10 His Glide is quite fast, in between Metaknights and Charizards speed rise, but you have great control over it.
Standard Attacks:
Neutral A: Defence Mode
Blue Eyes Toon Dragon looks upwards, and spreads his arms out very quickly, and then a light blue shield bubble which looks like a normal Shield just slightly bigger than BETD appears very quickly. This shield doesn’t shrink like the normal shield, and it can reflect any projectile, and it can take 35% before being destroyed, and stunning you for 2.5 seconds and unable to use this for another 30 seconds. You can hold this for as long as possible, but you can’t jump out of it. The dodges are also as good as Lucarios, and his spot-dodge can dodge all projectiles as he bends outwards, even when the invincibility frames end.
[0%]
Dash Attack: Cartoon Loop
As Blue eyes dashes forward, his whole body stretches forward about twice his normal size, and goes in the same direction as Metaknights Shuttle Loop, and ends up at the same point, and with the same range and speed. The hit-box of this move is the whole body of BETD, and this does 12% and mid-high horizontal knockback at all points of this move. At the end of this move, he enters into a Glide. This isn’t the most original move evers, but you know, this plays well into his pressure game.
[12%]
Forward Tilt: Gales of Unrealism
The Toon Dragon will point forward, and then his wings will flap extremely quickly, and then, suddenly a powerful wind hits forward into the face of the opponent. The Wind is quite powerful, and reaches out the range of Luigis Fireball, and about 1.5 stage builder blocks tall. You can hold this as long as you want. This has quite a bit of start-up lag, with little ending lag. This also does no damage as well. Guess what this is for, just guess? Oh, you’re right, it’s to gimp opponents who are off the stage, and to stop opponents from approaching you.
[0%]
Upward Tilt: Blue Flame Following
Blue Eyes looks upwards and spits out a blue flame the size of Marios fireball upwards a stage builder block, and then after 0.4 seconds, the blue fireball will home into an enemy that’s in the radius of a Smart Bombs explosion, otherwise it travels in a horizontal line the speed of Wolf’s blaster (This is the same speed when its homed into an opponent), and reaches the range of Falcos blaster before disappearing. This has little start-up and ending lag, but has little priority. Each fire does 4% and just a slight stun. This is quite annoying for the opponent, and encourages them to approach you, to which you can push back with the forward Tilt. Annoying ay? Ain’t he just!
[4%]
Downward Tilt: Magnet World of Toons
(Manual Release) Blue Eyes Toon Dragon looks towards where Toon World is meant to be, and then sticks his mouth right open, and then electricity is seen going around Toon World and BETD, and little sparks in between. Every second, Toon World moves 2 stage builder blocks closer to you. When you are 3 stage builder blocks away from Toon World, a massive light blue ball overwhelms the size of Toon World, and it zooms towards BETD at the speed of Sonics run. When it’s surrounded by light blue energy, it deals 12% and mid-high diagonally upwards knockback. This has quite a bit of start-up lag, but has little ending lag. You can pull Toon World closer to you, so when Toon World could die, you can safe it with ease, and if the opponents close to you and Toon World, you can do this and you can then run away. This one move makes BETD the main guy to kill.
[12%]
Smash Attacks:
Forward Smash: Birth Beam of Destruction
The Toon does the same move as the original sized Blue eyes. BETD looks up quickly, and has his mouth wide open for 1.5 second, and during this duration, little light particles can be seen going into his mouth. Blue Eyes will then send out a massive line of Light Blue energy (the size of 3/4s of a stage builder block, the range and width of ROBs fully charged laser), which lasts out for 0.9 seconds (you can jump to avoid this, dodging won’t work), and has a further 0.6 seconds ending lag, making this last a total of 3 seconds even when it’s uncharged. This does 20% (27% fully charged) and high-low (high-high knockback fully charged) horizontal knockback with amazing priority. This is a great KO move, and can hit from great ranges, making it a terror of a move, but with the duration of this move, its down unusable against good players. Maybe as a powerful move to destroy a pack of characters, but most players will simply hop, and the move is over to be punished.
[20 – 27%]
Up Smash: Particles of Energy
Blue Eyes will look upwards, and proceeds to spit out 8 (13 fully charged) very small blue balls of energy (like a deku nut size) in a clump a Ganondorf above of the dragon. You are then free to move around. After 0.6 seconds, the blue energy balls will fall towards the ground very quickly. This has little start-up lag and ending lag. Each ball also has average priority, but you won’t be beating them all. Each ball does 2% and quite a bit of stun. This is good, as when the opponents get trapped, you can grab the opponent or hit the opponent with a powerful move. This can also rake a bunch of damage up when this is fully charged, and is quite spammable as well.
[Every ball = 2%]
Aerials:
Forward Air: Energy Blaster
BETD leans forward like ROBs F-air, and then opens his mouth wide open, and then quickly shoots out a little blue blaster the size of Wolf’s blaster forward at the same speed and range of Falcos blaster. This has little start-up, ending and landing lag, slightly more than Falcos blaster. This also has decent priority. This does 3% and a slight stun. This has great range, and can be used in the same way as Falcos blaster – run away and spam. And with the collection of projectiles he can use, this makes another fine addition to his movepool. Toons are annoying aren’t they?
[3%]
Backward Air: TKO Atom Orb
Blue Eyes charges up a blue electric ball in his mouth wide open, and then turns around, and smacks the opponent with the ball and at the end of the turn, the ball disappears into thin air. The ball has great priority, and this doesn’t have that bad of range as well. This has start-up and ending lag comparable to Peaches F-air, but has much more landing lag. The head of BETD is also a hit-box, but is weaker than the ball. The sweet-spot does 17% and high horizontal knockback, while the head does 14% and mid-high diagonally upward knockback. This is a great KO move, and it’s easy to follow the opponent’s movement with the moveset swap when you’re on the “ground”, so hitting the opponent isn’t that hard even with its quite laggy start-up.
[14/17%]
Upward Air: Levitating Shield
The Toon looks towards the camera, and closes his eyes and holds his limbs close to each other, and then the same shield that appears in the defence mode occurs. Then, the shield takes him up 3.5 stage builder blocks upwards with horizontal movement as bad as King dededes aerial mobility over the cause of 3 seconds. You can cancel this at any point of the recovery, similar to King Dededes up-b. As the same time as going up, 3 little balls slightly smaller than the smart bomb itself circles the shield similar to one of those Tabuu moves which I don’t know what it’s called. Each ball does 4% and a slight stun, and travels around the shield quite slowly. However, this has the same qualities as the shield, once it gets broken in the air, he enters free-fall and takes an additional 10%. Although this is unlikely, as the balls has good amount of priority in them. This is a good recovery, but can’t really be used for anything else.
[4%]
Downward Air: Toon Twister
The Toon looks downwards quickly, and stretches his neck downwards 1.5 times the size of it normally is and spins it around. After spinning his neck around, he bites quickly to mark the end of this move. This has low start-up lag, but has quite a bit of ending and landing lag. The hit-box of this move is the entire body. This has 6 stunning hit-boxes which pushes the opponent towards the mouth, and then the knockback hit-box. This does a total 16%, with this final hit being a mid power meteor smash downwards. When the opponents on the ground, this is an amazing pressure move, and at early percents can lead to Up tilt and Up smash combos.
[16%]
Glide Air: Pillars of indestruction
Blue Eyes tilts his head downward, and spits a ball of energy which does no damage to the ground in a \ direction, and then spits out another ball 3 stage builder blocks behind the first ball. If the ball hits the ground, a thin pillar the width of half of a stage builder block and being 2.5 stage builder blocks tall. This does absolutely no damage, but has little start-up and ending lag. The pillars also reflect projectiles as well and last 5 seconds before disappearing (doing this again will make the current pillars disappear), and can take a maximum of 28% before breaking as well. This isn’t a trap for sho, more like placing 2 obstacles in the way, and that if you trap the opponent between the 2 walls, you can pressure the opponent, and that they’ll lose some of their options. Also, like with all Glides, if you land on the ground in the middle of the move, it disappears all landing lag, so using this, you can perform Pillars for the opponent to jump around. A great move.
[0%]
Grab (read thee below):
While having the grab speed and range of Wario, the released frames (when the opponent grabs BETD and don’t throw) is a massive 42 frames, and the aerial grab release is like Wario as well, meaning he is at a massive disadvantage as well, as well being one of those characters affected by King dededes infinite as well, meaning he’ll have a heyday vs. those grabbing characters.
Pummel: Cruncher
He bites the opponent at the same speed as Charizards pummel, dealing 2% with each bite. Nothing cool, life and learn.
[2%... don’t you remember?]
Forward Throw: Moving power-bomb
The Toon flies underneath the opponents’ body, and picks them up so they’re sitting on his shoulders. The Toon then flies 3 stage builder blocks forwards before dropping the opponent on their back. This has little start-up and ending lag, and has super-armour frames during the move. This deals 8% and mid-high horizontal knockback. This isn’t really a KO move, nor a follow-up move as well, so it’s pretty much useless.
[8%]
Backward Throw: Dragon Tornado
BETD quickly spins around, and is that fast he looks like a tornado. This always sucks the opponent in, and moves 3 stage builder blocks horizontally backwards with super armour frames during it. This has little start-up and ending lag as well. This does 7% and mid diagonally upwards knockback. This isn’t that good, but at rather early percents can be followed up at, but at 40+ percent makes this useless again.
[7%]
Upward Throw: Seismic Toss
The Toon Dragon grabs hold of the opponent, and quickly does a loop de loop going upwards 4 stage builder blocks, and slamming the opponent into the ground a stage builder block forward of his original position. This has little start-up lag, and this makes BETD go into a glide a stage builder block off the ground. This deals 9% and a extremely powerful spike on to the ground. In the middle of the stage, this isn’t a follow up move, as the opponent would get up before you reach the ground with the glide. The powerful spike is only useable when you grab the opponent right on the edge.
Downward Throw: Light beam
Blue eyes pins the opponent to the ground, and breaths a light blue beam to the ground that resembles the forward smash onto the opponent for a second. This has quite a bit of ending lag. This does a total of 9% and mid upwards at a slight tilt knockback. The knockback of this move is quite strange, and is only useful for getting an up tilt in at about 35 – 50%.
[9%]
Blue Eyes Toon Dragon Playstyle:
Blue Eyes Toon Dragon is about pressuring the opponent and shortening their opponent’s options. With his unique aerial/ground moves switch, the opponent has to guess which moves he could be using. This one mechanic makes it a pressure game, just like how Peaches float makes up a good deal of her game. Since with this mechanic, the landing lag of those aerials are not counted for, and that the lag of those aerials aren’t horrendous makes them dangerous. Down Air is an awesome pressure move, which is pretty much a combination of Warios, Peaches and Kirby’s down air, and that this move can also combo well into moves like the up tilt and up smash.
With shortening the opponent’s moves, using moves like the G-air performs as an awesome wall, and with these one wall forces campers to approach him, or plank/stall. If you do trap the opponent between the 2 walls, characters that are based with planting bombs and controlling the stage have a much more limited to their space. And also since you’ll be pressuring the opponent, you’ll be right up close to the opponent that in itself will shorten some of the characters options.
However, if you’re not the pressuring sort, well, with moveset, you can campy greatly with moves like forward air and up tilt, and if they get too close, you can push them back with forward tilt. Nasty ay?
But then there’s Toon World, you’ll wanting to position yourself next to Toon World so the opponent can’t get to Toon World. Down Tilt is a great move to keep Toon World close to you while you can’t do much, and then you could use G-air to close openings. The opponent will find out that the only way to get to you is by picking you off slowly, KO blue eyes before getting to Toon World, as Blue eyes is the jerkiest character ever. However, grabbing Blue Eyes might be your greatest chance, punishing his moves, and destroying his one (or only) massive flaw. Plus his grab game ain’t that good either.