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The Person Above Me is a Pokémon

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Meta_Ridley46

Smash Cadet
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Mar 22, 2010
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Bulbasaur beacuse your location says "where i'm still #1" and bulbasaur's pokedex number is 1 (as far as i know).
 

smashfan666

Smash Cadet
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Jun 6, 2009
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here
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NobelSmashington
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2981-8328-3883
dusclops because your avatar is a skeleton who is #1.
 

Tacel

Smash Lord
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Lugia, because your avatar is the Silver Surfer, and Lugia is the legendary Pokémon in Pokémon Silver.
 

Plorf

Smash Apprentice
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DEATHTANZ MANTISK

click for playlist

INFORMATION

Deathtanz Mantisk is a Reploid, a sentient robot with the ability to think and make decisions. He's a boss in Mega Man Zero 3, where he was sent to a residential area to capture the two Baby Elves, living computer programs that contain great power. Deathtanz is one of the Eight Gentle Judges of Neo Arcadia, a court of Reploids that enforced the law of Earth's largest city. Apparently, he did not like unnecessary killing, saying the dullness of his sickles was a sign of peace, but after the evil Dr. Weil modified him, he cared for nothing but killing.

Mantisk attacks by throwing his sickles so that they spin around the arena, using quick slashes, throwing one of his arms as a boomerang of sorts, and shooting down rocks from the ceiling with a cannon on his rear. In the boss fight, he is rather agile and quick, so that makes for a good skill-set in Brawl. To get an idea of what fighting him is like, click here. For a complete spritesheet, click here.

STATISTICS

SIZE \ 9/10
Deathtanz Mantisk is a bit awkward. He's not terribly big or bulky, but he's very gangly. Thankfully, he doesn't have a wide idle stance, though it is quite tall. His crouch is low and wide.

WEIGHT \ 5/10
This sort of advanced reploid is made of a very light, strong material-- which is perfectly useless in Smash.

POWER \ 2/10
Virtually all of his moves are lacking in terms of knockback, but boy can he put on the damage.

GROUND SPEED \ 7/10
He's actually not overly fast while running, due to having a cumbersome shape.

AIR SPEED \ 10/10
In the air, however, he shines, stalking down prey from leaping above.

FALLING SPEED \ 9/10
Very fast falling speed; Deathtanz is not the floaty type at all.

ATTACK SPEED \ 9/10
Basically, think Meta Knight. This guy is the master of reaction, being very dangerous close up. He's not perfect, though...

RANGE \ 10/10
Really? He has projectiles too? That seems unfair. Decent physical range, too.

PRIORITY \ 10/10
Ugh, you've got to be kidding me. You're making Meta Knight, Plorf, I swear.

FIRST JUMP \ 7/10
While not Falco, Mantisk can really jump, as well as wall-cling and wall-jump.

SECOND JUMP \ 10/10
Like Yoshi, and so many MYM characters, Deathtanz has a unique midair jump. Instead of a single hop, the reaper uses the structure on his rear to propel himself through the air, ascending at a decent rate, the whole thing being very similar to R.O.B.'s jets, even with similar distance.

The energy used for this, though, does not recharge on the ground but rather recharges over time, so while that does make him able to stay in the air for as long as the floatiest characters out there, it makes him prone to accidents in that he won't have enough fuel to gain height should he be knocked off the edge. Unfortunately, this is his only recovery, so try not to misuse it.


CROUCH \ 8/10
With an awkward insect-like stance that's very wide, Deathtanz manages to go as low as Meta Knight despite being so much taller.

RECOVERY \ 6/10
With a wall-cling and a good recovery distance, it seems great. It's a bit gimpable, though.

SPECIAL ATTACKS

NEUTRAL SPECIAL \ SICKLE RUNNER
So, we first get into the skill-set with a projectile. Pressing B causes Deathtanz to hold up one of his arms and flick it forward, launching one of his scythes forward with low lag-- this is an aimable projectile. This blade spins so quickly that it looks like a circle, and moves very quickly as well: a bit slower than Sonic's dash. It deals multi-hit damage of about 10% a second, but it travels through an enemy much too quickly to get all the hits in. The normal trajectory of this attack is straight forward, a bit above the ground, high enough so that Kirby can barely crouch underneath-- but as I said before, you can aim it in any direction. As a side note, the sickle will roll along flat surfaces, if you fire it at a wall or floor. It then travels across the entire stage like a Hothead.

Now, let that sink in for a second. This guy is throwing his arms at you, essentially, so Deathtanz actually does lose a physical part of him as he throws these: that means that, while you can throw two of these at once, you lose your blades for standard attacks, making getting the scythes back a priority. If you ran your sickle runner along the stage, it's as simple as standing on the ground when one rolls back to recollect it, but if you fire it off-stage it's not so simple. Mr. Mantisk has one way of getting his sickles back to him, and that's through his DSpec. Yeah, it has another use too, sue me. In any case, this attack is very useful, and if you'll be patient I'll explain things a little better.

NOTE: If you try to use this move without any sickles attached to you, Mantisk will simply perform a powerful thrusting attack with both his arms, with dull tips. This is of course fast all-around, does 7% and actually rather decent knockback, better than most tilts. Can be a surprise stage-spike.

SIDE SPECIAL \ REAPER
Another limb-breaking attack, Deathtanz Mantisk rapidly pulls his arm back and tosses it straight forward, this time high enough to go over a lot of crouches. The scythe arm is folded up when he tosses it, so it's actually a fairly small hitbox, moving at a decent speed and dealing 6% with tiny knockback. This arm of his is rather sly: it goes forward for as long as you hold B.

The instant you let go, however, it springs the trap: the sickle unfurls and speeds backwards towards Mantisk, the sharp side facing him. Now, the blade does 10% and carries the foe directly into the hands of the executioner, with astonishing speed. Yes, so the idea is that your foe will shield the initial attack, but you, the crafty mantis, will trigger the stealth hitbox and perform some other deadly move. Tricky, that.

NOTE: Without any sickles, this move is obviously very different. Deathtanz will lean back and jump forward, his bladed feet extended. This will always do 7% damage, but knockback is variable on his momentum. Without any speed going, Mantisk can hardly even budge foes, whereas if he's in the middle of a pursuit, he can actually knock them off the edge, but this still isn't good enough to be a replacement for the sickled move, with mediocre knockback under best conditions.

UP SPECIAL \ ROCK BREAKER
This is Deathtanz Mantisk's slowest move by far. He begins by crouching low to the ground, folding up his blades and sticking his tail end into the air. After the total startup time of Dedede's FSmash, he fires the cannon. Exactly three shots, in a triple-burst of red energy, the shots travel infinitely straight up, though they can be aimed in the beginning lag. On their own, they're extremely fast and deal 6% apiece, though their nature makes it nigh-impossible to get hit by just one. The knockback for the lasers is superb-- it's around the level of Wolf's forward smash.

An interesting side-effect of the death beams, though, is that they don't travel infinitely off-screen. As soon as they hit a blast zone, a loud explosion is heard, and a huge rock falls from the ceiling/wall. It's about Bowser's size, but it's a perfect rectangle, taller than it is wide. The rock falls fairly fast, and deals knockback upward a bit like Toon Link's DAir. It does do about 20% on contact, though, so really try to avoid this. Anyway, this rock has exactly as much HP as a column on Shadow Moses Island, only Mantisk has special interaction with it. Apart from his inherent wall-cling ability, various moves of his slice up the rock and send pieces flying at enemies, making this move the very center of his KO game.

NOTE: In the air, this move is a bit faster, at the cost of some power. The shots now do 4% each, and knockback is more like Kirby's forward smash. On the plus side, this now can be aimed in any direction, as opposed to just roughly upward.

DOWN SPECIAL \ CROSS-COUNTER
Mantisk crosses his scythes in front of him as he faces the screen, in a timeframe similar to Marth's Counter, without any momentum stall. If anything hits him during the counter period, two things happen. Firstly, the enemy attacking experiences unusually large ending lag from some invisible strike from the mantis as well as a large shield push effect-- unless there was a projectile involved.

Secondly, Deathtanz is immediately free to do anything, with literally no lag afterward. Now is the moment to show your speed and precision, perhaps even getting a combo going. Of course, you don't take any damage from this, and if you're hit with a projectile while countering, it will be reflected squarely back where it came from. As I mentioned previously, using this move when missing one or both scythes causes whatever's missing to fly back from the edge of the screen, as if magnetized. Cool.

NOTE: Without his blades, Mantisk is a lot less threatening. He can still adequately block hits, but when it boils down to counterattacking, he's out of luck: the enemy is not stunned whatsoever, so precision and timing are important to get the upper hand. Projectiles also aren't reflected, merely deflected.

STANDARD ATTACKS

NEUTRAL ATTACK \ RAPID SLASH
This robot's blades are extremely sharp, and extremely maneuverable: he can do some crazy things with them. That pointless intro aside, this move is actually pretty simple. Mantisk faces the screen as his scythes move so quickly that it's impossible to tell what directions they are going in. Now, anything that comes near him is knocked aside for 6% and low knockback, at least if they're not near him initially. This also shreds physical projectiles, but that's beside the point.

Moving on, should anyone be right on top of Deathtanz when he does this, and I mean right smack close to him, they'll be sucked in as Mantisk holds A and continues a tremendously difficult to escape combo. This'll do about 7% a second, which is plenty enough for the opponent to want to stay away. Now, due to the properties of this move, it's actually pretty great against rushers, but that's not all. When you confront a giant boulder with this, Deathtanz wastes no time, ripping through the stone in a mere couple of seconds. The shards of it then fly forward irregularly, a bit like G&W's frying pan. There's very similar damage, also, but I'm not sure exactly how much. Oh, and the boulder pieces fly a good deal faster than sausage. As a note, Mantisk sticks out both his arms in each direction when he doesn't have any sickles left, a motion which is a tiny bit slow, but deals 5% and okay knockback.


FORWARD TILT \ PULL
Mantisk is based off of a real-world mantis, an insect which uses its claws to snatch in prey. Similarly, the reaper-bot extends his forearms and his blades, this having a range of about a Dedede's width (the blades are vertical). He then swiftly pulls the scythes back in almost as quickly as they came out, dragging any hapless foe into his arms. There's no grab hitbox involved, but instead a single hitbox that deals 7% and knockback directly towards Deathtanz.

Now, first of all, this move should be used with some degree of caution. Since the enemy is now right on top of you, you have to react -instantly-, otherwise someone might get the jump on you. Of course, attack speed isn't exactly a problem for you: a simple grab ought to do the trick, I'd think. Also, without any scythes available, Deathtanz gives a quick boot with his bladed foot, dealing about 4% and knockback that's not terrible. When you try this on your stone block, you'll take out a piece of the middle, leaving the top half to lean forward and fall over. This only does 2% and pathetic knockback on the ground, but when the piece falls over the edge, you've got yourself a lethal falling projectile that gains power as it falls.


UPWARD TILT \ PIERCE
Here begins Mantisk's excellent anti-edge game. If he sees someone recovering right near the ledge, this is the perfect move. Deathtanz raises both his scythes in the air, then stabs them downward in front of him. As you may imagine, this has awful horizontal range, but apart from being able to hit people edge-hanging, it also does 7% and a nice little meteor smash. The move has a bit of end lag, also, but used correctly your foe will be worrying about recovery while you recuperate.

Now, I didn't tell you before, but when Mantisk uses moves with only one scythe, they are still usually the same move, but due to the lack of an arm, they are noticeably weaker than normal: this move, for example, will only do 4% with weakish downwards knockback. If you hit your stone with this, you'll sort of chop it in half vertically, with the far side flying out for a few feet, doing 7% and get-away knockback. The fallen chunks of rock remain on the stage for about 20 seconds (this goes for all chunks), getting in the way of people's feet and forcing them to jump or roll through them.


DOWNWARD TILT \ LOW BLOW
One of Deathtanz's more subdued moves, this has him use the dull side of his sickle to sweep precariously close to the ground. While being fast, it's also reliable: it has a 100% chance of tripping the opponent, and does 5%. The range is also good, like a Dedede DTilt. Now's as good a time as any to mention that Mantisk has a crawl, which is low enough to duck under Fox and Falco's blasters. Stick it to 'em.

Without any blades to hit with, Mantisk performs the same move, but with much less range and only 3%. It also won't trip opponents, merely knock them away about a foot. Should you try and use this move on a stone brick, it'll chip away at the very bottom of it, sending small pieces skimming on the floor. This is also an auto-trip with 5% damage, though it won't trip if the rock flies off the edge.


DASH ATTACK \ TAKEDOWN
While bolting forward, Deathtanz takes a large leap, keeping his momentum going. Instead of a normal looking jump, though, the Reploid jumps feet first-- right into the enemy. Should this connect, the foe will encounter a grab hitbox as Mantisk pins them to the ground at the end of the jump. Upon landing, this deals 7% and leaves the enemy in a downed position. Should be useful if you want to tech-chase, but this move has another good use.

This is an dash attack that will go off the edge if you're near one, so that means you'll take people down with you in the air. This is both a good and bad thing. On one hand, you've got your staple suicide KO. On the other hand, it may leave Deathtanz unlikely to recover if you want to cancel by pressing jump. And oddly, if you do this, the enemy doesn't get spiked but rather gets knocked up as well. Try and abuse this move now, folks! On another note, when this collides with a rock, it will tip over entirely, pitfalling enemies in front of it for 10%. Useful, actually.

SMASH ATTACKS

FORWARD SMASH \ STRIKE

Just like a real mantis, Deathtanz can launch a powerful attack in a split second, keeping enemies on their toes. Here, without any sort of telltale startup animation, the reploid slashes with one of his scythes so that the blade clotheslines the unlucky foe: this has Marth FSmash range. Now, contrary to what I said, this is not a power move, but it is good enough to knock foes a short distance away, so that you can set up a new approach with minimal ending lag. Uncharged, this move does about 12%, whereas if it's fully charged it'll do 21%.

However, Mantisk has a trick up his sleeve. First off, he can hold his charge indefinitely, though he won't be able to move still. More importantly, though, shielding cancels the charge, so if your foe tries to punish your charging, you can perform a roll or spotdodge to either ambush them from behind, get further away, or straight-up counter with a grab or a DSpec. Another interesting property is that if you use the FSmash again immediately after shielding (or dodging), it will have the same charge as you last had it before shielding-- so you can still hit people with a charged Smash even if you had to defend yourself first. By the by, without scythes this is a simple move that involves Mantisk thrusting an arm forward rather like a weaker Samus FSmash, for 8-16% and mediocre knockback.

One final comment, sorry. Mantisk can actually roll behind his rock, being the only character able to do so. Using the FSmash, you can blast the rock into pieces in one blow, launching all the pieces less than a platform away, but with enough knockback to be a solid kill move with 9% per fragment. It also looks nifty.


UPWARD SMASH \ PLASMA PULSE
With his odd little laser-thorax, Deathtanz crouches down low and aims his beam weapon similarly to the Up Special. After a short delay, about a Meta Knight FSmash length, the reploid unleashes a burst of bright reddish energy that ranges nearly an entire Lucas USmash up and around him.

This is a little less powerful than Meta Knight's smash, but its disjointed hitbox and good damage make this worthwhile. Indeed, this does about 16% uncharged and a whole 28% when fully charged, with only medium ending lag. However, all the discharged plasma does stick around in the form of a gas, acting as an after-effect hitbox not unlike Lucas's. This'll cause about 3% and a heavy flinch, basically discouraging approach for a little while. Unlike Lucas's move, though, Deathtanz is able to move around just before the cloud of plasma dissipates, allowing some sneaky combo options.

And on another side note, the actual blast radius is much smaller than the visual, which is rather gigantic and can flash in front of the screen a bit, obscuring view. Using this with DACUS only makes the move more lethal. When used right next to a rock, the plasma somewhat blasts the rock, sending it sliding in one direction for a platform with 14% and fairly good knockback. Not to mention it MOVES YOUR ROCK-- but still damages it.


DOWNWARD SMASH \ RING BOOMERANG
In an unusual feat for a DSmash, Mantisk hops up as he throws a spinning horizontal sickle below him, the boomerang circling his feet before he touches the ground. This has excellent range and can clear out an entire platform's radius with largely horizontal knockback. The damage is not too shabby either, at 12% uncharged and 24% fully charged. There's only mediocre knockback for a Smash-- better than Ivysaur's, mind you, but still pretty bad-- but there are some other tricks you can pull off with this.

First off, since the mantis jumps while performing this attack, doing it right after a dash will carry some momentum and make Mantisk himself a weak non-damaging hitbox. The spinning blade beneath him, though, will always home back in automatically, so if they shield or dodge the initial barge, enemies will get snagged by a scythe at their feet. Secondly, if you tap A again while in the air, Deathtanz will actually throw out another sickle, this one traveling slightly higher. Since the timing for this double-attack is not strict, you can surprise enemies with the timing of the second blade.

All in all, this move contributes to a nice, versatile get-away move that probably won't score you a KO-- though it may lead to an edgehog. Without scythes, this is a double jump-kick that hits on both sides, deals mediocre knockback, and 8-15%. Also, with a stone nearby, the low-hovering blades cause the rock to chip off at the bottom and collapse over itself, having very short range but 16% and decent enough knockback.

AERIAL ATTACKS

NEUTRAL AERIAL \ SPIN KILLER
Being based on a praying mantis, Deathtanz uses fairly high-accuracy moves rather than broad-sweeping ones. However, the mantis robot accommodates; spinning once horizontally with his blades close in. This is an extremely fast move, about on par with Meta Knight's NAir, but with noticeably less knockback. This spin does about 10%, nothing too exciting, but it has very high hitstun, on par with a Lightning Kick. So high, in fact, that there's enough time to barely edge in a fast move before the opponent is knocked away.

Obviously there's a lot of combo potential here, especially considering that your second jump is a combo fiend's best friend. Follow this up with pretty much any aerial, or even a Sickle Runner or Rock Breaker cannon! This move without scythes is a lowly sex kick, that does about 6%, but it gets stronger as it's left out, rather than weaker! This is due to Mantisks's bladed foot. When used on a boulder, this move splits it perfectly horizontally and sends the upper part off a ways for 11% and as much knockback as Meta Knight's NAir.


FORWARD AERIAL \ PRECISION STRIKE
Probably the most boring move in this moveset, Mantisk delivers a simple slash forward, much like Marth's FAir. Like that move, this attack has very nice range, but lacks a tipper knockback bonus. The attack does 10% and low knockback, and is quite spammable. There are no special effects or anything like that, but there is an advanced technique regarding this move. Right during the ending lag, if you nab the timing right, you can turn Deathtanz around without having to abuse B-reversal or anything like that. Performed correctly, you can unleash a wall of FAirs in both directions, if you so decide. Without any sickles, this move is a faster/weaker clone of Mario's FAir, being an ineffective meteor smash for the most part, also doing 8% in the process. When used on a stone, this acts as a minor cut, chipping it away piece by piece, each one flying forward a short way and dealing 6% and minuscule knockback.

BACKWARD AERIAL \ SURPRISE!

Deathtanz Mantisk, if you couldn't tell so far, is pretty much a cheater in the air. This attack stops all his horizontal momentum, first of all, and has a bit of starting lag. After that, though, he strikes a weird pose with his blade sticking out, looking like the above image. This works somewhat like a sex kick, because the duration is longer than average, but it's only really effective as a strategically timed attack.

Anyhow, the move, if it hits the shiny sweetspot, is a decent KO move that deals 12% damage and moderate knockback. Any time after the initial button press, though, it just does 4% and a flinch effect. The real meat of the move, though, happens if you land while the hitbox is out. When that happens (the hitbox still remains if you land, so this is in fact an anti-ground move as well), Deathtanz can now cancel the attack into any move, at all. Against your rock, this is similar to the FSmash, shattering the rock utterly. This particular cut, though, causes the stone to break more cleanly, with only one piece that flies out, doing 12% and nice knockback. This move turns into a backwards kick (think DK's BAir) without scythes, doing 7% and combo-style knockback.


UPWARD AERIAL \ SCISSOR KICK

In a motion looking like every other Brawl character's UAir, Deathtanz leans back with his feet following in a flipping motion. However, instead of performing a 360° turn, he stops with his feet facing up, upside down. After a slight pause, he then slices both his feet straight down in front of him, violently. It all happens very quickly though. Anyhow, on the first initial flip, your feet are a hitbox that deal 6% and slightly upwards set knockback; nothing spectacular. However, on the strong downwards kick, your feet are a two-hit hitbox, the first hit doing 5% and the second dealing 6% and a subtly angled meteor smash. This attack has great range on the upstart, but the meteor smash has mediocre range. This does not combo into itself.

This attack is actually quite useful, especially when following up edgeguards and other offstage shenanigans. The timing is tricky to get around-- if you hit someone with the initial flip, there go your chances of spiking, so you'll have to combo it into something else. When you do use it in the right situation, though, the risk is worth it and you may even get a KO. Against a rock, the flip kick simply damages it, but the spike breaks the rock in half, each half flying downwards with 7% and fairly good knockback away from it.


DOWNWARD AERIAL \ VAULT
Mantisk crouches in midair and swipes his blades down and back, as if he's vaulting over something. Of course, that's exactly what he's doing-- if this hits an enemy, they take 9% and decent backwards knockback, as Deathtanz is propelled slightly forward. There's nothing really more to this move; he simple jabs backwards underneath him with his sickles. That doesn't make it any less useful; when you think about your other aerial options, this ties in perfectly. When used on a rock, it'll chip off the top and make it fly back for 6% and somewhat irritating hitstun/flinch.

GRAB AND THROWS

GRAB \ ENSNARE
In an entirely expected turn of events, the mantis reploid has a pretty sweet grab game. Deathtanz quickly stabs his blades so that anything directly in front of him is captured, like a real mantis. This grab is among the fastest in the game, with decent range. More unexpectedly, Mantisk also has an aerial grab that functions exactly like a normal grab, though he can't hold enemies as long and the throws are different. By grabbing a rock, he can actually pick it up and carry it like a heavy item.

PUMMEL \ SLIT
Deathtanz holds his victim with his blades practically at their throat, so naturally each tap of A painfully tightens his grip for 2% a slice, being in most senses an average pummel.

FORWARD THROW \ BACKSTAB
Following the trend of throws in which the opponent is deceived into thinking they escaped the grab, Mantisk lets his opponent free. If timed right, they will think they've been let go and will begin a counterattack. However, exactly .7 seconds after they "escape", the mantis brutally tosses a sickle at the enemy, utterly impaling them and sending them flying for 15% and rather good knockback. Nimble foes may shield or dodge this, though the latter is recommended as this eats through shields like butter. Also, if Deathtanz misses, he will have to use his Down Special to retrieve his lost blade, so be cautious.

In the air, he skips the whole trickery aspect and instead gets straight to throwing them-- he throws enemies exactly as he would his scythe, and they take 7% and low knockback-- the move still looks cool, though.


BACKWARD THROW \ DOUBLE TEAM
This move requires both scythes to work properly. Mantisk turns around with the foe in his arms and throws both his blades behind him, the enemy player still between them. The sickles hover in the air for a moment as Mantisk leaps up, lightning-fast, and digs a bladed heel into the foe while simultaneously reattaching his blades-- this sends them diagonally down, bouncing off the floor. This throw does 9% and is not the best combo starter, but it can be used to send people off the edge behind you. In the air, the move is the same, except with only 7% and less knockback. I will note that, interestingly, this throw ends with Deathtanz in the air no matter where it's used, so use that to your advantage.

UPWARD THROW \ SKYBLADE
Mantisk throws his enemy straight up, then immediately begins his assault: he throws both his scythes directly at the enemy, one at a time-- each one doing 4%. The blades magnetize back to you at this point, but for all purposes the throw is over. Since it's over so quickly, though, that gives you a chance to use a Rock Breaker, or any aerial, or perhaps even a charged USmash. In the air, this throw is pretty much the same.

DOWNWARD THROW \ EXCRUCIATE
In one fluid motion, Deathtanz slides the opponent to the tip of his blade, then stabs them into the floor-- stepping on their neck in the process. This does 8% straight up, but the mantis is not done yet. From here on you have two options. You can press jump to end the throw early and be in the air, or you could press shield to cancel yourself right out and roll/dodge. Or, you could press A/B to continue the throw. If you choose this, Mantisk turns around and uses his energy array to face the enemy and shock them repeatedly-- several hits for another 6%. That's some killer damage right there. It's also a lot of time, if you're in a free-for-all. In the air, this only does the initial 8%, and ends with the opponent right next to you, slightly stunned.

FINALE

FINAL SMASH \ 1,000 SLASH

When you beat Deathtanz Mantisk in Mega Man Zero 3, Zero gains an EX Skill called the "1,000 Slash", which is a rapid close range attack. You never see Mantisk use it in the game, so the reploid takes it literally when he slices open a Smash Ball. If he's very close to an enemy and presses B, the camera will zoom in as he does a cool shadowy animation, and he will take seven seconds to slash them 1,000 times for 1,000% damage. At the end of this period, he'll take a brief pause, which is cue for you to press a direction-- this direction is the direction in which the foe will be knocked away. This EX Skill can hit multiple people at once and it a one-hit KO under any circumstances.

PLAYSTYLE

Deathtanz Mantisk is fairly specialized, but is not limited to having to play a certain way, rather like many Brawl characters. The main idea behind his character is that he's fast and unpredictable. He has plenty of moves, like the Side Special or FSmash, that force the enemy to guess what Deathtanz is planning next. It's also this idea that makes the mantis so annoying to fight-- many of his attacks lead into another, so if you don't react in time, Mantisk is going to take advantage of that and combo you into infinity.

Building damage is no problem. You've got your fairly risky Neutral Attack, for starters, but there's also FTilt and pretty much any of your other standards, some that start combos and some that perpetuate them. Throws are also particularly deadly. The choices are all there--what's not quite as obvious is how to kill. Now, I probably undersold the KO potential that Mantisk really has, but it can be tough for more than one reason. The main hurdle you have to get over with in terms of KO is shooting the rock down in the first place-- you pretty much need your rock to KO at a respectable percent, and if you can't blast it from the ceiling, you're screwed. Of course, your laser is plenty strong enough to kill, but chances are foes will avoid that. There's no way they can avoid the aftermath of your rock falling if you fire your beam in the first place, though.

Deathtanz excels at close range, but he's plenty lethal at a distance, unfortunately for those facing him. The Sickle Runner is the classic speedy projectile, with a twist. It doesn't serve a huge purpose if you use it as you would a normal projectile; Deathtanz too offensive for that. However, as soon as you've gotten to running the scythe around the stage, or having it boomerang back to you, you start getting really scary, really fast. Combined with all your other mindgame specials and relentless air game, Mantisk can hit a foe anywhere he chooses. Your Side Special and Up Special are also valuable projectiles with varied purposes, both being quite obvious if you've read them.

When it boils down to things, Deathtanz Mantisk plays a little bit like Meta Knight in terms of sheer tenacity: following the character around the stage, peppering them with attacks. However, the addition of a good ranged game, mindgames, throws, and a gimpable recovery, you've blended in some unmistakable elements of this character. Playing as this reploid demands strict timing, great reflexes, craftiness, and above all, a mastery of how to kill.


EXTRAS

ALTERNATE COLORS \ SPECTRUM
FOREST \ DEFAULT
BLOOD \ RED TEAM
ABYSS \ BLUE TEAM
ONYX \ BLACK
PLATINUM \ WHITE
ACTIVE CAMOUFLAGE \ CHANGES HUE

UP TAUNT \ PREPARE
Deathtanz strikes a basic battle stance, with his blades ready to strike, like a mantis.

SIDE TAUNT \ CUTTHROAT
In a threatening motion, Mantisk slides his blades across each other, creating a grating noise.

DOWN TAUNT \ DEATH GLARE
The name speaks for itself; Deathtanz gives a mean stare, which actually follows the nearest opponent. Creepy.

UP VICTORY POSE \ TRIUMPH
Mantisk jumps in and slashes twice and then stands in his idle pose from Mega Man Zero 3, with his scythes out.

SIDE VICTORY POSE \ SPIRAL

In another animation from Zero 3, Deathtanz takes on a weird aura and twirls his blades so quickly that a neat purplish portal shape appears.

DOWN VICTORY POSE \ TRANSFORM

Before the Eight Gentle Judges were transformed by Dr. Weil, they were a nice looking group of golden-white humanoids. Deathtanz here transforms himself back info his lanky original form.

LOSS POSE \ DEFEATED
Deathtanz Mantisk stands with his head down, blades compacted, silent still.

STAGE \ OLD RESIDENTIAL

The image pretty much speaks for itself. This is a non-gimmick stage, it is as it looks. The pillars with the gaps in between them support a crafty, offensive style of play very well, also supporting wall cling and all of those fancy things. The upper KO boundary is higher than it looks, though, and it extends higher than in the picture. The structure at the upper left is also moved up.

ENTRANCE ANIMATION \ BATTLE MODE
Deathtanz is already on the stage before the countdown begins, in his humanoid form. He spends the three seconds morphing into his combat form.

KIRBY HAT \ ROBOT SUIT
Kirby dons a green, high tech suit that includes both a pair of little mantis eyes poking out on his head and miniature, but deadly scythes. Kirby can now use a simplified version of Sickle Runner-- it has no boomerang effect and only deals 7% a second. However, since Kirby's sickles regenerate, he can use this move much more frequently than Deathtanz.

 

M.K

Level 55
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Hmm....Golduck, because when I think of Olimar leading alot of Pikmin, I also think of a mother duck leading it's ducklings. xD
 
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