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Who Would Win in SSB Based on their MYM moveset WK1

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Mr.Bazerkus

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Please Vote Based on the moveset who would win in a SSB Battle. This isn't a thread to see which moveset is better. This is just if these movesets where implented into the game which one would win. And don't iuse your prior knowledge of the character just base your decision on the movesets.
Happy voting

Week 1: MegaMan Zero vs Protoman.exe


Code:
[B][COLOR=Red][U][SIZE=6]Megaman Zero[/SIZE][/U][/COLOR][/B]

[IMG]http://www.freewebs.com/dablakdragon1/megaman%20zero.jpg[/IMG]
[B]^Zero with the Zero Knuckle^[/B]

[SIZE=5]"I never cared about justice, and I don't ever recall calling myself a hero... I have always only fought for the people that I believe in. I won't hesitate... If an enemy appears before me, I will destroy it!"[/SIZE]

[B][COLOR=red][U][SIZE=4]Story:[/SIZE][/U][/COLOR][/B]
At the beginning of Mega Man Zero, Zero was discovered in suspended animation by a human scientist named Ciel, who leads a band of Reploid freedom fighters. Ciel used the Cyber Elf Passy to revive Zero, who in turn saved Ciel from the forces of Neo Arcadia. Zero, however, was suffering memory loss due to "hibernation sickness." As it turned out, Neo Arcadia was the government of the world at this time period. Reploids were discriminated against and often deemed Maverick and terminated without justifiable cause. Copy X, a ruthless, conceited clone of the real X, was in charge of this policy. Zero agreed to join Ciel's team in fighting this oppression of Reploids. 

[B][COLOR=red][U][SIZE=4]Playstyle:[/SIZE][/U][/COLOR][/B]
Zero's playstyle revolves around far reaching sword attacks, unconventional specials, and comboes.
Some of his primary comboes of choice are:
Bair->Fair->Nair or Bair->Fair->Uair
Bair->Uair
Bair->Nair
Bair->Neutral B (when it is still the Zero Knuckle)
Nair->Dair (this one is unreliable but possible)
F-Throw-> Nair
Up Throw->Uair Juggle
Neutral A->F-Tilt->L-Dash+Dash Attack
Neutral A->F-Smash 
Neutral A->D-Smash

Zero players should try to stay near their opponent and rack up the pressure. If their foe is air-based, U-Tilt spam can be pretty annoying for them. Overall, Zero performs best on the ground. L-Dashing gives him excellent mind-games and he has a variety of useful ground comboing tools (F-Smash, F-Tilt, Neutral A, Dash Attack, etc.)

Zero's foes should try to force him into the air, where he performs considerably worse, if possible. Projectiles are effective against him as with all other primarily weapon based characters, but he has a great approach reducing the effectiveness of camping. The most important thing is to keep a level-head and don't fall victim to his mindgames.

[B][COLOR=red][SIZE=4][U]Unique Mechanics:[/U][/SIZE][/COLOR][/B]
[COLOR=Yellow][B]L-Dash-[/B][/COLOR]
Zero must hit the L-Button to dash. He dashes rougly one fourth of Final Destination and can go through players. He has super armor during the first few dashing frames. This can be cancelled by using your dash attack. You can also Tap Dash, dashing only a short distance to make use of the super armor frames more effectively. The Tap Dash takes you about as far as Wolf's F-Smash. If you jump while dashing, it will greatly increase your forward momentum. Dashing can only be used on the ground so this is of little to no use in recovering. You can also turn around and reverse your dashing duration at any time in the dash. Excellent for mind games. The dash has some beginning lag so spamming for constant super armor isn't an option.
[COLOR=yellow][B]Constant Move Speed-[/B][/COLOR]
Zero has no walk. He moves at a pace between that of a walk and a dash.
[B][COLOR=yellow]Water Jump-[/COLOR][/B]
Zero can jump on water, allowing him to traverse over it without drowning.
[COLOR=yellow][B]Shield Boomerang-[/B][/COLOR]
Zero's shield is different from that of the rest of the cast. It reflects projectiles. It only protects one side of Zero, but can be aimed left, right, and up. The Shield can't be broken but auto-ends after 2 seconds. If you hold it for the entire two seconds, Zero will throw the shield like a boomerang, dealing 5% damage and low knockback. It travels just like Link's boomerang except that it is thrown in the direction that it was last aimed. While it flies, it deflects (not reflects) projectiles. Zero can't shield until it returns to him.

[B][COLOR=red][SIZE=4][U]Default Stats:[/U][/SIZE][/COLOR][/B]
Height- 4/5 (rougly human size)
Weight- 4/5 (lighter than Bowser but still pretty heavy)
Movement Speed- 2.5/5
L-Dash Speed- 5/5 (Between CF and Sonic)
Attack Speed- 4/5
Power- 2.5/5
Attack Reach (Not Including Projectiles)- 4/5
First Jump- 4/5
Second Jump- 2/5
Falling Speed- 4/5
Recovery- 2-3/5
Final Smash- ?/5
Traction- Unaffected (Special Foot Chip)
Dodges- 5/5
Crouch- None
Crawl- No
Wall Jump- Yes 
Wall Cling- Yes, 3 seconds.
Glide- No

[B][COLOR=red][SIZE=4][U]Animations:[/U][/SIZE][/COLOR][/B]
[COLOR=yellow][B]Movement-[/B][/COLOR] A typical looking run. Pumps his fists as he runs. His hair moves with the wind.
[COLOR=yellow][B]First Jump-[/B][/COLOR] Raises both arms over his head as he jumps. One knee is jutted out like in Falcon's Fair. His hair rises upwards initially, but falls back down.
[B][COLOR=yellow]Second Jump-[/COLOR][/B] Jumps up, bringing his arms back down to his sides.
[COLOR=yellow][B]L-Dash-[/B][/COLOR] One arm is in front of Zero, with the elbow outwards. The other arm is behind Zero, ready to slash. An effect similar to Fox illusion appears behind Zero's path. A dustcloud appears behind the illusions.
[B][COLOR=yellow]Shield-[/COLOR][/B] Zero pulls out the Shield Boomerang (see Shield Boomerang mechanic).
[B][COLOR=yellow]Sidestep-[/COLOR][/B] Zero kneels down while sliding to the side. He then slides back.
[COLOR=yellow][B]Forward Roll-[/B][/COLOR] Zero teleports (a common reploid ability) a short distance ahead. Works kind of  like Mewtwo's aerial dodge.
[B][COLOR=yellow]Back Roll-[/COLOR][/B] Zero teleports a short distance backwards. Works kind of like Mewtwo's aerial dodge.
[B][COLOR=yellow]Air Dodge-[/COLOR][/B] Same as Mewtwo's in Melee.
[B][COLOR=yellow]Weapon Carry-[/COLOR][/B] Holds weapons the same as the Z-Saber
[B][COLOR=yellow]Homerun Animation-[/COLOR][/B] Spins around with the homerun bat. Only 360 degree homerun in the game. Its a bit slower than others as he brings the bat in front of him first.

[B][COLOR=red][U][SIZE=4]Specials:[/SIZE][/U][/COLOR][/B]
[B][COLOR=yellow]Neutral B- Zero Knuckle[/COLOR][/B]
Zero reaches out and grabs the opponent with the Zero Knuckle. He then squeezes them, dealing 5% damage. This move has average reach. The priority is high. This has average lag on both ends. He throws the foe after squeezing them, sending them flying with good knockback. 
While holding the foe, he steals a power from them changing the Zero Knuckle into a new weapon based on that character for the remainder of Zero's stock. If you want to get rid of that power hold B and press any taunt button. This will return it to the Zero Knuckle state.
[B]Mario- FLUDD Blaster[/B]
Works just like Mario's Down B.
[B]Luigi- Green Fire Knuckle[/B]
The knuckle spits out a green fireball that deals 2% damage and flinching. It works just like Luigi's fireball except that it bounces off of walls and other surfaces.
[B]Bowser- Inferno Gun[/B]
The Zero knuckle becomes a short-ranged flamethrower that deals explosive fire damage. Ok reach, fairly low beginning lag, average ending lag, decent priority, and decent knockback.
[B]Peach- Metal Turnip Gun[/B]
Shoots out a turnip that works exactly the same as Peach's turnips. Effects are based on the face of the turnip. Average lag on both ends.
[B]Wario- Tire Gun[/B]
Shoots out a tire that travels like the Ice Climber's ice block. This is the only projectile affected by traction as it loses control on ice, moves quickly downhill, and moves slowly uphill. It goes as far as the stage allows or until it looses its momentum. Fairly low lag on both ends. Deals 3% and low knockback.
[B]Yoshi- Egg Gun[/B]
Shoots an aimable egg. It deals the same damage and slightly lower knockback than Yoshi's Up B but it cracks and releases its yolk, slightly increasing its hitbox upon contact with a surface. Fairly low lag on both ends.
[B]Donkey Kong- Coconut Gun[/B]
An aimable gun that fires a powerful, but somewhat slow moving coconut. It has some downwards pull, reducing its long-range effectiveness, but unless fired into the air, it should be effective. Average lag on both ends. Deals 5% damage and good knockback.
[B]Diddy Kong- Peanut Gun[/B]
Fires a fast moving peanut that travels in an arc. Works much like Diddy's neutral B except that it cannot be charged.
[B]Samus- Missile Launcher[/B]
Works just like Samus's missile except with a wider explosion and 1% lower damage. The missile is red.
[B]Zero Suit Samus- Whip Gun[/B]
Fires out a whip that grabs the foe and throws them a good distance behind Zero. Deals 5% damage. Fairly low lag on both ends. Great reach.
[B]Pit- Sparrows[/B]
Fires out... A SPARROW?! The sparrow is made of blue light and flies in an upwards slope. Keeps going until it hits something or leaves the stage. Low lag on both ends. Deals 3% damage and very low knockback.
[B]Link and Toon Link- Crossbow[/B]
The Zero Knuckle turns into a crossbow that fires a straight-forward projectile that deals 5% damage and good knockback. Flies quickly. Travels the distance of Final Destination. High lag on both ends. Does good damage to shields.
[B]Zelda- Din's Blaster[/B]
Works just like Din's Fire.
[B]Sheik- Needler[/B]
Fires out red needles at a constant speed as long as you hold the B button. Each needle deals flinching and 1% damage. These are easy to DI out of. They explode upon contact, extending the hitbox a bit. Somewhat high beginning lag but low ending lag.
[B]Ganondorf- Gerudo Dragon[/B]
Changes Zero's neutral B into Ganondorf's Side B.
[B]Captain Falcon- RISING FALCON[/B]
Fires out a fiery Falcon similar to Sparrows. This flies much slower and deals great knockback and 5% damage. Average lag on both ends.
[B]Pokemon Trainer (Any Pokemon)- Pokeball[/B]
Fires out a Pokeball that catches anyone (friend or foe) that it hits. It releases them after 2 seconds. Any damage done to them while in the Pokeball is dealt to them, similarly to Yoshi's neutral B. They can be shot off the stage if the Pokeball nailed them in midair and they don't escape in time. The Pokeball travels at about the speed of Snake's grenade, but in a straight-horizontal trajectory. It travels the distance of Final Destination.
[B]Pikachu- Lightning Rod[/B]
A weaker version of Pikachu's Down B occurs, dealing 5% and ok knockback to those struck. It gives Zero energy, healing him for 3% damage. Fairly high lag on both ends.
[B]Jigglypuff- CD Blaster[/B]
Shoots out a CD player that plays Jigglypuff's singing. Puts anyone hit by it to sleep for about a second and deals 3% damage and no knockback. This projectile flies at an average speed and travels half the distance of Final Destination. High lag on both ends.
[B]Lucario/Mewtwo- Shadow Gun[/B]
Changes Zero's Neutral B into Shadow Ball.
[B]Ike- Aether Gun[/B]
Shoots out a spinning sword. It works just like the flipper item and heals Zero for 1% for every point of damage dealt by it for as long as it is on the field. Only one can be out at a time and firing another one causes the previous one to disappear. 
[B]Marth- Counter Blast[/B]
Works just like Marth's counter.... or not. Instead of slashing, Zero will fire a spread of bullets in all directions, dealing 3% damage and flinching to anyone hit by them. The bullets fly half the distance of Final Destination and travel at a fast speed.
[B]Ness- PK THUNDA[/B]
Works just like Ness's PK thunder.
[B]Lucas- PK FIYAH[/B]
Works just like Lucas's PK fire.
[B]Fox- Illusion Blaster[/B]
Fires out an illusion of Zero that travels the distance of Zero's L-Dash and deals 3% damage and decent knockback to anyone struck by it. Low lag on both ends. Possible mind-game use.
[B]Falco- Reflector Ball[/B]
Works like Mario's fireball except that it reflects projectiles that hit it. Deals 1% damage and stun to anyone hit by it. Travels about 1/4th of the distance of Final Destination.
[B]Wolf- Claw Gun[/B]
Shoots out a claw rougly the distance of Samus's Side B. If it hits it sticks into the foe dealing an initial 5% damage plus 1% damage per second the foe is stuck on it for a maximum of 3 seconds. Opposing controller input can reduce this duration. Average lag on both ends.
[B]R.O.B.- Spinning Top[/B]
Works like ROB's Down B. The top is larger and moves left and right unpredictably. It is slow.
[B]Sonic- Spring Gun[/B]
Whoever this hits is forced to jump the distance of Sonic's Up B into the air. This puts them into a helpless state. Deals 3% damage. The projectile moves quickly and travels about 1/3 the distance of Final Destination. Fairly low lag on both ends.
[B]Metaknight- Tornado Blaster[/B]
Fires out tornado that moves around unpredictably and catches foes in it the same as the Mach Tornado, dealing the same damage and knockback. It moves around the stage fairly slowly. Unlike the Mach Tornado, DI can easily be used to escape it.
[B]Kirby- Vacuum[/B]
Pulls the opponents torwards Zero. No other effects. Low lag on both ends. Great reach.
[B]Dedede- Reverse Vacuum[/B] 
Pushes opponents away from Zero. No other effects. Low lag on both ends. Great reach.
[B]Olimar- Metal Pikmin Gun[/B]
Fires out a robot Pikmin o.O. This works like an ordinary Pikmin with no additional effects. Deals 2% per second it latches on.

[B][COLOR=yellow]Side B- Satellite One[/COLOR][/B]
Press Side B to change your first Satellite Cyber Elf randomly. Cyber Elves appear as a solid circle surrounded by a single ring that releases glitter-like light. Satellite elves fly behind you and passively (in most cases) aid you. The Cyber Elves consist of the following:
Mailla- A pink cyber elf. Reduces the effectiveness of enemy energy based projectiles by healing you for 2% each time you get hit by one.
Balette- A red cyber elf. Makes you run faster (making you go from a 2.5/5 speed to a 4/5 speed.)
Biraid- A green cyber elf. Reduces your falling speed.
Pitopah- Clings to an enemy like a Pikmin dealing 1% per second and slowing them down a bit if it hits them. You must press Side B to send it out. 
Pitopuh- Same as Pitopah
Beenipe- Shoots out weak bullets at regular intervals (one every 2 seconds). Each bullet deals 1% and flinching if it hits. It targets a random foe each time. The bullets travels half of Final Destination at a rather fast speed.
Beetack- Same as Beenipe
Archim- Shoots a small explosive at a low arch towards the ground once every 3 seconds dealing 2% damage and low knockback if it hits a foe. Travels a short distance, rougly 3 body lengths ahead of Zero.
Archil- Same as Archim

[COLOR=yellow][B]Down B- Satellite Two[/B][/COLOR]
Press Down B to change your second satellite elf randomly. These elves are shown by a solid circle surrounded by a ring that releases glitter-like light. The elves are the same as Satellite One. Only one of the same elf can be out at a time. 

[B][COLOR=yellow]Up B- Recoil Rod[/COLOR][/B]
Release B to stab with the recoil rod, sending yourself slightly in the direction opposite of the direction you stabbed. Hold B to charge it. A fully charged Recoil Rod grants a great push (about that of Lucas's Up B when it hits him) in the direction opposite of the stab direction. It takes about 2-3 seconds to fully charge it. The charge can be stored. This rod deals 5% damage and low knockback uncharged and 10% damage and great knockback fully charged. This move has good reach uncharged and great reach fully charged. Great priority. This does not leave Zero helpless, but, due to charge time, his falling speed will make any subsequent uses of this move much less effective. The best thing you can do is follow this up with Tenretsujin for a slight increase in recovery distance.

[B][COLOR=red][U][SIZE=4]Normal Attacks:[/SIZE][/U][/COLOR][/B]
[B][COLOR=yellow]A- Triple Slash[/COLOR][/B]
One press of the A button causes zero to slash once horizontally and twice vertically very quickly, dealing 1%, 1%, and 3% damage.This move has very little beginning lag and a lower duration than you would expect, but the end lag is punishable. The last hit deals ok knockback. Great priority. Great reach.

[B][COLOR=yellow]Dash Attack- Gale Attack[/COLOR][/B]
This is only usable during your L-Dash. Zero says "HUH!", while stabbing forward with his Z-Saber. The Z-Saber makes a large arrow shape. You keep moving forward while using this, but the dash ends after the attack ends. The move has high priority and deflects most projectiles, with the exception of explosives. This deals 6% damage and good horizontal knockback if it hits. The reach of this move is amazing considering it lasts for about half a second during your dash.

[B][COLOR=red][U][SIZE=4]Tilts:[/SIZE][/U][/COLOR][/B]
[B][COLOR=yellow]Forward- Zaneidan[/COLOR][/B]
Slashes downwards with both hands and fires a wave that travels about double the distance of Wolf's F-Smash. The sword deals about 5% damage and average knockback. The wave deals 3% damage and low knockback. Being struck by the sword also means you are struck by the wave, dealing 8% and average knockback. This sword has great reach. This move has average lag for a tilt. The priority is a bit on the low side.

[B][COLOR=yellow]Up- Z-Buster[/COLOR][/B]
Zero fires a a large bullet from his Z-Buster upwards. This deals decent knockback and strikes for 5% damage. It travels very far, not disappearing until it leaves the stage or hits something. Low lag on both ends. This move bounces off of walls or other objects other than foes that it hits. Its only real use to to annoy aerial based foes with a rather spammable anti-air projectile.

[B][COLOR=yellow]Down- OrbitShield[/COLOR][/B]
Zero throws his Shield Boomerang. It travels around him like a satellite somehow, reflecting projectiles that come into contact with it. If it hits someone it deals 5% and decent knockback to them. Great reach all around and excellent priority. Has a roughly 1 second duration and considerable lag.

[B][COLOR=red][U][SIZE=4]Smashes:[/SIZE][/U][/COLOR][/B]
[B][COLOR=yellow]Forward Smash- GroundSplitter[/COLOR][/B]
Zero quickly slams his sword into the ground. When it hits the ground, rocks are released. This move has a very high reach, greater than that of an Ike F-Smash in front of you (but not striking at all behind you or above you.) This deals 10.....15% damage and great knockback. This move has low beginning lag but almost a second of ending lag so use it wisely. The move has high priority.

[B][COLOR=yellow]Up Smash- Double Recoil[/COLOR][/B]
Zero pulls out 2 recoil rods and stabs above him with great force. This has great reach and deals 12....17% damage and high knockback. This move has fairly high lag on both ends, being Zero's strongest and slowest smash. This move has great priority.

[B][COLOR=yellow]Down Smash- CrawlShield[/COLOR][/B]
Zero throws his shield boomerang like a bowling ball. It travels across the ground and returns to Zero after travelling about 1/4th of Final Destination ahead. This has the best reach of Zero's smashes and deals 9....14% damage and good knockback. The boomerang reflects projectiles that hit it. This move has average smash lag on both ends. You can't use your shield until it returns.

[B][COLOR=red][U][SIZE=4]Aerials:[/SIZE][/U][/COLOR][/B]
[B][COLOR=yellow]Nair- Sword Spike[/COLOR][/B]
A simple downwards slash. This has great reach and fairly low lag on both ends. The move deals 8% damage and deals good knockback downwards and behind you. Due to its weird nature it probably isn't good for leading into comboes, but could make for a psedo-meteor. Decent priority.

[B][COLOR=yellow]Fair- Thousand Slash[/COLOR][/B]
Using his recoil rods, Zero stabs forward multiple times quickly, dealing 2% per hit and very little knockback. This can be spammed for an aerial infinite A combo of sorts. Decent damage racking move, but DI allows foes to escape fairly easily. 

[B][COLOR=yellow]Bair- Reversal[/COLOR][/B]
Zero reaches behind him and grabs. If a foe is grabbed they are thrown in front of you. This move deals 5% damage and low knockback. The priority is average. The reach is good. The primary use of this move is to combo the foe. At percentages lower than 150% it is rather easy to follow up into a Nair, Fair, or Uair if the opponent doesn't react. 

[B][COLOR=yellow]Uair- Heaven's Splitter/Tenretsujin[/COLOR][/B]
Zero jumps up a bit and slashes upwards. This looks much like Roy and Marth's Up B but only goes about half the distance of Roy's Up B. This deals 10% damage and good upwards knockback. It is about as fast as Marth's Up B. This move has great reach and great priority. Low beginning lag. The ending lag is a bit on the high side. This can help in recovery a little, but only if it is used to make that last desperate grab for the edge, otherwise the ending lag will stop you from taking advantage of it.

[B][COLOR=yellow]Dair- "V Shot"[/COLOR][/B]
Zero shoots his Z-Buster downwards, firing two large bullets that split into an upside down V shape. If an opponent is close enough, they may be hit by both bullets. Each blast deals 5% and low knockback. The bullets bounce off of the floor if they don't hit an opponent first, forming a larger and wider upwards V shape if both do so. The hitbox gets weirder as the distance increases so this isn't exactly the best dair in the world for accuracy. Still it isn't easy to predict and can confuse and annoy enemies. Low lag on both ends.

[B][U][COLOR=red][SIZE=4]Miscellanious Attacks:[/SIZE][/COLOR][/U][/B]
[B][COLOR=yellow]Ledge Attack <100%- Single Slash[/COLOR][/B]
A simple slash out of a jump. Exactly the same as the first slash of Marth's Nair, except without sweetspots.

[B][COLOR=yellow]Ledge Attack >100%- Triple Slash[/COLOR][/B]
A triple slash out of a jump. This deals as much damage as Marth's Nair does total divided evenly among the 3 slashes. The last slash deals good knockback.

[B][COLOR=yellow]Get Up Attack <100%- Spin Slash[/COLOR][/B]
With the Z-Saber in his right hand, and the recoil rod in his left, Zero jumps up and spins, hitting on both sides and dealing 6% damage and average knockback. Great reach and priority.

[B][COLOR=yellow]Get Up Attack >100%- Dual Slam[/COLOR][/B]
With the Z-Saber in his right hand, and the recoil rod in his left, Zero jumps up. He slams his weapons on each side of himself, while facing the screen. He then slams both weapons upwards. Each hit deals 8% damage and great knockback. Long duration and punishable for a get up attack. Great reach and priority.

[B][SIZE=4][COLOR=red][U]Grabs/Throws:[/U][/COLOR][/SIZE][/B]
[B][COLOR=yellow]Grab- Z-Seizer[/COLOR][/B]
Zero grabs his opponent with his left hand. This has average grab stats.

[B][COLOR=yellow]Grab Attack- Hilt Bash[/COLOR][/B]
Zero bashes his opponent in the head with the hilt of his Z-Saber... ouch. This deals 3% and is slower than most grab attacks.

[B][COLOR=yellow]F Throw- 360 Slash[/COLOR][/B]
Releases the foe and quickly performs a strong 360 degree spin slash, with most of the strength focused at the foe. This hits the foe for 7% and great horizontal knockback. Anyone in front of Zero also takes 7% damage and great horizontal knockback. Anyone behind Zero takes 5% damage and decent horizontal knockback.

[B][COLOR=yellow]B Throw- *** Kicker[/COLOR][/B]
Zero throws the opponent behind him and quickly kicks them right in the ***. This deals 9% and average horizontal knockback.

[B][COLOR=yellow]Up Throw- Double Tenretsujin[/COLOR][/B]
Zero releases the opponent and quickly performs a Tenretsujin (his Uair) that deals no knockback and 5% damage, followed by a second Teretsujin that deals good knockback and 5% damage. Long duration for a throw, so punishable in team matches. This is interesting because it puts Zero a considerable distance in the air without using his jumps.

[B][COLOR=yellow]Down Throw- Curbstomp[/COLOR][/B]
An awesome character deserves an awesome move. This is pretty self-explanatory right?
Deals 12% and no knockback.

None of these grabs/throws can chain.

[B][COLOR=red][U][SIZE=4]Final Smash:[/SIZE][/U][/COLOR][/B]
[COLOR=yellow][B]Hacker Cyber Elf-[/B][/COLOR]
Zero uses a random hacker elf:
[B]Metoras-[/B]
All of your foes become Mettaurs, weak enemies from the Megaman universe, for 10 seconds. They become as light as Kirby and fight with weak and predictable pickaxe moves.
[B]Kynite-[/B]
All small enemies (Kirby, Jigglypuff, Ivysaur, Squirtle, Pikachu, etc.) take 30% damage and very high knockback. Kills at 80%.
[B]Stopalla-[/B]
All enemies are stunned for 7 seconds. Unaffected by enemy controller output.
[B]Hanmarga-[/B]
All opposing damage percentages are doubled. For example, if you were in a free for all against a Metaknight with 30% damage, a D3 with 50% damage, and a Snake with 70% damage, the Metaknight would have 60% damage, the D3 would have 100%, and the Snake would have 140% damage.
[B]Byse-[/B]
Items drop twice as often for 20 seconds. Byse isn't selected when items are off.

[B][COLOR=Red][U][SIZE=4]Taunts:[/SIZE][/U][/COLOR][/B]
[B]Up- Assassination Pose[/B]
Zero switches his sword to under-handed and slashes in a wide arc, hitting on both sides of himself. This deals 10% and high knockback, but it is slow.
[B]Side- The Knuckle[/B]
The pose pictured.
[B]Down- "The wind in my hair."[/B]
Same as Ike's, but his hair acts like the cape.

[B][U][COLOR=red][SIZE=4]Lose Pose:[/SIZE][/COLOR][/U][/B]
Zero plants the Z-Saber in the ground and claps, the Zero Knuckle glowing brightly.

[B][COLOR=red][U][SIZE=4]Victory Poses:[/SIZE][/U][/COLOR][/B]
[B]Up- Z-Whip[/B]
[URL]http://membres.lycos.fr/rykakun/megaman_zero002.jpg[/URL]
[B]Side- Turning His Back[/B]
[URL]http://www.rpgfan.com/pics/megamanx-cm/art-004.jpg[/URL]
[B]Down- Sword-Drawn Stance[/B]
[URL="http://www.snesclassics.com/wallpaper/1280/Megaman20Zero20Wallpaper.jpg"]http://www.snesclassics.com/wallpape...0Wallpaper.jpg[/URL]

[B][COLOR=red][U][SIZE=4]Pros:[/SIZE][/U][/COLOR][/B]
Heavyweight
Possesses some killing moves.
No problem racking damage.
Possesses some comboes.
Variety of special abilities with the Neutral, Side, and Down Specials.
Cyber Elves are very useful.
Can be hard for the foe to predict.
L-Dashing is very useful for mind-games and approaching.
Great reach.
Potentially effective Final Smash.
Over 9000 times more awesome than Proto Man.

[B][COLOR=red][U][SIZE=4]Cons:[/SIZE][/U][/COLOR][/B]
Large target.
Unpredictable for the user as well.... lots of random specials.
Recovery takes some getting used to.
High learning curve.
Effectiveness is partially based on your opponent's character (Neutral B).
Some of the comboes feel.... weird, particularly Nair->Dair.
Random Final Smash.
From Chris Lionheart

Code:
Protoman.exe moveset
[CENTER][FONT=Fixedsys][COLOR=Red][FONT=Courier New][SIZE=7]****Protoman.EXE****[/SIZE][/FONT]
[URL="http://img378.imageshack.us/my.php?image=protoman4cq1.jpg"][IMG]http://img378.imageshack.us/img378/7402/protoman4cq1.th.jpg[/IMG][/URL]
Megaman.EXE’s number one rival has slashed his way into the fray!

[SIZE=5][B][U]Background[/U][/B][/SIZE][/COLOR][/FONT][/CENTER]
[FONT=Fixedsys][COLOR=Red]
[COLOR=DarkBlue]This Protoman hailing from the Battle Network Series, has always been both a friend and rival, but even as a rival, he will help. He is known to be one of the hardest Navi’s to face in the game. Despite the original Proto Man using a blaster, this one uses a wide array of sword attacks!

Protoman.EXE’s operater, Chaud Blaze, once trained 10 hours a day for years. Because of this, both he and Protoman have fast reflexes, and can always think ahead.

Though both himself and his operator can act severely strict and cold hearted, they both become more social when meeting Megaman.EXE and his operator Lan, over time.[/COLOR]

[CENTER][B][U][SIZE=5]Stats[/SIZE][/U][/B][/CENTER]

[COLOR=white]Damage Dealing = 8 (Combo ability is decent, and most of his attacks deal good damage)
KO Power = 7 (Most of his KO attacks are either short in range or easily seen coming, but overall, powerful)
Weight = 5 (He’s digital!)
Speed = 7 (Fast attacker, but not THE fastest attacker, but enough to get the opponent DELETED)
Walking/Running = 7 (Good in both, very fast either way)
Range = 8 (Disjointed hitboxes on most attacks make the Navi)
Recovery = 4 (Offstage is not Protoman’s calling. Difficult aerials and an easily gimpable recovery destroy Protoman’s ability to get back onstage)
Jump = 8 (good first jump, good second jump, and has wall jump)
Traction = 10 (10 hours of training a day = quick reflexes)

[CENTER]Extra Assets:
Wall Jump: Yes
Wall Cling: No
Crawl: No
Swim: Yes
Glide: No[/CENTER]
[/COLOR][CENTER]

[B][U][SIZE=5]Main Pros and Cons[/SIZE][/U][/B][/CENTER]

[COLOR=DarkBlue]Pros:
•Overall fast attacks on the ground.
•High Priority on main damage-rackers.
•Great ground game.
•Has a counter.
•Good range due to sword.

Cons:
•Predictable Finishers and slightly limited in options
•No projectile
•Fairly tall
•Light for his size(A little heavier than Marth)
•Aerials can be powerful, but most are hard to use.
[/COLOR]

[CENTER][B][U][SIZE=5]Special Moveset[/SIZE][/U][/B]
[/CENTER]
[COLOR=White]
Standard Special:
Varial Sword (5%-15%): 
An attack that can be charged by pressing B repeatedly once, twice, or thrice.

If pressed once: 
Short Sword: (5%) 
Protoman will unleash a quick, but low knockback attack mainly used for slight spacing and a combo starter to another attack. This attack has low range compared to his other attacks.
Good spacing means easy KO. Despite this attack being weak, it has high sheild breaking properties. Abuse this effect.

If pressed twice:
Long Sword: (15%) 
Protoman will take a step forward and slash with a sword twice his character length. Slow start-up, but great knockback.
Great if you need to cancel out dashes and grounded approaches. The versatility in this attack is incredible if used correctly.

If pressed three times in succession or more:
Wide Sword: (11%) 
Protoman will slash with a wide attack, hitting even characters slightly above and below him. Overall average knockback. Verticle range is slightly farther than ShortSword. Horizontal range is slightly higher and Marth’s Ftilt. It puts up a shield between you and the opponent, making this worthwhile. Also destroys short hopped approaches.

Forward Special:
Samurai Sword: (14%) 
Protoman dashes forward (about 1/3 of Final Destination, he will stop at edges if used on the ground, although if used in the air, Protoman will continue on until reaching the climax of the dash, or if he hits someone, and fall into Helpless Mode) and slashes behind, in front, and above him. Protoman will slash below him if used in the air. Range is about the size of ShortSword. Medium Knockback. Can be cancelled in the air (You have about 5 frames to do so).
A great approach option, as it attacks even those in the air and behind him.
This attack is easily seen coming under quiet circumstances, as Protoman will say "Hmph!" before the initial dash.

Upwards Special:
Step Sword: (9%)
Protoman will charge up for a second (during this one second, you can push the control stick in a direction to decide where Protoman will move to) and then run towards the direction inputed. He will dash as far as Samurai Sword. At the end of the dash, Protoman will slash forward, dealing 9 damage and high knockback. Does not have the 16 directions that Fox, Wolf, and Falco can choose from. Medium range.
An attack only used for recovering, and is only decent at best. The swipe at the end of the dash should swat away any edgeguarders, but most will be able to read you if you try to attack them with it.

Downwards Special:
Guard: (10%)
Unlike most counter attacks, this one must be charged. The guard will only work when fully charged (3 seconds).
When finished charging, Protoman will start to flash red. When Special Down is pressed again, Protoman will set up a shield. When attacked, Protoman will quickly step behind the attacker, and slash forward, it will stun the opponent in its place. Protoman will then step back to the place when it was before. The opponent will be invincible and stunned until Protoman gets to the original area from which he came.
It stops you and your opponent in place, so it feels like a new sleight,but overuse may lead to predictability[/COLOR]

[CENTER][B][U][CENTER][SIZE=5]Grounded Attacks[/SIZE][/CENTER]
[/U][/B][/CENTER]

[COLOR=darkblue]Neutral Jab:
Switch Blade (3%, 4%, 4%)
Protoman will first slash upwards, then downwards, and then he will step forward and slash in a similar fashion to Ike's Ftilt. Good range on all slashes.
Easily jab-cancelled after the second slash, this attack is good if you are running out of options. Initial hit starts on frame 2.

Forward Tilt:
Stab Rush: (7% + 3%)
If pressed once, Protoman will lunge forward then retract back, stunning the opponent in their place for a few frames. If pressed again short after the initial lunge, Protoman will step forward and push the opponent away. Slight knockback on second hit only. Nearly no start up or ending lag. Good range on both hits, with the first being slightly better, but it won't matter as Protoman takes one step forward on the second push.
Easily Protoman's best tilt, this tilt does quick damage and the second hit gives you breathing room for another follow up.

Downwards Tilt:
Foot Swipe: (5%)
One of the few attacks that are not sword-related, Protoman will simply drop-kick the opponent. Somewhat laggy ending, and may trip foes. Medium range, half of what Fire Sword is.
Despite the laggy ending, you should be able to follow up with a forward tilt. Master this attack, if you can use this in the right situation, you can easily rack up good damage on your opponent(s).

Upwards Tilt:
Crescent Clash: (3%)
Facing up, Protoman slashes upwards in a crescent motion. Very Low Knockback, High Range. Can combo into another Upwards Tilt.

Forward Smash:
Fire Sword: (15%)
Looking angered, Protoman takes one step and fiercly slashes forward. If fully charged, anyone hit by the attack will have a burn effect, dealing 2 damage per second over a time of 3 seconds. High knockback, Laggy start up. Has the best horizontal range out of all of Protoman's ground attacks, slightly more than two character lengths.
Incredible range on this attack. Landing this attack usually means your opponent off the edge. All opponents should be wary of this, as you won't use it much, only in the best situations.

Downwards Smash:
Wind Sword: (9%)
Protoman will spin around with his sword angled downwards. Has a great wind push effect if you are a character space away from the sword, and didn't get hit by it. High knockback, laggy start up. Medium range, compared to his other large ranged attacks.
Punish badly placed rolls with this attack. The wind push is handy if a foe is walking forward to you.

Upwards Smash:
Lance: (15%)
Protoman will stab his sword downwards, unleashing a huge branch that comes up from behind him, inflicting damage and knockback to anyone it touches. High knockback, like the rest of his smashes, also a somewhat laggy start up. Incredible range, think of Cold Stab but upwards and a little shorter.
Protoman's main way to get rid of aerial fighters. With great range and good knockback, this can set up for an Upwards Aerial.

Dash Attack:
Sword Rage: (13% per hit)
While dashing, Protoman steps ahead, then will slash three times in front of him. All three do good knockback. Very slow ending lag, medium start up lag.
Great way to punish, can kill at high percents.[/COLOR]

[CENTER][U][B][SIZE=5]Grabs[/SIZE][/B][/U][/CENTER]

[COLOR=white]

Grab:
Protoman's grab range is sub par, but his pivot grab is great.

Pummel: (2%)
Protoman will knee the held foe.
Just an average pummel. Not too fast, not too slow.

Forward Throw:
Chain Reaction: (3%, 4%, 7%)
Protoman slowly tosses the opponent forward, then kicking him, and THEN finishing it off with a wide slash. Mid knockback.
A high damaging throw. Good for early damage racking.

Backwards Throw:
Slam!: (5%)
The foe is tossed on the ground, then bouncing off.  Little knockback.
Not much is put into this attack, although it's possible to combo this attack into a Long Sword or Forward Smash at low percents, if the opponent isn't wary.

Downwards Throw:
Blade Bounce: (5%, 7%)
Protoman slowly sets the opponent on the ground, then he slashes downwards, making the foe bounce upwards. High knockback.
A great KO move. Start's KO'ing mid weights at around 110% on Final Destination.

Upwards Throw:
Toss Up: (3%)
Protoman quickly tosses the held foe up. Low knockback. A combo starter. High hitstun.
The hitstun on this is so great, Protoman can regrab and launch this attack again. Only work's until around 20%, and then the foe oddly gets their low hitstun back.
[/COLOR]

[CENTER][U][B][SIZE=5]Aerial Attacks[/SIZE][/B][/U][/CENTER]

[COLOR=darkblue]Neutral Aerial:
Electric Charge Blast: (10% or 7%)
Protoman will glow red, and shortly after, he will spin around, sword facing out, and an explosion will arise around him. Very high knockback, high start up and medium ending lag. A very devastating attack, although very easy to punish. If Protoman hits the ground while using this attack, an explosion will still arise, but only 7% and half the knockback. Medium range, but the explosion is all around him.
Easily a good punishment attack if your opponent broke their shield or you blocked a very laggy attack.

Forward Aerial:
Sonic Boom: (11%)
Protoman will slash forward quickly, and a small wave will be sent off (not a true projectile). A very quick attack, no landing lag, and very little start up and ending lag. One of his only well-rounded aerial attacks. Great range.
Short Hop these and you have a good approach. Protoman's poor air game is only there if a foe is approaching from behind. A good Protoman will never let that happen.

Downward Aerial:
Cold Stab: (15% when tipped, 7% if not)
With his sword slightly frozen, facing the screen, Protoman will stab down, dealing slight upward knockback when not tipped, but incredible downwards knockback when tipped. Can freeze at mid percents, if tipped. Horrid ending lag.
Largest range of all of Protoman's attacks, (even though the sweetspot is low and small) so take care of it. Goes about a character height downwards.
This attack is a very situational move. Protoman should take advantage of this if the time is right. Powerful attack and decent damage, if the opponent makes it back. 

Backwards Aerial:
Twister: (4% x 5 hits)
In the air, Protoman will turn around and rotate his arm in a circle. Very easy to DI out of, although at the end is a hit with great knockback. Low start up and ending lag. Not a very good attack if you're opponent is ready and moving at low percents. Low range.

Upwards Aerial:
Triple Sky Slash: (3% per hit)
A flurry of three hits, and on the last hit, Protoman's sword will glow silver, unleashing a wind push effect to anyone who is near but didn't get hurt. High range. Little ending and start up lag, making it the other well rounded aerial of Protoman's. [/COLOR]

[CENTER][U][B][SIZE=5]Misc Moves[/SIZE][/B][/U][/CENTER]

[COLOR=White]Get-Up Attack:
Spin Sword: (5%)
Protoman will spin around, slashing anyone that is around his range. Low knockback. Low range.

Ledge Attack Below 100%:
Quick Slash: (5%)
Protoman will hop onto the stage and do an overhead slash. Low forward knockback. Quick start up.
Nothing too special, but it is deceptive in that it is quick and has a decent range.

Ledge Attack Over 100%:
Slow Start: (7%)
Protoman will struggle on his way up, then doing a slash with his sword. Medium knockback, very slow start up, sends opponents backwards off the stage. Good range. 
If you can pull this attack off, then the odds are in your favor for the moment, as the opponent is now offstage, ready for some Forward Aerials.[/COLOR]

[CENTER][U][B][SIZE=5]Final Smash[/SIZE][/B][/U]

[COLOR=darkblue][B][U]Delta Ray Edge![/U][/B][/COLOR][/CENTER]
[COLOR=darkblue]

20% per wave, and great knockback each.

A destructive attack indeed. Protoman will start to glow, and create a huge slash. Then, Protoman will fly to the center of the screen, sending off 7 huge attack waves in random directions. Protoman is completely invincible during the time, and the first slash is just for show, it does not actually hurt anyone.
Protoman jumps in the CENTER of the stage and shoots all around him, so it may be easy to dodge if you can predict where he shoots, which is randomly.[/COLOR]

[CENTER][U][B][SIZE=5]Playstyle[/SIZE][/B][/U][/CENTER]

[I][CENTER][B]Protoman.EXE is a character that can be very adaptive in battle. Players will need to take advantage of this.[/B][/CENTER]
[/I]

[COLOR=White]In the beginning of the match, Protoman is easily at his best. Approach with Samurai Sword or short hopped Forward Aerials, both attacks have great range. If you play defensive at this time, Protoman won't be at full potential. Protoman's attacks easily degrade, so switching to grab and pummel mid life can help you greatly.

Protoman is very good at defensive manuevers, mainly because of his great range and dodges. At high percents, most would focus on landing as many hits as they can, but also living to high percents. Being offensive at this time will either get you KO'd or get your opponent worn down for another gimp.

Many of Protoman's attacks are situational, so you will need to recognize when to use the right attacks at the right time. Also work on keeping pressure off yourself, but on your opponent. Pressure will give you less thinking space.

To get KO's, Downward Throw and all of Protoman's smashes will work. Despite the latter being mostly laggy, you can decieve your opponents by using the smashes' great range or simply shield grabbing one of THEIR KO moves (which isn't that simple all the time).
[/COLOR][/COLOR][/FONT]

From Sonic Boom
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Ok, why is this necessary?

Its basically just a "who would win" contest, and we already have 5 judges to decide this...

If we were trying to make people feel bad through "winner and loser" then we would have done this a while ago.

Why are you not posting in the MYM thread yourself?


And lastly, Roll would win.


That is all.
 

Mr.Bazerkus

Smash Journeyman
Joined
Oct 16, 2008
Messages
383
Location
Interwebs
I not trying to make people feel bad all I trying to do is have a fun competition
this isn't about how has the better moveset its about who's moveset would win in a competition
and yes this is a "Who Would Win" thread.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Yeah, your zeal is definitely appreciated, but this kind of thing could easily be integrated into the MYM 4 thread itself. Many of us who frequent it would probably be glad to theoretically vote on which character would be better, and why. I know I would.

I believe this is what my esteemed colleagues are trying to say... :bee:
 

Mr.Bazerkus

Smash Journeyman
Joined
Oct 16, 2008
Messages
383
Location
Interwebs
Well maybe I should state the difference between this and make your move 4

MYM4: Voting on which Moveset is the best and most creative.
This: Voting on if these movesets where implemented into the game which one would win

I think there is a big difference
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Ah, I see. However, we're more-or-less expected to keep ourselves to a single thread here on SWF.

Yeah, your zeal is definitely appreciated, but this kind of thing could easily be integrated into the MYM 4 thread itself. Many of us who frequent it would probably be glad to theoretically vote on which character would be better, and why. I know I would.

I believe this is what my esteemed colleagues are trying to say... :bee:
Yes, this is essentially what I meant to say. I apologize if I came off as meaning something different.

The idea here is certainly plausible, and possibly something we'd like to incorporate, but we should restrict the contest to a single thread and our supply of external sources, such as the Stadium (a link to which can be found in my signature).

On a final note, if you're a fan of Make Your Move, which I presume you are, judging from the creation of this thread, then please, join us in our own thread. We'd love to see what movesets you're capable of, considering you selected two absolute gems for your side-contest here.
 

Mr.Bazerkus

Smash Journeyman
Joined
Oct 16, 2008
Messages
383
Location
Interwebs
Well I think this contest is different enough to get its own thread
Plus I think to keep things simple this should be used for the contest
and the Make your Move for the movesets
That way it easier for me to find out the weekly winners.

Maybe I not getting the idea of Make your Move
I always took it as a contest to see who had the most creative move set
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Currently using this as a salvaging post for a moveset I like, whose creator deleted the rest of his movesets. :(







"It's over!!"
ASHE / GREY
joins the fight!





Megaman ZX Advent Tunes - Through the Lightning
Megaman ZX Advent Tunes - Destiny
Megaman ZX Advent Tunes - Target Chaser
Megaman ZX Advent Tunes - Flashover
Megaman ZX Advent Tunes - Bullet Drive
Megaman ZX Advent Tunes - In the Wind
Megaman ZX Advent Tunes - Overloaded
Megaman ZX Advent Tunes - Drifting Floe
Megaman ZX Advent Tunes - Twisted Vine
Megaman ZX Advent Tunes - Rush Trash Squash
Megaman ZX Advent Tunes - Brimstone
Megaman ZX Advent Tunes - Oriental Sentinals
Megaman ZX Advent Tunes - Whisper of the Relics
Megaman ZX Advent Tunes - Organic Line
Megaman ZX Advent Tunes - Evil Heritage
Megaman ZX Advent Tunes - Path to the Truth
Megaman ZX Advent Tunes - United Forces
Megaman ZX Advent Tunes - Rockman a (Antique) Remix



Ashe and Grey are the main heroes of the newest iteration of the Megaman ZX subseries: Megaman ZX Advent. Unlike in the predecessor, Ashe and Grey have different properties and slightly different abilities, with Ashe having stronger but slower bullets and Grey's being the other way around. Their introduction to the story is different, as well. However, in Smash, both are the same character, only cosmetically different with name, voice and look (Ashe has a big grey pony, Grey has two cables on his back).

In this moveset, Ashe is taken as the main character, though everything just applies for Grey, too. The moveset is different from what you've seen so far. Ashe is a normal Reploid, a kind of human-like robots that populates the world together with humans. She is able to fuse with Biometals, in her case the Biometal of the Model A, becoming a Megaman. She also is able to copy data from other Megamen, and the bosses of the game, the so called "Pseudoroids", creatures that have been corrupted by the evil Biometal Model W. The general moveset uses properties from the original Reploid form, Model A and Model ZX. All other forms Ashe can take on in Megaman ZX Advent are implemented differently into the moveset. Onto that, though, later.





Screen Name: Ashe [or Grey]
Size: 6/10 - Ashe is a bit taller than Mario, though built slimmer.
Weight: 5/10 - Ashe doesn't weigh extremely much, but she ain't a feather either.
(Running) Speed: 6/10 - Ashe doesn't actually run, she dashes along the ground using air boots.
First Jump: 7/10 - Ashe's first jump is amazing, she hops up very far.
Second Jump: 4/10 - Her second jump is not as good, though, causing her to somersault in mid-air.
Fall Speed: 6/10 - Due to being a Reploid and therefore made of metal, Ashe falls quickly, but not like a stone.
Shield: 5/10 - Fair standard.
Crouch: 6/10 - Her crouch is actually quite good, she kneels down and is able to dodge most projectiles with it.
Crawl: Yes.
Wall Jump: Yes. - Unlike usual wall jumps, Ashe only hops up a little just to cling back onto the wall, allowing her to climb up walls just by jumping up on them.
Hover: No.
Wall Cling: Yes. - However, unlike the usual wallclings, Ashe will slide slowly down.
Gliding: No.






In Megaman ZX Advent, Ashe and her Biometal Model A are able to copy enemy data, allowing her to become the defeated enemy. This applies pretty much to all of the bosses she faces: the other Megamen using other Biometals, as well as the Pseudoroids who have been corrupted by the Biometal Model W. When she transforms, she gains the abilities of these other beings. Of course, those of the Megamen are similar to hers, only the attacks and a few attributes changing. However, when transforming into one of the Pseudoroids, Ashe gains a completely new set of abilities.

Ashe has access to all of the Megamen Models (A, F, P, L, H) from the very beginning of a fight, and can change with her Down Special (which will be further explained in its description). She can, however, also gain up to three boss movesets, depending on how many and which different opponents she faces. In Megaman ZX Advent, Ashe will copy the data of the boss when defeating him. In Smash, however, she gains only data for one the 8 bosses after KOing an enemy, making it a rather situational ability, similar to Kirby's Copy ability. Depending on whom Ashe KOs, she gains the data of one of the 8 Pseudoroids. Whom she has to KO in order to gain a special boss data you can gather in the description of the Pseudoroid abilities.
The Megamen all have the same moveset, just with some changed moves (which will be explained in the respective moves) and some slightly altered stats or abilities. The Pseudoroids, though, have all their own small movesets, which I will explain when there.







Down Special:

A-Trans
This move is very important to Ashe's gameplay. She will yell out "A-Trans!", and a small circle menu will pop up, showing the icons of all unused Megaman Models and Pseudoroids forms. This means Model H, L, P and F if in Model A form. A, L, P, and F is in Model H form, and so on. Ashe has to scroll quickly through the menu to get the wanted icon and as soon as she releases the Special button, will transform into the desired form in a small flash, with almost no ending lag, unlike the usual transformations in Brawl. If she has KOed an enemy, a new icon will show up, giving her the ability to transform into one of the Pseudoroids. She can have up to 7 icons in her menu if she is fighting in a Free for All and KOs every enemy with different outcomes for the boss ability at least once. Unlike in the game, the menu won't stop the time and the enemy still can hurt Ashe while she chooses her icon. If she gets hit, the menu screen disappears. If used in mid-air, she will slowly fall down, but still fall, so hurry up if offstage! Depending on what icon she chooses, Ashe's stats and moves will slightly or completely change. However, no matter what form she takes on, the Down Special and the Up Special will always be the same. Also, note that if Ashe is KOed, she will be respawning as the form she had last. All of the forms have their own voice actor, by the way.
Here all of the icons:


Model F


So you've chosen to use Model F and its owner Atlas, the Fire Megaman... or should I say Fire Megawoman, as Atlas is female? Anyway. If in Model F form, Ashe becomes slightly heavier (6/10), and a little bit more knockback is added to her moves. All moves not using the Saber will additionally recieve fire element. Ashe also will take 30% more damage from electric- or wind-based attacks in this mode. Model F's move descriptions are colored Orange.

Model P


Siarnaq is the one who owns Model P, resulting in the Shadow Megaman. As you can see from the picture, Model P is a ninja. If Ashe transforms into this form, her dash speed and roll are faster, the roll making her invisible (she reappears on the spot she rolled to). Her airdodge and spotdodge will become a little better, as well. Besides this, her wallcling will become an actual wallcling, and additionally, she can cling to ceilings. How that works? Well, just like the normal wallcling, she just will hang from the ceiling with a claw when the player presses Up. She can use Model P's Neutral Special from this, as well, it will be handled like a midair move. However, she can't hang from a platform just forever - after 2 seconds, she just drops down. All of Model P's extra move descriptions are in Purple.

Model L


Tethis is the wielder of Model L, and able to become the Ice Megaman. Model L is a bit different from the former two Models, as it will change the saber of the moves into a lance, making the hitbox having more range, but being generally slower. Additionally to this, all saber moves have ice element (a 10% chance of freezing the enemy, too). Model L takes 30% more damage from fire-based attacks. What is different to the other models is that Model L can swim, and therefore won't drown if Ashe is knocked into water. All of Model L's attack descriptions are Blue.

Model H


Aeolus uses Model H, and becomes the Wind Megaman when merging with it. Now, Model H is the most complicated of the 5 Megamen. He again has the same moveset, but will change the saber, as well! This will make the moves have less range, but faster, and adding in electric element (with a 10% chance of stunning the enemy). Model H is a bit lighter than other models (4/10). The aerial mobility of Model H is astounding, though. By pressing the Jump Button and Down simultanously in mid-air, Ashe will start hovering down slowly, just like Peach with her parasol. However, she can cancel the hover and continue jumping or attacking out of it. The hover can be activated always and has no decay. Additionally to this, Model H has not only two jumps, but also an airdash! Ashe can only use this once, but can go in any direction (except down, as it will activate the Hover) by pressing the Jump Button and the direction you want to go to. This allows awesome abilities to recover. The dash goes about 2/3 of Smashville's smaller platform, in whatever direction you want it to go. As another downside, Ashe takes 30% more damage from ice-based attacks. Additional move descriptions for Model H are Green.

Neutral Special:

Charge Buster
When using the Neutral Special in Model A form, Ashe shoots out one single little bullet in yellow that flies straight forward. If she presses the Special Button again, she shoots a second round, with a maximum of three bullets being allowed on the screen. Each bullet deals 3% damage and flinching knockback if it connects. They are small (a bit bigger than Snake's grenades) and fly about the speed of Falco's lasers. However, if the Special Button is held, Ashe starts up charging her buster. She can move around freely while doing so, and will shoot as soon as the button is released. This will result in one bigger shot flying faster, but still straight forward. There's two levels of charging, one being reached after 1 second, the second after 5 seconds of holding down the Special button. The small charge will result in a blue colored bigger shot (around the size of Wolf's blaster) dealing 7% with low knockback. The fully charged shot has the size of Samus' halfly charged shot and will deal 15% damage with below average knockback. The charge cannot be stored, and all bullets have infinite range. Lag is minimal on both ends for all charges.

Megaton Crush
The Megaton Crush is a very interesting move, that can be angled. If Ashe presses the Special Button, she will make a grunt and gather momentum. This is where you can angle the move! If you press Up or Down, she will throw her knuckle gun upwards or downwards. Otherwise she just punches forward. If she hits forward or upward, she will shoot a fireball additionally to the punch. The punch deals 7% damage and low knockback, the fireball deals 5% damage and flinches. It has the range and speed of one of Wolf's blaster shots. Now, if Ashe angles the move downwards, something else happens. She will punch the ground, releasing 2 small waves of fire travelling along the ground on both sides, dealing 10% damage and low knockback. The firewaves travel a Battlefield platform in each direction, and move rather slow. If they hit a grabable ledge, the flames will continue running downwards, making for a perfect edgeguarding move and working fine against Planking. If the hit an edge that isn't grabable, they will simply distinguish. In either way, the startup lag is average, and the ending lag as well - even bad in the case of the down angled Megaton Crush. Only one fireball or wave can be out.

Kunai
Ashe throws out 4 Kunais, Japanese throwing knifes. They go in a straight line, but are thrown in different heights. The first one and the last one are at the same height, the second one is just below the first one, and the third one is just below the second one, leaving a height hole in between third and last Kunai. Each blade deals 2% damage and flinching knockback, a bit similar to Sheik's needles. Ashe doesn't need to charge the Kunais, unlike Sheik, though. The startup lag is okay, the ending lag is average, as Ashe holds out her arm for a bit before returning to normal stance. If Ashe uses this move in mid-air, she throws them in a different angle. Instead of 4 blades arranged in different heights but going straight, she will throw them out in a spread way, one going horizontally forward, one going vertically down, and the other two in angles in between. The blades will go in infinite distance or until they hit an obstacle, and fly in the speed of Fox' blaster. Only one set of Kunai can be out.

Ice Wall
Raising her hand in front of her, Ashe summons a small spikey block of ice. It's solid, and acts like your usual wall. It has the same size as Ashe. If someone touches it, they will recieve 1% damage and little knockback (thus not allowing wall infinites). Untouched, the wall will stay for 3 seconds and then shatter into small pieces. If Ashe uses one of her attacks on the wall, it will shatter, as well, but this time into 4 icicles. They are the size of Samus' uncharged plasma shot and spread diagonally in a <-pattern. If someone is touched by them, they will recieve 6% damage and low knockback. They go through drop-through platforms, but not solid ones.

Sonic Boom
Ashe swings her saber in front of her quickly, causing a small pink shockwave to appear. It travels along the ground or, if used in mid-air, in a straight forward line. The wave has the range of Wolf's blaster and travels in the speed of Falco's laser. It has the size of a Waddle Dee. If someone is hit by it, they will take 6% damage and be stunned just like with Falco's laser. This move is very useful to put pressure on your enemy or get them off your tail. If the enemy touches the sword while Ashe slashes forward, they recieve additional 2% damage.


Side Special:

Homing Shot
When starting up this move, a purple scannerfield (it has the size of Donkey Kong but is in a < shape) will appear in front of her. The field stays for 3 seconds, and will render Ashe helpless as long as she has it opened. When it disappears, she is able to move again. She can be knocked out of this state, as well. Or, if the player presses the Shield button, Ashe will automatically cancel the forcefield automatically. Now, what happens is if some obstacle or enemy enters the scanner range, they will be locked on. If they are locked on, pressing the Special button again will shoot out purple strings of energy that home into them. These shots will deal 10% damage and below average knockback - the direction depending on how the bullet flew. The shots can only travel inside of the scanner field. Startup and ending lag are average for the scannerfield, almost nonexistant for the shots. There are as many shots as required to hit all targets marked in the field.

Knuckle Buster
Ashe raises the knuckle gun and shoot a single bullet. It has the size of a Pokeball and travels with the speed of Falco's laser. It deals 6% damage and flinching knockback if it hits. Now, what makes this baby so special is that you can give it direction input after shooting it. Still having the gun raised, you can press up, down, or the opposite direction for the shot to move into these directions. It also goes through drop-through platforms. This allows Ashe to pressure her enemies and mindgame them, as well. Only 2 Knuckle Busters can be out at a time, and the move has low startup and below average ending lag.

Cross Star
Ashe throws out a big ninja star. It starts up quick but has, like the Kunai, some ending lag. The star has the width of Toon Link's Boomerang. It will fly forwards at a slow speed (again, the boomerang is a good comparison), and about a third of Battlefield's main platform. It then stays where it is, rotating in place for a second. It then will fly straight backward into the direction where it came from, no matter if Ashe is still there or not, and then move infinitely or until it hits an obstacle. If it hits an obstacle on the way in either direction, it will only deal one hit with 5% damage and low knockback. However, if someone is caught in the static rotating of the blade, they will recieve 4 hits as a maximum, each dealing 3% damage, and the last one average knockback straight upward. It then will still launch its back travelling, so it still can hit someone then!

Freezing Dragon
Concentrating for a moment, Ashe spreads forward her arm and yells "Dragon!". Her palm glows and releases a small snake-like dragon that goes in a slightly wavy line, but still straight. It goes infinitely and rather slow, and is as long as one of Battlefield's smaller platforms. If someone touches the dragon, it will cause 10% damage and freezes the opponent, knocking them straight upward. Due to being able to call two of the dragons, Ashe can nicely use them to control the stage. The startup lag is bad, and the ending lag is average, but it's still a very useful attack to keep in mind when using Model L.

Plasma Cyclone
Ashe crosses the two sabers coming with Model H and focusses for a moment. Then she sweeps her arms in front of her, releasing a tornado of the size of Mario. It goes in a slightly curved pattern up. When used from the left edge of Battlefield, it will reach the right lower platform, touching the top with its "foot". It goes rather slow, about the speed of Luigi's fireball. If the tornado touches an enemy (and only another character) or reaches the end of its range, it will vanish. It deals 6% damage and stuns the enemy like Zero Suit Samus' stungun, as well as dealing electrical damage. The startup lag is kinda bad, the ending lag not as bad, though, allowing to possible follow up with another attack if the tornado hits. This move is great for setting up combos or putting pressure on the enemy, though there can only be one tornado out at a time. If someone is hit by the slash itself, they'll be stunned just enough to eat the tornado, and recieve 4% additional damage, making a total of 10%.


Up Special:

Beginner's Recovery
This move is taken from Megaman ZX Advent's Beginner Mode. Normally, when Ashe falls into a pit, she instantly dies. If the player plays on Beginner Mode, though, she loses some of her health when falling into a pit and is given the chance to float into safety. If she falls into a pit while in this mode, she then loses her life. This is ported into Smash, too! When using the Up B, Ashe becomes transparent, with a Biometal (Model A for itself and the Pseudoroid forms and the respective other models for the other Megamen) glowing inside of the diffuse body. Ashe is able to float 3 seconds around wherever she wants with this before she enters helpless state. The controls of this recovery are awkward and unresponsive, a bit like Pikachu's Volt Tackle. Beginner's Recovery gives Ashe Superarmor, but does no damage or knockback.





Jab Combo:

ZX Saber
This move has 2 attacks. Ashe uses her ZX Saber - a green beam sword - in both of them. Holding the blade in her right hand, she first swings it in front of her - diagonally downward. This deals 5% damage, has okay range and low knockback. It's averagely quick for a jab. The second hit comes out quicker and has better range, but only deals 3% damage and just barely hits the enemy, knocking them away a bit further. In that, she swings the sword upward again, stretching her arm out. A very basic Jab combo, but it's okay to get a few quick %s or get the enemy off a little.

Dash Attack:

Slide Kick

This attack is rather quick. When dashing and pressing the attack button, she will let herself onto her metallic rear and slide further, stretching out her foot. So, basically, she is kicking while sliding. The move has some startup lag (due to her getting down) and a bit of ending lag, but a rather good range. It deals 8% damage and below average knockback. Nothing too fancy, but still useful.

Forward Tilt:

Spark Punch
Ashe thrusts quickly forward with her guns. Yawn... But wait! This isn't all. Haha, you thought that's a generic punch, eh? Well, no. If Ashe connects with her punch, it will cause a small electric spark to stun the enemy. And that's not all. If another enemy (or a destructable object) is around in one Battlefield platform's distance, the spark will fly to them - and from there it goes on and on and on, thus creating a chain lightning. The punch itself deals low knockback and 10% damage, as well as stunning the enemy. Additionally to this, every hit target of the chain lightning will recieve 5% damage and be stunned, as well. Although this move has low range, it comes out very quick, making it able for Ashe to set up combos with this.

Up Tilt

Slice
Getting out the ZX Saber, Ashe will stab it upwards and then quickly slice down to right in front of her (hence the name "Slice"). This will do average knockback and 12% damage. Getting hit by the stab will result in 5% damage and straight upward knockback, though only below average. It comes out with below average startup lag and has medium end lag. Due to its acceptable quickness, its range and the disjointed hitbox, Slice is perfectly used as a defensive move, as it covers the whole are from Ashe's head to her front in one quick slash, screwing up shorthopped approaches quite easily.

Down Tilt:

Double Buster
Ashe kneels up from her crouching position, holding her two guns, one in each hand. She then fires a shot from Model A's uncharged Neutral Special each in each direction, but down-angled. If she uses it at a ledge, the bullet will continue flying infinitely, otherwise it just will hit the ground and vanish. If one of the bullets hit an enemy (on the ground), they will recieve 6% damage and trip, allowing a follow-up attack from Ashe. If they are hit mid-air, they will recieve the same damage, but enter fastfall which they cannot stop for 0.25 seconds. It has medium startup and ending lag, and very limited range when not used at a ledge due to the downward pointing angle.





Forward Smash:

Charge Saber
Ashe will hold her saber overhead, charging the move. As soon as she releases, she slashes it in front of her. But not only the slashing happens. Additionally to this, four bits of energy escape, flying diagonally upward (just like shown in the header). The slash does 5% damage and no knockback. However, the "projectiles" are the actual attack, dealing 20% (30% charged) damage and high knockback, making the Forward Smash Ashe's only really reliable KO move. The bits fly a bit further than the slash goes and only one can hit an enemy. Above average startup lag and very bad ending lag. This, though, has about the same range as Ike's Forward Smash.

Up Smash:

Flying Blade
Ashe activates the ZX Saber and throws it up, causing it to rotate right above her. The sword will spin for a few moments and then return. There is no hitbox besides the blade above Ashe, who can be attacked during this move. The rotating lasts 1.5 seconds and if someone touches it, will be caught in the move, recieving a maximum of 8 hits dealing 2% (3% charged) damage. At the last hit, the saber glows a bit brighter, dealing average knockback upwards. The Smash has low startup lag, but horrible duration and ending lag, as well as rather bad range. It can be used as a good juggling move or dealing some quick damage, though.

Screw Halberd
Since using the former attack doesn't make much sense with a halberd, Model L recieves a separate attack for an Up Smash. Facing the screen from whereever she is, Ashe rotates the Halberd Model L is equipped with in a circular form. This covers her whole body and creates a hitbox of about the size of Bowser. It has below average startup and ending lag, deals 15% (20% charged) damage and average knockback. This move counts as a saber attack. It's very useful to get rid of enemies with this move, due to it being rather quick and having a big hitbox. Not to mention it will allow noone to really touch Ashe, as well. Additionally, the hitbox will simply eat projectiles (knocking away grenades and Waddle Dees).

Down Smash:

Ground Breaker
Ashe first gathers momentum (when charging) and then rams the knuckles of her gun into the floor, causing a small yellow shockwave to appear right around her. This covers the distance of a whole Battlefield platform (with Ashe in the center) and if used near an edge, simply will stop where the platform ends. If the enemy is hit, they will be knocked slightly upwards and be in hitstun until they hit the ground, recieving 10% (18% charged) damage. The move has some startup lag, but almost no ending lag, making it a great tool to start up with possible combos, or just get rid of the enemy.





Neutral Air:

Skull Crush
Ashe swings the ZX Saber in front of her, ending the slash in between her legs. This move is rather quick, deals 8% damage and below average knockback. However, there is one additional sweetspot - right at the tip of the sword in the moment she holds it in between her limbs, a small hitbox appears. If someone is touched by it, they will be spiked into the opposite direction of what Ashe's facing, recieving 15% damage. Since the sweetspot is only a small part of the move for a few frames, it's hard to pull off, but one of Ashe's few KO possibilities. The move has low startup and average ending lag (just for the purpose of the sweetspot being out a tiny bit longer), and has acceptable range.

Forward Air:

Reflection Beam
Holding out her gun and aiming it forward, Ashe fires a purple beam of the size of Falco's laser. It also travels at a similar speed. Other than that, nothing happens. If someone gets hit by the attack, they recieve 6% damage and flinch. Only one beam can be out a time. Now what makes this attack so special is, as the name suggests - if it hits an obstacle of any form (enemy, wall, platform, etc.), it will bounce off of it and continue its flight in a different angle. The beam bounces off of 4 obstacles and flies infinitely otherwise. If it hits its 5th obstacle, it will do its damage if appliable and vanish. This move is perfect for putting pressure on the enemy!

Back Air:

Biometal Raid
This move actually involves the Biometal! However, it's not the Biometal Model you're currently using, but always will be Model A. When performing this attack, the Biometal bursts out, becoming a small hitbox, that flies backward and diagonally down. The Biometal flies quick and when it reached its peak (think of Luigi's Back aerial that has about the same range) return to Ashe and vanish. Ashe herself will turn around halfly, stretching her arm out after Model A. The Biometal knocks enemies away with low knockback and 10% damage, but has insanely high priority, making it a perfect move to disrupt the opponent's aerial game should they approach Ashe's back.

Up Air:

Rolling Slash
Ashe gets out the ZX Saber and does a somersault, causing the green blade to cover her in a circular pattern. In fact, she kinda looks like a wheel in this move. She does one spin, so the move ends rather quick, as well. If someone gets hit, they will recieve average knockback into the direction the saber is going at this moment, and 15% damage. It covers Ashe's whole body, as well. It has above average startup lag, though, and average ending lag.

Down Air:

Fission
Holding the Saber right below her, Ashe enters a higher sped fastfall. This may look like Link's, but don't think it's the same! Despite similar looks, this move has a totally different outcome. Now here is what it does. Ashe drops down. If she hits an enemy, she will not spike them, but the enemy will be stuck to the saber with Ashe until she hits the ground or the move releases. If this move is performed from the top platform of Battlefield, it will hit the ground. Just a bit higher and it will end before the ground part is made. This move then has different outcomes, as well. If the enemy is stuck on the saber, they will recieve 3% damage no matter what. If she releases the move in the air, Ashe will sweep the saber away, dealing 7% additionally and below average "knock"back, just into the direction she is facing. However, if she hits the ground, the enemy will recieve 10% damage and lay on the ground like he was knocked down, with Ashe pulling out the sword. The move has below average startup lag, and the ending lag depends on the situation - in the air it's low, on the ground it's rather bad. Now, but that's not all that is to this move. If Ashe uses the Down Aerial and hits noone, but only the ground, two small rocks will fly up in a small ballistic curve. It's very little range these rocks have, and they only deal 3% damage and flinch, but it's a good protection against enemies who approach if they think they could hit Ashe in her cooldown from the move.




Ashe's Grab is averagely quick, but rather closeranged. Her dashgrab has similar properties, though here the ending lag is a bit worse. Nothing too fancy, overall. She holds the enemy up on their collar (or uhm... their head in Kirby and co.'s case...).

Pummel
Ashe rams the knuckle of her gun into the victim's face, dealing good 3% damage with each. The pummel has average speed, so you might get a couple of hits before the enemy is able to break out.

Forward Throw
Ashe puts the enemy onto their feet and then dashes forward, ramming her shoulder into them. This causes her to move a bit, too. The enemy is knocked out of grabbing range (and immediate dashgrabbing range) and will recieve 10% damage. A very quick throw, and good if you want to get some distance to your opponent.

Back Throw
Turning around with her throwee, Ashe sets them onto their feet. She then leaps towards them and walljumps - using the victim as a wall! This will knock the enemy away slightly, dealing good 11% damage. Ashe herself will enter the air with this, the move ending in mid-air similar to Captain Falcon's Up Special. Ashe is able to perform a move as soon as her leaping animation from the throw ends - which doesn't take too long.

Up Throw
Ashe throws the enemy up a bit and then does the Megamerge/A-Trans stance, with a small flash coming out. This flash creates a (non-visible) shockwave that shoots the throwee up with good range and 8% damage. A quick throw with good KO capabilities - one of Ashe's rarely spread possibilites to land one -, but weak in terms of damage.

Down Throw
Ashe grabs ahold of the throwee's shoulders and leaps into the air. She does a few somersaults and then suddenly stops, facing into the opposite direction but upside down, catapulting the victim into the ground. She then does the last part of the spin and lands on her feet. The enemy will not fly far away (outside of chaingrab range) but recieve good 12% damage. Though, this throw has some ending lag as Ashe shakes her head.




Giga Crush
If Ashe has the Smash Ball, you should quickly take cover... as a literal bullet hell is to break out. When it's activated, Ashe transforms automatically into Model A should she have a different form and vanishes offscreen. She appears in the background of the screen as a transparent blue cube (purple if you play Grey) starts to rotate around her, becoming bigger and bigger, covering whole Battlefield. Then, the cube disappaears and Ashe lets out a battlecry, starting to shoot out of her guns like insane. This will cause purple bullets of the size of Pokeballs to start spreading around her in the shape of a spiral with 6 arms and infinite range. They rotate with Ashe being in the center. Everyone who gets hit by one of the arms will recieve 30% damage and high knockback. The spiral moves rather slow, but still is hard to escape. It lasts 5 seconds and then vanishes, Ashe returning back to the place where she left off, panting and returning back to battle stance. This will keep her in Model A, so if you want to transform, do it now when the opponent recovers from the attack!






In Megaman ZX Advent, 8 of the several bosses the game has are so called "Pseudoroids". Those are creatures who have been influenced by the evil Biometal Model W, corrupted, and infected with being a Maverick. Due to having some Biometal in them, Ashe is able to copy their data upon defeating them, allowing her to transform into the Pseudoroids and perform their special attacks and traits. In Smash, Ashe can do a very similar thing! All enemies carry "data" of one of the 8 Pseudoroids in them, and, if KOed, Ashe copies this data. Additionally to the 5 Megaman models, she will be able to use the Pseudoroid form the KOed enemy gave her. It can be chosen among the icons in the Down Special. As already mentioned, the Down and Up Special of Ashe will remain the same in the Pseudoroid forms. Otherwise, these 8 characters have an own small moveset! If Ashe KOs herself in a mirror match, she won't gain any Pseudoroid data, though. Let's look whom we have...

Buckfire the Gaxelleroid


Buckfire is a fire-based Pseudoroid, and the boss of the Transport Train. He is about the size of Captain Falcon (tho bulkier) and dashes at the same speed, and has no walk, but high traction. His weight is above average, he jumps very high, but only has one jump, and no mid-air jump.
Buckfire's Data is carried by: Captain Falcon, Falco, Mario, Luigi, Ness


Special Attack: Burning Arrow
When pressing the Special button, Buckfire launches 3 arrows engulfed in fire - one flies in a straight line horizontally, the other two are launched in a 45° angle upward and downward. They fly slowly, but go through obstacles (meaning if they hit something, they will continue their way) except solid platforms or walls. If someone is hit by an arrow, they recieve 12% damage and flinch. The move has about the same lag as Falco's Neutral Special.

Attack: Double Tomahawk
If you press the attack button while not moving, Buckfire will throw out two spinning tomahawks (they more look like discs, though), one on each side. They have the size of Zero Suit Samus' charge shot. First they float forward and then diagonally upward. If someone gets hit by it, they recieve 5% damage and flinch. Ending and startup lag are below average, and the speed of the projectiles themselves is not amazing, but not bad either - comparable with a thrown Waddle Dee.

Aerial Attack: Meteor Kick
If the attack button is pressed in the air, Buckfire will kick diagonally down (a bit like the Down Aerials of Sonic or Zero Suit Samus), but with a huge hitbox. He goes down in a high speed. The hitbox is about the size of Buckfire himself. If someone is hit, they recieve 16% damage and good knockback, making it a nice KO move. However, as a downside, this move is extremely laggy on both sides, and can easily KO Buckfire if he is just above a pit. If she does hit an enemy above a pit, he still will fall down, as he cannot cancel it unless hitting a platform.


Chronoforce the Xiphosuroid


Chronoforce is an ice-based Pseudoroid and the boss of the Arctic Floe area. He is the size of Charizard, though put horizontally. In the game he wouldn't be able to move without water, but in Smash, he can use his leg-like extensions to slightly hop forward at a slow pace. He has a pathetic jump as well, but can glide, and swim in water, just like Model L. He has average weight. Additionally to this, he will take 5% less damage and no knockback if he is attacked from the top, due to his hard shell.
Chronoforce's data is carried by: Link, Squirtle, R.O.B., Ice Climbers, Lucas

Attack: Ice Needle
This is Chronoforce's primary mean of defense. He will summon an icicle in front of him and shoot it straight forward, dealing 7% damage and low knockback. There's a 25% chance that it freezes his opponent. The icicle goes with the speed of Zero Suit Samus' Neutral Special and has the size of Wolf's Blaster. It has below average startup and ending lag.

Special Attack: Time Bomb
This is the actual thing you want to use when recieving Chronoforce's data! Chronoforce gets up into a floating position, and turns his belly to the screen. In this position, he is still vulnerable. His tail will go around the body in a few hops similarily to a clock hand (and doing the same sound). Now what happens is that the whole battlefield freezes. Not only slowing down, but completely stopping the time - except for the timer. For a whole of 5 seconds. Chronoforce only can use this attack once and needs 2 minutes to recharge it, though, additionally to not dealing any damage or so. If you hit an enemy while they are frozen in time, they will be able to move again as soon as their hitstun has worn of though. Additionally to this, the startup lag of this move is very horrible and it's highly punishable if it can't be completed. Nevertheless a very great move!



Rospark the Floroid



Rospark is an electric-based Pseudoroid and the boss of the Tower of Verdure. He has two forms - Bulb Form is standard. If he climbs a rope or vine, he will "bloom" and become the actual enemy. In this form, Rospark can only move along the vine. He can move in between them using his wire attacks, though. In Bulb Form, Rospark is of the height of Mario but a bit wider, and moves incredibly slow by spinning around himself. He's rather heavy in this form, falls extremely fast, too. He can't dash, and his only jump is pathetic. If on a vine and in his actual appearance, Rospark can climb the vines extremely quick, and is of the size of Captain Falcon. If he gets knocked or jumps off his vine, he will enter Bulb Form. If you press up or the attack button when standing next to a vine and are in bulb form, Rospark will climb it and enter normal form.
Rospark's data is carried by: Ivysaur, Zero Suit Samus, Marth, Kirby

Up Attack: Vine Growth
When pressing up and attack when standing still on the ground, will cause Rospark to shoot out a vine out of the tip of his bulb. The longer you hold the attack button, the higher the vine grows. The vines are indesctructable and will stay there for the rest of the match. If the stage loops, the vine will stay in its place and still be there if you return. If there is a ceiling, the vine will stop there. The move does no damage, has nearly no lag on both ends and the vine grows rather quick, reaching the upper platform of Battlefield in only 1.5 seconds.

Attack: Rose Wire
When pressing only the attack button will cause both forms of Rospark to whip forward with one of their wire extensions. The move has good range (Zero Suit Samus' Forward Smash is a good example), but average startup and ending lag. It deals 10% damage and below average knockback. When hanging on a vine, Rospark can use his Rose Wire (and the Spark Wire, too) in order to swing from vine to vine. By holding the control stick into the side Rospark whips to, he will swing forward if there is a vine, changing it!

Charged Attack: Spark Wire
If the Rose Wire is charged (by holding the attack button down until the Pseudoroid flashes), it will deal 5% more damage, and instead of below average just stun in place. Otherwise, this move is basically the same as the Rose Wire.

Special Attack (Bulb Form): Bulb Shot
If the special attack button is pressed when Rospark is in his bulb form, he will shoot a needle from his top. It goes straight upward, is rather quick, and deals 4% damage as well as flinching knockback. This attack is rather spamable.

Charged Special Attack (Bulb Form): Bulb Spark
Just like the Spark Wire, the Bulb Spark just adds 3% damage and stuns the enemy in place instead of knocking them away a bit. It has the same charge time as Spark Wire.

Special Attack: Rose Stinger
If Rospark uses his Special Attack on a vine, he will throw out 3 needles, one straight horizontally, and the other two in 60° angles up- and downward. The needles fly rather quickly, deal 5% damage each and below average knockback. There's almost no lag on both sides, and there can only be one wave of needles out.

Charged Special Attack: Spark Stinger
Now this is different from the other charged moves. If Rospark uses the Spark Stinger, he will throw out again 3 needles, this time ones with electric energy. They're not able to be touched. They stop after flying a little distance, and lines are drawn from each to the other two. Now, the whole triangular area covered in between these three corners is a whole hitbox, dealing 12% damage and stunning in place, making it able for Rospark to follow up with a Rose Stinger or a Rose Wire. The charge takes longer than those of the other two attacks, though.



Queenbee the Hymenopteroid


Queenbee is a fire-based Pseudoroid and the boss of the Control Center. Despite the fact she has a hive attached to her body in the picture, Ashe will transform into Queenbee without a hive. A picture is below this explanation. Now, Queenbee moves rather slowly on rolls, Jigglypuff's dash is similar to how fast she moves on the ground. She has 7 jumps (comparable to Jigglypuff's) and great aerial mobility to make up for this, though! Queenbee is about Peach's weight.
Queenbee's data is carried by: Zelda, Peach, Samus, Olimar, Pit



Attack: Needle Shot
Queenbee raises her spike upward and aims it diagonally forward and down. She then shoots a small energy projectile in the form of a needle, straight diagonally down. This can fly through everything, including walls and solid platforms. It will deal only 4% damage, flinch and flies rather slow, though, and 3 of the needles can be out at once. It can be shielded, but will just continue flying. The move has below average startup and ending lag.

Charged Attack: Fire Shot
This move is basically a spiced up version of the Needle Shot. If Queenbee charges her Needle Shot, she instead will fire a fireball (size of a Pokeball) out of her spike. It will explode upon impact with any obstacle into a Bob-Omb-explosion sized blast, dealing 12% damage and above average knockback, but flies slower than the Needle Shot.



Vulturon the Condoroid


Vulturon is a non-elemental Pseudoroid and the boss of the Scrapyard area. He is around the size of Donkey Kong, is as heavy as ROB and has a very slow ground movement, hopping forward. As an idle stance, he bands his head. His jump and aerial mobility is rather good though, and by holding the jump button, he can hover for 4 seconds, just like Peach. He can wallcling and walljump, as well. If he does former, he can use both of his attacks (just with the 90° change to upward for the Guitar Hammer).
Vulturon's data is carried by: Charizard, Mr. Game & Watch, Wolf, Ike, Wario

Attack: Guitar Hammer
Vulturon simply swings his guitar swiftly forward and slightly upward. Good range, average lag on both sides, with 17% damage and above average knockback. Nothing too fancy here.

Special Attack: Sound Vibration
Playing on his guitar, Vulturon causes a circular soundwave to engulf him and quickly spread into covering a whole Battlefield Platform. The move has low starting and ending lag, and deals 12% damage with enough knockback to shove the victim out of the soundwave's area. A very fast attack, and good for damage racking or getting the enemy off your tail.



Hedgeshock the Erinaceroid


Hedgeshock is an electric-based Pseudoroid and the boss of the Mysterious Laboratory. She has the size of Kirby, a good dash speed and an average jump. She is very light, as well, so keep out.
Hedgeshock's data is carried by: Pikachu, Jigglypuff, Sonic, Meta Knight, Diddy

Attack: Plug Shot
Hedgeshock shoots a little ball of electric energy. This will go straight and fly rather quick (Falco's laser speed), dealing 4% damage and stunning the enemy for a short bit. The startup and ending lag is minimal, and she can have 3 bullets out at a time. They have infinite range.

Down Attack: Rolling Dash
If Hedgeshock starts this attack, she will curl up into a ball and quickly roll forward (about Sonic's Spin Dash's speed). If she hits someone while it, she will do above average knockback and 5% damage. Very quick attack with low startup but a bit of an ending lag. It will either go half of Battlefield's main platform or end early if the player releases the attack button. It also can be used to dodge projectiles.

Side Attack: Rolling Spike
This attack is very similar to the Rolling Dash, but instead of curling up to a ball only, Hedgeshock will spread out her spikes, becoming a wheel of thorns. If she hits someone with this attack, they will recieve 12% damage and low knockback straight upwards, otherwise it has the same properties as Rolling Dash.

Special Attack: Spark Ball
Hedgeshock bows down and emits 5 electric projectiles (they have the size of Mario's fireball). One goes vertically up, two horizontally and the other 2 in 45° angles in between, each straight ahead. Getting hit by one of these will result in 5% damage and being stunned in the place like Zero Suit Samus' Neutral Special works. The attack has average ending and startup lag, and the projectiles fly rather slow.

Aerial Special Attack: Air Spark
This move is pretty much the same as the Spark Ball, just with the 5 directions swapped by 180° - what went upward now will go downward.



Argoyle and Ugoyle the Shisaroids


Argoyle and Ugoyle are two Pseudoroids working together. They have no elemental alignment and are one of the bosses in the Waterfall Ruins. You control only one of them when transforming, though (Argoyle). Argoyle is a bit smaller than Mario. He has a good walk speed and dash speed is even better due to having skates, but his traction is horrible. Argoyle's jump is average, and his weight is below average.
Argoyle and Ugoyle's data is carried by: Sheik, Fox, Toon Link, Lucario, Yoshi

Attack: Ar-Throw
Argoyle pulls out a bomb and throws it forward. The bomb has the size of a soccerball item and explodes upon impact on an obstacle, dealing 8% damage and below average knockback. It flies the same speed as Link's Gale Boomerang, has below average startup and little ending lag.

Special Attack: Ghost
If Argoyle uses the special attack, he will summon a slightly transparent image of Ugoyle that is always in front of him. If Argoyle turns around, Ugoyle will just switch sides to be in front of Argoyle again. Ugoyle will stay out until Argoyle gets hit. Otherwise, this move does nothing. It has very high startup lag, and the ending lag isn't too good either.

Special Attack (with Ghost out): U-Kick
Ugoyle materializes and does a little flipkick right in front of Argoyle. This will deal 12% and average knockback to an enemy hit by it. The move has low startup and ending lag, making it perfect to surprise enemies with! It, though, only works if Ugoyle is summoned, and Argoyle does nothing while Ugoyle attacks, so keep that in mind.

Combination Attack: Rock Bomb
If Argoyle performs an Ar-Throw bomb and Ugoyle uses the U-Kick on it, this will cause the bomb to start glowing green. Ugoyle kicks the bomb diagonally upward, with the explosive flying in a ballistic curve up and then down. Now, the bomb itself doesn't change in terms of properties, but instead of dealing 8%, it will 12% damage upon impact and instead of knockback will stun the enemy in place, leaving them open for another attack.



Bifrost the Crocoroid


Bifrost is an ice-based Pseudoroid and the boss of the Biolab area. He is huge - Bowser looks a bit tiny in comparison to him. His jump is pathetic and he moves extremely slow by walking. However, Bifrost is extremely heavy (about the same weight as Giant Metal Bowser). He even turns around very slow.
Bifrost's data is carried by: Bowser, Donkey Kong, Ganondorf, King Dedede

Special Attack: Crocod'wheel
Pressing the special attack button as Bifrost will cause the crocodile to spit out a buzzsaw. It will race along the ground with above average speed, and has the size of Kirby. If someone gets hit, they recieve moderate knockback and 6% damage. It's mainly for Bifrost to be able to get his enemies away. If it reaches an edge of a platform, it simply will fall down until it's out of the screen. Bifrost can only have one wheel out.

Attack: Ice Bite
Bifrost will open his gigantic maw. He then will shut it, biting anyone and crushing them in between his strong jaws who is in reach. This will result in 20% damage and good knockback. The startup lag and ending lag are both incredibly horrible, but during the whole time of this move, Bifrost has Superarmor. Additionally to this, he can keep his maw open by holding down the attack button. This then will work like Link's shield just on a far bigger scale, disabling projectiles of enemies and blocking them off.

Attack (Part): Ice Fang
This attack is done automatically by Bifrost if he holds his maw open in the Ice Bite. Out of his maw, an icicle projectile will shoot out, going slowly forward. Every 2 seconds, an icicle will be automatically shot. They travel with the speed of the Ice Climber's Neutral Special, will deal 7% damage and low knockback if they hit, with a 25% chance of freezing the enemy.





Up
Ashe does a recharging animation to her gun, exclaiming "How's this?!"

Side
Ashe throws up one of her unused Biometals, catches it. While holding it forward she yells "It's over!"

Down
Ashe yawns and crosses her arms, taunting the enemy with a cocky "Is that all?"




Although she seems not really strong or good at the first look, Ashe's Playstyle is very easy to summarize: Adapt to your enemy. Having trouble with a character who's all in your face? Use Model L's better range and freezing moves to get them away from you, then switch to to a projectile-heavy form like Model P to hold them at bay with your bullets. Is your enemy good on the ground but bad in the air? Model H is the way to go and dominate them with your aerial movement and speed. Someone planking? Surprise them with Model F's Megaton Crush flames. Whatever the situation Ashe is put in, she is able to adapt easily. Her attacks are highly variable and her movement can switch quickly. Additionally to this you can get a Pseudoroid form if you KO your enemy, allowing Ashe to extend her gameplay even further and surprise her opponents with a new form of gameplay. Unfortunately, no matter what form she takes on - outside of a few Pseudoroids - Ashe has much trouble in KOing her opponents, having to rely only on a few laggy moves or her Up Throw. Nevertheless: Ashe is very hard to master as you need to time the transformations and be able to use all of them in a strategy against other characters, but once you can control her, she is incredible hard to deal with - because she can handle everything.





Entrance
Ashe, in her Reploid form, yells "Megamerge!" with a small flash covering her, as she transforms into Model A.


Alternative costumes
I won't list the color schemes for all forms, too lazy to do that... but if you scroll through the color swaps, you will be able to play as Grey, just like you can play as Classic Wario. It won't only change the looks, but also the screenname, narration, Snake codec, voice actors and whatnot.


Victory Poses

Up
Ashe, in her Model A form, transforms into human form with a flash. The Biometal floats next to her, and Ashe gives it a thumbs up while grinning.

Side
Ashe being in her human form, holds Model A in her palm, the Biometal trying to escape from the grasp. It eventually does and knocks Ashe on the head.

Down
A transserver, the save points of Megaman ZX A, platforms with computer a computer terminal, is seen. Ashe, in Model A form, jumps onto it, with a computer voice saying "Mission Report Submitted.". Then Ashe does a victorious fist pump.

Loss
Ashe in human form, simply clapping as Model A floats next to her.


Victory Theme
Megaman ZX Advent - Model A, ROCK ON! (starts at 0:30)


Codec Converation
Snake: Colonel, who is that girl?
- Static -



Master Mikhail: Hello? Ashe?
Snake: Who are you?


Master Thomas: Apparently we are on the wrong channel...
Master Mikhail: Are you Ashe's opponent?
Snake: So that girl's name is Ashe?
Master Mikhail: I see. Well, we might as well tell him about her. We are Mikhail and Thomas, part of the Sage Trinity.
Master Thomas: Yes, that's Ashe. She uses the Biometal Model A to transform into a Megaman.
Master Mikhail: Model A has the ability to copy data from other Biometals, allowing its user to transform into other Megamen.
Master Thomas: It even allows Ashe to copy the abilities from enemies who have been corrupted by the evil Biometal Model W, the Pseudoroids.
Snake: That's much information... so basically, she can transform into every form that has contact to that Biometal?
Master Mikhail: That is correct. Due to this, Ashe can adapt to every form of battle, and is able to fight hand to hand as well as close-ranged.
Snake: Interesting... that will prove to be an exciting mission.
Master Thomas: Don't underestimate her. She's a seasoned Bounty Hunter.



Master Thomas and Master Mikhail are two scientists, and part of the Sage Trinity. To put it short: The Sage Trinity is basically the government of Ashe's world. The third member of the Sage Trinity, Master Albert, is the main villain of Megaman ZX Advent, whose malicious plans are revealed rather soon in the game. The other 2 members and Ashe do their best to stop Albert. All 3 members of the Sage Trinity have names that are references to the 3 scientists in the Classic series - Thomas Light, Albert Wily and Mikhail Cossack.

Note: If you play as Grey, all female references will be replaced with male ones, and all mentions of Ashe's name will be replaced with Grey's.


Kirby Hat
Megaman Models: Kirby gains the helmet of the respective Megaman Model, and their Neutral Special (Charge Buster, Megaton Crush, Kunai, Screw Halberd and Sonic Boom)
Pseudoroids: Kirby simply will copy Model A, gain its helmet and the Charge Buster as Neutral Special.


Unlock Message
Ashe, the wielder of the Biometal Model A and its copy abilities, is now among the fighters!


Credits Song for Single Player
Megaman ZX Advent Tunes - Target Chaser


Logo






 

Mr.Bazerkus

Smash Journeyman
Joined
Oct 16, 2008
Messages
383
Location
Interwebs
Yep I already did but there not in a good place so I'll move them
and yes maybe I could work something out with the sandbags.

I'm Sure you guys watch the thread very often it would be very helpful if you could give me the characters for every week. Since you guys have been around for so long I'm sure you will be able to suggest the best characters to use from the thread.

Edit: At least here what I have to say before you start saying facepalm or epicfail jeez
Edit 2: If you don't like it stfu but if you are interested in this just place your vote
 

MBreeto

Smash Ace
Joined
Jan 5, 2009
Messages
904
Q: Who would win, Roll or Cortez?

A: The Rock. He would deal out a double people's elbow followed by a crit people's eyebrow. Instant kill
 

Mr.Bazerkus

Smash Journeyman
Joined
Oct 16, 2008
Messages
383
Location
Interwebs
Sorry this is my fault
I didn't make it clear what exactly you are supposed to be voting on.
Anyways I've changed the battle to feature to characters that I believe are more closely matched.

I'll see if things go better this time around.
 
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