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- Suzanne
- Attempted self-analysis:
- Suzanne, at first glance, has weak, non-disjointed moves with sourspots galore, and zoning tools that don't make sense in the context of Suzanne's other moves. But a bit of messing around with this character will reveal an uncanny ability to combo and ways to land setups that other characters would find nearly impossible. Not only that, Suzanne is a scary good grappler, with powerful setups and followups involving his grabs and command grabs.
- Suzanne is to funneling moves as many swordfighters are to disjoints. Most of his moves are funnel moves: they have sourspots whose knockback points towards the sweetspot, making it much easier to land sweetspotted attacks than simple hitbox size would predict. This funneling also makes it easier for Suzanne to direct opponents into traps. In addition, Suzanne is a chaingrab master, able to regrab low-damage opponents repeatedly for lots of damage. Bind doesn't do damage, but does threaten the opponent with the prospect of getting attacked the very fraction of a second they drop their guard.
- Suzanne's recovery and edgeguarding also seem like jokes, but not in the hands of a competent player. Dragon seems like it would be trivially easy to avoid, but if you say that, be prepared to eat your words when Suzanne uses combos and his command grab to direct you into it. And though Monkey fling would seem to be a laughable recovery move, it makes edgeguarding Suzanne a very perilous prospect: if timed just right, Suzanne can seize the opponent and go for a sacrificial KO, or allow Suzanne to escape while the opponent gets knocked away by a trap.
- Even with his bag of tricks, Suzanne can still be exploited. He has less mobility than most fighters do, making it hard for Suzanne to land the cricial first hits on opponents. Larger characters don't suffer as much from the funnel traps, since they will just hit the sweetspot straightaway and be ejected rapidly rather than bouncing around within the funnel. And if Suzanne somehow ends up really far below the stage, there's nothing he can do. Suzanne, in the end, plays like a grappler with gimmicks, slow to start but very dangerous if he gets his hands on the opponent.
- Medium-large frame
- Medium weight
- Medium-low fall acceleration
- Low maximum speed
- Medium friction
- Medium-low air control
- 2 midair jumps
- Walk: Medium-low speed.
- Dash: Medium-low speed. 40 frames of turnaround.
- Roll: Intangible frames 2-26, ends on frame 40. Low distance.
- Spotdodge: Intangible frames 1-24, ends on frame 35.
- Airdodge: Intangible frames 1-33, ends on frame 42.
- Jump: Medium. Active frame 6.
- Jab: Liquid stream. Active frame 2, ends frame 20, loops. Reflectable projectile. Deals no damage, but has a strong horizontal windbox that funnels forward.
- Ftilt: Suzanne whacks the opponent with both hands. Active frames 8-14, ends frame 29. 9 damage sweetspot, 5 damage hands, 3 damage wrists, hands and wrists have knockback that leads into the sweetspot, sweetspot causes moderate horizontal knockback with 3* hitstun.
- Utilt: Suzanne headbutts the air. Active frames 9-14, ends frame 30. 8 damage sweetspot, 5 damage sourspot, sweetspot at center of head has high vertical knockback, sourspots have modest near-vertical knockback towards the center above it.
- Dtilt: Suzanne kicks upwards. Active frames 9-13, ends frame 32. 10 damage, slight diagonal knockback.
- Dash: Suzanne spins around with fists out. Active frames 7-9, 12-14, 17-19, 22-24, ends frame 40. 2 damage each hit, first three hits autolink, last hit strong horizontal knockback, but low knockback growth.
- Fsmash: Suzanne delivers a side kick and a back kick. Directable. Active frames 10-15, 20-25, ends frame 42. Both hits 10(14) damage sweetspotted, 8(11) damage sourspotted, very strong semi-spike sweetspot that can KO at 120, moderate diagonal spike above sweetspot, moderate diagonal knockback below sweetspot.
- Usmash: Suzanne whacks above from both sides. Active frame 10-17, 19, ends frame 40. 3(4) damage first hit, two hitboxes that funnel to the second hit, 12(17) damage second hit sweetspotted, 9(12) damage second hit sourspotted, sweetspot very strong vertical knockback that can KO at 130, sourspot strong near-vertical knockback that can KO at 140.
- Dsmash: Suzanne flicks his tail at his back. Active frames 10, 16, 22, 28, 34, 40, ends frame 55. 3(4) damage each hit, all strong downwards knockback.
- Nair: Cartwheel. Active frames 8-20, ends frame 37, land 14 frames. 5 damage, eight hitboxes, funnels into autolink.
- Fair: Suzanne rolls over repeatedly in the air. Active frames 10-14, 18-22, 26-30, ends frame 45, land 15 frames, autocancels from short hop. Each hit 3 damage, moderate horizontal knockback at center, moderate high diagonal spike at top, moderate low diagonal knockback at bottom for all three hits.
- Bair: Back kick. Active frame 8-16, ends frame 30, land 13 frames, autocancels from short hop. 6 damage, strong horizontal knockback, can KO at 160.
- Uair: Feet clap. Active frame 9-14, ends frame 31, land 12 frames. 5 damage, 2* hitstun, autolink 2* speed.
- Dair: Tail flick. Active frames 10, 16, 22, 28, 34, ends on frame 47, land 17 frames, autocancels from full hop. 3 damage each hit, all slight downwards knockback funneling down towards movement direction.
- Grab: Suzanne grabs the opponent with both hands. Long-reaching, but not disjointed. Active frames 5-6, ends frame 30.
- Pummel: Suzanne headbutts the opponent. Active frame 3, ends frame 30. 2 damage.
- Fthrow: Suzanne throws the opponent forward a short distance. Active frame 9, ends frame 23. 6 damage, moderate fixed horizontal knockback.
- Bthrow: Suzanne puts the opponent on his back, and can carry the opponent until the grab expires or a different throw or release is inputted. 40 frames are added to the grab timer. Active frame 5-infinity, cancellable at any time.
- Uthrow: Suzanne flings the opponent upwards. Active frame 20-24, ends frame 42. 5 damage, low vertical knockback, but strong knockback growth, can KO at 160.
- Dthrow: Suzanne delivers a kick down at the opponent. Active frame 20, ends frame 37. 6 damage, moderate diagonal spike with moderate knockback growth.
- Ffloor: Suzanne kicks up while getting up. Active frames 8-15, ends frame 30. 6 damage, good vertical knockback center, nearly vertical knockback towards the center sides.
- Bfloor: Suzanne kicks both sides while getting up. Active frames 8-20, ends frame 33. 4 damage, good horizontal knockback.
- Tfloor: Suzanne punches both sides while getting up. Active frames 7-13, ends frame 30. 4 damage, good diagonal knockback.
- Edge: Suzanne gets up backwards, flicking his tail. Active frames 10, 16, 22, 28, ends frame 45. 2 damage each hit, weak semi-spike.
- Nspecial: Teapot. Suzanne places down a teapot trap. If an aerial opponent contacts it, it will break, damaging them for 16 damage and dealing very strong vertical knockback, which can KO short-hopping opponents at 110. If there is already a teapot in play, it disappears. Active frame 20, ends frame 45.
- Fspecial: Monkey fling. Suzanne flings himself a short distance in the given direction, and can command grab the opponent. If this connects, Suzanne clings to the opponent, making them both helpless. Suzanne has complete control over the opponent's fall trajectory while in the command grab, and only releases when either of them contacts something. This move can be cancelled before it connects at any time by jumping, airdodging, or using any other attack or special. Renews each jump. Active frame 1-20, ends frame 34.
- Uspecial: Bind. Suzanne will try to command grab the opponent in front of them. If this succeeds, Suzanne follows the motion of the grabbed opponent. Suzanne can do nothing while in the grab, but can cancel the grab by inputting anything, which will then be executed. Alternatively, the grab will be automatically released after the usual grab time, which can be shortened by mashing out. Suzanne is heavy armored up to 40 cumulative damage while grabbing. Active frames 5-12, ends frame 32.
- Dspecial: Dragon. Suzanne summons a dragon that slowly moves down, and disappears upon contacting a surface. If an opponent contacts it, they will take 12 damage and be strongly meteor smashed down. There can only be one dragon in play at a time. Active frame 25, ends frame 45.
- Up taunt: Suzanne serves himself a cup of tea from a Utah teapot.
- Down taunt: Suzanne pets a Stanford bunny.
- Side taunt: Suzanne scratches his head.
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