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Smady Strangelove Challenge

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Sep 19th, 2016
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  1. SIDE SPECIAL: FUNNY VALENTINE BY KAT
  2.  
  3. Speed: 5
  4.  
  5. Side Special - Dirty Deeds Done Dirt Cheap
  6. [?IMG]?
  7. Valentine takes out the American flag and swirls it around himself, uttering his signature catchphrase "Dojyaaa~~n!" while summoning a new fighter from another dimension.
  8.  
  9. If you tap the input, Valentine will summon a copy of himself from another dimension, an "AU Valentine" for future reference. AU Valentines spawn with 12% less than the "Root" Valentine and have full access to his moveset except for D4C-based attacks, shields and dodges, fighting with a Lv5 AI that tends to semi-aggressively go after the nearest opponent in groups. AU Valentines are not particularly difficult to KO due to their high fall speed and lack of recovery thanks to no D4C, but they can still be a chore to defeat with how well they blend in with the original. Valentines are incapable of hurting each other with their attacks, and there can only be 3 AU variations onstage at a time.
  10.  
  11. If you smash the input, Valentine will instead summon an alternate version of the nearest opponent whom is immediately locked into hitstun that gives the President several frames to get a free attack on them. This "AU opponent" spawns with 0% and also fights with a Lv5 AI that behaves in a manner befitting for the character in question, obviously going after Valentine much like they were doing before suddenly being dragged into this dimension. AU foes will generally ignore their counterparts unless they're attacked by them - accident or not - in which case they'll fight back and attack them whenever they get in their way, something Root foes should really try to avoid. Even so, summoning another copy of the opponent is incredibly risky for Valentine given he already has his hands full trying to take care of one, but the fact that neither can make physical contact with one another without incurring a fatal risk means that AU foes are just as bothersome to foes as they are to the President. If two of the same extensions (projectiles, minions, traps and what not) from two of the same foes come into contact with each other, they'll immediately disintegrate, and if these two foes touch each other they'll both take 10% and flinching knockback away from each other. That's not even the worst part, because if one foe is knocked into their counterpart, both will take 16% and diagonal knockback away from each other that KOs 1.5x more easily than the attack responsible for the collision would have - that, and the combined damage percentages of both fighters is shared and split evenly among them when calculating the knockback, so both will suffer the same knockback regardless of their individual damage percentages and be KO'ed at the exact same time, unless one DIs or there are stage obstructions in the way. This potentially allows Valentine to bully a single variation of his opponent and then slam them into their counterpart so they're both KO'ed, exempting the need to fight both of them. Valentine can summon up to 3 copies of a single enemy just to ensure that dumb players don't accidentally screw themselves over or massively lag the game, and he can also summon one copy of any ally per stock. Yes, that's kind of broken, but this is Valentine we're talking about and not to mention foes can use the rules of his Stand against his ally.
  12.  
  13. If you "charge" either variation of the input for half a second, Valentine will cancel the move and retain a special hue that outlines his body, blue for an AU Valentine and pink for an AU foe. If the Root Valentine or D4C open up a gap between a foe and the ground they're on by knocking the former off it, the most recently "stored" AU player will be summoned on the ground the victim was occupying, giving Valentine a unique way to summon them. Valentine can overlap and stack as many hues on himself to store AU players as the number of each he can still summon, and is able to rid himself of the hues by performing a taunt.
  14.  
  15. In Steel Ball Run, people or objects summoned from another dimension could be sent back to their own if slammed between two objects by an individual. In Smash, players can send AU players back to their own dimension by sandwiching them between the ground and their own body through a footstool jump, which will instantly make them disappear from the match without bloodshed. This won't work for foes dealing with their own AU counterpart however, in which case they'll need to knock another player into the ground that character is currently occupying and standing on. Foes use Valentine or one of his AU counterparts to pull this off, but it requires them to be airborne and to actually pull off a spiking on them let alone aim it towards the AU character you want to banish, making it a very tedious process. It's at least a countermeasure foes can take to control how much chaos their AU counterparts contribute to the match.
  16.  
  17. AU foes now start off with the same damage that their Root counterpart currently has, and Valentine is able to choose which foe he brings back an AU version of by tilting up for P1, forward for P2 and down for P3. Making contact with your AU counterpart is now an instant KO that sees the two characters obliterated as they both scream their death cries in unison. Given this is 3v1 however, foes can deal with their AU counterparts more easily when they have allies who won't be hindered by them, not to mention the fact that turning the match into a 6v1 poses a huge risk to Valentine since he himself doesn't get that many buffs to begin with.
  18.  
  19. || AU Valentines start off with 60% less than the Root Valentine, have a Lv7 AI and are capable of shielding and dodging. Their summoning is also sped up, and up to 5 can exist onstage at once.
  20.  
  21. || Valentine is now able to choose the physique of the AU Valentine he summons. By holding the control stick up, Valentine will summon a taller, lankier counterpart of himself, and by holding the control stick downwards he'll summon a short, pudgy version of himself that's somewhat reminiscent to Wario in physique. The lanky Valentine is a taller target, deals 0.8x as much damage with his attacks, has an air speed of 2 and a weight stat of 3, but he has greater reach in his limbs and has a ground speed of 7.5. The fat Valentine, on the other hand, is a shorter target, has a weight stat and air speed of 7 and and deals 1.2x more damage and knockback with his attacks, but has less reach and only has a ground speed of 3.
  22.  
  23. || AU foes now start off with the same damage that their Root counterpart currently has, and Valentine is able to choose which foe he brings back an AU version of by tilting up for P1, forward for P2 and down for P3. Making contact with your AU counterpart is now an instant KO that sees the two characters obliterated as they both scream their death cries in unison. Given this is 3v1 however, foes can deal with their AU counterparts more easily when they have allies who won't be hindered by them, not to mention the fact that turning the match into a 6v1 poses a huge risk to Valentine since he himself doesn't get that many buffs to begin with.
  24.  
  25. -Creates duplicate of foe
  26. -Up to SIX duplicates
  27. -If duplicate touches foe, both die in an 'instant KO'
  28. -If foe runs at you immediately at start of match they die, when they back away see dsmash for what to do next. If they don't do that use dsmash first.
  29. -Has no hitbox and goes through neutrality, just touch duplicate and foe together and KO them
  30. -Bomber or other exploits irrelevant, just hit the foe or at worst their new hurtbox to get a KO no matter what
  31. -Level 7 AI more than intelligent enough to line up with foe to get a melee hit/grab off for the instant KO, but can be manipulated easily
  32. -If for some reason you can't KO them you still can get 6 level 7 copies of the foe as minions, but I haven't found a way for this KO method to fail unless directly countered by Larfleeze's down special or other anti-minion moves.
  33.  
  34. NEUTRAL SPECIAL: CHAO BY DM
  35.  
  36. Speed: 5
  37.  
  38. Chao points her left arm forward, and a tiny black bullet flies out like a bolt, like a more visible version of one of Shiek's needles. The bullet deals no damage, no knockback, and no hitstun on contact. Instead, it covers the opponent in a swirling black vortex, causing them to vanish in a third of a second, disappearing from the stage entirely. Well, not entirely, as they reappear exactly three seconds later, exactly as they were, their animations not even being interrupted. What's more, shielding or deflecting the bullets with melee attacks does nothing to stop them unless the attack has significant disjoint; elsewise the vortex still opens up and catches the player anyways. Opponents cannot be caught in another vortex while leaving one from a different bullet of compulsory time leap.
  39.  
  40. The uses for this attack are numerous. If an opponent is hit mid-attack, they are stuck finishing the attack when they return, allowing Chao to get a free attack if she times and places it right. She can stall for time so she can time travel again, protect her time travel duplicates from attack, try to get an early KO off of a stage transition, or briefly eliminate key threats in battles with multiple characters.
  41.  
  42. Bullets of Compulsory Time Leap have also been upgraded, now removing opponents from the field for a full ten seconds instead of three.
  43.  
  44. -Sheik needles but with 3x speed
  45. -Removes opponent from stage for ten seconds
  46. -If you actually land this projectile, you have obviously won. Just move 6 duplicates into place and wait for the opponent to re-appear on top of them to instantly die.
  47.  
  48. DOWN SMASH: TEFERI BY LOL
  49.  
  50. Speed: 5
  51.  
  52. Down Smash: Time Stop
  53.  
  54. Teferi raises his weapons into the air, and the screen flashes to negative colors, indicating that time has stopped ("Za Wurdo!"). Teferi can move freely while time is stopped, but everything else, from opponents, to Paradox copies, to projectiles (yours or your opponent's), to the stage, to even the game's timer is stopped cold. Teferi has to act fast though, because he can only stop time for 1-3 seconds, depending on how long he charged the attack. When time resumes, the opponent will take the damage and knockback of all of the attacks that hit them while time was stopped, and if Teferi had Paradox active a copy for every attack he used while time was stopped will appear one second after time resumes, allowing for a barrage of attacks after coming out of a charged Time Stop. Time Stop does not trigger Paradox itself though.
  55.  
  56. Pulling off the uncharged version is obviously going to be more common than being able to fully charge it, and it can give you just enough time to slip out of a tight spot. you won't be able to attack the opponent unless you are extremely close to them or they are extremely close to where you respawn from a self-cast Boomerang though. Time Stop also has a five second cooldown after each use, so you can't spam it every second to spam even more projectiles at long range, and you have to make it count if you are using it under pressure.
  57.  
  58. -Self-explanatory, stops everything on screen and with speed boosts should be usable before foe does anything, though that shouldn't matter too much given the plan here.
  59. -Time stop the foe and then summon the side special up to 6 times in the three seconds, who if they touch they will immediately die.
  60. -If you land this and neutral special, you win.
  61.  
  62. DOWN SPECIAL: TEFERI BY LOL
  63.  
  64. Speed: 5
  65.  
  66. Down Special: Paradox
  67.  
  68. Using this move causes a faint blue aura to envelop Teferi, and using it again deactivates it. As long as this aura is active, whenever Teferi uses an attack, one second later an exact copy of himself from the past appears in the exact same position performing the exact same move, starting at half way through the startup animation and skipping any sorry of charging animation if applicable, vanishing after completing the attack. Being yourself from the past, any damage that this copy takes will be taken by you as well and if the copy is KO'd you will also be retroactively KO'd, disappearing in a manner similar to Nana of the Ice Climber's if Popo is KO'd. The copy will disappear two seconds after getting knocked out of the attack, so the opponent will most likely only be able to KO it by knocking it off the stage outright. This means they you must be careful when creating paradoxes, as you risk leaving your past self wide open to danger, especially if you are punished for your own attack, virtually guaranteeing that the copy can be similarly punished. This can be mitigated by using Vanish to phase both you and your past self out, allowing you to perform similar pseudo-counter tricks to those that you can perform by yourself.
  69.  
  70. On the most basic level, Paradox doubles your attacks, making you slightly harder to chase down as the delayed attack covers your first attack and your movements afterward. You can also vanish immediately after attacking, allowing the copy to attack while you are phased out. It is especially useful in doubling projectile attacks, making it far easier to land a Vanish or Boomerang. In fact, if you do land one, you can attack the air where the opponent will reappear, then attack in conjunction with yourself right when the do reappear, creating very hard to avoid setups.
  71.  
  72. -Doubles your attacks, double the amount of neutral special needles and other attacks.
  73. -Non existent lag description, but speed: 5 just in case. Not like there's any range or power to this move.
  74.  
  75. FAIR/FSMASH: SHEDINJA BY KAT
  76.  
  77. Range: 5
  78.  
  79. Shedinja by Kat
  80.  
  81. F-AirSmash - Confuse Ray
  82. Shedinja gains a shadow aura, and coverts it into a beam as tall as Mario. The beam's range is 1/2 to 2 SBB based on charge. If it hits, it will force the foe out of their current attack. It can even force them out of a jump and send them into helpless. There's no start-up lag, so this attack is just plain good for irritating foes who try to use their Aerials or jump out of the way of sight. Use with CPU for maximum results.
  83.  
  84. Lazily, this is also the F-air input. Using it prompts the uncharged verison. - no start up time
  85.  
  86. -Lagless
  87. -Interrupts any attack
  88. -Range buff means it has an insanely massive range, especially in height, triple Mario's height. The height is important with the utilt banning horizontal space.
  89. -Useable both in air and on ground
  90. -Duplicate does this laglessly to for possibly infinite cancelling of moves, and is a very good option to spam once a duplicate/utilt is out.
  91. -The fact it puts you into helpless in the air means any chance of escaping the duplicate in the air is impossible.
  92.  
  93. UP SPECIAL: SHEDINJA BY KAT
  94.  
  95. Speed: 5
  96.  
  97. Up Special - Reincarnate
  98. A light glows around Shedinja, and in 2 second's time, it has another stock! So, essentially Shedinja has 2 stock? Wrong, Shedinja can keep using this attack as much as it wants. Broken as hell.
  99.  
  100. -Self explanatory: add a stock every 40 frames (confirmed by Lizard himself) with max speed boost, use during 10 seconds of foe being gone to get up to 15 stocks.
  101. -30 stocks using the down special duplicate.
  102.  
  103. UP SMASH: INSPECTOR LUNGE BY WARLORD
  104.  
  105. Power: 5
  106.  
  107. UP SMASH – WIND-UP PUNCH
  108.  
  109. Lunge winds up his arm during the charging in an animation similar to DK’s Giant Punch, though his arm is actually a average priority hitbox that does 4% and weak set knockback. Once done charging, Lunge does an uppercut that deals 10% and set knockback based off charge. At max charge it can skyrocket the enemy off the top blast zone to get them in the magnifying glass, but never actually KOs. The move is entirely lagless save .2 seconds of end lag, though considering how the actual attack barely does any knockback with no charge it’s kind of iffy.
  110.  
  111. Strangely, you can release the A button during this attack and you won’t stop charging. In order to release the charge before it’s done, you have to input another usmash. You can move around and attack while swinging around your arm as a hitbox, though if you use your Down Special in combination with this you won’t be able to do anything else, both Lunge’s hands occupied.
  112.  
  113. If you swing your arm around like this when a foe is chained to you, the chain will extend out to it’s max length of a third of a Battlefield platform as they get flailed around. The chain keeps them out of range to use most of their attacks on you (Though also out of range for your horrible range to hit them), and considering they’ll constantly be in the air like this most of their attacks with good enough range to reach you are unusable. Even then, they have to out-prioritize Lunge’s arm swinging around. Every time Lunge swings the foe into the ground they take 3% and flinching before being flung back into the air again, potentially interrupting a lot of moves. If you fully “charge” the smash, you’ll fling the foe into the ground thrice.
  114.  
  115. This allows you to easily take the foe wherever you want when you have them chained, and furthermore forces them to attack with only aerials and Specials, should they have used those on the victim. The uppercut at the end of the usmash (Which will generally be comboed into it if you’re swinging the foe around on a chain) also gives you time to start a reenactment as the foe is sent skyward. Just be sure you take off the chain right before you uppercut them so they actually take the knockback.
  116.  
  117. The foe is a hitbox as they’re being swung around that does 11% and knockback that kills at 220% to any other foes or traps. This allows you to still position the foe where you want in FFAs while using them as a shield or to use them as a shield against their own traps in 1v1.
  118.  
  119. -Swings foe around after grabbing to force them into the duplicate and mess with their attacks to keep them at a certain range
  120. -Knock them into own set up, and can keep doing usmash while performing other attacks passively, needing to do usmash again to finish move
  121. -The power makes this one of the token KO moves, build it up passively and press usmash again at a later point to do 33% damage and insane damage, though that's obviously not main point of move it is lagless and range is meaningless
  122. -If you do this be careful of being punished during 0.3 seconds of end lag!
  123.  
  124. JAB: VALOZARG BY WARLORD
  125.  
  126. Valozarg by Warlord
  127.  
  128. Speed: 5
  129.  
  130. NEUTRAL ATTACK – HOWL OF TERROR [?IMG]
  131.  
  132. Valozarg lets out a massive howl. This causes stun to everyone on-screen, but the stun wears off at the same time as the end lag and the stun decreases as the move stales. The attack is quick to start-up, but has .3 seconds of end lag.
  133.  
  134. The main use of this attack early on is to discourage foes from attacking your head. There’s a Wario sized hitbox around Valozarg’s head that deals triple the normal stun and 8%. The stun continues when they hit the ground, so you’ll fully get to utilize it.
  135.  
  136. When you have a lot of blood up, this attack become more useful. Sure, you can’t punish the foe’s stun personally due to being in lag yourself, but using this at crucial moments when the foe is about to dodge a Blood Wave or a Blood Elemental is about to collapse onto them can work quite nicely.
  137.  
  138. -Stuns everyone on stage, implies start up is much less than 0.3 so with 3 speed upgrades should be near instant, possibly infinite into itself with reduced end lag and no decrease on the stun, can stale to not infinite forever though
  139. -If you get up usmash, which you should do immediately, this will definitely infinite especially if you have a down special duplicate.
  140. -The duplicate from down special should let this infinite
  141.  
  142. DOWN TILT: INSPECTOR LUNGE BY Warlord
  143.  
  144. Speed: 5
  145.  
  146. DOWN TILT – MAGNIFYING GLASS?
  147.  
  148. Lunge takes out his magnifying glass and crouches down as he inspects the ground. Seemingly no hitbox, though Lunge can hold the position as long as he wants and can
  149. keep the magnifying glass out during his crawl. If Lunge inspects all the ground the foe transversed during the murder with his magnifying glass, he won’t have to do the first attack the foe did when he’s reenacting the murder in the killer’s shoes. Entering and coming out of this stance has .15 seconds of lag.
  150.  
  151. If a foe is directly in front of Lunge when he takes out the magnifying glass, then the magnifying glass that appears when a foe gets sent off-screen but hasn’t gone off the blast zone will appear over them. If they move out of this “Smash Bros magnifying glass”, they’ll be treated as if they went off a blast zone. Considering Lunge has to stay right in front of them in this position where he can’t attack to make the Smash Bros magnifying glass stick around, though, a casual dtilt is all the foe needs to escape. What’s the point for Lunge then? This can force them to use a low attack to hit Lunge for when he needs them to hit him with specific attacks when playing the victim or is recording it with Up Special for evidence. Furthermore, Lunge copies any attacks the foe uses in the Smash Bros. Magnifying Glasses.
  152.  
  153. Lunge can’t use this attack on foes already grabbed/in hitstun to prevent cheap doubles KOs.
  154.  
  155. -Trap foe between their duplicate that KOs them and the magnifying glass that will force them to be KO'd giving them no option but to kill themselves or wait for duplicate to do the same, prepare this while they're time stopped so it's unavoidable
  156. -God help you if duplicate cna do this for the same effect on other side
  157. -No hitbox and 0.05 seconds of lag
  158.  
  159. UTILT: TEFERI BY LOL
  160.  
  161. Speed: 5
  162.  
  163. Up Tilt: Parallax Tide
  164. Teferi motions upward and a one battlefield platform wide space in front of him twists and distorts from the top blast zone all of the way to the bottom, warping to the point that you can hardly tell what was there before. This process takes one quarter of a second. For all intents and purposes, the warped space is phased out and doesn't exist, meaning that if anything try to pass through the space, it immediately appear on the other side as if the space weren't there, even allowing characters to have half of themselves on one side of the warp and half on the other. Opponents caught in the warped space as it is formed are dealt 5% damage and are shunted forward a a small distance and out of the warped space. Projectiles, items, and other objects freeze in place if a warp is created on top of them, and resume their motions/timers when it disappears. The warp lasts ten seconds or until Teferi creates another one.
  165.  
  166. Parallax Wave essentially shortens the stage, reducing the area that the opponents has to run around and eliminating key stage features or traps. The attack also helps set traps for phased out opponents, as warping the space where they are phased out guarantees that they will be damaged and knocked away when they reappear, eliminating the chance they they are able to dodge your attack. Throwing them out frequently can also mess with the opponents spacing and throw off their approaches.
  167.  
  168. -Deletes horizontal space over entire vertical stage
  169. -Wait for when foe is time stopped or deleted from nspec to trap then and duplicate in this
  170. -Delete stage where foe can dodge their duplicate
  171. -Speed means this has around 0.083 seconds of lag
  172. -Delete space between foe and the duplicate
  173. -Stops items/projectiles/obejcts in that area but not duplicates or minions
  174.  
  175. DASH ATTACK: TEFERI BY LOL
  176.  
  177. Range: 5
  178.  
  179. Dash Attack: Distortion Strike
  180.  
  181. Teferi's weapons begin distorting the air around them and he swings them horizontally while running, attacking a one battlefield platform wide space and dealing 3% damage with weak upward knockback to opponents hit. After the attack, Teferi continues dashing without missing a beat.
  182.  
  183. As Teferi swing his weapons, they leave a reality damaging distortion in the air behind them, covering the area of the attack with a multi-hit hitbox that deals six hits of 1% damage over one second before the distortion fades. The knockback of the initial attack is low enough that it'll combo into the distortion at low to moderate percents, depending on the weight of the character. The distortion lasts just long enough to guarantee that the followup attack made by a Paradox copy will hit, racking up an impressive amount of damage. This is one of the few moves that is almost completely safe to use Paradox with, because the first attack covers the second rather well, and the fact that Teferi keeps dashing afterward means that the end lag is rather low, allowing for additional coverage of the copy and meaning that the copy won't be sticking around long.
  184.  
  185. This attack covers a lot of ground, especially if you combine it with Time Walk. Vanishing in the middle of the attack also allows you to stagger the distortion across different distances. This attack is at it's strongest when Paradox and Time Walk are combined with it, as you can use the dash attack, create a Time Walk duplicate behind you immediately after passing the opponent, meaning that the copy will finish it's attack right on top of the opponent fi you started your own late enough. If this is followed up by the Paradox copies, you can potentially deal ludicrous amounts of damage by stacking the hatboxes on top of each other. This requires amazing spacing and timing though, so don't expect to pull it off on mobile opponents.
  186.  
  187. -Hits 1 battlefield platform normally, range: 5 makes it a massive hitbox of 3 battlefield platforms
  188. -Intended purpose is to use while running away and leave the hitbox behind you if you ever need to move
  189.  
  190. GRAB: LUNGE BY Warlord
  191.  
  192. Range: 5
  193.  
  194. GRAB
  195.  
  196. Lunge barely reaches out at all, just doing a subtle hand motion. The grab is absolutely instantaneous, but you have to be so ridiculously close to the foe in order to land it it’s just stupid. Thankfully this is easy to land in combination with a Side Special.
  197.  
  198. PUMMEL – CHAIN LINK
  199.  
  200. Lunge hand-cuffs himself to the foe if not already or takes off the chain if he is. Landing a grab without being linked is rare, but if you do manage it you can still chain them to yourself. Unchaining the foe allows them to actually take the knockback from uthrow.
  201.  
  202. DOWN THROW - ARREST
  203.  
  204. Lunge turns the foe around and handcuffs the foe’s arms behind their back. This is an instant KO, but does nothing unless you’ve gone through the long process of understanding the murder and proving that the foe’s done it. If Lunge uses a copied throw on the foe it breaks the link, so you can’t infinite foes by copying their chain grabs.
  205.  
  206. FORWARD THROW - INTERROGATE
  207.  
  208. Lunge questions the foe in German gibberish. During the brief lag, you can input any button input to copy it like Down Special. For aerials, press jump, then the input you want. Lunge can’t copy the standard grab, but Civilians are immune to grabs anyway. Most foes will be very hesitant to use the moves they used on the civilian to prevent you from copying them for the reenactment, so this is your tool to get those inputs they won’t cough up.
  209.  
  210. BACK THROW - TAUNT
  211.  
  212. Lunge taunts the foe in German gibberish with a smug smile on his face. During the gibberish you can input whatever input you want for the foe to do the attack on you. Unlike the overpowered god that is Envy, Lunge actually gets hit by the attack, and there’s not a thing he can do about it. His Chain Link won’t save him – it breaks when he gets hit by the attack. This may be what you want if you’re playing the victim in the reenactment of the murder, though this can also set up for taking a photo of the foe performing an attack to prove it for the eventual arrest. It’ll still count if you take a picture during the end lag, and even if the move has no end lag to punish with a photo you can just use a Security Camera to get the evidence you need.
  213.  
  214. UP THROW – BAD COP
  215.  
  216. Lunge asks something or other in German Gibberish of the foe casually. During this time, Lunge can input 3 button inputs in the same manner as fthrow that he can potentially copy. If the foe inputs anything they respond with their own gibberish and they’re released from the grab instantly with no damage, but Lunge gets the three button inputs.
  217.  
  218. Assuming the foe decides not to talk, Lunge angrily shouts “Talk!” in German and smacks them for 6%. There’s a brief period here where the foe can press any button input to talk and escape the grab, though now they only have to give up two button inputs. Should they not talk, it repeats, with them only having to give up one button input to escape the last 6%. The third smack does vertical knockback that KOs at 50%, ending the process.
  219.  
  220. It’s up to the foe whether they want to give Lunge button inputs by talking or take damage, or do somewhat of a compromise. At 50% and above though, Lunge is always guaranteed at least 12% and one button input, as the foe obviously isn’t going to just let themselves die to it.
  221.  
  222. -Can copy the foe's moves with identical properties just doing punches/kicks
  223. -Won't KO due to there being no murder but can force opponent to use any attacks they don't want to
  224. -"Absolutely instantaneous"
  225. -Range is pretty crap but with range: 5 should be good enough
  226.  
  227. DAIR: TEFERI BY LOL
  228.  
  229. Speed: 4
  230. Range: 1
  231.  
  232. Down Air: Upheaval
  233.  
  234. In a two part stall 'n fall move, Teferi quickly falls while striking downward with his weapons, traveling a maximum distance of two Ganondorfs before automatically moving into the second part of the move. You can also move on to the second part of the attack early by pressing the A button or hitting the ground. Upon entering the second stage of the move, Teferi halts his momentum and releases a pulse of blue mana around him, extending half of a battlefield platform in all directions if released in the air, or taking the form of two kirby sized shockwaves that travel along the floor one battlefield platform in both directions if you hit the ground. Opponents hit by the pulse are dealt 5% damage and teleported two Ganondorfs straight up, putting them into a a tumble state as if they had been hit by a powerful attack. Opponents hit by the first part of the attack are dealt 8% damage and dragged down into the second part.
  235.  
  236. Upheaval gets opponents up into the air, simple as that. It can be used to get them to tumble through a well placed Paradox Haze, leaving their helpless copy at your mercy, or to simply get the opponent prone on the platform above you. Things get real interesting with Paradox though, as it is very easy to have the teleport combo into the paradox copy's attack, allowing you to follow up the second attack for even more damage.
  237.  
  238. -Sends foe into air in tumble state to fall into duplicate or to be hit by nspec for instant win/15 stocks.
  239. -Basically instant when it moves into next part, range already massive, but now has massive range and possibly sends them higher into air for the stun state of tumble to last longer
  240. -While they fall use utilt to prevent them from being able to DI at all
  241.  
  242. BACK AERIAL: TEFERI BY LOL
  243.  
  244. Speed: 5
  245.  
  246. Back Air: Snapback
  247.  
  248. Teferi swings one of his weapons behind him in a manner similar to Ike's back air. Opponents hit by the attack are dealt 8% damage and are warped back three seconds in time, returning to the exact position and state that they were in at that time. The opponent just get out of a Time Distortion or Paradox Haze? Send them right back in. Did they just finish a rather laggy move that you didn't manage to punish? Make them do it again. It also works wonders on opponents who just recovered, as you get to put them back out there for another shot at getting gimped.
  249.  
  250. -Broken move that sends foe back in time 3 seconds to cancel any buffs, healing, but also force them into position of three seconds ago to force them to be hit by another hitbo
  251. -Assuming this is Brawl Ike's back air for speed, that comes on frame 7, the speed boost makes it come out on around frame 2
  252.  
  253. (Side note, this move convinced me this is one of worst sets period.)
  254.  
  255. FORWARD TILT: VALOZARG BY Warlord
  256.  
  257. Speed: 5
  258.  
  259. FORWARD TILT - DEATHWINGS
  260. Valozarg does a mighty flap forward with his wings as he brings them onto the playing field. They’re very large hitboxes that cover the front half of Valozarg’s body and reach out half his width in front of him, though they only deal 10% with knockback that kills at 200%. This has a pushback effect twice as strong as FLUDD and reaches out Battlefield’s width from his wings.
  261.  
  262. This has an awkward half second of starting lag, though there’s no end lag whatsoever, you able to move as Valozarg’s wings slowly fall back into place. If input the move again just as they do, this has no starting lag and his wings go back into place faster. At first you can squeeze in a move or two in-between the flaps of Valozarg’s wings, but if you want to keep taking advantage of zero starting lag ftilts you’ll eventually have to keep mashing away at ftilt after 5 of them. If you stop using ftilt afte repeated uses, Valozarg will flap his wings in place slightly, slowly losing the “momentum” on his wings at the same rate it builds up. If you start up an ftilt during this point it has .3 seconds of start lag, but you can resume roughly where you were if you didn’t wait too long between ftilts.
  263.  
  264. The main thing that makes this relevant rather then a gimmick is that if Valozarg’s wings have some momentum built up then his aerial jumps propel him further into the air. At high percentages you’ll want to keep some momentum to built up to improve your recovery. This isn’t something you struggle to do at high percents – considering this forces foes away from you, this is very natural.
  265.  
  266. -Important number: half a second of start lag, or 0.5 seconds. Speed: 5 makes it 0.16 seconds, a not terribly fast lag time in this, but if you can land just the first will combo into itself basically forever
  267. -If you have a duplicate from down special up this will really infinite forever or until you've hit enough for it to directly KO even when fully staled when it does 10% each hit, won't take long to get 30 hits
  268. -Perhaps most importantly, the insane amounts of wind hitbox, pushing the foe twice the effect of max FLUDD charge and has a battlefield (the stage, not platform) width to make it truly insane. Just use this to push foes into duplicate from basically anywhere if you get on the other side of them and spam it to kill them if they ever go off stage, probably pepper in some jabs too for infinite range stun if you have a dupe to do one or the other.
  269.  
  270. DOWN AERIAL: TEFERI BY LOL
  271.  
  272. Range: 5
  273.  
  274. Down Air: Upheaval
  275.  
  276. In a two part stall 'n fall move, Teferi quickly falls while striking downward with his weapons, traveling a maximum distance of two Ganondorfs before automatically moving into the second part of the move. You can also move on to the second part of the attack early by pressing the A button or hitting the ground. Upon entering the second stage of the move, Teferi halts his momentum and releases a pulse of blue mana around him, extending half of a battlefield platform in all directions if released in the air, or taking the form of two kirby sized shockwaves that travel along the floor one battlefield platform in both directions if you hit the ground. Opponents hit by the pulse are dealt 5% damage and teleported two Ganondorfs straight up, putting them into a a tumble state as if they had been hit by a powerful attack. Opponents hit by the first part of the attack are dealt 8% damage and dragged down into the second part.
  277.  
  278. Upheaval gets opponents up into the air, simple as that. It can be used to get them to tumble through a well placed Paradox Haze, leaving their helpless copy at your mercy, or to simply get the opponent prone on the platform above you. Things get real interesting with Paradox though, as it is very easy to have the teleport combo into the paradox copy's attack, allowing you to follow up the second attack for even more damage.
  279.  
  280. -Range bonus gives range of 1.5 platforms around Teferi, sending foes up into a forced free fall, which is more than enough to just outright KO them
  281. -When utilt is active this will make the foe’s DI much harder and force them to fall into the duplicate, essentially another win button when you can easily land a neutral special too
  282.  
  283. UP AERIAL: STRANGELOVE BY WIZZERD
  284.  
  285. Knockback: 5
  286.  
  287. Up Aerial - Suicide )) Dr. Strangelove pulls out a gun and points it at his cheek and pulls the trigger, launching a bullet projectile straight upwards. The bullet, while the size of a Pokeball, moves at an incredible speed with infinite vertical range and very good priority. It deals a rather broken 20% with obscene vertical knockback (kills at 75%). There's startup lag, but this is still a great KO move, right?
  288.  
  289. However, this is called suicide for a reason... the hitbox of this move will hit Strangelove as well. That's right, whether or not he misses, he'll take 20% and obscene knockback too! So what's the use of this? Try and hit your opponent with this when death is inevitable to take them down with you. Still, know that Strangelove will always die first.
  290.  
  291. -Enables you to kill yourself if you ever need to abuse respawn invincibility
  292. -Doesn’t matter if you can’t get far up, at 3x power this does 60% damage and may just suicide instantly
  293. -Don’t worry about stocks, you have a few spare stocks
  294.  
  295. NEUTRAL AERIAL: STRANGELOVE BY WIZZERD
  296.  
  297. Speed: 5
  298.  
  299. Neutrality Zone
  300.  
  301. -Self-explanatory
  302.  
  303. Short form of moves/sets used:
  304.  
  305. Chao - NSpec
  306. Funny Valentine - SSpec
  307. Shedinja - USpec, Fsmash, Fair
  308. Valozarg - Jab, Ftilt
  309. Teferi - Dsmash, Dspec, Utilt, Dash, Bair
  310. Strangelove – Nair, UAir, Dair
  311. Lunge: Grab, Usmash, Dtilt
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