Guest User

Pidgin

a guest
Apr 27th, 2016
33
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.08 KB | None | 0 0
  1. Sara
  2.  
  3. Attempted self-analysis:
  4.  
  5. Sara is a midweight who focuses on defensive play. Like other turtles, Sara is slow, but has powerful attacks and ways to bait out approaches. Unlike other turtlers, she is a very strong anti-aerial fighter, and can juggle opponents effectively. She also can poke effectively with a disjointed scarf, knock out opponents at relatively low percents, and maintain the space she needs to land powerful sweetspotted attacks.
  6.  
  7. Sara excels at neutral game footsies. Her attacks stay out for large numbers of frames, making them good for catching opponents. Connecting one of these attacks will knock the opponent back a good distance, forcing them to restart their approach. However, that is not all. Most of Sara's attacks also have a sweetspot that, if landed, deal large amounts of damage and knockback, possibly knocking out moderately damaged opponents.
  8.  
  9. Sara does not have much of a combo game, instead using juggling to rack up damage from her advantage state. Sara's grab game is oriented towards popping the opponent into the air, as are Sara's forward and back aerial. Once the opponent is up there, Sara's up attacks will knock them back up as long as they connect. Up tilt is out for many frames, up smash deals large amounts of damage and knockback, and up air covers large amounts of area. Sara's edgeguarding is serviceable, with a long-standing semi-spiking neutral air and a tethering down special, but usually, Sara will be landing single powerful hits to knock opponents out.
  10.  
  11. Of course, Sara has weaknesses to go with her strengths. Her combo game is inferior, and juggling doesn't work well against fast and/or agile opponents. At close range, Sara's frame data is inferior, and is beaten out by dedicated brawlers. And at far range, Sara's reflector is much less useful against projectile spam, forcing Sara to do the approaching. Sara, played defensively, can whip opponents out repeatedly, rack up damage, and deliver knockouts at modest damage, but can be beaten with close-range or far-range play.
  12.  
  13. Medium-large frame
  14. Medium weight
  15. High fall acceleration
  16. Medium maximum speed
  17. Low friction
  18. Medium air control
  19. 1 midair jump
  20.  
  21. Walk: Medium speed.
  22. Dash: Medium-low speed. 55 frames of turnaround.
  23. Roll: Intangible frames 4-17, ends on frame 28. Moderate distance.
  24. Spotdodge: Intangible frames 3-20, ends on frame 25.
  25. Airdodge: Intangible frames 5-40, ends on frame 50.
  26. Jump: Low. Active frame 7.
  27.  
  28. Jab: Rapid kicks. Active frame 5-8, ends frame 20, loops. 3 damage, slight diagonal knockback.
  29. Ftilt: Scarf whip. Medium disjoint. Active frames 7-8 sweetspot, 3-13 sourspot, ends frame 35. 10 damage sweetspot, 5 damage sourspot, sweetspot very strong horizontal knockback, sourspot moderate horizontal knockback, sweetspot can KO at 120.
  30. Utilt: Scarf twirl above the head. Slight disjoint. Active frames 6-10, 12-16, 18-22, 24-28, ends frame 42. 3 damage each hit, all but last hit slight vertical knockback, last hit moderately strong vertical knockback.
  31. Dtilt: Heel strike. Active frames 7-9, ends frame 36. 12 damage sweetspot, 7 damage sourspot, sweetspot strong meteor smash, sourspot moderate diagonal spike.
  32. Dash: Side kick. Active frames 9-13 clean, 14-22 late, ends frame 42. 12 damage clean, 8 damage late, clean very strong diagonal knockback, late moderate diagonal knockback, clean can KO at 100.
  33. Fsmash: Quick scarf swipe forward. Active frame 15-19, ends frame 45. 15(21) damage sweetspot, 6(8) damage sourspot, sweetspot very strong diagonal knockback, sourspot moderate semi-spike, sweetspot can KO at 85.
  34. Usmash: Swipes a scarf overhead very quickly. Long-ranged. Active frame 22-26 sweetspot, 17-32 sourspot, ends frame 40. 16(22) damage sweetspot, 7(9) damage sourspot, sweetspot very strong vertical knockback, sourspot moderate near-vertical knockback, sweetspot can KO at 60.
  35. Dsmash: Does a ground sweep. Active frames 10-20, ends frame 35. 7(9) damage, slight vertical knockback, trips.
  36. Nair: Twirls a scarf around one and a half times. Slight disjoint. Active frames 10-11, 15-16 sweetspot, 6-10, 11-15, 16-20 sourspot, ends frame 36, land 15 frames, autocancels from full hop. 7 damage sweetspot, 3 damage sourspot each hit, sweetspot moderately strong semi-spike away from Sara, sourspot autolink.
  37. Fair: Does a flying side kick. Active frames 8-10 clean, 11-14 late, ends frame 30, land 16 frames, autocancels from short hop. 9 damage clean, 6 damage late, both strong diagonal knockback, clean can KO at 120.
  38. Bair: Turns around and whips a scarf. Active frames 6-7 sweetspot, 4-12 sourspot, ends frame 36, land 20 frames. 10 damage sweetspot, 4 damage sourspot, sweetspot very strong low diagonal knockback, sourspot moderate high diagonal knockback, sweetspot can KO at 110.
  39. Uair: Overhead scarf whip. Active frames 9-16, ends frame 30, land 12 frames, autocancels from full hop. 8 damage, very strong near-vertical knockback, can KO at 140.
  40. Dair: Heel stomp. Active frames 12-13, ends frame 35, land 18 frames. 13 damage, very strong meteor smash.
  41. Zair: Throws out a scarf loop, and pulls it back. Medium tether grab aerial. Active frames 13-20, ends frame 30, land 20 frames, autocancels from short hop. 4 damage, moderate horizontal knockback.
  42. Grab: Throws out a scarf loop, and pulls it back. Medium tether grab. Active frames 13-20, ends frame 45.
  43. Pummel: Whips the opponent around. Active frame 10, ends frame 40. 3 damage.
  44. Fthrow: Kicks the opponent out. Active frame 10, ends frame 25. 7 damage, strong low diagonal knockback, can KO at 150.
  45. Bthrow: Turns around and tosses the opponent back. Active frame 14, ends frame 30. 6 damage, good high diagonal knockback, but low knockback growth.
  46. Uthrow: Whips the scarf upwards. Active frame 28, ends frame 40. 7 damage, strong vertical knockback, but low knockback growth, can't KO until 180.
  47. Dthrow: Whips the opponent up, then down into the ground. Active frame 20, ends frame 30. 4 damage, moderate vertical knockback with good knockback growth.
  48. Ffloor: Flips over, kicking overhead while doing so. Active frames 10-20, ends frame 35. 5 damage, moderately strong diagonal knockback.
  49. Bfloor: Does an overhead scarf whip, then gets up. Active frames 7-12, ends frame 35. 9 damage sweetspot, 6 damage sourspot, both moderately strong diagonal knockback.
  50. Tfloor: Same as Bfloor.
  51. Edge: Whips a scarf twice over the edge before getting up. Active frames 5-10, 15-20, ends frame 35. 9 damage sweetspot, 5 damage sourspot, sweetspot strong horizontal knockback, sourspot moderate horizontal knockback.
  52. Nspecial: Glider/Reel. If Sara is not bound, Sara lets her scarf billow overhead, drastically decreasing her fall speed. If Sara is bound, Sara makes her bound tether taut, and reels herself up towards the bind. Active frames 20-infinity, cancellable at any time with 5 frames of endlag.
  53. Fspecial: Catch sling. Sara whips out her scarf, and whips it back again, throwing any caught projectiles or objects back at high speed in the direction the control stick is tilted afterwards. Directable, determines catch area. Active frames 15-25 catch, 35-45 throwback, ends frame 50. Reflected projectiles deal 2.2* damage. 13 damage sweetspot, 7 damage sourspot, both hits strong horizontal knockback with low knockback growth.
  54. Uspecial: Helicopter Scarf. Sara feverently twirls a scarf overhead, and if in the air, goes up a good distance. Can be directed slightly left or right with the control stick. Medium disjoint. Active frames 6, 12, 18, 24, 30, 36, 42, 48, 54, 60, ends frame 60. 12 damage sweetspot, 6 damage sourspot, sweetspot very strong diagonal knockback, sourspot moderate horizontal knockback.
  55. Dspecial: Bind. Sara ties an end of her scarf to a player or a platform below her. This restricts Sara to a medium-sized area around the tied point, but opponents can't knock Sara out of the area without at least a moderately strong hit, and if such a hit happens, the bind breaks and Sara's momentum decreases slightly. Use again to release the tie at any time. Active frame 30 bind and release, ends frame 50.
  56.  
  57. Up taunt: Twirls around once.
  58. Down taunt: Takes out a notebook and sketches.
  59. Side taunt: Folds her hands together for a moment.
Add Comment
Please, Sign In to add comment