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- Tux
- Attempted self-analysis:
- Tux is an all-rounder character that is designed to be strong in several areas, while having to commit hard to options, and often fight in unfavorable positions. He has solid options for whatever distance his opponent wants to fight at. Up close, he can make use of his jab lock, a strong pressuring forward tilt, or lead to a combo with his up tilt. At midrange, he can trip opponents with his down tilt, attempt a grab, or poke with his grab aerial. And at far range, he has a projectile to force approaches, and a reflector to nullify his opponent's projectiles.
- Tux has multiple approach options, but despite his speed, is not at all mobile. His walk is slow, his run is fast but slow to start and turn around, and his aerial approach options require commitment. Usually, Tux will be the one holding his ground, forcing his opponent's approach. If Tux needs to move around, his wind and bell specials come in handy, opening up more movement options than he otherwise would have.
- Once the opponent is vulnerable, Tux has plenty of options for KOs. Above 100 damage, Tux gradually gains more possible kill confirms, and can quickly end a stock with a good soft read. Alternatively, Tux can edgeguard. His forward smash can spike opponents coming off the ledge, his neutral air and down air are long-lasting spikes, his shield bash can stun opponents, and his bell allows him to escape freely from otherwise suicidal edgeguards.
- Tux is good in several areas, but he has clear weaknesses. Despite his speed, his mobility is poor, and all his movement options are telegraphed. Tux's recovery is mostly horizontal, making it difficult for him to recover from spikes, and making him relatively easy to edgeguard. And careful opponents can cover most of Tux's options, boxing him into unfavorable situations. Therefore, Tux players must choose their commitments carefully, and do everything to keep their choices open to prevent their opponents from reading them.
- Medium frame
- Medium weight
- Medium fall acceleration
- High maximum speed
- Low friction
- Low air control
- 1 midair jump
- Walk: Slow.
- Dash: Fairly fast, but starts slow and accelerates. 75 frames of turnaround.
- Roll: Intangible frames 4-25, ends on frame 40. Moderate distance.
- Spotdodge: Intangible frames 3-14, ends on frame 25.
- Airdodge: Intangible frames 3-25, ends on frame 35.
- Jump: Medium. Active frame 8.
- Jab: Spins around, hitting with flippers. Active frames 3, 10, 17, 24, ends frame 28, loops. Each hit 2 damage, all but last hit slight horizontal knockback, last hit high horizontal knockback.
- Ftilt: Pecks the opponent. Very small disjoint. Active frames 7-14, ends frame 25. 6 damage, low horizontal knockback.
- Utilt: Opens beak, then bites down. Active frame 6-8, ends on frame 30. 5 damage, 2* normal hitstun, slight knockback diagonally up.
- Dtilt: Jabs an axe low to the ground. Long disjoint. Active frames 10-14, ends on frame 35. 10 damage tipped, 9 damage at blade, 5 damage at handle, trips if tipped or at blade.
- Dash: Headbutts the opponent with a horned helmet. Small disjoint. Active frames 8-16, ends on frame 34. Two hitboxes, each one dealing 7 damage, strong horizontal knockback, can KO at 150.
- Fsmash: Swings axe from above head. Long disjoint. Active frames 15-20 early, 20-30 clean, 30-45 late, ends on frame 75. 17(23) damage early, 22(31) damage clean, 18(25) damage late, 10(14) damage handle, strong diagonal spike at blade, weak diagonal spike at handle, blade can KO at 115 if near the ledge.
- Usmash: Does an upward headbutt with a horned helmet. Small disjoint. Active frames 15-25, ends on frame 60. 20(28) damage, very high nearly vertical knockback, can KO at 105.
- Dsmash: Sweeps ground with axe on both sides. Long disjoint. Active frames 20-40 front, 50-70 back, ends on frame 80. 19(26) damage at blade, 10(14) damage at handle, high horizontal knockback at blade, moderate diagonal knockback at handle, blade can KO at 105.
- Nair: Sex kick. Active frames 5-20, ends frame 36, land 15 frames. 6 damage, moderately weak diagonal spike.
- Fair: Bites opponent. Active frames 7-13, ends on frame 32, land 10 frames. 8 damage, 2* normal hitstun, autolink.
- Bair: Spins around with axe. Long disjoint. Active frames 10-18 front, 28-36 back, ends on frame 45, land 14 frames, autocancels from full hop. 12 damage front blade, 15 damage back blade, 8 damage handle, good knockback away, front blade can KO at 150, back blade can KO at 130.
- Uair: Back kick from Super Tux. Active frames 5-10 early, 11-19 clean, 20-26 late, ends on frame 40, land 16 frames, autocancels from short hop. 10 damage early, 12 damage clean, 10 damage late, good knockback diagonal up for early/late, straight up for clean, sweetspot can KO from down throw at 130, sourspot from 150.
- Dair: Butt stomp from Super Tux. Active frames 11-25, ends on frame 40, land 20 frames. 12 damage, strong meteor smash.
- Zair: Uses systemtap scope to poke opponent. Medium-ranged tether grab aerial. Active frames 8-30, ends on frame 45, land 24 frames. 4 damage, 1.5* normal hitstun.
- Grab: Uses systemtap scope to reel in the opponent. Medium-ranged tether grab. Active frames 8-30, ends on frame 50.
- Pummel: Pecks opponent. Active frame 4, ends on frame 25. 2 damage.
- Fthrow: Kicks opponent away. Active frame 8, ends on frame 20. 11 damage, high horizontal knockback, but low knockback growth. Can't KO until 250.
- Bthrow: Whirls opponent around with tether. Active frames 20-80, ends on frame 120. 8 damage, low horizontal knockback, but high knockback growth. Can KO at 160.
- Uthrow: Swings opponent above head into the ground. Active frames 15-35, ends on frame 60. 13 damage, high vertical knockback, but low knockback growth.
- Dthrow: Bites into opponent. Active frame 25, ends on frame 45. 8 damage, slight vertical knockback with modest knockback growth.
- Ffloor: Bites and kicks, then gets up. Active frames 6-8 both, ends on frame 30. 8 damage beak, 8 damage foot. Moderate horizontal knockback.
- Bfloor: Sweeps with an axe, then gets up. Active frames 10-17 front, 23-30 back, ends on frame 45. 10 damage blade, 6 damage handle, good knockback away.
- Tfloor: Spins around, hitting with flippers while getting up. Active frames 7, 16, 25, 34, 43, 52, ends on frame 70. Each hit 2 damage, all hits deal high horizontal knockback, but low knockback growth.
- Edge: Does an axe poke, then gets up. Active frames 10-20, ends frame 40. 10 damage tipped, 9 damage at blade, 5 damage at handle, trips if tipped or at blade.
- Nspecial: Fireball. Summons a fireball that bounces up to 3 times. Reflectable, absorbable projectile. Active frame 20, ends on frame 60. 4 damage, causes flinching.
- Fspecial: Wind. Gives Tux a moderate impulse in the direction that the control stick is pointed. If on the ground when the move finishes, Tux enters a state that allows him to use ground attacks while sliding. Active frames 20-50, ends on frame 75.
- Uspecial: Bell. If there is no bell, summons a bell object with 20 HP, and can be attacked (with knockback). If there is one, teleport to it, maintaining momentum. Active frame 15 summon, 20-50 teleport, ends on frame 20 for summon, 65 for teleport. If hit while attempting a teleport before it becomes active, it is cancelled. Deals no damage, but strong horizontal knockback if thrown at opponent, can KO at 140.
- Dspecial: Shield bash. Reflects projectiles that contact a shield at front (up to 25 damage), and hits and right in front of Tux. Active frames 7-26 reflect, 20 hit, ends on frame 42. Reflected projectiles deal 1.3* damage, shield deals 5 damage on hit, low horizontal knockback, stuns.
- Up taunt: Smokes a cigar, like Slackware's tux.
- Down taunt: Does a short dance based off the one he does at the beginning of Super Tux.
- Side taunt: Gives a hard stare, while his pupils turn red, like PAX's Tux.
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