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- Beastie
- Attempted self-analysis:
- Beastie is a lightweight puppet fighter that operates best at midrange, and focuses on dealing damage at arm's length. His fork ability allows him to summon a copy, allowing for him to control space and lock opponents into combos. Of course, this only works if the opponent makes it into range, but Beastie's agility and tools make it hard for an opponent to maneuver himself to be safe within Beastie's range.
- In combat, Beastie's main point of significance is his fork ability. A lone Beastie is a lackluster disjointed fighter with large sour spots and limited combo ability. But with a copy at hand, Beastie can manage crazy things on unsuspecting opponents. A copy can jab at an opponent that is locked in a grab, catch thrown opponents, guard a stunned, grabbed, or hitstunned original, divert an opponent from the original, or participate in hype-worthy wombo combos. Beastie is no slouch in finishing opponents, either, with a very strong-launching dash attack and quick smash attacks.
- When Beastie isn't juggling the opponent like crazy, he has to get both himself and the copy into the correct range. If the opponent is far away, Beastie can set up a firewall to reflect projectiles and get the opponent the come in, and keep the opponent from coming in too close. To get Beastie and the copy separated, Beastie has multiple options: desync to dash so the copy is dashing and the original is walking, jumping so one copy is on a platform and rolling against an edge, desync to moonwalk or wavedash and walk, and others. If Beastie is off the stage, he can use secure shell launch to make it back up, and counterattack right when the shell breaks if the opponent tries to challenge the recovery.
- Beastie's advantage state is as fragile and hard to get as it is awesome. An opponent that separates the two copies can force Beastie to choose which copy gets knocked out, and fork's long cooldown time means Beastie must spend effort to keep the copy in play. Beastie also suffers if the opponent gets too close, with slow pressure relief options and sourspots galore. And the copy becomes easier and easier to kock out of play as Beastie accumulates damage. But in the right hands, Beastie can pull off impressive puppet fighting maneuvers and lock the opponent out of action.
- Medium frame
- Low weight
- Medium fall acceleration
- Medium-high maximum speed
- Medium-low friction
- Medium air control
- 1 midair jump
- Walk: Medium-high speed.
- Dash: Low speed. 30 frames of turnaround.
- Roll: Intangible frames 3-22, ends on frame 38. Medium distance.
- Spotdodge: Intangible frames 2-23, ends on frame 30.
- Airdodge: Intangible frames 2-35, ends on frame 43.
- Jump: Medium-low. Active frame 6, ends frame 12. Beastie summons a flame boost below himself.
- Jab: Beastie delivers a roundhouse kick, then potentially a side kick and a back kick, depending on how long the attack is held. Active frames 6-8, 16-18, 26-28, ends frame 15, 25, or 35. Each kick 2 damage, first kick low horizontal knockback, second kick moderate horizontal knockback, third kick high horizontal knockback.
- Ftilt: Trident thrust forwards, directable. Long disjoint. Active frames 9-15 clean, 16-20 late, ends frame 38. 7 damage clean tip, 5 damage late tip, 3 damage handle, handle and late tip weak horizontal knockback, clean tip moderately strong horizontal knockback.
- Utilt: Trident thrust upwards. Long disjoint. Active frames 10-16 clean, 17-22 late, ends frame 33. 8 damage clean tip, 6 damage late tip, 4 damage handle, tip strong vertical knockback, handle weak diagonal knockback.
- Dtilt: Beastie pokes his trident near the ground. Long disjoint. Active frames 9-14 clean, 15-19 late, ends frame 33. 8 damage clean tip, 6 damage late tip, 4 damage handle, all weak vertical knockback.
- Dash: Beastie thrusts his trident slightly downwards and forwards. Long disjoint. Active frames 14-24, ends frame 52. 10 damage tip, 5 damage handle, tip very strong horizontal knockback that can KO at 90, handle weak horizontal knockback with strong knockback growth, can KO at 140.
- Fsmash: Hammer strike. Medium disjoint. Active frames 17-25, ends frame 43. 10(14) damage head, 4(6) damage handle, head very strong meteor smash that can KO at 140, handle moderate diagonal spike.
- Usmash: Beastie channels fire into his trident, and thrusts it upwards. Long disjoint. Active frames 20-23, 26-29, 32-35, 38-41, ends frame 49. First three hits 1 damage tip and handle, last hit 5(8) damage tip, 2(4) damage handle. First three hits weak vertical knockback handle, flinching with 3* hitstun tip, last hit tip very strong vertical knockback, can KO at 120, handle high vertical knockback, can KO at 180.
- Dsmash: Hammer spin near the ground. Medium disjoint. Active frames 10-16 front, 22-28 back, ends frame 45. 8(11) damage head, 4(6) damage handle, head very strong semi-spike, can KO at 150, handle weak horizontal knockback.
- Nair: Beastie engulfs himself in flames. Has a disjoint above Beastie's head. Active frames 5-12, 12-19, 19-26, ends frame 36, land 13 frames. Each hit 1 damage body, 2 damage tip of flames, first two hits autolink, last hit vertical knockback proportional to damage, tip can KO from a short hop at 170.
- Fair: Trident thrust forwards, directable. Long disjoint. Active frames 9-17 clean, 18-24 late, ends frame 33, land 12 frames. 8 damage clean tip, 6 damage late tip, 4 damage handle, handle and late tip weak horizontal knockback, clean tip moderately strong knockback.
- Bair: Swings a hammer around. Moderate disjoint. Active frames 10-22, ends frame 34, land 15 frames. 9 damage head, 4 damage handle, head strong semi-spike, can KO at 160, handle weak horizontal knockback.
- Uair: Trident thrust upwards. Long disjoint. Active frames 10-14 clean, 15-22 late, ends frame 30, land 13 frames, autocancels from short hop. 8 damage clean tip, 6 damage late tip, 4 damage handle, tip strong vertical knockback, handle weak diagonal knockback.
- Dair: Trident thrust downwards. Long disjoint. Active frames 11-14 clean, 15-20 late, ends frame 30, land 15 frames. 8 damage clean tip, 6 damage late tip, 4 damage handle, tip strong meteor smash, handle weak diagonal spike.
- Grab: Beastie hooks his horn into the opponent. Small disjoint. Active frames 9-14, ends frame 40.
- Pummel: Beastie stabs his opponent with the trident. Active frame 12, ends frame 40. 2 damage.
- Fthrow: Throws the opponent forward. Active frame 10, ends frame 60. 4 damage, high knockback, medium-low knockback growth.
- Bthrow: Flings the opponent backwards. Active frame 15, ends frame 50. 3 damage, medium-high knockback, good knockback growth.
- Uthrow: Thrusts upwards with the trident, bringing the opponent with it. Active each frame of 17-20, ends frame 55. 1 damage each hit, high vertical knockback with strong knockback growth, can KO at 150.
- Dthrow: Drives the trident into the opponent. Active frame 20, ends frame 45. 5 damage, modest diagonal knockback with good knockback growth.
- Ffloor: Spins legs around while getting up. Active frames 9-16, ends frame 35. 4 damage, strong horizontal knockback.
- Bfloor: Whirls a hammer while getting up. Moderate disjoint. Active frames 12-20, ends frame 38. 10 damage head, 4 damage handle, head very strong semi-spike, can KO at 130, handle weak horizontal knockback.
- Tfloor: Same as Bfloor.
- Edge: Kicks while getting up multiple times. Active frames 8-9, 13-14, 18-19, ends frame 33. Each hit 2 damage, all strong horizontal knockback.
- Nspecial: Piercing finger. Beastie extends a finger, which can break shields if charged up (up to 2 seconds). Active frame 20-30, ends frame 65. Deals 12(24) damage, and 24(48) shield damage, strong diagonal spike, can KO at 150.
- Fspecial: Fork. Beastie splits into two, left and right of where he originally was. Which one is the original is specified by the direction the control stick is pointed when this move is executed. Both copies have hitboxes and hurtboxes, and have the same properties. The two share damage, but KOing the copy does nothing except remove it from play, and it is distinguished from the original by being translucent. There can only be one copy in play at a time, and it must have been at least 30 seconds since this move was last used; otherwise this move does nothing (it doesn't affect the copy though, allowing Beastie to desync himself from copies). Active frame 30, ends frame 45.
- Uspecial: Secure shell blast. Beastie enters a shell, and blasts off at high speed into the direction the control stick is pointed. When the shell is no longer ascending or hits something, it breaks open, and Beastie can act. Super armored while active. Active frame 30. 11 damage on contact, autolink.
- Dspecial: Firewall. Sets up a wall of fire in front of Beastie that lasts for 6 seconds, reflects projectiles, and damaged contacting opponents. Only one firewall can be in play at a time. Active frame 30, ends frame 80. 1.2* damage reflected projectiles, 1 damage every 20 frames on contact, moderate horizontal knockback.
- Up taunt: Beastie's head glows, making it look like stylized BSD logos.
- Down taunt: Beastie taps the ground with the pointy end of his trident.
- Side taunt: Beastie snickers while holding his hand to his mouth.
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