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UserShadow7989

MYM SplashWoman EXE set

Feb 20th, 2018
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  1. Stats:
  2. *A bit heavy, decently fast, poor aerial mobility/jumps.
  3. *Hovers slightly off the ground, kicking in her idle animation as if swimming in place.
  4.  
  5.  
  6. Specials
  7.  
  8. Side Special:
  9.  
  10. -Creates a wave of water in front of SplashWoman.EXE. Can be reversed, causing the water to start behind her and move past her, into an opponent.
  11. --She is free to move after the brief start up. The move itself is pretty quick, though she has a short cool down before she can repeat the input.
  12. --The wave can be broken by any other hitbox.
  13. --The wave crashes down on opponents for minimal damage and a very weak F.L.U.D.D. effect. A decent move to interrupt an opponent's recovery, if timed right. If it pushes an opponent onto the ground, it stuns them briefly.
  14.  
  15. -The wave creates a Sea Panel where it lands, a square area of water that seems embedded into the floor like a tile. SplashWoman uses these for various benefits.
  16. --Opponents on the ground move a little slower over Sea Panels.
  17. --The most immediate thing to note is that her waves will slide across Sea Panels before coming to an end on contact with non-Sea Panel terrain, an opponent, or a hitbox. They move at roughly Robin's Dash Speed.
  18.  
  19.  
  20. Mechanic: Sea Panels
  21. -SplashWoman can 'dive' into Sea Panels by holding down while crouching on them, where she can only be hit by hitboxes touching the very ground. She is visibly identifiable as a dark shadow.
  22. -She moves at Captain Falcon's Dash Speed underwater, bolstering her already respectable speed.
  23.  
  24. -Using a Special causes her to perform that special underwater, with a little extra lag. In the case of her Side Special, the wave appears atop her position and moves in the direction she's facing.
  25.  
  26. -Using a Standard or Smash input causes SplashWoman to appear from the Sea Panel with a splash, part of the way into that input's start-up. She will dive again immediately after completing the move's ending lag. This means SplashWoman is mostly safe during the charge portion of her Smash, though moves that hit the ground can still interrupt her.
  27.  
  28. -Using her jump causes her to breach from the water in a low, jumping arc, free to use her Aerials. She dives again upon touching down on the water, skipping any remaining ending lag and suffering minimal ending lag. A double jump or landing on solid ground ends the dive effect, and does not provide these benefits.
  29.  
  30. -If she uses her Grab, she surfaces quickly to grab an opponent. If successful, she keeps herself and the opponent partially submerged as she performs the input, improving the damage but significantly reducing the associated knockback. Failing to grab the opponent causes her to suffer some notable ending lag before diving back down again. Grab duration on Sea Panels is increased, even if not diving.
  31.  
  32. -Moving to the edge of a Sea Panel and 'pushing' in that direction causes her to surface quickly, as does holding up without another input, or being damaged by a hitbox.
  33.  
  34. -Splashwoman's Elec-element attacks (essentially, anything involving attacking with or projecting energy from her trident) deal double damage to any opponent standing on a Sea Panel.
  35.  
  36.  
  37. Neutral Special:
  38.  
  39. -Summons one of a few possible minions, (normally) benign aqua-element viruses. Tapping B and then inputting a direction (or tapping B again) summons a different minion depending on the second input. Only three viruses can exist at once- the furthest away vanishes when she makes a fourth.
  40. --Fish are the normal summon, moving a reasonable rate and otherwise dying in two or so hits. They glide straight through the air, maintaining altitude. Double tap B.
  41. --Turtles move slower and retract into their shell when hit (stopping and gaining invulnerability briefly). They fall to the ground when created in mid-air. Side input.
  42. --Jellyfish rise into the air and lower back down as they move along. They provide decent vertical coverage, but don't move horizontally nearly so fast. They remain close to the altitude they were created at. Up input.
  43. --Clams are immobile, and indestructible when closed. They will open periodically to shoot what looks like a pearl as a weak projectile (angled at the opponent's position immediately prior to opening and following delay before firing, meaning an enemy in motion has little to worry about) and generally make a nusiance of themselves as a wall. Like a turtle, it falls to the ground. Down input.
  44.  
  45. -Each minion moves in small bursts, making swimming-like motions to push themselves along, making them slow to get anywhere. They are only hitboxes while in motion. If over Sea Panels, however, they glide forward continuously with one stroke, stopping at a ledge or non-Sea Panel bit of terrain. Notably, this effect applies even for Fish and Jellyfish, which blatantly aren't in contact with the water.
  46.  
  47. -Holding the input causes existing minions to reverse direction with a small delay. Mobile minions will also do this if they reach a wall or, in the case of the Turtle, a ledge.
  48.  
  49. -If created in a Sea Panel, the minion remains underwater with SplashWoman, appearing from the water when she rises from it and returning to the water as she does. Like SplashWoman, they are represented by a dark shadow. They will follow their normal movement patterns, treating the edges of the Sea Panels as walls.
  50.  
  51.  
  52. Down Special:
  53.  
  54. -Creates a sea mine, floating in the air and a little ways off the ground, in front of SplashWoman.EXE.
  55. -If made in the air, the sea mine slowly floats down until it can settle into a comfortably short distance above solid ground.
  56. -It otherwise does not move on its own, and detonates shortly after being touched or struck by an opponent. Opponents can easily poke the mine and fall back if left to their own devices, but if it does hit, it does significant damage and radial knockback.
  57. -Waves will carry sea mines along, as will minions, the latter protecting it from harm until they drop it a short distance away.
  58. -SplashWoman is limited to 3 mines out at a time; creating a new mine detonates the furthest away from herself automatically.
  59. -Smashing the input causes all mines to detonate immediately.
  60.  
  61. -If used in a Sea Panel, the mine is completely submerged, an immobile dark shadow graphic representing it just the same as SplashWoman and her viruses. If an opponent moves directly over it or close to it, the mine detonates after a brief delay, explosion centered on the ground where the shadow is.
  62.  
  63. -Like the viruses, the mine rises from and sinks into Sea Panels as SplashWoman surfaces/dives if created in the Sea Panel. Otherwise, it remains above the surface normally.
  64.  
  65.  
  66. Up Special:
  67.  
  68. -Quick, short-range teleport.
  69. -Can input an attack prior to actually teleporting; SplashWoman will skip part of the start up when she reappears, performing the input quickly. She suffers additional end lag in exchange.
  70. -SplashWoman can teleport out of a Sea Panel with minimal warning.
  71. -By smashing a directional input during ending lag, SplashWoman can repeat the short teleports for up to three total movements, appearing in the smashed direction. Like the primary teleport, SplashWoman can input an attack during each warp to continue moving. Each teleport makes for progressively longer ending lag, ending with an abysmal delay if she attacks during the third and final teleport.
  72.  
  73.  
  74. Standards:
  75.  
  76. Neutral Combo:
  77. -Up swipe, down swipe, stab. Can alternate swipe and stab differently with different inputs, stab being a side input and swipe a down/up (for down or up swipe respectively).
  78. -Can spin around to perform a stab
  79. -Can continue the combo mid-Up Special teleport.
  80.  
  81.  
  82.  
  83. Smashes:
  84.  
  85. Forward Smash:
  86.  
  87. -Command Dash, SplashWoman riding side-saddle on her trident as it flies forward. Her hurtbox is mostly unprotected in exchange, however.
  88. -Can be reversed mid-carge. Smashing the directional input causes her to dash in the reverse direction. Up and down allow her to slowly rise or fall, and she can dip in and out of Sea Panels as she moves.
  89.  
  90.  
  91. Down Smash:
  92.  
  93. -Downward stab of the trident, bolts of electricity surging through the ground around herself.
  94. -If used on a Sea Panel, the effect spreads through all connected Sea Panels.
  95.  
  96.  
  97. Up Smash:
  98.  
  99. -Fires trident-shaped bolts of lightning into the air.
  100. -Bolts come back down if the opponent is stood on a Sea Panel, starting from the top blast zone and falling towards where they stood when it came back.
  101.  
  102.  
  103.  
  104. Aerials:
  105.  
  106. Neutral Aerial:
  107. -
  108.  
  109.  
  110. Forward Aerial:
  111. -
  112.  
  113.  
  114. Down Aerial:
  115. -
  116.  
  117.  
  118. Back Aerial:
  119. -
  120.  
  121.  
  122. Up Aerial:
  123. -
  124.  
  125.  
  126.  
  127. Grab Game:
  128.  
  129. Grab/Pummel:
  130.  
  131. -A bit on the weak side. If done over a Sea Panel, octopus tentacles appear from below to help restrain the foe, increasing duration. Otherwise, SplashWoman shifts into her mermaid form again, seizing the foe in her tail. Pummel has her strike with the back end of her trident.
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