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Julius Belmont for Smash

Jan 4th, 2019
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  1. JULIUS BELMONT
  2.  
  3. Basically a more nimble, less zoney Belmont. A loose semi-clone with some similar abilities; much like Isabelle to Villager. His whip loses some range and its sweetspot capabilities on the neutrals, but is quicker.
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  5. STATS (compared to Simon/Richter):
  6.  
  7. Movespeed (++)
  8. Jump Height (+)
  9. Air Speed (++)
  10. Fast Fall (+)
  11. Weight (~)
  12. Dodge (~)
  13. Overall: Stats are pretty much universally better than the Belmonts, without losing out on weight. Still not the best jumper in the game, by far. Since he has similar weight, he has to rely on his abilities and aerials to grant vertical air control.
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  15. Neutrals:
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  17. Jab Combo: A 3 punch combo. Hits a bit harder but comes out slightly slower and has less range.
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  19. Tilt: A whip strike. Mildly less range and damage compared to the Belmonts, and lacks a sweetspot, but has less end lag. Same startup time.
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  21. Down Tilt: A slide kick. Travels a bit slower; ends much quicker. His followup is an overhead kick that launches upwards at the peak, and spikes at the very end. If you just do the slide kick, it's quick to move from, but his followup is very easy to punish if shielded.
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  23. Up Tilt: An uppercut with a slight lag. Hits twice; initial hitbox deals most of the damage with the second hitbox has an upwards angled launch (not great at killing but good for aerial combos), but if the first hitbox doesn't collide with anyone, then the second hitbox launches straight upwards for a kill.
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  25. Dash Attack: Like the Belmont's bladed dash, except its a lunge with a fist. Only hits once, for decent knockback. However, there is no blade, so it does not destroy projectiles.
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  27. Aerials:
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  29. Neutral Aerial: A spinning kick around him in both directions; hits once in front and once in back. Deals light damage, and has somewhat fixed knockback; pushes foes back even at low percentages but cannot be used to kill except at very high damage. Slightly reduces his vertical movement when used.
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  31. Forward Aerial: A whip strike that can be angled. A bit less range than the Belmont's forward aerials but its hitbox lasts longer. Lacks a sweetspot.
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  33. Back Aerial: Same as the Forward Aerial.
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  35. Up Aerial: An uppercut with slight vertical movement, like his up tilt. Only one hitbox and not great knockback, but decent damage and it comes out very quickly for aerial mixups.
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  37. Down Aerial: A divekick like the Belmonts. Comes out more horizontally and has no stall, but doesn't have the higher damage startup spike. The followup bounce has more potential horizontal speed, meaning you can bounce straight up, backpedal, or mixup, making it better for positioning.
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  39. Smash Attacks:
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  41. Forward Smash: Virtually the same as the Belmont's; even has the same sweetspot. Just has a bit less range, lower sweetspot knockback, and higher damage on the sourspot. Instead of being angled, Juilius can crouch or short hop during the windup animation; but both of these add more end lag.
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  43. Down Smash: A short hop forward that leads into an overhead kick. Horizontal momentum can be controlled while performing this, and hitting an airborn foe with the final foot spikes. Hopping off the stage with this is easily recoverable if you aren't punished; otherwise he'd have no reliable spikes. If you do get punished, well...
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  45. Up Smash: A more extreme version of his up tilt. Like before, it has the strongest knockback if you only hit with the final hitbox (which is extra hard to do here), but its capable of killing with the two hit version too. Has even more vertical movement, too, but this is by far his easiest to punish attack if you miss or hit a shield.
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  47. Specials:
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  49. B (Axe): Comes out much faster, with far less end lag. Has less vertical speed, but even more control over its horizontal speed. However, it does not have kill potential or nearly as much damage, instead being more of an anti-air ability, or a tool to limit enemy options so you can approach them.
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  51. Side+B (Cross): Does not knockback, instead passing through enemies, causing minor hitstun and hitting them several times, and loses no damage on the return. If you throw this out of a dash, it will travel very far and very fast making it a strong initiator; though that means it has less hits. Since it takes a long time for the dash version to return, its meant more as a combo helper if you can time yourself with its return. It's also really good if you can hit someone with the peak since that's when it does the most hits.
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  53. Down+B (Holy Water): Hits in a wider area and has a bit less end lag. Hits only 1-4 times, but each hit deals 2.5% and the flask deals 5%. No good for killing, but it's good at wearing down foes or punishing poorly timed roll-aways.
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  55. Up+B (Omnia Vanitus): Charges up for a vulnerable moment, then does an omnidirectional dash. This attack deals no damage except at the very end, and even then it's minor with no knockback, plus if you hit a shield it's very easy to punish. However, he's invincible for the whole movement and he can act right out of end lag. Has very good horizontal travel when used on the ground.
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  57. Final Smash (Grand Cross): Functions quite differently vs the Belmonts. First he creates a very strong screen-width wind effect pulling foes towards him; as well as trapping foes that are near or directly above him in a coffin, that lasts about one second. If there are any foes trapped, he plays a cutscene showing them being blasted by his grand cross attack as the moon is enshrouded by an eclipse. Beyond that, the damage and knockback is similar.
  58.  
  59. Classic Mode: No Country for Old Men -- Fighting some of the (physically) oldest smash bros characters
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  61. Round 1: Captain Falcon on Big Blue
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  63. Round 2: Ryu and Ken on Suzaku Stage
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  65. Round 3: Ganondorf on Gerudo Valley stage
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  67. Round 4: Fighting Mr. Game & Watch Team, on Flat Zone
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  69. Round 5: Palutena and Rosalina on Mario Galaxy. Partway through the fight, Wario spawns off stage riding his motorcycle. (apparently he's 46. Who knew?)
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  71. Round 6: Dracula (slightly weaker)
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  73. Bonus Stage
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  75. Boss Round: Soma Cruz (https://www.reddit.com/r/smashbros/comments/a4yueb/just_for_fun_a_soma_cruz_smash_moveset_follow_up/) on battlefield version of a Floating Garden stage (https://castlevania.wikia.com/wiki/Floating_Garden).
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