Bionichute

cap b

Oct 17th, 2019
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  1. Tonic Growth
  2. Spin Attack
  3. Stinger Missiles
  4. Energy Balls
  5. Spin Dash
  6. Spin Dash Stall Shot
  7. Spike Bombs
  8. Energy Ball Rapid Shot
  9. Spinning Energy Ball Shot
  10.  
  11.  
  12. Capital B
  13.  
  14. Capital B is the main antagonist of the Yooka-Laylee games. He is the CEO of Hivory Towers, a generic corporation that does evil things. In the first game, he starts stealing books from around the world in order to become the only seller of books in the world. In the second game, Impossible Lair, he gets access to a device that lets him mind control other bees - something that isn't good when he invades a bee kingdom and takes all their soldiers for himself. While these two plots might seem disconnected, they in fact are part of one bigger plan.
  15.  
  16. Capital B is, himself, a corporate stooge of a higher evil, the V.I.L.E. organization that seeks to control the universe itself. The plan in the first game is to get the mythical One Book, a book capable of rewriting the universe. This plan was foiled when the pages of the One Book escaped, leaving it a useless shell until returned to it. In Impossible Lair, Capital B seeks to control the bee kingdom in order to gain access to its factories that are capable of producing Infinity Ink, the one thing capable of being written in the One Book.
  17.  
  18. In addition, while the equally evil Dr. Quack that pals around with Capital B might seem like a lackey, he's actually a higher up meant to observe B's buzz-iness and relay it back to the heads of V.I.L.E. Of course, neither of these plans went anywhere, as the buddy-duo of Yooka and Laylee managed to stop him both times. Capital B doesn't have much of a character, despite having a lot of dialog, he mostly just talks in jokes about capitalism, or bee puns.
  19.  
  20. "Can we make this quick? I have a golf game planned for 6!"
  21.  
  22.  
  23. Corporate Stats
  24. Weight - 127
  25. Walk Speed - 0.76
  26. Run Speed - 1.76
  27. Air Speed - 1.17
  28. Fall Speed - 1.95
  29.  
  30. Capital B has fairly average stats for a standard heavyweight character, with high weight and mediocre speed. The one exception is on his air speed, which, as a bee, B has great control over despite his corporate fatness. This is also why he has decent running speed, instead of running on his bad legs, Capital B will reveal his wings and fly instead of run. Also of note is his walking animation, where he uses his cane to help him, because of his bad leg. This is why he has one of the slowest walk speeds in the game.
  31.  
  32. Capital B is a thick character, roughly the width of K. Rool, but only slightly shorter thanks to his hunched back. B's first jump is a very mediocre, almost outright bad, jump, thanks to him having to use his legs. His subsequent jumps, all 3 of them, are much better, as he uses his wings to propel himself upwards instead. Only the last jump is worse than the first one, as B will start getting tired after that.
  33.  
  34. In Smash, Capital B uses his appearance from Yooka-Laylee, the buzz-iness suit, with his general outfit from Impossible Lair as an alternate costume. Both outfits have the Hive Mind device from Impossible Lair attached to his cane, for animation reasons.
  35.  
  36.  
  37. Business Specials
  38. Down Special - Hive Mind Havoc
  39. Capital B activates the Hive Mind device on his cane, and twirls it around briefly. This causes a circle of red dots (Actually mind controlled bees) to swarm around him in a horizontal direction. The bees don't do much at first glance, but they're actually a protective shield - something that Capital B can make a lot of use out of. When B is hit while the hive Mind shield is out, he'll take roughly half of the attack's damage (but full knockback, calculated to the halved damage), killing one of the bees in the process. When hit, the bee will flop to the ground and stay there for a short while, before vanishing. If Capital B is hit while having bees and performing a move, he will take half damage, but not any knockback, functionally acting as super armor.
  40.  
  41. On first use per stock, Capital B will summon 3 bee soldiers to help him. On subsequent uses, he will only summon one bee each, and can have a maximum of 5 bees at a time. The bees will only protect from singular hits, so individual jab hits will kill individual bees. The same goes for Smashes with multiple hits as well, which can easily drain the shield. Capital B has access to an infinite amount of these bees, so don't worry about them dying, they're purely expendable resources. Summoning a bee takes a short time, but trying to get to the max amount all at once isn't a great idea during a match. The animation leaves Capital B completely vulnerable, as there is no hitbox on the move, and ending lag is fairly bad, despite the actual animation being short.
  42.  
  43. If the attack is held while any number of bees are present, Capital B will order one of the bees to remain directly in front of him at all times. This doesn't do much, except protect that singular bee from being hit (This functionally acts as removing the bee from your shield pool). When Capital B uses an attack based around his energy orbs, the bee will be applied to the orb and give it a 5% damage buff. This is signified by the bee swirling around the orb. Capital B can actually stack bees added to his ammo pool, up to five, but he can't summon any more bees, as he still has five on him.
  44.  
  45. If the special is held while all 5 bees are added to the ammo pool, Capital B will instead fire all five of them out as a hefty projectile instead, with the five of them clumping together into an uneven orb shape. It moves at a decent speed, similar to a mid charge Super Scope shot, and travels 5 Grid Blocks before the bees die of exhaustion. The bee ball is roughly the size of Mario's fireball, but travels straight. On hit, it will deal 14% damage with decent knockback that can KO in the mid 100%s.
  46.  
  47. There's a handful of other things that can be done with the bees, but you'll mostly want to use them as a shield to protect Capital B.
  48.  
  49. "That's how a good employee should be: Obedient and expendable!"
  50.  
  51.  
  52. Neutral Special - Homing Irritation, Very Expensive (HIVE) Grenade
  53. Capital B pulls out a beehive, and then tosses it forward as a grenade. Capital B will always throw the hive at an angle, similar to the default angle on Snake's grenade toss. The difference here is that Capital B can't aim it, which is unfortunate. This is made up for by the hive grenade being significantly larger, equivalent, appropriately enough, to the size of the beehive item from Smash Bros. itself, though this is a full beehive rather than the half like it is in Animal Crossing. It's just slightly shrunken down to match. The start up on the attack is rather high, but it has minimal ending lag.
  54.  
  55. Beyond that, the hive grenade acts like Snake's grenade once thrown as well, it will bounce around a bit then explode after 2.5 seconds on stage. Other players, including B, can pick it up in that time and throw it as well, but this isn't a massively smart idea, even compared to Snake's grenade. First thing's first, the thrown hive will deal 2% damage on contact, with negligible knockback. Once it explodes, the explosion is rather small, roughly 1.5 Grid Blocks tall and wide, and deals 15% damage with above average knockback that can KO in the mid 100%s, making it not especially notable. However, what is notable is what happens afterwards.
  56.  
  57. Once the explosion clears off, the hive will spawn a cloud of bees that acts similarly to the beehive item's bee swarm, but with a few notable differences. The big one is that you don't need to hit an opponent with the hive grenade in order for it to lock onto them, it only needs to explode. If the hive does hit an opponent, it will home in on them, but otherwise it will simply lock on to the nearest opponent. The bees are also locked to dealing 2% damage a second, compared to the beehive's more variable damage. The bees here will also only remain on stage for 8 seconds compared to the beehive item swarm's 10, meaning that the hive grenade's bees can cause a maximum of 16% damage over time. It can also be blocked by dodging and shielding.
  58.  
  59. Other than those details, it remains the same, even still dealing small amounts of hitstun to annoy the opponent. The opponent has few options to remove the grenade before it explodes, meaning most of the time the opponent will have to sit it out or risk being taken advantage of in their more vulnerable state. Capital B is a very heavily projectile based character, so making his opponents a sitting duck is in his best interest. Also, only one bee swarm can be on stage at a time, but up to two hive grenades can. The second one will simply explode harmlessly.
  60.  
  61. It took a bit of prodding from Dr. Quack, but B figured out a new trick he can use with these grenades in combination with the Hive Mind. If the Hive Mind Havoc move is held while a swarm is on stage, it will cause them to home in on Capital B! Instead of stinging their boss in an attempt at unionization, they will instead instantly add 3 to his bee shield. The main issue here is that you need to choose between dealing damage and leaving the opponent vulnerable, or buffing your shield. This is a situation that can change depending on current situations.
  62.  
  63.  
  64. Up Special - Corporate Jackhammer
  65. Using his tiny wings, Capital B lifts his fat body up at an alarming pace, before falling back down. This behaves a lot like the Super Dedede Jump in most ways, complete with it having high starting and ending lag and going basically the same distance upwards. The main difference here comes in how it behaves in the air, as Capital B can actually gain a special hover that allows him to aim his fall a lot better than Dedede can.
  66.  
  67. This hover can be held for roughly 3 seconds, and behaves like Peach's hover, only you need to hold the Special button in order to activate it. It's effective at stalling and aiming, but unfortunately, unlike Dedede, Capital B is incapable of cancelling the attack once it gets going, so you'll need to use this hover whenever you feel you need it. And if you know how Super Dedede Jump works, that will be a lot of the time.
  68.  
  69. Finally, there's the actual attack part of this move. When going upwards, Capital B's face will deal 8% damage with weak upwards knockback. Not much to say there, it deals high hitstun so its possible to combo into it from the second hit. The fall, the aforementioned second hit, actually has several animations, but they all behave the same way. B will alternate between the animations with each use, and they consists of things like him falling stomach first, falling back first, falling bottom of his cane first, or falling with the Hive Mind pointed below him. Getting caught underneath this will deal 14% damage, with a meteor smash effect. The landing hitbox only deals 10%, with fairly mediocre knockback, not making it as good of an option as the Super Dedede Jump's landing hitbox.
  70.  
  71. Like the SDJ, landing will cause Capital B to create an extra hitbox, in this case a red shockwave (hexagonal shaped, but only two of the sides matter in a game like Smash) that will travel across the ground until it reaches both edges of the platform it was created on, meaning its capable of extending past edges, just not both edges at the same time. Both sides of the shockwave are 0.5 Grid Blocks long, and 0.3 Grid Blocks high. It moves at a very slow pace, roughly Ganondorf's walk speed, meaning it will stay on stage for... quite a while, unfortunately (You can also only have one on stage at a time). On hit, the shockwave will deal 8% damage with mediocre knockback, not much of a kill move but considering how long it can last, it's very irritating.
  72.  
  73.  
  74. Side Special - Corplet Cronies
  75. The antenna of the Hive Mind device starts to spark as Capital B waves it in the air. He then slams it on the ground, causing a large wooden crate to fall in front of him and release one of three different minions as it shatters on the ground. First we'll talk about the crate itself. For one, the animation of this move is actually Capital B calling in a drone (the robotic ones, and it's never seen on-screen), which then drops the crate. The crate is slightly larger than a single Grid Block unit, making it a very large hitbox as it falls. The crate will always fall from the top of the screen, and will always break at whatever altitude Capital B was standing on when he summoned it, meaning no cheesy off-stage deaths. While falling, the crates deal either 8% or 14%, depending on if the opponent touches the side or the bottom. The bottom of the crate acts as a meteor smash, while the sides deal rather weak knockback. When it busts open upon touching the ground, it deals a decent 10% damage with above average knockback.
  76.  
  77. Now, we move on to the fun part: The Corplets inside of the crate! What you get depends on how long you hold the Special button for. With a simple press or a brief hold, the crate will release 3 Corplet Meanyions, small baddies (Around the size of Koopa Shells, but less wide) that have a very basic pattern. They will simply walk forward at a sub-par speed until they hit the edge of the stage, where they will then turn around and walk the other way. They do this indefinitely, acting as minor nuisances. The Meanyions are constant hitboxes on all side, but only deal 4% damage on contact, with unsafe knockback. They only have 8% health, meaning that a decently strong attack can take one out. They functionally act as a minor obstacle to interrupt or disrupt whatever the opponent is doing at the moment, something that isn't incredibly dangerous, but can be useful in a lot of situations, especially in combination with Capital B's many projectiles. You can have 6 on stage at a time.
  78.  
  79. When held for roughly a second, the crate will instead release 2 Corplet Soldiers (Officially just called "Corplets", but I need a way to distinguish them). These guys are around Kirby size, but thinner. They also have a simple pattern, but are far more complex than the Meanyions. They will run towards the closest opponent at around Mario's run speed, and perform a short ranged swiping attack once they get in close. This will deal 8% damage with bad, but not unsafe, knockback. They can even jump up to other platforms in order to chase after their chosen victims. Corplet Soldiers are still weak, only having 12% health, which does make them considerably stronger than the Meanyions, but not by a whole lot. Soldiers are generally still weak, but can act as more effective distractions and nuisances than the Meanyions. You can have 4 on stage at a time.
  80.  
  81. Finally, after holding the button for a whopping 3.5 seconds, Capital B will call in the big guns: the Corplet Punisher! These big orange guys are nearly the size of the crates they were summoned from, and only one can be called at a time. Unlike the more active Meanyions and Soldiers, Punishers will sleep on the spot they were summoned (Unless the crate breaks mid-air, then they just fall), and only attack when an opponent gets within 2.5 Grid Blocks near them, from any direction. Once this trigger is activated, the Punishers will enter a spinning attack where it flies forward 2.5 Grid Blocks worth of space. This is a similar hitbox to the Spinning Kong, though smaller to match up with the Punisher's model. The attack deals 18% damage on hit, and high knockback that can KO in the mid-100%s, very impressive for a minion. On top of that, while they're attacking, they become completely invincible for its duration. They only become vulnerable during the long start-up of the attack, or the long endlag where they flex their muscles. Punishers also have a stupid amount of health for a minion, totaling at 28%. Punishers are the Corplets that you will generally want to call in most of the time, but they're obnoxiously long charge time makes it hard to do. Other than that, these guys are amazing and can easily act as one of Capital B's main KO methods, as well as a decent distraction for when that doesn't work out.
  82.  
  83. The actual animation on the summoning animation is fairly mediocre, Capital B will only be able to move around roughly 10 frames after the box first shows up on screen, not exactly giving him a lot of time to do other stuff while waiting for his minions. Start-up is mostly unremarkable. Finally, we have one more thing for your bee related needs, which obviously means we're going back to the bee shield for a moment. While Capital B doesn't USUALLY like to share his earnings, in a life or death situation, that can change. If Capital B has a bee held in front of him and is standing near the crate when it hits the ground, the held bee will actually transfer over to one of the summoned minions. The amount of bees held can stack onto other Corplets summoned, though each Corplet can only hold one bee at a time. Unlike the bee shield on Capital B himself, the Corplet bee shields will block one full attack's worth of damage, though it won't affect knockback. This is especially useful for Meanyions and Soldiers, as it makes them a lot less pathetic, but it can make Punishers even more of a threat. You can have as many bees attached to your Corplet cronies as you can have on stage, so don't worry about defending them all. It's not like they'll get to enjoy it for very long.
  84.  
  85. "I knew it was a smart idea to invest in that 'corporate drone delivery drone' service!"
  86.  
  87.  
  88. Profit Smashes
  89. Forward Smash - Quack Bomb
  90. Capital B pulls out one of Dr. Quack's patented Quack Bombs, orange bombs marked with a hexagonal Q logo, which he then tosses forward as a projectile. This is another example of an item projectile, however, as opponents are capable of picking up and throwing the Quack Bomb once it lands. Before we get to how it behaves, there's how Capital B throws it, which is in a much wider arc than he did the Hive Grenade, which in turn gives this a lower flight path and a farther distance, roughly 4-5.5 Grid Blocks forward, as charging the move only affects the rang it is thrown. It acts as a hitbox when thrown, exploding once it hits an opponent. This deals 20% damage, with decent knockback that can KO in the early 100%s.
  91.  
  92. The bomb is roughly the size of a Smart Bomb, and its explosion is half the size of a Bob-Omb explosion. The Quack Bomb will only explode if it hits an opponent (Or Capital B if the opponent gets their hands on it), if it doesn't hit an opponent it will sit on the ground for a few seconds. This is the time opponents will want to pick it up, as it will remain inactive while held by any character. The bomb doesn't harm the previous character that threw it. If the bomb remains on the stage for 5 seconds, a mechanical duck head will suddenly pop out of it, and it enters a far more destructive phase.
  93.  
  94. The rims of the bomb actually act as a tire, and the duck-headed bomb will begin rolling across the stage, turning around whenever it hits a ledge. If the bomb touches anyone, including Capital B, it will explode in the same manner as stated previously. This makes this an insanely dangerous trap, though a highly risky one for Capital B. It can easily lock off certain parts of stages until someone ends up knocked into it, as it has no despawn timer. The bomb can also explode if it touches another item or non-playable character, meaning that B can use one of his many projectile moves to stop it, but this comes at the expense of actually fighting the opponent. The most suggested defensive maneuver in case anything happens is to have a Corplet minion on stage, as they can easily get rid of the bomb without any REAL casualties involved.
  95.  
  96. "Tell Quack he's getting his pay docked! He said he installed the Bad Guy Detecting Safeguard when I took them!"
  97.  
  98.  
  99. Down Smash - Honeycomb Hive
  100. Capital B pulls out another hive grenade, but instead of throwing it forwards, he instead throws it at his feet, causing an explosion of honey, but no bees. The explosion here is practically a melee hitbox, having only slightly extended reach on both sides of B, like you would expect from a DSmash. The explosion is fairly simple,a s it will deal 12-18% and pop opponents into the air on hit. This knockback is capable of killing in the mid to late 100%s, making it fairly weak for a smash. The attack is fairly fast, but not that fast. This can be a decent punish on ledge rolls or such, but has very little use outside of that. However, this isn't what you really want to use this move for.
  101.  
  102. A few frames after the hive grenade explodes, it will produce a large, yellow hexagonal shockwave that spreads out across the screen gradually. This is the same effect as on Capital B's USpec, but this one is facing towards the screen. The hexagon's sides each equal 0.6 Grid Blocks in size, and won't change as the hexagon spreads out, instead stretching out rather than expanding. The hexagon will remain on screen until it passes all the edges of the screen, where it will then quickly disappear. This makes it a massive, moving hitbox that can still be avoided, but can be difficult to do. It's arguably better to be outside of the hexagon, because being inside it makes it easier to be thrown into it.
  103.  
  104. As for the hitbox of the hexagon itself, touching it will cause 8% damage with very minimal knockback. The knockback is actually safe for the opponent, as it can't combo into itself, thanks to its relatively small width and constantly being on the move. This can still cancel recoveries and other aerial maneuvers, however, making its massive size a very dangerous prospect for anyone that's off stage. Thankfully, the hexagon moves at a very slow speed, taking 10 seconds to reach off the screen from the middle of Battlefield. This is obviously a highlight move for Capital B, as it grants him immense control over the stage, especially since he's immune to the hexagon. As a final note, Capital B can only have one of these shockwaves on screen, though this doesn't affect the shockwave on USpec.
  105.  
  106. "I'm always saying we need to increase our reach in the market! HAH!"
  107.  
  108.  
  109. Industry Standards
  110. Jab - Sting & Stung
  111. Capital B thrusts his cane forward, the Hive Mind device first, its antenna sparking as he does so. This is a single hit jab with decent range to it, thanks to the added reach of the cane. This lets Capital B hit 0.6 Grid Blocks in front of him. The attack has decent speed on both ends, and can basically be spammed rapidly if you just mash the button, that's how little starting and ending lag there is.
  112.  
  113. On hit, the cane will deal very weak knockback that won't kill until the mid 200%s, but deals heavy hitstun that can easily leave opponents in place for another follow up, even from the Jab itself (Though you can't get in more than 3 hits at a time, usually). The cane deals 9% damage if it hits the sweet spot on the tip of it, corresponding to the antenna, and 7% if it hits anywhere else. This is a pretty good poking tool, and one of Capital B's more directly useful melee attacks for that reason.
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