NudeBeach

PokeSmash

Aug 11th, 2016 (edited)
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  1. Clefairy [fairy]
  2. (tricky both to play and fight; has strong moves that cannot be reliably counted on in the form of Metronome)
  3.  
  4. Up B: Gravity [psychic]: A circular energy field that propels Clefairy up, and nearby foes down, while doing no damage. Meteor smashes enemies who are above a certain threshold of damage.
  5. Neutral B: Disarming Voice [fairy]: A cone-shaped projectile that causes the enemy to drop held items, and lose buffs. Gets wider as it goes, and goes through terrain, but has a range limit, and never gets particularly wide anyway.
  6. Side B: Meteor Mash [steel]: Basically Falcon Kick, but as a punch with a silver trail.
  7. Down B: Metronome [normal]: Does the metronome, and after a moment, a random part of their body begins glowing, with each part yielding a different move when Down+B is pressed again. This glow acts like most charged specials (ie: you can dodge out of the charging animation (the metronome) to continue charging, or maintain a full charge (the glow) for as long as you wish, then fire it on-command). Metronome can only be used again when the queued-up move is cleared.
  8. Metronome moves:
  9. Moonlight (wings glow) : Poses a moment, then heals 10-30 percent. Enemies can interrupt this with an attack, which eats the move and yields no heal, as the healing only happens when the animation ends.
  10. Moonblast (hands glow) : A powerful, ball-shaped projectile that flies in a straight line forward, and whose speed can be altered by holding forward or back as it fires.
  11. Misty Terrain (antennae/ears glow) : Covers the nearby area in mist, which obscures vision and prevents projectiles fired by enemies (including thrown items) from travelling through that location.
  12. Stored Power (torso glows) : Clefairy holds their arms out forward, and then quickly bends their waist backwards. Finishing this animation yields a small buff to attack, defense, and speed that stacks when used multiple times, up to a 20% increase for each stat after 5 uses. When Clefairy dies, they lose one stack, but they are otherwise permanent.
  13.  
  14. Final Smash: Super Metronome: Clefairy performs a happier and more vigorous metronome, which ends with it doing a move chosen from the list below, doing its best to hit the enemy depending on positioning.
  15. Moves: Superpower [fighting]: Clefairy tackles a short distance while covered in glowing red energy. High damage/knockback. Used when there is an enemy directly in front of Clefairy. Comes out very quickly.
  16. Water Pulse [water]: Clefairy spits a pulsating ball of water forward. Travels across the whole screen. High damage, moderate knockback. Used when an enemy is in front of Clefairy, but too far for Superpower.
  17. Sludge Wave [poison]: Clefairy flexes and fires a wave of liquid poison in a circle from their location. Moderate damage/knockback. Used when the nearest enemy is close to Clefairy, but not in front of them.
  18. Bug Buzz [bug]: Clefairy turns around and vibrates their wings, creating a circular sound wave for a few moments. Moderate damage, no knockback. Used when the enemy is a short distance away from Clefairy, but not in front of them.
  19. Shock Wave [electric]: Clefairy holds up one finger above their head, and a wave of electricity emerges from it, overtaking the whole screen. Low damage/knockback. Used when none of the above moves have their criteria met.
  20.  
  21. Nidorina [poison/ground]
  22. Up B: Icy Wind
  23. Neutral B: Poison Fang
  24. Side B: Double Kick
  25. Down B: Venom Shock/Drench
  26.  
  27. Nidoking [poison/ground]
  28. Up B: Element Punch
  29. Neutral B: Some kind of spike cannon
  30. Side B: Outrage
  31. Down B: Rock Throw
  32.  
  33. Sandslash [ground]
  34. (a very mobile melee specialist)
  35.  
  36. Up B: Gyro Ball [steel]: Leaps upwards in a controllable arc while spinning. Deals damage/knockback on contact based on how much more/less damaged the target already is compared to Sandslash, with it being more effective when Sandslash is behind.
  37. Neutral B: Pin Missile [bug]: Turns around and rapidly fires the spines on his back at the enemy, one at a time, with each spine randomly firing forward, or on a forward diagonal, for as long as the button is held. The spines travel about the length of 2.5 times Sandslash's body width and then vanish.
  38. Side B: Crush Claw [normal]: Pauses, then flies, spinning, claw-first in a chosen direction.
  39. Down B: Dig [ground]: Sandslash burrows into the ground so that only its head is exposed, letting it dodge most moves by shrinking its hitbox. If entered again, Sandslash leaps out of the ground in an explosion of dirt that deals high damage. The second part can be aimed slightly left of right. Sandslash can use this to cross to the other side of thin walls. When used in the air, Sandslash will instead use Sand-Attack, simply spraying a small amount of lightly damaging (but quick and high-priority) sand around itself.
  40.  
  41. Throw: Sand Tomb: A small whirlwind of sand appears a short way in front of Sandslash, trapping the enemy on hit.
  42.  
  43. Final Smash: Sandstorm [ground]: Temporarily covers the entire level in a raging sandstorm, which lightly damages all enemies over time, and hits them with a small slow for the duration of the attack.
  44.  
  45. Torkoal [fire]
  46. (A slow, heavy, and powerful space-control character)
  47.  
  48. Up B: White Smoke (normal): Torkoal takes to the air, withdrawing their limbs and head, and flipping upsidedown. They then spray a large puff of white smoke from the holes in their shell. This puff will stay in the air (or on the ground, if it hits the ground) for a time, blocking projectiles thrown or shot by enemy players.
  49. Neutral B: Heat Wave (fire): Tokoal breathes a cone of superheated air in a controllable direction while the button is held, which can be indefinitely. The attack becomes stronger and larger over time, though there is a cap. Further, Torkoal cannot move, jump, or turn around while this is active, and it cannot hit behind him, or directly above/below him. Torkoal takes a second to catch his breath when this move ends, leaving him vulnerable.
  50. Side B: Flame Wheel (fire): Torkoal withdraws into his shell, and turns on his side. On the ground, he begins spinning in place at a high speed like the tire of a revving car while the button is held. When released, he fires forward at a high speed, doing damage and knockback on contact dependant on his speed. Torkoal can jump and change direction while doing this move, but they both cost him speed/power, and changing direction is non-instant. In the air, Torkoal simply falls to one side, spinning in this same manner, with no control. When he hits the ground, he resets into a standing position after a moment.
  51. Down B: Lava Plume (fire): Torkoal props himself up onto his front legs, and fires a small globule of lava towards the ground from the central hole in his shell. When it hits the ground, it creates a glowing puddle of lava that explodes into a small pillar of the stuff when hit with an item, enemy, or attack, destroying the puddle. It will explode into a larger and more powerful pillar if enough time passes without anything setting it off. This move cannot be used again until the prior use completely resolves.
  52.  
  53. Final Smash: Coal Engine (rock): Torkoal emits a much greater amount of smoke than usual, and suddenly moves and animates far faster for a time. While this is active, he periodically fires large coal rocks up off the top of the screen, which causes numerous smaller coals to rain back down near Torkoal's position when he fired them, piercing characters and terrain, and doing high damage and knockback on contact.
  54.  
  55. Archeops [rock/flying]
  56. (varied/balanced; can power himself up)
  57.  
  58. Up B: Aerial Ace [flying]: Archeops rises up a moderate distance in a very controllable arc. He then makes a swift, damaging beeline for the nearest enemy for a similar distance. After this beeline, he enters helplessness.
  59. Neutral B: Ancient Power [rock]: Archeops fires a ball of energy colored like his current palette forward. It is about as big as he is, travels at a moderate pace, and does low-moderate damage. If the attack hits, Archeops' attack, defense, and speed are all buffed for a few moments; he sparkles to indicate this buff.
  60. Side B: Pluck [flying]: A powerful, short-range, downwards-arcing hit with his head. Does a lot of damage to the bubble shield, and meteor smashes airborne enemies. If the enemy is holding an item, this move will let Archeops steal it, or (if Archeops is also holding an item), simply force them to drop it.
  61. Down B: Stone Edge [rock]: Archeops flaps his wings, causing a handful of stones to appear in the air around him, and linger there. If he presses Down+B again, the stones will fly in the direction he was facing when the made the stones appear. Each stone does light damage, with solid knockback.
  62.  
  63. Final Smash: Archerex [rock/flying]: Archeops spontaneously grows many times its original size, becoming so huge it cannot fully fit on the screen; exact size varies depending on the chosen level. Instead, Archeops stands to one side of the level, only his upper body visible, and can attack enemies with it's head, wings, and claws with different buttons. Aerial Ace flaps his wings to create a pushing wind attack, Ancient Power is now an energy breath, a la Godzilla, Pluck is a powerful bite, and Stone Edge now makes rocks rise swiftly near Archeops as the input is held.
  64.  
  65. Galvantula [bug/electric]
  66. (intended to trap/pressure the opponent)
  67.  
  68. Up B: Electro Ball [electric]: A large ball of electricity appears between Galvantula's legs, and it leaps off it. The ball then (slowly) pursues the nearest opponent for a few moments.
  69. Neutral B: Infestation [bug]: Galvantula shakes in place, and Joltiks appear near it, a few at a time, slowly orbiting Galvantula at random points (they vanish after a moment or two). An enemy hit with a Joltik will be overrun with Joltiks for a brief while, which damages them over time, and stacks with poisoning. Enemies can be hit with up to four Joltiks at once.
  70. Side B: Electroweb [electric]: Fires a ball of electrofied webbing forward. An enemy hit is stunned, and takes damage over time during the stun. If Side+B is entered while the ball is in motion, it expands into a small web that hovers in the air for a brief while. Enemies who hit this part of the move are held in place, and take damage over time, but can still attack/do other things. The ball itself travels moderately quickly, and up to two traps can exist at once.
  71. Down B: Discharge [electric]: Galvantula charges electricity in its body for a moment. If Down+B is pressed again during this time, it discharges the electricity, doing damage in a small radius near itself. If it is not, the move ends, and Galvantula's next Discharge-Attack will be slightly stronger. This stacks four times.
  72.  
  73. Pummel is Leech Life, biting the enemy for a slight heal to Galvantula.
  74.  
  75. Final Smash: Signal Beam [bug]: Galvantula rotates along his x-axis, as if showing his top to the camera. A powerful set of lasers are shot from each of Galvantula's six eyes in a cone-pattern, with the lasers on the edges of the cone being extra-thick and damaging. The cone collapses into a singular laser a moment after the attack is fired, which deals the bulk of the damage/knockback of the move.
  76.  
  77. Kecleon [normal] [???-type moves depend on Kecleon's color at the moment]
  78. (a speedster with a wide variety of attacks; his attacks tend to be on the weak side, but he makes up for that in sheer variety; his synchronoise move is intended to counter opponents who are smart enough to hit him with a variety of attacks so his player cannot get used to one color.)
  79.  
  80. Up B: Color Arc [???]: Kecleon leaps upwards while flipping backwards and tucking his limbs in close to his body. When green, Kecleon leaves a series of three leaves as he ascends, which fall slowly, traveling left and right in a slow rhythm and doing minor damage/knockback on contact. When red, he creates a glowing red image of himself at the top of his jump, which lingers in the air for several seconds, and damages whoever touches it. When yellow, Kecleon deals a solid hit of electric damage to anyone who touches him as he ascends. When blue, he leaves an ice statue of himself in the spot he leapt from, which will drop when in the air, dealing damage as it falls, and acting as a solid object on the ground. When purple, Kecleon's leap becomes so fast it is essentially a teleport. The purple and blue variants do not leave him in a helpless state; the rest do.
  81. Neutral B: Prismatic Shot [???]: Kecleon spits a projectile forward. The look, behavior, and color of the shot change depending on Kecleon's current color. When green, it is a medium-strength ball of plant matter that travels upwards in an arc, eventually travelling straight up. When red, it is a pair of small fireballs, shot diagonally up-forward and down-forward. When yellow, he fires a powerful but slow-moving spark straight forward. When blue, it is a fast-moving snowball that travels forward in a curly path. When purple, he fires a ball of purple energy that drops down, and rolls along the floor at a moderate pace, stopping only when it hits a wall, or after a certain amount of time. None of Kecleon's projectiles can go through solid surfaces, except the green one. The red one is the only one that can be shot rapidly.
  82. Side B: Synchronoise [???]: Kecleon creates a circular wave of rainbow energy in the center of his tail, which grows to a certain point and then stops, dealing modest damage and light knockback to everyone it hits. If Kecleon has changed colors within a certain timeframe before using Synchronoise, he will shoot additional waves, one after the other, with one per color change done in this time period. All waves emanate from the spot where he was when he used the attack, and are identical beyond their timing. Kecleon cannot use this move again until it stops firing entirely.
  83. Down B: Shadow Sneak [ghost]: Kecleon pauses for a moment, while making a distinctive noise and blurring the area around him slightly. When he completes this, he becomes invisible for a few seconds. He drops out of this state immediately if something damages him.
  84.  
  85. Grabbing and holding the enemy is done with the long tongue, which can also act as a grappling hook.
  86. Kecleon changes colors and types when hit with enemy attacks. He becomes Green (grass-type) when hit with a Neutral+B, Red (fire-type) when hit with Up+B, Yellow (electric-type) when hit with Side+B, Blue (ice-type) when hit with Down+B, and Purple (dark-type) when hit with grabs/throws.
  87. This changes some of his attacks, and also alters his weaknesses/resistances (assuming type weaknesses are active in the current fight).
  88. To facilitate Kecleon's color-changing mechanic, his 'team colors' are not recolors, but actually different hats he wears, which are colored to make his team affiliation identifiable. These hats include a sedge hat, a top hat, a crown, and a beret.
  89.  
  90. Final Smash:
  91.  
  92. Makuhita [fighting]
  93. (A slow, powerful melee specialist who wants to stay on the ground)
  94.  
  95. Up B: Vital Throw - Makuhita enters a sumo stance ( http://thumbs.dreamstime.com/x/sumo-wrestler-fighting-stance-4836060.jpg ) when the button is pressed, and will lean in the direction the analog stick moves while in this stance. When the button is pressed again, Makuhita will leap in the chosen direction, and if they contact an enemy, they will grab them, spin them around violently for a moment, and hurl them in the opposite direction of the one they leapt in. Makuhita always enters helplessness from using this move in the air, and will always land on their feet regardless of the direction they are travelling. Note that Makuhita will fall while in that stance if used the air, and even if the command is entered as fast as possible, it still takes a moment to launch. This move can be canceled out of by pressing the A button, which makes Makuhita helpless in the air, and quickly returns him to a neutral state on the ground.
  96. Neutral B: Smelling Salts - Makuhita throws salt forward in a small arc. This does very minor damage and knockback to enemies on hit (so much so that at low percentages it does *no* knockback). An enemy who is paralyzed, or has had their speed lowered, takes much more damage and knockback from this. When the salt lands on the ground, it remains for a time, creating a small salty area, and the Makuhita who threw it has slightly more weight while in contact with the salt. Makuhita can have four throws worth of salt on the ground at once.
  97. Side B: Arm Thrust - Makuhita walks forward while doing several open-handed arm thrusts. In the air, the animation is the same, but he moves diagonally down-forward as he is falling from the gravity. Every hit does moderate damage with minor knockback.
  98. Down B: Belly Drum - Makuhita drums loudly on his belly while the button is held down; every hit he does adds 1-3% percent damage. He glows red during this, indicating his attack has increased. When released, the attack-up lasts for twice the amount of time the button was held, or until Makuhita loses a life.
  99.  
  100. As Sumo wrestlers lose the match if they touch the ground with anything but their feet, Makuhita will make every effort to avoid doing so; only failing when knocked down by an attack.
  101. One of Makuhita's winposes is a short yumitori. Makuhita's dodge has him advance or retreat in this stance ( http://collegespun.com/wp-content/uploads/2012/08/sumo-wrestling-300x225.jpg ) Makuhita's forward smash is a shiko.
  102.  
  103. Final Smash: Circle Throw: Makuhita poses like this http://eng.tekkenpedia.com/images/thumb/2/2a/Ganryu_-_CG_Art_Image_-_Tekken_6_Bloodline_Rebellion.jpg/200px-Ganryu_-_CG_Art_Image_-_Tekken_6_Bloodline_Rebellion.jpg while a ukiyo-e of Mt. Fuji, flanked by large tidal waves, appears behind him. Then he hops forward a short distance while grabbing. If he grabs an enemy, the rest of the fight pauses, and he will begin slamming them into the ground to his left and right while the sounds of a hyoushigi play with each impact. After four slams, the enemy is popped into the air in front of Makuhita, where he does a short, rapid burst of arm-thrusts, still accompanied by a hyoushigi. Finally, Makuhita grabs the enemy from the air, and hurls them backwards over his head. Causes high damage and knockback.
  104.  
  105. Eelektrik [electric]
  106. (difficult to get close to, but fragile once the gap is closed, and lacks particularly damaging moves outside of smashes)
  107.  
  108. Up B: Acid Spray - Eelektrik points its mouth downwards, and continually sprays a cone of purple fluid beneath itself. The force of the spray propels it upwards a moderate distance, and Eelektrik's horizontal movement is controllable while active. The spray perishes after a short distance. Enemies hit with the spray take light damage, are knocked downwards with decent force, and are poisoned. Any part of the ground hit by this spray is likewise coat in a thin purple layer, which inflicts poison on any enemies who touch it.
  109. Neutral B: Thunderbolt - Eelektrik raises it's tail to point straight up, and then fires a bolt of lightning upwards from it. This bolt travels for a modest distance before becoming a stationary ball of electric. After a moment, this ball disappears, and fires a second bolt of lightning at the nearest enemy. This move does extra damage if you manage to hit the enemy with the initial upwards shot. The ball of electricity damages enemies on touch, but also perishes immediately, and does not cause flinching or knockback.
  110. Side B:
  111. Down B: Spark - Eelektrik charges up the electricity inside their body, which gives them an electrical aura for a short time. While this aura is active, Eelektrik continually drops small sparks of electricity at a modest pace, which bounce off of surfaces, and cause light damage and knockback if they hit an enemy - but are short-lived. If an enemy touches Eelektrik while the aura is active, they take a stronger hit, and are easily followed up on with a tilt normal, though the aura vanishes immediately. When this move ends, Eelektrik cannot use it again for a short while.
  112.  
  113. When guarding, Eelektrik coils itself up.
  114. Eelektrik's grapple involves coiling around the foe; it's pummel is to bite them.
  115. When jumpimg, Eelektrik spins its fins about its body, as if they were propellers.
  116.  
  117. Final Smash: Thunder Fang
  118.  
  119.  
  120.  
  121. Slowbro [water/psychic]
  122. (High power and defense, but ridiculously low speed. If Slowbro can set up his specials just right, he can do crazy high damage.)
  123. Up B: Slowpogo - Bounces on the ground using not his tail, but his face as a pogo stick, with the Shellder pointing upwards. When in the air, this creates a platform of psychic energy that he bounces off of. The bounce has a horizontal push effect on nearby enemies, and the shellder deals good damage and knockback while rising.
  124. Neutral B: Water Conflux - Slowbro lowers himself until he's on all fours, and his tail raises up so the Shellder is completely above him. Then, Slowbro shoots a stream of water forward, and the Shellder shoots one down-forward, so the streams converge on each other about one body-length in front of Slowbro. The move does modest damage with little knockback for most of its hitbox, but if the enemy is caught in the sweetspot where the steams cross, they take much higher damage. The move can be held to be extended indefinitely, but once it hits the enemy, it can't be held for more than another second.
  125. Side B: Psybro - Slowbro moves like a single period of a sine wave, starting with his tail and ending with his face. When the wave reaches his face, he produces a copy of himself made of psychic energy directly in front of him. This copy will drop down to the nearest available surface, and then walk forward, slower than Slowbro does, until it hits a ledge, where it will idle and then a nap. Contact with the Psybro deals moderate damage and high knockback, but any sort of projectile will destroy him outright, and only one can exist at a time; using the move again will destroy the active Psybro.
  126. Down B: Amnesia - Slowbro idles in place for a moment, scratching its head with a '?' emote. If hit during this time, the attack has no effect, simply going through Slowbro as if he were not a solid object, and Slowbro glows with psychic energy for a few moments, increasing his attack power temporarily.
  127.  
  128. Slowbro's grab is a blank-faced bite, and his back throw involves tossing them to the Shellder, who munches on them for a moment. His other throws are all done with psychokinesis, or by blasting the enemy with water.
  129. The majority of his normals are water attacks or smashing the enemy with the Shellder on his tail like a mace.
  130.  
  131. FINAL SMASH: Mega Slowbro - Slowbro mega evolves, into Mega Slowbro, which acts a super mode wherein Slowbro takes reduced damage, and no knockback, while constantly spinning, doing heavy damage and knockback on contact. He cannot use any other attacks in this mode, and does not have his third jump, but his other two jumps are made somewhat higher to compensate.
  132.  
  133. Heliolisk [electric/normal]
  134. Up+B: Razor Wind - Heliolisk suddenly rises straight upwards a modest distance. The space between his ending position and starting position is populated with three grey, semi-translucent crescent shapes, evenly spaced. A few moments later, two of them fire in the direction he was facing when he started the move, and one fires backwards. The player can hold up or down to have the move gain more or less height, though it's not a huge difference either way. These projectiles deal decent damage, but have weak knockback. This move does not cause helplessness, but since it has no horizontal movement, isn't great for actual recovery.
  135. Neutral B: Parabolic Charge - Heliolisk starts charging an attack, with a semi-translucent sphere of electricity around him. When the move is released, it scans for the nearest enemy within a certain radius who is not behind stage geometry, and zaps them with a quick bolt of lightning that leaps from Heliolisk to the enemy. The damage and radius goes up with charge time. If the move hits, a small bit of green energy flies out of the enemy and towards Heliolisk; this will heal him on contact for a small portion of the damage done, but dissipates immediately if he moves, attacks, or takes damage. A full charge of this move can be stored by dodging out, but firing with a stored charge has an extra bit of startup lag. At full charge, this move is surprisingly strong in terms of both damage and knockback.
  136. Side+B: Volt Switch - Heliolisk leaps forward and headbutts the enemy with a small electric charge in their head before leaping backwards, which takes him further back than his original starting position. The player can hold B as the move starts to put the backwards leap before the headbutt. When done in the air, this move is NOT immune to gravity. This headbutt has good knockback, but mediocre damage.
  137. Down+B: Electrify - Heliolisk stands on one leg, holds out one arm, charges a ball (with a comet tail) of electricity in it, and spins. After he completes a single spin, he'll throw the ball forward. It bounces along terrain and drops through the air like Mario's fireballs. If it hits the enemy, they stop moving for a fraction of a second (literally just pausing where they are, and then resuming whatever they were doing), and become suffused with electric for a short time, which slows them down and limits their first jump. If used in the air, Heliolisk turns to look diagonally down-forward before spinning, and fires it that way. The air version travels in a straight line until it strikes the ground or another surface, at which point it starts acting like the ground version. If an electrified enemy strikes Heliolisk, they immediately stop being electrified. Note that this move causes neither damage nor knockback.
  138.  
  139. Final Smash: Electric Terrain - Heliolisk poses as if charging DBZ-style ki energy for a moment, and then splays out all his limbs, firing a circular shockwave of electricity outwards. This shockwave only deals minor damage and knockback, but requires using a shield, dodge-roll, or air-dodge to not be hurt by. For a while afterwards, all grounds, walls, and ceilings in the stage steadily release sparks and small bolts of electricity. Any enemy touching a surface that's doing that gradually takes damage. Once the shockwave leaves the screen, Heliolisk returns to normal play, though the terrain effect will persist for the set time, even if he is KOed.
  140.  
  141. Heliolisk is an annoyance character. His moves promote dodging, hampering the enemy, and a general hit n run approach. His advanced mechanics either act as evades, or stop working if he gets hit. He has good speed and average weight, but sub-par power.
  142.  
  143.  
  144. Heracross:
  145. Up+B: Smack Down - Heracross leaps upwards some distance, gaining more as the player holds the B button, up to a certain point. When the B button is released, or Heracross reaches the move's maximum distance, he stops in midair and flips forward, doing a downwards attack with his horn, which hits in front of him. This is a meteor smash. While ascending, the player can move the stick left or right to have Heracross face that direction. While doing the actual attack, Heracross has a shrunken hitbox.
  146. Neutral B: Pin Missile - Heracross points its hand forward and fires one or both of its fingers forward, depending on if the player holds the button. Only two of these shots can be active at once. They fire quickly, but deal only modest damage, and flinch, but don't cause knockback. If both are fired at once, the second one moves slower than the first, to the point where Heracross can dash between them.
  147. Side+B: Brutal Swing - Heracross bends its head down slightly and steps forward before unleashing a powerful spinning horn swipe. This hits in front of and behind Heracross, and forces him to remain still for a moment after use. Heracross has super armor until the attack portion of the move ends, and it does more damage if Heracross is hit during any part of the animation. This effect stacks up to three times. At full power, Brutal Swing is terrifyingly powerful. At minimum power, it's a little weaker than his f-tilt, with a little more knockback. If used in the air, Heracross simply moves forward a bit instead of stepping forward.
  148. Down+B: Mega Horn - A Bowser Bomb style attack done by slamming the horn downwards. Mega Horn becomes more powerful if Heracross has received damage since the last time he used the attack (or the start of the match if he hasn't used it before at all). This scales with how much damage he has received, and maxes out at 70%. If he has taken at least 40% since he last used Mega Horn, then striking the ground with this move will cause a silvery-blue explosion around Heracross, which deals damage equivalent to the horn on contact, effectively expanding the attack's radius. At maximum power, this attack is essentially a OHKO unless the target has both a ground beneath them and a ceiling above them. At minimum power, it deals decent damage, but only a modest amount of knockback. Note that the built-up power is expended the moment the player enters the Down+B command, whether or not it hits or even gets to the attack phase.
  149.  
  150. Final Smash: Savage Spin Out - Heracross stops in place, becomes invincible, and fires a length of silk from his mouth. The player can freely control this silk with the analog stick, and it goes through walls and attacks. It perishes after a certain time. If it hits an enemy before it perishes, they are wrapped up in a large cocoon of silk, and Heracross begins violently flipping over, slamming them through terrain and into other enemies. After a short time of this, the cocoon stops moving, and Heracross swiftly flies through it, horn-first, destroying it, and hitting the enemy with a powerful knockback jolt.
  151.  
  152. Heracross is a dangerous heavy/strong character. His moves have gimmicks that either cause them to power-up when he takes damage, or encourage him to rush headlong into danger. They also tend to come out slowly, demanding smart timing to use properly.
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