An Olimar moveset can get convoluted fast. Good work, though--I followed it pretty damn well.
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CAPTAIN SYRUPSuper Mario Land 3: Wario Land, GB, 1993The ruthless captain of the Brown Sugar Pirates--later the Black Sugar Gang, Captain Syrup enters the fray as Smash Bros.'s first villainess. With saber in hand, can she prove to be an even match for Wario? Will Syrup show the other ladies of Smash that bad is better? And will she ever get her castle back?Basic MovesA: Saber Slash
A,A: Saber Slash, Slice
A,A,A: Saber Slash, Slice, Stab
Rapid A: Repeated X-Slash
Ftilt: Mid-Kick
Utilt: High-Kick
Dtilt: Low-Kick
FSmash: Huge Slash
USmash: Overhead Slash
DSmash: Trip Kick
Dash A: Run Through
Recovery: Split Kick
Ledge Recovery: Sliding Trip Kick
Desperate Recovery: Flipping Slash
Nair: Slice
Fair: Hammer Kick
Uair: Spinning Upwards Kick
Dair: Downthrust
Bair: Spin Kick Backwards
Grab: Throws out a scarf to grab and holds opponent tied up
A/Z: Knee
Fthrow: Shoulder Bash. Mid-strong.
Uthrow: Powerful kick upwards. Mid.
Dthrow: Flurry of saber slashes into the ground. Low.
Bthrow: Lights a portable cannon and fires opponent backwards. Strong.
Special MovesB: Crescent Slash -- Slashes her saber in a large arc, sending a crescent of shimmering energy forwards (akin to Final Cutter, but wider). Can hold B to savor the attack, but doesn't increase speed or power. Being hit by the slash itself, as opposed to the energy, is the major point of damage. Can be used mid-air. Stops descent.
Forward B: Portable Cannon -- Plunks down a miniature cannon and lights the fuse. Can aim the cannon shot with the control stick, and holding B builds power. Building too much power causes it to explode and hurt Syrup as well, but the perfect balance can be devastating. Cannonball fires in an arc, will hurt Syrup if she for whatever reason fires it straight up and hurts herself. Completely immobile until the cannonball is fired. People CAN hit the cannon to change the trajectory and attempt to screw your control sticking. Occasionally instead of cannonballs Syrup can also fire:
Gooms -- Do very little damage. Walk around after being fired, as a nuisance. May wear a pirate bandanna sometimes.
Sea Mines -- Spiked, they explode on contact and send out shrapnel.
Dangerous Duck -- Flies away at the peak of the trajectory, dealing no damage at all. If the cannon is charged too much and explodes, D.D. will burst into a roast duck meal which CAN be eaten.
$ Bag -- Trajectory is different. Makes the coin noise when it hits something. Bursts into items.
Up B: Point Dive -- Syrup forms her body into a T-shape and leaps into the air, as if she were diving off a high board. At the peak of her leap she turns her body and flips over her own arms, diving into the playing field. She only deals damage when not at the peak of her jump, where she is actually very vulnerable. If Syrup successfully lands, she will tumble and get a free dodge roll before standing upright.
Down B: Keelhaul -- Syrup holds her saber with both hands in front of her and then slashes wildly, leapfrogging off the momentum of the swing forwards in a long jump. This can be charged by holding B, and the longer B is held the farther and more powerfully she jumps. In mid-air, this attack works as additional recovery. If Syrup catches another player in the initial slash, however, she spins in a circular motion slashing them before leaping off their body. Since her sword is held below her during the attack, people caught under the leap are hurt mildly as well.
Final Smash: Genie -- Syrup procures her magic lamp and wishes for the genie to appear. In a crack of lightning and smoke, the genie grows from the lamp and Syrup hops onto his shoulders with the lamp in her arms. The genie is invincible while he casts his magical spells of lightning and smoke, obscuring the arena and attacking all players. The catch? The clouds produced by the genie can be stood on, giving players new vertical fighting options and a means to avoid the lightning bolts. When the Final Smash is over, the genie shrinks back into his lamp and Syrup re-pockets her treasure.
Misc. NotesOut of 5...
Speed: 4.6, Power: 3.5, Weight: 2, Jump: 2.5, Gravity: 4
-Syrup is very fast and, like Fox, has high gravity. She's a bit light, however, and so she's easy to kick around.
-Her saber is moderate priority. Not as high as Falchion or the Master Sword, but definitely enough to cancel a lot of Smash attacks.
-The cannon attack can be wheeled around, if you feel like pushing a heavy cannon. People can jump inside too. I wonder what happens then...?
-Syrup plays very similarly to Fox. Combo heavy, speedy, and not for beginners. Try to take advantage of her decent recovery and powerful and wide-reaching sword attacks.
Taunts: Jumps up and down pumping her arms; drops a scarf and yawns cutely; puts her hands on her hips and throws back her head to laugh
Entrance: A giant clamshell opens, revealing Captain Syrup resting within it as her bed. She gets up from her lax state and readies her saber as the clamshell fades away.
Kirby Hat: Kirby wears Syrup's bandanna.
Costumes:
1. Regular
2. Green clothes, black hair
3. Red clothes, lighter hair
4. Pink clothes, blond hair
5. Dark gray clothes, dark bluish/green hair, purple bandanna
6. Showier purple pirate outfit complete with ruffled shirt and three-point hat
Win Poses:
1. Lays on a large pillow waving a paper fan and yawning
2. Slashes her saber towards the screen, then pulls away with one hand on her hip and smirks
3. Stands at her side and points a finger at the screen, holding up a large sack of $ winnings in the other fist
Victory Music: "Stage Clear" from Wario Land
Franchise Logo: Wario "W"
StageS.S. Teacup -- A pirate ship that sways on the ocean waves. The stage is fairly basic, with the fighters competing on the deck and the bow and stern as two slightly higher terraces to compete on. The crow's nest is accessible via leaping across the masts and platforms located amidst the rigging. Obstacles include: tilt back and forth as the wave action changes; the sliding barrels, chests, and crates that come bursting out of the cabin to crash through players; stormy weather than sends larger waves crashing on board; and cannons being fired from rival ships that crash into the water and obscure the screen with their explosions. If somebody falls into the water, they can swim but may be lost to the waves or belly of the ship. Also, sharks will appear if you dawdle or may just hang around in general--be wary of that. Final little tidbits: those dolphins from Mario World cameo as temporary platforms, following the ship and leaping both behind and before it; Pirate Gooms will spawn on the bow or stern to annoy players; sometimes armored ducks will fly out of the cabin as the ship tilts and attack players if they recover in time; a miniature of Peach's statue will also fly out of the cabin, dealing hefty damage; the sails of the ship act as nice graphical effects as they change in the wind, but they also act as cushions for skybound players. All in all, it's not as hectic as other stages but it definitely can be.
Stage Tracks --
Wario Land Boss Music
Syrup Castle Final Stage
Wario Land Main Theme
Wario Land Train Theme
Wario Land S.S. Teacup Theme
Wario Land Water Theme/Enter the Teacup from WL2
WL2 Giant Spearman Fight
WL2 The Really Final Level
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CRONOChrono Trigger, SNES, 1994The katana wielding hero of time, Crono traveled the end of time and back to fight the planet consuming Lavos. He enters the fray with his magical and fighting abilities intact, a time shifting force to be reckoned. Play as him and you not be disappointed... and you may just find a few friends tagged along for the ride.Basic MovesA: Katana Slash
A,A: Slash, Slice
Rapid A: Repeated X-Slash
Ftilt: Mid-Kick
Utilt: Uppercut
Dtilt: Low Kick
FSmash: Electric Slash
USmash: Thunder Stab
DSmash: Sword Clear
Dash A: Sliding Kick
Recovery: Sword Clear
Ledge Recovery: Trip Kick
Desperate Recovery: Arching Slash
Nair: Sex Kick
Fair: Huge Slice
Uair: Electric Slash
Dair: Sword Drill
Bair: Lightning Kick
Grab: Throws out arm and grabs
A/Z: Knee
Fthrow: Slams into ground and they bounce up. Weak.
Uthrow: Slashes a few times, then punches with thunder. Strong.
Dthrow: Stabs and strikes with lightning. Strong.
Bthrow: Spins and kicks backwards, then slashes. Strong.
Special MovesB: Slash -- Signature move. Crono slashes his blade in a large arch, then sends a wave of energy out from the ground similar to Ice Shot. The Slash energy cancels out charged attacks or prevents a person from attacking if they are hit. Always. It does not create energy in midair, however.
Forward B: Cyclone -- Crono spins his sword around his body with both hands. This sends opponents up into the air, but also cracks open shields if you hit with the sweetspot. Crono can move into the air or sideways, like the Mario Tornado, if you tap B.
Up B: Chrono (Spin) Cut -- Crono leaps into the air and spins his blade around him like a buzzsaw, cutting away opponents. This attack has incredible altitude but low damage. At the end of the attack, Crono can slash again and send enemies downwards by pressing B at the proper moment. During the leap, time is slowed just slightly to give Crono an edge in battle. Time reverts when he is knocked out of the attack or lands on solid ground.
Down B: Luminaire -- NOT his Final Smash
Crono stomps his blade into the ground and concentrates a ball of light energy. This must be charged with B, and at the end of the charge the energy ball bursts and a giant torrent of lightning explodes over Crono's head, trapping and shocking anybody nearby. The charge time is immense, but the payoff is well worth it. If you cancel the charge or get knocked out of it, Crono grabs his sword immediately. At a certain point during the buildup, he will no longer flinch while charging.
Final Smash: Triple Technique -- Crono throws out his arms and the Epoch teleports from somewhere out of time. Two Crono's allies leap from the Epoch and it disappears, then the three go on to perform a Triple Technique. They are as follows:
Delta Force w/ Marle and Lucca; Final Kick with Marle and Ayla; Delta Storm with Lucca and Frog; Triple Raid with Frog and Robo; Twister with Robo and Ayla; Dark Eternal as cast by Marle, Lucca, and Magus
Misc. NotesOut of 5...
Speed: 4.5, Power: 4, Weight: 2.5, Jump: 2, Gravity: 3
-Crono is fast and powerful, but easy to kick around. He has poorer jumping, but his Up B serves as good enough recovery to make up for the loss.
-Your best bet with Crono is to combo fast and hard, then finish with a strong Smash attack. His specials lend themselves best to Defensive playing, so focus on just the A attacks for well-versed competitive play.
Taunts: Holds his katana firmly with both hands and goes into a stance; throws both arms into the air and surrounds himself with a light aura; a random ally appears behind him and poses as he looks around confusedly
Entrance: A time portal appears and Crono steps out, looks around, then takes a stance as the portal disappears
Kirby Hat: Kirby wears Crono's bandanna and gets spiky red hair
Costumes:
1. Regular
2. Green clothes
3. Blue clothes
4. Yellow clothes
5. Gray clothes, has a wider scarf with an hourglass shape on it
6. Purple clothes, silvery shoulder pads, blond hair --> Cloud
Win Poses:
1. Pumps his fist up and down, like his win pose in Chrono Trigger
2. Spins around with his blade out, then leaps and vanishes into time
3. Crono puts aways his katana, and poses samurai style
Victory Music: "Lucca's Fanfare" from Chrono Trigger
Franchise Logo: "C" with clock symbol
StageEnd of Time -- A pier in a black, sparkling lake dotted with a single lamppost: The End of Time. The level is more or less aesthetic like Lylat Cruise. The three platforms of the pier are connected with thinner bridges, creating one long platform to fight on. The water can be swam in, so the only ways to die are off the edges or up the top of the screen. Gaspar will walk in and stand under the streetlamp every so often, then walk away. Spekkio also bounces in to watch the battle.
Now as the battle goes on, the background starts to shift and the characters are flung into different periods of time. The platform is still essentially the same, though with the time period it alters slightly:
65,000,000 BC - The pier becomes three rocky tiers over a volcano. The water becomes boiling lava and in the background pteranodons and other prehistoric creatures buzz by. Reptites and their Queen also dash in the background.
12,000 BC - The pier becomes a glorious marble room with fountains, gold, and crystal abounding. Nu show up once in a while. Clouds flow by below the stage, replacing the water.
600 AD - The pier becomes Guardia Castle, with a moat and the central platform transforming into a drawbridge. Frogs are a common sight here.
600 AD - The pier becomes Magus's Castle, with only the central platform and nothing else. This doesn't last as long as other warps, as its difficulty is highly increased. In the background Ozzy, Slash, and Flea float by and Magus's pentagram is clearly visible.
1000 AD - The pier becomes the Millennia Fair, with the fighters competing on a stage. Lucca's Teleporter is in the background, and balloons float by freely. Gonzalez sings in the background.
2300 AD - The pier becomes a desolate junkyard. In the background futuristic domes and mountains of destruction can be seen. Sewer water replaces the regular water, and it harms players who swim in it much like Lip's flower. Robots as well as Johnny buzz by the bg. Rarely, an energy chamber appears. Players can enter to restore some health, but they're still hungry >
Music:
Chrono Trigger Medley, EPIC TO THE MAX
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MARINA LITEYEARSMischief Makers, N64, 1997An Ultra-Intergalactic-Cybot-G built by the eccentric Professor Theo, Marina wound up on the Planet Clancer where everybody, and every thing, looked exactly the same! One strange adventure after another, Marina found herself at wit's end fighting an army of Clancers, her doppelganger, a dark wizard and his son, and, the final enemy, the Beastector! Having put all that behind her (including her overly-amorous Professor), however, Marina wishes to enter the fray once more. She's had a deal of practice against God Hand and his evil drawings, but this time the fight's for real and Marina's not holding back! Can the Smash Bros. handle her ultra-intergalactic strength?Basic MovesA: Punch
A,A: Punch, Punch
A,A,A: Punch, Punch, Mid-Kick
Rapid A: Rapid Kick
Ftilt: Spinning Kick
Utilt: High Kick
Dtilt: Ground Punch
FSmash: Rocket Fist
USmash: Headbutt
DSmash: Thrust Kick
Dash A: Sliding Kick
Recovery: Split Kick
Ledge Recovery: Pound
Desperate Recovery: Ground Punch, Thrusters
Nair: Sex Kick
Fair: Pound
Bair: Double Kick/Thrust
Uair: Flip Kick/Thrust
Dair: Pendulum Fist
Grab: Swings out an arm to grab opponent, and holds above ground in both hands before her
A/Z: Shakes the opponent
Fthrow: Pulls them back in one hand and launches them straight forwards. Strong.
Uthrow: Holds them above her head and does a backwards flip kick to send them upwards. Strong.
Dthrow: Throws them down into the ground and flies back off the impact. Strong.
Bthrow: Spins around kicks them straight backwards from holding them in one fist. Strong.
Special MovesB: Shake Shake! -- Marina swings out her hands to grab. This stops most projectiles if timed well (there's a pretty small window), dissipating energy attacks and catching physical ones (i.e. arrows, missiles, etc.). Once she's caught an item, she press B or A to toss it back straight forwards OR double-tap Down to shake it and power it up before tossing it back. The "power-up" is usually increased flight speed or firing speed (esp. with normal items which, if are firing items, would be firing automatically once she grabs them anyways), but sometimes it transforms the caught projectile into something better (like a Missile into a Super Missle, or a Super Missile into a Diffusion Missile, or even an Arrow into a Light Arrow). Marina can also grab opponents this way, though it is shorter range. Once grabbed, Marina can walk around with them before her (or hold them above her head) in both hands. She can double-tap Down to shake them (and cause damage per shake) or press B or A to toss them. Her throws are less powerful than her grab with this attack, but it allows her to grab in midair. Also, while holding anything with this attack (item or opponent) Marina can jump, double jump, and dash. Once she attacks she throws, and once she shields she drops whatever she's holding.
Forward B: Knife Kick -- Marina leans in and dashes forwards a great distance, kicking opponents away with her powerful Knife Kick technique. This is fairly strong at the point of her foot, but anywhere else on her body has far less knockback. This works well as a horizontal recovery, and when used in mid-air she does not put her kicking foot forwards (making the attack less powerful). She continues to fly straight ahead when used off a platform, much like the Falcon Kick. If Marina jumps at the very end of her acceleration, she can leap much further than normal.
Up B: Thrust -- Marina gets basically a third jump, where her jet boosters kick in harder than on her double. This works EXACTLY like a jump, so there's no damage or any real benefits. On the upstart, foes can be burned by her thrusters. She can move around in the air pretty well after the jump, as her recovery from the attack is very quick. Holding sideways after executing the attack is a good way to give her some horizontal "leap" to the attack. If you keep tapping B quickly, and don't move the control stick around, Marina can also "hover" in place by doing short hops in one location. She can't move much, but it's a nice way to freak out opponents or stay out of harm's way before you decide to try and recovery.
Down B: Clancer Bomb -- Marina yanks a big ol' Clancer Bomb out of the ground. Just like holding an opponent, she can freely move while holding it, but it has 5 seconds before it lets loose a big explosion right in her face (it spouts off the seconds remaining in a little speech bubble). Much more powerful than Link's Bombs, and cannot be picked up by anyone after being thrown.
Final Smash: Blockman -- Teran hops down and he high fives Marina, then turns into a Clancer Ball. Marina shakes the ball and it turns into Blockman. For as long as any other transforming Final Smashes, Blockman can move left or right and punch out his limbs to attack. He is invincible and incredibly tall. As he walks he also swats away opponents, so watch out. When the attack finishes, he turns back into Teran who teleports away.
Misc. NotesOut of 5...
Speed: 4, Power: 5, Weight: 3, Jump: 3.25, Gravity: 2.5
-Wow.. Marina seems pretty powerful. She's speedy, strong, average weight, okay for jumping, and she's a bit floaty. Add to that her other abilities and versatile attacks, and you've got a tough character to topple. But here's a tip: a lot of her attacks, while not necessarily being laggy, DO leave her vulnerable. Easily. And with her increased mobility comes a high cost: Marina has a short range.
-Not only does Marina have great air speed like Jigglypuff, but she can Mid-air Dash! Just double tap forwards like you would to dash while you're in the air and she'll fly forwards uninhibited. This only works once for a short burst, but it's very useful. Other uses for her jet thrusters: mid-air jump, Special Attacks, dodge roll (she rolls forwards or thrusts herself backwards)
-Experiment with her Shake Shake attack--you won't be disappointed.
-Marina can walk freely while carrying characters with her B attack, as well as move freely when carrying barrels, crates, etc. Her grab, however, does keep her put--sorry.
-The best strategy for playing with Marina is to block as much as you can and to grab as often as you can. She has a short range and her attacks have small windows of opportunity to deal damage, but if you work at it you can be invulnerable to almost anything. Take advantage of her two very unique grabbing techniques and her mid-air dash--these are the keys to success.
Taunts: Leans forwards and spins, going "Yahoo!"; lifts one leg then stands at an angle and pumps her fist, going "Yes!"; leans forward and shakes her head, making a noise like she's tired
Entrance: Dashes in from off screen yelling, "STOOOOPPPP!!!"
Kirby Hat: Kirby wears her headgear and gets a green tuft of hair.
Costumes:
1. Regular
2. Scarlet w/ black pants, gold gloves/decals
3. Jade w/ gold pants, light blue hair, blue gloves/decals
4. Slate Blue w/ black pants, pink gloves/decals
5. Black w/ black pants, golden blond hair, red gloves/decals
6. Pink w/ red pants, blue hair, red gloves/decals
7. Orange w/ orange pants, pink hair, red gloves/decals
Win Poses:
1. Spins around, pumps fist and says, "Yahoo!"
2. In a stance she throws one hand up and opens her palm, then catches a whole stack of characters, items, etc. with her eyes closed, as if it were nothing. She then gives a thumbs up and looks at the camera, "Thanks everyone!"
3. Dashes in from off screen, like the cover to "Mischief Makers." She then leaps into the air and kicks her heels up, punching the air and yelling, "Shake shake!"
Loss Pose: Marina throws a tantrum, kicking back and forth on her two legs and steaming with a red face.
Victory Music: "Stage Clear" from Mischief Makers
Franchise Logo: The Treasure "Box" or a "Clancer face"