Post by Flip on Dec 4, 2007 15:57:19 GMT -5
I would just like to mention that, first of all, if you didn't see any of my other movesets then feel free to scroll up or flip through the other pages of the thread. Secondly, these are my re-dos of the Takamaru and Mike movesets based on my new tastes, knowledge, and ideas since. Enjoy!
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TAKAMARU
Nazo no Murasamejou, FDS/GBA, 1987/2003
A young ronin, Takamaru was enlisted by the villagers of ancient Edo to stop the onslaught of the powerful Murasame, a stone idol that had come to life through its possession by a mysterious alien force. After defeating the enslaved shogunate and rescuing feudal Japan from the cosmic terror, Takamaru wandered on, searching for the next great challenge. Could this be it?
Basic Moves
A: Downwards Diagonal Slash
A,A: ...Upwards Diagonal Slash...
A,A,A: ...Stronger D.D. Slash
Ftilt: Straight Horizontal Slash
Utilt: Overhead Slash
Dtilt: Floor Swipe
FSmash: "Mortal Draw," ala Twilight Princess
USmash: Rising Katana (swings up with edge out)
DSmash: Big Swing (I imagine all his Smashes start with him drawing the blade, and this one has him draw and slash in a large arch downwards into the ground)
Dash A: Running Slash
Recovery: Sandal Split Kick
Ledge Recovery: Low Slice
Desperate Recovery: Sandal Stomp and Slash
Nair: Cut
Fair: Full Body Downwards Slash
Uair: Upthrust
Dair: Sandal Stomp (METEOR)
Bair: Sandal Mule Kick
Grab: Throws out arm and grabs opponent
A/Z: Knee
Fthrow: Throws the opponent overhead. Weak.
Uthrow: Tosses up and does a few rapid slashes with his wakizashi. Strong.
Dthrow: Slams them down and stomps them. Weak.
Bthrow: Spins on heel and slashes them backwards with his wakizashi. Strong.
Special Moves
B: Kunai -- Tap B to toss a kunai straight ahead. Works similar to Sheik's Needles, but deals a bit more damage. Rapidly pressing B will continuously toss kunai, but Takamaru cannot move while throwing. Holding B will charge up the kunai to transform them into fireballs and then curved blades. Fireballs are stronger and burn, but have a short range; the windmill blades are not any stronger but travel a much farther distance to hit the opponent. Rotating the control stick while pressing B or charging also tosses the projectiles in a variety of ways: Rotating forwards will send three projectiles in three diagonals ahead; rotating backwards will send three projectiles in a straight line; and doing a double rotation will send them in all four directions.
Forward B: Deflect -- Similar to Counter, it reflects missile attacks straight forwards instead of behind Takamaru. If an opponent attacks Takamaru up close while he is using Deflect, he will cancel their attack and slash them. Knockback is straight forwards, as opposed to downwards or upwards.
Up B: Rising Sun -- Pressing Up B does a short hop and a large overhead slash that turns into a spinning sword attack. Works similar to the Screw Attack, but does not pull enemies in. A slower rise than the Screw Attack as well. Also, during the attack, the katana will flash red--giving the impression of the "Rising Sun" going into the air.
Down B: Cloak -- Holding Down and B will cause Takamaru to disappear into a puff of smoke. His shadow is visible, but nothing else is. Holding B will allow Takamaru to continue being invisible and to walk around, but he is only able to jump and use A attacks. Takamaru is also invulnerable during this period, but he cannot dash or midair jump. If you are invisible for longer than 8 seconds, Takamaru automatically returns to normal and has to wait another 2 minutes before he can turn invisible for the full time again (he will flash to let you know he has recharged).
Final Smash: Inazuma Lightning -- Takamaru throws up his hands and a scroll crackling with thunder explodes above his head. Lightning radiates out from around Takamaru wasting anybody within a specific radius. When the attack is finished, those who were most heavily damaged but not KO'd are paralyzed by the electricity and become easy pickings.
Misc. Notes
Out of 5...
Speed: 4, Power: 4, Weight: 3.3, Jump: 3, Gravity: 3.75
-Takamaru's katana deals mostly high-priority blows, but only when he is using his A attacks. It also has even power throughout the whole length of the blade. BUT, since it is a single-edged sword, these two perks only come about if you hit with the sharp edge. Otherwise, his blade attacks aren't very strong.
-While dashing, Takamaru gets a brief 1.25 seconds ability to run on water. He can also jump off the surface of water, but only if he jumps onto it (not if he's knocked in) and he reacts quickly.
-Takamaru will swing his katana with either one or both hands, but when he grabs an item it switches to mostly one-handed fighting. This frees up his other to hold the items, meaning that Takamaru will "slash twice" when he has certain items in his grasp.
-Takamaru's sword-fighting isn't as flow-free as Marth's and feels a bit more jagged in his style. One slash doesn't flow into the next, but rather there's lag as each blow uses his full strength to swing. This is both a benefit and a curse: you can play a mean ground and air game with Takamaru with his hard hits, but you can't handle rapid-hitters too well.
-The key to using Takamaru is to utilize his powerful attacks with his katana and keep the opponent guessing what you're going to hit with next. If you need to sneak away from a group attack, use his Cloak. The Final Smash is the ultimate in crowd clearing, though.
Taunts: Puts aside his blade and bows; pulls out a cup of tea and takes a small sip with the saucer in his other hand; stands tall and proud with his katana sheathed at his side, one hand still holding on
Entrance: A puff of smoke and Takamaru gets up from kneeling, slowly drawing his katana
Kirby Hat: Kirby wears the hair and ponytail, a la Samurai Kirby
Costumes:
1. Regular
2. Black robe, gray clothes, black hair
3. Green robe, grayish clothes
4. Dark Blue robe, sky blue clothes
5. Grayish-Blue robe in a different style, beige clothes, gray hair
6. Orange-yellow robe, white clothes
Win Poses:
1. Sits Asian-style and takes another sip of tea
2. Draws his katana and slashes across the screen, yelling Japanese and pulling the sword back into both hands in a defensive stance
3. Bows his head towards the audience and says, "Peace, once more" in Japanese (final words of the game)
Victory Music: "Stage Clear" from Nazo no Murasamejou
Franchise Logo: , the Tanooki Doll
Stage
Castle Murasame -- A large Japanese castle, Murasame Castle is the tallest level outside of the scrolling ones. The stage starts in the gardens at the base part of the stage, complete with hedges, fountains, bamboo, and a simple koi pond. As the players fight, however, they will find that they can climb the height of the castle by leaping on the many roofs of the various floors. Windowsills also provide platforms for players to fight on, as the level gets taller and taller. In the background, a beautiful Edo village is visible. In the foreground, a simplistic Shinto shrine. Stage obstacles include ninjas who throw shurikens and bombs or burst from windows, as well as dragon's heads that will float about the upper areas of the stage shooting fireballs. And not without homage to the original Smash, there are small tornadoes that appear from time to time about the stage--so watch out!
Music: Nazo no Murasamejou Medley, which includes the main overworld theme and castle music
Items
Kabuto Helmet -- Grab this and your character not only wears a cool samurai helmet but they also gain temporary invulnerability, similar to the Starman. As an added bonus, they can walk right through obstacles. The catch? You can't pick up items!
Red Crossbow -- Another shooting item, this one fires fast arrows dead ahead. Charge it just barely to fire four at once!
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MIKE
StarTropics, NES, 1991 (US-only)
A star pitcher and rockstar teenager from Seattle, Mike was sent on a wild adventure fighting aliens throughout space and time when his Uncle, Prof. Jones, got involved. Now a traveled college student, Mike is an amateur archaeologist of his own. Carrying a bevy of tools, weapons, artifacts, and his trusted island yo-yo, Mike ventures into the fray to discover the greatest find of this century: the Smash Bros. Arena and the coveted Smash Ball
**NOTE: Mike is now approx. age 19/20 and a bit older. His character is mostly the same, albeit a bit rougher around the edges. His design sees improvements in multiple areas, including carrying the sword Excalibur on his back at all times. I'd imagine him something like this.
Basic Moves
A: Yo-yo (fast with very little lag, easy to chain)
Ftilt: Yo-yo Swipe (longer swing)
Utilt: Overhead Yo-yo Swing
Dtilt: Spinning Trip Kick
FSmash: Two-Step! Overhead Excalibur Slash, Horizontal Slash
USmash: Overhead Mace
DSmash: Torch Clear
Dash A: Sliding Kick
Recovery: Trip Kick
Ledge Recovery: Sliding Kick
Desperate Recovery: Cleet Stomp
Nair: Yo-yo
Fair: Spinning Mid-Kick
Uair: Overhead Asterisk Slice
Dair: Cleet Stomp (METEOR!)
Bair: Back Low-Kick
Grab: Throws out a long yo-yo swing and wraps the opponent
A/Z: Gut Punch
Fthrow: Unwinds the opponent and smashes them with the bat. Strong.
Uthrow: Launches them upwards and shoots a few times with the laser pistol. Weak.
Dthrow: Slams them down and tosses three asterisks. Weak.
Bthrow: Spins them backwards and kicks them in the chest with the cleets. Strong.
Special Moves
B: Super Psychic Shockwave -- Stands back and concentrates as he glares down the opposition. His hands glow with energy as you charge B, and at full charge you can unleash a short-range (but powerful) blast of energy akin to PK Flash. This works like Giant Punch and Charge Beam in that you need to fully charge it to unleash the attack in most cases.
Forward B: Time Arch -- A slash of the form-shifting sword Excalibur, with shapes determined by charge time. Tapping Forward and B will turn the sword into a sling which humorously drops its rock after one swing. Charging B will change the power and affinities otherwise: a stone axe, with short range and small power; a katana, with high speed, range, and mid power; a baseball bat, with high power and range; and Excalibur itself with the most range and power. Pressing B just after slashing Excalibur sends energy in the shape of the sword flying forwards. If you Smash Forward and press B, the attack becomes an enemy-paralyzing bola.
Up B: Jump Anklet -- A bangle on Mike's ankle glows bright and he leaps into the air as if he had wings. This jump does no damage but has significant recovery.
Down B: Magic Mirror -- The wristwatch on Mike's arm flashes and a magical mirror appears before him, protecting him from energy-based attacks. Physical attacks, however, will shatter the mirror by pushing his backwards and adding visible damage until it cracks (3 hits). Mike is somewhat mobile while the mirror is out, being able to move backwards or forwards with the mirror still facing before him. He is very vulnerable from behind. When the mirror does shatter, it breaks into shards which can be picked up by anyone as weapons. Mike is not dazed, but he cannot use the mirror again until all the shards have disappeared.
Final Smash: Supernova -- Mike gets a transmission from Mica on his wristwatch, visible as a small image hovering above the watch display. He nods and begins swinging his yo-yo above his head. It magically transforms into the Supernova, a gigantic and powerful morning star. The Supernova is swung over Mike's head as as it picks up velocity it grows in power and length. Mike can wander to the left or right slowly while swinging the Supernova, but cannot jump. He is vulnerable from below. When the attack ends, Mike slows down the spin and pants from stress before the Supernova transforms back into his yo-yo.
Misc. Notes
Out of 5...
Speed: 3, Power: 3, Weight: 3, Jump: 2.5, Gravity: 4
-The yo-yo is a very fast attack, and it's easy to get somebody caught in a flurry of hits. But it doesn't do much damage either, so try to mix it up a little.
-The yo-yo flies farther the more you press down A. Just a little tip ;p
-If the yo-yo is timed right, it will stop weaker projectiles at the extent of its swing. Likewise, the weapons all have varying priorities and "tips." Excalibur is best at the center of the blade, for example, while the baseball bat is powerful all-around.
-Mike's stats are pretty average, so he is pretty balanced. His attacks are also very variable, and can work into any strategy. Like Mario, it's best to adapt to the situation then go in and fight, fight, fight!
Taunts: Leans back and pumps one fist forwards; turns to the screen and beams a smile; looks down at his watch and taps the screen curiously
Entrance: Appears as a static image then slowly appears from clearly, just like StarTropics II.
Kirby Hat: Kirby gets the hairdo and some freckles.
Costumes:
1. Regular
2. Red jacket
3. Green jacket
4. Black leather jacket, black pants, and white t-shirt
5. Brown bomber jacket, khaki pants, brown hair --> Indiana Jones
6. White and blue-green baseball uniform, Seattle Mariners style ;p
Win Poses:
1. Stands proud and gives a thumbs up to the player
2. Spins around with bananas in his ears, trying to scare the player and laughing
3. Holding his yo-yo, nods at the screen then looks up towards the sky and beams
Victory Music: "Boss Clear" from StarTropics
Franchise Logo: Palm Tree
Stage
C-Island: Coracola -- An island in the middle of the sea, there is a lone hut, some palm trees, and a large rock decorating the landmass. In the background the sea, C-Island, and the lighthouse are all visible. The stage also has outcrops in the water that will appear here and there, randomly between 2-5 on one side at a time. The hut can be fought on top of as with the palm trees; slamming people down on the trees may drop coconuts (or they can on their own) to throw as items. Every so often, a footpad will appear to stomp--this changes the layout of the platforms off in the sea. Also, the Sub-C can breach and appear on either side of the stage as a temporary platform in various positions like the Great Bay turtle. In the background, Dr. Jones' helicopter, C-Snake, Big Octo, dolphins, and a large whale can be seen moving around. Sometimes the whale will appear and take the entire length of one side of the screen; you can ride its back but can also be pushed back by the fountain of water. Dolphins will throw items onto the stage from time to time when they pass by in the foreground. Also, C-Snake will appear if people dawdle in the water too long. He will take over one side of the screen and start breathing fire towards the island, leaving on his own whims. The hut can catch fire, but it will reappear over time if this happens. In all, a diverse and fun stage.
Ice Age: Yum-Yum's Cavern An icy cave, characters fight on the back of the Sub-C as it zooms towards the screen on a rapid-flowing icy river. There are two ice platforms on either side of the Sub-C that can be used as well, and the walls of the cave are occasionally laden with platforms that can be used if and when the Sub-C slows down and stops. Every so often, a [!] appears at the top of the screen over one of the three central platforms. A giant iceberg comes crashing through and wrecks that platform (and any players on it), while the Sub-C will just submerge. For a while, that platform is out of commission and players must make do without. Also, because of the currents, jumping in the water just pulls your player down and is an auto-KO. At some point, the Sub-C comes out of the cave into a mountainside frozen lake. This area is more platform friendly, but the ice floes will break easily from damage. Be careful.
Music:
StarTropics Medley, including Title, Coracola, Sub-C, and Underworld Cave music
StarTropics II Medley, including the Title, Ice Age, and Underworld Cave music
StarTropics Boss Music
Items
Snowman Doll -- Grab this to summon a large flurry that slicks all platforms and freezes weaker players. Randomly, this may instead summon a giant snowman who bounces around the stage hurting everybody (including the user).
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BONK
Bonk's Adventure, TGFX-16, 1989
A surprisingly headstrong caveboy, Bonk has been on a variety of his own adventures that could rival even Mario's. From 1,000,000 BC, Bonk knows his way around the world of prehistory and has battled with the disgusting King Drool on many occasions. But never failing to waltz into adventure, Bonk sets out again towards the modern day, this time to fill his gullet with strange foods and to try out his head against some new foes: the Smash Bros.!
Basic Moves
A: Headbutt
Ftilt: Head Swing
Utilt: Head Swing
Dtilt: Hand Swipe
FSmash: Ramming Headbutt
USmash: Jumping Headbutt
DSmash: Spinning Headstand
Dash A: Faceplant/Slide
Recovery: Head Swing
Ledge Recovery: Low Kick
Desperate Recovery: Forehead Slam
Nair: Sex Kick
Fair: Front Flip (METEOR)
Uair: Jump Punch
Dair: Twirl
Bair: Back Flip
Grab: Throws out his arms and flails them around.
A/Z: Headbutt.
Fthrow: Drops and headbutts them forwards. Strong.
Uthrow: Tosses them up and hits them off his head like a soccer/football player. Strong.
Dthrow: Throws them down and headbutts their chest. Strong.
Bthrow: Twirls with them a few times backwards, then lets go and sends them flying. Mid.
Special Moves
B: Bonk -- Yes, the headbutt is called a "bonk." He headbutts straight ahead, just like his games. This is a mid-strong attack that cancels out of a lot of others, but hits the characters slightly upwards with mid-knockback. For a killing move, his FSmash is better, but the Bonk can be used in midair to do one of two things: 1) Bonk will headbutt then fall downwards and turn the attack into a "buttstomp" movie; 2) pressing B repeatedly or holding it down lets Bonk constantly headbutt in midair, essentially "floating" downwards safely. The uses of the Bonk attack are, in actuality, endless.
Forward B: Bite -- Bonk gnashes his teeth similar to the Koopa Claw. If he catches a player, he holds them down in his jaws. Pressing B will make Bonk gnaw on them, and any direction is a throw. Forward is a headbutt forwards, back is a "dog attack" where he swings them back and forth violently and tosses, up is a "ragdoll attack" where they get tossed into the air lightly, and down is a mauling attack where Bonk slams them down into the ground and rips them to shreds. In all, a very useful attack and sometimes better than his grab. In mid-air, Bonk crouches and leaps a bit ahead when using this attack as well--an alternate recovery.
Up B: Flying Tulip -- Bonk sprouts a pink prehistoric flower from his head and freaks out as he is lifted into the air. Works much like Snake's Cypher, in that he is only lifted into the air slowly and deals no damage whatsoever. The move can be canceled early by pressing down or attacking. Bonk can be knocked off the flower as well, FYI.
Down B: Rage -- Bonk opens his maw and yells out in his cutesy voice as stone block letters, "RAGE!", fly out and across the screen. Each block deals damage, so a character caught by the barrage will get hit 5 separate times, for example. When the letters hit a platform, one of them disappears and the rest bounce back. These can all be stood on as a platform, btw. So use it wisely to attack enemies or hit higher ground.
Final Smash: Meat! -- There she is, the coveted Meat! A piece of meat falls from the sky and Bonk licks his chops affectionately as he floats up to get it (of course, all cartoon-like). One he chomps the meat, Bonk spins through the air and transforms into KRONKZILLA! A giant Godzilla-like creature with Butthead Bonk's face. Kronkzilla is invincible and can attack by swinging his mighty tail. He is also invulnerable. When the FS wears off, Kronkzilla downgrades and shrinks into Butthead Bonk, who is faster and stronger than Bonk. Once hit or after enough time, Butthead Bonk becomes Angry Bonk and is half as strong or fast as Butthead was. Both can paralyze enemies by stomping the ground near them (B attack in midair). As a matter of fact, their Bonk attack are a tongue lash or throwing spears (Butthead and Angry, respectively). Once again, after time or a hit Angry Bonk becomes normal Bonk. As a little Easter Egg, sometimes the Meat backfires, and Bonk becomes Girly Bonk who is, well... a girl Bonk, with goofy eyelashes and everything. She's half as strong and fast as normal Bonk, making her the worst transformation.
Kronkzilla,2
Flower,2
Butthead Bonk,2
Angry Bonk,2
Pretty Bonk
Misc. Notes
Out of 5...
Speed: 2.5, Power: 4, Weight: 3, Jump: 2.75, Gravity: 3.5
-Bonk is very topheavy, so it's harder to knock him into the air with attacks from above. No. Seriously.
-The best strategy is, really, to just keep bonking away. What? I'm not kidding...
Taunts: Bonk turns to the screen and grinds his teeth, grimacing; Bonk twirls around and around, his head swinging out further each time; Bonk turns to the screen and smiles as he nods his head
Entrance: Is dropped off by a flying tulip, this time Yellow.
Flower,2
Kirby Hat: Kirby gets the grimace and eyebrows of Angry Bonk.
Costumes:
1. Regular
2. Blue
3. Green, like Butthead Bonk
4. Yellow, like Angry Bonk
5. Gray w/ dark skin
6. Black and white striped prison clothes --> Thief Bonk, from GB Genjin
Win Poses:
1. Looks back and forth confused, then sheds some tears. A big piece of meat falls and he munches greedily, content.
2. Jumps up and down cheering, then leaps into the air to catch falling food. He rubs his belly affectionately and smiles.
3. Turns into Butthead Bonk breathes fire into the air while running in place.
**Instead of clapping, Bonk falls asleep flat on his back--nose bubble and all.
Victory Music: "Stage Clear" from Bonk's Adventure
Franchise Logo: Smiley Face
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TAKAMARU
Nazo no Murasamejou, FDS/GBA, 1987/2003
A young ronin, Takamaru was enlisted by the villagers of ancient Edo to stop the onslaught of the powerful Murasame, a stone idol that had come to life through its possession by a mysterious alien force. After defeating the enslaved shogunate and rescuing feudal Japan from the cosmic terror, Takamaru wandered on, searching for the next great challenge. Could this be it?
Basic Moves
A: Downwards Diagonal Slash
A,A: ...Upwards Diagonal Slash...
A,A,A: ...Stronger D.D. Slash
Ftilt: Straight Horizontal Slash
Utilt: Overhead Slash
Dtilt: Floor Swipe
FSmash: "Mortal Draw," ala Twilight Princess
USmash: Rising Katana (swings up with edge out)
DSmash: Big Swing (I imagine all his Smashes start with him drawing the blade, and this one has him draw and slash in a large arch downwards into the ground)
Dash A: Running Slash
Recovery: Sandal Split Kick
Ledge Recovery: Low Slice
Desperate Recovery: Sandal Stomp and Slash
Nair: Cut
Fair: Full Body Downwards Slash
Uair: Upthrust
Dair: Sandal Stomp (METEOR)
Bair: Sandal Mule Kick
Grab: Throws out arm and grabs opponent
A/Z: Knee
Fthrow: Throws the opponent overhead. Weak.
Uthrow: Tosses up and does a few rapid slashes with his wakizashi. Strong.
Dthrow: Slams them down and stomps them. Weak.
Bthrow: Spins on heel and slashes them backwards with his wakizashi. Strong.
Special Moves
B: Kunai -- Tap B to toss a kunai straight ahead. Works similar to Sheik's Needles, but deals a bit more damage. Rapidly pressing B will continuously toss kunai, but Takamaru cannot move while throwing. Holding B will charge up the kunai to transform them into fireballs and then curved blades. Fireballs are stronger and burn, but have a short range; the windmill blades are not any stronger but travel a much farther distance to hit the opponent. Rotating the control stick while pressing B or charging also tosses the projectiles in a variety of ways: Rotating forwards will send three projectiles in three diagonals ahead; rotating backwards will send three projectiles in a straight line; and doing a double rotation will send them in all four directions.
Forward B: Deflect -- Similar to Counter, it reflects missile attacks straight forwards instead of behind Takamaru. If an opponent attacks Takamaru up close while he is using Deflect, he will cancel their attack and slash them. Knockback is straight forwards, as opposed to downwards or upwards.
Up B: Rising Sun -- Pressing Up B does a short hop and a large overhead slash that turns into a spinning sword attack. Works similar to the Screw Attack, but does not pull enemies in. A slower rise than the Screw Attack as well. Also, during the attack, the katana will flash red--giving the impression of the "Rising Sun" going into the air.
Down B: Cloak -- Holding Down and B will cause Takamaru to disappear into a puff of smoke. His shadow is visible, but nothing else is. Holding B will allow Takamaru to continue being invisible and to walk around, but he is only able to jump and use A attacks. Takamaru is also invulnerable during this period, but he cannot dash or midair jump. If you are invisible for longer than 8 seconds, Takamaru automatically returns to normal and has to wait another 2 minutes before he can turn invisible for the full time again (he will flash to let you know he has recharged).
Final Smash: Inazuma Lightning -- Takamaru throws up his hands and a scroll crackling with thunder explodes above his head. Lightning radiates out from around Takamaru wasting anybody within a specific radius. When the attack is finished, those who were most heavily damaged but not KO'd are paralyzed by the electricity and become easy pickings.
Misc. Notes
Out of 5...
Speed: 4, Power: 4, Weight: 3.3, Jump: 3, Gravity: 3.75
-Takamaru's katana deals mostly high-priority blows, but only when he is using his A attacks. It also has even power throughout the whole length of the blade. BUT, since it is a single-edged sword, these two perks only come about if you hit with the sharp edge. Otherwise, his blade attacks aren't very strong.
-While dashing, Takamaru gets a brief 1.25 seconds ability to run on water. He can also jump off the surface of water, but only if he jumps onto it (not if he's knocked in) and he reacts quickly.
-Takamaru will swing his katana with either one or both hands, but when he grabs an item it switches to mostly one-handed fighting. This frees up his other to hold the items, meaning that Takamaru will "slash twice" when he has certain items in his grasp.
-Takamaru's sword-fighting isn't as flow-free as Marth's and feels a bit more jagged in his style. One slash doesn't flow into the next, but rather there's lag as each blow uses his full strength to swing. This is both a benefit and a curse: you can play a mean ground and air game with Takamaru with his hard hits, but you can't handle rapid-hitters too well.
-The key to using Takamaru is to utilize his powerful attacks with his katana and keep the opponent guessing what you're going to hit with next. If you need to sneak away from a group attack, use his Cloak. The Final Smash is the ultimate in crowd clearing, though.
Taunts: Puts aside his blade and bows; pulls out a cup of tea and takes a small sip with the saucer in his other hand; stands tall and proud with his katana sheathed at his side, one hand still holding on
Entrance: A puff of smoke and Takamaru gets up from kneeling, slowly drawing his katana
Kirby Hat: Kirby wears the hair and ponytail, a la Samurai Kirby
Costumes:
1. Regular
2. Black robe, gray clothes, black hair
3. Green robe, grayish clothes
4. Dark Blue robe, sky blue clothes
5. Grayish-Blue robe in a different style, beige clothes, gray hair
6. Orange-yellow robe, white clothes
Win Poses:
1. Sits Asian-style and takes another sip of tea
2. Draws his katana and slashes across the screen, yelling Japanese and pulling the sword back into both hands in a defensive stance
3. Bows his head towards the audience and says, "Peace, once more" in Japanese (final words of the game)
Victory Music: "Stage Clear" from Nazo no Murasamejou
Franchise Logo: , the Tanooki Doll
Stage
Castle Murasame -- A large Japanese castle, Murasame Castle is the tallest level outside of the scrolling ones. The stage starts in the gardens at the base part of the stage, complete with hedges, fountains, bamboo, and a simple koi pond. As the players fight, however, they will find that they can climb the height of the castle by leaping on the many roofs of the various floors. Windowsills also provide platforms for players to fight on, as the level gets taller and taller. In the background, a beautiful Edo village is visible. In the foreground, a simplistic Shinto shrine. Stage obstacles include ninjas who throw shurikens and bombs or burst from windows, as well as dragon's heads that will float about the upper areas of the stage shooting fireballs. And not without homage to the original Smash, there are small tornadoes that appear from time to time about the stage--so watch out!
Music: Nazo no Murasamejou Medley, which includes the main overworld theme and castle music
Items
Kabuto Helmet -- Grab this and your character not only wears a cool samurai helmet but they also gain temporary invulnerability, similar to the Starman. As an added bonus, they can walk right through obstacles. The catch? You can't pick up items!
Red Crossbow -- Another shooting item, this one fires fast arrows dead ahead. Charge it just barely to fire four at once!
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MIKE
StarTropics, NES, 1991 (US-only)
A star pitcher and rockstar teenager from Seattle, Mike was sent on a wild adventure fighting aliens throughout space and time when his Uncle, Prof. Jones, got involved. Now a traveled college student, Mike is an amateur archaeologist of his own. Carrying a bevy of tools, weapons, artifacts, and his trusted island yo-yo, Mike ventures into the fray to discover the greatest find of this century: the Smash Bros. Arena and the coveted Smash Ball
**NOTE: Mike is now approx. age 19/20 and a bit older. His character is mostly the same, albeit a bit rougher around the edges. His design sees improvements in multiple areas, including carrying the sword Excalibur on his back at all times. I'd imagine him something like this.
Basic Moves
A: Yo-yo (fast with very little lag, easy to chain)
Ftilt: Yo-yo Swipe (longer swing)
Utilt: Overhead Yo-yo Swing
Dtilt: Spinning Trip Kick
FSmash: Two-Step! Overhead Excalibur Slash, Horizontal Slash
USmash: Overhead Mace
DSmash: Torch Clear
Dash A: Sliding Kick
Recovery: Trip Kick
Ledge Recovery: Sliding Kick
Desperate Recovery: Cleet Stomp
Nair: Yo-yo
Fair: Spinning Mid-Kick
Uair: Overhead Asterisk Slice
Dair: Cleet Stomp (METEOR!)
Bair: Back Low-Kick
Grab: Throws out a long yo-yo swing and wraps the opponent
A/Z: Gut Punch
Fthrow: Unwinds the opponent and smashes them with the bat. Strong.
Uthrow: Launches them upwards and shoots a few times with the laser pistol. Weak.
Dthrow: Slams them down and tosses three asterisks. Weak.
Bthrow: Spins them backwards and kicks them in the chest with the cleets. Strong.
Special Moves
B: Super Psychic Shockwave -- Stands back and concentrates as he glares down the opposition. His hands glow with energy as you charge B, and at full charge you can unleash a short-range (but powerful) blast of energy akin to PK Flash. This works like Giant Punch and Charge Beam in that you need to fully charge it to unleash the attack in most cases.
Forward B: Time Arch -- A slash of the form-shifting sword Excalibur, with shapes determined by charge time. Tapping Forward and B will turn the sword into a sling which humorously drops its rock after one swing. Charging B will change the power and affinities otherwise: a stone axe, with short range and small power; a katana, with high speed, range, and mid power; a baseball bat, with high power and range; and Excalibur itself with the most range and power. Pressing B just after slashing Excalibur sends energy in the shape of the sword flying forwards. If you Smash Forward and press B, the attack becomes an enemy-paralyzing bola.
Up B: Jump Anklet -- A bangle on Mike's ankle glows bright and he leaps into the air as if he had wings. This jump does no damage but has significant recovery.
Down B: Magic Mirror -- The wristwatch on Mike's arm flashes and a magical mirror appears before him, protecting him from energy-based attacks. Physical attacks, however, will shatter the mirror by pushing his backwards and adding visible damage until it cracks (3 hits). Mike is somewhat mobile while the mirror is out, being able to move backwards or forwards with the mirror still facing before him. He is very vulnerable from behind. When the mirror does shatter, it breaks into shards which can be picked up by anyone as weapons. Mike is not dazed, but he cannot use the mirror again until all the shards have disappeared.
Final Smash: Supernova -- Mike gets a transmission from Mica on his wristwatch, visible as a small image hovering above the watch display. He nods and begins swinging his yo-yo above his head. It magically transforms into the Supernova, a gigantic and powerful morning star. The Supernova is swung over Mike's head as as it picks up velocity it grows in power and length. Mike can wander to the left or right slowly while swinging the Supernova, but cannot jump. He is vulnerable from below. When the attack ends, Mike slows down the spin and pants from stress before the Supernova transforms back into his yo-yo.
Misc. Notes
Out of 5...
Speed: 3, Power: 3, Weight: 3, Jump: 2.5, Gravity: 4
-The yo-yo is a very fast attack, and it's easy to get somebody caught in a flurry of hits. But it doesn't do much damage either, so try to mix it up a little.
-The yo-yo flies farther the more you press down A. Just a little tip ;p
-If the yo-yo is timed right, it will stop weaker projectiles at the extent of its swing. Likewise, the weapons all have varying priorities and "tips." Excalibur is best at the center of the blade, for example, while the baseball bat is powerful all-around.
-Mike's stats are pretty average, so he is pretty balanced. His attacks are also very variable, and can work into any strategy. Like Mario, it's best to adapt to the situation then go in and fight, fight, fight!
Taunts: Leans back and pumps one fist forwards; turns to the screen and beams a smile; looks down at his watch and taps the screen curiously
Entrance: Appears as a static image then slowly appears from clearly, just like StarTropics II.
Kirby Hat: Kirby gets the hairdo and some freckles.
Costumes:
1. Regular
2. Red jacket
3. Green jacket
4. Black leather jacket, black pants, and white t-shirt
5. Brown bomber jacket, khaki pants, brown hair --> Indiana Jones
6. White and blue-green baseball uniform, Seattle Mariners style ;p
Win Poses:
1. Stands proud and gives a thumbs up to the player
2. Spins around with bananas in his ears, trying to scare the player and laughing
3. Holding his yo-yo, nods at the screen then looks up towards the sky and beams
Victory Music: "Boss Clear" from StarTropics
Franchise Logo: Palm Tree
Stage
C-Island: Coracola -- An island in the middle of the sea, there is a lone hut, some palm trees, and a large rock decorating the landmass. In the background the sea, C-Island, and the lighthouse are all visible. The stage also has outcrops in the water that will appear here and there, randomly between 2-5 on one side at a time. The hut can be fought on top of as with the palm trees; slamming people down on the trees may drop coconuts (or they can on their own) to throw as items. Every so often, a footpad will appear to stomp--this changes the layout of the platforms off in the sea. Also, the Sub-C can breach and appear on either side of the stage as a temporary platform in various positions like the Great Bay turtle. In the background, Dr. Jones' helicopter, C-Snake, Big Octo, dolphins, and a large whale can be seen moving around. Sometimes the whale will appear and take the entire length of one side of the screen; you can ride its back but can also be pushed back by the fountain of water. Dolphins will throw items onto the stage from time to time when they pass by in the foreground. Also, C-Snake will appear if people dawdle in the water too long. He will take over one side of the screen and start breathing fire towards the island, leaving on his own whims. The hut can catch fire, but it will reappear over time if this happens. In all, a diverse and fun stage.
Ice Age: Yum-Yum's Cavern An icy cave, characters fight on the back of the Sub-C as it zooms towards the screen on a rapid-flowing icy river. There are two ice platforms on either side of the Sub-C that can be used as well, and the walls of the cave are occasionally laden with platforms that can be used if and when the Sub-C slows down and stops. Every so often, a [!] appears at the top of the screen over one of the three central platforms. A giant iceberg comes crashing through and wrecks that platform (and any players on it), while the Sub-C will just submerge. For a while, that platform is out of commission and players must make do without. Also, because of the currents, jumping in the water just pulls your player down and is an auto-KO. At some point, the Sub-C comes out of the cave into a mountainside frozen lake. This area is more platform friendly, but the ice floes will break easily from damage. Be careful.
Music:
StarTropics Medley, including Title, Coracola, Sub-C, and Underworld Cave music
StarTropics II Medley, including the Title, Ice Age, and Underworld Cave music
StarTropics Boss Music
Items
Snowman Doll -- Grab this to summon a large flurry that slicks all platforms and freezes weaker players. Randomly, this may instead summon a giant snowman who bounces around the stage hurting everybody (including the user).
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BONK
Bonk's Adventure, TGFX-16, 1989
A surprisingly headstrong caveboy, Bonk has been on a variety of his own adventures that could rival even Mario's. From 1,000,000 BC, Bonk knows his way around the world of prehistory and has battled with the disgusting King Drool on many occasions. But never failing to waltz into adventure, Bonk sets out again towards the modern day, this time to fill his gullet with strange foods and to try out his head against some new foes: the Smash Bros.!
Basic Moves
A: Headbutt
Ftilt: Head Swing
Utilt: Head Swing
Dtilt: Hand Swipe
FSmash: Ramming Headbutt
USmash: Jumping Headbutt
DSmash: Spinning Headstand
Dash A: Faceplant/Slide
Recovery: Head Swing
Ledge Recovery: Low Kick
Desperate Recovery: Forehead Slam
Nair: Sex Kick
Fair: Front Flip (METEOR)
Uair: Jump Punch
Dair: Twirl
Bair: Back Flip
Grab: Throws out his arms and flails them around.
A/Z: Headbutt.
Fthrow: Drops and headbutts them forwards. Strong.
Uthrow: Tosses them up and hits them off his head like a soccer/football player. Strong.
Dthrow: Throws them down and headbutts their chest. Strong.
Bthrow: Twirls with them a few times backwards, then lets go and sends them flying. Mid.
Special Moves
B: Bonk -- Yes, the headbutt is called a "bonk." He headbutts straight ahead, just like his games. This is a mid-strong attack that cancels out of a lot of others, but hits the characters slightly upwards with mid-knockback. For a killing move, his FSmash is better, but the Bonk can be used in midair to do one of two things: 1) Bonk will headbutt then fall downwards and turn the attack into a "buttstomp" movie; 2) pressing B repeatedly or holding it down lets Bonk constantly headbutt in midair, essentially "floating" downwards safely. The uses of the Bonk attack are, in actuality, endless.
Forward B: Bite -- Bonk gnashes his teeth similar to the Koopa Claw. If he catches a player, he holds them down in his jaws. Pressing B will make Bonk gnaw on them, and any direction is a throw. Forward is a headbutt forwards, back is a "dog attack" where he swings them back and forth violently and tosses, up is a "ragdoll attack" where they get tossed into the air lightly, and down is a mauling attack where Bonk slams them down into the ground and rips them to shreds. In all, a very useful attack and sometimes better than his grab. In mid-air, Bonk crouches and leaps a bit ahead when using this attack as well--an alternate recovery.
Up B: Flying Tulip -- Bonk sprouts a pink prehistoric flower from his head and freaks out as he is lifted into the air. Works much like Snake's Cypher, in that he is only lifted into the air slowly and deals no damage whatsoever. The move can be canceled early by pressing down or attacking. Bonk can be knocked off the flower as well, FYI.
Down B: Rage -- Bonk opens his maw and yells out in his cutesy voice as stone block letters, "RAGE!", fly out and across the screen. Each block deals damage, so a character caught by the barrage will get hit 5 separate times, for example. When the letters hit a platform, one of them disappears and the rest bounce back. These can all be stood on as a platform, btw. So use it wisely to attack enemies or hit higher ground.
Final Smash: Meat! -- There she is, the coveted Meat! A piece of meat falls from the sky and Bonk licks his chops affectionately as he floats up to get it (of course, all cartoon-like). One he chomps the meat, Bonk spins through the air and transforms into KRONKZILLA! A giant Godzilla-like creature with Butthead Bonk's face. Kronkzilla is invincible and can attack by swinging his mighty tail. He is also invulnerable. When the FS wears off, Kronkzilla downgrades and shrinks into Butthead Bonk, who is faster and stronger than Bonk. Once hit or after enough time, Butthead Bonk becomes Angry Bonk and is half as strong or fast as Butthead was. Both can paralyze enemies by stomping the ground near them (B attack in midair). As a matter of fact, their Bonk attack are a tongue lash or throwing spears (Butthead and Angry, respectively). Once again, after time or a hit Angry Bonk becomes normal Bonk. As a little Easter Egg, sometimes the Meat backfires, and Bonk becomes Girly Bonk who is, well... a girl Bonk, with goofy eyelashes and everything. She's half as strong and fast as normal Bonk, making her the worst transformation.
Kronkzilla,2
Flower,2
Butthead Bonk,2
Angry Bonk,2
Pretty Bonk
Misc. Notes
Out of 5...
Speed: 2.5, Power: 4, Weight: 3, Jump: 2.75, Gravity: 3.5
-Bonk is very topheavy, so it's harder to knock him into the air with attacks from above. No. Seriously.
-The best strategy is, really, to just keep bonking away. What? I'm not kidding...
Taunts: Bonk turns to the screen and grinds his teeth, grimacing; Bonk twirls around and around, his head swinging out further each time; Bonk turns to the screen and smiles as he nods his head
Entrance: Is dropped off by a flying tulip, this time Yellow.
Flower,2
Kirby Hat: Kirby gets the grimace and eyebrows of Angry Bonk.
Costumes:
1. Regular
2. Blue
3. Green, like Butthead Bonk
4. Yellow, like Angry Bonk
5. Gray w/ dark skin
6. Black and white striped prison clothes --> Thief Bonk, from GB Genjin
Win Poses:
1. Looks back and forth confused, then sheds some tears. A big piece of meat falls and he munches greedily, content.
2. Jumps up and down cheering, then leaps into the air to catch falling food. He rubs his belly affectionately and smiles.
3. Turns into Butthead Bonk breathes fire into the air while running in place.
**Instead of clapping, Bonk falls asleep flat on his back--nose bubble and all.
Victory Music: "Stage Clear" from Bonk's Adventure
Franchise Logo: Smiley Face
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