Posted by: Davidreamcatcha | February 20, 2013

Engine – Priority

PRIORITY

Disneyland_Sword_in_the_Stone_by_Dave_Q

Priority is somewhat simplified into four different levels of priority, each beating out the level before it, and clashing with attacks of the same level; NIL, Weak, Moderate and Strong. There is a fifth type, named Clashing, which is designed explicitly to clash against any other attack. This type is typically reserved for certain swordsmen attacks, and the impenetrable shielding of certain bosses (who would be immune to the effects of clashing anyway)
The black sheep of the bunch is NIL priority. It loses to all other types of priority, including itself. When two NIL attacks collide, the one used last takes priority. NIL typically applies to jabs, weak tilts, and weak projectiles.
Moderate and Strong priority are usually reserved for charged attacks, smashes, aerials, and strong stage hazards, whilst Weak covers everything else.
Clashes between attacks of the same priority, are resolved based on the damage each attack does. The higher the damage the attack does, the longer the opponent spends stunned during the clash. So a clash can leave one party with the advantage, provided they used the attack with the greater damage output.
A clash in midair does not halt the movement of either party, though both attacks are cancelled and the characters rendered unable to attack for the duration of the clash.

Posted by: Davidreamcatcha | February 20, 2013

Mechanic – Daze

Daze

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This is a relatively simple mechanic. Attacks that land increase the opponent’s Daze, a statistic that determines how much stun a player suffers when attacked. Whilst all attacks raise Daze a little, only powerful attacks (such as smash attacks and other KOing moves) raise it significantly. Daze also decreases over time, so the only time Daze will noticeably come into play, is when a player is clobbered by a significantly powerful attack that fails to KO them. Daze allows for combos, and at high amounts can even lead to hit-confirms into KO moves. Blocking an attack does not block all of its Daze, only half the incoming Daze is negated.
Visually, Daze is represented by spinning cartoon stars above a character’s head. The stars will only appear when the player has enough Daze for it to significantly affect hitstun, and the stars increase in size as the player’s Daze increases. Once the player has enough Daze for it to be visually shown, their blocking can be broken with attacks with sufficient power (the more Daze the player has, the lower the blocking threshold becomes, making the block easier to break).
Daze is also increased in a significant way when the player is struck by certain items, such as a baseball bat for example. Daze decreases faster whilst idling, and decreases much faster when laying in the prone position. Activating a Magic Blitz or Magic Blast will also clear the player’s Daze.

The presence of Daze gives KO attacks a logical purpose outside of simply KOing, gives players a simpler means of exploring combos, and allows blocks to be overcome with enough dumb muscle.

Posted by: bkupa666 | February 20, 2013

CHARACTER – Edgar

 EDGAR

The Butler Sneak

“I’ll be gone! . . .No, oh no. They’ll be gone!”

***

GREEDY ANIMATIONS

Idle Stance
Edgar stands in place, seemingly nonchalantly, though on occasion, he’ll peer around the stage sneakily.

Walk
Edgar paces forward in a straightforward manner.

Run
Edgar comically takes massive strides forward with his long legs, seemingly covering large distances despite his average dash speed.

Crouch
Edgar performs a more cowardly version of DK’s crouch, peering around anxiously while shuddering slightly.

Dizzy
Edgar puts both hands to his head and pauses, his eyes spinning in circles comically.

Sleep
Edgar lies on his back, his large stomach rising up and down. Occasionally, he’ll mutter about “Millions…” in his sleep, seemingly having a pleasurable dream.

GREEDY STATISTICS
HEIGHT ~ 8
RANGE ~ 7.5
FALL SPEED ~ 6
WEIGHT ~ 6
RUN ~ 5
JUMP ~ 4
ATTACK SPEED ~ 3
TRACTION ~ 3
POWER ~ 2

Edgar has nothing to really boost him above the pack statistically, being a simple butler, although he does have plenty to hinder him. His height and large belly make him a large target, but his lack of real mass prevents him from surviving off of weight alone. His movement capabilities are average at best, but are flat out bad in some areas, with Edgar having difficulty maneuvering through the air and sliding around constantly on the ground. If he’s not careful, he’ll be gone! But if he plays a smart tactical game, countering his weaknesses while hindering his opponent to the point where he can fend them off, -they’ll- be gone!

***

GREEDY SPECIALS

Special ~ Cream Soup
Edgar takes out a cooking pot and begins stirring it with a spoon, humming to himself as he does so. With a second input of B, he pours some soup into an Olimar helmet-sized bowl and places it at his feet with a bow, over .45 second. If any character (including Edgar) walks in front of the soup, they can crouch to enter a prone position, albeit a kneeling one where they sip up the soup. Edgar’s soup heals 1% per half second an opponent sips it, for a maximum of 20% healed before the soup runs out and the bowl vanishes. If an opponent is put into prone next to a bowl of soup, they fall face-first into it, drinking it automatically for as long as they stay down.

Now, what’s the purpose of holding out the move if the potential damage healed cannot be raised? Well, by tapping A, Edgar tosses a few sleeping pills into the mix over .5 second, stirring them into the soup. Depending on how many pills he throws in, opponents who drink the mixture are impacted with a different effect, for one second every half second they spent drinking. While they still heal damage, one dose of pills causes the opponent to act drowsily; this state halves the character’s dash speed and causes them to yawn before every other move they perform, interrupting it. Two doses puts the opponent in a drunk, staggering state for their dash, replacing them yawning every other attack with the character clumsily tripping into their prone state. Three or more doses puts the character into Brawl’s sleeping state, although this variation is much stronger…opponents won’t wake up from any attacks you use on them during their catnap, although they -will- wake up if pushed off an edge, Inception-style.

Edgar can place up to four bowls onstage at a time, with each having 10 HP that can be attacked to spill the soup onto the stage, with it creating a puddle for ten seconds. Characters including Edgar who try dashing over this soup trip into their prone state, although they cannot heal from a puddle. Edgar can heal himself or his teammate by cooking regular soup, simply make regular soup quickly to spill for a trap, or create sleeping soup, forcing opponents to enter a state he can take advantage of in various ways. Now, all he has to do is get his opponent to actually drink his soup. Regular bowls of soup and drugged bowls are identical in appearance; if Edgar wishes to heal himself during a match, he must keep track of his bowls to ensure he doesn’t become drugged himself.

Forward ~ Motorcycle
With a few clicks and pops, Edgar’s motorcycle is drawn in under him, as he begins chugging along at Mario’s dash speed. Edgar’s motorcycle can be controlled similarly to Wario’s bike, with it remaining onstage after Edgar stops riding or is attacked off, continuing to cruise along at the same speed. Edgar’s motorcycle does not produce parts if its 25 HP is diminished, however, and falls more quickly in the air, not providing Edgar with much of a great recovery. Edgar must be dealt 20% to be knocked off his bike, although he can fall off early by turning around too quickly or frequently.

Instead of plowing over opponents in his path, however, Edgar gently scoops them into a small sidecar in the foreground without slowing down. In the sidecar, opponents cannot move, but can use any attack to separate the sidecar from the motorcycle, releasing them while Edgar crashes clumsily into prone. Although Edgar can generally move opponents around a short distance this way, it can often become quite punishable. To remedy his woes, Edgar can scoop up sleeping opponents, giving him freedom to carry them wherever he wishes without being attacked. Should Edgar ride his motorcycle over spilled soup, you’ll find that his wheels are not only immune to it, but spread the soup in a trail as he rides, quickly creating a problem for any opponent hoping to dash much at all.

Up ~ Umbrella
Edgar has his black umbrella drawn into his hands and opens it, holding it above his head to slowly float upward at Ganondorf’s walk speed, dealing light hits of 3%. The umbrella provides Edgar with seven seconds of terrific aerial movement before folding in on itself and causing its owner to fall, at half his regular fall speed with the same DI. Edgar is able to use his aerials and specials while rising and falling, giving him fair defense against the glaring vulnerability weakness of this otherwise awesome recovery. You don’t want to get knocked under the ledge while rising back to safety, do you? Onstage, he can even float up high while cooking soup, preventing opponents from interrupting him as easily. Air dodging removes him from his umbrella, which he cannot summon again until he reaches solid ground.

If he uses the move next to an opponent, Edgar attaches an umbrella to them over .55 second; unlike Edgar, opponents cannot dodge to escape, and must fast-fall for a second to escape (entirely possible, if they’re awake). The umbrella lasts for seven seconds, pulling the opponent up as fast as it does when held by Edgar. This enables Edgar to attack from below for some quick damage, which is necessary to his game, as more damage results in longer periods of stun on opponents. By holding down the input as he attaches the umbrella, Edgar folds it in, doing nothing to opponents on the ground. On the other hand, once they’re airborne, it halves their fall speed, possibly helping them out if they have decent aerial capabilities, which they -are- able to use. He can push sleeping opponents offstage into their floaty fall which won’t wake them up, before jumping after them and pulling out an umbrella of his own, using his aerials while rising to prevent his opponent from doing the same back to the stage. One umbrella can exist per each character in a match.

Down ~ The Sack
With a flourish, Edgar extracts an empty sack and quickly brings it down in front of him. If Edgar catches an opponent, he’ll tie up the sack and leave it on the ground in a Bowser-sized lump, while if he misses, he stows the sack for .6 second end lag. Captured opponents are able to break free of the sack by dealing 15% to it, and are able to attack anything outside the sack with moves that stretch the sack for half damage. Although Edgar can scoop up sacked opponents with his motorcycle, they can still detach from him, leaving him to crash. Of course, they are unable to do so if sacked while sleeping.

If Edgar brings his sack down on a bowl of soup, he stores it in his sack, trapping opponents with it next time he uses the move, forcing them to drink it and suffer its effects. Should Edgar miss an opponent on the second input, he’ll shatter the soup on the ground where he brought the sack down, allowing him to position spill traps. He can also give sleeping opponents a motorcycle lift offstage before hopping off the bike and leaving them falling to their doom (the soothing motorcycle noises keep them asleep in this case). An opponent who wakes up beneath the ledge and must break out of the sack before recovering is unlikely to do so and live to tell the tale.

In the air, Edgar releases his sack beneath him, with it sharing Mario’s fall speed. If you let this fall on your head, you’ll be forced to break free or fast-fall out to escape, lest you be pulled down to the abyss. Opponents who fail to do so and hit the ground become tied in the sack as usual. Edgar can have one sack out for each opponent onstage.

GREEDY OFFENSE

A ~ Struggle
Edgar begins flailing his arms around and kicking out his legs crazily, attempting to throw off any characters in his path. His wild movements cover a circular area, dealing multiple hits of 3-4% to opponents. If an opponent attempts to grab Edgar during this time, however, they grab one of his flailing limbs and are hurled off in a random direction from Edgar’s momentum, suffering 7% in the process. The minimal lag on both ends of the move enables Edgar to start flailing at close range, interrupting enemy attacks and grabs for some offensive defense. Should Edgar flail for over two seconds, he’ll become winded and lag for a second, preventing him from spamming it for too long.

Dash Grab ~ Push and Pull
Edgar has something to differentiate himself from the rest of the cast in the form of a unique dash grab! By pressing the grab input as he dashes forward, he outstretches arms outstretched, hoping to grab onto something as he keeps on moving, keeping his arms out for as long as you hold the input. Grabbing while simply walking or standing still will perform his normal grab. If he comes into contact with an opponent moving toward him, he’ll begin pushing against them with all his might, while if he catches an opponent moving away, he’ll pull at them from behind. Not being the most solid fellow in the world, Edgar is pushed or pulled in the direction his opponent is moving at half their speed. That is, unless he mashes A to show them who’s boss and push back!

If you simply tap A, Edgar won’t be pushed or pulled, while if A is mashed, he’ll be the one controlling where his opponent is moved to. One and a half second of either character pushing the other around results in the loser suffering from a second of stun, while the other is free to attack. A stalemate stuns both Edgar and his opponent. Heavier characters are a bit more difficult to move around than lighter ones. Because opponents can’t attack Edgar while he’s pushing or pulling, he can attempt to move them to a convenient, soup-coated portion of stage, possibly stunning them for more damage. Edgar can easily win one of these mini-battles by pushing a prone or sleeping opponent, resulting in more useful stun in the latter case, as well as being able to push them offstage with an umbrella.

Forward ~ Stomp
Edgar lifts a long leg and stomps it down a character width in front of him, with a small bit of lag on both ends. Meeting his foot results in falling face-first into prone and being dealt a light 6%. Edgar can stomp multiple times in a row to keep an opponent falling into prone as they try to stand up, or in prone, as they lay on the ground. This definitely comes in handy when forcing opponents to drink large quantities of drugged soup, and Edgar’s long leg creates a nice large hitbox to use in combat anyways. His frail limb won’t stand up to most other melee attacks, but can still come in handy at times.

Up ~ Headbutt
Edgar throws his head up into the air with quite a bit of force, dealing 9% and low set vertical knockback. Although the move is fairly quick, Edgar holds his head in pain for a second after attacking. He can headbutt multiple times in a row to prevent the end lag from occurring, but when it comes, the opponent Edgar was trying to juggle will easily come down and charge a Smash. To rack damage with this move and escape unscathed, Edgar can put his opponent to sleep and attach an umbrella, floating them into perfect range for such a move. Headbutt them multiple times and suffer the end lag before they wake up. Next time you do attempt this, the additional damage you’ve added will give you even longer to headbutt your foe. The end lag also becomes less of a problem if a drowsy opponent is forced to yawn instead of counterattacking.

Down ~ Joyful Dance
Tiptoeing his feet up and down comically, Edgar dances comically for a second, rubbing his hands together greedily. His feet are a sizable close-range hitbox dealing multiple hits of 5% and some stun to opponents. Prone opponents danced upon are not hit back upright, giving Edgar means with which to rack damage on them. If the control stick is held to the side immediately after inputting the move, Edgar dances a platform and a half in the chosen direction at his dash speed. The move’s moving hitbox creates a slight offensive barrier against opponents approaching Edgar. His tiptoeing dance also enables him to cross spilled soup faster without having to sacrifice damage by bringing out his motorcycle.

GREEDY SMASHES

Forward ~ Cartoon Trick
Edgar has a platform length pitchfork drawn in before he places it on the ground sneakily, chuckling to himself over .55 second. Should an opponent walk overtop the pitchfork end of the weapon, the wooden end will come up and smack them in the face, dealing 9-14% and knocking them into prone. If they walk over the wooden end, the character gets jabbed by the head of the pitchfork, suffering 18-22% and horizontal knockback KOing from 180-165%. Both effects also occur if the opponent falls into prone on top of the pitchfork.

Edgar can limit the opponent’s movement along with his spilled soup by placing his pitchfork onstage; although opponents cannot move it around, Edgar cannot use his Smashes again until he picks it back up by touching it. If Edgar wants to hit with a particular end of the pitchfork, he can use dash grab to push or pull them onto it.

Up ~ Rear Poke
Edgar lifts the head of his pitchfork into the air and pumps it upward a platform, with slightly more lag than Marth’s U-Smash. The unfortunate opponent who lands on the pitchfork must endure 10-14%, as they are launched a Ganondorf upward before falling in helpless, jumping upward from the pain. The range and disjointed nature of the pitchfork provides Edgar with some nice aerial defense, although he doesn’t hit opponents up into the pitchfork from the ground, leaving him vulnerable down below. The move’s damaging capabilities are magnified when opponents fast-fall onto the pitchfork, in which case they suffer 5% extra for each fall speed statistic unit they were falling at. Needless to say, this is a great way to punish opponents forced to fast-fall away from an umbrella or sack in midair.

Down ~ Prong Stab
Edgar lifts his pitchfork for half a second, before tossing it down to the ground a platform in front of him. If an opponent is hit by the pitchfork, they are not brutally impaled to the stage, but are rather trapped between the tines of the pitchfork in their prone state, as it sticks into the ground. They are also dealt 12-16% by the impact into the ground, but are held in prone until the pitchfork is dealt one to three get-up attacks, depending on charge time. Naturally, sleeping opponents can’t do this until they wake up, allowing Edgar to pummel them while they’re down, or scoop them up with his motorcycle. This is also useful for holding opponents with their face in drugged soup. As with F-Smash, Edgar cannot use another Smash until he reclaims his pitchfork. If an opponent is sacked while impaled, they must break free of the pitchfork before they can escape from the sack.

GREEDY AERIALS

Neutral ~ Soup’s On
Edgar’s Neutral Special pan is drawn in before he starts clanging it together with his spoon to create an awful din, shown as a soundwave around him. He starts the move with little lag, and can hold it out as long as he wishes. Opponents inside the wave suffer 2% per half second and are quickly pushed toward the perimeter of the wave. If a character is inside the wave’s range as Edgar begins the move, the opponent is turned to face the opposite direction, either turning to see what’s all the damn noise, or turning away to escape it. Edgar can turn around opponents attempting to recover back to the stage while floating up on his umbrella, or simply push them away for some convenient defense.

Forward ~ Belly Bump
Edgar leans back slightly for .45 second, before thrusting out his protruding gut. This deals 9% and some nice horizontal knockback to opponents. While opponents can interrupt Edgar during the startup lag, if they hit his stomach with an attack dealing 15% or less, his belly will absorb the attack before thrusting back with 1.5 times the regular force of the move. Naturally, this is a great move to use offstage, pushing opponents further from the edge while turning their recoveries against them by absorbing and bumping them back.

Back ~ Mule Kick
Edgar pulls his legs in tight as long as you hold the input, before thrusting them back with all his might. He suffers from a fair bit of ending lag following through on his kick, although he only has to worry about this if he misses an opponent. If Edgar kicks an opponent, he’ll knock them away while pushing off of them to spring in the opposite direction, using his long legs for this extra force. Opponents suffer from 7-12% from Edgar’s kick after a second of charging, while both characters are pushed from one to three platforms away from each other. Once Edgar has buffeted his opponent around offstage and is ready to finish the job, he can kick them off the blast zone, propelling him back to the stage in the process to continue his mischief.

Up ~ Bald Drill
Edgar spins around three times rapidly in midair, pointing his head directly up to catch opponents in multiple hits of 3-4%, with slight knockback on the last hit. While spinning, Edgar travels up a Mario with his momentum, greeting opponents falling down on him. His head has great priority (he’s crashed through a brick windmill unscathed, after all), but Edgar still suffers from .10 second end lag, holding his head dizzily. This prevents him from using multiple U-Airs to recover (and he won’t gain any height if 3 of these are used successfully, to prevent stalling), although if Edgar spins while holding an umbrella, he’ll be propelled up three Marios with the umbrella’s boost. Edgar cannot repeat this until he lands, however; any successive umbrella spins will not gain him any height.

Down ~ Sitting on a Problem
Edgar leans his rear end toward the ground, not outright plummeting but falling at 1.5 times his regular fall speed. He can hold out this animation as long as he wishes; be sure to cancel the move before he lands, or you’ll deal with a second of Edgar rubbing his behind in pain. If Edgar lands on an opponent, he’ll sit on their head comically, combining the fall speed of the two characters. To get Edgar off, opponents must launch him with an upward attack. Being launched back to the stage can help Edgar as a last-ditch recovery attempt, although at that point, his opponent may wish to simply suicide KO. He cannot jump off of an opponent he’s sitting on, because in ideal situations, he won’t want to. An opponent with Edgar sitting on them as they hit the ground suffers 10% and is placed in their prone position.

Naturally, this move becomes a great way to put opponents in prone when Edgar has little to no damage. If Edgar sits on a prone opponent, the victim suffers 1% per half second and must use their get-up attack to push him off before rising. If the opponent is sacked, their attack will hit Edgar’s behind rather than the sack, increasing its longevity a bit. Using this move while floating upward holding an umbrella brings Edgar back down slightly, allowing him to sink down to hit opponents below the edge. He resumes his float once the move is canceled…be sure to cancel with enough float time left!

GREEDY GRAB

Grab ~ Coddle
Edgar reaches down a Ganondorf with minimal startup lag, having poor traditional grab range but great vertical range; Edgar can reach down from a most stage platform to grab opponents. Once he has them in his clutches, he coddles them in his arms like a baby, looking down on them and grinning.

Throw ~ Dinner is Served
Edgar holds out his hand for a silver platter to be drawn in before he places his opponent onto it, carrying them forward in front of him at his walking speed. This obviously moves sleeping opponents around rather well, but can be used to move regular opponents as well. Although they have the ability to jump off and punish Edgar, a large number of food items are scattered on the platter, meaning a regular opponent can simply mash A to heal themselves leaving Edgar to walk around harmlessly. Whenever the input is released, Edgar trips in place, spilling his opponent onto the floor in a prone position. This throw can easily backfire on Edgar, as his schemes are wont to do, but used well, can place opponents into a nice drugged soup, allowing Edgar to rack up the damage they healed as if they never did so.

GREEDY MAGIC ATTACKS

MAGIC BLITZ ATTACK ~ Dog Chase
Edgar pulls out his motorcycle and laughs cleverly, but quickly lets out a gasp of horror as Napoleon and Lafayette, two hostile farm dogs, appear on the stage, barking loudly, eager to chase him around. Edgar places a haystack as tall a Ganondorf and a wide as Bowser over his vehicle to conceal himself, before starting his engine. Edgar’s motorcycle now moves at Sonic’s dash speed at all times, with the new ability to jump up a Ganondorf into the air. It now takes 40% to knock Edgar from his bike with the additional haystack protection, with the stack weighing the bike down from riding off while Edgar hops off. Napoleon and Lafayette target the nearest opponent, invincible and moving at Pikachu’s dash speed, chomping anything they catch; if Edgar is off his bike, they automatically target him, however, although he can subdue a dog for three seconds with Down Special sacks. Getting chomped deals 5% per second, as the opponent gets knocked downward by the dog that bit them. To escape, opponents must button-mash free to push away from the dogs; this knocks them a set distance away.

If they get knocked into Edgar’s haystack, however, Edgar jumps out in horror as the haystack vanishes. The dogs now control the motorcycle, pursuing Edgar around onstage (this also happens if they chase Edgar past the motorcycle). This is high time for Edgar to flee into the air with Up Special to avoid the dogs, although he can play strategically during this time by cooking up soup. If he places soup onstage and spills it, his or the dogs’ insane driving will spread the puddle around like nothing else.

By tapping down while riding, Edgar peeks out of the haystack, causing the dogs to pursue him instead of his opponent. He can direct them onto another portion of stage before popping back in, causing them to chase opponents around over there (this is safer than leaving the bike in most cases). Napoleon and Lafayette last for twenty seconds before vanishing; they do a great job at knocking opponents in their paths into the ground, and can aid Edgar in spreading soup traps around with his high speed. Edgar will mainly be attempting to have the dogs knock opponents into soup, then use the motorcycle’s insane movement to ride over a ledge and hop off for a very certain KO. He may summon as many high-speed motorcycles as he wishes throughout the duration of the Final Smash.

MAGIC BLAST ATTACK ~ The Trunk
Edgar takes out an open trunk, twice the size of Bowser, and slams it down in front of him, attempting to seal an opponent inside. Should he catch one or more of them, they’ll remain trapped inside, forced to button-mash out with triple grab difficulty. Unfortunately for them, Edgar whistles, signaling a delivery truck to speed by in the background, pick up the trunk, and careen off the horizontal blast zone at the speed of Wario Man’s bike. The only way opponents will be escaping from this one with any regularity at all is when playing on large stages, though Edgar will have to put in a bit of work prior to executing this attack if he is to land it successfully.

***

GREEDY PLAYSTYLE

Edgar has great control over his opponent’s state. For starters, he is loaded with ways to put opponents into prone, bringing them down to the level of a lowly butler, though he is constantly at risk of being put into prone himself; just imagine the humiliation of crashing your bike right into your own bowl of soup! Despite this, Edgar has a number of ways to transport opponents around the stage, either escorting them around directly, or pushing them away from him, or vice versa. Even without an opponent in tow, Edgar has great aerial abilities, as he uses his umbrella to cruise around while rising to the skies. However, all these abilities take a back seat to Edgar’s stunners at the start of a match. If he has no time to cook up some soup for opponents, he can’t have nearly as much fun with all his other delicious options, now can he?

Once Edgar has his opponent stunned with moves such as Down Special or D-Smash, or is floating high above the stage with his umbrella, Edgar can get to work forcing his opponent to eat his concoction by putting them in prone next to a bowl of soup. He can do so primarily through a mix of prone abuse and traps. By spilling a few bowls of soup, then riding over them with his motorcycle to spread it, Edgar prevents opponents from dashing over large portions of the stage; he can also toss out his pitchfork with F-Smash, forcing them inconveniently close to Edgar’s soup. Now that he has a guest for dinner, Edgar can use any combination of F-Tilt, F-Smash, D-Smash, D-Air to force-feed them the cream soup. Opponents will have to be quite diligent in destroying Edgar’s soup bowls to prevent this, although in doing so, they’ll just be creating more of a mess for themselves to deal with, as Edgar simply cooks up more soup to replace the ruined bowl.

With an opponent drinking his soup, Edgar’s gameplay largely transitions into smashing his opponent while they are incapacitated, ultimately KOing them while they’re lost in dreamland. With an opponent yawning every other attack, Edgar can anticipate his opponent’s movements before timing a stronger, laggier attack to hit them as their sleepiness interrupts their own attack. As an opponent stumbles around and falls into prone, Edgar can rack even more damage with prone abuse attacks. But the most options (and the -really- cool ones) stem from Edgar putting his opponent all the way to sleep, past the point of them waking up anytime soon. Of course, he can flee, set up traps and heal himself with his own soup, but he wouldn’t be making the most of the opponent’s state for the most part.

For extra damage, and therefore extra stun on future attacks, Edgar can attach an umbrella to opponents, letting them drift upward before pursuing them with U-Tilt, U-Smash and U-Air. He can also coat an opponent peacefully in a sack, before pummeling the crap out of them. When he’s ready for the KO, Edgar is no slouch at the oh-so-prevalent gimping game, although he can’t simply push opponents offstage and let them fall, as they’ll wake up from the sensation. By scooping a sleeping opponent onto his motorcycle, Edgar can drive them right off the stage before hopping off, leaving the motorcycle and opponent to fall to their doom. This strategy is less effective against HMAs than lightweights, however; even if Edgar coats the opponent in a sack, the bulky beast will shred through the sack quickly before detaching from the bike, while lightweights merely poke at the fabric as they fall. For heavyweights, Edgar can instead attach a folded-in umbrella and push the opponent offstage with attacks like dash grab, before hopping off and riding his own umbrella up while pummeling the floaty foe closer to the blast zone. Every aerial can come in handy here, depending on where Edgar and his opponent are located. Edgar has seven seconds of rising, which, when combined with U-Air, should bide him plenty of time to KO his opponent and return to the safe stage.

Edgar can become quite dangerous once his opponent has consumed his soup, although he’ll have to fight to survive to that point in the match. His large frame, combined with clumsy movement and slow attacks open up many opportunities for fatal slip-ups. Edgar must fend off attacks with moves like jab and D-Tilt, before fleeing to a safe portion of the stage to continue his cooking. Once he’s slipped his opponent a roof…sleeping pill, however, he’s at the top, man! There’s nothing he can’t do!

***

GREEDY TAUNTS

Up Taunt
Edgar gets a dazed smile on his face, as his eyes turn to dollar signs and multi-colored dollar signs flow from them, fluttering around his head slightly before he nods them away.

Forward Taunt
Edgar looks down, notices a spot on his vest, and wipes it away with a cloth. He must look in tip-top shape for his job!

Down Taunt
Edgar puts his fingers together and drums them up and down, chuckling quietly to himself. Bwa ha ha!

Victory Pose 1
Edgar holds a fist full of bills, counting them greedily and telling the losers, “I’ve got…moneeehh!”

Victory Pose 2
Edgar stirs a bowl of piping hot soup, plopping in a few pills and muttering happily to himself, “Oh, Edgar, you sly old fox!”

Victory Pose 3
Edgar bows to the background twice, saying, “Thank you, thank you!”, before realizing his error and turning to face the screen, waving stupidly.

Losing Pose
Edgar claps, but appears annoyed over his loss. It’s just not fair!

Shield
Edgar cowers behind a dinner plate, with it providing him a fair deal of frontal coverage, though it does not shield all of his body, due to his height and lanky legs.

Costume

edgar

Edgar gains his apron/paperboy cap worn midway through the film as an alternate costume.  It’s blue by default, but the color can be changed as expected.

GREEDY HADES QUOTE

HADES/ Jeez louise, the only bag of cats I see is the one in this bozo’s head!

GREEDY EXTRAS

Symbol
Due to not sharing an icon with the Aristocats, Edgar fights under a dollar-sign insignia, all his own.

Entrance
Edgar rides his motorcycle in from the background, spinning it into his starting position, where it falls to the ground and creates a cloud of dust. This causes Edgar to cough comically before the fight begins.

Selection Sound
Edgar comments “Those cats have got to go!”

Music
Edgar’s theme is his stealthy music, The Butler Sneak, linked at the top of this moveset.

Unlock Method
Beat Arcade Mode with any villain character.

***

“You’re going to Timbuktu if it’s the last thing I do!”

Posted by: Davidreamcatcha | February 20, 2013

Assist – The Vultures

The Vultures

The Vultures are supporting characters from the Jungle Book – infamous for being around in the climax to sing the song,  That’s What Friends Are For (and being rather obviously based on the Beatles). The Vultures act as assists in Disney Rumble – circling the summoner 2 Kirbies above them, making light banter with each other (and taunting the foes) as they do so. Indeed, the Vultures prove they’re there to be friends ’till the bitter end. Whenever the summoner jumps into the air, the Vultures pluck them up, drastically reducing their fall speed and giving them four extra jumps for the duration of their air period. This applies even when the summoner is in helpless. A jump/flap from the Vultures negates knockback as well, meaning they can help their summoner whenever they take a particularly strong hit.

As it would seem, the Vultures stay on the field near-permanently if allowed to. They have no time limit! However, once anybody on the field falls off a blast zone, the Vultures quickly seize the opportunity and flap after them, going off the same spot on the same blast zone. Not to worry, summoner – they’ll wait until you’re safely back onstage to do this.

Posted by: Davidreamcatcha | January 12, 2013

Disney Castle Courtyard

Disney Castle Courtyard

Sleeping_Beauty_Castle_DLR

This castle can’t be said to be Cinderella’s, Aurora’s or even Belle’s. It’s an amalgam of all of them – representing the most iconic elements of each. It’s decorated for many occasions as well (playing throughout the month of December, playing 1v1 against Stitch (25% chance of that happening), one year of playing, etc).

By far the stage many will be playing on most, this has you fighting just outside the castle in a grassy courtyard. It’s as long as Melee Final Destination, and is a walk-off with a large area underneath the stage for lots of room to dig/terraform. Fairly basic – but did you want a stage like this to be over-the-top?

Mickey Mouse Club March

Epiculous

Bloom

Sugarella

Cinderella Castle BGM

Posted by: Davidreamcatcha | January 12, 2013

Music: How It All Works

Walt_Disney_Music_Album_by_Drawder

The music in this game is drawn from a library of different sources from the Disney property – due to this, most stages offer multiple music tracks. You can, of course, edit the frequency of tracks in a music player similar to Smash Bros Brawl’s ‘My Music’. Each stage features a maximum limit of 5 tracks. Here are examples of what you might hear in the Rumble.

* Classic Disney Songs: While these songs are played with lyrics on by default, you may choose to deactivate the lyrics in the same menu as choosing frequency.

* Scores from Disney films

* Disney fansongs/remixes from artists who have worked with Disney (Pogo, D!tto, etc).

Posted by: Davidreamcatcha | January 5, 2013

Fiend – Scar

SCAR

scar
Scar is amongst the Fiends for the Rumble – and is by far one of the most powerful. As soon as Scar emerges from the smoke, three hyenas (Shenzi, Banzai and Ed) emerge from their own (green) patches of smoke behind him as the background music changes to something far more sinister, more green smoke appearing to fog up the stage. Scar and the hyenas move into the background as Be Prepared plays, with them each singing their respective parts. They slither around in the background (with them getting a long, dark brown platform if the stage is a moving one)  – if anyone overlaps with Scar, he will bite them for an immediate 10% damage, though he also has several predesignated attacks during the song, which are listed below.

The only way to get rid of Scar? There will be several points where he and the hyenas come into the attacking plane – Scar has 120% stamina (and takes no stun or knockback) and the Hyenas each have light weights. If you can either KO Scar or KO all 3 Hyenas, the song will end abruptly as the remaining members disappear in puffs of green smoke. Otherwise, the only way to get rid of them is to wait for the song to end. Scar’s attacks are as follows:

Even You Can’t Be Caught Unawares / As soon as Scar sings this lyric, he glares forward at all 3 hyenas – who fall back on stone geysers that are drawn in below them (and disappear immediately afterwards). The two are launched up into the sky by the geysers, though this is not relevant until…

So Prepare For The Chance Of A Lifetime / Once this lyric is done, the two hyenas fall down towards the stage at Sonic’s dash speed – acting as hitboxes that deal 18% damage and strong gimping knockback downwards. Once they reach they ground, the two can be knocked around for 3 seconds before they leap back into the background.

Injustice Deliciously Squared / Scar kicks Ed into the foreground – Ed acting as a projectile that rockets towards the left blast zone dealing 15% damage and fantastic knockback. Ed will, once again, be able to be knocked around for 3 seconds before retreating. Scar will typically move more to the right or center before using this to eliminate the risk of Ed flying off the blast zone – though it can happen anyway if you damaged him enough during the last time he was on the field.

IDIOTS! / As soon as Scar cries this out, anyone nearby is stunned for 1.5 seconds.

Long Live The King! / The first Long Live the King is cried out by the remaining hyenas…only to be echoed by 7 more hyenas, who are drawn into the attacking plane. Shenzi, Banzai and Ed join the hyenas in the attack plane as they run about the field, as the hyenas start chomping at anyone in their path for 7% damage. They can all be knocked around for the rest of the time Scar is summoned – though only the three main ones will contribute to Scar leaving.

The Future Is Littered With Prizes / Scar leaps into the background as soon as he starts singing this line, darting towards the nearest foe. As soon as he reaches them, he grabs them, pouncing them to the floor, preparing for the next attack. This is your first opportunity to KO Scar and your best – KO him before he reaches the next attack, though he will be in the attacking plane for the rest of his time.

You Won’t Get A Sniff Without Me! / Scar cries this in the face of the foe he grabbed, before taking a large chomp from them – dealing 30% damage and sky-high knockback. While the most deadly move in Scar’s arsenal, this only happens if he successfully grabs a foe. Even if he does not grab a foe – as soon as he finishes singing this line, several parts of the stage begin rising upwards while others are consumed by lava much like the one seen on Brawl’s Metroid stages. Scar will jump on one of these pillars, forcing all the characters to jump on pillars to get up to him – especially since all of the main stage will be consumed by lava. Hyenas will also take over pillars, with the main 3 being the first to take them.

Tenacity Spanning / Scar swipes his paw across his pillar, knocking a ton of rocks to his right or left – the rocks dealing flinching knockback, but enough to push characters away from Scar – and possibly away from their pillar, potentially moving them towards the lava below. Typically, those being pushed by the rocks will get hit by the next attack.

Decades of Denial / Scar lifts his paw up, causing a pillar of lava to rise up on either his right or left – it lingers where it was summoned for 2 seconds before it recedes downwards. The lava deals 8% damage and skyhigh knockback to those hit, being Scar’s best killer besides his earlier chomp.

Yes My Teeth And Ambitions Are Bared / All the hyenas will begin swinging antelope skeletons above themselves for this attack – dealing 7% damage and defending the area above themselves.

BE PREPPAARRREEEDDDD / While Scar can easily be KOed during the second half of his song, not KOing him or the 3 hyenas will lead to this devastating attack: lava ruptures up from the background, like Norfair, consuming it – all the characters on the stage are KOEd in time with Scar’s evil laugh. As soon as the laughing stops, the lava recedes and the characters respawn – as Scar and the hyenas have mysteriously vanished, with the stage being reverted back to normal…Scar is an ultra-rare fiend for a reason: he’s amongst the most devastating. Get rid of him while you can.

Posted by: Davidreamcatcha | January 5, 2013

Fiend – The Fates

THE FATES


The three Fates have arrived to the Rumble…as Fiends. They appear together; from shortest to tallest, they are the height of Mario, Marth, and Captain Falcon. The tallest Fate begins speaking a short time after they appear; she says, “We know everything…past, present, and future!” It takes about five seconds for her to finish. Everyone needs to shield as they are speaking, as otherwise, they will be hit by the attack to come. Given that the two other Fates move about the field launching homing fireballs (they move at the speed of Mario’s) that deal 10% at the behinds of shielding foes, this is easier said than done.

Somewhere in a period of five seconds after the Fate finishes, a sickly green aura appears around characters who didn’t shield the attack. The aura cannot be removed; you must shield as long as you possibly can while the Fate is talking, and hope you dodged in the time that the aura appeared in the future. Because of this, there is an element of luck involved here. Defensive characters should have no problem shielding, though both the Fates and some more annoying players have no problem hitting you out of your shields.

If any foes inflicted by the green aura, the shortest Fate pulls out their strings of life, while the middle Fate takes out a pair of scissors. The middle Fate tells the smaller one to, “Hold their thread of life…nice and tight,” before snipping it. The foes who didn’t dodge the green aura are instantly KOed now. They take no damage, death being painless, but simply fly off the screen’s top or side helplessly. The Fates laugh evilly and disappear into the one eye they share after this. They appear rarely as an Fiend. Be sure to distract your shielding foes to score an easy KO.

Posted by: Davidreamcatcha | January 5, 2013

Fiend – Chef Louie

CHEF LOUIE

When Louie comes out onto the battlefield, he moves to the center of the stage. He stands over a large pot of boiling water (Bowser-sized), pouring various spices into it. He hums comically as he fixes up his recipe, while every 8 seconds, cooked fish food items pop out, healing characters who eat them (Ariel and Ursula cannot eat these items, however.). Foes who touch the pot take 18% fire damage and good knockback, although Louie himself does nothing to attack…yet. He stays out for 25 seconds like this before vanishing with a kissing motion at his recipe.

If he is attacked while cooking, by any move, he’ll splash facefirst into his pot, hopping out while yelling and turning red. The pot vanishes as Louie gets a pissed look on his face and takes out a chopping ax and begins pursuing the foe who attacked him, chopping the ax madly everywhere he goes and yelling French gibberish. He runs 15 seconds, unless lured offstage by the foe jumping off, in which case he will move back towards the pot until they come back onstage. The ax head is disjointed, even though Louie cannot be attacked. It deals 20% and high knockback to foes it hits, Louie swinging it about twice per second. For trapped foes, this can be particularly devastating, as it can hit them over and over again. Louie will follow any player who attacks him – regularly changing the perused foe if he was attacked by more than onewhile running about/cooking. He appears rarely, being a helpful summon if left alone and a devestating one if attacked, but being hard to come across.

Posted by: Davidreamcatcha | January 4, 2013

Submerged Submarine

Submerged Submarine

Characters have infinite jumps underwater and do not entire their helpless animation on moves that would trigger it on land, although their overall movement speed is .25 times slower than usual; while a match can be held without turning into a tedious Slow Brawl, the underwater feel is still retained to some extent. Now, onto the stage, which showcases more than just underwater physics…

You fight on the sandy deep sea floor, in the minefield where Marlin and Dory had their “party” in Bruce the great white’s submarine wreckage (visible in the background). This stage is as wide as Bridge of Eldin, although the vertical blast zone is nearly as high as it is on New Pork City, encouraging aerial (or swimming) battles to some extent, although opponents do have incentive to fight on the ground. If opponents use attacks that come into contact with the sandy floor, they create a cloud of particles and debris, which varies in size depending on the area of sand they hit and lasts for five seconds. Characters can use the sand as a little sanctuary to hide from opponents, prepare traps, and all that good, fun stuff.

Due to all the commotion in the water around his lair, Bruce will frequently swim around in the background, moving leisurely at Ganondorf’s dash while observing the fight. He does little to interact with the characters, other than calling out standard Australian phrases when opponents perform impressive maneuvers…at least until he catches the scent of blood. All characters can draw blood (only on this stage) by dealing more than 15% to their foe in one hit; blood travels to the surface in a straight line for three seconds before vanishing. If Bruce overlaps the bubbles in the background, he’ll sniff it up as his expression changes dramatically.

Once he smells blood, he’ll enter the foreground and begin chasing opponents around at Bowser’s dash speed. Onstage, Bruce is three Bowsers long and 1.25 Ganondorf high, being invincible in his massive state; opponents he chomps take 25% but no real knockback to speak of. Bruce returns to the background after twenty seconds or three chomps. Players can escape from the bloodthirsty shark by using their infinite jumps rapidly to traverse the stage; they are also able to hide inside a sandy cloud, causing Bruce to stop pursuing the hiding character until the sand subsides. While airborne, however, characters must not use a midair shield, as Bruce follows opponents into the background; if he does so while airborne, he may charge into one of the mines, causing the entire stage to be enveloped in explosions, dealing 40% and KOing every character onscreen instantly (leaving the victor random, if everyone has one stock). On the bright side, Bruce mainly attacks horizontally, keeping this danger fairly insignificant, but still present.

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