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Old 05-21-2010, 02:54 AM
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MasterWarlord Offline
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Join Date: May 2010
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Default Re: Make your own Super Smash Bros Character!

GOLEM


Golem is a Rock/Ground Pokemon, the final evolution in the Geodude line. Golem was one of the original four Pokemon that evolved by trading, one of the biggest marketing schemes Pokemon’s ever managed to pull off. Golem was originally in the Overused tier (Which only consisted of a grand total of about 15 Pokemon) in the original games, being strong competition for Rhydon. While his stats were a tad worse, Explosion was more then enough to keep him in the running. As time went on, both Rhydon and Golem tended to get outclassed as more new Pokemon came out, their three quadruple weaknesses sealing their fates. In the 4th generation Rhydon got a new evolution in Rhyperior. . .Considering even with this Rhydon/perior is still Underused though, needless to say Golem is doomed to Neverused. . .

It’s time for a comeback. . .Time to relive Golem’s original glory days! What better place to get fame then Smash Bros? If it can make nobodies like the Ice Climbers big names, then surely it can do the same for Golem, much less considering he’s a Pokemon. As a random Pokemon, Golem is automatically more recognizable then Edward Elric.


STATS

Weight: 10
Size: 9.5
Traction: 9
Falling Speed: 8
Aerial Movement: 4
Movement: 2
Jumps: 2

SPECIALS

GROUNDED DOWN SPECIAL - DIG

Golem starts digging into the stage. Unlike most underground moves, Golem does NOT magically vanish into the ground – he actually starts destroying ground and digging into the stage, making more room that can be walked around in. Golem can make a hole as large as himself over .2 seconds, and there’s no limit to how long he can keep digging, but Golem can’t dig through the edges of the platform he’s on, only the interior.

While staying underground once you’ve done a lot of digging can be a good survival technique, if Golem or a foe gets hit into the edge of one of these holes by an attack that would KO them or would KO them if they had 20% more damage, they’ll go flying through the wall, albeit with only 75% of the usual knockback. So, no, hiding underground with Golem won’t let you survive forever. In fact, it’s a rather poor idea, as the fact you’re down lower means you’ll have to go up higher to reach the ledge, and Golem’s recovery is primarily horizontal

If you input this as a smash next to a hole you already started digging into, Golem will crouch down and sweep his arms together to make some ground to close up the hole, trapping any foes inside over .2 seconds. Of course, they can still get out by attacking the ground Golem closed up and it only has 25 stamina. If Golem inputs this move as a smash over regular ground, then he’ll close up the hole above him as he goes underground to dig, giving himself more time to do so.


AERIAL DOWN SPECIAL - EARTHQUAKE

Golem crashes down onto the ground with impressive force, causing the ground under him to sink downwards Ganondorf’s height, the ground to his sides sloping down to connect the ground that sunk down to the rest of the stage. Golem can make as much ground sink down as he wants, but the lowest any ground can go is quadruple Ganon’s height if there’s nothing under it (Meaning it can go down forever on a stage like Yoshi’s Island). This has .35 seconds of lag on either end, though if you want to speed up the process of setting up the stage how you want even further you can do some digging. If you Earthquake over an area you dug, the stage will sink down past where you dug in addition to the standard of Ganondorf’s height.

Golem’s body is a hitbox that does 6% and set knockback away as he crashes down, and anyone on the platform he crashes down onto is dealt 10% and set vertical knockback. Not too impressive? Well, anybody underground with their feet firmly planted on the ground on the platform Golem’s on will take 25% and .7 seconds of hitstun.


SIDE SPECIAL – DEFENSE CURL/ROLLOUT

On standard ground or the air, Golem performs Defense Curl, tucking in his head and curling up his limbs around his rocky shell over with half a second of lag to enter and exit the stance. While in the stance, Golem takes 75% of the usual damage and knockback, nothing worthwhile to accommodate the lag.

If Golem activates on the slope or the tip of a slope, Golem will go into the position much more quickly and start sliding down it, his body going faster/him becoming more powerful based off how steep the slope is. The ideal set-up for Golem is to have one side of the stage not sunk down by Earthquake at all while having the opposite side sunk down all the way, the middle sunk down just the right amount to make a nice bridge. If you can manage to pull this off and hit the foe at the bottom of the slope, then this deals 37% and KOs at 50% (On a stage Final Destination’s width). Pretty insane, but that's only with the best possible slope and assuming they just sit there idly at the bottom while you roll down from the top, waiting to get run over. Around halfway through the “perfect run”, Golem gains superarmor/anti-grab armor, and even before then he still gets the usual bonus from Defense Curl.


UP SPECIAL – ROCK SLIDE

In the air, Golem throws his arms up into the air and lets out a cry, causing several rocks to fall down from the sky in a line in front of him. The rocks that fall further away from Golem fall more quickly then the rocks that fall closer to Golem, meaning that by the time they reach Golem (.15 seconds) that they’ll of formed a downward slope. The rocks are solid and during the brief moment they perfectly form a slope as they fall (They slow down here for some leeway), you can Rollout along them to “slide” down the rocks for a horizontal recovery. This obviously gives you zero vertical recovery, but the slope the rocks give you to slide down is 80% as long as Final Destination, giving Golem excellent horizontal recovery. Despite the rocks being solid, they only deal 3% and very weak set vertical knockback that sends foes through them as they fall, preventing them from being cheap sources of gimping. Aside from recovery, the aerial Up Special can also give you an even higher starting point to Rollout down a slope to the foe, giving you an artificial starting point.

On the ground, 10 rocks fall skyward over .3 seconds to land directly in front of Golem dealing the same set knockback/3% as they fall, though the knockback is now sideways so the rocks don’t combo into each other. Once they land on the stage, they don’t do much beyond vanish in 10 seconds. . .But if you the rocks land on the slope/the tip of a slope, they’ll start sliding down the slope, allowing you to camp from the top. The rocks still only do 3%, but now the sideways knockback is useful for camping and it’s possible to hit with more then just one.

If a foe is trapped underground and you use Rock Slide to place some rocks over the opening they need to attack to get out, then the rocks will fall down onto them when they open it up, dealing the same damage/knockback as when you first summoned them. Due to the enclosed space the foe is inevitably trapped in, the sideways knockback probably won’t do much to save them from getting hit multiple times by the rocks unless they retreat further down into the hole, but then you can just close up the hole again!


NEUTRAL SPECIAL – EXPLOSION

Golem enters the same pose from Defense Curl, but curls up much more tightly and glows red over 1 second before exploding in an explosion half the size of a Smart Bomb’s, dealing 40% and knockback that kills at 45% to anything in the vicinity. Of course, this also kills Golem instantly, and he’ll always die first. Besides, while Golem is invincible during the starting lag, he gives more then enough time for any remotely competent foe to get away from him with the lag and the relatively short range on the move. . .

The main way you actually score suicide KOs with this is underground. If used there, then any ground you’ve dug will instantly cave in as if you Earthquaked from above, instantly KOing anybody there AND helping to set-up the slope for the next stock. Unfortunately, Golem still dies first here. . .


STANDARDS

NEUTRAL ATTACK – SMACKDOWN

Golem jabs forward with his left fist, then his right, and so on. Each hit deals 3% and weak set knockback, and there’s .15 seconds in-between each jab. You can hold this down like most similar jabs, but foes generally won’t get hit more then once by this, making it rather poor outside a GTFO move.

While this trips the foe at low percents (30% and below) and it can stack, the move knocks foes too far away for it to combo. However; if used at the bottom of a slope facing up the slope, the foe will slide back down the slipe to you while they’re tripped, making for a free 30%. This also of course works splendidly against walls underground, though any infinite jab works well against walls and most foes can do the same to you.


DASHING ATTACK – SHOULDER BARGE

Golem lifts up his shoulder and puts it in front of him as he runs. A keep dashing version of Ganondorf’s dash attack, really, but with much worse power – 5% and weak set knockback. No, Golem’s arm does not randomly out-prioritize projectiles to make this an approach.

If used on a slope, this powers up the move due to Golem running faster downhill during this attack. It’s still not much to get excited about as the knockback will always be set, but the thing you need to be interested in here is the fact that you can instantly cancel this into Rollout, Golem keeping up all the momentum that he had from shoulder charging. Considering Golem goes a good bit faster with Rollout then this attack, it means that you can play mindgames with the foe into making them think you’re going to Rollout them then Shoulder Barge them instead. Golem’s still going very fast either way, so if they dodge incorrectly they’ll get hit. This move has all the threat of a potential Rollout without forcing you to commit to one.


FORWARD TILT – ROCK THROW

Golem does a wind-up punch as he reaches backward and leans back on one foot before lobbing a punch forward. As it sounds, this has an awkard .6 seconds of lag, yet deals an unremarkable 9% that KOs at 160%. If used next to a rock from Rock Slide, though, Golem will pick up the rock as he leans back and fling it forwards, it dealing the same knockback. While the lag makes it far from ideal to keep an approaching foe at bay, the rock out-prioritzes most other projectiles, allowing you to play the camping game against fellow campers. This move can also be angled, meaning you can throw it down a slope to make one of the rocks you slide down your slope have an extra punch behind it.

UP TILT – SUPERPOWER

Golem turns to face the screen and flexes as he roars, instantaneously creating a giant red aura around himself half the size of a Smart Bomb explosion, dealing only 5% but superb knockback. Unfortunately the superb knockback is superb set knockback, so it’s not gonna KO any time soon, but it gives Golem plenty of space and the massive disjointed priority destroys most projectiles. This move alone is the only GTFO move Golem needs while he sets everything up, but this unfortunately can’t be spammed, as with every use Golem becomes 10% lighter and his attacks lose 10% of their power. Golem can’t lose more then 70% of his power/weight in this fashion.

. . .So when do you use this exactly? If you use at the start of a match as a GTFO move to help set-up, you’ll be too weak to actually use what you set-up. If you use it later on in the match when you’re about to die, you’ll just make yourself die sooner due to the weight reduction.

The ideal way to use this move is at the start while using dsmash and digging to set-up, then to get the foe underground and explode on them to finish up. If they’re underground when you explode, any lost power won’t matter due to the cave in automatically KOing the foe.


DOWN TILT – MUD SPORT

Golem roars as he starts rapidly kicking up mud for .35 seconds. The mud is a horribly weak hitbox as it goes forward Bowser’s width before hitting the ground, dealing 6%. Once it hits the ground, though, it forms a generic tripping trap as wide as Bowser. . .That only lasts 3 seconds. As if the effect wasn’t tacked on enough, you’ll struggle to make much use of a generic trip trap in 3 seconds, yes? Well, if you use this one a slope/next to one, the mud will quickly slide down the slope, giving you a MOVING generic tripping trap. Doesn’t sound quite as generic now, does it? Furthermore, when the foe trips on the mud when they’re on a slope, they’ll slide downwards a Battlefield platform’s width.

RELEVANT LEDGE ATTACK – RAMP

Golem swings his body in an arc so that he slams into the platform he’s hanging on from below. If anybody is foolish enough to be under that portion of the stage, they take 15% and get spiked. The first time Golem does this, the end of the ledge will become angled up slightly, making it good if you’re on a wonky stage like New Pork/Hyrule and can just the ramp to continue your Rollout onto another portion of ground.

The second time Golem does this, the end of the ledge will be angled straight upwards, making Golem be launched vertically if he Rollouts into it. This is the only thing preventing Rollout from being a suicide KO and you just Rolloutting off the stage.

On the third use, the ledge will actually be awkwardly angled backwards, meaning Golem will be launched back up the slope. Unfortunately he won’t have enough momentum to make it back up if your slope is that big, but this means you have another shot at Rollouting over somebody who dodged you. Considering this makes Rollout a bit slower to end though, you may want to stick with the purely vertical ledge. Your call.


SMASHES

FORWARD SMASH – STONE EDGE

Golem smacks the foe with both arms and headbutts them at once. This deals an impressive 25-35% and pitfalls foes. This has poor range and as much lag as Ike’s fsmash, but Golem has superarmor/anti-grab armor during the start-up lag. Unfortunately, Golem can’t really take advantage of the pitfall status that well. . .Pitfall a foe at the bottom of the slope, go up the slope, then Rollout back down the slope? They’ll of gotten out of it long before then. Using this twice on the same foe deals knockback that kills at 200%.

However; if a foe gets pitfalled on ground right over where Golem dug (Kirby’s height maximum between the solid ground and the underground), they’ll be shot through the solid ground underground! Needless to say, this is obviously an easier way to trap them underground then getting them in through one little opening and sealing them in.


UP SMASH – SANDSTORM

Golem points forward in the direction he’s facing during the charging, then lets out a smug smirk as he releases the charge and a sandstorm laglessly starts up. The sandstorm lasts for 10-30 seconds and covers the entire screen, blowing in the direction Golem was facing when he activated the attack. If foes are going against the sandstorm, it cuts their movement/aerial movement in half, and every 5 seconds they’ll take 1% and flinch. Nothing much, but if they don’t get used to dodging it it’ll randomly interrupt a lot of their attacks. This attack can make approaching Golem on top of his slope much more tedious.

DOWN SMASH – EARTH POWER

Golem turns towards the screen and puts his hands on his legs during charging, then lifts up one of his legs (The leg on the side he was facing) and slams it down into the ground in a sumo-esque fashion. This only has .25 seconds of lag and Golem’s leg is a hitbox that deals 12-19% and knockback that kills at 200-170%.

Of course, that’s not the main point of the move. . .It makes the ground on the platform Golem was on stretch out to be deeper. No, Golem doesn’t make the ground sink here – he makes more of it so that he has more to play with, essentially. How else do you expect him to dig in paper thin platforms like the Delfino Plaza stage transition platform? The ground that comes down is created varies between Kirby-1.5X Ganon’s height based off charge.

Last edited by MasterWarlord; 05-21-2010 at 02:57 AM.
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