Swagger Birdo? I can already taste the extended salt
Movesetwise it looks really good and I can see her working with this, altough imagining Birdo doing a Sefie and having a cellphone is kinda odd... Then again, she doesnt have too much source material. All I remember is her small battle in Superstar Saga... Ahem. Sorry my review is so short, but I know next to none about Birdo
My promised Maxwell moveset has to wait
never let little kids at your PC so I figured I might as well do another one as a switch-in. Its a Pokémon yet again, and its the Dragon of Nightmares:
HYDREIGON(no palettes cuz Im a scrub)
Hydreigon is a Dragon|Dark Type from the Unova region, and many new players saw it the first time in the fight against Ghetsis where it usually raped the team of an unsuspecting player. Hydreigon is pain in the a** in the main series due to its huge movepool, great offense, good speed and decent defense, making it an overall tough opponent. Hydreigon also plays an important role in the lastest Pokémon Mystery Dungeon title, but I wont go any further to avoid spoilers. In Smash, Hydreigon is a fast, aggressive fighter that possesses a great mobility, great pressure options, high combo potential, disjoints, good kill power and a projectile. However, he is quite suspectible to combos and somewhat lacks recovery. Some of his moves are also quite laggy, leaving the Dragon open for counterattacks.
General Stuff:Size: DKs size (only via hovering), but not nearly as wide.
Entrance: Gets out of a Luxury Ball and hovers a bit over the ground.
Weight: 100, same as Mario.
Falling speed: Similar to
Ground speed: Walk speed is the fastest in the game. Dashing speed falls 3rd behind the Captain.
Air speed: Pretty high, but lacks mobility in exchange.
Moveset:Jab: Tri Attack - Hydreigon fires beams with its three heads: Fire in the main head, Thunder in the right one and Ice for the left head. The three beams then unite to form a multicolored (ok, only red, blue, yellow) triangle-shaped projectile (think SSB4 MM Lemons). Can be used up to three times in a row. Every hit has an added effect to it chosen by RNG. Ice temporarily freezes the opponent in a solid ice cube, Thunder paralyzes them for massive hitstun and Fire leaves a burn on the victim. Burned foes take 1% per second for the next 10 seconds. Getting hit with a water attack will heal the burn instantly. Frozen foes cannot be burned, and getting the fire effect on a frozen foe thaws them instantly with no brun or damage dealt. Damage for the projectile itself is 4% regardless of effect.
FTilt: Double Hit - Delivers two headbutts with the heads at its arms. Awesome combo setup. Cant kill. 4% per hit, 8% in total.
UTilt: Headbutt - Guess what this is
Great juggler. Can combo into itself at low % and is an excellent kill setup at higher damage. 9% per hit.
DTilt: Aqua Tail - Does a whip with the tail. Hits low on the ground and meteors. Has water effects and a splash sound on hit. Great range. 8% per hit.
Dash Attack: Tackle - The most basic move of them all. Hydreigon charges forward, negating his momentum afterwards and sending foes behind it. Kills at 170%. 7% per hit.
FSmash: Dragon Rush - Hydreigon boosts forward (about 1/8 of FD if uncharged, 1/5 if fully charged) and strikes opponents that are dumb enough to stand in the way. Low startup, and relatively small endlag endlag. Good combo finisher. Hydreigon covers almost the whole ledge with this move. 13%-21% per hit.
USmash: Elemantal Fang - Hydreigon does three upwards bites with its three heads. The first hit (left head) is Ice Fang, the second one is Thunder Fang (right head) and the last bite (which head is left?) is Fire Fang. Ice Fang and Thunder Fang stun the foe, Fire Fang does the actual KB. Imagine Pikachus USmash if it was multihit and with Fox USmash startup. It is possible to escape the final hit with low damage, but this gets nigh impossible with more %. Ice Fang and Thunder Fang deal 4% each regardless of charge, and Fire Fangs damage output is between 10-19%. Insane kill power, but the endlag is just as high. Dont whiff this or it WILL hurt. Great OoS option as well.
DSmash: Earth Power - Creates two pillars of fire next to it, one per side each. Has a set distance from Hydreigon, and the pillars grow both horizontally and vertically with charge. Yet another potent kill move, taking out foes reliably at the 105% mark. Can be absorbed and pocketed. Releasing a pillar from the pocket will cause it to fire up from inside the new user. Pillars are multihit and deal 13-22% per hit.
Nair: Acrobatics - Hydreigon spins mid-air multiple times and hits its foes. Basically Fox´s Nair. 9% per hit, 3% if sourspotted.
Fair: Steel
Head Wing - The Dragon hits forward with one of its "armheads". Great range and is a really good combo tool, can be used to start and extend strings. 9% per hit. Kills reliably at 450%. (Fair OP plz nerf)
Bair: Dragon Tail - A swift tailstrike and disjoint. The move covers Hydreigons whole backside, but has noticalbe endlag on it. Gets stronger the closer the hitting part of the tail is to the trunk. This means that hitting with the tip of the tail is rather weak. 15% if at the trunk, 9% in the middle and 4% at the tip. Trunk hit is great for killing foes. Great combo finisher. RAR makes this scary. Kills at about 100%.
UAir: Head Smash - Hydreigon performs yet another headbutt to hit foes above him. This move has a bit startup, but hits REALLY hard in exchange. Strongest UAir in the game. 16% per hit, but deals 8% recoil damage if it succeeds. Use with caution.
Dair: Iron Tail - Hydreigon slams its tail downwards with brute force. Is slow in startup, but is a fully fledged spike. Can KO grounded foes at about 120%. Quite laggy afterwards.
Neutral B: Dragon Pulse - Hydreigon fires a small beam forwards. This move is great for finishing combos as it takes out foes at the 90% mark if close to the blast zone. Insanely fast, but using this offstage is risky due to its relatively high endlag. Does 10% per hit. Does not stale. Beam covers 1/6 of FD.
Side B: Surf - Didnt expect this one, did ya? Comparable to the Piplup Pokéball in Brawl. Hydreigon surfs forward on a big wave of water, carrying goes with him until the wave crashes, leaving the Dragon helpless. Multihit, last hit has decent horizontal kill power if used on the ground (netting the kill at 125%), meteors midair. Covers 1/4 of FD and is not affected by gravity. 1% per hit, 6% for the last hit.
Up B: Fly - Prolly the most obvious recovery for a Dragon. The hydra spreads its wings and starts flying at slow speed. Comparable to R.O.B.s recovery. Hydreigon can fly for 1.5 seconds at max without touching the ground or grabbing ledge. Has no hitbox on it, but can be act out of. However, this cancels the flight. Hydreigon enters special fall after this, but can grab ledge while rising. Very telegraphed recovery and easily punished. Goes about as far as Surf.
Down B: Dark Pulse - Hydreigon flaps its wings to create a shockwave of dark energy. Fast, but lacks range. Can be used to end combos with moderate kill power. Especially effective if you take foes offstage and hit them with this move. Can be used mid-air. 10% per hit.
Grab: Bite - Hydreigon, well, bites forwards in an attempt to grab his foe. Seriously, what did you expect after that name? Brawl Charizards Grab with a reskin.
Pummel: Crunch - Mercilessy crushes the foe under its jaw. Hella slow, but 5% damage is definetly outstanding.
FThrow: Superpower - A flurry of "punches" with the heads on the Hydras arms knocks the victim away. 9%. Cant really kill until 200%. However, great for setting up edgeguards or throwing foes out of their recovery range.
BThrow: Stone Edge - Hydreigon summons pointy rocks from the ground and shoots them at his victim. Multihit. 2% per rock, eight rocks in total. Great kill throw at 125%+.
UThrow: Heatwave - A flap of the wings causes massive heat to cover the foe. 6% and set KB for combo setups. Leaves the foe covered in soot similar to
entrance until the move ends and the soot flies off and disappears.
DThrow: Dragon Breath - You know how this move looks like, am I rite? Hydreigon covers his foes in blue fire, causing them to lay on the floor flat kinda like MMs old DThrow. Great for setting up techchases. If used at the very edge, this move is a strong meteor. Techable, but foes will always get send to Hydreigons front first. 6% per use.
Final Smash: Draco Meteor - Hydreigon flies to the middle of the screen and summons meteors crashing onto the stage. Meteors are as big as a fully charged
Meteo and go through terrain. Lasts 20 seconds. 25% per hit.
Taunt 1: Hydreigon screeches and does a backflip.
Taunt 2: The three heads start munching thin air. 1% hitbox on it that kills at Sudden Death Percents and is a weak semi-spike.
Taunt 3: Hydreigon slams onto the ground, crating a shockwave with no hitbox.
Winning Animation: Crashlands and fires a Dragon Pulse at the screen.
Fanfare: Wild Pokémon Captured! from B/W 1.
Loses: Stomps the ground in frustration.