User:Narr/sandbox: Difference between revisions

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(Replaced content with "<includeonly><div style="display: flex; flex-wrap:wrap-reverse;"> <div style="font-size:0.75em;text-align:right;margin-bottom:-25px;">[{{fullurl:{{FULLPAGENAME}}/Introduct...")
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{{NASB Character Intro|char= april |full=April O'Neil|short=April
<includeonly><div style="display: flex; flex-wrap:wrap-reverse;">
 
<div style="font-size:0.75em;text-align:right;margin-bottom:-25px;">[{{fullurl:{{FULLPAGENAME}}/Introduction|action=edit}} Edit Introduction]</div>
| franchise    = Teenage Mutant Ninja Turtles
{{/Introduction}}
| weight      = Light
{{TOClimit|3}}
| charactercord    = [https://discord.gg/VfVqTNXeSj April character discord]
</div>
| homestage      = Rooftop Rumble
<div style="display: flex;flex-direction: column;flex:2;min-width:300px;padding: 10px;">
 
{| class="wikitable bullet-table" style="width:100%;font-size:0.85em"
|content=
! colspan="2" style="font-size: 1.25em"| {{{name|}}}{{#if:{{{hash|}}}|<br>[https://twitter.com/search?q=%233S_{{{hash}}} #3S_{{{hash}}}]}}
 
|-
|content=
| colspan="2" | [[File:{{{image}}}|center|300x400px]]
{{2 Column Flex|flex1=6|flex2=4
|-
|content1=
! colspan="2" | Weight
== Story ==
|-
'''''This is April O'Neil reporting for Channel 6 News!'''''
! Weight
 
| {{{weight|}}}
A Passionate and Spunky News Reporter working for Channel 6 news, April O'Neil will be the damsel in distress to turtles no longer! She'll pummel the competition with her trusty Microphone and a variety of studio equipment in the Brawl! Good thing for her she can catch the latest scoop on the characters after her beatdown.
|-
== Gameplay ==
! colspan="2" | Jumpsquat
April is a glass-cannon type character with a unique meter that empowers her Neutral Special (5P), '''"Breaking News!"''' called '''"Ratings Meter."'''
| {{{jumpsquat}}}
 
|-
'''''Ratings Meter:''''' When April strikes opponents with an attack that has a camera flash, her Ratings Meter increases. She can spend her Ratings Meter to deal increased damage.
! colspan="2" | Ground Movement
Her Ratings Meter can be checked by looking at the stars that circle her microphone. When they are purple the ratings meter is fully charged.
|-
 
! Walk Speed
'''Pose Pose Pose!''' Down Strong (2S), '''Aerial Pose Pose Pose!''' Jump Down Strong (j2S), and '''On The Air!''' Down Special (2P) increase Ratings Meter.
| {{{walkspeed|}}}
Her Neutral Special (5P), '''"Breaking News!"''' uses all her Ratings Meter to deal spectacular damage.
! Initial Dash Speed
 
| {{{idashspeed|}}}
If you want to hit 'em hard and hit 'em fast, then this reporter will give you the scoop on how to do it!
! Initial Dash Length
|content2=
| {{{idashlength|}}}
{{Content Box|content=
! Run Speed
<center><youtube>dW0mBzQONqA</youtube></center>
| {{{runspeed|}}}
! Traction
| {{{traction|}}}
|-
! colspan="2" | Air Movement
|-
! Jump Height
| {{{jumpheight|}}}
|-
! Air Speed
| {{{airspeed|}}}
|=
! Air Acceleration
| {{{airaccel|}}}
|-
! Fall Speed
| {{{fallspeed|}}}
|-
! Gravity
| {{{gravity|}}}
|}</div></div></includeonly><noinclude>{{doc}}
[[Category:Universal]]
[[Category:Templates]]
[[Category:Super Smash Bros. Melee]]
{{Infobox Character SSBM
|name=Pichu
|image=SSBM-Pichu FaceSmall.png
|weight=55
|jumpsquat=3f
|walkspeed=1.24
|idashspeed=1.8
|idashlength=13f
|runspeed=1.72
|traction=0.1
|jumpheight=Full 32.04/Short 14/Air 29.44
|airspeed=0.85
|airaccel=0.05
|fallspeed=1.9/Fast 2.5
|gravity=0.11
|extra=Saiko Style!
|data=This is Dan Hibiki!
}}
}}
}}
</noinclude>
}}
 
{{ProConTable
|pros=
* '''Aggressive Journalism:''' While not classified as a rushdown character, April can easily overwhelm her opponent with her deceptive reach and '''On The Air!''' placed strategically to force a reaction from anyone who doesn't want to feed your meter. She also has a multitude of fast and active moves to choose from to harass her opponents.
* '''Reporter Girl Sweep:''' Her Down Light attack can be comboed into itself to rack up a '''lot''' of early damage
* '''Explosive Comebacks:''' Because of the extreme damage of '''Breaking News!''' and amazing combo potential, she can turn a 3-to-1 stock game to a 1-to-1 stock game with the right reads.
* '''Edgeguarding:''' Although defensively '''Blimp''' can seem a tad weaker due to the lack of a hitbox unlike other characters, it really shines when used offensively. April can easily go off stage and cover several different options then use '''Blimp''' to react to/reposition herself to secure a kill, all while still having plenty of '''Blimp''' left for her to recover herself.
* '''Outzone the Zoners:''' Max ratings April is the scariest character in the game, which will lead most opponents to avoid her '''On the Air!''' or '''Pose Pose Pose!''' moves. '''On the Air!''' alone immediately forces her opponent to either feed April ratings, or predictably jump over the camera to reach her. She is also free to repeatedly refresh '''On the Air!''' too without fear of the opponent reflecting it back with strong attacks or throws, as it goes away on hit with no penalty to April and cannot be grabbed.
 
|cons=
* '''Watch Your Ratings:''' Despite being spammable due to having super armor, try not to whiff '''Breaking News!''' as you will lose 1 level for whiffing.
* '''Read-Based Combos:''' Many of April's air combos can be DI'd in or out to escape, leading to her having to read the opponents DI to do any significant damage in the air. On the ground, most of her combos rely on the opponent missing their tech, and many of her moves put the opponent in a techable state, forcing her to guess whether they will roll outwards or inwards if the opponent hits their techs.
* '''On the Air:''' Despite being amazing at everything else, if the opponent is willing to feed April ratings and dash attack her camera, they can then cancel the dash attack into anything as if they hit an actual opponent; if April isn't prepared, the opponent can simply dash attack -> grab through her cameras, or even jump cancel the dash attack to air-to-air her for trying to jump out of the way.
}}
 
 
 
== Moves List ==
=== Light Attacks ===
{{MoveData
|image= NASB april light mid.png
|caption= '''You will respect it, you will fear it'''
|name= Comment Please!
|linkname= 5L
|input= 5L / Neutral Light
|data=
{{AttackData-NASB
|Damage= 5%
|Startup= 5
|Active=3
|Recovery=17
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Will ALWAYS knock the opponent in front of her, even from behind
Fast, amazing jab with massive reward on hit. Will always lead into a tech-chase scenario up to mid percents (40-60 range depending on weight).
}}
}}
 
 
{{MoveData
|image= NASB april light up.png
|caption= '''Combo Starter™'''
|name= Microphone Check
|linkname= 8L
|input= 8L / Up Light
|data=
{{AttackData-NASB
|Damage= 8%
|Startup= 5
|Active=2
|Recovery=16
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= Pretty standard up light. 8L -> j.8L is a true combo starter at 0%.
}}
}}
 
 
{{MoveData
|image= NASB april light down.png
|caption= '''2D from Guilty Gear'''
|name= Sliding Kick
|linkname= 2L
|input= 2L / Down Light
|data=
{{AttackData-NASB
|Damage= 9%
|Startup= 5
|Active=3
|Recovery=17
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= Fast, forward advancing sweep. Will put the opponent in a techable state in front of you up to higher percents (75+). When spaced on shield, this move is practically unpunishable.
}}
}}
 
 
{{MoveData
|image= NASB april dash light.png
|caption= '''Nice dash dance, nerd'''
|name= Close Up!
|linkname= 66L
|input= 66L / Run Light
|data=
{{AttackData-NASB
|Damage= 8%
|Startup= 5+7 Dash Startup
|Active=9
|Recovery=24
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Faster than her own dash and most other characters dashes
Very fast, very active dash light. Faster than most characters' dashes making it extremely hard to outspace on reaction. Although amazing by itself, it's actually just a worse version of her own dash strong. It also shares the property of sending the opponent at an awkward-downwards angle to recover from.
}}
}}
 
=== Jumping/Air Light Attacks ===
 
{{MoveData
|image= NASB april aerial light mid.png
|caption= '''Shades of Sheik'''
|name= Aerial Kick
|linkname= j5L
|input= j5L / Jump Light
|data=
{{AttackData-NASB
|Damage= 8%
|Startup= 5
|Active=3
|Recovery=17
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= Long reaching, fast neutral light. Good for reading your opponent DIing out on your j.8L chains.
}}
}}
 
 
{{MoveData
|image= NASB april aerial light up.png
|caption= '''This move looks like that one guys move from that one game'''
|name= Spin Kick
|linkname= j8L
|input= j8L / Jump Up Light
|data=
{{AttackData-NASB
|Damage=8%
|Startup=5
|Active=3
|Recovery=15
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= Another one of many fast moves April has. This one excels at racking up damage on opponents who have lost their double jump and/or airdash. As long as you keep reading your opponent's DI you can chain these until death.
}}
}}
 
 
{{MoveData
|image= NASB april aerial light down.png
|caption= '''And you though Leonardo's spike was annoying...'''
|name= Heel Click
|linkname= j2L
|input= j2L / Jump Down Light
|data=
{{AttackData-NASB
|Damage=10%
|Startup=5
|Active=3
|Recovery=17
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Hitbox extends up to her waist and can still spike
*Combos into itself
A traditional spike that just so happens to also hit on both sides of her. Great when used in tandem with an airdash on opponents trying to shark you thanks to the fast startup and immediate knockdown. Fun fact: because '''Blimp''' doesn't lose too much recoverability on use, you can go for at least 5 j.2Ls off stage and still recover safely without using your airdash.
}}
}}
 
 
=== Strong Attacks ===
 
{{MoveData
|image= NASB april strong mid.png
|caption= '''The only things being recorded here are your tears and agony'''
|name= Overhead Recording
|linkname= 5S
|input= 5S / Neutral Strong
|data=
{{AttackData-NASB
|Damage= 14%
|Startup= 12
|Active=6
|Recovery=29
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Will ALWAYS knock the opponent in front of her, even from behind
Long reaching, disjointed, fast, and very active neutral strong. Fairly weak knockback even at high percents and good for commanding space in neutral thanks to the disjoint.
}}
}}
 
 
{{MoveData
|image= NASB april strong up.png
|caption= '''The worst move in her kit'''
|name= Take Notes!
|linkname= 8S
|input= 8S / Up Strong
|data=
{{AttackData-NASB
|Damage=13%
|Startup=13
|Active=6
|Recovery=29
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= High knockback up strong attack. Very lackluster when compared to every other strong she has in both range and speed, making this situationally good in calling out an opponent doing j.2S.
}}
}}
{{MoveData
|image= NASB april strong down.png
|caption= '''Better up strong than her up strong'''
|name= Pose Pose Pose!
|linkname= 2S
|input= 2S / Down Strong
|data=
{{AttackData-NASB
|Damage=15% (per hit)
|Startup=12, 21, 30
|Active=2, 2, 2
|Recovery=17
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Raises ratings level once per hit
High damage, disjointed down strong attack. At low percents or against bigger characters 2S(1) can combo into 2S(2) leading to 30% damage instead of 15% and 2 levels gained instead of 1.
}}
}}
 
 
{{MoveData
|image= NASB april dash strong.png
|caption= '''"Dread it. Run from it. Destiny arrives all the same."'''
|name= Studio Close Up!
|linkname= 66S
|input= 66S / Run Strong
|data=
{{AttackData-NASB
|Damage=13%
|Startup=7+7 Dash Startup
|Active=12
|Recovery=27
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Faster than her own dash and most other characters dashes
*If blocked near the end of the active frames, additional pushback is added making it safe
Very fast, very active, high reward, and '''VERY''' hard to avoid on reaction at optimal spacing. The pushback by itself is pretty good too, and can force an unsuspecting opponent to teeter at the ledge at distances they wouldn't expect. With any ratings level 66S -> 5P is a true combo at low percents.
}}
}}
 
=== Jumping/Air Strong Attacks ===
{{MoveData
|image= NASB april aerial strong mid.png
|caption= '''The wall'''
|name= Aerial Overhead Recording
|linkname= j5S
|input= j5S / Jump Neutral Strong
|data=
{{AttackData-NASB
|Damage=14%
|Startup=13
|Active=5
|Recovery=29
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Will ALWAYS knock the opponent in front of her, even from behind
*Slows aerial momentum
Extremely good air strong when used in tandem with a downwards airdash.
}}
}}
{{MoveData
|image= NASB april aerial strong up.png
|caption= '''No jump, no airdash, bad DI, prepare to DIE'''
|name= Aerial Take Notes!
|linkname= j8S
|input= j8S / Jump Up Strong
|data=
{{AttackData-NASB
|Damage=13%
|Startup=13
|Active=6
|Recovery=29
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Slows aerial momentum
High knockback aerial up strong. Great when you know you caught the opponents jump and airdash during j.8L chains, as this kills quite early off the top.
}}
}}
 
 
{{MoveData
|image= NASB april aerial strong down.png
|caption= '''"I'm gonna land now, k thx <3."'''
|name= Aerial Pose Pose Pose!
|linkname= j2S
|input= j2S / Jump Down Strong
|data=
{{AttackData-NASB
|Damage=15%
|Startup=12, 22, 31
|Active=2, 2, 2
|Recovery=16
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Raises ratings level once per hit
*Slows aerial momentum
All around good aerial down strong. Pretty hard to time a punish thanks to the separated active frames on each hit, but loses badly to 8S on reaction even if the opponent doesn't airdash.
}}
}}
 
=== Special Attacks ===
{{MoveData
|image= NASB april special mid.png
|caption= '''Should've teched that jab that covered 90% of your ledge options, bud.'''
|name= Breaking News!
|linkname= 5P
|input= 5P / Neutral Special
|data=
{{AttackData-NASB
|Damage=0%/35%/40%/60%
|Startup=22
|Active=5
|Recovery=24
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=Frame 1-6 Super Armor at levels 1-3
|description= *Deals increased damage and knockback for every ratings level
*Will ALWAYS kill at 0% at the ledge
*Loses one ratings level on whiff
The character defining move. Has frame 1 super armor at levels 1-3, making this a move you can use on reaction to other slow moves, or even as a real out of shield option. One of her best kill confirms comes from jab reset -> 5P [max ratings] anywhere on the stage. Because it has super armor and not invincibility, you can actually grab April out of this move if read it.
}}
}}
 
 
{{MoveData
|image= NASB april special up.png
|caption= '''Spike me once, shame on you, spike me twice, shame on me!'''
|name= Blimp
|linkname= 8P
|input= 8P / Up Special
|data=
{{AttackData-NASB
|Damage=N/A
|Startup=N/A
|Active=N/A
|Recovery=(16) [15]
|Frame Advantage=N/A
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Value in () is the minimum number of frames you must wait after first using 8P to cancel into an air action.
*Value in [] is the minimum number of frames you must wait after running out of 8P to perform any air actions.
*Does not lose air actions after use, unlike other 8Ps
*Capable of going in any direction with decent air mobility
Pretty good recovery move thanks to large amount of time you can stay attached to the blimp. Where this move really shines is when used offensively. When edgeguarding, you can cover all your opponents recovery options and use '''Blimp''' to react to their low option with j.2L. As a high recovery, this is one of the best, thanks to being actionable as soon as frame 16 after pressing 8P. As a low option, it's good because you can literally get spiked, use j.8P out of the blast zone and under the stage where you can't get spiked, double jump, and airdash to the ledge, thanks to keeping your air actions.
}}
}}
 
 
{{MoveData
|image= NASB april special down.png
|caption= '''The wall 2'''
|name= On The Air!
|linkname= 2P
|input= 2P / Down Special
|data=
{{AttackData-NASB
|Damage=N/A (3%) [1% per tick, 18% max]
|Startup=N/A (21)
|Active=N/A (11 or 180 when used airborne) [180]
|Recovery=60
|Frame Advantage=
|Knockback=
|Knockback on Block=
|Angle=
|DI Angle=
|Special Properties=
|description= *Values in () are for the actual camera
*Values in [] are for the hitbox coming out of the camera
*Raises rating levels once every two(?) ticks of damage
*Can be refreshed at any point, anywhere on the screen
*Treated as hitting an opponent if hit by dash attacks
Amazing and non committal "wall" type projectile that uniquely cannot be grabbed or reflected. If the actual camera portion of the move hits the opponent, it puts them into a techable state. When falling from the top, not only does this move stall her momentum like an air strong attack, but it also falls at the same time as her with a hitbox that forces a knockdown, making it hard to reach her if the April player plays around the camera. As for the downsides, this move is treated as if hitting an actual player when hit by dash attacks, meaning the opponent can cancel the dash into anything, like a grab, jump, or another attack.
}}
}}
 
=== Universal Mechanics ===
 
{{MoveData
|image= NASB april special mid.png
|caption= placeholder
|name= Launcher
|linkname= Launcher
|input= 3HK // {{df}}+{{hk}}
|data=
Placeholder
}}
=== Taunt ===
 
{{MoveData
|image= NASB april taunt.png
|caption= placeholder
|name= Weapon Activation
|linkname= Weapon Activation
|input= 214 + P
|data=
Placeholder
}}
 
== Colors ==
 
{{Navbox-NASB}}
[[Category:Nickelodeon All-Star Brawl]]

Revision as of 15:34, 22 July 2022

Template DocumentationEdit This Documentation
User:Narr/sandbox/Documentation

This documentation is automatically transcluded from User:Narr/sandbox/Documentation and is not included when this page is transcluded.


Douglas Jay Falcon, or Captain Falcon, is everything defining about melee turned up to 12. Fast as lightning, nigh impossible to control at first, almost always jumping around, and incomparably flashy. There's a reason he's a fan favorite. He has a simple, strong toolset with some of the best moves in the game along with being able to tank a lot of hits due to his weight. His noticeable flaws include a lack of powerful grounded moves, slower than average start up on his otherwise incredible aerial attacks, along with the weakest defensive options of the top tiers. In other words, he’s Melee's gorilla. A character of extreme strengths and weaknesses.

Given his relatively linear moveset, he has to creatively use his movement to dance around his opponent and position his moves appropriately. This is made all the more difficult by how unwieldy his excessive speed, both in the air and on the ground, make him. However, no character is able to take a little momentum in a match and run with it quite like Falcon. Once he gets a solid hit or grab, he can feel truly unstoppable. And, like all melee characters, he has limitless depth with new tech and strategies being discovered to this day.

Make no mistake however, when zoomed out far enough Falcon's plan is quite simple. You run around spacing his gigantic aerials or try to grab the other guy. Then hit them really, really hard. Like a wise man once said, everyone has a plan until they’re kneed in the face.

Strengths Weaknesses
  • Extremely Fast and Mobile - Unrivaled combination of ground and air mobility allows for Falcon to fly across the screen and reposition nigh instantaneously
  • Powerful Combos - The Captain has some of the deadliest and most explosive combos in the game off a full combo starter
  • Heavy Fast faller - His combination of high weight and fast falling speed makes him one of the most resilient characters to stray hits in the game, making dropped edge guards vs him particularly punishing
  • Linear Toolset - Falcon's lack of powerful grounded moves can make him predictable in how he approaches various situations
  • Defense and Recovery - Falcon has notoriously weak answers on defense and recovery
  • Startup - While Doug himself is quite fast, his moves have a significant amount of startup, leading to them having a propensity to be hit before they hitbox has come out.
SSBM-Pichu FaceSmall.png
Physics
Weight 55
Fall Speed 1.9/Fast 2.5
Gravity 0.11
Ground Movement
Walk Speed 1.24
Initial Dash Speed 1.8
Initial Dash Length 13f
Run Speed 1.72
Traction 0.1
Jumping
Jumpsquat 3f
Jump Height Full 32.04/Short 14/Air 29.44
Air Speed 0.85
Air Acceleration 0.05