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m (Reverted edits by 84.68.33.110 (talk) to last version by CanvasK.) Tags: Rollback Mobile edit |
(Added Japanese names to moves in Ultimate, no clue if the Brawl guide features different names or not as I can't seem to find a list of any of those attacks on the internet.) |
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===Moveset=== | ===Moveset=== | ||
Like all bosses Galleom is controllable with hacks in [[Boss Battles Mode]]. The start button will, like all bosses, self-destruct him. Its attacks are very powerful, and several of them gain [[One-hit KO|OHKO]] power on Intense. | Like all bosses Galleom is controllable with hacks in [[Boss Battles Mode]]. The start button will, like all bosses, self-destruct him. Its attacks are very powerful, and several of them gain [[One-hit KO|OHKO]] power on Intense. Move names with a Japanese name listed afterwards are sources from the official Japanese strategy guide to ''Super Smash Bros. Ultimate''. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Move !! Input !! Description !! Move Number | ! Move !! Input !! Description !! Move Number | ||
|- | |- | ||
| | | Trample ({{ja|踏みつぶし|Fumitsubushi}}) || A || Galleom stomps forward with one foot. This is Galleom's fastest and least telegraphed attack, but it is also one of his least powerful (though still strong enough to KO at 60% on Intense and around 100% on Easy). || 1 | ||
|- | |- | ||
| | | Hammer Knuckle ({{ja|ハンマーナックル|Hanmā Nakkuru}}) || A^ || Galleom spins, then punches the ground with both fists to create a shockwave. The fists hit has extreme power, inflicting up to 55%, and can [[OHKO]] on the higher difficulties (Very Hard and above). The three shockwaves deal decent damage (up to 25% each) and carry the player away, potentially past the [[blast line]]s for a guaranteed KO. However, they don't deal any knockback and are quite easy to avoid - although it is extremely difficult to jump away after being caught. They don't cover the length of the entire stage, thus it is possible to survive without jumping off, as long as the side blast line is not reached. All hitboxes landing (only possible on lower difficulties) can inflict more than 100% damage. || 2 | ||
|- | |- | ||
| | | Double Arm Press ({{ja|ダブルアームプレス|Daburu Āmu Puresu}})|| Av || Galleom slams his fists on both sides of him, similar to [[Donkey Kong]]'s Down Smash. This is one of Galleom's fastest attacks, though it can be avoided by just being right near Galleom. If the player hits the lower part of Galleom's arms, they could potentially be [[meteor smash]]ed. || 2 | ||
|- | |- | ||
| Uppercut || A< or A> || Galleom does a huge, jet-propelled uppercut. Noticeable windup, but the uppercut travels fast when unleashed. The fist is a sweetspot with extreme knockback, OHKOing on Intense when Galleom is at low health, but not when it's at full health. In Boss Battles this attack is curiously made much faster, unlike all the others. If Galleom is fought as one of the last three [[boss]]es before [[Tabuu]], it is even swifter and more unpredictable. However, it is also his most [[nerfed]] move, with the sweetspot KOing at 35% on Intense. || 1 | | Uppercut ({{ja|アッパーカット|Uppākatto}}) || A< or A> || Galleom does a huge, jet-propelled uppercut. Noticeable windup, but the uppercut travels fast when unleashed. The fist is a sweetspot with extreme knockback, OHKOing on Intense when Galleom is at low health, but not when it's at full health. In Boss Battles this attack is curiously made much faster, unlike all the others. If Galleom is fought as one of the last three [[boss]]es before [[Tabuu]], it is even swifter and more unpredictable. However, it is also his most [[nerfed]] move, with the sweetspot KOing at 35% on Intense. || 1 | ||
|- | |- | ||
| | | Double Lariat ({{ja|ダブルラリアット|Daburu Rariatto}})| || B || Galleom charges up, then spins around. It creates a very powerful [[vacuum]] to suck players in, though its [[range]] is very short and it lasts briefly; furthermore, any character can just walk away to not get sucked in even on Intense difficulty. If players get sucked in near the beginning of the attack and multiple hits chain, they will sustain an extreme amount of damage (quite over 150%) with guaranteed OHKO power on Intense. The last KOing hit deals perfectly vertical knockback. This move is somewhat similar to [[Spinning Kong]]. || 2 | ||
|- | |- | ||
| Jump || B^ || Galleom jumps high, and then lands with a big stomp. Regardless of where he lands, he will slide to the side opposite of where he jumped. It deals up to 61%, OHKOing on Intense when Galleom is at low health, but not when at full health.|| 2 | | Giant Jump ({{ja|大ジャンプ|Dai Janpu}}) || B^ || Galleom jumps high, and then lands with a big stomp. Regardless of where he lands, he will slide to the side opposite of where he jumped. It deals up to 61%, OHKOing on Intense when Galleom is at low health, but not when at full health.|| 2 | ||
|- | |- | ||
| | | Shooting ({{ja|射撃|Shageki}}) || Bv || Galleom transforms into a tank, then shoots four missiles. On the higher difficulties, every missile can inflict up to 30% damage, KOing slightly under 60%. || 2 | ||
|- | |- | ||
| | | Missile ({{ja|ミサイル|Misairu}}) || B< or B>|| Galleom shoots two missiles two times. During this time, his "mask" has a hitbox and can still damage on contact. The missiles have roughly the same power of their Tank version, but are easier to avoid. || 1 | ||
|- | |- | ||
| | | Collapse ({{ja|倒れこみ|Taorekomi}}) || X || Galleom stiffens, and tries to fall on the player. Huge knockback, being an invariable one-hit KO on Intense difficulty. It's similar to [[Luigi]]'s side taunt but as an actual attack. Damage can reach 62%, while knockback is very horizontal. If the player touches Galleom's back, they will only take minor knockback and less than 20%, being the only possibility to survive on the higher difficulties. || 2 | ||
|- | |- | ||
| Tank Rush and Slam || L || Galleom transforms into a tank, then rushes forward, dealing vertical knockback. At lower health, Galleom also tries to fall on the player from above - which deals enormous spiked or horizontal knockback, and will OHKO on Intense, much like Falling Body Slam. Damage can reach a huge 70%. Afterwards, he will stay vulnerable on the ground for a long time (up to three seconds). It is easy for him to be KO'd during this down time, as he must be at low HP already to initiate the fall (usually 25% or lower). || 2 | | Tank Rush and Slam || L || Galleom transforms into a tank, then rushes forward, dealing vertical knockback. At lower health, Galleom also tries to fall on the player from above - which deals enormous spiked or horizontal knockback, and will OHKO on Intense, much like Falling Body Slam. Damage can reach a huge 70%. Afterwards, he will stay vulnerable on the ground for a long time (up to three seconds). It is easy for him to be KO'd during this down time, as he must be at low HP already to initiate the fall (usually 25% or lower). || 2 | ||
|- | |- | ||
| | | Rush ({{nihongo|突進|Tosshin}}) || R || Same as Tank Rush and Slam, but this is the one used at higher health, where Galleom doesn't try to fall on the player. || 2 | ||
|- | |- | ||
| Quadruple Stomping Jump || Unusable || Galleom stomps across the stage, which will [[bury]] grounded players, and [[meteor smash]] airborne players. Galleom will stomp four times, and will stomp in place if he reaches the other side before finishing the move. On the higher difficulties, each stomp deals 38% damage, for a combined maximum damage of 144% if all hits land.|| 1 | | Quadruple Stomping Jump || Unusable || Galleom stomps across the stage, which will [[bury]] grounded players, and [[meteor smash]] airborne players. Galleom will stomp four times, and will stomp in place if he reaches the other side before finishing the move. On the higher difficulties, each stomp deals 38% damage, for a combined maximum damage of 144% if all hits land.|| 1 |
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