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(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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| 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 | | 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 | ||
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| 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 | | 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 | ||
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| 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 | | 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 | ||
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| 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 | ||
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| Rush ({{ | | Rush ({{ja|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 | ||
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| 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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