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! Move !! Input !! Description !! Move Number | ! Move !! Input !! Description !! Move Number | ||
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| Trample<br>({{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 | | Trample<br>({{ja|踏みつぶし|Fumitsubushi}}) || {{Button|GCN|A|s=32px}} || 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 | ||
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| Hammer Knuckle<br>({{ja|ハンマーナックル|Hanmā Nakkuru}}) || A | | Hammer Knuckle<br>({{ja|ハンマーナックル|Hanmā Nakkuru}}) || {{Button|GCN|A|s=32px}}+{{Button|GCN|D-Pad|U|s=32px}} || Galleom spins, then punches the ground with both fists to create a shockwave. The fists hit has extreme power, inflicting up to 55%. The shockwave deals decent damage (up to 25%) and hit with completely horizontal knockback. On higher difficulties, the shockwave can send the player very far, potentially past the [[blast line]]s. The shockwave covers the length of the entire stage. || 2 | ||
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| Double Arm Press<br>({{ja|ダブルアームプレス|Daburu Āmu Puresu}})|| | | Double Arm Press<br>({{ja|ダブルアームプレス|Daburu Āmu Puresu}})|| {{Button|GCN|A|s=32px}}+{{Button|GCN|D-Pad|D|s=32px}} || 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 | ||
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| Uppercut<br>({{ja|アッパーカット|Uppākatto}}) || A | | Uppercut<br>({{ja|アッパーカット|Uppākatto}}) || {{Button|GCN|A|s=32px}}+{{Button|GCN|D-Pad|L|s=32px}}/{{Button|GCN|D-Pad|R|s=32px}} || 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<br>({{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<br>({{ja|ダブルラリアット|Daburu Rariatto}})|| {{Button|GCN|B|s=32px}} || 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<br>({{ja|大ジャンプ|Dai Janpu}}) || B | | Giant Jump<br>({{ja|大ジャンプ|Dai Janpu}}) || {{Button|GCN|B|s=32px}}+{{Button|GCN|D-Pad|U|s=32px}} || 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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| Shooting<br>({{ja|射撃|Shageki}}) || | | Shooting<br>({{ja|射撃|Shageki}}) || {{Button|GCN|B|s=32px}}+{{Button|GCN|D-Pad|D|s=32px}} || 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 | ||
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| Missile<br>({{ja|ミサイル|Misairu}}) || B | | Missile<br>({{ja|ミサイル|Misairu}}) || {{Button|GCN|B|s=32px}}+{{Button|GCN|D-Pad|L|s=32px}}/{{Button|GCN|D-Pad|R|s=32px}}|| 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 | ||
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| Collapse<br>({{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 | | Collapse<br>({{ja|倒れこみ|Taorekomi}}) || {{Button|GCN|X|s=32px}} || 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 | ||
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| Rush<br>({{ja|突進|Tosshin}}) || R || Galleom transforms into a tank, then rushes forward, dealing vertical knockback. || 2 | | Rush<br>({{ja|突進|Tosshin}}) || {{Button|GCN|R|s=32px}} || Galleom transforms into a tank, then rushes forward, dealing vertical knockback. || 2 | ||
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| Rush and Slam || L || Used at low health, Galleom uses Rush then also tries to fall on the player from above - which deals enormous spiked or horizontal knockback, and will OHKO on Intense, much like Collapse. 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 and Slam || {{Button|GCN|L|s=32px}} || Used at low health, Galleom uses Rush then also tries to fall on the player from above - which deals enormous spiked or horizontal knockback, and will OHKO on Intense, much like Collapse. 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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| 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 edge of the screen 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 | | 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 edge of the screen 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 |