So, I'd like to post another SSB4
moveset I made. This one's an update of the SSBB Corsola moveset
Design: …It’s Corsola. #222 in the National Pokédex. It’s round, spiky, and pink.
Series Symbol: Pokémon
symbol (Poké Ball)
Speed: 1/5 (As a Rock-type, Corsola is pretty slow, with a running speed slightly slower than Jigglypuff’s. This makes it the slowest character in the game. It very well may end up relying on its special moves to get around. It does have a ridiculously fast swim speed, but its chances to make use of that will be few and far between.)
Strength: 2.8/5 (It hits harder than Jigglypuff, but it’s still not exactly a heavy hitter.)
Defense: 5/5 (Corsola’s hard body actually enables it to take significantly less damage than other characters would from most attacks; it has an innate +50 Defense boost (and can still get Defense boosts as normal from equipment). It also has some innate flinch resistance and launch resistance above and beyond what its high weight would normally grant it; while its flinch resistance isn’t as great as Bowser’s, it’s still one of the few characters to be able to just shrug off attacks regardless of what it’s doing, at least at lower damage percentages. To top it all off, its shield is the biggest and most resilient in the game, and it can perform a perfect shield slightly more easily than other characters. Overall, Corsola is probably one of the toughest characters to KO, even though it’s only slightly bigger than Jigglypuff.)
Weight: 4.5/5 (Corsola’s much
heavier than its small size would suggest, thanks to its solid Rock-type body. It’s not quite as heavy as the likes of Bowser or Charizard.)
Jump: 2.2/5 (Corsola only has one midair jump, like the majority of characters, and neither of its jumps go very high. In addition, it falls just as quickly as the Star Fox
Recovery: 1/5 (Corsola’s ridiculously good at not being blasted off the stage, but if that does
happen, it’s not terribly good at making it back on. Spikes can help it quite a lot, but its single (lackluster) midair jump and lack of a decent recovery move do it no favors. Falling quickly does not
help it in the slightest, either.)
Attributes (Detailed Summary):
Walking Speed: 0.5
Dashing Speed: 1
Air Speed: 0.7
Falling Speed (Maximum): 2.2
Falling Speed (Acceleration): 0.95
Falling Speed (Fast-Fall): 3.96 (80% increase)
Jump Force (Ground): 2.00
Jump Force (Short Hop):
Jump Force (Double Jump):
Jump Delay (in frames): 5
Meteor Cancel Window (in frames): 5
Roll Length (in frames):
Roll Intangibility Frames:
Sidestep Length (in frames):
Sidestep Intangibility Frames:
Air Dodge Length (in frames):
Air Dodge Intangibility Frames:
Yes, I’ve come up with a moveset for Corsola. It’s so cute and pink and loveable, I just ha
d to. I’ve actually had this moveset in mind since Melee
! Now, Corsola is sort of a clone character. Namely, its moveset has many similarities to Jigglypuff’s. No, I’m not joking. Both of them are characters who are rather overspecialized, to the detriment of their overall fighting capacity, but mastering their specialized element can make them into highly effective fighters. Jigglypuff’s specialty is aerial combat. In contrast, Corsola specializes in defensive combat. Its recovery capabilities can only be described as “crappy”, but it takes a lot
to make it need
to recover in the first place. Whereas taking the offensive is Jigglypuff’s only real hope of victory, it’s a horrible idea for Corsola. Its attacks are a little sluggish and weak compared to the rest of the roster, which means that it’ll likely lose in a straight-up slugfest. However, Corsola has some innate defensive qualities to help it survive. It’s quite heavy in spite of its small size, and it can resist some damage, knockback, and flinching from any attack that hits it. Its shield is also extremely sturdy and will take a brutal
beatdown to break through (barring an unblockable attack). To top that off, Corsola’s moves are very good for keeping opponents off balance and unable to mount an offensive. Fight smartly and abuse Corsola’s defensive tools, and you may be able to get through a match without being blasted off the stage even once
Offense: X Attack
Defense: X Defense
Speed: X Speed
On-Stage Appearance: A Poké Ball is tossed onto the stage, and Corsola emerges from said Poké Ball. It looks around, then gets into a fighting stance.
Jab Combo: Bubble
Attack #1: Corsola shoots a bubble directly forward, which travels a short distance and does 2% damage (plus flinching) on contact.
Jab infinite: Corsola continues shooting bubbles forward. Each bubble operates just like the first – 2% damage with minor flinching. There's virtually no lag between bubbles, making this good for racking up damage and disrupting enemy attacks.
Jab finisher: Corsola launches a larger bubble that does 5% damage and knocks the foe away.
Forward Tilt: Corsola does a forward somersault, trying to slash its foe with the spikes on its back for 10% damage (or 12% if you hit with the tips of Corsola’s spikes). Note that if Corsola’s spikes are missing, this move will lose some of its range and knockback; it will also do only 7% damage.
Up Tilt: Corsola leaps up a short distance into the air, trying to impale foes with the spikes on its back for 9% damage (or 11% if you hit with the tip of Corsola’s spikes). Note that if Corsola’s spikes are missing, this move will lose some of its range and knockback, as well as doing only 5% damage.
Down Tilt: Aqua Jet:
Corsola blasts the ground with a jet of water for 9% damage.
Dash Attack: Horn Attack:
Corsola leaps forward, trying to jab its foe with the horn on its forehead for 14% damage.
Ledge Attack: Corsola leaps up onto the ledge and kicks up a bunch of rocks (about 6 or so), doing 2% damage per rock and knocking foes away a bit. The damage is very good for a ledge attack, but only on a single opponent; against a crowd, the damage gets spread out among the opponents, so it doesn’t hurt as much.
Rising Attack: Corsola leaps up and sprays water all around it, doing 7% damage and knocking foes away.
Forward Smash: Mud-Slap:
Corsola sprays dirt at its opponent, doing 10%-14% damage. This attack has no knockback against grounded opponents which are facing Corsola, but it can stun a target as if he/she was hit by a Deku Nut (the duration of the stun being dependent on the charge). Against a foe in midair or with his/her back turned to Corsola, this move has decent knockback. It has good range, but it’s somewhat slow and easy to see coming. It’s also absorbable,
so watch out for that.
Up Smash: Spike Cannon:
Corsola launches the spikes on its back into the air to impale opponents. It has 4 spikes, so it launches 4 missiles into the air, each of which does 9%-12.6% damage and inflicts good knockback. Each spike vanishes once it has hit someone or traveled a set distance (which increases based on charge time). This move is very quick and has fantastic vertical range, but it’s impossible to spam, since Corsola needs 2.8 seconds to regrow its spikes after losing them. Trying to use this move before Corsola’s spikes have regrown results in Corsola just bucking uselessly like a crippled rodeo horse. Also, the spikes can be reflected.
Down Smash: Rock Blast:
Corsola summons 2-5 rocks (the amount being based on charge time) and sets them rolling along the ground in front of it one after the other. Each rock is as big as Corsola is and does 11-15.4% damage and severe knockback on contact. However, the rocks take a while to launch, move forward slowly (unless going downhill, though they're still a good bit faster than Corsola itself on level ground), doing 12% damage to a rock is sufficient to break it, and they also break upon colliding with anything
(a character, a wall, an object, etc…. well, okay, they won’t break if they collide with an item that attacks can’t interact with, like a Beam Sword, but everything else will do the trick); they’ll even break if they roll off a ledge and land on a platform below! Also, trying to use this move when Corsola is on a hill facing uphill will just make the rocks roll right back down into Corsola (with hilarious results… let’s just say that it’s not immune to its own rocks and leave it at that). They can make it up a short slight incline (like on Castle Siege’s first tier), but even a small hill will be sufficient to make the rocks do an about-face. Even without hills, the rocks can be reflected
(though it’s still entirely possible for them to hurt their new “owner”). On the bright side, the rocks don’t go away until they’ve been broken or fallen off the stage.
Neutral Aerial: Corsola faces the screen and spins around, doing 9% damage to anyone it collides with (not unlike Kirby’s neutral aerial, except that this move scores a single strong hit instead of multiple weak hits). This move has far less range if Corsola is missing its spikes, but is otherwise unaffected.
Forward Aerial: Corsola flips forward and tries to impale its foe on its spikes for 13% damage (8% if its spikes are missing). This has very good knockback, but rather poor start-up lag .
Back Aerial: Corsola rotates backwards and tries to impale its foe on its spikes for 13% damage (8% if its spikes are missing). This has very good knockback, but rather poor ending lag .
Up Aerial: Corsola somehow generates an energy field between its spikes, zapping opponents for 16% damage. (No, I don’t understand this one, either. I mean, Corsola’s implied to have some sort of mystical power, but… what the heck?) This move has excellent knockback and a very short start-up and cooldown window, but its range is very short, and it’s outright unusable if Corsola doesn’t have its spikes (trying it will just make Corsola fizzle and twitch a bit).
Down Aerial: Whirlpool:
Corsola forms a small whirlpool beneath itself and spins, trying to suck foes into the vortex to hit them up to 8 times for 2% damage each. The final hit acts as a Meteor Smash, but Corsola has no business trying to spike anyone, seeing as it probably won’t get back to the stage itself.
Grab: Corsola fires a large bubble forward that engulfs the foe if it hits; Corsola then positions itself to attack its helpless foe. (The bubble will pop when the foe breaks free from the grab or is thrown. It will also pop after traveling a short distance if it doesn’t hit anyone; the range is about equal to Olimar’s grab, except that this grab is a bit slower.)
Pummel: Corsola fires another bubble into the one containing the foe, flooding it for 1% damage. (Basically, Corsola’s trying to asphyxiate the foe… creepy.) This pummel is absurdly quick (the fastest in the game), but it’s also very weak.
Forward Throw: Power Gem:
Corsola summons about 10 tiny, glowing rocks, which slam into the foe for 1% damage each and launch him/her up and forwards.
Back Throw: Corsola rolls over the foe, doing 15% damage (or 12% without its spikes) and launching him/her directly backwards.
Up Throw: Earth Power:
Corsola makes the ground beneath the foe erupt with power, doing 15% damage and launching the foe straight up.
Down Throw: Slam:
Corsola jumps onto the opponent, inflicting 16% damage and launching the foe directly forward.
Neutral Special (Default): Rollout:
This move is very similar to Jigglypuff’s Rollout.
Hold the B button to charge it up, then release it to launch Corsola forward at high speed. The more you charge the move, the faster Corsola goes. This move is far stronger than Jigglypuff’s Rollout, dealing 25-50% damage (based on the charge) and inflicting major knockback; however, it’s a real pain in the butt to control. Corsola doesn’t roll along the ground so much as it bounces
, thanks to its spiny protrusions colliding with the ground and catapulting it into the air (not very high, mind you, but still). Worse still, it can only
turn around when it’s actually on the ground, and if it bounces up into the air while approaching a ledge, it’ll most likely sail right over the edge. Given Corsola’s crappy recovery capabilities, this is a very
bad thing. So, basically, you should only use this when you’re absolutely
sure that you’re going to hit something. Otherwise, enjoy your self-destruct! (Note that Corsola won’t bounce if its spikes are gone, but in practice, you won’t be able to fire off a fully charged Rollout before they’ve regrown anyways.)
Neutral Special (Custom 1): Inexorable Rollout: Corsola has super armor during its Rollout, passes through characters instead of bouncing off, and doesn’t bounce up as high or as frequently while rolling. However, it does slightly less damage (24-48%), is slower in both charging and movement speed, and trying to turn around just kills its momentum dead.
Neutral Special (Custom 2): Rollout Vault: Upon releasing the move, Corsola launches itself slingshot-style through the air at high speed. It charges much faster than the default version and has slightly higher damage (26-52%), but the move is basically a glorified long jump that hurts like hell
if Corsola slams into someone; indeed, it’s more like Diddy Kong’s Monkey Flip than Jigglypuff or Corsola’s Rollout. Thus, it’s not very good for blasting into someone from across the map. On the other hand, its quick execution speed and low ending lag makes it a fairly good horizontal recovery, and it can even be used repeatedly without touching the ground (or, it could
, if not for Corsola’s horribly low jumps and high falling speed).
Neutral Special Commentary: Corsola has always been a semi-clone of Jigglypuff, ever since I first came up with for the idea for its moveset while playing Melee
as a young teenager. Rollout was one of my favorite moves to abuse back then, and I wanted Corsola to share Jigglypuff's specials (I didn't really come up with the non-special moves until I fleshed out the moveset for Brawl
). I wanted Corsola's Rollout to be leaps and bounds above Jigglypuff's Rollout in terms of power, at the cost of being somewhat unwieldy to use. For SSB4
, it took me a while to come up with the alternate versions. I decided not to change the power very much, instead changing the way it operates; one version is slower, making it easier to use without killing yourself but not as good for catching foes by surprise, and the other is less like Rollout and more like Monkey Flip.
Side Special (Default): Spikes:
Corsola jabs forward with its forelimb, launching itself about 5 feet forward; as it does this, the spikes on its back shatter and break off, forming caltrops where Corsola was standing as it began the move. The caltrops remain on the ground for about 15 seconds. (The spikes on Corsola’s back regrow in about 2.8 seconds, but this move can still be used as much as you like; using it while the spikes are still regrowing will result in no caltrops being laid, though Corsola will still lunge forward, and can still injure opponents with its arm.) Opponents that touch the caltrops take 2% damage and are launched an extremely short distance straight up; in all likelihood, the foe will land right back on the caltrops for more damage… over and over and over again. Opponents bouncing around on caltrops are unable to attack, jump, block, dodge, or really do anything except for try to DI themselves off the caltrops, since the interval between landings on the caltrops is much shorter than the time it would take for the unfortunate opponents to recover from the hitstun they cause. A smart Corsola player will take steps to prevent them from doing that, like laying more caltrops. The arm lunge itself only does about 5% damage, and it has relatively minor knockback straight up (making it essentially a weaker version of Jigglypuff’s Pound). Opponents caught in the exploding spikes take an additional 7% damage and are launched up a fairly good distance (plus some more knockback carrying them behind Corsola, like how Jigglypuff’s Pound worked in Melee
). Furthermore, this move can be used in midair to essentially “push” Corsola forward a short distance, just like Jigglypuff’s Pound. The spikes that this move uses to lay caltrops are the same ones that are launched in Corsola’s Spike Cannon attack, so you can’t lay caltrops and then use Spike Cannon immediately afterwards, nor can you use Spike Cannon and then lay caltrops immediately afterwards. Oh, and the "exploding spikes" part only occurs as Corsola is laying caltrops, so if you can't lay caltrops, you can't have Corsola's spikes explode, either.
Side Special (Custom 1): Wide Spikes: Corsola lays caltrops over a much wider area – three times the width of the default side special. However, the spikes have five times the knockback. This is not actually a good thing, as it makes it easier for enemies to escape.
Side Special (Custom 2): Stone Edge:
Instead of laying caltrops, Corsola causes a large spire of rock to jut out of the ground behind it when it finishes its lunge. (If it used the move in midair, it generates a small rock platform beneath it as it starts the move, and the spire emerges from that
.) The spire of rock does 30% damage to anyone it hits and launches them high up into the sky, but it takes a second to emerge and is somewhat slow, making it easy to dodge. It also crumbles immediately after it forms, making it useless as a trap. The move still destroys Corsola’s spikes, preventing it from being spammed (Corsola can’t generate another spire until its spikes have regrown).
Side Special Commentary: This move is the crux of Corsola’s defensive game. The default version is absurdly difficult to escape from, with smash DI
being pretty much the only way to get away once caught on the spikes. This can give Corsola the time it needs to do pretty much whatever it needs to, including using its down special. The first alternate version is useful for restricting the space foes can fight on and making it hard for them to approach. The second alternate version isn’t a trap, but it is
the best KO move in Corsola’s arsenal (even rivaling its Final Smash) and can also function as a decent anti-air move (it doesn’t go as high as the Up Smash, but it’s pretty close). However, it can be hard to hit with (hey, it’s Stone Edge; Smogon calls that move “Stone Miss” for a reason). Oh, and on top of all that, all three versions can be useful for horizontal recovery, just like Jigglypuff’s Pound. Just don’t expect Corsola to be able to come back from the edge of the screen – it can’t hang in the air like Jigglypuff.
Up Special (Default): Hypnosis:
Corsola generates a pulse of psychic energy around itself, putting nearby foes to sleep. The range is normally somewhat short (though longer than Jigglypuff’s Sing
), but it can be extended by holding the special move button to charge up the move. The move also has a very short active window, so a well-timed dodge can avoid it outright; on the other hand, it also has very low ending lag, so Corsola isn’t vulnerable for very long. Because Corsola’s moveset is almost devoid of big devastator attacks (e.g. something on par with Falcon Punch, Jigglypuff’s Rest,
Luigi’s Super Jump Punch, Warlock Punch, etc.), with the possible exception of Stone Edge, the time when Corsola’s opponents are asleep may be best used running away so that you can use Rest. Or, you could use the time for a point-blank Rollout attack. (Also, no, this move does not
help Corsola’s recovery capabilities at all.)
Up Special (Custom 1): Brine:
Corsola surrounds itself in a swarm of bubbles for a moment (with an area equal to the default Hypnosis), causing steady damage to anyone who dares to get near. Curiously enough, the more damage victims already have, the more they take. The bubbles also push
enemies away from Corsola, and if it is in midair, they cause it to float in the air for a moment, which can help its recovery. However, its startup is a good bit longer than Hypnosis.
Up Special (Custom 2): Gravity:
Anyone near Corsola gets meteor smashed straight down towards the ground (or the abyss, if they are not above solid ground). Foes already on solid ground get pushed violently away from Corsola, akin to a weaker version of Master Giant’s shout. The range is equal to Corsola’s regular Hypnosis (so, it’s nowhere near
as large as when Arceus
uses the move). This version of Corsola’s up special also has much, much
worse ending lag than the other two, and the starting lag is pretty bad as well.
Down Special (Default): Rest:
Corsola falls asleep, and wakes up 4 seconds later. Unlike Jigglypuff’s Rest,
this move is useless
for attacking; there’s no buildup of energy in Corsola’s center of gravity, so this move won’t be sending anyone flying. However, Corsola heals itself for 30% damage for every second it remains asleep (1% damage every 2 frames). Yes, that’s right, Corsola can heal itself at will, and at an alarmingly quick rate, no less. Being attacked (specifically, anything that would make Corsola flinch) will immediately wake Corsola up and stop its healing, though, so it’s not like it’ll be able to recover its health in the thick of battle; it’ll have to somehow break away from the action first. Since Corsola is unable to outrun any of the other characters in the game, nor can it jump very well, Spikes, Hypnosis, or a Smash attack will be practically necessary
to pull that off. But if it can get a quiet moment to itself, it can get itself back to full health very quickly.
Down Special (Custom 1): Mirror Coat:
Corsola’s rate of recovery is drastically reduced (5% per second), and it doesn’t sleep for as long per use (only 3 seconds). However, it reflects
projectiles while asleep, and can counter attacks
at the precise moment it falls asleep; a foe that hits Corsola at that precise moment effectively hits themselves with their own attack, leaving Corsola unharmed. Unlike Bide, Corsola is completely invincible, even to grabs and unblockable attacks, at the precise moment it falls asleep, though it can’t counter them. It’s also affected by physical attacks normally while it sleeps.
Down Special (Custom 2): Bide:
Corsola doesn’t recover damage while asleep at all, and only sleeps for 2 seconds. However, Corsola counters attacks
while asleep. If an attack hits Corsola while it’s asleep, Corsola is completely unaffected, and whoever hit Corsola is basically hit with their own attack. Nothing beats the sheer comedy of getting Falcon Punched, and sending Captain Falcon flying instead of you. Corsola is
vulnerable while waking up, though, so be careful. It also doesn’t reflect projectiles, though it’s as unaffected by them as it is by physical attacks. Grabs and other unblockable attacks do affect Corsola while it’s asleep.
Final Smash: Surf:
Corsola summons a massive tidal wave of water to wash over the stage. This is very similar to the Norfair stage’s lava-wave hazard, with several differences. First, this wave is water, not lava, so it’s a Water-type attack, not Flame-type. Second, this wave does 20% more damage than Norfair’s wave, as well as a little bit more knockback. Third, no safe area is generated when this Final Smash is initiated, so the only ways to avoid it are to dodge with precise timing or to leap very high above the stage. Finally, there's less of a delay between Corsola using Surf and the resulting tsunami actually hitting the stage than there is for Norfair's lava wave appearing and hitting the stage.
Up Taunt: Corsola spins around once, balancing itself on one foot, and lets out a short cry.
Side Taunt: Corsola encases itself in a bubble and floats a few inches off the ground for a moment. The bubble then pops and Corsola drops.
Down Taunt: Corsola turns towards the screen and winks mischievously.
Victory Music: Same as the other Pokémon.
Victory Animation A: Corsola hops up and down, clearly enjoying itself.
Victory Animation B: Corsola blows a stream of bubbles at the screen and smiles sweetly.
Victory Animation C: Corsola blows a large bubble. It then admires its reflection in said bubble for a few seconds before the bubble pops in its face, leaving Corsola looking rather bewildered.