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Moderator
Joined: Aug 2008
  
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Standard Moves:
Neutral A: Pyew Pyew
1% damage
Jab has really deceptive range for a jab. Jab's at the same speed of Pikachu's jab as well. Seemingly disjointed and might be considered one of the more "cheap & overpowered" moves that Manchu has in his deadly arsenal.
Dash Attack: More of a Dash than an Attack
7% damage
This attack is seemingly okay. Does at a Dash Attack is supposed to do and more! Like resets and pushing them off the stage!
Utilt: wtf is this
7% damage
This move is an extremely odd move. The hitbox lingers, once out, and never goes away until it collides with something. The whole animation lasts as long as Ganon's Utilt, but you can interrupt it so early in the move making it unnatural looking, but also a decent juggler and/or combo starter.
Ftilt: Manchu KEEKU
9% damage
Sparta Kick? Pfft. MANCHU KEEKU. Sends opponents at an upward angle and comes out suprisingly quick with decent wind down. Has barely any kill potential, but it can push pretty far out, allowing Manchu to EASILY intercept a recovering opponent.
Dtilt: The Manchu
7% damage
This move is probably going to be one of Manchu's common moves. This move is particularly useful as it has 2 hitboxes. One in the leg and the other in the foot. The leg hits at a 0 degree angle making it useful for pushing off or across the stage, while the foot launches up, creating setups and combos for Manchu to use. The move also has extraordinary IASA, allowing Manchu to interrupt Dtilt soon after it hits, and somehow moving Manchu forward in the process. He can actually MOVE across a stage simply off Dtilt.
Fsmash: Auto-StutterStep Fsmash
14% uncharged (Shock)
19% charged (Shock)
20% uncharged (Elbow)
28% charged (Elbow)
This move is easily a kill move, but regardless, it's seems to be meh. The cool down tends to make it punishable and can seemingly only be combo'd into at low percents, rather than kill percents and the damage of the move is somewhat lacking unless sweetspotted at the elbow of Manchu during Fsmash. On the flip side, the start up is decent and this move moves Manchu in a similar fashion to a stutter-stepped Fsmash, giving it potential range mindgamery. Who knows. Also, the range of this move is quite good.
Usmash: Bizzaro GaW Dsmash
First hit: 7% uncharged
Second hit: 8% uncharged
First hit: 9% charged
Second hit: 11% charged
Usmash is Manchu while Dsmash is to GaW. GaW Dsmash sends up, despite being a down move, and can easily kill. Manchu Usmash ultimately sends down, and cannot kill unless its a spike. A weird move indeed, but a tech chaser's dream move. Manchu launches his leg into the air, sending the opponent up, but suddenly, the opponent is hit again, and ricochets straight down. The move is somewhat slow to start up, but has favorable IASA allowing you to end it earlier than what you'd expect. Can be used to spike a recovering opponent as well and opens up a jab-reset game of which the world has never known.
Dsmash: Follow my leg!
10% charged
13% uncharged
The move's intent is to basically semi-spike, as the launch angle is straight out, allowing for Manchu to gain a positional advantage. The move has IASA in Manchu's favor though. So it can also set up for tech chases.
Nair: Spin Jump...!?
11-6% damage
When this attack is performed, Manchu spins at high speeds in air! Just like another rodent we all know... Nair follows the classic sex kick formula, but slightly more extreme. Having very good kill potential and damage racking abilities at start up, Nair is obviously a respectable kill move, but the move lasts for so long, that using it mid combo at early percents will normally allow your opponent to act before you can, opening a window for punishment. As the move dwindles on, it weakens, but regardless, the combo potential isn't there due to launch angle. Let the move linger too long, and the hitbox completely disappears and you're completely vulnerable! Fast fall already!
Bair: Hitting you faster than you can see.
10% damage
Bair has a single hit animation, but it hits you multiple times! What's amazing about the move is the KB on final hit and its amazingly low landing lag. The move has purpose on ground and air and works when canceled prematurely or when you actually finish the whole move. It can stage spike, gimp, combo, damage wrack. It's a near-all purpose move with low punish-ability. Only probably is its low range and how you endanger yourself by getting so close with such a huge hurtbox.
Dair: Taking Thunderclaping to a whole new level
12% damage
4% damage (landing)
Thunderclaping is literal with this move. Having decent KB and can be auto-canceled like Ganon dair, this move has a lot potential. But unlike Ganon dair, this move has the landing properties of Pikachu's dair ie a damaging shock-wave upon a non-AC'd landing. This means there will be times you want to AC this move, and times you dont. Also, the hitbox of dair in air, lies not only in Manchu's feet, but in on his head! What!?
Fair: Manchu's best friend.
11% damage
6% damage (explosion)
The move has similar properties to Pikachu's fair, but is generally less useful for Manchu. Range is smaller, and the damage is somehat lacking for a move that is easy to DI out of. But that is not why this move is so unique. The move is unique in its non-AC'd landing. This is the only move you most often will find yourself intentionally not auto-canceling. Upon landing prematurely, Manchu's fist creates an explosion from the ground.
Not only does this move set up for combos. But it also sets up for grabs on certain match up, and every single one of Manchu's aerials. Reaching under platforms as well, this move may very well be your most used move.
Uair: Do Not Want
8% damage
Everyone has a not good move right? This move is pretty sub-par compared to the rest of his moveset. It can juggle some-what well at zero to low percents, but becomes a not-so-good move at mid to high percents, unless you use it in air near the top of the stage to kill around 130%, but by those percents, you should of killed your opponent already. Oh well.
Neutral B: Breaks Shields, not Games.
9% uncharged
16% charged
A new move for Manchu of which the world has yet to see! A shield-breaking move that can be charged and used in air as well. The move has tremendous amounts of hitlag though, even by Brawl+ standards. I'd hate to see this game-stopper in Brawl/BBrawl. When used in air, the move becomes a mindgame that will even confuse you! Neutral B will send Manchu straight down for a short distance when charging, and then will send him forward and up slightly when the move is released, turning it into a recovery move as well.
Side B: No more weirdness.
7% uncharged
25% charged
Alas. Gone is the mind****ery that was the Old Manchu Side B. Now, a more useful (overall) and potent special takes it's place, albeit, it is quite boring. Similar to Pikachu's skull bash, you hold side B to charge, and release to go flying, though the distance gained is quite remarkable. Manchu slides when for a while so be sure you know how to charged this as reckless usage will cause SDs. This is also quite low priority and easy to punish. This move seems to launch very quickly though and could be used for tech chases as well as recovery. Getting hit by a fulled charged version of this is deadly.
Up B: HE CAN RECOVER
3% damage (1st hit)
2% damage (2nd hit)
A direct rip-off of Pikachu's up B with a strange animation. Worse overall, doesn't seem he can QAC with it either.
Down B: Up Taunt is rape.
4% damage (1st hit)
6% damage (2nd hit)
10% damage (3rd hit)
Up taunt was so bad ***, we had to turn it into an attack. The move does 20% total, and trips on final hit. It also has a wind hitbox on the outside of the 3rd hit. Homage to Ness' Down B, no doubt. This move is more of a damage-racker than anything as well as a move to give the positional advantage to Manchu. It might see more usage in air though, as the final hit of Up Taunt is a spike, though this move suffers intense wind down in air as to prevent spam.
oshi--
Fthrow: Best used at 0%
10% damage
This move sets up for a Dash Attack Reset at 0%, giving you a free combo at 17%. Other than that, use other throws. LOL.
Uthrow: Broken Up Throw?
10% damage
This move is a kill throw. Probably one of those better kill throws in the game. If they're any where NEAR 130%. This better by the only throw you use unless you know it once kill. Retardedly good throw on low ceiling stages. Probably too good.
Dthrow: Best. Throw. Ever.
15% damage
This throw is too amazing for words. Wracks up 15%, sets up for all of Manchu's aerials, even until high percents, and best of all. It looks sick.
Bthrow: Just like Fthrow
9% damage
Just like Fthrow, you're better off using another throw. This does set up for gimps and kills sooner than fthrow, but no where near Uthrow. use this throw only when they're not in uthrow kill range and you're on the edge of a stage facing away from the blast zone.
Pummel: ELECTRIFYING
2% per pummel.
This is your standard pummel. Actually quicker than you'd expect. Toss a few of these in to get your opponent into Uthrow kill range.
Utaunt: WHAT DOES THE SCOUTER SAY ABOUT HIS POWER LEVEL
Big *** mother ****ing field of electric power. Awww yeaahhh. Awesome in its own way. Perfect new utaunt.
Side taunt: Warlock...wut.
Warlock Punch animation. Weird choice for a taunt, no?
Down taunt: Pulling out mah..wut
This works for Ganon. Not Manchu. ha.
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There you have it. That's his moveset. Hope you enjoy this PSA project guys. :V
Other Info:
Faster Dash
2 mid air jumps.
Faster Fast Fall.
Increased Grab Range
Pikachu Weight
Ganon Hurtbox
Hopefully, I'm not missing any information to give you guys. If I am, Ill remember eventually and add it here.
Enjoy!

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