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KarkatTheDalek Not as angry as the name would suggest. from Somwhere in Time/Space Since: Mar, 2012 Relationship Status: You're a beautiful woman, probably
Not as angry as the name would suggest.
#79501: Sep 24th 2020 at 5:41:24 PM

Speaking of Tashigi, one does get the impression that she and Smoker (and Koby, for that matter) should be a bigger deal (and thus stronger)? Like, basically being direct rivals for the Straw Hats among the Marines? That’s kind of what Loguetown and Alabasta set them up as, but then they just kind of stopped making major appearances for awhile. It’s rather disappointing, honestly.

Oh God! Natural light!
PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America Since: Jul, 2015 Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#79502: Sep 24th 2020 at 5:44:17 PM

Oh, I am NOT getting bottom-paged with my Magnum Opus, copy-pasting:

On the note of women who don't get hit, I'M DONE. I FINISHED MY FIGHTING GAME MOVESET FOR ROBIN. I won. I beat her. I won the battle that so many game developers couldn't, every single move in this moveset is STRAIGHT from the manga, it's something she did, and I didn't reuse a single move (weirdly enough, she had EXACTLY enough moves for a fighting game moveset, I feel like a safe-cracker breaking into the toughest safe in the world containing a legendary treasure). It's a weird-ass moveset, but it's also cool as fuck to actually read through.

     Nico Robin 

Most of her attacks are either command grabs or hit-grabs, many still with hurtboxes. For moves that grow limbs out of the opponents body, the area of effect is represented with a cloud of pink flower petals. Once the limbs have grown on the opponent's body, they still need to hit the opponent in order to trigger the attack animation, whether it be a hit-grab or a command-grab.

4S (Reflect): Viente Fleur: Calendula. 20 arms sprout out of her elbows, 10 on each arm, which spin around like a shield.

5L/5LL/5LLL: Auto-combo.

  • 5L: Uno Fleur: Strangle. 1 arm sprouts out of the opponent's shoulderblade and chokes the opponent by wrapping their elbow around their throat.
  • 5LL: Tres Fleur: Twist. 3 arms sprout on the opponent's body and twist them around.
  • 5LLL: Ocho Fleur: Flip. 8 arms sprout out of the opponent's body and flip them backward to land on their head. If the opponent flipping hits one of their teammates, it does bonus damage. Hit-grab.

2L: Dos Fleur: Grab. 2 arms sprout out of the opponent's thighs and crush their genitals in her grasp. Low hit-grab.

5M: Seis Fleur: Slap. 6 arms sprout out across the opponent's chest and slap the opponent in the face repeatedly.

2M: Seis Fleur: Clutch. 6 arms sprout out of the opponent's body and ground and pull to break their back. Low hit-grab.

6M: Ochenta Fleur: Cuatro Mano: Shock. 80 arms sprout out of the opponent's shoulders and form 4 large arms made of 20 each that smash them on the head. High.

5H: Ochenta Fleur: Cuatro Mano: Clutch. 80 arms sprout out of the opponent's body and form 4 large arms made of 20 each and break their back. Hit-grab.

2H: Cien Fleur: Cinco Mano: Spank. 100 arms sprout out of the ground and form 5 large arms made of 20 each, and they all do a palm-thrust diagonally into the air. If the opponent's on the ground, the large arms grow out of their body and hit them in the face instead, the number of large arms growing out of them increases based on how close the opponent is to Robin.

6H: Cien Fleur: Dos Mano: Hold. 100 arms sprout out of the ground and form 2 huge arms made of 50 each that grab the opponent, pinning them down. Command Grab, leads into combo.

5S: Once Fleur: Slam. 11 arms sprout out of the opponent's limbs to push against their body and throw them back. Does a wall-bounce if they're far enough back.

2S: Cuarenta Fleur: Cuatro Mano: Spank. 40 arms sprout out of her body and form 4 big arms made of 10 each that do palm-strikes in four directions. Invincible DP. One of her assist moves, the 4 big arms sprout out of the point fighter.

6S: Dieciseis Fleur. 16 arms sprout out of the far wall and push the opponent towards Robin.

j.5L: Dos Fleur: Clutch. 2 arms sprout out of the opponent's shoulder-blades, grabs their chin, and pulls back to break their neck. Hit-grab.

j.5M: Quince Fleur: Slalom Vine. 15 arms sprout from her hand in a chain that she lashes out, wraps around the opponent, and spins them in the air. Hit-grab.

j.5H: Ochenta Fleur: Cuatro Mano: Shock. 80 arms sprout out of the opponent's shoulders and form 4 large arms made of 20 each that smash them on the head, launching them down.

j.2H: Cuarenta Fleur: Dos Mano: Clutch. 40 arms sprout out of the opponent's body and form 2 large arms made of 20 each behind the opponent and they pull the opponent's upper body down, breaking their back. Hit-grab.

j.5S: Cinco Fleur. 5 arms sprout from the top of the screen as a chain she can swing on.

j.2S: Treinta Fleur: Hang. 30 arms hang from the ceiling making up 5 chains made of 6 each, they grab onto the opponent and swing them into the far wall. Hit-grab.

236L/M/H: Clutch. She sprouts limbs out of her body and pulls their body to break their spine. Command grab.

  • L: Ocho Fleur. 8 arms sprout out of the opponent's body and break their back.
  • M: Doce Fleur. 12 arms sprout out of the opponent's body and break their back.
  • H: Treinta Fleur. 30 arms sprout out of the opponent's body and the ground and break their back super hard.

j.236L/M/H: Hold. Arms sprout out of the opponent's body and grab them to hold them in place, making them fall to the ground. Aerial command grab.

  • L: Tres Fleur. 3 arms sprout on the opponent, one to restrain each arm and one to hold their weapon.
  • M: Diez Fleur: 10 arms sprout out of the opponent's body to restrain them.
  • H: Cuarenta Fleur: Cuatro Mano. 40 arms sprout out of the opponent's back and form 4 big arms made of 10 each that hold them in place.

236S: Cien Fleur: Big Tree. 100 arms sprout out of the ground and form a giant mass that smashes the opponent.

j.236S: Cien Fleur: Spider Net. 100 arms sprout out of the walls and form a net that catches an opponent.

214L/M/H: Twist: She sprouts arms out of the opponent's body and twist their spine around. Command grab.

  • L: Seis Fleur. 6 arms sprout out of the opponent's body and twist them around.
  • M: Veinte Fleur. 20 arms sprout out of the opponent's body and twists them around.
  • H: Cien Fleur: Bellflower. 100 arms sprout out of the opponent's body and the ground and completely annihilate their spine by twisting their upper body around 3 times.

214S: Cuerpo Fleur. Robin sprouts a clone of herself in front of her. If the clone is hit by a move, it dissipates, leaving the opponent stunned temporarily and open to attack.

j.214S: Cien Fleur: Wing. 100 arms sprout out of her back and form wings made of 50 each, and Robin flaps them to fly. While these wings are out, Robin has infinite double-jumps and falls much slower. This ability only lasts around 5 seconds, and can only be used once every time Robin is mid-air. Input j.214S again to turn off Wing early and have her fall normally.

22L/M/H: Delphinium/Campo De Flores. Arms sprout out of the ground fullscreen.

  • L: Cien Fleur: Delphinium. 100 arms sprout out of the ground in two rows and roll the opponent away at high speeds. Low hit-grab.
  • M: Mil Fleur: Campo De Flores. 1,000 arms sprout out of the ground in a field that grab the opponent. Command grab. Holds the opponent in place, leaving them open for follow-ups. Counts as a different move than 22L and 22H.
  • H: Mil Fleur: Delphinium. 1,000 arms sprout out of the ground and form two rows of 100 large arms made of 10 arms each, and roll the opponent far away at high speeds into the far wall. Full-screen low hit-grab.

22S: Mil Fleur: Butterfly Orchid. 1,000 hands sprout and form 500 hand-butterflies made of 2 each that create wind to deflect projectiles. Lasts for 5 seconds.

236L+M Level 1: Cuerpo Fleur: Doble Clutch. She creates two clones of herself on either side of the opponent. They grab the opponent's head and legs and break their neck and lower back in a U-shape. Command Grab.

236H+S Level 1: Mil Fleur: Flower Umbrella. 1,000 arms form into 2 big hands and a ton of small hands that hold up a gigantic bouquet of sunflowers as an umbrella. Serves as a platform that blocks the opponent's movement and attacks above Robin. Has 3,000 HP.

214L+M Level 3: Mil Fleur: Gigantesco Mano: Stomp. 1,000 legs sprout out of the ground behind her and form 2 gigantic legs made of 500 each that stomp repeatedly in front of her.

214H+S Level 3: Mil Fleur: Gigantesco Mano: Spank. 1,000 arms sprout out of the ground and form 2 gigantic arms made of 500 each that palm-strike the opponent in front of her.

Sanji may have had more moves to incorporate, but I think Robin's moveset was more difficult. At least Sanji is mostly a straight-forward combo-heavy brawler, Robin is a weird Squishy Wizard long-range grappler.

Edited by PushoverMediaCritic on Sep 24th 2020 at 6:09:24 AM

MileRun Since: Jan, 2001
#79503: Sep 24th 2020 at 5:58:38 PM

Yeah, Smoker and Tashigi's lack of apparent growth relative to the Straw Hats is really weird to me.

The first thing we see post-TS Tashigi do is the same first thing we saw Mihawk do - redirecting bullets by gently turning her blade. It looked like a direct reference, and therefore a sign that Tashigi was several badass levels higher than where we left her, but then she didn't have any significant feats at PH other than cutting Monet the one time.

Smoker at least has the excuse of jobbing to Law and Vergo, two characters with which we didn't quite (and still don't, sort of) have a good sense of how they compared to Luffy at the time. Smoker's battles with the both of them were really uneven, though, and it's hard to imagine Luffy wouldn't have fared better.

drac0blade Since: Jan, 2015
#79504: Sep 24th 2020 at 10:28:34 PM

...They were? I recently re-read the Punk Hazard Arc, and Smoker actually fought evenly with Law for a while before Law pulled out the win (and his heart), and in the Virgo fight it turns out Smoker was deliberately making himself a target to act as a distraction so Law could get his heart back.

MileRun Since: Jan, 2001
#79505: Sep 24th 2020 at 10:41:06 PM

Oh, you're right, Smoker didn't put up a bad fight against Law. I guess my perception of his performance in that fight was lowered by the fact that he double-jobbed in PH.

BlackYakuzu94 CHADhan Player. from Easy Coast/NY Since: May, 2013 Relationship Status: Longing for my OTP
CHADhan Player.
#79506: Sep 25th 2020 at 5:25:16 AM

The only people Smoker straight up lost to were Donflamingo and Law; the former was the main villain of the next arc, so of course he was going to lose.

A lazy millennial who's good at what he does.
PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America Since: Jul, 2015 Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#79507: Sep 25th 2020 at 5:27:06 AM

Just for completion's sake, here is my fighting game moveset ideas for all the Straw Hats. The only ones who are still a little incomplete are Nami and Jimbei. For Nami, I still need to figure out a few normals and her aerials. For Jimbei, I still need almost all of his normals.

     Luffy 

Super Dash: Gum-Gum Rocket. Luffy grabs his opponent with both hands during the normal start-up frames and launches forward.

4S Reflect: Gum-Gum Balloon.

5L/5LL/5LLL: Light auto-combo. The 214X buff lasts for the 5LL and 5LLL.

  • 5L: Gum-Gum Pistol. Luffy throws a stretching punch forwards. L can be held for Luffy to stretch his arm back longer, making the attack fly further and hit harder. Does 400 damage. Does 600 damage if held.
  • 5LL: Gum-Gum Shotgun. Luffy “twangs” his outstretched arm to bounce it back and forth punching rapidly. Does 700 damage.
  • 5LLL: Gum-Gum Flail. Luffy spins his arm above his head until it builds up speed and swings it forward for a powerful punch.

2L: Gum-Gum Stamp. Luffy stretches his foot forward to kick the opponent. Does 400 damage.

6L: Gum-Gum Bullet. Luffy runs forward while stretching his arm back and throws a punch that stretches out. The closer Luffy is to the opponent when it hits, the more damage it does. Does 300 damage at max range, 800 damage at point-blank range.

5M: Gum-Gum Rifle. Luffy stretches his arm back while twisting it and punches forward, spinning his fist. 5M can be held for Luffy to stretch his arm back longer, making the attack fly further and hit harder. Does 700 damage. Does 900 damage if held.

2M: Gum-Gum Whip. Luffy stretches his leg to do a sweeping low kick. Does 700 damage.

5H: Gum-Gum Bazooka. 5H can be held for Luffy to stretch his arms back longer, making the attack fly further and hit harder. Does 850/1,000 damage. Does 1,050/1,200 damage if held.

2H/2HH: Gum-Gum Volcano/Gum-Gum Battle Axe. Luffy shoots his foot into the air. Pressing 2H a second time has Luffy bring his foot down as a powerful axe-kick. The 214X buff lasts for the 2HH. 2H does 850/1,000 damage. 2HH does 1,000 damage.

6H: Gum-Gum Bell. A command grab. Luffy grabs the front of the opponent, wrapping his arms and legs around them, stretches his head back and headbutts them, knocking them away. Does 1,000 damage.

5S: Observation Haki command spot-dodge.

6S: Observation Haki command dodge. Luffy moves forward while dodging.

j.5L: Gum-Gum Pistol. Luffy throws a stretching punch. Does 400 damage.

j.2L: Gum-Gum Pistol (aimed straight down). If enhanced with Gear 2, Luffy vanishes to be above the opponent when using this. Does 400 damage.

j.5M: Gum-Gum Whip. Luffy stretches out with a wide sweeping kick. Does 700 damage.

j.2M: Gum-Gum Fireworks. Luffy twists his body up and spins both halves independently while throwing punches and kicks in a sphere around him. This greatly slows Luffy's momentum. Does 700 damage.

j.6M: Gum-Gum Snake Shot. Luffy shoots out his hand with his arm wobbly and wavy like a snake and grabs the opponent with a crushing grip. Does 700 damage.

j.5H/6M: Gum-Gum Spear. In the air, Luffy puts his feet together and stabs the opponent into the ground. Does 850/1,000 damage.

j.2H: Gum-Gum UFO. Luffy winds up his body and spins his legs around like a propeller, moving him forward and upward. Does 850 damage.

j.6H: Gum-Gum Hammer. An air command grab. Luffy grabs the opponent from a distance between his feet and slams them into the ground. Does 1,000 damage.

j.5S: Observation Haki command spot-dodge.

j.6S: Observation Haki command dodge. Luffy moves forward while dodging.

236L/M/H (Air OK): Gum-Gum Gatling. L goes half-screen, M and H are 2/3rds-screen. H version is Gum-Gum Cannon, where the Gatling is followed up with a Bazooka. Luffy can angle the grounded version upward and the aerial variation downwards.

  • Luffy has a special command input for Gum-Gum Storm. Do 4S Reflect (Gum-Gum Balloon), and input 236 while holding S, Luffy will twist his inflated body around. Let go of S to have Luffy blow air out downwards to launch him in the air and quickly press L, M, or H to trigger Gum-Gum Storm. Luffy can combo into Gum-Gum Storm after using 2H (Gum-Gum Volcano).

236S: Future Sight. A counter-attack.

214L/M/H/S (Air OK): Enhances his next L, M, or H attack with Gear 2, Gear 3, and/or Armament Haki. The start-up for all of the versions is the same, and it's fast enough that it can be used mid-combo. This move cannot be used if an effect from it is already active, with the exception of using 214H after already using 214M or 214S to add the other effect. Aside from 214S, this also changes Luffy's voiceline when using the enhanced attack.

  • 214L: Gear 2. It increases damage by 20%, and makes the attack much faster and have instant travel time. Before attacking, Luffy is much faster and his forward dash, back dash, and airdash turn into a quick vanish.

  • 214M: Gear 3. It increases damage by 30%, makes the attack gigantic, and the attack deflects weak projectiles. Before attacking, Luffy takes 25% less damage and is immune to weak projectiles.

  • 214S: Armament Haki. It increases damage by 20%, and makes the attack have 1 hit of Super Armor and do high chip damage. Before attacking, Luffy takes 25% less damage and takes no chip damage on block.

  • 214H: Gear 3 and Armament Haki. It increases damage by 50%, makes the attack gigantic, deflect weak projectiles, have 1 hit of Super Armor, and do high chip damage. Before attacking, Luffy takes 50% less damage, is immune to weak projectiles, and takes no chip damage on block.

22S: Conqueror's Haki. A massive shockwave that stuns opponents but does no damage.

236L+M Level 1: Gum-Gum Red Hawk. Combines Gear 2 and Armament Haki (getting lit on fire) for a flaming punch that releases a giant fireball on impact. The player can press 8 to have Luffy jump into the air before punching. Does 2,200 damage raw, 785 scaled.

236H+S (Air OK) Level 1: Gum-Gum Thor Elephant Gun. Combines Gear 3 and Armament Haki (getting charged with lightning) for a giant punch from above that creates a large electric explosion on impact. Does 2,350 damage raw, 840 scaled.

214L+S Level 0.5 (Air OK): Functions like a variation of 214X. Enhances Luffy with both Gear 2 and Armament Haki. This move can be used after using 214L or 214S to add the other effect. Increases damage by 40%, makes the attack much faster, have instant travel time, have 1 hit of Super Armor, and does high chip damage. Before attacking, Luffy is much faster, his dash is a vanish, he takes 25% less damage, and takes no chip damage on block.

Level 3: Gear 4. Gear 4 functions like a temporary transformation Super, with a completely different and more simplistic moveset than Luffy normally has. It is designed to be overwhelmingly powerful for the short time Luffy can use it. While in Gear 4, Luffy has infinite airdashes and double-jumps. Luffy is twice his normal height in Gear 4. Luffy takes reduced damage and no chip damage on block. Luffy's attacks have Super Armor. Luffy's meter build is slower while in Gear 4. Culverin can be redirected multiple times with “Python” by pressing a direction while holding S to keep the move active. For 10 seconds after Gear 4 ends, Luffy cannot use any of his moves that use Haki, which are his S moves (aside from Balloon), his Supers, or his 214H.

  • 214L+M Level 3: Boundman. Boundman's idle and walking animation have it bounce constantly. Luffy takes 75% less damage while using Boundman. If Luffy is hit by an attack while in Boundman, it knocks the opponent back. Luffy can input 214L+M again to cancel out of Boundman early. Luffy can input 214H+S to change to Snakeman for 1 bar of meter. Changing to Snakeman adds 3 seconds to the time limit.
    • L and j.L: Gum-Gum Kong Gun.
    • M and j.M: Gum-Gum Rhino Schneider.
    • H and j.H: Gum-Gum Leo Bazooka.
    • S and j.S: Gum-Gum Culverin. Python attacks slow down a little each time they're redirected.
    • 236L/M/H (Air OK): Gum-Gum Kong Organ.
    • 236S: Conqueror's Haki. A massive shockwave that stuns opponents but does no damage.
    • 236L+M or 236H+S (Air OK) Level 1: Gum-Gum King Kong Gun. Using this immediately ends Boundman.
  • 214H+S Level 3: Snakeman. Snakeman is much faster than Boundman. Luffy takes 50% less damage while using Snakeman. I had to make up moves for Snakeman's L and H moves. Luffy can input 214H+S again to cancel out of Snakeman early. Luffy can input 214L+M to change to Boundman for 1 bar of meter. Changing to Boundman adds 3 seconds to the time limit.
    • L and j.L: Gum-Gum Cobra.
    • M and j.M Gum-Gum Rhino Stampede.
    • H and j.H: Gum-Gum Jet Leo Bazooka.
    • S and j.S: Gum-Gum Jet Culverin. Python attacks speed up and do more damage each time they're redirected.
    • 236L/M/H (Air OK): Gum-Gum Black Mamba.
    • 236S: Conqueror's Haki. A massive shockwave that stuns opponents but does no damage.
    • 236L+M or 236H+S (Air OK) Level 1: Gum-Gum King Cobra. Using this immediately ends Snakeman.

     Zoro 

Around half of Zoro's moves switch sides on hit and/or block.

5L/5LL/5LLL: Light auto-combo.

  • 5L: Purgatory Oni Giri. Zoro crosses his arms over his chest pointing the swords up, and he rushes forward to slash the opponent three times horizontally. Switches sides on hit or block. Does 400 damage.
  • 5LL: Bull Needles. Zoro crosses his arms over his chest, holds two swords forward like bull horns, and charges forward to hit the opponent multiple times. Switches sides on hit or block. Does 700 damage.
  • 5LLL: Crab Seize. Zoro holds all three swords parallel and brings the top and bottom swords together in a guillotine-like motion. Launches the opponent into the air. Does 1,000 damage.

2L: Streaming Wolf Swords. Zoro leans forward and rushes forward, deflecting two attacks with his arm swords and slashing with his mouth sword. Has two hits of Super Armor. Not a low. Switches sides on hit. Does 400 damage.

5M: Ultra Tiger Trap. Zoro hooks both arm swords over his mouth sword and he rushes forward and slashes diagonally with all three of them. Switches sides on hit. Does 700 damage.

2M: Demonic Raven. Zoro positions his swords up, fanning them out, and he somersaults 3 times forward, leaving 3 bird claw-shaped marks on the ground. Zoro's only low. Does 700 damage.

5H: Bull Demon Courageous Talons. Zoro points his arm swords forward like bull horns and rushes forward, stabbing forward with all three swords, one after the other. Projectile invincible. Switches sides on hit. Does 850/1,000 damage.

2H: Rhino Cycle. Zoro points his arm swords in reverse grip up and spins around to launch opponents into the air.

5S: Bird Dance. Zoro swings one sword to launch a crescent-shaped air blade at the opponent. Does 500 damage.

j.5L: Karasuma Raven Hunt. Zoro swings all three swords together in a sphere around him, destroying any nearby projectiles. Does 400 damage.

j.5M: Leopard Spinning Balls. Zoro spins his body forward like a drill, slashing opponents. Has a deceptively large hitbox. Switches sides on hit. Does 700 damage.

j.5H/6M: One, Two Gorilla Slash. Zoro buffs up his biceps and triceps and does a strong triple slash that launches the opponent down. Has Super Armor. Does 850/1,000 damage.

j.5S: Hawk Wave. Zoro swings two swords mid-air to launch two crescent-shaped air blades at the opponent. Does 400 damage each.

236L/M/H (Air OK): Pound Phoenix.

  • L: 360 Pound Phoenix. Zoro shoots a blade of wind with one sword. Does 800 damage.
  • M: 720 Pound Phoenix. Zoro shoots two blades of wind with two swords. Does 1,200 damage.
  • H: 1,080 Pound Phoenix. Zoro shoots three blades of wind with three swords. Does 1,600 damage.

236S: Dragon Twister. Zoro spins with all three swords to create a tornado of blades that launches the opponent up. The button can be held to charge it into Black Rope Dragon Twister, which is bigger and lasts much longer. Dragon Twister does 1,100 damage. Black Rope Dragon Twister does 1,400 damage.

j.236S: Flying Dragon Blaze. Zoro flies diagonally down with one sword, holding his wrist for support, and he slashes the opponent, with the slash bursting into flames. Ignites the opponent on fire temporarily, which does recoverable damage over time. Switches sides on hit or block. The slash does 1,000 damage. The fire does 600 damage over 9 seconds, 150 damage per second. The fire dissipates if Zoro switches out.

214L/M/H: Sword Draw techniques. All three variations are unblockable command grabs and switch sides on hit. For the purposes of combos, L and H count as the same move, M counts as a different move.

  • L: Lion's Song. Zoro draws one sword, slashes, and re-sheathes the sword in one motion. Range is 60% of the screen. Does 1,000 damage.
  • M: Castle Gate. Zoro unsheathes two swords to create a massive vertical slice. Range is 80% of the screen, but is slower than 214L. Does 1,400 damage.
  • H (Air OK): Death Lion Song. Similar to L, but with a different animation. Range is full-screen. Does 1,600 damage.

214S: Nigiri. A rekka stance where Zoro holds both arm swords parallel to each other. Zoro can dash forward or backward while in the stance with 6 and 4.

  • L: Tower Climb. Zoro slashes up and creates two air projectiles moving up. Use 2L to rise up with the air projectiles. Does 700 damage.
  • j.L: Tower Climb Return. Zoro slashes down and creates two air projectiles moving down. Use j.2L to fall with the air projectiles. Does 700 damage.
  • M and j.M: Flash. Zoro slashes sideways and creates two air projectiles moving horizontally. Does 700 damage.
  • S and j.S: Ripple. Zoro slashes diagonally and creates two air projectiles moving diagonally. Does 700 damage.
  • H and j.H: Demon Bear. Zoro charges at the opponent with both swords facing down and slams into them, pushing them a far distance into a wall. Uses half a bar of meter. Does 1,000 damage.

22S: Daishinkan. A vertical slash that released a shockwave that flies full-screen. It only does 300 damage, but it leaves the opponent stunned and vulnerable for a long time.

236L+M (Air OK) Level 1: Three Sword Style Secret Technique: The Billion-Fold World: Trichiliocosm. Zoro holds his swords out and spins them, creating wind that sucks opponents in and triggers the cinematic. He spins the swords and flies forward, doing a massive slash with all three. Does 2,500 damage raw, 850 damage scaled. Switches sides on hit.

  • Has a Level 2 extension where Zoro turns around and hits the opponent with 3 Thousand Worlds. Does 3,000 damage raw, 1,200 damage scaled. Switches sides, reversing the side switch from Trichiliocosm.

236H+S (Air OK) Level 1: Three Sword Style Secret Technique: Crossing the Six Paths. Zoro does 5 vertical slashes and 1 horizontal slash, dividing his opponent into 12 equal chunks. Does 2,000 damage raw, 750 damage scaled. Switches sides on hit. Can combo after.

214L+M or 214H+S Level 3: Reserved for post-timeskip Asura.

     Nami 
Nami's Clima-Tact is her current orange version.

5L: Nami squeezes the Clima-Tact, extending it to jab at the opponent from a distance.

5M: Heat Egg. Nami forms a ball of intense heat at the end of the Clima-Tact.

5H: Gust Sword. Nami fires a narrow beam of wind that launches the opponent.

2H: Gust Sword. Nami fires a narrow beam of wind upward that launches the opponent.

5S: Black Ball: Storm Cloud Rod. Nami creates a long chain of storm clouds from her Clima-Tact and swings it around, shocking anyone who touches it.

2S: Thunder Trap. Nami forms 3 clouds hovering in a triangle in front of her. If anyone touches them, they are shocked. Input 1S and 3S to place the Thunder Trap in a different location.

6S: Thunderbolt Tempo. In one quick movement, Nami creates a stormcloud in front of her and strikes a lightning bolt down from it.

236L/M/H/S: Weather Egg. Nami launches a weather egg into the sky that hatches into one of four types of weather.

  • L: Rain Spark. Quickly hatches a small raincloud that releases a quick burst of rain. Makes opponents Wet, which increases the damage of her lightning attacks.
  • M: Rain Tempo. Hatches a large raincloud that rains on the field for a short while. Makes opponents Wet. Also creates mist which can hide Nami.
  • H: Thunder Breed Tempo. Forms a large stormcloud that shoots a bolt of lightning out. The lightning bolt is controllable by moving the joystick.
  • S: Snow Clouds. Hatches a cloud that snows on the field. Opponents hit by snow take light damage over time and are slowed down. Does more damage to Wet opponents and slows them down more.

214L/M/H: Mirage Tempo.

  • L: Mirage Tempo. A counter move. Nami stands still and her body shimmers as a mirage. If the opponent hits the mirage, the real Nami appears behind them and attacks them.
  • M: Fata Morgana. Nami produces 5 mirages of herself standing in order from shortest to tallest. One very short that looks like a child, one short and fat, one normal-looking, one tall and buff, and one very tall and lanky. Nami's real body is inside one of these, which is determined by the direction held during start-up. Holding no direction has Nami be the normal one, 2 or 1 has Nami be the kid, 3 or 6 has Nami be the fat one, 9 or 8 has Nami be the buff one, 7 or 4 has Nami be the skinny one. Nami's hurtbox is the same regardless of which mirage she is. If a mirage is attacked that isn't Nami, it disappears but Fata Morgana stays active. When Nami moves or attacks, all of the mirages move and use the same attack too, and only one of the 5 attacks is real, the remaining 4 are fake. Fata Morgana ends when Nami is hit, when all of the mirages aside from Nami are destroyed, or after a few seconds pass.
  • H: Invisibility. Nami becomes invisible for a short time. Nami's invisibility is broken if she's hit. Her weather moves remain visible.

214S: Milky Ball. Nami forms a wall of Island Clouds to block opponents.

22S: Milky Road. Nami forms a river of Sea Clouds suspended in the air. She can then ride over it on the White Hobby Horse waver.

236L+M or 236H+S Level 1: Thunder Lance Tempo.

214L+M Level 3: Zeus Breeze Tempo.

214H+S Level 3: Ninpo: Thunder Blast.

     Usopp 

All of Usopp's moves labeled with “Aimable Projectile” can be aimed by holding the button and moving the stick before firing. This greatly increases those move's start-up, though.

4S (Reflect): Impact Dial. Usopp holds out the Impact Dial to absorb attacks. Builds up damage for his 214S.

5L/5LL/5LLL: Light auto-combo.

  • 5L: Flame Star. Usopp shoots a small ball of fire. Aimable Projectile. Does low damage over time.
  • 5LL: Usopp Hammer: Usopp jumps at the opponent and hits them with his work mallet spinning in the air.
  • 5LLL: Usopp Hammer Barrage. Usopp hits the opponent with his work mallet repeatedly over and over again, throwing in one Rubber Band of Doom for good measure.

2L: Lead Star. Usopp shoots a small lead ball sideways. Aimable Projectile.

5M: Exploding Star. An exploding ball shot sideways. Aimable Projectile.

2M: Caltrop Hell. Usopp throws caltrops on the ground, which injure the opponent if they step on them. Low.

5H: Skull Bombgrass. A Pop Green that turns into a giant red skull-shaped explosion. Aimable Projectile.

2H: Bamboo Javelin. Usopp shoots a Pop Green into the ground that sprouts into a field of pointed bamboo that shoot up out of the ground, stabbing opponents and launching them into the air.

6H: Capture Star. A giant harpoon that stabs the opponent and pulls them in. Aimable Projectile.

5S: Platanus Shuriken. A Pop Green that sprouts and splits into two plant shuriken after it flies far enough. The shuriken spread out and then come together. Aimable Projectile.

2S: Humandrake. Usopp shoots Pop Greens into the ground that trigger if the opponent steps on them or moves over them in the air. When triggered, small human-like roots launch out of the ground and grab the opponent, holding them in place and forcing them to fall if they're in the air. Does 100 damage for each Humandrake.

6S: Flash Dial. Usopp creates a blinding flash of light that does no damage but stuns opponents.

j.5L: Lead Star. Usopp shoots a small lead ball downward. Aimable Projectile.

j.5M: Exploding Star. An exploding ball shot downward. Aimable Projectile.

j.5H (6M): Usopp Golden Pound. A giant 10-Ton hammer that is actually a large balloon that pops on impact.

j.5S: Platanus Shuriken. A seed that splits into two plant shuriken after it flies far enough. The shuriken spread out and then come together. Aimable Projectile.

236L/M/H: Special Explosive Star techniques. Aimable Projectile.

  • L: Butterfly Meteor. An explosive star that arcs upward and hits the opponent up. Does 700 damage.
  • M: Mantis Meteor. An explosive star that arcs downward and hits the opponent down. Does 700 damage.
  • H: Atlas Comet. Four explosive stars that arc together like the horns of a beetle. Does 1,400 damage.

236S: Fire Bird Star. A giant pheonix made of fire. Does 1,300 damage. Aimable Projectile.

214L/M/H: Devil. A Pop Green that sprouts into a multi-mouthed Venus fly-trap which bites at the opponent. Aimable Projectile.

  • L: A large Devil with 3 mouths.
  • M: A larger Devil with 5 mouths.
  • H: A giant Devil with 7 mouths.

214S (Air OK): Impact. Usopp uses the Impact Dial to do the same amount of built-up damage the attacks it absorbed did, added onto the base damage of the Impact Dial, which is 500. After the Impact Dial's damage surpasses 1,000, Usopp takes recoil damage from using it equal to 1/4th of the damage past 1,000 it deals.

22L/M/H/S: Green Star. Usopp shoots a Pop Green that sprouts into a plant with a unique effect when it hits the opponent or the ground. All variants create plants that don't do any direct damage to the opponent. Aimable Projectile.

  • L: Sleepgrass. The Pop Green sprouts into a small flower. It releases sleeping gas that puts nearby enemies to sleep.
  • M: Rafflesia. The Pop Green sprouts into a giant rafflesia flower. It smells really bad and does low damage over time to nearby opponents.
  • H: Sargasso. The Pop Green sprouts into a giant wall of seaweed. It stops opponents and blocks their attacks. It also stops Usopp, but he can shoot projectiles through it. Has 2,000 HP and lasts 9 seconds.
  • S: Trampolia. The Pop Green sprouts into a bouncy pad on the field. If Usopp steps on it, he jumps into the air super fast. If an opponent hits it, they bounce into the air helpless and in high hitstun.

236L+M Level 1: Impact Wolf. A bulb that grows a large plant wolf behind it from its nose and it does a powerful single-hit small spherical shock-wave from the bulb on impact. Aimable Projectile.

236H+S Level 1: Meteor Swarm Assault. The Black Kabuto grows up and eats a lot of rocks and rubble, which Usopp shoots at the opponent. Aimable Projectile.

214L+M and 214H+S Level 3: Bagworm. The Black Kabuto grows up a lot and Usopp fires a three-stage long-distance leafy missile. Each stage can be aimed separately, and combo into the next stage. Aimable Projectile.

     Sanji 

5L/5LL/5LLL: Light auto-combo.

  • 5L: Oeil. Nez. Joue. Sanji kicks the opponent straight-on in the face three times, first in the eyes, then nose, then cheek.
  • 5LL: Bouche. Dents. Menton. Sanji steps forward and kicks the opponent straight-on in the face three times with the other leg, first in the upper jaw, then the teeth, then to the lower jaw/chin.
  • 5LLL: Parage Shot. Sanji switches legs again and delivers a barrage of kicks to every single section of the opponent's face. After it lands, the opponent's face becomes super attractive. Their face reverts if Sanji hits them with a strong attack.

2L: Gigot. A hooking kick to the back of the opponents knees that forces them to kneel and makes them vulnerable to a big attack. Hits low.

6L: Poitrine. A flat kick straight into the opponent's chest.

5M: Collier/Epaule. A standing sideways kick to the neck that knocks the opponent backward into the ground, followed up by a downward axe-kick targeting the opponent's shoulder that bounces them off the ground.

2M: Selle. Dropping down into a one-handed handstand, Sanji kicks the opponent's lower back. Hits from behind low.

3M: Cotelette. Dropping down into a one-handed handstand, Sanji kicks the opponent's upper back. Hits from behind.

6M: Concasse: Sanji jumps in the air and spins vertically, delivering a powerful overhead axe-kick.

5H: Mouton Shot. He spins around and delivers a flurry of kicks with one leg so fast that it seems to hit simultaneously sending the target flying.

2H: Bad Manner Kick Course. Sanji kicks his foot straight up.

3H: Bouquetiere Shot. A handstand upwards double kick. Sanji moves forward a little during start-up and the kick is angled slightly forward.

1H: Collier Frit. Sanji leans forward and kicks behind him, hitting the opponent in the throat and launching them up. Sanji moves backward during start-up and the kick is angled slightly forward. Faster when used against cross-ups.

6H: Santen Decoupage. Sanji uses one leg to do three powerful near-instant kicks the opponent's throat, chest, and stomach.

5S: Observation Haki command dodge.

j.5L: Escalope. A jumping kick to the forehead.

j.5M: Slice Shoot. Sanji kicks the opponent's hands. If it clashes with an attack, it stuns the opponent.

j.5H: Shishinabe Shoot. Sanji does a dramatic flying side-kick that launches the opponent diagonally upward.

j.2H: Brochette. Sanji drops his foot down on the opponent spinning like a drill.

j.3H: Concasse: Sanji spins vertically, delivering a powerful overhead axe-kick.

j.1H: Basse Cote. Sanji kicks one leg straight down to hit the opponent down.

j.5S: Observation Haki command dodge.

236L/M/H: Collier Shoot/Flanchet Shoot/Joue Shoot. Sanji kicks the opponent, launching them.

  • L: Collier Shoot. Sanji kicks the opponent in the neck, launching them upward. With Diable Jambe it becomes Collier Strike, launching a stream of fire forward.
  • M: Flanchet Shoot. Sanji jumps and does a back kick that hits the opponent in the stomach, launching them forward. With Diable Jambe it becomes Flanchet Strike, creating a large blast of fire.
  • H: Joue Shoot. Sanji leans forward and kicks the opponent's cheek, launching them forward. With Diable Jambe it becomes Joue Strike, creating waves of fire emanating off Sanji's leg.

j.236L/M/H: Hachis. Sanji does a sideways barrage of kicks in the air.

  • L: Troisieme Hachis. A short barrage of kicks. Does 1,000 damage.
  • M: Deuxieme Hachis. A longer barrage of kicks. Does 1,300 damage.
  • H: Premier Hachis. Sanji activates Diable Jambe on one leg and does a sideways barrage of kicks. Does 1,600 damage.

236S: Frites Assorties. Sanji activates Diable Jambe on one leg and kicks upward thrice, creating three spiraling flame projectiles moving upward. Does 1,500 damage.

j.236S: Poele a Frire: Spectre. Sanji activates Diable Jambe on one leg and does a kick barrage downward that launches a bunch of fireballs downward that explode into iridescent colorful explosions on impact. Does 1,500 damage.

214L/M/H (Air OK): Armee de L'Air Shot/Jenga Cannon. L and M are a support move. Sanji's teammate crouches on his raised shin and he kicks them at the opponent super fast. Can be angled. Automatically switches Sanji with his teammate. Does 1,000 damage. One of Sanji's assists.

  • L: Sanji shoots the teammate in the second slot.
  • M: Sanji shoots the teammate in the third slot.
  • H: Sanji kicks a chunk of building at the opponent. Same animation as 214L/M, different projectile. The chunk of building has a much larger hitbox. Does not switch Sanji out. Does 1,500 damage.

214S: Sanji lights his cigarette, changing styles. All of his grounded L, M, and H normals are switched with a different set of L, M, and H normals. He keeps all of the same S moves, aerials, special moves, and Supers.

  • 5L: Tendron. A straight on side kick targeting the middle area of the opponent's collar bone.
  • 2L: Flanchet. A kick to the opponent's stomach.
  • 6L: Longe. A heel kick from behind that hits the opponent's back. Cross-up mid.
  • 5M: Quasi/Queue. Sanji flips over into a double-handed handstand, spins around and kicks the opponent twice.
  • 2M: Cuisseau/Jarret. Sanji holds himself up with one hand while kicking the opponent's thigh, then from the same position, he kicks the opponent's shin with his other leg. Double low.
  • 3M: Cuisseau Shoot. Sanji vanishes behind the opponent and kicks their thigh from behind, launching them forward. Cross-up low.
  • 6M: Basse Cote. Sanji jumps up and kicks one leg straight down to hit the opponent down. Overhead.
  • 5H: Veau Shot. Sanji leaps into the air and does a dramatic flying kick that has a delayed effect where it launches the opponent after he lands.
  • 2H: Party Table Kick Course. Sanji handstands and spins, kicking in a wheel. The player can make him move forward or backward by holding a direction during the spin.
  • 3H: Bouquetiere Shot. A handstand upwards double kick. Sanji moves forward a little during start-up and the kick is angled slightly forward.
  • 1H: Collier Frit. Sanji leans forward and kicks behind him, hitting the opponent in the throat and launching them up. Sanji moves backward during start-up and the kick is angled slightly forward. Faster when used against cross-ups.
  • 6H: Reception. Sanji hooks his heel around the opponent's neck and slams them into the ground behind him. Command grab.
  • 214S: Sanji switches back to his default style.

j.214S: Sky Walk. Sanji walks on the air. After using this, for a couple seconds, Sanji enters a state where he acts like he's grounded despite still being in the air. He can use any of his grounded moves in this state or jump higher. Can only be used once in the air before touching the ground.

22L/M/H: Diable Jambe. Sanji activates Diable Jambe by spinning around. Diable Jambe boosts his damage by 10%, adds fire effects which increases the hitbox size, and makes them do high chip damage on block. Diable Jambe lasts for 5 seconds before his leg cools down. All other moves that activate Diable Jambe have it be active after the move is over.

  • L: Activates Diable Jambe for his left leg, enhancing all of the kicks he does with that leg. Press L again for a follow-up attack, a front kick that launches the opponent forward with a spiral trail of smoke behind them.
  • M: Activates Diable Jambe for his right leg, enhancing all of the kicks he does with that leg. Press M again for a follow-up attack, a front kick that launches the opponent forward with a spiral trail of smoke behind them.
  • H: Costs half a bar and enhances both legs with Diable Jambe.

236L+M Level 1: Crosse Strike. Sanji activates Diable Jambe on one leg, jumps in the air, and does a flying super kick forward with a massive fiery explosion.

j.236L+M Level 1: Extra Hachis. Sanji activates Diable Jambe on both legs and does a sideways barrage of kicks ending with a large fire blast.

236H+S Level 1: Bien Cuit: Grill Shot. Sanji activates Diable Jambe on one leg and does a powerful spinning back kick that sears a criss-cross grill shaped burn into the target.

j.236H+S Level 1: Flambe Shot. Sanji activates Diable Jambe on one leg and kicks the opponent in the face from above, launching them straight down, creating a star-shaped fire blast on impact and spiraling smoke as they fall.

214L+S Level 1: Raid Suit. Increases damage by 5%. Decreases damage taken by 15%. Increases movement speed on the ground slightly. Increases movement speed in the air greatly. Sky Walk lasts much longer. Unlocks Invisibility.

  • 22S (Air OK): Invisibility. Sanji becomes invisible for a short time, turning visible again if he's hit by an attack. All of his Diable Jambe moves are still visible.

214L+M or 214H+S (Air OK) Level 3: Hell Memories. Sanji remembers the Kamabakka kingdom and his whole body bursts into flames. He then kicks the opponent and lights their whole body on fire with a gigantic blast of flame. Afterward, Sanji has Diable Jambe active on both legs.

     Chopper 

Brain Point is used for Chopper's standing, walking, and jumping animations. Walk Point is used for Chopper's dash and air-dash. Kung Fu Point is used for Chopper's double-jump. Guard Point is used for Chopper's 4S Reflect. Kung Fu Point's named moves are taken from his pre-timeskip Arm Point named moves.

5L/5LL/5LLL: Kung Fu Point. Light auto-combo.

  • 5L: A quick palm-strike with a hoof.
  • 5LL: A barrage of kicks and palm-strikes
  • 5LLL: Cloven Rose. Leaves a hoof imprint and launches the opponent into the air.

2L: Kung Fu Point. A quick kick with a hoof. Low.

5M: Kung Fu Point. Cloven Cross. Leaves a cross-shaped mark on the opponent.

2M: Kung Fu Point. A sweeping low kick with a hoof. Low.

6M: Heavy Point. A double axe-hand strike smashing the opponent into the ground. Has Super Armor.

5H: Heavy Point. Heavy Gong. Chopper throws a big punch. Has Super Armor.

2H: Heavy Point. Heavy Gong. Chopper does a big uppercut. Has Super Armor.

5S: Guard Point. Chopper turns into Guard Point, which is almost full-screen in size, knocking the opponent away. Does 500 damage. Invincible.

j.5L: Kung Fu Point. A quick double-hoof strike.

j.5M: Kung Fu Point. Cloven Diamond. Chopper puts his hooves together and strikes the opponent, leaving a diamond-shaped mark.

j.5H: Heavy Point. A double axe-hand strike smashing the opponent into the ground. Has Super Armor.

j.2H: Heavy Point. Chopper Suplex. A command grab, Chopper grabs the opponent while in the air and falls backwards, suplexing them. Switches sides on hit. Has Super Armor.

j.5S: Guard Point. Chopper turns into Guard Point, which is almost full-screen in size, knocking the opponent away. Does 500 damage. Invincible.

236L/M/H: Horn Point. Rose Collonade. Chopper turns into Horn Point, runs forward, and swings his horns upward, knocking opponents into the air. All versions switch sides on hit.

  • L is quick and moves 1/3rd screen.
  • M is slower and moves 2/3rds screen.
  • H is quick and moves 2/3rds screen.

236S: Walk Point. Chopper dashes forward, hitting the opponent with his horns. Switches sides on hit or block.

214L/M/H: Horn Point. Horn Cannon Elf. Chopper tunnels underground and comes up striking the opponent from below with his horns.

  • L is quick and comes up in front of the opponent.
  • M is slower and comes up behind the opponent.
  • H is quick and comes up behind the opponent.

214S (Air OK): Brain Point. Scope. Scans the opponent for weak points. The next attack Chopper lands will say "Critical Hit" and do double damage.

22L/M/H: Brain Point. Healing Medicine. Chopper uses his medical knowledge to heal himself or his teammates by a certain amount of recoverable HP.

  • L heals his teammate in the second slot.
  • M heals his teammates in the third slot.
  • H heals himself.

236L+M (Air OK) Level 1: Kung Fu Point. Cloven Rose Blizzard. Chopper strikes the opponent with a barrage of hoof strikes, leaving the imprint of a ton of cherry blossoms in the opponent's body.

236H+S Level 1: Kung Fu Point. Cloven Rose Shoot. Chopper jumps forward at high speeds and slams his arm hoof into the opponent, creating a gigantic hoofprint.

214L+M or 214H+S Level 3: Monster Point. Used as a temporary transformation super, with high damage and simple controls. All Monster Point attacks have Super Armor. Chopper takes 50% less damage while in Monster Point.

  • L: A hammer fist.
  • M: A punch downwards. Can be repeated over and over in a row.
  • H: Cloven Rose: Palm. Chopper swings his hand down to strike with his hoof-like fingers. Unblockable.
  • S: A full-screen roar that does no damage but interrupts attacks and stuns the opponent for a long time.

     Nico Robin 

Most of her attacks are either command grabs or hit-grabs, many still with hurtboxes. For moves that grow limbs out of the opponents body, the area of effect is represented with a cloud of pink flower petals. Once the limbs have grown on the opponent's body, they still need to hit the opponent in order to trigger the attack animation, whether it be a hit-grab or a command-grab.

4S (Reflect): Viente Fleur: Calendula. 20 arms sprout out of her elbows, 10 on each arm, which spin around like a shield.

5L/5LL/5LLL: Auto-combo.

  • 5L: Uno Fleur: Strangle. 1 arm sprouts out of the opponent's shoulderblade and chokes the opponent by wrapping their elbow around their throat.
  • 5LL: Tres Fleur: Twist. 3 arms sprout on the opponent's body and twist them around.
  • 5LLL: Ocho Fleur: Flip. 8 arms sprout out of the opponent's body and flip them backward to land on their head. If the opponent flipping hits one of their teammates, it does bonus damage. Hit-grab.

2L: Dos Fleur: Grab. 2 arms sprout out of the opponent's thighs and crush their genitals in her grasp. Low hit-grab.

5M: Seis Fleur: Slap. 6 arms sprout out across the opponent's chest and slap the opponent in the face repeatedly.

2M: Seis Fleur: Clutch. 6 arms sprout out of the opponent's body and ground and pull to break their back. Low hit-grab.

6M: Ochenta Fleur: Cuatro Mano: Shock. 80 arms sprout out of the opponent's shoulders and form 4 large arms made of 20 each that smash them on the head. High.

5H: Ochenta Fleur: Cuatro Mano: Clutch. 80 arms sprout out of the opponent's body and form 4 large arms made of 20 each and break their back. Hit-grab.

2H: Cien Fleur: Cinco Mano: Spank. 100 arms sprout out of the ground and form 5 large arms made of 20 each, and they all do a palm-thrust diagonally into the air. If the opponent's on the ground, the large arms grow out of their body and hit them in the face instead, the number of large arms growing out of them increases based on how close the opponent is to Robin.

6H: Cien Fleur: Dos Mano: Hold. 100 arms sprout out of the ground and form 2 huge arms made of 50 each that grab the opponent, pinning them down. Command Grab, leads into combo.

5S: Once Fleur: Slam. 11 arms sprout out of the opponent's limbs to push against their body and throw them back. Does a wall-bounce if they're far enough back.

2S: Cuarenta Fleur: Cuatro Mano: Spank. 40 arms sprout out of Robin's body and form 4 big arms made of 10 each that do palm-strikes in four directions. Invincible DP. One of her assist moves, the 4 big arms sprout out of the point fighter.

6S: Dieciseis Fleur. 16 arms sprout out of the far wall and push the opponent towards Robin.

j.5L: Dos Fleur: Clutch. 2 arms sprout out of the opponent's shoulder-blades, grabs their chin, and pulls back to break their neck. Hit-grab.

j.5M: Quince Fleur: Slalom Vine. 15 arms sprout from her hand in a chain that she lashes out, wraps around the opponent, and spins them in the air. Hit-grab.

j.5H: Ochenta Fleur: Cuatro Mano: Shock. 80 arms sprout out of the opponent's shoulders and form 4 large arms made of 20 each that smash them on the head, launching them down.

j.2H: Cuarenta Fleur: Dos Mano: Clutch. 40 arms sprout out of the opponent's body and form 2 large arms made of 20 each that pull the opponent's upper body down, breaking their back. Hit-grab.

j.5S: Cinco Fleur. 5 arms sprout from the top of the screen as a chain Robin can grab and swing on.

j.2S: Treinta Fleur: Hang. 30 arms hang from the ceiling making up 5 chains made of 6 each, they grab onto the opponent and swing them into the far wall. Hit-grab.

236L/M/H: Clutch. She sprouts limbs out of the opponent's body and pulls to break their spine. Command grab.

  • L: Ocho Fleur. 8 arms sprout out of the opponent's body and break their back.
  • M: Doce Fleur. 12 arms sprout out of the opponent's body and break their back.
  • H: Treinta Fleur. 30 arms sprout out of the opponent's body and the ground and break their back super hard.

j.236L/M/H: Hold. Arms sprout out of the opponent's body and grab them to hold them in place, making them fall to the ground. Aerial command grab.

  • L: Tres Fleur. 3 arms sprout on the opponent, one to restrain each arm and one to hold their weapon.
  • M: Diez Fleur. 10 arms sprout out of the opponent's body to restrain them.
  • H: Cuarenta Fleur: Cuatro Mano. 40 arms sprout out of the opponent's back and form 4 big arms made of 10 each that hold them in place.

236S: Cien Fleur: Big Tree. 100 arms sprout out of the ground and form a giant mass that smashes the opponent.

j.236S: Cien Fleur: Spider Net. 100 arms sprout out of the walls and form a net that catches the opponent.

214L/M/H: Twist: She sprouts arms out of the opponent's body and twists their spine around. Command grab.

  • L: Seis Fleur. 6 arms sprout out of the opponent's body and twist them around.
  • M: Veinte Fleur. 20 arms sprout out of the opponent's body and twists them around.
  • H: Cien Fleur: Bellflower. 100 arms sprout out of the opponent's body and the ground and completely annihilate their spine by twisting their upper body around 1150 degrees.

214S: Cuerpo Fleur. Robin sprouts a clone of herself in front of her. If the clone is hit by a move, it dissipates, leaving the opponent stunned temporarily and open to attack.

j.214S: Cien Fleur: Wing. 100 arms sprout out of her back and form wings made of 50 each, and Robin flaps them to fly. While these wings are out, Robin has infinite double-jumps and falls much slower. This ability only lasts around 5 seconds, and can only be used once every time Robin is mid-air. Input j.214S again to turn off Wing early and have her fall normally.

22L/M/H: Delphinium/Campo De Flores. Arms sprout out of the ground fullscreen.

  • L: Cien Fleur: Delphinium. 100 arms sprout out of the ground in two rows and roll the opponent away at high speeds. Low hit-grab.
  • M: Mil Fleur: Campo De Flores. 1,000 arms sprout out of the ground in a field that grab the opponent's legs. Command grab. Holds the opponent in place, leaving them open for follow-ups. Counts as a different move than 22L and 22H.
  • H: Mil Fleur: Delphinium. 1,000 arms sprout out of the ground and form two rows of 100 big arms made of 10 arms each, and roll the opponent far away at high speeds into the far wall. Low hit-grab.

22S: Mil Fleur: Butterfly Orchid. 1,000 hands sprout and form 500 hand-butterflies made of 2 each that create wind to deflect projectiles. Lasts for 5 seconds.

236L+M Level 1: Cuerpo Fleur: Doble Clutch. She creates two clones of herself on either side of the opponent. They grab the opponent's head and legs and break their neck and lower back in a U-shape. Command Grab.

236H+S Level 1: Mil Fleur: Flower Umbrella. 1,000 arms form into 2 big hands and a ton of small hands that hold up a gigantic bouquet of sunflowers as an umbrella. Serves as a platform that blocks the opponent's movement and attacks above Robin. Has 3,000 HP.

214L+M Level 3: Mil Fleur: Gigantesco Mano: Stomp. 1,000 legs sprout out of the ground behind her and form 2 gigantic legs made of 500 each that stomp repeatedly in front of her.

214H+S Level 3: Mil Fleur: Gigantesco Mano: Spank. 1,000 arms sprout out of the ground and form 2 gigantic arms made of 500 each that palm-strike the opponent in front of her.

     Franky 

Franky is slow but has a ton of projectiles and Super Armor on his physical attacks.

5L: Weapons Left. He shoots 4 bullets from his 4 knuckles in his left hand, each bullet does 100 damage.

2L: Weapons Left. He aims the 4 bullets at the ground in front of him.

5M: Strong Right. Franky does an extending punch on a chain out of his right arm. Has Super Armor.

2M: Strong Right. Franky swings his arm low by the chain to hit the opponent's legs. Low. Has Super Armor.

5H: Strong Hammer. A super strong punch with his right arm. Has Super Armor.

2H: Strong Hammer. A super strong vertical punch that launches the opponent straight up. Has Super Armor.

6H: Franky Tank: Franky converts his shins into tank treads and rolls forward at high speed. Has Super Armor.

5S: Weapons Left. He shoots a large exploding cannonball out of his arm forward. Does 600 damage.

2S: Nipple Light Special. Franky's nipples glow. A quick stunning attack that does no damage and has medium range.

j.5L: Weapons Left. He shoots 4 bullets aimed downward. Each bullet does 100 damage.

j.5M (6M): Strong Right. An extending chain punch. Has Super Armor.

j.5H: Strong Hammer. A strong punch launching the opponent downward. Has Super Armor.

j.5S: Weapons Left. He shoots a large exploding cannonball out of his arm downward. Does 600 damage.

236L/M/H: Franky shoots exploding projectiles out of his shoulders.

  • L: Franky Cannon. Franky shoots 8 small cannonballs out of cannons that come out of his collarbone, between his neck and shoulders. The cannonballs do 220 damage each.
  • M: Franky Rocket Launcher. Franky shoots 5 small rockets out of a rocket pod at the top of his shoulder. The rockets spread out, fly around wildly, and do 400 damage each.
  • H: Franky Rocket Launcher. Franky shoots 3 large rockets out of the slot in his shoulder. The rockets spread out a little and do 750 damage each.

236S: Coup De Vent. Franky's left arm inflates with air and shoots a large beam of wind. Does 1,200 damage.

214L/M/H: A command grab suplex. If the opponent being suplexed hits another opponent it damages both of them and does bonus damage to both.

  • L: Franky Southland Suplex. Fast but short-range with no Super Armor. Does 1,000 damage, 500 bonus damage. Switches sides.
  • M: Franky Southland Suplex. Slower but long-range with Super Armor. Does 1,000 damage, 500 bonus damage. Switches sides.
  • H: Franosuke Iron Suplex. Fast and long-range with Super Armor, and starts with Franky moving high into the air before doing the suplex. Does 1,500 damage, 750 bonus damage.

214S: Coup De Boo. A super powerful wind cannon fart that launches him in the opposite direction. Can be angled during start-up. The fart does 1,200 damage, Franky himself does 400 damage.

22S: Franky Fireball. Franky blows a fireball out of his mouth. The fireball travels slowly and lasts for a while. Does 1,000 damage.

236L+M Level 1: Franky Radical Beam. Franky shoots a laser beam that causes a giant explosion on impact. Does 2,100 damage raw, 825 scaled.

236H+S Level 1: Franky Iron Boxing. Franky runs forward and does a barrage of punches. Does 2,400 damage raw, 775 scaled. Has Super Armor.

  • H+S OTG Level 1: Franky Iron Boxing. Franky looks up with his left eye broken, glowing red, and on fire. He stands up, rushes forward, and throws a barrage of punches instantly. Does 2,400 damage. Has Super Armor. For the rest of the fight, Franky's left eye is broken and glows red.

214L+M or 214H+S Level 3: Iron Pirate: Franky Shogun. A temporary transformation Level 3. General Franky plays like a giant version of Franky. General Franky has passive Super Armor and has its own HP bar with 10,000 HP on its own. It disappears when its HP is depleted or after a certain amount of time has passed.

  • General I'm-Okay! When General Franky has taken a big attack and survived it, Franky says this.
  • 5L: General Left. A super version of Weapons Left. 4 shots, but with cannons for each.
  • 2L: General Left. Same as 5L aimed down.
  • 5M: There's probably a super version of Strong Right that just hasn't been shown yet.
  • 2M: General Watch-Your-Step. A low sweeping move using the Franken sword.
  • 5H: There's probably a super version of Strong Hammer that just hasn't been shown yet.
  • 2H: General Weight: General Franky falls onto the opponent.
  • 5S: There's probably a super version of the bigger Weapons Left that just hasn't been shown yet.
  • 2S: General Shield: General Franky uses a portion of its shoulder as a shield. Doesn't change anything about how it blocks. Press S again to use General Shield Boomerang, which has General Franky throw the General Shield as a projectile.
  • 236L/M/H: Franky Cannon/Franky Rocket Launcher. Franky pops out of the cockpit and does his normal 236L/M/H.
  • 236S: Coup De Vent. Franky pops out of the cockpit and does his normal 236S.
  • 22S: Franky Fireball. Franky pops out of the cockpit and does his normal 22S.
  • 236L+M: Franky Radical Beam. Franky pops out of the cockpit and does his normal 236L+M. Costs no meter. Ends Franky Shogun.
  • 236S+H Level 1: General Cannon. General Franky does a grounded version of the Gaon Cannon. Doesn't end Franky Shogun.

     Brook 

Brook is incredibly fast, and his fighting style incorporates parts of both fencing and iaido. He is extremely good at poking and spacing, though his damage is sub-par. Brook's ice attacks make the opponent slower temporarily.

5L/5LL/5LLL: A flurry of fencing stabs, followed by an X-shaped double-slash, followed by a big overhead slash.

2L: A quick stab aimed down.

5M: Prelude: Au Fer. Brook repeatedly strikes the opponent's weapon, stunning them if it clashes with an attack.

2M: A longer thrust aimed down.

5H: Swallow Banderole. Does a spinning vertical slash that freezes the ground behind the opponent in a long line. Switches sides on hit or block.

5S: Polka Remise. Brook stabs forward repeatedly, with each stab shooting a small air bullet.

2S: Aubade Coup Droit. Brook stabs forward, launching a thin beam of wind straight forward. The stab does more damage than the beam of wind.

6S: Soul Parade. Brook blocks with his sword, freezing the opponent if they hit him with a physical attack. Press S again to do Eisbahn, which freezes the ground, making the opponent slide around.

j.5L: A few quick stabs.

j.5M: A couple quick slashes.

j.5H: Swallow Banderole. Does a spinning vertical slash that freezes the ground behind the opponent in a long line. Switches sides on hit or block.

j.5S: Polka Remise. Brook stabs downward repeatedly, with each stab shooting a small air bullet.

j.2S: Aubade Coup Droit. Brook stabs downward, launching a thin beam of wind straight forward. The stab does more damage than the beam of wind.

j.6S: Soul Parade. Brook swings his sword which creates a field in front of him that freezes enemy projectiles and the opponent in mid-air. Press S again to do Soul Parade again, which launches frozen projectiles or the opponent back.

236L/M/H (Air OK): Gavotte Bond en Avont. Brook leaps forward, turning his body into a spear, and stabs through the opponent. The j.236L/M/H version is Swallow Bond en Avont, which is angled down.

236S (Air OK): Party Music. Brook rocks out on his electric guitar, hypnotizing the opponent into thinking there's a party going on. If you press S again, Brook does Quinte Tierce Fantasia as a follow-up.

214L/M/H: Painting Song: Bamboo Flute Slice. An idaido slash, Brook cuts the opponent three times horizontally top, middle, and bottom. The slashes produce ice. Switches sides on hit or block.

  • L: Brook slashes the opponent in the legs. Low. Does 700 damage.
  • M: Brook slashes the opponent in the chest. High. Does 700 damage.
  • H: Brook slashes the opponent in the chest, waist, and legs. Does 1,300 damage.

214S (Air OK): Lullaby Parry. Brook plays his violin and plays a soothing melody that puts the opponent to sleep.

22S: Astral Projection. Brook separates his soul from his body and flies around freely in soul form. Soul form Brook is immune to attacks and stuns the opponent by touching them, which is unblockable. Brook's body is vulnerable while in Soul form.

236L+M Level 1: Three-Pace Hum: Arrow Notch Slash. One second, the opponent is looking at Brook in front of them. The next, they hear footsteps behind them and turn around to see Brook, humming. Brook stops and sheaths his cane-sword after walking three meters past, slashing them. Does 2,000 damage raw, 730 damage scaled. Switches sides on hit or block.

j.236L+M Level 1: Three-Pace Hum: Soul Arrow Notch Slash. Brook jumps past the opponent and does the move, also infusing his sword with his soul. Does 2,200 damage raw, 800 damage scaled. Switches sides on hit or block.

236H+S Level 1: Soul King Aura. Brook plays his guitar and projects his soul as a giant menacing aura around him that blasts the opponent away. Boosts the damage of all of his attacks by 10% and enhances all of his attacks with ice effects for the next 10 seconds. Does 1,600 damage, 600 damage scaled.

214L+M or 214H+S Level 3: Song of Scratches: Blizzard Slice. Similar to his 236L+M Level 1, except Brook sheathes his sword vertically, the slash is vertical, and it freezes the opponent. He also says a haiku if the attack kills. Does 4,000 damage, 1,650 damage scaled. Switches sides on hit or block.

     Jimbei 

Reflect: Sharkskin Palm Thrust. A palm thrust that deflects attacks.

5S and j.5S: Water Shot. Jimbei throws a droplet of water with the force of a bullet. The water droplet passes through the opponent.

236L/M/H: Jimbei throws a punch with Fishman Karate that creates a shockwave.

  • L is Arabesque Brick Fist, a quick punch that does 900 damage and the shockwave does 600 damage.
  • M is Shark Brick Fist which does high chip damage and produces a bigger shockwave. The punch does 1,200 damage, and the shockwave does 800 damage.
  • H is 5,000 Brick Fist which is quick, does high chip damage, and makes a much larger shockwave. The punch does 1,500 damage, and the shockwave does 1,000 damage.

236S: Spear Wave. Jimbei throws a beam of water.

214L/M/H: Kairagi. A defensive Armament Haki move that blocks all non-Super attacks and knocks non-Super physical attacks back.

214S: Spear Wave: Rain Shower. Jimbei throws multiple small beams of water.

236L+M (Air OK) Level 1: 7,000 Brick Roundhouse Kick. Jimbei does a powerful roundhouse kick that leaves an imprint of his shoe in the opponent. Does 2,100 damage raw, 840 damage scaled.

236H+S Level 1: Water Heart: Ocean Current Shoulder Throw. Jimbei throws a gigantic beam of water that flies upward before arcing downward and splashing down with a big watery explosion. Does 2,200 damage raw, 770 damage scaled.

j.236H+S Level 1: Fishman Judo: Whirlpool Shoulder Throw. A command grab, Jimbei grabs the opponent and throws them over his shoulder with a rotating motion that launches them spinning forward.

214L+M or 214H+S (Air OK) Level 3: Fish-Man Karate Secret Technique: Vagabond Drill. Jimbei gathers a ball of water around his hand, punches the opponent, and their body distorts as the water forms into a spiral drill that blasts them back and water splashes out the other side.

HailMuffins Since: May, 2016 Relationship Status: Shipping fictional characters
#79508: Sep 25th 2020 at 7:23:09 AM

[up][up]Problem with that is Luffy has been shown fighting on the same level as an Admiral by that point, and while it's fair to say that he's still on the lower end of that power floor, he's clearly left Smoker in the dust by this point.

Also, while I can't in good conscience disagree that Oda often treats female characters with kid gloves, I feel I must point out Monet was the first onscreen fatality of post-Time Skip One Piece, outside flashbacks.

FrozenWolf2 (4 Score & 7 Years Ago)
#79509: Sep 25th 2020 at 8:07:28 AM

Atleast she is till Oda reveals she's not dead cause Oda's like that.

This is an outrage against Luminara!
PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America Since: Jul, 2015 Relationship Status: watch?v=dQw4w9WgXcQ
HamburgerTime Since: Apr, 2010
#79511: Sep 25th 2020 at 7:43:44 PM

So... discussion topic: how do we expect the WG characters will react once Ym-sama inevitably reveals himself and whatever his dastardly endgame is?

alekos23 Since: Mar, 2013
#79512: Sep 25th 2020 at 8:28:56 PM

Open mouths and bulging eyes? tongue

Krory Since: Aug, 2012
#79513: Sep 25th 2020 at 8:29:54 PM

[up][up]Naughty Marines will follow him. Nice Marines will join the Strawhats. World Government vs. King of the Pirates.

Edited by Krory on Sep 25th 2020 at 8:30:05 AM

sgamer82 Since: Jan, 2001
#79514: Sep 25th 2020 at 8:32:26 PM

[up][up] A chapter considering entirely of Eneru faces.

MileRun Since: Jan, 2001
#79515: Sep 25th 2020 at 8:53:46 PM

Not the half-assed Perona/etc. imitator faces, either. We're talking Enel-style, single-panel pages.

Sakazuki gets a two-page spread all to himself.

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America Since: Jul, 2015 Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#79516: Sep 25th 2020 at 9:49:40 PM

You know, the anime really did ruin the climax of Fishman Island. In the manga, Luffy defeats Hody with the Elephant Gatling and then the Fishman Pirates start talking about how their deaths will make them martyrs, which leads into Brook lecturing Zeo about the meaning of death and all the Straw Hats use their finishing moves. In the anime, that scene happens earlier, after the Red Hawk, so it loses its impact because Hody comes back.

It's more impactful in the manga having the Straw Hats beat the Fishman commanders after Hody's defeated because of the rhetoric they're spouting about how their deaths will spur on the next generation, it finally sets in how dangerous and crazy these guys are, that they'll continue fighting to the death for their cause, even with their leader defeated.

Also, the Straw Hat finishing moves are animated REALLY poorly in the anime. Impact Wolf is probably the most infamous one, but all of them are really bad, just still frames with the slightest bit of effects animation. Contrast with the manga, where they're drawn really well and dynamically.

AegisP Kindhearted SSSSSNAKE Man Since: Oct, 2014 Relationship Status: And they all lived happily ever after <3
Kindhearted SSSSSNAKE Man
#79517: Sep 25th 2020 at 10:33:52 PM

The anime was utter shit back then. Thank god the criticism got to them and they are trying to improve as much as they can.

As long as this flower is in my heart. My Strength will flow without end.
PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America Since: Jul, 2015 Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#79518: Sep 26th 2020 at 4:13:06 AM

I wish they would make an hour and a half "Episode of Fishman Island" movie with completely redone animation.

AegisP Kindhearted SSSSSNAKE Man Since: Oct, 2014 Relationship Status: And they all lived happily ever after <3
Kindhearted SSSSSNAKE Man
#79519: Sep 26th 2020 at 6:41:14 AM

That... that would be AWESOME. And very much needed.

As long as this flower is in my heart. My Strength will flow without end.
PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America Since: Jul, 2015 Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#79520: Sep 26th 2020 at 6:59:23 AM

So far, they've made specials re-telling Arlong Park, Water 7, East Blue, Skypiea, and Sabo's story, including the ASL flashback and his part of Dressrosa. They've also made movies re-telling Alabasta and Drum Island.

Arcs that I'd be interested in seeing re-animated as specials or movies: Fishman Island, Thriller Bark, Marineford.

Zeromaeus Since: May, 2010
#79521: Sep 26th 2020 at 9:05:32 AM

A Marineford movie would be much appreciated. Yes, please and thank you.

Also, as mentioned before, Strong World but in the New World. Strong New World.

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America Since: Jul, 2015 Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#79522: Sep 26th 2020 at 10:11:42 AM

[up]Yeah, I think Marineford would be awesome as a movie, and a modern remake of Strong World would be dope (especially since Shiki fits much better into the current story than he did pre-timeskip).

So, does anyone have any requests for One Piece characters I could make a fighting game moveset for? So far, I've done all the Straw Hats, Magellan, and Doflamingo. I also have partial movesets for Wanze, Lucci, Law, Bege, Ivankov, Hody, Baby 5, Cavendish, Cracker, Katakuri, and Big Mom, at varying levels of completion.

Edited by PushoverMediaCritic on Sep 26th 2020 at 10:13:34 AM

drac0blade Since: Jan, 2015
#79523: Sep 26th 2020 at 8:44:42 PM

My biggest problem with the Fishman Island arc in the anime is the very end/ beginning of Punk Hazard. That scene when the Straw Hats emerge in the New World proper, and the seas are boiling and the sky is thundering and there are flames on the water, and it looks like the entrance to Hell and Luffy wouldn't have it any other way, and the anime cuts all of that so they can put in more filler.

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America Since: Jul, 2015 Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#79524: Sep 26th 2020 at 9:15:30 PM

I had a dream that the next chapter revealed that Denjiro was also Buffalo, from Doflamingo's crew. The dream kind of mixed up Denjiro and Kanjuro, and I was thinking "of course, Buffalo's fruit could easily be faked by someone with Kanjuro's fruit", like he was just painting propellers onto his body. I was also thinking that explains why we never saw them in the same room and why Buffalo just disappeared half-way through Dressrosa. They revealed it by having Buffalo's face appear as just a mask right next to a mask of Denjiro's face. I was a little confused because I remembered that we saw Buffalo as a child in the Law flashback, but apparently that meant nothing.

A message to asleep me: your theories and twists suck.

lalalei2001 Since: Oct, 2009
#79525: Sep 26th 2020 at 10:31:40 PM

TIL 4Kids' infamous hammer gun got fan art, has a memetic status in the fandom where it can beat anything, and is apparently the main reason the character holding the hammer gun is remembered at all.

The Protomen enhanced my life.

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