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First off are a few things to know about missingno on the character select screen, when you pick missingno you'll notice that part of their character picture (the bottom left square) is vibrating a bit, this is actually a toggle. turning it off (clicking on it so it stops vibrating) will turn off most of the major visual "bug" effects the character has as well as removing most audio "bug" effects. for the purposes of testing I used the less glitchy option.
Another bit of info is that moving through the color options you will see that the red alt slightly changes missingno's sprite, this turns missingno's skin into the pokemon yellow version of missingno (this will be indicated by an audio cue) you will stay on this skin even as you switch to other colors until you go back to missingno's base color(indicated by another audio cue) which will return you to to the normal skin until you move back over to the red pokemon yellow alt.
Alright, now for the actual moveset. Missingno has a few quirks when it comes to basic movement. The first is that it's fullhop is actually a short hop that does a small vertical teleport upwards, which allows you to ascend that distance pretty quickly. They also have 2 mid-air jumps in the form of aerodactyl fossil wing flaps. Missingno has a crawl, where they move on the ground as a kabutops fossil head with little tiny bony legs, this causes their hurtbox to be much lower to the ground. Crawling backwards is faster than crawling forwards, also this crawl maintains run momentum, even when you run and then crawl backwards (the backwards run crawl is faster than the forwards run crawl). Missingno's wavedash keeps a lot of their momentum afterwards as they slide across the ground, this momentum stays even if they jump out of the slide. Running or crawling does not keep this momentum but walking will. When missingno does an air dodge sometimes their sprite will "glitch" and be off center, appearing to be in a different location then where they actually are, if they hit an opponent or are hit during this time their sprite will correct itself.
Note, when I talk about "copying" a move from here on out, this is in reference to their BACK special, not from a Neutral special clone. scroll down to that for a more detailed explanation on how that works.
-Normals:
-Jab: Missingo jab's their "head" at the enemy, you can hold this move to delay it, holding left or right after the move connects will move missingno slightly left or right. This move is actually just their forward tilt but done in place, and will act just like their forward tilt when copied.
-Ftilt: This move takes full effect as you hold the attack button, missingo moves directly forward for a bit (or until you stop holding the attack button) before teleporting back to their original position upon starting the move, upon teleporting this move will deal damage starting from the original position to where they teleported from. This move has no hitbox while moving forward, you can still be hit out of hit mid attack, also if you move into the blastzone while using this move it will still kill you so be careful. Copying this move in the air will allow you more freedom of control on how fast you travel, even allowing you to move backwards, though you can only go left or right, not up or down.
-Utilt: Missingno stretches upward a deals damage above them, this move is a bit stronger toward the top of it. A move that hit pretty good reach, decently fast nice, good for comboing and juggling when copied to do it in the air. I couldn't find any special secondary effects for this move feel free to try and figure out one if there is any.
-Dtilt: Missingo transforms into the kabutops fossil and does a multihit spin attack that knocks opponents away on the final hit. If missingno's current percent is a number that ends in a 1 or a 7 this attack can be held indefinitely.
Dash attack: Missingno partially transforms into the aerodactyl fossil and leaps forward dealing minor damage and knockback as they fly through the air, if they hit the ground during the leap it will deal another hit dealing minor damage and knockback. This move can be jump canceled after you fly through the air long enough, whether by leaping off of a platform or by using a copied version in the air. This move is overall pretty weak dealing very low damage and knockback as well as being stuck in the move for so long. While weak, it does aid pretty well with missingno's horizontal recovery when copied to use it in the air. I also wasn't able to find a secondary effect for this move if one exists.
-Fstrong: After a bit of startup missingno hits the opponent with the kabutops fossil head. This move lunges forward a bit during the startup which allows it to hit from further out but makes hitting very close opponents a bit difficult. This move also does a very good job at preserving any momentum you have when using it. Sometimes when using this move missingno will use the stock sandbert sprite instead. Pretty powerful attack, especially useful when copied so you can use it in the air.
-Dstrong: Missingno transforms into an aerodactyl skull that opens and then slams it's jaws shut. During the initial startup up of the move the opening of the jaw has a weak hitbox. While the jaws are open Missingno's hurtbox gets stretched wide but very low to the ground. Faster than Fstrong, but not as strong (still powerful though). Another pretty powerful attack, and another move I couldn't find any special extra effects for.
-Ustrong: Missingno bursts out a bunch of gold coins above itself which fall to the ground shortly after. The initial part where missingno bursts out the coins has the strongest hitbox, though weak for a strong attack, each off the coins also do a small amount of damage. You can very slightly control the direction the coins shoot out by holding left or right. Charging this move also shoots out the coins further up. While this move is weaker than the other 2 strong attacks the coins are a very good upwards projectile, even better when you copy it so you can also use it in the air for juggling. This move is a reference to pay day, meowth's signature move and one of the only attacks missingno could naturally learn in it's original appearance.
-Aerials:
-Nair: Missingo deals damage in an area around them, the full hitbox is pretty big and slightly disjointed from missingno's hurtbox. On successfully hitting an opponent the move will become a multi-hit move that hits 3 times. Not particularly powerful but great for combos and juggles because of the low knockback and huge hitbox. This move is the only one I observed that allows you to copy an opponent's move by just pressing special rather than holding it (most of the time) I'm not sure if thats intended but its great since it's probably the best move to use to copy enemy moves. While this move sometimes uses the "Scary face" sprite from pokemon, it will also sometimes use a giygas sprite.
-Fair: Missingno transforms into the kabutops fossil and swipes forward. This move has the interesting quirk of being more powerful the less percent the opponent has while being less powerful the higher percent they are. Good for damage when the opponent is a low percent while being a great confirm tool while they are at higher percent. Another note is that this move is even more powerful at negative percents, since it's possible for missingno to cause a negative percent debuff with it's down special Fair can potentially be a powerful kill move. Another note about this move is that it can become so weak at very high percents that it stats dealing negative knockback, effectively knocking back in the opposite direction from what it normally should and turning the move into a spiking attack. Though this negative knockback isn't too strong even at really high percents. Using Fair while missingno is at negative percent will cause the kabutops skull to be replace with the ghost head.
-Bair: Missingno forms the unidentified pokemon ghost and does a lick attack up and behind them. Another move I couldn't find any special effects for (if there are any), this attack is a useful alternative to your Fair as it becomes weaker as your opponent gains percent. This attack's hitbox is slightly up a bit so it can potentially whiff on opponents who are a bit below you.
-Uair: Missingno partially transforms into the aerodactyl fossil and swipes their tail above them. Whiffing this move a few times will cause it to become a bit stronger and have a bigger hitbox, continuously doing this will cause the hitbox of Uair to become bigger and bigger (though it won't become any stronger). Hitting an enemy with Uair will reset it back to the original version, needing you to whiff it to increase the size of it again. (The size of this move seems to have a cap although it's hard to determine exactly how far it grows, when I tested it in training mode with hitboxes on it could grow to be so large that it extended left and right indefinitely and a good deal above and below it, though when I turned the hitboxes viewer off or when I tried this in a normal match it seemed it could never actually grow that big. This might be an example of an actual unintended bug with the character but I'm not sure.) Copied version of this move will share the same counter as the normal version and both will reset upon hitting an enemy with either. While this makes Uair really good after whiffing it a bunch, it's worth noting that even the "base" version of this move is pretty strong and with a decently sized hitbox.
-Dair: Missingno transforms into a boulder (or a pokemon gym statue) and then slams directly downwards, this move can spike. If you hit an edge or ledge with this move Missingno will glitch out and do an extra multihit attack that deals bonus damage. (For this to work you can to be at least a small bit over the edge of the ledge). This move can also be jump canceled, doing this will "eject" the boulder or statue and turn it into a weaker projectile form of the move that is destroyed when it hits a platform. This projectile cannot use the bonus glitch attack if it hits an edge.
-Specials: Some of these are pretty complicated
-Neutral special: Missingno transforms into either Red, Professor Oak, or Giovanni and throws a pokeball in a slight arch forward which flies a set distance or until it hits a floor at which point it activates. Upon activating the move will spawn an exact clone of Missingno for a brief period of time that copies all of Missingno's attack and movements as well as any received hitstun and knockback. Anything that happens to missingno happens to the clone, and anything that happens to the clone happens to missingno. If this pokeball hits an opponent while thrown, when it activates it will instead create a clone of the opponent with all the same effects it has for missingno. This counts clone counts as the opponent's meaning all attacks by both will hit you. This move is interesting as it has the upside of allowing you multiple bodies to attack with while also giving you the downside of having multiple hurtboxes and giving the same upsides/downsides to the opponent, just be sure that the enemy doesn't purposefully intercept your projectile as it is a bit slow.
The projectile itself will activate whenever it hits a floor of any kind but will bounce off of walls. Hitting an enemy with this will deal a very small amount of damage and knockback, however this will not be the case if you hit an enemy clone. Using this move again will replace you current clone with a new one (or an enemies with a new one) But cloning an enemy after cloning yourself will not overright your clone or vice versa. However if the pokeball hits a clone while flying the pokeball will split into two and each half will activate and create a new clone of the type of clone hit. This means you (or possibly your opponent) can have 2 clones + 1 original at once.
The clones have a lot of interesting properties. When a clone is activated it will always be the exact spot it was in in relation to the original version until it dissipates. Meaning if you move around so will the clone but the clone will always be the same exact spot in relation to your character as it originally was, even if this causes it to "float" off of the ground. So long as any of the version of the character, clone or otherwise, is standing on a floor the game will count all versions are doing the same. So if the original version of yourself is grounded and the clone is floating in the middle of the air, it will still copy all grounded moves you do. Also, for example, if the clone is at the edge of the stage ledge but the original is offstage so long as the clone is ground the original will float as if it is grounded and will always stay in relation to the clone as it originally was created. If any version of the character is blocked by something, whether it be a solid floor or wall, all versions will be, so if a clone is blocked by a wall to its left but not the original, the original will still act as though it is blocked to the left as if there is a wall there. (If this explanation is confusing then I recommend trying out the character a bit to see exactly what I mean by all these restrictions, it's easier to understand after playing them). Projectiles will only ever be fired from the original version of the character, clones will not produce projectiles. The "original" version of a character can be changed by hitting a clone with an attack, the clone hit will now count as the original. Although clones will copy almost everything that happens to the original and vice versa, if a clone "dies" in a blast zone they will simply dissipate, though an original going into the blast zone will still die. If an opponent is hit with attacks from multiple versions of a character at the same time, the attacks will not stack and only count as 1 version of the attack.
-Up special: Missingno leaps directly upwards and attacking enemies on the ascent. If missingno presses special at the apex of the leap, or just holds special, missingno will do a lunging attack forward and down diagonally. Missingno will go into freefall after using either version of this move. Pretty sure this is based on sky attack, one of the only moves missingno could learn in the original game.
-Foward special: A chargeable projectile with 3 levels of charge. Weakest version or no charge will shoot forward a water droplet that travels in an arch, deals a small bit of damage and knockback. Medium version, or partial charge will fire out a bunch of floaty bubble projectiles, while they aren't strong the bubbles shoot out at a medium range and will juggle them around for a bit. Strong version or full charge will shout out a fast spout of water with decent damage/knockback directly in front of missingno. This version will push missingno back a bit. You can store the move charge by using parry or dodge. If you charge this move in the air and then land missingno will glitch out and cancel the charge, using the move again afterwards will do a very short range burst attack that deals no damage and decent knockback. This move is a reference to to water gun, another move that missingno can naturally learn in the original game, while the partial and full charge versions are references to bubblebeam and hydro pump respectively.
-Back special: Yeah, Missingno actually really does have a back special. Back special initially will do nothing however it's main purpose is to copy moves, both it's own and opponent's moves. To copy one of your own moves simply press special while using said move and now whenever you use back special it will now use that move you copied. This allows you to do a number of things, like using grounded moves in the air and aerial moves on the ground, greatly increasing missingno's flexibility. Using any of missingno's other special, or it's taunt, will also automatically override whatever it's back special is into whichever of those special moves it just used, with slightly altered properties (more on that in a bit).
If you hit an opponent with any non-projectile attack and then hold special missingno's back special will become whatever attack they used last! (this is indicated by missingno's picture at the bottom turning into the copied enemies) while this usually maintains all of the enemy's moves properties sometimes it will be different. First off you cannot copy the parts of moves that shoot projectiles, if you do it will copy the firing part of the move but not fire out any projectiles (sometimes it will actually but I'm pretty sure this only works on moves that look like projectiles but are not coded like projectiles, the "projectile" might hit but it will not be visible). Secondly this will sometimes only copy a part or parts of a move, usually only if said copied move has multiple parts or is just really long. (I think this also has to do with how it checks for what to copy) but the move will, usually, be a usable attack. The move you copy will be the move you originally copied even if the opponent starts using different moves, so long as you don't replace the copy with another move. If you have an opponent's move copied and lose a stock you will lose the copy of that move.
Now whenever you use another special move (or taunt) you will automatically override whatever your current back special is with the special move (or taunt). These new back special variants will actually be a little different in the following ways.
Up special (back special variant): Similar to the normal up special except you cannot do the second lunging part of the attack. After using this missingno will be put into a special state where they fall through all solid floors as if they aren't there also all semi-solid platforms act as if they are solid platforms to missingno. If you fall to the bottom blastzone while in this state missingno will not die but instead teleport to the top blastzone, doing this will end the state and return them to normal. If you are hit into the bottom blastzone while in this state by an enemy attack, you will still die though, this will also turn missingno back to normal.
Forward special (back special variant): while the uncharged and glitch charged version of this move like normal, if missingno uses either the bubbles or the hydro pump variation then missingno's back special will be that version of the move and can be used as many times as you want without charging it first! This is very useful as both version become very powerful when you don't need to charge them.
Down special (back special variant): This move actually works almost exactly like the normal version but with one useful upside. Unlike the normal down special this one has no "cool down" meaning you can use it as many times as you want. Be careful however as using the normal down special while it's on cooldown will turn your back special into the cool down version, which turns it into a useless move.
Taunt (back special variant): pretty much the same as the regular taunt, except you can also use it in the air if you want, gives a bit of vertical drift to the move if you do. Also, I think the gaster version of the taunt that turns you invisible seems to last for a shorter time.
-Down special: This move is a grab, however the effects of this grab are random. After using this move successfully the move goes on a brief cooldown, during which using it again won't work. This move have a number of set effects to pull from when using it, though a few effects seem to happen regardless of which one is used. these effects include things from changing the opponent's color to another random one, glitching both character's sprites, "reversing" each character's sprites but showing a black box with their character outline in it, another black box effect but it just gets put on top of the characters regular sprite instead, causing their sprite to be slightly see-through, and "raising" the floor a slight bit, you cannot walljump on this new invisible raised part of the floor's side.
The list of random potential grab effects are:
-dealing a bit of damage and knockback and freezing the opponent in ice, while also setting them on fire
-dealing a bit of damage and turning both players invisible for a short time
-having the same effect as ori's down special where you launch yourself in one direction and the opponent in the other
-a high knockback attack that "kills" missingno. even though the game acts like missingno just dies and it even has to respawn on the spawn platform this will not cause it to lose a stock.
-a grab that "lags" the game, basically cause it to slowdown for a small bit of time, this one will always cause players sprites to "fragment".
-a grab that applies a bunch of set debuffs from base game characters, including a health absorption one
-a grab that applies a negative health debuff to both characters, this debuff is temporary and the larger their percent is the larger it is in the negatives (though it won't be 1 to 1). Hitting characters in this state will cause their percent to go up but when the effect ends they will regain normal percent in relation to whatever it was when the effect ends. In other words you can "heal" a character by making their negative percent value get closer to zero before the effect ends since it will convert into a smaller amount of normal percent. If a character goes to normal percent early by being hit enough times then they will keep whatever that percent is when the effect ends. This effect pairs great with missingno's Fair that is stronger the less percent they are at since they are below even zero. Just remember that if it doesn't kill then the move will just be doing a low of knockback, as well as "healing" for more since it also does increased damage.
-a grab that does a bit of damage and knockback, though the initial hitstun is a lot higher than a normal grab
If I missed any be sure to let me know
Also while using down special if you hold a direction you can increase the chance that a specific version of the move will come out.
Up hold: increase the chances that of the high knockback version that "kills" missingno is used
Forward hold: increase the chance that multi-debuff version is used
Back hold: increase the chances that the negative percent debuff version is used
Down hold: increase the chance that the frozen and on fire version is used
Thats all I know or figured out about the character, if I missed something and got something wrong feel free to correct me. Also feel free to add any effects of moves I may have missed.
props to haunt though, this character is so complex and i love that they were able to find out some of it's better kept secrets
-Holding forward causes Missingno. to use the health draining move (Apparently titled "leech_seed" by infobox 2 despite Missingno. being unable to learn that move). This will deal 10% of damage drained from the opponent overtime combined with an initial hit of 7%, the "drained" 10% will take the form of little green gemstones from the Green Crystal in Abyss Mode, and will be absorbed by Missingno. to heal themselves. The rate of HP drain gets slightly slower as it continues.
-Holding back causes Missingno. to apply the negative health debuff, which Haunt already explained in lots of detail,
-Holding up causes Missingno. to self-destruct, which appears to respawn Missingno. on their platform shortly after, although their percentage seems to have returned to 0, getting hit will reveal that they have actually taken around 30% damage from the explosion. This has a small chance to change Missingno.'s color to one of his alts.
Holding down causes Missingno. to use the attack that freezes/burns the target, which is a reference to the first few effects of Super Glitch [bulbapedia.bulbagarden.net], infobox 2 calls it "frostburn"
It is not possible to use the same effect twice in a row, at least not intentionally, if you attempt to use the same down special effect twice in a row, Missingno. will rapidly shake while the droning will switch to a more static-like sound, indicating that the attempt to use that move failed, a random move out of the following six moves will be chosen:
-Ori Down Special, the direction of the arrow appears to be random
-The lag effect that fragments the character sprites
-The floor will become slightly raised for both Missingno. and effected players. If an effected player dies the effect will stop for them prematurely, although other players will still have to wait for it to wear off.
-Both players become invisible for a small period of time
-The opponent freezes in place for a second before being launched far away. This move for some reason has a really high chance to corrupt both the audio and the background sprites.
-Missingno.'s self-destruct move, and yes this can happen even if you fail and up grab it has the same effects as the intended version as well.
This can be avoided by switching up which version of down special you use, so long as you do not use the same effect twice in a row, the effects of down special will remain consistent
Curiously, Missingno.'s "Yellow" form actually has different effects for all directions except up, which remains a self-destruct move: their forward dspecial causes the Ori dspecial effect, their back dspecial causes both players to become invisible, and their down dspecial causes the floor-raising effect. The original effects of the moves are added to the random moves to drawn from in case the player uses two dspecial effects in a row.
This one is a bit hard to explain, but if you air dodge diagonally into the ground, Missingno. will be able to slide in that direction much faster than their running speed, holding the key in the direction you're moving will allow Missingno. to keep its momentum. I could see this being used to both rapidly close distance between an enemy and to retreat after successfully dodging a move.
Missingno.'s down air has an...odd property, if you jump cancel to eject the rock while it is directly next to any wall, the rock will get "stuck" on the wall, the square rock will continue rotating as if it's still falling, despite not going anywhere. The hitbox of the rock is still there, however, if an opponent touches the rock, they'll act like they just got hit by the falling projectile, this hitbox will only register once, disappearing after doing any damage. The rock will most likely remain stuck for a few more seconds, albeit hitbox-less. The rock will disappear on it's own after a short time.
quickly slapping this one together cause i forgot to write it the first time, but Missingno.'s back air has a small chance to cause the opponent to become stuck in ropes, this is a reference to the Pokemon move Lick, which causes paralysis, the Missingno. Ghost does a lick in the Bair.
aaand that's it, not a lot i know, im just a big fan of Missingno. and wanted to add my two cents.
Is there not also a Kefka one?
So, I did some testing, and interestingly, I don't think it actually matters what keys are pressed during Ustrong, however, the timing is indeed very important.
What I found is that during Ustrong, if you either press or release two keys on the same frame, MissingNo. will swallow the coins. It doesn't matter which keys, they just have to be pressed/released on the exact same frame.
For example, if you were to press the Up and Strong Attack buttons on the same frame to trigger Ustrong, MissingNo. will swallow the coins instead of firing them. Similarly, if you release the Up button on the same frame as you release the Strong Attack button, MissingNo. will also swallow the coins. Also, you don't have to both press or both release keys, meaning that if you were to release Up and press Left on the same frame, that would trigger a coin swallow as well.
It should be noted that when I say "same frame," I don't mean animation frame, as in the frames in characters' animations, I mean game frames, as in the frames used to calculate game physics and such. This means that slowing down the game speed in Practice Mode won't make the sequence any easier to pull off, as the game will always run at 60 FPS unless you have high ping online. If there is a way to manually turn down your FPS in Rivals of Aether, feel free to try and use that to your advantage, but I'm currently not aware of any settings to do that.
Anyways, if you do manage to pull off a coin swallow, MissingNo. will release the coins in its next attack (This doesn't include dodges/blocks, or taunts). The coins will always release once the attack can first deal damage, e.g. when MissingNo. teleports during Ftilt, or the moment you use Nair. The directions the coins are launched correlates to the direction that the opponent will be knocked back if hit successfully, and the same seems to go for how far the coins are able to launch. If a move doesn't have a set direction to launch an opponent, such as Nair, which will launch the target based on where they are from MissingNo.'s center, the coins seem to launch in the direction they would have initially launched if Ustrong was fired normally (The trajectory of the coins can be changed slightly with left or right before Ustrong is released).
That's about all I've figured out, and do feel free to try and test any of this yourself and correct me if you discover something I got wrong! Some of these assessments are actually more educated guesses, because due to difficulty to pull off a coin swallow in the first place, I have limited information at best, and even less information on how moves behave afterwards. Anyways, I hope this information helps whoever's insane enough to try and use this technique in an actual fight. Adiós.
Rewritting this response because i didn't know what wavedashing was and thought that i did, but when i looked it up it was actually different so whoops
Kinda, it's like a significantly more effective wavedash, first of all, instead of having to spam dodge/jump to close distance, a single wavedash will get you ridiculously far, getting you around 8 practice room tiles of distance in one wavedash, additionally the window to actually perform this broken version of the wavedash is much more lenient, allowing you to use it at pretty much any time so long as you dodge diagonally into the ground, you don't have to immediately dodge as soon as you jump. Missingno. can still wavedash the intentional way, although this is much slower.
Apparently, botching the timing slightly will actually get you further, if you instead do a shorthop and air dodge at the peak of the hop, Missingno. will actually travel 12 tiles instead of 8.
You can also control your momentum once you throw out your glitched wavedash, if you hold down to turn Missingno. into their Kabutops form while they are still sliding, they will lose all momentum once the wavedash finishes. If you instead hold right after wavedashing once, you'll temporarily keep your wavedashing momentum into your normal walk. This also applies to the slightly mistimed version. If you incorporate this into the mistimed version, you can travel from one side of the battlefield to the other in around a second.