MOTHERFUCKING YOSHIMITSU-TIER STANCE-DANCING KING OF THE WILD, WILD (space) WEST HERE TO KICK ASS AND SHIT ON NERDS ALL DAY
You wanna play Kat? WELL FUCK YOU TOO, EMMETT'S THE REAL COWBOY HERE! "B-but his skill floor is too h-" EAT A DICK, ANGRY BIRD. YOU MUST BE THIS SKILLED TO RIDE.
BLACK! MOTHERFUCKING SPACE NIGGER FROM SPAAAAAAACE
() Rifter Knife: basic melee, small range, good speed, avg recovery. Second hit knocks back far. 10 AP first hit, +30 on second hit. Air variant works mostly the same, feels a little faster, briefly stalls Emmett's fall.
+ Rift Arm Dash: long wind-up short-range charge attack. floors opponents, allowing follow-through with a few attacks. Builds 20 AP, avg recovery. Air variant works mostly the same, but has long knockback instead of stun, and builds 30 AP.
+ (, ) Rifter Knife Up: medium speed upward melee attack hits slightly in front of and above Emmett. 3-hit combo, builds 5-10-30 AP, decent upward knock; good juggle attack, pretty much useless on grounded opponents. Air variant works mostly the same, but builds 5-10-40 AP and has a brief stall effect. Can punish a default tech after Rift Arm Slam for a cool 60 AP with juggle-followthrough potential.
+ Rift Arm Slam: long wind-up, very small range melee attack. Hits both sides of Emmett, floor only. Decent upward knock; good juggle start due to nice recovery time. builds 20 AP. Air variant is mildly different. Emmett ascends very slightly then falls at regular speed straight down. Upon ground impact, attack works mostly the same, but has one of two effects depending on the fall height. From one full jump's height (or less), flattens and generates 20 AP. From any height higher than a full single jump, has a wider range, knocks back comparably to Rifter Knife's second hit, and generates 30 AP. Recovery is the same for all 3 versions of the move.
Kinetic Revolver (stance) Attacks:
Galloway Revolver: avg wind-up projectile attack that moves a medium distance and floors, building 20AP. The recovery animation can be interrupted midway through, but the uninterruptible part is still avg recovery. Low fire rate, slowish projectile with small hitbox, and mid-range fire height make this attack very lackluster (ESPECIALLY against small characters), but it can serve as a useful interrupt, and at a close-enough distance can setup for a Rifter Knife combo, ensuring knockback and an additional 40 AP. Air variant works mostly the same, but has a similar knockback to (ground) Rift Arm Slam instead of floor stun.
+ Kinetic Rifle: slightly longer wind-up than Galloway Revolver, fires a 3-shot burst that briefly stuns (only enough per shot to ensure the next shot hits) and builds 3-6-10 AP. If by some divine serendipity you HAVE played Starhawk, you'll remember how entirely unremarkable this weapon is. This attack captures that perfectly, unfortunately. Air variant is rather different, firing a downward spray of bullets, starting angled up-foward then arcing down. With a tap, fires 5 shots and angles from up-forward to straight forward, holding it can angle to down-forward and fires 11 shots in the time it takes to descend a full double-jump. Shots still stun as much, but generate 5 AP per shot. Descending on a grounded foe with this move and holding it will chain from the air version to the ground version, which is more forgiving with aim (since any shot from the spread starts the stun) and generates more AP (10, +5 for every air shot that hit). Not amazing, but a more effective way of using the move, and a good stall tactic.
+ Galloway Revolver Up: Same wind-up, recovery, projectile speed/size, and AP gain as Galloway Revolver, but angled up at about 45 degrees. Has the same knockback as (air) Galloway Revolver. Exactly the same in the Air. Useful attack for juggle-punishing predictable air recovery, and not much else.
+ Galloway Revolver Down: The name may be very misleading, but this is the exact same attack as Galloway Revolver Up. The single difference is that this is angled 45 degrees down. Useful for juggle-punishing downward air recoverers, and also for shooting scrubs in the feet while shouting "DANCE FOR ME, NANCY!" That's about it.
EASY MONEY EASY MONEY EASY MONEY EASY MONEY EASY MONEY EASY MONEY EASY MONEY Being fucking retarded aside, all of his supers are pretty good, and you can use them as you please. His Level 1 comes in three flavours: fucking useless shotgun version, slow-but-huge Rocket version, which basically plays out like a less aimable but bigger version of Drake's level 1, and his okay-but-you-only-use-it-if-you-don't-have-a-rocket default one. They're all above-averagely good versions (except for shotgun), and if you like shooting out loads of level 1s, go for it.
Level 2 is some fuckhuge spire thing. It's a good Level 2- it's quick, and strikes a wide area, like a slightly slower but bigger version of Kratos. It's a great move for smacking a transforming super like Big Daddy or Fat Princess in their stupid face, too.
Level 3 is basically Sweet Tooths, but not shit. It's hard to dodge and has a cool attack at the end, and can usually get you 2 kills off each enemy, maybe more if they're retarded.
Battle Level 1 Hit Confirm: (Union Jack) Forward Square + R2
You know how AdventEdge and Sift always complain about characters who spend all their time in midair? Take full advantage of that shit. Heihachi, Toro, Raiden, Parappa, and most other melee based characters have a hard time if you're in midair, especially if you're on high AP. Jump your space cowboy ass all over the place. Be careful, though; many moves and supers can punish you for your faggotry, especially E.Cole, Ratchet, Radec and E.Cole again.
The main draw to Emmet is his ability to out manouver his opponents. THis doesn't mean you're any more mobile than anyone else- fuck you, play Jak if you want to fly around and be useless-, but it means you can lay traps with the mines, and a decoy with the Sentry Gun.
People who say that the turret is free AP are fucking stupid. The Turret is one of your best moves- toss it down, and your opponent suddenly has to deal with two things shooting at you. While some characters (fucking Radec) have the abillity to get rid of the turret with no problem, others aren't so lucky- Kat, Jak, Raiden, Parrapa, Toro, and many others I can't think of have to use slow attacks, or god forbid some kind of combo to get the 30 AP needed to break your turret. This gives you plenty of time to punish them -two Revolver shots combo nicely and do the trick- and set up another turret on wake-up. If they're smart, most combo-orientated characters will have to destroy your Sentry before attacking you- because there's nothing more frustrating than having your combo broken by the faggy-ass sentry that keeps doing 20 damage.
Your other Circle moves should be continuosly repeated whenever you can. If the fight is moving to the other side of the stage, get in mid-range of the fight and toss down a shotgun (or Launcher, if you prefer it) and your turret, and start going to town with grenades/shells/rockets. There's nothing worse than running out of ammo (especially if you're a Launcher fan) in the middle of a FFA and either having to drop down a fresh weapon or run out to the middle of nowhere to get your new gun.
Press Down Triangle to Twerk like you were born too.