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Magikarp, the Fish Pokémon, for Sm4sh DLC!

kenniky

Smash Master
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kenniky
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:129: This thread is dedicated to Magikarp, Pokémon #129, for DLC in Super Smash Bros. 4. Discuss! :129:

(This is not a joke thread. Please don't lock. I am serious.)

:129: What is Magikarp? :129:

Go away you uncultured swine.

...

Fine.


This is Magikarp. A Pokémon from Red, Blue, and Yellow, they could be caught in basically any body of water with an Old Rod. Magikarp has been in every generation of Pokémon except for Generation 5. Magikarp is a joke Pokémon, only able to learn Splash, Tackle, Flail (at a level later than its evolution), and Bounce (as a Move Tutor move). Magikarp can also have Dragon Rage, Bubble, Reversal, or Hydro Pump from events, but the vast majority of Magikarp do not know these moves. Splash is noteworthy, and is largely considered Magikarp's signature move, as it does absolutely nothing!

Magikarp is generally considered to be a joke character by both fans and Game Freak, the latter of which has the tendency of adding a Trainer with 6 Magikarp, meant to seem intimidating but in reality a pushover due to Magikarp's lack of offensive moves and low Attack stat. Magikarp evolves into Gyarados, an actually competent Pokémon, at level 20, but we're not here to talk about him.

:129: How would Magikarp even work? :129:

Magikarp would be a character notable for its fragility and low damage output. Magikarp would probably be extremely light and deal very little damage, due to all of its attacks being physical and having a base 10 physical stat (this is the second lowest Attack stat in the game, beating Happiny and Chansey and tying with Blissey and Shuckle; however, the former three are notable for their high HP and Shuckle is well-known for its ridiculous Defense stat).

Seems like a flop character.

(Pun intended.)

But wait! There's more!

Magikarp is a fast Pokémon, having a base Speed of 80 that outspeeds approximately 2/3 of all other Pokémon. This would translate over to Smash. In addition, Magikarp is small and not easily hit. However, the pièce de résistance is that Magikarp is always splashing around. Magikarp would be extremely difficult to read and react to because all of its moves and movements look similar.

:129: What would its attacks be? :129:

Glad you asked!

:GCB:: Flail: Magikarp learns this at level 30. In Pokémon games, Flail does more damage the less HP you have. In Smash, Flail would involve Magikarp thrashing around, dealing more damage the more percentage it has, similarly to Lucario. This could be a fast kill move at higher percents, although it's doubtful Magikarp would live that long :secretkpop:

:GCR::GCB:: Tackle: Magikarp learns this at level 15. In Pokémon games, Tackle is a fairly basic, boring move, notable only for having the second highest Power Points in the game and being the only "starting" move (the others being Pound and Scratch) that could miss up until Generation 5. Tackle would involve Magikarp lunging forward a little to deal some damage. Not much to write home about. Could be used as recovery I guess. Who knows.

:GCU::GCB:: Bounce: This is Magikarp's only egg move. In Pokémon games, Bounce is a two-turn Flying move that does decent damage. In Smash, Magikarp would leap up high, similarly to Dedede's up special in that initially you can choose horizontal trajectory, but can't change during the move. Similarly to Greninja's dair, if it comes into contact with something on its descent Magikarp will bounce back up, dealing damage to the opponent and launching them (meteor smash if in air, sakurai angle if on ground), then will be reverted back to its normal falling state and able to use its up special again, like Falcon or Ganon.

:GCD::GCB:: Splash: Magikarp's default and arguably signature move. In Pokémon, Splash does absolutely nothing. In Smash, it would work similarly to ZSS's Flip Jump, without a hitbox. Additionally, Splash would come out extremely quickly (frame 1 or 2) making it useful as a gtfo option.

Final Smash: Magikarp evolves into Gyarados and unleashes a Hyper Beam. It then flies away and leaves an egg which hatches into a new Magikarp.

:129: What about its normals? :129:

Most of Magikarp's attacks would involve body slamming into the enemy or hitting it with its tail. As noted above, many of its moves would look similar so there really isn't much I can say here.

:129: Anything else? :129:

Magikarp would have a very low crouch, and have the fastest forward crawl in the game, but no or a very slow backwards crawl.

While moving normally, Magikarp hops along the ground; this enables it to avoid low hitboxes occasionally, such as Shulk's dsmash.

:129: This still sounds stupid. :129:

So do you.

:129: Other things :129:
@ShinyRegice and @ Martingale Martingale have both made much more in-depth explorations of Magikarp's character. Take a look!
Magikarp
The Fish Pokémon



Magikarp is one of the most common Pokémon in the Pokémon universe, being found in the wild in every region besides Unova. This is probably due to its high tolerance to water pollution (Pokémon Sapphire Pokédex entry) and high reproduction abilities (Magikarp is the single fastest Pokémon to hatch from its egg in Pokémon games). However, when it comes to combat abilities, Magikarp is generally deemed as the most pathetic Pokémon ever, mostly due to poor stats besides possibly speed and an horrible movepool - in normal circumstances, the only moves it can learn are the basic Tackle, the power-varying Flail, and most notably the literally useless Splash. And Bounce if it is lucky enough to encounter a move tutor. Some specimens also know Bubble (gen II event move) or Hydro Pump (gen V event move) but those are extremely rare.

While Magikarp is probably doomed in Pokémon games as a pathetic burden until it evolves into a powerful Gyarados, which can itself Mega Evolve into an even more powerful Mega Gyarados, is it all lost for the fish itself in other games? Fortunately no: time to give Magikarp a Super Smash Bros. moveset!

Characteristics

General animations:
- As a fighter in Smash, Magikarp generally hops like how it does in Pokémon X and Y, making its body accessible to most forward attacks and projectiles despite its small size.
- However, its crouching animation makes it stop to hop; this makes its body unattainable by a lot of attacks, and thus lowers its hurtbox.
- The same applies for its running animation, which consists of it sliding on the ground.
- Magikarp's entrance animation consists of an old rod finish it from a small pond, then the rod and the pond disappear.
- One of its idle animation consists of three hops that leave it above the ground for a longer amount of time than usual; the other one is a jump with a 360° rotation which leaves it above the ground for longer than usual as well.
- Its balancing animation consists of it stopping to hop and balancing itself on its caudal fin.
- Magikarp uses its fins to grab ledges and items.

Weight: same as Meta Knight > Magikarp is both heavier and sturdier than both Jigglypuff and Pikachu in Pokémon games, making it overall heavier than both in Smash Bros. FYI, Jigglypuff weighs 12.1 lbs (5.5 kg), Pikachu 13.2 lbs (6.0 kg), and Magikarp 22.0 lbd (10.0 kg); also, Magikarp's base physical defense in Pokémon games is 55, higher than Jigglypuff's 20 or Pikachu's 40. But that's not saying much, as Magikarp is still a fragile Pokémon overall and thus easier to KO than most characters in the game.

Walking speed: same as Ike > Every Pokémon playable in Smash 4 besides Jigglypuff is faster than Magikarp, and because hoping is not a very convenient way to walk, I gave it the same walking speed as another character who doesn't walk very fast.

Dashing speed: same as Meta Knight > Sliding, however, is a much more convenient way to move quickly. Not to mention that Magikarp's Swift Swim ability can double its speed in Pokémon games. Okay I know it only works when it rains but regardless, this notable speed increase is a neat reference to this ability.

Jump height: slightly higher than Ganondorf > HeartGold's Magikarp Pokédex entry mentions that it can never jump higher than seven feet, so I gave it about the same jump height as another bad jumper. Jump height is the same both in the ground and mid-air and, as expected, Magikarp only has one mid-air jump.

Falling speed: same as Captain Falcon (fast-falling: same as Mega Man) > Magikarp is a fast-faller, just like in the Splash minigame from Pokémon Stadium.

Air speed: same as Luigi > Magikarp is known for jumping more vertically than horizontally, so I gave it one of the lowest air speed in the game, only above Dedede.

Note: all compared values are from Smash 3DS/Wii U

Moveset

Note: all angle data are considering the following: a 0° angle is a completely horizontal one in front of Magikarp. Also, unless otherwise stated, all knockback data ("kills around X%") consider an average weight Mii Fighter being launched from the center of Final Destination, without taking account rage effect and directional influence, and it assumes that the opponent hits the blast line while still being under the effect of hitstun.

Disclaimers: as I don't have the means or skills to create this character as a Brawl hack in order to test it for balance's sake, most of these values are arbitrary and could potentially end up to be royally unbalanced if this character is implemented as such in an actual Smash game.

Everything

Splash. Does nothing.

Jab

For the first hit, Magikarp quickly spins above the ground to give a caudal fin slap fordward. It inflicts 2%. Second hit is about the same, but the hitbox goes slightly farther and inflicts 1.5% instead. For the finisher, Magikarp goes to a straight pose and turns on itself in order to repeatedly slap its opponent with its caudal fin. The victim is slapped five times, with each slap inflicting 0.8%. The finisher, a sixth slap with the caudal fin, inflicts 2.5% and a knockback with a 6° upward angle. The finisher kills around 320%. After the finisher, Magikarp ends up facing the opposite direction it did prior to doing this move.

Forward tilt

Inspired from Headbutt. Magikarp quickly shakes its head upward once. Horizontal hitbox is rather limited compared to most forward tilt, but it also moves slightly upwards. Inflicts 7% and a knockback with a 74° upward angle. Kills around 230%.

Up tilt

Magikarp hops while slightly curving its body. It's a fast attack, but hitbox only lasts for 36% of the entire more, during the time Magikarp is curving its body. The move's hitbox has a sour spot at Magikarp's caudal fin. Inflicts 9% (6% sourspotted) and a knockback with a 88° upward angle. Kills around 215% (285% sourspotted).

Down tilt

Inspired from Aqua Tail. While lying down, Magikarp does a 360° spin around itself. Water appears and follow Magikarp's caudal fin during the entire move. In fact, this move has two hitboxes. The first one actually hits behind Magikarp; in inflicts 3% and inflicts and very low base knockback with an angle of of 2° in order to easily connect with the second hit. The second hit is a strong caudal fin slap which inflicts 9% and a knockback with a 36° upward angle; it kills around 160%. After the second hit, Magikarp completes the 360° spin around itself to return to its original pose, making the move's ending lag particularly noticeable.

Dash attack

Inspired from both Surf and Aqua Jet. Magikarp quickly slides while spilling water; for the animation, think about an Oshawott Pokéball from SSB4 who would brutally brake. This move has very low starting lag and is a good kill move if used well, making it particularly viable if you want to kill your opponent. The move has a sweet spot for around 20% of its hitbox duration; it inflicts 9.5% and a knockback with a 65° upward angle, and can kill around 130%. For the rest of the hitbox' duration, it inflicts 9%, a knockback with a 40° upward angle, and can kill around 190%. The move's hitbox has a long duration, but is followed by a particularly noticeable ending lag.

Forward smash

Inspired from Giga Impact. After a rather noticeable starting lag, Magikarp does a slow forward hop with great power. It inflicts 15% and a high knockback with a 20° angle which can kill at 110%; fully charged, it inflicts 21% and kills at 92%. However, this move's ending lag is huge, about the same as Captain Falcon's forward air landing lag but slightly longer. It's Magikarp best kill move, but it lets you very vulnerable to punishes if you miss.

Up smash

Inspired from Facade. Magikarp hops and shakes its body twice mid-air. Both hits inflicts 7%, but the first it inflicts very low knockback in order to make the second hit connect. Speaking of the second hit, it inflicts a knockback with a 35° upward angle (or, if the opponent was behind Magikarp, 145°) and can kill around 140%. Fully charged, both hits inflict 9.8% and the second hit can kill around 117%.

Down smash

Inspired from Brine. Magikarp summons a water vortex around it which consists of five hit lasting 3 frames each (except the last one which lasts 2) and inflicting 1.3% each (1.82% each when fully charged). Also, each hit traps the victim within the vortex. Immediately after the last hit, Magikarp does a splashing hop which inflicts 6.5% (9.1% when fully charged) and knockback with a 50° upward angle (of, if the opponent is behind Magikarp, 130°). It can kill at 150% (125% when fully charged).

Neutral aerial

A fast attack, Magikarp slightly curves its body to attack. Inflicts 4%. Considering the move's very low starting and ending lag, it's a very funny move to use repeatedly mid-air, as Magikarp will look like it's constantly shaking its body. This move has, however, a very low knockback; don't consider about using it as a kill move before at least 450%. Given this move's low knockback and its angle (43° downward), it can be repeatedly against one opponent without much trouble. Very low landing lag.

Forward aerial

Inspired from U-Turn. Magikarp quickly does a very fast 360° spin, but the only hitbox of this move is when it turns on itself at 180°, once its caudal fin hits an opponent. If the move misses, then it suffers from an ending lag equivalent to the move's starting lag, but neither of them are very noticeable anyway. However, it the move hits, it inflicts 7% and a knockback with a 35° downward angle, and can be a kill move around 280%, but that's not all. Indeed, after succesfully landing this move, Magikarp bounces in the opposite direction from the opponent! This bounce allows it to gain a lot of horizontal distance and a little vertical height, and you can still use your mid-air jump after using this move if you didn't already use it before. In other words, it the perfect edgeguarding move. Low landing lag.

Up aerial

Inspired from Hydro Pump. It's a very unique move given that it's a stall-then-fall move that's neither a special move or down air. Beware when using this move because it has a noticeable starting lag, but once this lag is over, Magikarp sends a blast of water above it then immediately falls quickly. The water blast inflicts 11% and a knockback with a 89° upward angle. It's a reliable KO move as it kills around 130%. Mid-high landing lag.

Down aerial

Inspired from Slam. Magikarp quickly shakes its tail downward once. The move inflicts 8% an a knockback with a 147° downward angle; it can kill at 370%. However, the last two frames of the move's hitbox duration are the move's sweetspot; the hitbox becomes smaller, but now it inflicts a knockback with a 87° downward angle and has spike properties, and can kill around 150%. This move has very low starting lag and low ending lag, but it ironically has high landing lag.

Back aerial

Inspired from Iron Tail. Magikarp bends its tail downward then fiercely shakes it upward. This move has high starting lag, making it very impractical to use, but it inflicts 10% and a very high knockback with a 148° upward angle. It's one of Magikarp's best kill moves, as it can reliably kill at 120%. To compensate its high starting lag, this move has low ending and landing lag.

Grab

Magikarp hops forward and tries to constrict an opponent with its whiskers. If it misses, then it leaves Magikarp very vulnerable to punishes.

Pummel

Magikarp headbutts its opponent. Inflicts 1.35%. Slower than the average pummel.

Forward throw

Magikarp fiercely headbutts its opponent and release it. Inflicts 7% and a knockback with a 20° upward angle. Kills around 480%.

Up throw

Magikarp fiercely hits its opponent with it caudal fin. This throw looks similar to Pikachu's up smash. Inflicts 10% and a knockback with a 80° upward angle. Kills around 220%.

Down throw

Magikarp stomps on its opponent with its whole body. Inflicts 8.5% and a knockback with a 62° upward angle. Kills around 840%.

Back throw

Magikarp quickly rolls backwards thrice while still grabbing its opponent then releases it. Inflicts 11% and a knockback with a 174° upward angle. Kills around 550%.

Neutral special


Default: Bubble. Magikarp sends bubbles in front on it. They slow down any opponent who enters into contact with them in a similar way to the timer item or Swirlix' Cotton Spore, but not as much as them - bubbles only multiply their speed by 0.9. Additionally, the bubbles has a lifespan of one second and half; pat this amount of time they pop up and inflict 4% to anyone who was affected by their slowing down effect and inflict slight hitstun, but no actual knockback. The move cannot be used again until its user's bubbles pop up. Magikarp get Bubble as a special move due to the fact it was able to learn in in gen II through an event.

Custom 2: Bubble Beam. Bubbles go further, giving this move a higher range, and repel opponents instead of slowing them down. They're also move powerful: they inflict 6.5% once they pop up. Contrary to the default variation, they don't inflict histun at all. They also disappear faster, almost twice as fast as the default variation, but just like it Magikarp cannot use the move again until they pop up.

Custom 3: Bubble Trap. Bubbles have a slightly smaller range than the default variation, and their effect is the contrary of Bubble Beam's, as they attract them instead. They're also less powerful: they inflict 2.5% when they pop up. Contrary to the default variation, they don't inflict hitstun at all. They also disappear much faster, thrice as fast as the default variation, but just like it Magikarp cannot use the move again until they pop up.

Side special


Default: Tackle. A forward bounce allowing Magikarp to gain horizontal distance as well as a little vertical height with very low starting lag. During the hitbox' duration, this move inflicts 3.5% damage and knockback with a 13° upward angle, and kills at 270%; however, after the four first frames of this move's hitbox duration, it has three frames of sweet spot before coming back to normal until the hitbox ends. Sweetspotted, this move inflicts 5% and a knockback with a 35° upward angle, and is powerful enough to kill at 125%. Once this move's hitbox disappears, Magikarp becomes helpless just like Little Mac after his side special. Low landing lag.

Custom 2: Long Jump Tackle. The move becomes weaker and no longer has sweet spot, inflicting 3% with the same knockback angle as non-sweetspotted default and it can only kill at 335%. However, the hitbox lasts for longer, the move allows Magikarp to jump farther, and it no longer leaves it helpless.

Custom 3: Fierce Tackle. The move becomes much more powerful, inflicting 13% and the same knockback angle as sweetspotted default, and can reliably kill at 95%. However, Magikarp jumps much slower and goes less far, only a third of the distance traveled by the default variation, and hitbox only lasts for five frames. Like the default variation, this move lets Magikarp helpless, plus its landing lag is increased.

Up special


Default: Bounce. Magikarp starts by doing a small jump which can be controlled to go to the right of the left. Magikarp is invincible during the rise, a reference to the move's original effect in Pokémon games. This first jump is slightly higher than usual if used mid-air. Once it lands, it starts to bounce high, then falls fast; the horizontal distance traveled by the second bounce is much more noticeable than the first jump. Also, contrary to the first jump, the bounce goes higher if the move was initially used on the ground. The fall inflicts 8.5% and a knockback with a 70° downward angle with meteor smash properties; it can kill at 190%. It also inflicts increased damage against shields. Medium landing lag.

Custom 2: Paralyzing Bounce. This variation improves Magikarp's horizontal recovery as it gives the first jump slightly more horizontal distance. The offensive bounce's fall inflicts less damage (7%), don't have increased damage against shields and characters hit don't immediately take knockback; like Zero Suit Samus' down smash, they're stun for a high amount of time (for this move, 35 frames) and if they're not hit before the stun effect wears of then they take the move's knockback, which has a 33° upward angle and can kill around 230%. Landing lag is slightly shorter than the default one. This variation is inspired from Bounce's effect in Pokémon game which can paralyze the opponent.

Custom 3: Burrying Bounce. The first jump is faster but only has a few invicibility frames at the top of the jump when it stops to rise and starts to fall. The falling part of the second bounce inflicts far less damage against mid-air opponents (only 3%) which take a knockback with 7° upward angle and KO them around 700%. However, if it hits an opponent on the ground, then this moves inflicts it 10% and buries it. Landing lag is slightly longer than the default one. This variation is inspired from Dig, another two-turn move in Pokémon games.

Down special


Default: Flail. A stall-then-fall special move like Bowser's and Yoshi's down special; like them, if Magikarp uses this move on the ground, then it will bounce forward. Once Magikarp hits the ground, it will create a multi-hit sparkling attack (six hits total). The power of this move depends on the distance Magikarp traveled between the moment when it started to stall mid-air and the moment when it hits the ground; the move's base power is based on once and a half its jump height and is equal to the following: 1.5% (each of the five first hits), 2.5% (non-sweetspotted final hit), 6% (sweetspotted final hit - the final hit's sweet spot it Magikarp's body), 17° (or 163°) upward knockback and kills at 280% (non-sweetspotted final hit), 82° (or 98°) upward knockback and kills at 160% (sweetspotted final hit).

Custom 2: Bouncing Flail. The move now makes Magikarp bounce vertically even mid-air; the bounce's height depends on Magikarp's current damage (at 100% it will make Magikarp gain a vertical height equal to twice its jump height; capped at 300%). This naturally makes the move more dangerous at higher damage as Magikarp will jump higher if injured a lot, however the move's base power is decreased all around: 1.2% (each of the five first hits), 2% (non-sweetspotted final hit), 4.5% (sweet spotted final hit), 12° (or 168°) upward knockback and kills at 350% (non-sweetspotted final hit), 74° (or 106°) upward knockback and kills at 185% (sweet spotted final hit).

Custom 3: Trapping Flail. The move now has fixed power and the five first hit now traps the opponent in order to make it hit the final hit's sweetspot easier. However, the move's overall power is slightly reduced compared to the standard variation's base power: 1.4% (each of the five first hits), 1.6% (non-sweetspotted final hit), 4% (sweetspotted final hit), 14° (166°) upward knockback and kills at 295% (non-sweetspotted final hit), 79° (or 101°) upward knockback and kills at 175% (sweetspotted final hit).

Taunts

Up taunt: Magikarp does three slow vertical hops which each leave it above the ground for longer than usual and it curves it body every time it hops. The gen III Splash sound effect plays during this taunt.

Side taunt: Magikarp does five fast hops around. The gen VI Splash sound effect plays during this taunt.

Down taunt: Magikarp hops faster than usual and sends water drops around. The gen V Splash sound effect plays during this taunt.


Magikarp's Final Smash: Gyarados' Gate


Magikarp's Final Smash is inspired from the Chinese Dragon's Gate myth which, as mentioned in the picture above, is the evolutionary line's source of inspiration. The Final Smash starts by Magikarp summoning and climbing a waterfall with about thrice the size of Captain Falcon and a width about seven squares from Green Hill Zone, then Magikarp disappears behind it. The waterfall traps any opponent who enters into contact with it and hits them fifteen times with each hit inflicting 2%. During the move's execution, a Gyarados appears from the right (if the move was used closer to the left blast line) or from the left (if the move was used closer to the right blast line), close to an up angle. Gyarados released an Hyper Beam from its mouth, which goes through the entire stage similarly to Palutena's Mega Laser from her Final Smash, and also goes through the center of the waterfall (thus hurting the trapped opponents even more) and all potential obstacles. Just like Mega Laser, Hyper Beam can hit opponents outside of the waterfall too. Hyper Beam, which is accompanied by its sound effect from gen VI, consists of four hits each inflicting 5%, then a final hit inflicting 15% and a knockback with a 35° (or 145°) upward angle which can kill at 90%. As the move overall inflicts 65%, it becomes a reliable kill move when used against opponents with at least 25% damage. Once the final hit is inflicted, Gyarados disappears and Magikarp falls from the top of the screen just like how Zero Suit Samus does when she ends her Final Smash.

Results screen

Victory pose 1: jumps high three times like it does in the Pokémon Stadium Splash minigame, then repeatedly hops fast but not high just like it does in this same minigame after it wins.

Victory pose 2: arrives rapidly from the lest by sliding, then brutally brakes and spills water like it does with its dash attack. It doesn't hop after that.

Victory pose 3: does multiple spins, then repeatedly hops like it usually does.

Victory theme: same as other Pokémon characters.

Defeated/no contest pose: Magikarp, instead of being on a crouched position like it usually does, stands upright like it does in the Pokémon Amie and applauses with its fins.

Costumes


Default: regular coloration of a male Magikarp in Pokémon games. Find Mii color: red.
Costume 2: shiny coloration of a male Magikarp in Pokémon games. Find Mii color: yellow.
Costume 3: based on a regular male Gyarados in Pokémon games. Find Mii color: blue.
Costume 4: based on a regular Goldeen in Pokémon games. Find Mii color: white.
Costume 5: based on a regular Feebas in Pokémon games. Find Mii color: brown. Used in the second half of Classic mode in the Wii U version.
Costume 6: based on a regular Relicanth in Pokémon games. Find Mii color: brown.

Costume 7: based on a regular Finneon in Pokémon games. Find Mii color: light blue.
Custome 8: based on a regular Alomomola in Pokémon games. Find Mii color: pink.

Note: "Find Mii color" indicates the color each costume is treated as in the 3DS Find Mii stage, as the Dark Emperor uses magic which affects every character with the same color.

Trophies

Classic mode trophy description: A well-known Water-type Pokémon, but whose reputation comes mainly from its weakness in Pokémon battles. However, in Smash Bros., Magikarp really wants to prove itself as a worthy fighter by using moves such as Tackle, Flail and Bounce. Its signature Splash, however, in completely useless... well, you can still use it to taunt your opponents if you want!
> Game Boy: Pokémon Red and Pokémon Blue (09/1998)
> Nintendo 3DS: Pokémon X and Pokémon Y (10/2013)

Alt trophy description: Magikarp is overall a not very strong fighter lacking KO power, but its dash attack can remedy this. If you quickly hit your opponent with its dash attack, you can very potentially send it away at high damages. Its up aerial move can also be very useful to KO opponents, but the blast of water makes you immediately fall quickly.
> Game Boy: Pokémon Red and Pokémon Blue (09/1998)
> Nintendo 3DS: Pokémon X and Pokémon Y (10/2013)

Note: Magikarp's alt trophy in the 3DS version shows it with the third costume and doing a dash attack, while its Wii U alt trophy shows it with its fifth costume and shows it using an up aerial.

Final Smash trophy description: For its Final Smash, Magikarp summons a powerful trapping waterfall. But what makes this Final Smash grandiose is Magikarp's evolved form, Gyarados, appearing to shoot an Hyper Beam who goes through the waterfall. It goes through the entire stage, so enemies who managed to not be trapped are not protected against Gyarados' fury either.

Stage specific flavor

Boxing Ring alias

The Splashing Underdog

Palutena's Guidance

Pit: Is that... Magikarp? Really?!
Viridi: Yes, exactly. What's the problem?
Pit: Hum, nothing special actually. I'm just surprised that I have to fight a Magikarp. This fight will be so unfairly easy!
Viridi: Don't let you be fooled so easily. I swear you'll be surprised if it evolves into a Gyarados!
Palutena: And even then, be careful when fighting Magikarp. Its caudal fin is particularly powerful.
Pit: Guess you're right, underestimating the opponent can lead to bad surprises.
Palutena: Yes exactly. Watch for its fast attacks, too!

Playstyle

Magikarp is not an easy fighter to use, mostly due to lack of speed outside of dashing and lack of KO power as well. Okay Magikarp actually has KO power, but most of its KO moves are hard to use, such as the easily punishable forward smash, or dash attack and side special which depend on sweetspots in order to kill reliably. Another weakness of Magikarp is a lack of damaging power as well, as most of its attacks inflict bellow-average damage; however, Magikarp has a lot of fast attack and, combined with low knockback, allows a skilled Magikarp players to create combos easily. Another great tool is Magikarp's edgeguarding ability; despite having a poor jump and air speed, it has a spike, an attack which bounces on the opponent, and a down special which creates a rather large hitbox able to make the opponent's return not without some difficulties. Magikarp, like in Pokémon games, is not very powerful, but its tricks make it a very potent fighter nonetheless.

Ver. 1.2.0

Revisions

- Added a "Stage specific flavor" section with the Boxing Ring alias and Palutena's Guidance

- Changed down tilt's knockback: kills at 170% => 160%
- Brand new Final Smash inspired from Dragon's Gate, a Chinese myth which inspired the Magikarp and Gyarados evolutionary line, instead of a ful-power Flail; here's the old Final Smash:
Inspired from Magikarp's Flail when it uses it at only one HP remaining in Pokémon games, this move looks similar in animation to the down B. However, it lasts for longer and has much higher range; it traps opponents inside the move the same way the Sablé Prince Assist Trophy does. The move starts with ten hits which inflict 17% each, then the final blow inflicts 30% with a 34° (or 146°) upward angle which kills at 250%. Contrary to Magikarp's down special, this move has no sweetspot and thus its power is the same for the move's entire hitbox. As the move overall inflicts 200% if all hits connect and the final hit kills at 250%, this Final Smash becomes a kill move when used against opponents with initially 50% or more damage.
And its trophy description:
For its Final Smash, Magikarp uses a very strong variant of Flail. This move consists of a sparkling could opponents cannot espace from if trapped. Even if you don't KO your opponent with this move, it remains very dangerous as it can inflict a total of 200% damage, making it extremely useful for an easy KO afterwards!
- Changed the way how the up special works. Here's the old description for each variation:
Default: Bounce. Magikarp does a very high jump which allows you to gain slight vertical distance as well if you push the stick to the right or the left just after doing the up + B input. The jump gives Magikarp some invincibility frames, a reference to the move's original effect in Pokémon games. Then once Magikarp is high enough, it slows down then starts to fall faster than how it jumped; if the first jump was directed towards right or left, then the fall will still give Magikarp some horizontal distance. The fall inflicts 8.5% and a knockback with a 70° downward angle with meteor smash properties; it can kill at 190%. It also inflicts increased damage against shields. Medium landing lag.

Custom 2: Paralyzing Bounce. The jump is faster and, if you push the stick to the right or the left just after doing the up + B input then the jump gives Magikarp more horizontal distance than default's combined jump and fall. The fall, however, is super fast and totally vertical. It inflicts less damage (7%), don't have increased damage against shields and characters hit don't immediately take knockback; like Zero Suit Samus' down smash, they're stun for a high amount of time (for this move, 35 frames) and if they're not hit before the stun effect wears of then they take the move's knockback, which has a 33° upward angle and can kill around 230%. Landing lag is slightly shorter than the default one. This variation is inspired from Bounce's effect in Pokémon game which can paralyze the opponent.

Custom 3: Burrying Bounce. The jump is slightly faster and goes higher, but the vertical distance which can be gained is cut in half compared to the default variation. The move inflicts far less damage against mid-air opponents (only 3%) which take a knockback with 7° upward angle and KO them around 700%. However, if it hits an opponent on the ground, then this moves inflicts it 10% and buries it. Landing lag is slightly longer than the default one. This variation is inspired from Dig, another two-turn move in Pokémon games.
- Moved the Final Smash section under the Taunts one
- Increased the Final Smash section's title
- Changed "Victory screen" to "Results screen"
- Removed the comment about Magikarp's "great recovery" in the Playstyle section, as the revised Bounce gives it lower recovery abilities
- Fixed many typing errors (I hope all of them)
INTRODUCTION:
(This is not a joke.This entire post encompasses more than seven A4 pages at Arial 9.5 size font. I'm a committed person, but I would not commit this amount of time or effort to a joke. This is all genuine, detailed, and I've poured my heart and soul into it. I ask that you give it respect, please.)

Magikarp is without a doubt one of the most infamous Pokemon ever designed. Sporting some of the worst offensive and defensive stats in the entire series, having a slow experience growth rate, and possessing only three moves it can learn from level-up, it has been the whipping boy of the Internet for as long as anyone can remember. In twenty years, there has never been a Pokemon more pathetic. However, it evolves into Gyarados, a famed death leviathan of the series. This transformation is due to a proverb in Japanese stating a carp that swims up waterfalls will eventually turn into a dragon. A heartwarming thought wrapped in an unappealing red fish. Pop culture digest website TVTropes even uses Magikarp as the example for this sort of transformation, through the "Magikarp Power" tropism-- so there is no denying it is known far and wide.

Even Game Freak themselves acknowledge the jokes made about Magikarp-- almost every game has a trainer who sports a team packed with the things, and in Pokemon Platinum, it was possible to catch a Level 100 Magikarp in the wild. There was a shady salesman who offloads one on you for 500 PokéDollars in Generation I. Old Rods will net you thousands of the things. They were an integral plot point in the games set in Johto through the Lake of Rage. Feebas and Stunfisk followed in its hilarious footsteps. However, in Smash Bros., there is a Pokemon that appears in a Poké Ball that is completely useless. That Pokemon is Goldeen, not Magikarp.

One may wonder why Magikarp was shafted in a role it was born to do by a statistically superior Pokemon, but no matter. Magikarp can now assume a much more glamorous role: the role of the joke character, which was completely absent from Super Smash Bros for WiiU and 3DS. Though some argue that Wii Fit Trainer and Duck Hunt are joke characters, they are important representatives of genres and consoles. A joke character should be superfluous, comedic, and should be disrespectful to beat someone using, and generally are included in fighting games for the simple fact that they get a laugh! The weakest Pokemon in existence certainly fits that bill, though he may be powered up a little for use on the Smash battlefield.

Many people already support Pichu's return to Smash, being the famed joke character of Melee, who in reality was a Pikachu clone who was lighter, tiny, and damaged itself when using electric attacks. However, with the advent of the DLC Fighter Ballot, a brand new fighter could take this role with relative ease. And I am here to convince you that Magikarp is the right vote to make in the DLC Ballot.

Upon hearing the concept of Magikarp in Smash, many people questioned basic logic in its incorporation: How would it move? How would it grab? What moves would it use? And what Final Smash suits it? All of these questions and more are ready to be answered.

It's o-fish-ial. Let's cast our votes and our Old Rods for Magikarp as DLSea!

MOVEMENT ON "FOOT":
Magikarp lacks an asset that all other fighters in the game have. These assets are what the land-dwellers refer to as "legs". Legs are generally important in fighting games, as they allow one to stand, move, and kick. While not all characters use their legs (Rosalina and Luma, Bowser Jr.), legs are seen as quintessential for most fighters, as without them travelling can be quite an issue. However, what initially presents itself as a clear disadvantage to Magikarp opens up a fully unique movement style not seen prior in the series: the hop.


Short-hopping exists, which is whereby one must tap the jump button to execute an extremely low jump, but this is slightly different in mannerisms. In Pokemon X and Y, we are enlightened with knowledge as to how Magikarp fares on land. The result is that it flops up and down repeatedly, in a wild sporadic manner which is wholly unsuitable for the fighting game genre. However, were the Magikarp able to sustain upright positioning, hopping across a stage could be a viable movement option. Through the utility of its fins, sideways motion could be achieved, allowing the hop to take place.


Hopping would scale with movement speed; if one were to move their directional control only very slightly sideways, tiny hops would occur which would give the illusion of standard movement. During a full dash, the hop is highly evident with a larger arc and a moment of aerial status at its peak. Hopping has a unique disadvantage: one cannot shield or roll when in the air, and the apex of Magikarp's hop may technically count as being in the air at higher speeds. However, Magikarp would, as any other character, be capable of jumping from this horizontal movement state. The hop's apex ungrounded status also provides a unique offensive opportunity-- aerial attacks could be performed in this state. While not everyone is familiar with the concept of short hopping, Magikarp possessing an innate ability to perform aerials out of a dash would not only be unique, but would also teach inexperienced players of the advantages of performing the short hop technique in battle. This would allow it slightly more vertical and attack opportunity while dashing at the cost of shielding, which may be a worthwhile trade depending on one's playstyle.


With precise timing during dashes, hopping becomes more than just a comedic manner of travel. Consider certain projectiles: Mario's Fireball and Dr. Mario's Megavitamins, Pacman's Bonus Fruit (Cherries and Apples), ROB's Laser and Gyromite. The list extends further. All of these projectile moves have the potential to bounce off the ground. While Magikarp's hopping may not provide much in vertical assistance, if the projectiles in question were to hit the ground below Magikarp as it is at the apex of its hop, it could effortlessly pass over them. This unique quirk may not truly have any practical uses at higher level play, but will certainly see use as a hilarious tactic in casual matches.


Overall, hopping as a movement style not only provides Magikarp with a strange, comedic movement style, but also brings an important mechanic of the competitive scene to the attention of inexperienced players through its innate short hops.

LEDGES:
Magikarp lacks another asset that all fighters in Super Smash Bros. for WiiU and 3DS tend to have in some regards. These assets are known as "arms". Arms have one extremely notable use; you can use them to clasp onto ledges. In the current games, all fighters use their arms to hold onto the ledge, even Duck Hunt Dog who, while technically not bipedal, is seen to use his forepaws as hands in certain scenarios. This leaves Magikarp with a thorough disadvantage; without arms, any attempt at grabbing a ledge is futile and will end with a fish tumbling into the depths below. While humorous to watch, this does not stack in Magikarp's favour competitively.


However, in Super Smash Bros. Brawl, there was a fighter that did not require the use of hands to grasp the stage. Using its Vine Whip move, Ivysaur could dangle from the edge using its ivy appendages. The intentions for Magikarp would be somewhat similar. Study the design of Magikarp, and you will notice that it possesses a pair of whiskers, known as barbels. Barbels are an anatomical advantage of carp, catfish and barbels (the fish species), which in the real world allow them to scavenge for food on riverbeds, as these appendages are covered with tastebuds, much like your tongue.


On the battlefield, where taste is likely irrelevant (as Kirby, Dedede and Wario will eat absolutely anything you throw their way), these barbels seem to be without use. However, they could be used to snap to ledges as impromptu arms. The barbels themselves are proportionally not too long as to make Magikarp's hanging stance appear awkward.


A few rejected ledge grab concepts:

• Magikarp uses its mouth to grab the ledge. This presents an undesirable scenario in which Magikarp would have a hanging stance collinear with the stage itself-- elsewise, the ledge grab would look too unusual to work logistically.

• Magikarp uses one of its side fins to grab the ledge. While this was a clear competitor for a grab stance, it would involve Magikarp having to enter an almost horizontal stance while holding onto the ledge. This would also appear undesirable, being in conflict with the grab stances of all other characters in the game.

SWIMMING:
Swimming is a limited feature for all characters within Super Smash Bros. Characters may swim comfortably for a few seconds, but will ultimately sink to their demise. As Magikarp is a fish, naturally once he enters water, one would expect the character to swim gracefully and never sink. Unfortunately for the fish, there are some anime canonical sources (https://m.youtube.com/watch?v=SLOc1vNzPso) which demonstrate that even in its natural element, Magikarp can panic and struggle wildly. So, as all other characters in the game, Magikarp has no invulnerability to drowning.


That being said, as a fish, it would not be ludicrous for it to be the best swimmer in the game. While it will ultimately have the same amount of time to swim as other characters, Magikarp's advantage in its natural habitat could be seen in the fact that it can swim faster than any other character in the game. And although it may not be able to overcome the strongest currents in the game such as the wake of the motorboat on Wuhu Island, it could certainly put up a notably better fight than all other characters. This quirk has next to no advantage competitively, where the only stage with water available that is considered competitive is Delfino Plaza.


In summary, Magikarp would have an excellent swimming ability, though not good enough to overcome definitive kill scenarios such as being trapped in extremely fast water, and will still be prone to drowning. I recognise the irony. But this is Magikarp, the world's premier comedic fish.

NEUTRAL B: HYDRO PUMP
Hydro Pump is a move that Magikarp cannot learn naturally in the Pokemon series of games, as Magikarp savants will know that it only normally learns Splash, Tackle, Flail and Bounce by move tutor. However, event Magikarp are often distributed with Hydro Pump as one of its moves, so it certainly is possible to possess a Hydro Pump Magikarp. This is one of those special ones. It also gives Game Freak an excuse to distribute an event Magikarp with the move more widely if it were to make it into the game.


While Hydro Pump already exists in one iteration as Greninja's recovery, this use is not very accurate when compared to the in-game depictions of Hydro Pump in the Pokemon games, where it is shown as a violent cannon of water aimed at an opponent. Magikarp, who is not short of recovery options, can utilise it in its intended form.


Magikarp opens its jaw wide, and a globule of water grows in front of it. When it reaches its maximum charge size, a splashing sound is heard and the globule disappears, and Magikarp occasionally flashes blue to indicate the Hydro Pump is charged. Upon releasing the attack, Magikarp expels streams of water forcibly from its mouth. It can be shield cancelled during the charging stages. A larger charged Hydro Pump will travel further and faster than an uncharged attack, and do more damage.


After experimenting with other characters with charge attacks (Mario, Samus, Wii Fit Trainer), I believe Magikarp is prime for a balance between the F.L.U.D.D. and the Charge Shot/Sun Salutation. At a low charge rate, a single stream of water is expelled and the attack could do no damage and simply have the windbox effect of the F.L.U.D.D. With increasing charge rates, more streams of water are added and begin to do damage after the first charge stage, with the windbox effect of the initial attack still in place. As such, the damage incurred by the attack would not scale as excellently as Sun Salutation, perhaps peaking at 12% as opposed to the 18% provided by Sun Salutation. Also, the knockback incurred by the move would mostly be related to the windbox rather than scaling with damage.


The move lacks in power and does not have kill potential unless used to push an opponent out of recovery range, but it somewhat fits Magikarp’s canon of being weak and having moves that generally do little to no damage. As Magikarp generally lacks in other ranged attacks, the move would become a staple for any Magikarp in defensive play style, particularly as even an uncharged Hydro Pump can be used to push foes a distance away to keep play safe.

SIDE B: SPLASH
Splash is the move that made Magikarp the sensation that it is. Being the only move a Magikarp can learn for most of its young life, one would hope it is a good one—yet it is completely ineffective. There have been countless internet parodies and the like documenting the ludicrousness of this move and Magikarp alone, despite the fact that many other Pokemon can also learn Splash at this point. Excluding certain event-moves such as Celebrate, Hold Hands, and such, the move is the only move existing in Pokemon that is completely worthless in all scenarios. One would wonder how a move such as this could be implemented into the fighting game.

Naturally, in the transition between dimensions, Magikarp's Splash actually has received a bit of power and utility. When activated, Magikarp hops forward a little and this hop results in a wall of water appearing in front of it. This wall of water does a small amount of damage on its initial protrusion, and reflects projectiles that come into contact with it. Fighters are slowed upon contact with the Splash, but it dissipates quickly.

When used on the ground, the move seems logical enough, but in the air, the water splash seemingly pops out of thin air. However, some other characters can have "ground impact" in the air, so Magikarp might be no exception, though you could argue it is drawing moisture from the air around it. Aside from doing a small amount of damage, the move is very similar to Palutena's reflect.

UP B: BOUNCE
Bounce is canonically the only Flying-type move that a Magikarp can learn, and by far the strongest move based on Base Power Magikarp can learn outside of events. It is, interestingly, a two-turn move that has a chance to paralyse upon being landed in the Pokemon games, and these mechanics could easily be translated to the Smash Bros. battlefield without too much thought and provides Magikarp with a recovery rather similar to the likes of King Dedede.


When the move is initiated, Magikarp propels itself upwards at an approximate 65 degree dangle from the horizontal and begins to crash-land once it reaches the move’s apex. During this crash-land process, directional influence can be utilised to target a specific landing point. As such, when compared to King Dedede’s Up-B, there is more control provided to Magikarp on descent whereas Dedede’s has the control on ascent.


Similar once again to Dedede’s attack, there are two obvious points of damage: the direct attack and the shock wave. Dedede’s direct attack does massive damage and buries on impact, but to make things interesting with Magikarp, its direct attack instead causes the stun effect (similar to Zero Suit Samus’s Neutral-B). The reason for this is due to the move Bounce having a paralysis chance in the Pokemon games. The shock wave expelled upon hitting the ground or an opponent does minor damage, but can still reset as Dedede’s does.


Naturally, with Magikarp being significantly lighter than Dedede, this move will not have as great a destructive force, in return for greater descent control and slightly reduced endlag, allowing the Up-B to be a combo starter for other moves, such as Flail. If Magikarp lands a direct hit on the opponent and induces the stun state, the end lag will be one or two frames shorter than if it were to land on solid ground, meaning that landing the attack accurately has its benefits, however may be difficult in execution.

DOWN B: FLAIL
The Flail move is one of Magikarp's few natural learned moves. The move almost encapsulates the essence of Magikarp's existence in a nutshell: Just as soon as you're ready to give up, it will surprise you. Flail does a paltry 20 base damage at full health in the Pokemon games, but in a severe pinch, this increases tenfold to 200. Of course, in the Smash Bros. universe, these numbers mean nothing. However, the underlying concept of Flail could easily be implemented through reappropriation of Lucario's Aura mechanic.


If one is unfamiliar with the Aura mechanic, it essentially causes an increase to Lucario's aura-based moves as Force Palm and Aura Sphere, as well as increasing the range of the former. As there already exists coding for the alteration of moves to satisfy this mechanic, this could be an easy move to implement.


When Flail is initiated, Magikarp bounces on his side, travels backwards in the air slightly before slamming against the ground again, then forward in the air before slamming to the ground in its original position. ↖↘↗↙ is the basic summary of movement during this attack. At 0%, the move essentially is null and void and acts as little more than a windbox which pushes opponents away slightly. At higher damage, the attack becomes a force to be reckoned with, particularly once it begins to stack with rage, inducing large percentage damage and huge knockback, and can easily turn a game around if landed correctly.


While the attack seemingly has many upsides at high damage, there are notable flaws: The top of Magikarp’s body generally would be a safe point to attack and break the Flail move efficiently, however one must be wary not to come into contact with the sweetspots of the attack. The move would also have some degree of end-lag due to its power. However, if combined with a Down-Throw on a character at low damage, Magiakrp’s Flail combos easily. Use of the paralysis effect from Bounce could also assist Magikarp in landing a Flail.


The move has altering sweetspots: When travelling backwards, the tail is the sweetspot, when moving downwards, the fins beneath it are the sweetspot, and its head becomes a sweetspot in its forward motion. For all intents and purposes, the rest of its body is a sourspot. If used high in the air, Magikarp dives directly downwards to the ground to begin the Flail move. If you've gone past offstage, you're dead. As the damage begins to increase, shock waves are produced upon Magikarp's bounces against the ground, scaling in intensity with damage. They do not damage players and are purely aesthetic. All in all, Flail is an interesting high-risk, high-reward move and similar to the concept of the Hydro Pump move, it encourages the canon of Magikarp in that with patience, Magikarp becomes potent having begun weak.

SMASH ATTACKS:
Forward Smash: Magikarp pulls back while charging this move and hops forward to perform a full-bodied Tackle when released. One of Magikarp's more powerful KO options.

Up Smash: Magikarp lowers its body on charge, hops into the air slightly, and performs a quick front flip. Its tail does the bulk of the damage, with the dorsal and underbelly fins doing minor damage to those who may come in contact with them during the move.

Down Smash: Magikarp raises its side fins during the charge, and hops against the ground rapidly to cause splashes either side of its body.

TILTS, JAB, AND DASH:
Tilts:

Forward-Tilt: Magikarp slaps its face sideways, using the barbels to whip sideways. Decent range but low damage.

Up-Tilt: Magikarp flings forward a little to attack with its dorsal fins.

Down-Tilt: Magikarp spins on its side, using its tail to slap opponents.

Jab: Magikarp delivers a quick headbutt to the opponent. Several rapid headbutts can be performed in succession.

Dash: Magikarp rushes towards its opponent, flails its side fins rapidly in panic and then crashes into the opponent in an impromptu Tackle.

AERIALS:
Neutral Air: Magikarp turns to its side and rapidly spins to do damage.

Forward Air: Magikarp uses its barbels to whip the air in front of it. Sweetspot at the barbel tips.

Up Air: Magikarp faces upwards and spurts a small amount of water from its mouth. There is a small windbox just above this attack.

Down Air: Magikarp slaps back and forth with his tail three times, with the final hit having a spike effect and doing the bulk of the damage.

Back Air: Magikarp bends its body and releases a powerful smack with its tail. Slow, but does the most damage of the aerial attacks.

GRAB, PUMMEL, AND THROWS:
Grab: Magikarp extends its barbels as tendrils to grip the opponent, similar to how it uses them to grab the stage's edge. Despite the rope-like appearance of the barbels, they do not provide any tether properties and have a grab range similar to most characters.


Pummel: Magikarp headbutts the opponent to deal damage.


Throws:

Forward-Throw: Magikarp pulls the opponent closer, and then slams them away using a Tackle.

Down-Throw: Magikarp passes the opponent under its body and slams down upon the foe using the fins on the underside of its body.

Up-Throw: Magikarp throws the opponent towards its back and jumps upward to spike the opponent with its dorsal fins.

Back-Throw: Magikarp tosses the opponent behind it and slaps repeatedly using its tail, with the last hit doing the bulk of the damage and knocking back. (For a little extra spice, the sound bytes for the Paper Fan from Brawl can be used for the tail slap—we all remember the annoyance of that item.)


FINAL SMASH: DRAGON RAGE
Any fan of the Pokemon series knows what happens when you get your Magikarp to Level 20. It evolves into Gyarados, the massive intimidating leviathan that strikes fear into all. While we know that the Smash Ball is full of Mega Evolution energy, it has yet to be seen whether a Pokemon can evolve naturally through use of the Smash Ball. However, since normal evolution is an irreversible process, how could it possibly be implemented as a Final Smash? Magikarp cannot become Gyarados for the remainder of the match; that would be a major issue in balance. So how do we get our Gyarados goodness?

Through the use of the move Dragon Rage! Dragon Rage is a move learned by special event Magikarp way back in the day in Generation I-- so perhaps the Smash Ball has some time-travel magic inside it. But I digress. When Magikarp gets the Smash Ball, it temporarily learns Dragon Rage! Using the move causes Magikarp to exhale blue flames rapidly, which gather behind it body, and engulf it, until... It becomes a spectral giant Gyarados made of nothing but pure mystical blue dragon fire. The exhalation of these flames is a quick enough process (taking about two seconds), the spectral Gyarados roars, and begins its domination of the stage.

Once in Gyarados mode, Magikarp is invulnerable, has free roam of the stage, and can move similar to the old Snake game-- up means it turns up, left means it turns left, and so on. The Gyarados passes through platforms, but not solid ground, so try not let the move end below the stage! Also, make sure you change direction, or the Gyarados can self-destruct by flying past the blast zone. These obvious dangers are easily mitigated, and the Gyarados makes up for these potential pitfalls in power.

In Gyarados form, there are two distinct hitboxes: the body which has low damage, and the head which does the bulk of the damage. Over the course of the Final Smash, the Gyarados's body burns like a fuse, signalling how long remains in the Final Smash and reducing the body's hitbox and the Gyarados's speed slightly. Pressing B causes a Dragon Rush to be performed, burning some of the body and rapidly rushing in its orientation with higher damage by the head. Whether you wish to keep the Gyarados state sustained, or rush it for extra kill power, the choice is yours.

At the conclusion of the Final Smash, Magikarp pops out of the head of the Gyarados enveloped in blue fire, looks despondent at the fact it's lost all its magical dragon fire, and then falls back to the stage. Just get the Smash Ball again, Magikarp! Keep trying, tenacious fishie.

ACCOMPANYING STAGE CONCEPT: LAKE OF RAGE
Lake of Rage is one of the few areas inherently associated with Magikarp. If you haven't played Gold/Silver/Crystal/HeartGold/SoulSilver and don't want the plot surrounding the Lake of Rage to be spoiled, I'll be kind and tell you to skip the next small section.


Team Rocket's plan in Mahogany Town was to utilise radio transmissions to make the weak undesirable Magikarp evolve into the highly valuable Gyarados. This made one Red Gyarados get rather angry, and Lance the Dragon Master even angrier. You catch/slay the Red Gyarados, wreck Team Rocket face with Lance and Mahogany Town is saved.


In HeartGold/SoulSilver, an intriguing mechanic was introduced whereby the volume of the lake depended on the weather at the time, with new accessible passages appearing when dry. This mechanic forms one of the bases of the Lake of Rage proposal.


The stage has three water levels, and the stage's platform layouts differ depending on the water level. The water level increases with heavy rainfall, and decreases if the weather has been clear for a prolonged period of time. The stage itself is made up of a large floating log on the deep dark waters of the Lake of Rage, which can be swum in. Trees and the house of the Magikarp fanatic are visible on a hill in the distance, with a pathway extending towards Mahogany Town which appears to end abruptly with a few sharp bends in the road to cut off having to render objects too far.


High Water Level: In the highest iteration of the Lake of Rage, the platform appears similar to Final Destination, albeit with water at its sides. Upward attacks have a lot of kill power at this point as the stage is so close to the upper blast zone, with downward meteor attacks over the water being next to completely ineffective due to the buoyancy effect of the water.


Neutral Water Level: In the mid-range of the Lake of Rage, the iteration the stage always begins on, two floating platforms are revealed at the height the stage was at prior (approximately as high as on Battlefield). These platforms are located at the extrema of the main stage, far left and far right. The blast zones in this form are approximately equivalent to Battlefield's.


Low Water Level: At the lowest water level, the platforms formerly available are higher above you and a third platform appears lower in the air, at the height the main stage was in the last transformation. Naturally, up attacks are near futile here if one wishes to blast an opponent, but meteor attacks are more viable. At this lowest water level, a mysterious red tail sometimes pokes out of the water... What is that thing?



Red Gyarados: What would the Lake of Rage be without Red Gyarados? Appearing in the background of the stage in the lowest water level, Red Gyarados serves to antagonise the fighters for a while before raising the water level once more with Rain Dance to hide itself. Gyarados will not always attack when the water level is low, but occasionally will try to have an above average involvement in the fight. It has a few attacks he can perform:


-Dragon Rage: Gyarados launches a mystical blue fire at the stage, which travels slowly in the air and lands on the main platform of the stage under one of the three platforms. A pillar of blue flame erupts vertically, high enough to hit opponents standing on the upper platforms. The flame dies out after a few seconds.


-Thrash: Gyarados splashes furiously in the water, causing large ripples sideways across the stage that can sweep characters off the main stage. Avoiding these is as easy as simply jumping, however.


-Hyper Beam: Always the final attack Gyarados will perform before Rain Dance. Gyarados randomly selects a third of the stage and decimates it with Hyper Beam. It will aim its head towards it as it charges the Hyper Beam, so there will be time to avoid it. The beam will shatter the platforms and splinter one of the sections of the main stage, destroying it totally. Rain Dance is then performed to raise the stage back to Neutral Water Level. After about thirty seconds, these sections of the stage regenerate.


As you may notice, Gyarados does not get physically involved with the stage in any way, and therefore cannot be KO'd by players.


As some extra background features, other Pokemon could occasionally make appearance in the background of the stage: a flock of Pidgey and Pidgeotto could fly overhead, Hoppip floating by in the wind, and occasionally a normal Gyarados could be seen snaking its way through the waters in the background, though never attacking the players. Overall, except for Red Gyarados's occasional attack, the Lake of Rage stage has a peaceful overtone.


In case you were wondering, it's not salt water.


POTENTIAL STAGE BACKGROUND MUSIC:
Lake of Rage: A relaxed but still upbeat updated version of the theme from the Lake of Rage would be very appropriate for the overall stage. This remix probably best encapsulates what I mean: https://m.youtube.com/watch?v=WKaV_lzx8tk


Vermillion City: An orchestral remix of the Vermillion City theme. Vermillion City is where one receives the Old Rod for the first time, starting an inevitable saga of Magikarp catches.

Surf Theme (X/Y): An easy straight rip from X/Y. Keeping with the watery theme! https://m.youtube.com/watch?v=ow8-YqHmMXg


Dive Theme (OmegaRuby/AlphaSapphire): Another straight rip with the watery theme. Just enough backbeat on this one to make it a really fun battle theme on a relaxed stage. https://m.youtube.com/watch?v=yTUErAIfNWA


Abyssal Ruins: A mysterious theme which seems to suit the Lake of Rage... What lies in its depths? Could easily be remastered with proper instruments, and very little editing would be required.

https://m.youtube.com/watch?v=MXWX7nIJqZo


Battle! Champion (Gold/Silver/Crystal): Lance the Dragon Master, Gyarados user, Champion of the Johto era and the only champion I recall that you battle alongside with. His ties to the Lake of Rage are obvious, and a new remix of his Champion theme would be appropriate. (This is arguably the most remixed Pokemon theme on YouTube already, so finding one that feels just right is hard.)


Lake Theme (Diamond/Pearl/Platinum): Lake Theme. Need I say more? A quick touch-up to modern standards and bam, we're done and every generation of games is represented. https://m.youtube.com/watch?v=VEIpIHtFhQI


ALTERNATE COSTUMES:
-Standard Magikarp: Better red than dead. Standard Magikarp is the one we all know and love and have seen far too many times, sporting is red colours with white and yellow flairs. An instant classic.


-Gyarados Colouration: Evolve your style! The Gyarados colour scheme features a blue body with a teal dorsal fin, white side fins, blue barbels and a peach underfin.


-Shiny Magikarp: Go golden with the Shiny Magikarp colouration! Featuring a golden body, and all the usual trimmings, so you can play with a Magikarp worth its weight in gold! The epitome of “goldfish”!


-Goldeen Colouration: Remember that pesky little fish that stole Magikarp’s true job? It’s time to steal its colouration. Features a white body with reddish-orange fins fading to white at their tips and a peach dorsal fin.


-Feebas Colouration: Who’s this joker? Feebas, you say? Sounds like someone trying too hard to live up to Magikarp. Steal his style with a muddy brown body, blue fins and a curious skin condition of large brown spots.


-Dragalge Colouration: Here’s one for the new fans of Pokemon: power up your poison with a Dragalge costume! Features a red dorsal fin, light purple body and brown fins and trimmings.

-Stunfisk Colouration: Unova’s fish out of water. Stunfisk’s colouration features a brown body, with yellow trimmings elsewhere. Get a shockingly effective skin!


-Sea Bass Colouration: Dress up as the Sea Bass from Animal Crossing! …What? It’s the only fish in a video game you’ll catch with more frequency than a Magikarp, and that’s saying something. Features a dark green body and tail, white underfin, with light green dorsal and side fins.
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Macchiato

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This thread is dedicated to Magikarp, Pokémon #129, for DLC in Super Smash Bros. 4. Discuss!

(This is not a joke thread. Please don't lock. I am serious.)

What is Magikarp?

Go away you uncultured swine.

...

Fine.


This is Magikarp. A Pokémon from Red, Blue, and Yellow, they could be caught in basically any body of water with an Old Rod. Magikarp has been in every generation of Pokémon except for Generation 5. Magikarp is a joke Pokémon, only able to learn Splash, Tackle, Flail (at a level later than its evolution), and Bounce (as an Egg Move). Splash is noteworthy, and is largely considered Magikarp's signature move, as it does absolutely nothing!

Magikarp is generally considered to be a joke character by both fans and Game Freak, the latter of which has the tendency of adding a Trainer with 6 Magikarp, meant to seem intimidating but in reality a pushover due to Magikarp's lack of offensive moves and low Attack stat. Magikarp evolves into Gyarados, an actually competent Pokémon, at level 20, but we're not here to talk about him.

How would Magikarp even work?

Magikarp would be a character notable for its fragility and low damage output. Magikarp would probably be extremely light and deal very little damage, due to all of its attacks being physical and having a base 10 physical stat (this is the second lowest Attack stat in the game, beating Happiny and Chansey and tying with Blissey and Shuckle; however, the former three are notable for their high HP and Shuckle is well-known for its ridiculous Defense stat).

Seems like a flop character.

(Pun intended.)

But wait! There's more!

Magikarp is a fast Pokémon, having a base Speed of 80 that outspeeds approximately 2/3 of all other Pokémon. This would translate over to Smash. In addition, Magikarp is small and not easily hit. However, the pièce de résistance is that Magikarp is always splashing around. Magikarp would be extremely difficult to read and react to because all of its moves and movements look similar.

What would its attacks be?

Glad you asked!

:GCB:: Flail: Magikarp learns this at level 30. In Pokémon games, Flail does more damage the less HP you have. In Smash, Flail would involve Magikarp thrashing around, dealing more damage the more percentage it has, similarly to Lucario. This could be a fast kill move at higher percents, although it's doubtful Magikarp would live that long :secretkpop:

:GCR::GCB:: Tackle: Magikarp learns this at level 15. In Pokémon games, Tackle is a fairly basic, boring move, notable only for having the second highest Power Points in the game and being the only "starting" move (the others being Pound and Scratch) that could miss up until Generation 5. Tackle would involve Magikarp lunging forward a little to deal some damage. Not much to write home about. Could be used as recovery I guess. Who knows.

:GCU::GCB:: Bounce: This is Magikarp's only egg move. In Pokémon games, Bounce is a two-turn Flying move that does decent damage. In Smash, Magikarp would leap up high, similarly to Dedede's up special in that initially you can choose horizontal trajectory, but can't change during the move. Similarly to Greninja's dair, if it comes into contact with something on its descent Magikarp will bounce back up, dealing damage to the opponent and launching them (meteor smash if in air, sakurai angle if on ground), then will be reverted back to its normal falling state and able to use its up special again, like Falcon or Ganon.

:GCD::GCB:: Splash: Magikarp's default and arguably signature move. In Pokémon, Splash does absolutely nothing. In Smash, it would work similarly to ZSS's Flip Jump, without a hitbox.

Final Smash: Magikarp evolves into Gyarados and unleashes a Hyper Beam. It then flies away and leaves an egg which hatches into a new Magikarp.

What about its normals?

Most of Magikarp's attacks would involve body slamming into the enemy or hitting it with its tail. As noted above, many of its moves would look similar so there really isn't much I can say here.

Anything else?

Magikarp would have a very low crouch, and have the fastest forward crawl in the game, but no or a very slow backwards crawl.

While moving normally, Magikarp hops along the ground; this enables it to avoid low hitboxes occasionally, such as Shulk's dsmash.

This still sounds stupid.

So do you.

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Lorde

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@ShinyRegice already made a pretty good moveset for Magikarp.

Magikarp
The Fish Pokémon



Magikarp is one of the most common Pokémon in the Pokémon universe, being found in the wild in every region besides Unova. This is probably due to its high tolerance to water pollution (Pokémon Sapphire Pokédex entry) and high reproduction abilities (Magikarp is the single fastest Pokémon to hatch from its egg in Pokémon games). However, when it comes to combat abilities, Magikarp is generally deemed as the most pathetic Pokémon ever, mostly due to poor stats besides possibly speed and an horrible movepool - in normal circumstances, the only moves it can learn are the basic Tackle, the power-varying Flail, and most notably the literally useless Splash. And Bounce if it is lucky enough to encounter a move tutor. Some specimens also know Bubble (gen II event move) or Hydro Pump (gen V event move) but those are extremely rare.

While Magikarp is probably doomed in Pokémon games as a pathetic burden until it evolves into a powerful Gyarados, which can itself Mega Evolve into an even more powerful Mega Gyarados, is it all lost for the fish itself in other games? Fortunately no: time to give Magikarp a Super Smash Bros. moveset!

Characteristics

General animations:
- As a fighter in Smash, Magikarp generally hops like how it does in Pokémon X and Y, making its body accessible to most forward attacks and projectiles despite its small size.
- However, its crouching animation makes it stop to hop; this makes its body unattainable by a lot of attacks, and thus lowers its hurtbox.
- The same applies for its running animation, which consists of it sliding on the ground.
- Magikarp's entrance animation consists of an old rod finish it from a small pond, then the rod and the pond disappear.
- One of its idle animation consists of three hops that leave it above the ground for a longer amount of time than usual; the other one is a jump with a 360° rotation which leaves it above the ground for longer than usual as well.
- Its balancing animation consists of it stopping to hop and balancing itself on its caudal fin.
- Magikarp uses its fins to grab ledges and items.

Weight: same as Meta Knight > Magikarp is both heavier and sturdier than both Jigglypuff and Pikachu in Pokémon games, making it overall heavier than both in Smash Bros. FYI, Jigglypuff weighs 12.1 lbs (5.5 kg), Pikachu 13.2 lbs (6.0 kg), and Magikarp 22.0 lbd (10.0 kg); also, Magikarp's base physical defense in Pokémon games is 55, higher than Jigglypuff's 20 or Pikachu's 40. But that's not saying much, as Magikarp is still a fragile Pokémon overall and thus easier to KO than most characters in the game.

Walking speed: same as Ike > Every Pokémon playable in Smash 4 besides Jigglypuff is faster than Magikarp, and because hoping is not a very convenient way to walk, I gave it the same walking speed as another character who doesn't walk very fast.

Dashing speed: same as Meta Knight > Sliding, however, is a much more convenient way to move quickly. Not to mention that Magikarp's Swift Swim ability can double its speed in Pokémon games. Okay I know it only works when it rains but regardless, this notable speed increase is a neat reference to this ability.

Jump height: slightly higher than Ganondorf > HeartGold's Magikarp Pokédex entry mentions that it can never jump higher than seven feet, so I gave it about the same jump height as another bad jumper. Jump height is the same both in the ground and mid-air and, as expected, Magikarp only has one mid-air jump.

Falling speed: same as Captain Falcon (fast-falling: same as Mega Man) > Magikarp is a fast-faller, just like in the Splash minigame from Pokémon Stadium.

Air speed: same as Luigi > Magikarp is known for jumping more vertically than horizontally, so I gave it one of the lowest air speed in the game, only above Dedede.

Note: all compared values are from Smash 3DS/Wii U

Moveset

Note: all angle data are considering the following: a 0° angle is a completely horizontal one in front of Magikarp. Also, unless otherwise stated, all knockback data ("kills around X%") consider an average weight Mii Fighter being launched from the center of Final Destination, without taking account rage effect and directional influence, and it assumes that the opponent hits the blast line while still being under the effect of hitstun.

Disclaimers: as I don't have the means or skills to create this character as a Brawl hack in order to test it for balance's sake, most of these values are arbitrary and could potentially end up to be royally unbalanced if this character is implemented as such in an actual Smash game.

Everything

Splash. Does nothing.

Jab

For the first hit, Magikarp quickly spins above the ground to give a caudal fin slap fordward. It inflicts 2%. Second hit is about the same, but the hitbox goes slightly farther and inflicts 1.5% instead. For the finisher, Magikarp goes to a straight pose and turns on itself in order to repeatedly slap its opponent with its caudal fin. The victim is slapped five times, with each slap inflicting 0.8%. The finisher, a sixth slap with the caudal fin, inflicts 2.5% and a knockback with a 6° upward angle. The finisher kills around 320%. After the finisher, Magikarp ends up facing the opposite direction it did prior to doing this move.

Forward tilt

Inspired from Headbutt. Magikarp quickly shakes its head upward once. Horizontal hitbox is rather limited compared to most forward tilt, but it also moves slightly upwards. Inflicts 7% and a knockback with a 74° upward angle. Kills around 230%.

Up tilt

Magikarp hops while slightly curving its body. It's a fast attack, but hitbox only lasts for 36% of the entire more, during the time Magikarp is curving its body. The move's hitbox has a sour spot at Magikarp's caudal fin. Inflicts 9% (6% sourspotted) and a knockback with a 88° upward angle. Kills around 215% (285% sourspotted).

Down tilt

Inspired from Aqua Tail. While lying down, Magikarp does a 360° spin around itself. Water appears and follow Magikarp's caudal fin during the entire move. In fact, this move has two hitboxes. The first one actually hits behind Magikarp; in inflicts 3% and inflicts and very low base knockback with an angle of of 2° in order to easily connect with the second hit. The second hit is a strong caudal fin slap which inflicts 9% and a knockback with a 36° upward angle; it kills around 160%. After the second hit, Magikarp completes the 360° spin around itself to return to its original pose, making the move's ending lag particularly noticeable.

Dash attack

Inspired from both Surf and Aqua Jet. Magikarp quickly slides while spilling water; for the animation, think about an Oshawott Pokéball from SSB4 who would brutally brake. This move has very low starting lag and is a good kill move if used well, making it particularly viable if you want to kill your opponent. The move has a sweet spot for around 20% of its hitbox duration; it inflicts 9.5% and a knockback with a 65° upward angle, and can kill around 130%. For the rest of the hitbox' duration, it inflicts 9%, a knockback with a 40° upward angle, and can kill around 190%. The move's hitbox has a long duration, but is followed by a particularly noticeable ending lag.

Forward smash

Inspired from Giga Impact. After a rather noticeable starting lag, Magikarp does a slow forward hop with great power. It inflicts 15% and a high knockback with a 20° angle which can kill at 110%; fully charged, it inflicts 21% and kills at 92%. However, this move's ending lag is huge, about the same as Captain Falcon's forward air landing lag but slightly longer. It's Magikarp best kill move, but it lets you very vulnerable to punishes if you miss.

Up smash

Inspired from Facade. Magikarp hops and shakes its body twice mid-air. Both hits inflicts 7%, but the first it inflicts very low knockback in order to make the second hit connect. Speaking of the second hit, it inflicts a knockback with a 35° upward angle (or, if the opponent was behind Magikarp, 145°) and can kill around 140%. Fully charged, both hits inflict 9.8% and the second hit can kill around 117%.

Down smash

Inspired from Brine. Magikarp summons a water vortex around it which consists of five hit lasting 3 frames each (except the last one which lasts 2) and inflicting 1.3% each (1.82% each when fully charged). Also, each hit traps the victim within the vortex. Immediately after the last hit, Magikarp does a splashing hop which inflicts 6.5% (9.1% when fully charged) and knockback with a 50° upward angle (of, if the opponent is behind Magikarp, 130°). It can kill at 150% (125% when fully charged).

Neutral aerial

A fast attack, Magikarp slightly curves its body to attack. Inflicts 4%. Considering the move's very low starting and ending lag, it's a very funny move to use repeatedly mid-air, as Magikarp will look like it's constantly shaking its body. This move has, however, a very low knockback; don't consider about using it as a kill move before at least 450%. Given this move's low knockback and its angle (43° downward), it can be repeatedly against one opponent without much trouble. Very low landing lag.

Forward aerial

Inspired from U-Turn. Magikarp quickly does a very fast 360° spin, but the only hitbox of this move is when it turns on itself at 180°, once its caudal fin hits an opponent. If the move misses, then it suffers from an ending lag equivalent to the move's starting lag, but neither of them are very noticeable anyway. However, it the move hits, it inflicts 7% and a knockback with a 35° downward angle, and can be a kill move around 280%, but that's not all. Indeed, after succesfully landing this move, Magikarp bounces in the opposite direction from the opponent! This bounce allows it to gain a lot of horizontal distance and a little vertical height, and you can still use your mid-air jump after using this move if you didn't already use it before. In other words, it the perfect edgeguarding move. Low landing lag.

Up aerial

Inspired from Hydro Pump. It's a very unique move given that it's a stall-then-fall move that's neither a special move or down air. Beware when using this move because it has a noticeable starting lag, but once this lag is over, Magikarp sends a blast of water above it then immediately falls quickly. The water blast inflicts 11% and a knockback with a 89° upward angle. It's a reliable KO move as it kills around 130%. Mid-high landing lag.

Down aerial

Inspired from Slam. Magikarp quickly shakes its tail downward once. The move inflicts 8% an a knockback with a 147° downward angle; it can kill at 370%. However, the last two frames of the move's hitbox duration are the move's sweetspot; the hitbox becomes smaller, but now it inflicts a knockback with a 87° downward angle and has spike properties, and can kill around 150%. This move has very low starting lag and low ending lag, but it ironically has high landing lag.

Back aerial

Inspired from Iron Tail. Magikarp bends its tail downward then fiercely shakes it upward. This move has high starting lag, making it very impractical to use, but it inflicts 10% and a very high knockback with a 148° upward angle. It's one of Magikarp's best kill moves, as it can reliably kill at 120%. To compensate its high starting lag, this move has low ending and landing lag.

Grab

Magikarp hops forward and tries to constrict an opponent with its whiskers. If it misses, then it leaves Magikarp very vulnerable to punishes.

Pummel

Magikarp headbutts its opponent. Inflicts 1.35%. Slower than the average pummel.

Forward throw

Magikarp fiercely headbutts its opponent and release it. Inflicts 7% and a knockback with a 20° upward angle. Kills around 480%.

Up throw

Magikarp fiercely hits its opponent with it caudal fin. This throw looks similar to Pikachu's up smash. Inflicts 10% and a knockback with a 80° upward angle. Kills around 220%.

Down throw

Magikarp stomps on its opponent with its whole body. Inflicts 8.5% and a knockback with a 62° upward angle. Kills around 840%.

Back throw

Magikarp quickly rolls backwards thrice while still grabbing its opponent then releases it. Inflicts 11% and a knockback with a 174° upward angle. Kills around 550%.

Neutral special


Default: Bubble. Magikarp sends bubbles in front on it. They slow down any opponent who enters into contact with them in a similar way to the timer item or Swirlix' Cotton Spore, but not as much as them - bubbles only multiply their speed by 0.9. Additionally, the bubbles has a lifespan of one second and half; pat this amount of time they pop up and inflict 4% to anyone who was affected by their slowing down effect and inflict slight hitstun, but no actual knockback. The move cannot be used again until its user's bubbles pop up. Magikarp get Bubble as a special move due to the fact it was able to learn in in gen II through an event.

Custom 2: Bubble Beam. Bubbles go further, giving this move a higher range, and repel opponents instead of slowing them down. They're also move powerful: they inflict 6.5% once they pop up. Contrary to the default variation, they don't inflict histun at all. They also disappear faster, almost twice as fast as the default variation, but just like it Magikarp cannot use the move again until they pop up.

Custom 3: Bubble Trap. Bubbles have a slightly smaller range than the default variation, and their effect is the contrary of Bubble Beam's, as they attract them instead. They're also less powerful: they inflict 2.5% when they pop up. Contrary to the default variation, they don't inflict hitstun at all. They also disappear much faster, thrice as fast as the default variation, but just like it Magikarp cannot use the move again until they pop up.

Side special


Default: Tackle. A forward bounce allowing Magikarp to gain horizontal distance as well as a little vertical height with very low starting lag. During the hitbox' duration, this move inflicts 3.5% damage and knockback with a 13° upward angle, and kills at 270%; however, after the four first frames of this move's hitbox duration, it has three frames of sweet spot before coming back to normal until the hitbox ends. Sweetspotted, this move inflicts 5% and a knockback with a 35° upward angle, and is powerful enough to kill at 125%. Once this move's hitbox disappears, Magikarp becomes helpless just like Little Mac after his side special. Low landing lag.

Custom 2: Long Jump Tackle. The move becomes weaker and no longer has sweet spot, inflicting 3% with the same knockback angle as non-sweetspotted default and it can only kill at 335%. However, the hitbox lasts for longer, the move allows Magikarp to jump farther, and it no longer leaves it helpless.

Custom 3: Fierce Tackle. The move becomes much more powerful, inflicting 13% and the same knockback angle as sweetspotted default, and can reliably kill at 95%. However, Magikarp jumps much slower and goes less far, only a third of the distance traveled by the default variation, and hitbox only lasts for five frames. Like the default variation, this move lets Magikarp helpless, plus its landing lag is increased.

Up special


Default: Bounce. Magikarp starts by doing a small jump which can be controlled to go to the right of the left. Magikarp is invincible during the rise, a reference to the move's original effect in Pokémon games. This first jump is slightly higher than usual if used mid-air. Once it lands, it starts to bounce high, then falls fast; the horizontal distance traveled by the second bounce is much more noticeable than the first jump. Also, contrary to the first jump, the bounce goes higher if the move was initially used on the ground. The fall inflicts 8.5% and a knockback with a 70° downward angle with meteor smash properties; it can kill at 190%. It also inflicts increased damage against shields. Medium landing lag.

Custom 2: Paralyzing Bounce. This variation improves Magikarp's horizontal recovery as it gives the first jump slightly more horizontal distance. The offensive bounce's fall inflicts less damage (7%), don't have increased damage against shields and characters hit don't immediately take knockback; like Zero Suit Samus' down smash, they're stun for a high amount of time (for this move, 35 frames) and if they're not hit before the stun effect wears of then they take the move's knockback, which has a 33° upward angle and can kill around 230%. Landing lag is slightly shorter than the default one. This variation is inspired from Bounce's effect in Pokémon game which can paralyze the opponent.

Custom 3: Burrying Bounce. The first jump is faster but only has a few invicibility frames at the top of the jump when it stops to rise and starts to fall. The falling part of the second bounce inflicts far less damage against mid-air opponents (only 3%) which take a knockback with 7° upward angle and KO them around 700%. However, if it hits an opponent on the ground, then this moves inflicts it 10% and buries it. Landing lag is slightly longer than the default one. This variation is inspired from Dig, another two-turn move in Pokémon games.

Down special


Default: Flail. A stall-then-fall special move like Bowser's and Yoshi's down special; like them, if Magikarp uses this move on the ground, then it will bounce forward. Once Magikarp hits the ground, it will create a multi-hit sparkling attack (six hits total). The power of this move depends on the distance Magikarp traveled between the moment when it started to stall mid-air and the moment when it hits the ground; the move's base power is based on once and a half its jump height and is equal to the following: 1.5% (each of the five first hits), 2.5% (non-sweetspotted final hit), 6% (sweetspotted final hit - the final hit's sweet spot it Magikarp's body), 17° (or 163°) upward knockback and kills at 280% (non-sweetspotted final hit), 82° (or 98°) upward knockback and kills at 160% (sweetspotted final hit).

Custom 2: Bouncing Flail. The move now makes Magikarp bounce vertically even mid-air; the bounce's height depends on Magikarp's current damage (at 100% it will make Magikarp gain a vertical height equal to twice its jump height; capped at 300%). This naturally makes the move more dangerous at higher damage as Magikarp will jump higher if injured a lot, however the move's base power is decreased all around: 1.2% (each of the five first hits), 2% (non-sweetspotted final hit), 4.5% (sweet spotted final hit), 12° (or 168°) upward knockback and kills at 350% (non-sweetspotted final hit), 74° (or 106°) upward knockback and kills at 185% (sweet spotted final hit).

Custom 3: Trapping Flail. The move now has fixed power and the five first hit now traps the opponent in order to make it hit the final hit's sweetspot easier. However, the move's overall power is slightly reduced compared to the standard variation's base power: 1.4% (each of the five first hits), 1.6% (non-sweetspotted final hit), 4% (sweetspotted final hit), 14° (166°) upward knockback and kills at 295% (non-sweetspotted final hit), 79° (or 101°) upward knockback and kills at 175% (sweetspotted final hit).

Taunts

Up taunt: Magikarp does three slow vertical hops which each leave it above the ground for longer than usual and it curves it body every time it hops. The gen III Splash sound effect plays during this taunt.

Side taunt: Magikarp does five fast hops around. The gen VI Splash sound effect plays during this taunt.

Down taunt: Magikarp hops faster than usual and sends water drops around. The gen V Splash sound effect plays during this taunt.


Magikarp's Final Smash: Gyarados' Gate


Magikarp's Final Smash is inspired from the Chinese Dragon's Gate myth which, as mentioned in the picture above, is the evolutionary line's source of inspiration. The Final Smash starts by Magikarp summoning and climbing a waterfall with about thrice the size of Captain Falcon and a width about seven squares from Green Hill Zone, then Magikarp disappears behind it. The waterfall traps any opponent who enters into contact with it and hits them fifteen times with each hit inflicting 2%. During the move's execution, a Gyarados appears from the right (if the move was used closer to the left blast line) or from the left (if the move was used closer to the right blast line), close to an up angle. Gyarados released an Hyper Beam from its mouth, which goes through the entire stage similarly to Palutena's Mega Laser from her Final Smash, and also goes through the center of the waterfall (thus hurting the trapped opponents even more) and all potential obstacles. Just like Mega Laser, Hyper Beam can hit opponents outside of the waterfall too. Hyper Beam, which is accompanied by its sound effect from gen VI, consists of four hits each inflicting 5%, then a final hit inflicting 15% and a knockback with a 35° (or 145°) upward angle which can kill at 90%. As the move overall inflicts 65%, it becomes a reliable kill move when used against opponents with at least 25% damage. Once the final hit is inflicted, Gyarados disappears and Magikarp falls from the top of the screen just like how Zero Suit Samus does when she ends her Final Smash.

Results screen

Victory pose 1: jumps high three times like it does in the Pokémon Stadium Splash minigame, then repeatedly hops fast but not high just like it does in this same minigame after it wins.

Victory pose 2: arrives rapidly from the lest by sliding, then brutally brakes and spills water like it does with its dash attack. It doesn't hop after that.

Victory pose 3: does multiple spins, then repeatedly hops like it usually does.

Victory theme: same as other Pokémon characters.

Defeated/no contest pose: Magikarp, instead of being on a crouched position like it usually does, stands upright like it does in the Pokémon Amie and applauses with its fins.

Costumes


Default: regular coloration of a male Magikarp in Pokémon games. Find Mii color: red.
Costume 2: shiny coloration of a male Magikarp in Pokémon games. Find Mii color: yellow.
Costume 3: based on a regular male Gyarados in Pokémon games. Find Mii color: blue.
Costume 4: based on a regular Goldeen in Pokémon games. Find Mii color: white.
Costume 5: based on a regular Feebas in Pokémon games. Find Mii color: brown. Used in the second half of Classic mode in the Wii U version.
Costume 6: based on a regular Relicanth in Pokémon games. Find Mii color: brown.

Costume 7: based on a regular Finneon in Pokémon games. Find Mii color: light blue.
Custome 8: based on a regular Alomomola in Pokémon games. Find Mii color: pink.

Note: "Find Mii color" indicates the color each costume is treated as in the 3DS Find Mii stage, as the Dark Emperor uses magic which affects every character with the same color.

Trophies

Classic mode trophy description: A well-known Water-type Pokémon, but whose reputation comes mainly from its weakness in Pokémon battles. However, in Smash Bros., Magikarp really wants to prove itself as a worthy fighter by using moves such as Tackle, Flail and Bounce. Its signature Splash, however, in completely useless... well, you can still use it to taunt your opponents if you want!
> Game Boy: Pokémon Red and Pokémon Blue (09/1998)
> Nintendo 3DS: Pokémon X and Pokémon Y (10/2013)

Alt trophy description: Magikarp is overall a not very strong fighter lacking KO power, but its dash attack can remedy this. If you quickly hit your opponent with its dash attack, you can very potentially send it away at high damages. Its up aerial move can also be very useful to KO opponents, but the blast of water makes you immediately fall quickly.
> Game Boy: Pokémon Red and Pokémon Blue (09/1998)
> Nintendo 3DS: Pokémon X and Pokémon Y (10/2013)

Note: Magikarp's alt trophy in the 3DS version shows it with the third costume and doing a dash attack, while its Wii U alt trophy shows it with its fifth costume and shows it using an up aerial.

Final Smash trophy description: For its Final Smash, Magikarp summons a powerful trapping waterfall. But what makes this Final Smash grandiose is Magikarp's evolved form, Gyarados, appearing to shoot an Hyper Beam who goes through the waterfall. It goes through the entire stage, so enemies who managed to not be trapped are not protected against Gyarados' fury either.

Stage specific flavor

Boxing Ring alias

The Splashing Underdog

Palutena's Guidance

Pit: Is that... Magikarp? Really?!
Viridi: Yes, exactly. What's the problem?
Pit: Hum, nothing special actually. I'm just surprised that I have to fight a Magikarp. This fight will be so unfairly easy!
Viridi: Don't let you be fooled so easily. I swear you'll be surprised if it evolves into a Gyarados!
Palutena: And even then, be careful when fighting Magikarp. Its caudal fin is particularly powerful.
Pit: Guess you're right, underestimating the opponent can lead to bad surprises.
Palutena: Yes exactly. Watch for its fast attacks, too!

Playstyle

Magikarp is not an easy fighter to use, mostly due to lack of speed outside of dashing and lack of KO power as well. Okay Magikarp actually has KO power, but most of its KO moves are hard to use, such as the easily punishable forward smash, or dash attack and side special which depend on sweetspots in order to kill reliably. Another weakness of Magikarp is a lack of damaging power as well, as most of its attacks inflict bellow-average damage; however, Magikarp has a lot of fast attack and, combined with low knockback, allows a skilled Magikarp players to create combos easily. Another great tool is Magikarp's edgeguarding ability; despite having a poor jump and air speed, it has a spike, an attack which bounces on the opponent, and a down special which creates a rather large hitbox able to make the opponent's return not without some difficulties. Magikarp, like in Pokémon games, is not very powerful, but its tricks make it a very potent fighter nonetheless.

Ver. 1.2.0

Revisions

- Added a "Stage specific flavor" section with the Boxing Ring alias and Palutena's Guidance

- Changed down tilt's knockback: kills at 170% => 160%
- Brand new Final Smash inspired from Dragon's Gate, a Chinese myth which inspired the Magikarp and Gyarados evolutionary line, instead of a ful-power Flail; here's the old Final Smash:
Inspired from Magikarp's Flail when it uses it at only one HP remaining in Pokémon games, this move looks similar in animation to the down B. However, it lasts for longer and has much higher range; it traps opponents inside the move the same way the Sablé Prince Assist Trophy does. The move starts with ten hits which inflict 17% each, then the final blow inflicts 30% with a 34° (or 146°) upward angle which kills at 250%. Contrary to Magikarp's down special, this move has no sweetspot and thus its power is the same for the move's entire hitbox. As the move overall inflicts 200% if all hits connect and the final hit kills at 250%, this Final Smash becomes a kill move when used against opponents with initially 50% or more damage.
And its trophy description:
For its Final Smash, Magikarp uses a very strong variant of Flail. This move consists of a sparkling could opponents cannot espace from if trapped. Even if you don't KO your opponent with this move, it remains very dangerous as it can inflict a total of 200% damage, making it extremely useful for an easy KO afterwards!
- Changed the way how the up special works. Here's the old description for each variation:
Default: Bounce. Magikarp does a very high jump which allows you to gain slight vertical distance as well if you push the stick to the right or the left just after doing the up + B input. The jump gives Magikarp some invincibility frames, a reference to the move's original effect in Pokémon games. Then once Magikarp is high enough, it slows down then starts to fall faster than how it jumped; if the first jump was directed towards right or left, then the fall will still give Magikarp some horizontal distance. The fall inflicts 8.5% and a knockback with a 70° downward angle with meteor smash properties; it can kill at 190%. It also inflicts increased damage against shields. Medium landing lag.

Custom 2: Paralyzing Bounce. The jump is faster and, if you push the stick to the right or the left just after doing the up + B input then the jump gives Magikarp more horizontal distance than default's combined jump and fall. The fall, however, is super fast and totally vertical. It inflicts less damage (7%), don't have increased damage against shields and characters hit don't immediately take knockback; like Zero Suit Samus' down smash, they're stun for a high amount of time (for this move, 35 frames) and if they're not hit before the stun effect wears of then they take the move's knockback, which has a 33° upward angle and can kill around 230%. Landing lag is slightly shorter than the default one. This variation is inspired from Bounce's effect in Pokémon game which can paralyze the opponent.

Custom 3: Burrying Bounce. The jump is slightly faster and goes higher, but the vertical distance which can be gained is cut in half compared to the default variation. The move inflicts far less damage against mid-air opponents (only 3%) which take a knockback with 7° upward angle and KO them around 700%. However, if it hits an opponent on the ground, then this moves inflicts it 10% and buries it. Landing lag is slightly longer than the default one. This variation is inspired from Dig, another two-turn move in Pokémon games.
- Moved the Final Smash section under the Taunts one
- Increased the Final Smash section's title
- Changed "Victory screen" to "Results screen"
- Removed the comment about Magikarp's "great recovery" in the Playstyle section, as the revised Bounce gives it lower recovery abilities
- Fixed many typing errors (I hope all of them)

Count me in as a supporter. :129:
 
Last edited:

kenniky

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@ShinyRegice already made a pretty good moveset for Magikarp.

Magikarp
The Fish Pokémon



Magikarp is one of the most common Pokémon in the Pokémon universe, being found in the wild in every region besides Unova. This is probably due to its high tolerance to water pollution (Pokémon Sapphire Pokédex entry) and high reproduction abilities (Magikarp is the single fastest Pokémon to hatch from its egg in Pokémon games). However, when it comes to combat abilities, Magikarp is generally deemed as the most pathetic Pokémon ever, mostly due to poor stats besides possibly speed and an horrible movepool - in normal circumstances, the only moves it can learn are the basic Tackle, the power-varying Flail, and most notably the literally useless Splash. And Bounce if it is lucky enough to encounter a move tutor. Some specimens also know Bubble (gen II event move) or Hydro Pump (gen V event move) but those are extremely rare.

While Magikarp is probably doomed in Pokémon games as a pathetic burden until it evolves into a powerful Gyarados, which can itself Mega Evolve into an even more powerful Mega Gyarados, is it all lost for the fish itself in other games? Fortunately no: time to give Magikarp a Super Smash Bros. moveset!

Characteristics

General animations:
- As a fighter in Smash, Magikarp generally hops like how it does in Pokémon X and Y, making its body accessible to most forward attacks and projectiles despite its small size.
- However, its crouching animation makes it stop to hop; this makes its body unattainable by a lot of attacks, and thus lowers its hurtbox.
- The same applies for its running animation, which consists of it sliding on the ground.
- Magikarp's entrance animation consists of an old rod finish it from a small pond, then the rod and the pond disappear.
- One of its idle animation consists of three hops that leave it above the ground for a longer amount of time than usual; the other one is a jump with a 360° rotation which leaves it above the ground for longer than usual as well.
- Its balancing animation consists of it stopping to hop and balancing itself on its caudal fin.
- Magikarp uses its fins to grab ledges and items.

Weight: same as Meta Knight > Magikarp is both heavier and sturdier than both Jigglypuff and Pikachu in Pokémon games, making it overall heavier than both in Smash Bros. FYI, Jigglypuff weighs 12.1 lbs (5.5 kg), Pikachu 13.2 lbs (6.0 kg), and Magikarp 22.0 lbd (10.0 kg); also, Magikarp's base physical defense in Pokémon games is 55, higher than Jigglypuff's 20 or Pikachu's 40. But that's not saying much, as Magikarp is still a fragile Pokémon overall and thus easier to KO than most characters in the game.

Walking speed: same as Ike > Every Pokémon playable in Smash 4 besides Jigglypuff is faster than Magikarp, and because hoping is not a very convenient way to walk, I gave it the same walking speed as another character who doesn't walk very fast.

Dashing speed: same as Meta Knight > Sliding, however, is a much more convenient way to move quickly. Not to mention that Magikarp's Swift Swim ability can double its speed in Pokémon games. Okay I know it only works when it rains but regardless, this notable speed increase is a neat reference to this ability.

Jump height: slightly higher than Ganondorf > HeartGold's Magikarp Pokédex entry mentions that it can never jump higher than seven feet, so I gave it about the same jump height as another bad jumper. Jump height is the same both in the ground and mid-air and, as expected, Magikarp only has one mid-air jump.

Falling speed: same as Captain Falcon (fast-falling: same as Mega Man) > Magikarp is a fast-faller, just like in the Splash minigame from Pokémon Stadium.

Air speed: same as Luigi > Magikarp is known for jumping more vertically than horizontally, so I gave it one of the lowest air speed in the game, only above Dedede.

Note: all compared values are from Smash 3DS/Wii U

Moveset

Note: all angle data are considering the following: a 0° angle is a completely horizontal one in front of Magikarp. Also, unless otherwise stated, all knockback data ("kills around X%") consider an average weight Mii Fighter being launched from the center of Final Destination, without taking account rage effect and directional influence, and it assumes that the opponent hits the blast line while still being under the effect of hitstun.

Disclaimers: as I don't have the means or skills to create this character as a Brawl hack in order to test it for balance's sake, most of these values are arbitrary and could potentially end up to be royally unbalanced if this character is implemented as such in an actual Smash game.

Everything

Splash. Does nothing.

Jab

For the first hit, Magikarp quickly spins above the ground to give a caudal fin slap fordward. It inflicts 2%. Second hit is about the same, but the hitbox goes slightly farther and inflicts 1.5% instead. For the finisher, Magikarp goes to a straight pose and turns on itself in order to repeatedly slap its opponent with its caudal fin. The victim is slapped five times, with each slap inflicting 0.8%. The finisher, a sixth slap with the caudal fin, inflicts 2.5% and a knockback with a 6° upward angle. The finisher kills around 320%. After the finisher, Magikarp ends up facing the opposite direction it did prior to doing this move.

Forward tilt

Inspired from Headbutt. Magikarp quickly shakes its head upward once. Horizontal hitbox is rather limited compared to most forward tilt, but it also moves slightly upwards. Inflicts 7% and a knockback with a 74° upward angle. Kills around 230%.

Up tilt

Magikarp hops while slightly curving its body. It's a fast attack, but hitbox only lasts for 36% of the entire more, during the time Magikarp is curving its body. The move's hitbox has a sour spot at Magikarp's caudal fin. Inflicts 9% (6% sourspotted) and a knockback with a 88° upward angle. Kills around 215% (285% sourspotted).

Down tilt

Inspired from Aqua Tail. While lying down, Magikarp does a 360° spin around itself. Water appears and follow Magikarp's caudal fin during the entire move. In fact, this move has two hitboxes. The first one actually hits behind Magikarp; in inflicts 3% and inflicts and very low base knockback with an angle of of 2° in order to easily connect with the second hit. The second hit is a strong caudal fin slap which inflicts 9% and a knockback with a 36° upward angle; it kills around 160%. After the second hit, Magikarp completes the 360° spin around itself to return to its original pose, making the move's ending lag particularly noticeable.

Dash attack

Inspired from both Surf and Aqua Jet. Magikarp quickly slides while spilling water; for the animation, think about an Oshawott Pokéball from SSB4 who would brutally brake. This move has very low starting lag and is a good kill move if used well, making it particularly viable if you want to kill your opponent. The move has a sweet spot for around 20% of its hitbox duration; it inflicts 9.5% and a knockback with a 65° upward angle, and can kill around 130%. For the rest of the hitbox' duration, it inflicts 9%, a knockback with a 40° upward angle, and can kill around 190%. The move's hitbox has a long duration, but is followed by a particularly noticeable ending lag.

Forward smash

Inspired from Giga Impact. After a rather noticeable starting lag, Magikarp does a slow forward hop with great power. It inflicts 15% and a high knockback with a 20° angle which can kill at 110%; fully charged, it inflicts 21% and kills at 92%. However, this move's ending lag is huge, about the same as Captain Falcon's forward air landing lag but slightly longer. It's Magikarp best kill move, but it lets you very vulnerable to punishes if you miss.

Up smash

Inspired from Facade. Magikarp hops and shakes its body twice mid-air. Both hits inflicts 7%, but the first it inflicts very low knockback in order to make the second hit connect. Speaking of the second hit, it inflicts a knockback with a 35° upward angle (or, if the opponent was behind Magikarp, 145°) and can kill around 140%. Fully charged, both hits inflict 9.8% and the second hit can kill around 117%.

Down smash

Inspired from Brine. Magikarp summons a water vortex around it which consists of five hit lasting 3 frames each (except the last one which lasts 2) and inflicting 1.3% each (1.82% each when fully charged). Also, each hit traps the victim within the vortex. Immediately after the last hit, Magikarp does a splashing hop which inflicts 6.5% (9.1% when fully charged) and knockback with a 50° upward angle (of, if the opponent is behind Magikarp, 130°). It can kill at 150% (125% when fully charged).

Neutral aerial

A fast attack, Magikarp slightly curves its body to attack. Inflicts 4%. Considering the move's very low starting and ending lag, it's a very funny move to use repeatedly mid-air, as Magikarp will look like it's constantly shaking its body. This move has, however, a very low knockback; don't consider about using it as a kill move before at least 450%. Given this move's low knockback and its angle (43° downward), it can be repeatedly against one opponent without much trouble. Very low landing lag.

Forward aerial

Inspired from U-Turn. Magikarp quickly does a very fast 360° spin, but the only hitbox of this move is when it turns on itself at 180°, once its caudal fin hits an opponent. If the move misses, then it suffers from an ending lag equivalent to the move's starting lag, but neither of them are very noticeable anyway. However, it the move hits, it inflicts 7% and a knockback with a 35° downward angle, and can be a kill move around 280%, but that's not all. Indeed, after succesfully landing this move, Magikarp bounces in the opposite direction from the opponent! This bounce allows it to gain a lot of horizontal distance and a little vertical height, and you can still use your mid-air jump after using this move if you didn't already use it before. In other words, it the perfect edgeguarding move. Low landing lag.

Up aerial

Inspired from Hydro Pump. It's a very unique move given that it's a stall-then-fall move that's neither a special move or down air. Beware when using this move because it has a noticeable starting lag, but once this lag is over, Magikarp sends a blast of water above it then immediately falls quickly. The water blast inflicts 11% and a knockback with a 89° upward angle. It's a reliable KO move as it kills around 130%. Mid-high landing lag.

Down aerial

Inspired from Slam. Magikarp quickly shakes its tail downward once. The move inflicts 8% an a knockback with a 147° downward angle; it can kill at 370%. However, the last two frames of the move's hitbox duration are the move's sweetspot; the hitbox becomes smaller, but now it inflicts a knockback with a 87° downward angle and has spike properties, and can kill around 150%. This move has very low starting lag and low ending lag, but it ironically has high landing lag.

Back aerial

Inspired from Iron Tail. Magikarp bends its tail downward then fiercely shakes it upward. This move has high starting lag, making it very impractical to use, but it inflicts 10% and a very high knockback with a 148° upward angle. It's one of Magikarp's best kill moves, as it can reliably kill at 120%. To compensate its high starting lag, this move has low ending and landing lag.

Grab

Magikarp hops forward and tries to constrict an opponent with its whiskers. If it misses, then it leaves Magikarp very vulnerable to punishes.

Pummel

Magikarp headbutts its opponent. Inflicts 1.35%. Slower than the average pummel.

Forward throw

Magikarp fiercely headbutts its opponent and release it. Inflicts 7% and a knockback with a 20° upward angle. Kills around 480%.

Up throw

Magikarp fiercely hits its opponent with it caudal fin. This throw looks similar to Pikachu's up smash. Inflicts 10% and a knockback with a 80° upward angle. Kills around 220%.

Down throw

Magikarp stomps on its opponent with its whole body. Inflicts 8.5% and a knockback with a 62° upward angle. Kills around 840%.

Back throw

Magikarp quickly rolls backwards thrice while still grabbing its opponent then releases it. Inflicts 11% and a knockback with a 174° upward angle. Kills around 550%.

Neutral special


Default: Bubble. Magikarp sends bubbles in front on it. They slow down any opponent who enters into contact with them in a similar way to the timer item or Swirlix' Cotton Spore, but not as much as them - bubbles only multiply their speed by 0.9. Additionally, the bubbles has a lifespan of one second and half; pat this amount of time they pop up and inflict 4% to anyone who was affected by their slowing down effect and inflict slight hitstun, but no actual knockback. The move cannot be used again until its user's bubbles pop up. Magikarp get Bubble as a special move due to the fact it was able to learn in in gen II through an event.

Custom 2: Bubble Beam. Bubbles go further, giving this move a higher range, and repel opponents instead of slowing them down. They're also move powerful: they inflict 6.5% once they pop up. Contrary to the default variation, they don't inflict histun at all. They also disappear faster, almost twice as fast as the default variation, but just like it Magikarp cannot use the move again until they pop up.

Custom 3: Bubble Trap. Bubbles have a slightly smaller range than the default variation, and their effect is the contrary of Bubble Beam's, as they attract them instead. They're also less powerful: they inflict 2.5% when they pop up. Contrary to the default variation, they don't inflict hitstun at all. They also disappear much faster, thrice as fast as the default variation, but just like it Magikarp cannot use the move again until they pop up.

Side special


Default: Tackle. A forward bounce allowing Magikarp to gain horizontal distance as well as a little vertical height with very low starting lag. During the hitbox' duration, this move inflicts 3.5% damage and knockback with a 13° upward angle, and kills at 270%; however, after the four first frames of this move's hitbox duration, it has three frames of sweet spot before coming back to normal until the hitbox ends. Sweetspotted, this move inflicts 5% and a knockback with a 35° upward angle, and is powerful enough to kill at 125%. Once this move's hitbox disappears, Magikarp becomes helpless just like Little Mac after his side special. Low landing lag.

Custom 2: Long Jump Tackle. The move becomes weaker and no longer has sweet spot, inflicting 3% with the same knockback angle as non-sweetspotted default and it can only kill at 335%. However, the hitbox lasts for longer, the move allows Magikarp to jump farther, and it no longer leaves it helpless.

Custom 3: Fierce Tackle. The move becomes much more powerful, inflicting 13% and the same knockback angle as sweetspotted default, and can reliably kill at 95%. However, Magikarp jumps much slower and goes less far, only a third of the distance traveled by the default variation, and hitbox only lasts for five frames. Like the default variation, this move lets Magikarp helpless, plus its landing lag is increased.

Up special


Default: Bounce. Magikarp starts by doing a small jump which can be controlled to go to the right of the left. Magikarp is invincible during the rise, a reference to the move's original effect in Pokémon games. This first jump is slightly higher than usual if used mid-air. Once it lands, it starts to bounce high, then falls fast; the horizontal distance traveled by the second bounce is much more noticeable than the first jump. Also, contrary to the first jump, the bounce goes higher if the move was initially used on the ground. The fall inflicts 8.5% and a knockback with a 70° downward angle with meteor smash properties; it can kill at 190%. It also inflicts increased damage against shields. Medium landing lag.

Custom 2: Paralyzing Bounce. This variation improves Magikarp's horizontal recovery as it gives the first jump slightly more horizontal distance. The offensive bounce's fall inflicts less damage (7%), don't have increased damage against shields and characters hit don't immediately take knockback; like Zero Suit Samus' down smash, they're stun for a high amount of time (for this move, 35 frames) and if they're not hit before the stun effect wears of then they take the move's knockback, which has a 33° upward angle and can kill around 230%. Landing lag is slightly shorter than the default one. This variation is inspired from Bounce's effect in Pokémon game which can paralyze the opponent.

Custom 3: Burrying Bounce. The first jump is faster but only has a few invicibility frames at the top of the jump when it stops to rise and starts to fall. The falling part of the second bounce inflicts far less damage against mid-air opponents (only 3%) which take a knockback with 7° upward angle and KO them around 700%. However, if it hits an opponent on the ground, then this moves inflicts it 10% and buries it. Landing lag is slightly longer than the default one. This variation is inspired from Dig, another two-turn move in Pokémon games.

Down special


Default: Flail. A stall-then-fall special move like Bowser's and Yoshi's down special; like them, if Magikarp uses this move on the ground, then it will bounce forward. Once Magikarp hits the ground, it will create a multi-hit sparkling attack (six hits total). The power of this move depends on the distance Magikarp traveled between the moment when it started to stall mid-air and the moment when it hits the ground; the move's base power is based on once and a half its jump height and is equal to the following: 1.5% (each of the five first hits), 2.5% (non-sweetspotted final hit), 6% (sweetspotted final hit - the final hit's sweet spot it Magikarp's body), 17° (or 163°) upward knockback and kills at 280% (non-sweetspotted final hit), 82° (or 98°) upward knockback and kills at 160% (sweetspotted final hit).

Custom 2: Bouncing Flail. The move now makes Magikarp bounce vertically even mid-air; the bounce's height depends on Magikarp's current damage (at 100% it will make Magikarp gain a vertical height equal to twice its jump height; capped at 300%). This naturally makes the move more dangerous at higher damage as Magikarp will jump higher if injured a lot, however the move's base power is decreased all around: 1.2% (each of the five first hits), 2% (non-sweetspotted final hit), 4.5% (sweet spotted final hit), 12° (or 168°) upward knockback and kills at 350% (non-sweetspotted final hit), 74° (or 106°) upward knockback and kills at 185% (sweet spotted final hit).

Custom 3: Trapping Flail. The move now has fixed power and the five first hit now traps the opponent in order to make it hit the final hit's sweetspot easier. However, the move's overall power is slightly reduced compared to the standard variation's base power: 1.4% (each of the five first hits), 1.6% (non-sweetspotted final hit), 4% (sweetspotted final hit), 14° (166°) upward knockback and kills at 295% (non-sweetspotted final hit), 79° (or 101°) upward knockback and kills at 175% (sweetspotted final hit).

Taunts

Up taunt: Magikarp does three slow vertical hops which each leave it above the ground for longer than usual and it curves it body every time it hops. The gen III Splash sound effect plays during this taunt.

Side taunt: Magikarp does five fast hops around. The gen VI Splash sound effect plays during this taunt.

Down taunt: Magikarp hops faster than usual and sends water drops around. The gen V Splash sound effect plays during this taunt.


Magikarp's Final Smash: Gyarados' Gate


Magikarp's Final Smash is inspired from the Chinese Dragon's Gate myth which, as mentioned in the picture above, is the evolutionary line's source of inspiration. The Final Smash starts by Magikarp summoning and climbing a waterfall with about thrice the size of Captain Falcon and a width about seven squares from Green Hill Zone, then Magikarp disappears behind it. The waterfall traps any opponent who enters into contact with it and hits them fifteen times with each hit inflicting 2%. During the move's execution, a Gyarados appears from the right (if the move was used closer to the left blast line) or from the left (if the move was used closer to the right blast line), close to an up angle. Gyarados released an Hyper Beam from its mouth, which goes through the entire stage similarly to Palutena's Mega Laser from her Final Smash, and also goes through the center of the waterfall (thus hurting the trapped opponents even more) and all potential obstacles. Just like Mega Laser, Hyper Beam can hit opponents outside of the waterfall too. Hyper Beam, which is accompanied by its sound effect from gen VI, consists of four hits each inflicting 5%, then a final hit inflicting 15% and a knockback with a 35° (or 145°) upward angle which can kill at 90%. As the move overall inflicts 65%, it becomes a reliable kill move when used against opponents with at least 25% damage. Once the final hit is inflicted, Gyarados disappears and Magikarp falls from the top of the screen just like how Zero Suit Samus does when she ends her Final Smash.

Results screen

Victory pose 1: jumps high three times like it does in the Pokémon Stadium Splash minigame, then repeatedly hops fast but not high just like it does in this same minigame after it wins.

Victory pose 2: arrives rapidly from the lest by sliding, then brutally brakes and spills water like it does with its dash attack. It doesn't hop after that.

Victory pose 3: does multiple spins, then repeatedly hops like it usually does.

Victory theme: same as other Pokémon characters.

Defeated/no contest pose: Magikarp, instead of being on a crouched position like it usually does, stands upright like it does in the Pokémon Amie and applauses with its fins.

Costumes


Default: regular coloration of a male Magikarp in Pokémon games. Find Mii color: red.
Costume 2: shiny coloration of a male Magikarp in Pokémon games. Find Mii color: yellow.
Costume 3: based on a regular male Gyarados in Pokémon games. Find Mii color: blue.
Costume 4: based on a regular Goldeen in Pokémon games. Find Mii color: white.
Costume 5: based on a regular Feebas in Pokémon games. Find Mii color: brown. Used in the second half of Classic mode in the Wii U version.
Costume 6: based on a regular Relicanth in Pokémon games. Find Mii color: brown.

Costume 7: based on a regular Finneon in Pokémon games. Find Mii color: light blue.
Custome 8: based on a regular Alomomola in Pokémon games. Find Mii color: pink.

Note: "Find Mii color" indicates the color each costume is treated as in the 3DS Find Mii stage, as the Dark Emperor uses magic which affects every character with the same color.

Trophies

Classic mode trophy description: A well-known Water-type Pokémon, but whose reputation comes mainly from its weakness in Pokémon battles. However, in Smash Bros., Magikarp really wants to prove itself as a worthy fighter by using moves such as Tackle, Flail and Bounce. Its signature Splash, however, in completely useless... well, you can still use it to taunt your opponents if you want!
> Game Boy: Pokémon Red and Pokémon Blue (09/1998)
> Nintendo 3DS: Pokémon X and Pokémon Y (10/2013)

Alt trophy description: Magikarp is overall a not very strong fighter lacking KO power, but its dash attack can remedy this. If you quickly hit your opponent with its dash attack, you can very potentially send it away at high damages. Its up aerial move can also be very useful to KO opponents, but the blast of water makes you immediately fall quickly.
> Game Boy: Pokémon Red and Pokémon Blue (09/1998)
> Nintendo 3DS: Pokémon X and Pokémon Y (10/2013)

Note: Magikarp's alt trophy in the 3DS version shows it with the third costume and doing a dash attack, while its Wii U alt trophy shows it with its fifth costume and shows it using an up aerial.

Final Smash trophy description: For its Final Smash, Magikarp summons a powerful trapping waterfall. But what makes this Final Smash grandiose is Magikarp's evolved form, Gyarados, appearing to shoot an Hyper Beam who goes through the waterfall. It goes through the entire stage, so enemies who managed to not be trapped are not protected against Gyarados' fury either.

Stage specific flavor

Boxing Ring alias

The Splashing Underdog

Palutena's Guidance

Pit: Is that... Magikarp? Really?!
Viridi: Yes, exactly. What's the problem?
Pit: Hum, nothing special actually. I'm just surprised that I have to fight a Magikarp. This fight will be so unfairly easy!
Viridi: Don't let you be fooled so easily. I swear you'll be surprised if it evolves into a Gyarados!
Palutena: And even then, be careful when fighting Magikarp. Its caudal fin is particularly powerful.
Pit: Guess you're right, underestimating the opponent can lead to bad surprises.
Palutena: Yes exactly. Watch for its fast attacks, too!

Playstyle

Magikarp is not an easy fighter to use, mostly due to lack of speed outside of dashing and lack of KO power as well. Okay Magikarp actually has KO power, but most of its KO moves are hard to use, such as the easily punishable forward smash, or dash attack and side special which depend on sweetspots in order to kill reliably. Another weakness of Magikarp is a lack of damaging power as well, as most of its attacks inflict bellow-average damage; however, Magikarp has a lot of fast attack and, combined with low knockback, allows a skilled Magikarp players to create combos easily. Another great tool is Magikarp's edgeguarding ability; despite having a poor jump and air speed, it has a spike, an attack which bounces on the opponent, and a down special which creates a rather large hitbox able to make the opponent's return not without some difficulties. Magikarp, like in Pokémon games, is not very powerful, but its tricks make it a very potent fighter nonetheless.

Ver. 1.2.0

Revisions

- Added a "Stage specific flavor" section with the Boxing Ring alias and Palutena's Guidance

- Changed down tilt's knockback: kills at 170% => 160%
- Brand new Final Smash inspired from Dragon's Gate, a Chinese myth which inspired the Magikarp and Gyarados evolutionary line, instead of a ful-power Flail; here's the old Final Smash:
Inspired from Magikarp's Flail when it uses it at only one HP remaining in Pokémon games, this move looks similar in animation to the down B. However, it lasts for longer and has much higher range; it traps opponents inside the move the same way the Sablé Prince Assist Trophy does. The move starts with ten hits which inflict 17% each, then the final blow inflicts 30% with a 34° (or 146°) upward angle which kills at 250%. Contrary to Magikarp's down special, this move has no sweetspot and thus its power is the same for the move's entire hitbox. As the move overall inflicts 200% if all hits connect and the final hit kills at 250%, this Final Smash becomes a kill move when used against opponents with initially 50% or more damage.
And its trophy description:
For its Final Smash, Magikarp uses a very strong variant of Flail. This move consists of a sparkling could opponents cannot espace from if trapped. Even if you don't KO your opponent with this move, it remains very dangerous as it can inflict a total of 200% damage, making it extremely useful for an easy KO afterwards!
- Changed the way how the up special works. Here's the old description for each variation:
Default: Bounce. Magikarp does a very high jump which allows you to gain slight vertical distance as well if you push the stick to the right or the left just after doing the up + B input. The jump gives Magikarp some invincibility frames, a reference to the move's original effect in Pokémon games. Then once Magikarp is high enough, it slows down then starts to fall faster than how it jumped; if the first jump was directed towards right or left, then the fall will still give Magikarp some horizontal distance. The fall inflicts 8.5% and a knockback with a 70° downward angle with meteor smash properties; it can kill at 190%. It also inflicts increased damage against shields. Medium landing lag.

Custom 2: Paralyzing Bounce. The jump is faster and, if you push the stick to the right or the left just after doing the up + B input then the jump gives Magikarp more horizontal distance than default's combined jump and fall. The fall, however, is super fast and totally vertical. It inflicts less damage (7%), don't have increased damage against shields and characters hit don't immediately take knockback; like Zero Suit Samus' down smash, they're stun for a high amount of time (for this move, 35 frames) and if they're not hit before the stun effect wears of then they take the move's knockback, which has a 33° upward angle and can kill around 230%. Landing lag is slightly shorter than the default one. This variation is inspired from Bounce's effect in Pokémon game which can paralyze the opponent.

Custom 3: Burrying Bounce. The jump is slightly faster and goes higher, but the vertical distance which can be gained is cut in half compared to the default variation. The move inflicts far less damage against mid-air opponents (only 3%) which take a knockback with 7° upward angle and KO them around 700%. However, if it hits an opponent on the ground, then this moves inflicts it 10% and buries it. Landing lag is slightly longer than the default one. This variation is inspired from Dig, another two-turn move in Pokémon games.
- Moved the Final Smash section under the Taunts one
- Increased the Final Smash section's title
- Changed "Victory screen" to "Results screen"
- Removed the comment about Magikarp's "great recovery" in the Playstyle section, as the revised Bounce gives it lower recovery abilities
- Fixed many typing errors (I hope all of them)

Count me in as a supporter. :129:
He didn't make a topic for it though :secretkpop:

I will add this to the OP though
 

udime123

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!!! I had trouble supportig this until I read it! I REALLY want that now, especially the Final Smash. If it hatches a new egg, does that mean the new Magikarp starts with 0%, so it heals, too?
 

kenniky

Smash Master
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kenniky
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!!! I had trouble supportig this until I read it! I REALLY want that now, especially the Final Smash. If it hatches a new egg, does that mean the new Magikarp starts with 0%, so it heals, too?
LOL that would be slightly broken.

So unfortunately not
 

BradLeeTee

Smash Cadet
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Mar 16, 2015
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Love that idea for the final smash. Go ahead and add me to the supporter list as well
 

Martingale

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Messages
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Oh no. Oh no oh no. I'm too late. I've got an eight A4 page report on Magikarp's inclusion that I was just wrapping up this evening and then was going to post to the smash boards. God damn it.

Call me a supporter... I'll throw up my thing on here sometime soon.

EDIT: Here is my thing. Spoiler Tagged because even after I spoiler tag each individual section, it's still ridiculously lengthy.

INTRODUCTION:
(This is not a joke.This entire post encompasses more than seven A4 pages at Arial 9.5 size font. I'm a committed person, but I would not commit this amount of time or effort to a joke. This is all genuine, detailed, and I've poured my heart and soul into it. I ask that you give it respect, please.)

Magikarp is without a doubt one of the most infamous Pokemon ever designed. Sporting some of the worst offensive and defensive stats in the entire series, having a slow experience growth rate, and possessing only three moves it can learn from level-up, it has been the whipping boy of the Internet for as long as anyone can remember. In twenty years, there has never been a Pokemon more pathetic. However, it evolves into Gyarados, a famed death leviathan of the series. This transformation is due to a proverb in Japanese stating a carp that swims up waterfalls will eventually turn into a dragon. A heartwarming thought wrapped in an unappealing red fish. Pop culture digest website TVTropes even uses Magikarp as the example for this sort of transformation, through the "Magikarp Power" tropism-- so there is no denying it is known far and wide.

Even Game Freak themselves acknowledge the jokes made about Magikarp-- almost every game has a trainer who sports a team packed with the things, and in Pokemon Platinum, it was possible to catch a Level 100 Magikarp in the wild. There was a shady salesman who offloads one on you for 500 PokéDollars in Generation I. Old Rods will net you thousands of the things. They were an integral plot point in the games set in Johto through the Lake of Rage. Feebas and Stunfisk followed in its hilarious footsteps. However, in Smash Bros., there is a Pokemon that appears in a Poké Ball that is completely useless. That Pokemon is Goldeen, not Magikarp.

One may wonder why Magikarp was shafted in a role it was born to do by a statistically superior Pokemon, but no matter. Magikarp can now assume a much more glamorous role: the role of the joke character, which was completely absent from Super Smash Bros for WiiU and 3DS. Though some argue that Wii Fit Trainer and Duck Hunt are joke characters, they are important representatives of genres and consoles. A joke character should be superfluous, comedic, and should be disrespectful to beat someone using, and generally are included in fighting games for the simple fact that they get a laugh! The weakest Pokemon in existence certainly fits that bill, though he may be powered up a little for use on the Smash battlefield.

Many people already support Pichu's return to Smash, being the famed joke character of Melee, who in reality was a Pikachu clone who was lighter, tiny, and damaged itself when using electric attacks. However, with the advent of the DLC Fighter Ballot, a brand new fighter could take this role with relative ease. And I am here to convince you that Magikarp is the right vote to make in the DLC Ballot.

Upon hearing the concept of Magikarp in Smash, many people questioned basic logic in its incorporation: How would it move? How would it grab? What moves would it use? And what Final Smash suits it? All of these questions and more are ready to be answered.

It's o-fish-ial. Let's cast our votes and our Old Rods for Magikarp as DLSea!

MOVEMENT ON "FOOT":
Magikarp lacks an asset that all other fighters in the game have. These assets are what the land-dwellers refer to as "legs". Legs are generally important in fighting games, as they allow one to stand, move, and kick. While not all characters use their legs (Rosalina and Luma, Bowser Jr.), legs are seen as quintessential for most fighters, as without them travelling can be quite an issue. However, what initially presents itself as a clear disadvantage to Magikarp opens up a fully unique movement style not seen prior in the series: the hop.


Short-hopping exists, which is whereby one must tap the jump button to execute an extremely low jump, but this is slightly different in mannerisms. In Pokemon X and Y, we are enlightened with knowledge as to how Magikarp fares on land. The result is that it flops up and down repeatedly, in a wild sporadic manner which is wholly unsuitable for the fighting game genre. However, were the Magikarp able to sustain upright positioning, hopping across a stage could be a viable movement option. Through the utility of its fins, sideways motion could be achieved, allowing the hop to take place.


Hopping would scale with movement speed; if one were to move their directional control only very slightly sideways, tiny hops would occur which would give the illusion of standard movement. During a full dash, the hop is highly evident with a larger arc and a moment of aerial status at its peak. Hopping has a unique disadvantage: one cannot shield or roll when in the air, and the apex of Magikarp's hop may technically count as being in the air at higher speeds. However, Magikarp would, as any other character, be capable of jumping from this horizontal movement state. The hop's apex ungrounded status also provides a unique offensive opportunity-- aerial attacks could be performed in this state. While not everyone is familiar with the concept of short hopping, Magikarp possessing an innate ability to perform aerials out of a dash would not only be unique, but would also teach inexperienced players of the advantages of performing the short hop technique in battle. This would allow it slightly more vertical and attack opportunity while dashing at the cost of shielding, which may be a worthwhile trade depending on one's playstyle.


With precise timing during dashes, hopping becomes more than just a comedic manner of travel. Consider certain projectiles: Mario's Fireball and Dr. Mario's Megavitamins, Pacman's Bonus Fruit (Cherries and Apples), ROB's Laser and Gyromite. The list extends further. All of these projectile moves have the potential to bounce off the ground. While Magikarp's hopping may not provide much in vertical assistance, if the projectiles in question were to hit the ground below Magikarp as it is at the apex of its hop, it could effortlessly pass over them. This unique quirk may not truly have any practical uses at higher level play, but will certainly see use as a hilarious tactic in casual matches.


Overall, hopping as a movement style not only provides Magikarp with a strange, comedic movement style, but also brings an important mechanic of the competitive scene to the attention of inexperienced players through its innate short hops.

LEDGES:
Magikarp lacks another asset that all fighters in Super Smash Bros. for WiiU and 3DS tend to have in some regards. These assets are known as "arms". Arms have one extremely notable use; you can use them to clasp onto ledges. In the current games, all fighters use their arms to hold onto the ledge, even Duck Hunt Dog who, while technically not bipedal, is seen to use his forepaws as hands in certain scenarios. This leaves Magikarp with a thorough disadvantage; without arms, any attempt at grabbing a ledge is futile and will end with a fish tumbling into the depths below. While humorous to watch, this does not stack in Magikarp's favour competitively.


However, in Super Smash Bros. Brawl, there was a fighter that did not require the use of hands to grasp the stage. Using its Vine Whip move, Ivysaur could dangle from the edge using its ivy appendages. The intentions for Magikarp would be somewhat similar. Study the design of Magikarp, and you will notice that it possesses a pair of whiskers, known as barbels. Barbels are an anatomical advantage of carp, catfish and barbels (the fish species), which in the real world allow them to scavenge for food on riverbeds, as these appendages are covered with tastebuds, much like your tongue.


On the battlefield, where taste is likely irrelevant (as Kirby, Dedede and Wario will eat absolutely anything you throw their way), these barbels seem to be without use. However, they could be used to snap to ledges as impromptu arms. The barbels themselves are proportionally not too long as to make Magikarp's hanging stance appear awkward.


A few rejected ledge grab concepts:

• Magikarp uses its mouth to grab the ledge. This presents an undesirable scenario in which Magikarp would have a hanging stance collinear with the stage itself-- elsewise, the ledge grab would look too unusual to work logistically.

• Magikarp uses one of its side fins to grab the ledge. While this was a clear competitor for a grab stance, it would involve Magikarp having to enter an almost horizontal stance while holding onto the ledge. This would also appear undesirable, being in conflict with the grab stances of all other characters in the game.

SWIMMING:
Swimming is a limited feature for all characters within Super Smash Bros. Characters may swim comfortably for a few seconds, but will ultimately sink to their demise. As Magikarp is a fish, naturally once he enters water, one would expect the character to swim gracefully and never sink. Unfortunately for the fish, there are some anime canonical sources (https://m.youtube.com/watch?v=SLOc1vNzPso) which demonstrate that even in its natural element, Magikarp can panic and struggle wildly. So, as all other characters in the game, Magikarp has no invulnerability to drowning.


That being said, as a fish, it would not be ludicrous for it to be the best swimmer in the game. While it will ultimately have the same amount of time to swim as other characters, Magikarp's advantage in its natural habitat could be seen in the fact that it can swim faster than any other character in the game. And although it may not be able to overcome the strongest currents in the game such as the wake of the motorboat on Wuhu Island, it could certainly put up a notably better fight than all other characters. This quirk has next to no advantage competitively, where the only stage with water available that is considered competitive is Delfino Plaza.


In summary, Magikarp would have an excellent swimming ability, though not good enough to overcome definitive kill scenarios such as being trapped in extremely fast water, and will still be prone to drowning. I recognise the irony. But this is Magikarp, the world's premier comedic fish.

NEUTRAL B: HYDRO PUMP
Hydro Pump is a move that Magikarp cannot learn naturally in the Pokemon series of games, as Magikarp savants will know that it only normally learns Splash, Tackle, Flail and Bounce by move tutor. However, event Magikarp are often distributed with Hydro Pump as one of its moves, so it certainly is possible to possess a Hydro Pump Magikarp. This is one of those special ones. It also gives Game Freak an excuse to distribute an event Magikarp with the move more widely if it were to make it into the game.


While Hydro Pump already exists in one iteration as Greninja's recovery, this use is not very accurate when compared to the in-game depictions of Hydro Pump in the Pokemon games, where it is shown as a violent cannon of water aimed at an opponent. Magikarp, who is not short of recovery options, can utilise it in its intended form.


Magikarp opens its jaw wide, and a globule of water grows in front of it. When it reaches its maximum charge size, a splashing sound is heard and the globule disappears, and Magikarp occasionally flashes blue to indicate the Hydro Pump is charged. Upon releasing the attack, Magikarp expels streams of water forcibly from its mouth. It can be shield cancelled during the charging stages. A larger charged Hydro Pump will travel further and faster than an uncharged attack, and do more damage.


After experimenting with other characters with charge attacks (Mario, Samus, Wii Fit Trainer), I believe Magikarp is prime for a balance between the F.L.U.D.D. and the Charge Shot/Sun Salutation. At a low charge rate, a single stream of water is expelled and the attack could do no damage and simply have the windbox effect of the F.L.U.D.D. With increasing charge rates, more streams of water are added and begin to do damage after the first charge stage, with the windbox effect of the initial attack still in place. As such, the damage incurred by the attack would not scale as excellently as Sun Salutation, perhaps peaking at 12% as opposed to the 18% provided by Sun Salutation. Also, the knockback incurred by the move would mostly be related to the windbox rather than scaling with damage.


The move lacks in power and does not have kill potential unless used to push an opponent out of recovery range, but it somewhat fits Magikarp’s canon of being weak and having moves that generally do little to no damage. As Magikarp generally lacks in other ranged attacks, the move would become a staple for any Magikarp in defensive play style, particularly as even an uncharged Hydro Pump can be used to push foes a distance away to keep play safe.

SIDE B: SPLASH
Splash is the move that made Magikarp the sensation that it is. Being the only move a Magikarp can learn for most of its young life, one would hope it is a good one—yet it is completely ineffective. There have been countless internet parodies and the like documenting the ludicrousness of this move and Magikarp alone, despite the fact that many other Pokemon can also learn Splash at this point. Excluding certain event-moves such as Celebrate, Hold Hands, and such, the move is the only move existing in Pokemon that is completely worthless in all scenarios. One would wonder how a move such as this could be implemented into the fighting game.

Naturally, in the transition between dimensions, Magikarp's Splash actually has received a bit of power and utility. When activated, Magikarp hops forward a little and this hop results in a wall of water appearing in front of it. This wall of water does a small amount of damage on its initial protrusion, and reflects projectiles that come into contact with it. Fighters are slowed upon contact with the Splash, but it dissipates quickly.

When used on the ground, the move seems logical enough, but in the air, the water splash seemingly pops out of thin air. However, some other characters can have "ground impact" in the air, so Magikarp might be no exception, though you could argue it is drawing moisture from the air around it. Aside from doing a small amount of damage, the move is very similar to Palutena's reflect.

UP B: BOUNCE
Bounce is canonically the only Flying-type move that a Magikarp can learn, and by far the strongest move based on Base Power Magikarp can learn outside of events. It is, interestingly, a two-turn move that has a chance to paralyse upon being landed in the Pokemon games, and these mechanics could easily be translated to the Smash Bros. battlefield without too much thought and provides Magikarp with a recovery rather similar to the likes of King Dedede.


When the move is initiated, Magikarp propels itself upwards at an approximate 65 degree dangle from the horizontal and begins to crash-land once it reaches the move’s apex. During this crash-land process, directional influence can be utilised to target a specific landing point. As such, when compared to King Dedede’s Up-B, there is more control provided to Magikarp on descent whereas Dedede’s has the control on ascent.


Similar once again to Dedede’s attack, there are two obvious points of damage: the direct attack and the shock wave. Dedede’s direct attack does massive damage and buries on impact, but to make things interesting with Magikarp, its direct attack instead causes the stun effect (similar to Zero Suit Samus’s Neutral-B). The reason for this is due to the move Bounce having a paralysis chance in the Pokemon games. The shock wave expelled upon hitting the ground or an opponent does minor damage, but can still reset as Dedede’s does.


Naturally, with Magikarp being significantly lighter than Dedede, this move will not have as great a destructive force, in return for greater descent control and slightly reduced endlag, allowing the Up-B to be a combo starter for other moves, such as Flail. If Magikarp lands a direct hit on the opponent and induces the stun state, the end lag will be one or two frames shorter than if it were to land on solid ground, meaning that landing the attack accurately has its benefits, however may be difficult in execution.

DOWN B: FLAIL
The Flail move is one of Magikarp's few natural learned moves. The move almost encapsulates the essence of Magikarp's existence in a nutshell: Just as soon as you're ready to give up, it will surprise you. Flail does a paltry 20 base damage at full health in the Pokemon games, but in a severe pinch, this increases tenfold to 200. Of course, in the Smash Bros. universe, these numbers mean nothing. However, the underlying concept of Flail could easily be implemented through reappropriation of Lucario's Aura mechanic.


If one is unfamiliar with the Aura mechanic, it essentially causes an increase to Lucario's aura-based moves as Force Palm and Aura Sphere, as well as increasing the range of the former. As there already exists coding for the alteration of moves to satisfy this mechanic, this could be an easy move to implement.


When Flail is initiated, Magikarp bounces on his side, travels backwards in the air slightly before slamming against the ground again, then forward in the air before slamming to the ground in its original position. ↖↘↗↙ is the basic summary of movement during this attack. At 0%, the move essentially is null and void and acts as little more than a windbox which pushes opponents away slightly. At higher damage, the attack becomes a force to be reckoned with, particularly once it begins to stack with rage, inducing large percentage damage and huge knockback, and can easily turn a game around if landed correctly.


While the attack seemingly has many upsides at high damage, there are notable flaws: The top of Magikarp’s body generally would be a safe point to attack and break the Flail move efficiently, however one must be wary not to come into contact with the sweetspots of the attack. The move would also have some degree of end-lag due to its power. However, if combined with a Down-Throw on a character at low damage, Magiakrp’s Flail combos easily. Use of the paralysis effect from Bounce could also assist Magikarp in landing a Flail.


The move has altering sweetspots: When travelling backwards, the tail is the sweetspot, when moving downwards, the fins beneath it are the sweetspot, and its head becomes a sweetspot in its forward motion. For all intents and purposes, the rest of its body is a sourspot. If used high in the air, Magikarp dives directly downwards to the ground to begin the Flail move. If you've gone past offstage, you're dead. As the damage begins to increase, shock waves are produced upon Magikarp's bounces against the ground, scaling in intensity with damage. They do not damage players and are purely aesthetic. All in all, Flail is an interesting high-risk, high-reward move and similar to the concept of the Hydro Pump move, it encourages the canon of Magikarp in that with patience, Magikarp becomes potent having begun weak.

SMASH ATTACKS:
Forward Smash: Magikarp pulls back while charging this move and hops forward to perform a full-bodied Tackle when released. One of Magikarp's more powerful KO options.

Up Smash: Magikarp lowers its body on charge, hops into the air slightly, and performs a quick front flip. Its tail does the bulk of the damage, with the dorsal and underbelly fins doing minor damage to those who may come in contact with them during the move.

Down Smash: Magikarp raises its side fins during the charge, and hops against the ground rapidly to cause splashes either side of its body.

TILTS, JAB, AND DASH:
Tilts:

Forward-Tilt: Magikarp slaps its face sideways, using the barbels to whip sideways. Decent range but low damage.

Up-Tilt: Magikarp flings forward a little to attack with its dorsal fins.

Down-Tilt: Magikarp spins on its side, using its tail to slap opponents.

Jab: Magikarp delivers a quick headbutt to the opponent. Several rapid headbutts can be performed in succession.

Dash: Magikarp rushes towards its opponent, flails its side fins rapidly in panic and then crashes into the opponent in an impromptu Tackle.

AERIALS:
Neutral Air: Magikarp turns to its side and rapidly spins to do damage.

Forward Air: Magikarp uses its barbels to whip the air in front of it. Sweetspot at the barbel tips.

Up Air: Magikarp faces upwards and spurts a small amount of water from its mouth. There is a small windbox just above this attack.

Down Air: Magikarp slaps back and forth with his tail three times, with the final hit having a spike effect and doing the bulk of the damage.

Back Air: Magikarp bends its body and releases a powerful smack with its tail. Slow, but does the most damage of the aerial attacks.

GRAB, PUMMEL, AND THROWS:
Grab: Magikarp extends its barbels as tendrils to grip the opponent, similar to how it uses them to grab the stage's edge. Despite the rope-like appearance of the barbels, they do not provide any tether properties and have a grab range similar to most characters.


Pummel: Magikarp headbutts the opponent to deal damage.


Throws:

Forward-Throw: Magikarp pulls the opponent closer, and then slams them away using a Tackle.

Down-Throw: Magikarp passes the opponent under its body and slams down upon the foe using the fins on the underside of its body.

Up-Throw: Magikarp throws the opponent towards its back and jumps upward to spike the opponent with its dorsal fins.

Back-Throw: Magikarp tosses the opponent behind it and slaps repeatedly using its tail, with the last hit doing the bulk of the damage and knocking back. (For a little extra spice, the sound bytes for the Paper Fan from Brawl can be used for the tail slap—we all remember the annoyance of that item.)


FINAL SMASH: DRAGON RAGE
Any fan of the Pokemon series knows what happens when you get your Magikarp to Level 20. It evolves into Gyarados, the massive intimidating leviathan that strikes fear into all. While we know that the Smash Ball is full of Mega Evolution energy, it has yet to be seen whether a Pokemon can evolve naturally through use of the Smash Ball. However, since normal evolution is an irreversible process, how could it possibly be implemented as a Final Smash? Magikarp cannot become Gyarados for the remainder of the match; that would be a major issue in balance. So how do we get our Gyarados goodness?

Through the use of the move Dragon Rage! Dragon Rage is a move learned by special event Magikarp way back in the day in Generation I-- so perhaps the Smash Ball has some time-travel magic inside it. But I digress. When Magikarp gets the Smash Ball, it temporarily learns Dragon Rage! Using the move causes Magikarp to exhale blue flames rapidly, which gather behind it body, and engulf it, until... It becomes a spectral giant Gyarados made of nothing but pure mystical blue dragon fire. The exhalation of these flames is a quick enough process (taking about two seconds), the spectral Gyarados roars, and begins its domination of the stage.

Once in Gyarados mode, Magikarp is invulnerable, has free roam of the stage, and can move similar to the old Snake game-- up means it turns up, left means it turns left, and so on. The Gyarados passes through platforms, but not solid ground, so try not let the move end below the stage! Also, make sure you change direction, or the Gyarados can self-destruct by flying past the blast zone. These obvious dangers are easily mitigated, and the Gyarados makes up for these potential pitfalls in power.

In Gyarados form, there are two distinct hitboxes: the body which has low damage, and the head which does the bulk of the damage. Over the course of the Final Smash, the Gyarados's body burns like a fuse, signalling how long remains in the Final Smash and reducing the body's hitbox and the Gyarados's speed slightly. Pressing B causes a Dragon Rush to be performed, burning some of the body and rapidly rushing in its orientation with higher damage by the head. Whether you wish to keep the Gyarados state sustained, or rush it for extra kill power, the choice is yours.

At the conclusion of the Final Smash, Magikarp pops out of the head of the Gyarados enveloped in blue fire, looks despondent at the fact it's lost all its magical dragon fire, and then falls back to the stage. Just get the Smash Ball again, Magikarp! Keep trying, tenacious fishie.

ACCOMPANYING STAGE CONCEPT: LAKE OF RAGE
Lake of Rage is one of the few areas inherently associated with Magikarp. If you haven't played Gold/Silver/Crystal/HeartGold/SoulSilver and don't want the plot surrounding the Lake of Rage to be spoiled, I'll be kind and tell you to skip the next small section.


Team Rocket's plan in Mahogany Town was to utilise radio transmissions to make the weak undesirable Magikarp evolve into the highly valuable Gyarados. This made one Red Gyarados get rather angry, and Lance the Dragon Master even angrier. You catch/slay the Red Gyarados, wreck Team Rocket face with Lance and Mahogany Town is saved.


In HeartGold/SoulSilver, an intriguing mechanic was introduced whereby the volume of the lake depended on the weather at the time, with new accessible passages appearing when dry. This mechanic forms one of the bases of the Lake of Rage proposal.


The stage has three water levels, and the stage's platform layouts differ depending on the water level. The water level increases with heavy rainfall, and decreases if the weather has been clear for a prolonged period of time. The stage itself is made up of a large floating log on the deep dark waters of the Lake of Rage, which can be swum in. Trees and the house of the Magikarp fanatic are visible on a hill in the distance, with a pathway extending towards Mahogany Town which appears to end abruptly with a few sharp bends in the road to cut off having to render objects too far.


High Water Level: In the highest iteration of the Lake of Rage, the platform appears similar to Final Destination, albeit with water at its sides. Upward attacks have a lot of kill power at this point as the stage is so close to the upper blast zone, with downward meteor attacks over the water being next to completely ineffective due to the buoyancy effect of the water.


Neutral Water Level: In the mid-range of the Lake of Rage, the iteration the stage always begins on, two floating platforms are revealed at the height the stage was at prior (approximately as high as on Battlefield). These platforms are located at the extrema of the main stage, far left and far right. The blast zones in this form are approximately equivalent to Battlefield's.


Low Water Level: At the lowest water level, the platforms formerly available are higher above you and a third platform appears lower in the air, at the height the main stage was in the last transformation. Naturally, up attacks are near futile here if one wishes to blast an opponent, but meteor attacks are more viable. At this lowest water level, a mysterious red tail sometimes pokes out of the water... What is that thing?



Red Gyarados: What would the Lake of Rage be without Red Gyarados? Appearing in the background of the stage in the lowest water level, Red Gyarados serves to antagonise the fighters for a while before raising the water level once more with Rain Dance to hide itself. Gyarados will not always attack when the water level is low, but occasionally will try to have an above average involvement in the fight. It has a few attacks he can perform:


-Dragon Rage: Gyarados launches a mystical blue fire at the stage, which travels slowly in the air and lands on the main platform of the stage under one of the three platforms. A pillar of blue flame erupts vertically, high enough to hit opponents standing on the upper platforms. The flame dies out after a few seconds.


-Thrash: Gyarados splashes furiously in the water, causing large ripples sideways across the stage that can sweep characters off the main stage. Avoiding these is as easy as simply jumping, however.


-Hyper Beam: Always the final attack Gyarados will perform before Rain Dance. Gyarados randomly selects a third of the stage and decimates it with Hyper Beam. It will aim its head towards it as it charges the Hyper Beam, so there will be time to avoid it. The beam will shatter the platforms and splinter one of the sections of the main stage, destroying it totally. Rain Dance is then performed to raise the stage back to Neutral Water Level. After about thirty seconds, these sections of the stage regenerate.


As you may notice, Gyarados does not get physically involved with the stage in any way, and therefore cannot be KO'd by players.


As some extra background features, other Pokemon could occasionally make appearance in the background of the stage: a flock of Pidgey and Pidgeotto could fly overhead, Hoppip floating by in the wind, and occasionally a normal Gyarados could be seen snaking its way through the waters in the background, though never attacking the players. Overall, except for Red Gyarados's occasional attack, the Lake of Rage stage has a peaceful overtone.


In case you were wondering, it's not salt water.


POTENTIAL STAGE BACKGROUND MUSIC:
Lake of Rage: A relaxed but still upbeat updated version of the theme from the Lake of Rage would be very appropriate for the overall stage. This remix probably best encapsulates what I mean: https://m.youtube.com/watch?v=WKaV_lzx8tk


Vermillion City: An orchestral remix of the Vermillion City theme. Vermillion City is where one receives the Old Rod for the first time, starting an inevitable saga of Magikarp catches.

Surf Theme (X/Y): An easy straight rip from X/Y. Keeping with the watery theme! https://m.youtube.com/watch?v=ow8-YqHmMXg


Dive Theme (OmegaRuby/AlphaSapphire): Another straight rip with the watery theme. Just enough backbeat on this one to make it a really fun battle theme on a relaxed stage. https://m.youtube.com/watch?v=yTUErAIfNWA


Abyssal Ruins: A mysterious theme which seems to suit the Lake of Rage... What lies in its depths? Could easily be remastered with proper instruments, and very little editing would be required.

https://m.youtube.com/watch?v=MXWX7nIJqZo


Battle! Champion (Gold/Silver/Crystal): Lance the Dragon Master, Gyarados user, Champion of the Johto era and the only champion I recall that you battle alongside with. His ties to the Lake of Rage are obvious, and a new remix of his Champion theme would be appropriate. (This is arguably the most remixed Pokemon theme on YouTube already, so finding one that feels just right is hard.)


Lake Theme (Diamond/Pearl/Platinum): Lake Theme. Need I say more? A quick touch-up to modern standards and bam, we're done and every generation of games is represented. https://m.youtube.com/watch?v=VEIpIHtFhQI


ALTERNATE COSTUMES:
-Standard Magikarp: Better red than dead. Standard Magikarp is the one we all know and love and have seen far too many times, sporting is red colours with white and yellow flairs. An instant classic.


-Gyarados Colouration: Evolve your style! The Gyarados colour scheme features a blue body with a teal dorsal fin, white side fins, blue barbels and a peach underfin.


-Shiny Magikarp: Go golden with the Shiny Magikarp colouration! Featuring a golden body, and all the usual trimmings, so you can play with a Magikarp worth its weight in gold! The epitome of “goldfish”!


-Goldeen Colouration: Remember that pesky little fish that stole Magikarp’s true job? It’s time to steal its colouration. Features a white body with reddish-orange fins fading to white at their tips and a peach dorsal fin.


-Feebas Colouration: Who’s this joker? Feebas, you say? Sounds like someone trying too hard to live up to Magikarp. Steal his style with a muddy brown body, blue fins and a curious skin condition of large brown spots.


-Dragalge Colouration: Here’s one for the new fans of Pokemon: power up your poison with a Dragalge costume! Features a red dorsal fin, light purple body and brown fins and trimmings.

-Stunfisk Colouration: Unova’s fish out of water. Stunfisk’s colouration features a brown body, with yellow trimmings elsewhere. Get a shockingly effective skin!


-Sea Bass Colouration: Dress up as the Sea Bass from Animal Crossing! …What? It’s the only fish in a video game you’ll catch with more frequency than a Magikarp, and that’s saying something. Features a dark green body and tail, white underfin, with light green dorsal and side fins.
 
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kenniky

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Oh no. Oh no oh no. I'm too late. I've got an eight A4 page report on Magikarp's inclusion that I was just wrapping up this evening and then was going to post to the smash boards. God damn it.

Call me a supporter... I'll throw up my thing on here sometime soon.

EDIT: Here is my thing. Spoiler Tagged because even after I spoiler tag each individual section, it's still ridiculously lengthy.

INTRODUCTION:
(This is not a joke.This entire post encompasses more than seven A4 pages at Arial 9.5 size font. I'm a committed person, but I would not commit this amount of time or effort to a joke. This is all genuine, detailed, and I've poured my heart and soul into it. I ask that you give it respect, please.)

Magikarp is without a doubt one of the most infamous Pokemon ever designed. Sporting some of the worst offensive and defensive stats in the entire series, having a slow experience growth rate, and possessing only three moves it can learn from level-up, it has been the whipping boy of the Internet for as long as anyone can remember. In twenty years, there has never been a Pokemon more pathetic. However, it evolves into Gyarados, a famed death leviathan of the series. This transformation is due to a proverb in Japanese stating a carp that swims up waterfalls will eventually turn into a dragon. A heartwarming thought wrapped in an unappealing red fish. Pop culture digest website TVTropes even uses Magikarp as the example for this sort of transformation, through the "Magikarp Power" tropism-- so there is no denying it is known far and wide.

Even Game Freak themselves acknowledge the jokes made about Magikarp-- almost every game has a trainer who sports a team packed with the things, and in Pokemon Platinum, it was possible to catch a Level 100 Magikarp in the wild. There was a shady salesman who offloads one on you for 500 PokéDollars in Generation I. Old Rods will net you thousands of the things. They were an integral plot point in the games set in Johto through the Lake of Rage. Feebas and Stunfisk followed in its hilarious footsteps. However, in Smash Bros., there is a Pokemon that appears in a Poké Ball that is completely useless. That Pokemon is Goldeen, not Magikarp.

One may wonder why Magikarp was shafted in a role it was born to do by a statistically superior Pokemon, but no matter. Magikarp can now assume a much more glamorous role: the role of the joke character, which was completely absent from Super Smash Bros for WiiU and 3DS. Though some argue that Wii Fit Trainer and Duck Hunt are joke characters, they are important representatives of genres and consoles. A joke character should be superfluous, comedic, and should be disrespectful to beat someone using, and generally are included in fighting games for the simple fact that they get a laugh! The weakest Pokemon in existence certainly fits that bill, though he may be powered up a little for use on the Smash battlefield.

Many people already support Pichu's return to Smash, being the famed joke character of Melee, who in reality was a Pikachu clone who was lighter, tiny, and damaged itself when using electric attacks. However, with the advent of the DLC Fighter Ballot, a brand new fighter could take this role with relative ease. And I am here to convince you that Magikarp is the right vote to make in the DLC Ballot.

Upon hearing the concept of Magikarp in Smash, many people questioned basic logic in its incorporation: How would it move? How would it grab? What moves would it use? And what Final Smash suits it? All of these questions and more are ready to be answered.

It's o-fish-ial. Let's cast our votes and our Old Rods for Magikarp as DLSea!

MOVEMENT ON "FOOT":
Magikarp lacks an asset that all other fighters in the game have. These assets are what the land-dwellers refer to as "legs". Legs are generally important in fighting games, as they allow one to stand, move, and kick. While not all characters use their legs (Rosalina and Luma, Bowser Jr.), legs are seen as quintessential for most fighters, as without them travelling can be quite an issue. However, what initially presents itself as a clear disadvantage to Magikarp opens up a fully unique movement style not seen prior in the series: the hop.


Short-hopping exists, which is whereby one must tap the jump button to execute an extremely low jump, but this is slightly different in mannerisms. In Pokemon X and Y, we are enlightened with knowledge as to how Magikarp fares on land. The result is that it flops up and down repeatedly, in a wild sporadic manner which is wholly unsuitable for the fighting game genre. However, were the Magikarp able to sustain upright positioning, hopping across a stage could be a viable movement option. Through the utility of its fins, sideways motion could be achieved, allowing the hop to take place.


Hopping would scale with movement speed; if one were to move their directional control only very slightly sideways, tiny hops would occur which would give the illusion of standard movement. During a full dash, the hop is highly evident with a larger arc and a moment of aerial status at its peak. Hopping has a unique disadvantage: one cannot shield or roll when in the air, and the apex of Magikarp's hop may technically count as being in the air at higher speeds. However, Magikarp would, as any other character, be capable of jumping from this horizontal movement state. The hop's apex ungrounded status also provides a unique offensive opportunity-- aerial attacks could be performed in this state. While not everyone is familiar with the concept of short hopping, Magikarp possessing an innate ability to perform aerials out of a dash would not only be unique, but would also teach inexperienced players of the advantages of performing the short hop technique in battle. This would allow it slightly more vertical and attack opportunity while dashing at the cost of shielding, which may be a worthwhile trade depending on one's playstyle.


With precise timing during dashes, hopping becomes more than just a comedic manner of travel. Consider certain projectiles: Mario's Fireball and Dr. Mario's Megavitamins, Pacman's Bonus Fruit (Cherries and Apples), ROB's Laser and Gyromite. The list extends further. All of these projectile moves have the potential to bounce off the ground. While Magikarp's hopping may not provide much in vertical assistance, if the projectiles in question were to hit the ground below Magikarp as it is at the apex of its hop, it could effortlessly pass over them. This unique quirk may not truly have any practical uses at higher level play, but will certainly see use as a hilarious tactic in casual matches.


Overall, hopping as a movement style not only provides Magikarp with a strange, comedic movement style, but also brings an important mechanic of the competitive scene to the attention of inexperienced players through its innate short hops.

LEDGES:
Magikarp lacks another asset that all fighters in Super Smash Bros. for WiiU and 3DS tend to have in some regards. These assets are known as "arms". Arms have one extremely notable use; you can use them to clasp onto ledges. In the current games, all fighters use their arms to hold onto the ledge, even Duck Hunt Dog who, while technically not bipedal, is seen to use his forepaws as hands in certain scenarios. This leaves Magikarp with a thorough disadvantage; without arms, any attempt at grabbing a ledge is futile and will end with a fish tumbling into the depths below. While humorous to watch, this does not stack in Magikarp's favour competitively.


However, in Super Smash Bros. Brawl, there was a fighter that did not require the use of hands to grasp the stage. Using its Vine Whip move, Ivysaur could dangle from the edge using its ivy appendages. The intentions for Magikarp would be somewhat similar. Study the design of Magikarp, and you will notice that it possesses a pair of whiskers, known as barbels. Barbels are an anatomical advantage of carp, catfish and barbels (the fish species), which in the real world allow them to scavenge for food on riverbeds, as these appendages are covered with tastebuds, much like your tongue.


On the battlefield, where taste is likely irrelevant (as Kirby, Dedede and Wario will eat absolutely anything you throw their way), these barbels seem to be without use. However, they could be used to snap to ledges as impromptu arms. The barbels themselves are proportionally not too long as to make Magikarp's hanging stance appear awkward.


A few rejected ledge grab concepts:

• Magikarp uses its mouth to grab the ledge. This presents an undesirable scenario in which Magikarp would have a hanging stance collinear with the stage itself-- elsewise, the ledge grab would look too unusual to work logistically.

• Magikarp uses one of its side fins to grab the ledge. While this was a clear competitor for a grab stance, it would involve Magikarp having to enter an almost horizontal stance while holding onto the ledge. This would also appear undesirable, being in conflict with the grab stances of all other characters in the game.

SWIMMING:
Swimming is a limited feature for all characters within Super Smash Bros. Characters may swim comfortably for a few seconds, but will ultimately sink to their demise. As Magikarp is a fish, naturally once he enters water, one would expect the character to swim gracefully and never sink. Unfortunately for the fish, there are some anime canonical sources (https://m.youtube.com/watch?v=SLOc1vNzPso) which demonstrate that even in its natural element, Magikarp can panic and struggle wildly. So, as all other characters in the game, Magikarp has no invulnerability to drowning.


That being said, as a fish, it would not be ludicrous for it to be the best swimmer in the game. While it will ultimately have the same amount of time to swim as other characters, Magikarp's advantage in its natural habitat could be seen in the fact that it can swim faster than any other character in the game. And although it may not be able to overcome the strongest currents in the game such as the wake of the motorboat on Wuhu Island, it could certainly put up a notably better fight than all other characters. This quirk has next to no advantage competitively, where the only stage with water available that is considered competitive is Delfino Plaza.


In summary, Magikarp would have an excellent swimming ability, though not good enough to overcome definitive kill scenarios such as being trapped in extremely fast water, and will still be prone to drowning. I recognise the irony. But this is Magikarp, the world's premier comedic fish.

NEUTRAL B: HYDRO PUMP
Hydro Pump is a move that Magikarp cannot learn naturally in the Pokemon series of games, as Magikarp savants will know that it only normally learns Splash, Tackle, Flail and Bounce by move tutor. However, event Magikarp are often distributed with Hydro Pump as one of its moves, so it certainly is possible to possess a Hydro Pump Magikarp. This is one of those special ones. It also gives Game Freak an excuse to distribute an event Magikarp with the move more widely if it were to make it into the game.


While Hydro Pump already exists in one iteration as Greninja's recovery, this use is not very accurate when compared to the in-game depictions of Hydro Pump in the Pokemon games, where it is shown as a violent cannon of water aimed at an opponent. Magikarp, who is not short of recovery options, can utilise it in its intended form.


Magikarp opens its jaw wide, and a globule of water grows in front of it. When it reaches its maximum charge size, a splashing sound is heard and the globule disappears, and Magikarp occasionally flashes blue to indicate the Hydro Pump is charged. Upon releasing the attack, Magikarp expels streams of water forcibly from its mouth. It can be shield cancelled during the charging stages. A larger charged Hydro Pump will travel further and faster than an uncharged attack, and do more damage.


After experimenting with other characters with charge attacks (Mario, Samus, Wii Fit Trainer), I believe Magikarp is prime for a balance between the F.L.U.D.D. and the Charge Shot/Sun Salutation. At a low charge rate, a single stream of water is expelled and the attack could do no damage and simply have the windbox effect of the F.L.U.D.D. With increasing charge rates, more streams of water are added and begin to do damage after the first charge stage, with the windbox effect of the initial attack still in place. As such, the damage incurred by the attack would not scale as excellently as Sun Salutation, perhaps peaking at 12% as opposed to the 18% provided by Sun Salutation. Also, the knockback incurred by the move would mostly be related to the windbox rather than scaling with damage.


The move lacks in power and does not have kill potential unless used to push an opponent out of recovery range, but it somewhat fits Magikarp’s canon of being weak and having moves that generally do little to no damage. As Magikarp generally lacks in other ranged attacks, the move would become a staple for any Magikarp in defensive play style, particularly as even an uncharged Hydro Pump can be used to push foes a distance away to keep play safe.

SIDE B: SPLASH
Splash is the move that made Magikarp the sensation that it is. Being the only move a Magikarp can learn for most of its young life, one would hope it is a good one—yet it is completely ineffective. There have been countless internet parodies and the like documenting the ludicrousness of this move and Magikarp alone, despite the fact that many other Pokemon can also learn Splash at this point. Excluding certain event-moves such as Celebrate, Hold Hands, and such, the move is the only move existing in Pokemon that is completely worthless in all scenarios. One would wonder how a move such as this could be implemented into the fighting game.

Naturally, in the transition between dimensions, Magikarp's Splash actually has received a bit of power and utility. When activated, Magikarp hops forward a little and this hop results in a wall of water appearing in front of it. This wall of water does a small amount of damage on its initial protrusion, and reflects projectiles that come into contact with it. Fighters are slowed upon contact with the Splash, but it dissipates quickly.

When used on the ground, the move seems logical enough, but in the air, the water splash seemingly pops out of thin air. However, some other characters can have "ground impact" in the air, so Magikarp might be no exception, though you could argue it is drawing moisture from the air around it. Aside from doing a small amount of damage, the move is very similar to Palutena's reflect.

UP B: BOUNCE
Bounce is canonically the only Flying-type move that a Magikarp can learn, and by far the strongest move based on Base Power Magikarp can learn outside of events. It is, interestingly, a two-turn move that has a chance to paralyse upon being landed in the Pokemon games, and these mechanics could easily be translated to the Smash Bros. battlefield without too much thought and provides Magikarp with a recovery rather similar to the likes of King Dedede.


When the move is initiated, Magikarp propels itself upwards at an approximate 65 degree dangle from the horizontal and begins to crash-land once it reaches the move’s apex. During this crash-land process, directional influence can be utilised to target a specific landing point. As such, when compared to King Dedede’s Up-B, there is more control provided to Magikarp on descent whereas Dedede’s has the control on ascent.


Similar once again to Dedede’s attack, there are two obvious points of damage: the direct attack and the shock wave. Dedede’s direct attack does massive damage and buries on impact, but to make things interesting with Magikarp, its direct attack instead causes the stun effect (similar to Zero Suit Samus’s Neutral-B). The reason for this is due to the move Bounce having a paralysis chance in the Pokemon games. The shock wave expelled upon hitting the ground or an opponent does minor damage, but can still reset as Dedede’s does.


Naturally, with Magikarp being significantly lighter than Dedede, this move will not have as great a destructive force, in return for greater descent control and slightly reduced endlag, allowing the Up-B to be a combo starter for other moves, such as Flail. If Magikarp lands a direct hit on the opponent and induces the stun state, the end lag will be one or two frames shorter than if it were to land on solid ground, meaning that landing the attack accurately has its benefits, however may be difficult in execution.

DOWN B: FLAIL
The Flail move is one of Magikarp's few natural learned moves. The move almost encapsulates the essence of Magikarp's existence in a nutshell: Just as soon as you're ready to give up, it will surprise you. Flail does a paltry 20 base damage at full health in the Pokemon games, but in a severe pinch, this increases tenfold to 200. Of course, in the Smash Bros. universe, these numbers mean nothing. However, the underlying concept of Flail could easily be implemented through reappropriation of Lucario's Aura mechanic.


If one is unfamiliar with the Aura mechanic, it essentially causes an increase to Lucario's aura-based moves as Force Palm and Aura Sphere, as well as increasing the range of the former. As there already exists coding for the alteration of moves to satisfy this mechanic, this could be an easy move to implement.


When Flail is initiated, Magikarp bounces on his side, travels backwards in the air slightly before slamming against the ground again, then forward in the air before slamming to the ground in its original position. ↖↘↗↙ is the basic summary of movement during this attack. At 0%, the move essentially is null and void and acts as little more than a windbox which pushes opponents away slightly. At higher damage, the attack becomes a force to be reckoned with, particularly once it begins to stack with rage, inducing large percentage damage and huge knockback, and can easily turn a game around if landed correctly.


While the attack seemingly has many upsides at high damage, there are notable flaws: The top of Magikarp’s body generally would be a safe point to attack and break the Flail move efficiently, however one must be wary not to come into contact with the sweetspots of the attack. The move would also have some degree of end-lag due to its power. However, if combined with a Down-Throw on a character at low damage, Magiakrp’s Flail combos easily. Use of the paralysis effect from Bounce could also assist Magikarp in landing a Flail.


The move has altering sweetspots: When travelling backwards, the tail is the sweetspot, when moving downwards, the fins beneath it are the sweetspot, and its head becomes a sweetspot in its forward motion. For all intents and purposes, the rest of its body is a sourspot. If used high in the air, Magikarp dives directly downwards to the ground to begin the Flail move. If you've gone past offstage, you're dead. As the damage begins to increase, shock waves are produced upon Magikarp's bounces against the ground, scaling in intensity with damage. They do not damage players and are purely aesthetic. All in all, Flail is an interesting high-risk, high-reward move and similar to the concept of the Hydro Pump move, it encourages the canon of Magikarp in that with patience, Magikarp becomes potent having begun weak.

SMASH ATTACKS:
Forward Smash: Magikarp pulls back while charging this move and hops forward to perform a full-bodied Tackle when released. One of Magikarp's more powerful KO options.

Up Smash: Magikarp lowers its body on charge, hops into the air slightly, and performs a quick front flip. Its tail does the bulk of the damage, with the dorsal and underbelly fins doing minor damage to those who may come in contact with them during the move.

Down Smash: Magikarp raises its side fins during the charge, and hops against the ground rapidly to cause splashes either side of its body.

TILTS, JAB, AND DASH:
Tilts:

Forward-Tilt: Magikarp slaps its face sideways, using the barbels to whip sideways. Decent range but low damage.

Up-Tilt: Magikarp flings forward a little to attack with its dorsal fins.

Down-Tilt: Magikarp spins on its side, using its tail to slap opponents.

Jab: Magikarp delivers a quick headbutt to the opponent. Several rapid headbutts can be performed in succession.

Dash: Magikarp rushes towards its opponent, flails its side fins rapidly in panic and then crashes into the opponent in an impromptu Tackle.

AERIALS:
Neutral Air: Magikarp turns to its side and rapidly spins to do damage.

Forward Air: Magikarp uses its barbels to whip the air in front of it. Sweetspot at the barbel tips.

Up Air: Magikarp faces upwards and spurts a small amount of water from its mouth. There is a small windbox just above this attack.

Down Air: Magikarp slaps back and forth with his tail three times, with the final hit having a spike effect and doing the bulk of the damage.

Back Air: Magikarp bends its body and releases a powerful smack with its tail. Slow, but does the most damage of the aerial attacks.

GRAB, PUMMEL, AND THROWS:
Grab: Magikarp extends its barbels as tendrils to grip the opponent, similar to how it uses them to grab the stage's edge. Despite the rope-like appearance of the barbels, they do not provide any tether properties and have a grab range similar to most characters.


Pummel: Magikarp headbutts the opponent to deal damage.


Throws:

Forward-Throw: Magikarp pulls the opponent closer, and then slams them away using a Tackle.

Down-Throw: Magikarp passes the opponent under its body and slams down upon the foe using the fins on the underside of its body.

Up-Throw: Magikarp throws the opponent towards its back and jumps upward to spike the opponent with its dorsal fins.

Back-Throw: Magikarp tosses the opponent behind it and slaps repeatedly using its tail, with the last hit doing the bulk of the damage and knocking back. (For a little extra spice, the sound bytes for the Paper Fan from Brawl can be used for the tail slap—we all remember the annoyance of that item.)


FINAL SMASH: DRAGON RAGE
Any fan of the Pokemon series knows what happens when you get your Magikarp to Level 20. It evolves into Gyarados, the massive intimidating leviathan that strikes fear into all. While we know that the Smash Ball is full of Mega Evolution energy, it has yet to be seen whether a Pokemon can evolve naturally through use of the Smash Ball. However, since normal evolution is an irreversible process, how could it possibly be implemented as a Final Smash? Magikarp cannot become Gyarados for the remainder of the match; that would be a major issue in balance. So how do we get our Gyarados goodness?

Through the use of the move Dragon Rage! Dragon Rage is a move learned by special event Magikarp way back in the day in Generation I-- so perhaps the Smash Ball has some time-travel magic inside it. But I digress. When Magikarp gets the Smash Ball, it temporarily learns Dragon Rage! Using the move causes Magikarp to exhale blue flames rapidly, which gather behind it body, and engulf it, until... It becomes a spectral giant Gyarados made of nothing but pure mystical blue dragon fire. The exhalation of these flames is a quick enough process (taking about two seconds), the spectral Gyarados roars, and begins its domination of the stage.

Once in Gyarados mode, Magikarp is invulnerable, has free roam of the stage, and can move similar to the old Snake game-- up means it turns up, left means it turns left, and so on. The Gyarados passes through platforms, but not solid ground, so try not let the move end below the stage! Also, make sure you change direction, or the Gyarados can self-destruct by flying past the blast zone. These obvious dangers are easily mitigated, and the Gyarados makes up for these potential pitfalls in power.

In Gyarados form, there are two distinct hitboxes: the body which has low damage, and the head which does the bulk of the damage. Over the course of the Final Smash, the Gyarados's body burns like a fuse, signalling how long remains in the Final Smash and reducing the body's hitbox and the Gyarados's speed slightly. Pressing B causes a Dragon Rush to be performed, burning some of the body and rapidly rushing in its orientation with higher damage by the head. Whether you wish to keep the Gyarados state sustained, or rush it for extra kill power, the choice is yours.

At the conclusion of the Final Smash, Magikarp pops out of the head of the Gyarados enveloped in blue fire, looks despondent at the fact it's lost all its magical dragon fire, and then falls back to the stage. Just get the Smash Ball again, Magikarp! Keep trying, tenacious fishie.

ACCOMPANYING STAGE CONCEPT: LAKE OF RAGE
Lake of Rage is one of the few areas inherently associated with Magikarp. If you haven't played Gold/Silver/Crystal/HeartGold/SoulSilver and don't want the plot surrounding the Lake of Rage to be spoiled, I'll be kind and tell you to skip the next small section.


Team Rocket's plan in Mahogany Town was to utilise radio transmissions to make the weak undesirable Magikarp evolve into the highly valuable Gyarados. This made one Red Gyarados get rather angry, and Lance the Dragon Master even angrier. You catch/slay the Red Gyarados, wreck Team Rocket face with Lance and Mahogany Town is saved.


In HeartGold/SoulSilver, an intriguing mechanic was introduced whereby the volume of the lake depended on the weather at the time, with new accessible passages appearing when dry. This mechanic forms one of the bases of the Lake of Rage proposal.


The stage has three water levels, and the stage's platform layouts differ depending on the water level. The water level increases with heavy rainfall, and decreases if the weather has been clear for a prolonged period of time. The stage itself is made up of a large floating log on the deep dark waters of the Lake of Rage, which can be swum in. Trees and the house of the Magikarp fanatic are visible on a hill in the distance, with a pathway extending towards Mahogany Town which appears to end abruptly with a few sharp bends in the road to cut off having to render objects too far.


High Water Level: In the highest iteration of the Lake of Rage, the platform appears similar to Final Destination, albeit with water at its sides. Upward attacks have a lot of kill power at this point as the stage is so close to the upper blast zone, with downward meteor attacks over the water being next to completely ineffective due to the buoyancy effect of the water.


Neutral Water Level: In the mid-range of the Lake of Rage, the iteration the stage always begins on, two floating platforms are revealed at the height the stage was at prior (approximately as high as on Battlefield). These platforms are located at the extrema of the main stage, far left and far right. The blast zones in this form are approximately equivalent to Battlefield's.


Low Water Level: At the lowest water level, the platforms formerly available are higher above you and a third platform appears lower in the air, at the height the main stage was in the last transformation. Naturally, up attacks are near futile here if one wishes to blast an opponent, but meteor attacks are more viable. At this lowest water level, a mysterious red tail sometimes pokes out of the water... What is that thing?



Red Gyarados: What would the Lake of Rage be without Red Gyarados? Appearing in the background of the stage in the lowest water level, Red Gyarados serves to antagonise the fighters for a while before raising the water level once more with Rain Dance to hide itself. Gyarados will not always attack when the water level is low, but occasionally will try to have an above average involvement in the fight. It has a few attacks he can perform:


-Dragon Rage: Gyarados launches a mystical blue fire at the stage, which travels slowly in the air and lands on the main platform of the stage under one of the three platforms. A pillar of blue flame erupts vertically, high enough to hit opponents standing on the upper platforms. The flame dies out after a few seconds.


-Thrash: Gyarados splashes furiously in the water, causing large ripples sideways across the stage that can sweep characters off the main stage. Avoiding these is as easy as simply jumping, however.


-Hyper Beam: Always the final attack Gyarados will perform before Rain Dance. Gyarados randomly selects a third of the stage and decimates it with Hyper Beam. It will aim its head towards it as it charges the Hyper Beam, so there will be time to avoid it. The beam will shatter the platforms and splinter one of the sections of the main stage, destroying it totally. Rain Dance is then performed to raise the stage back to Neutral Water Level. After about thirty seconds, these sections of the stage regenerate.


As you may notice, Gyarados does not get physically involved with the stage in any way, and therefore cannot be KO'd by players.


As some extra background features, other Pokemon could occasionally make appearance in the background of the stage: a flock of Pidgey and Pidgeotto could fly overhead, Hoppip floating by in the wind, and occasionally a normal Gyarados could be seen snaking its way through the waters in the background, though never attacking the players. Overall, except for Red Gyarados's occasional attack, the Lake of Rage stage has a peaceful overtone.


In case you were wondering, it's not salt water.


POTENTIAL STAGE BACKGROUND MUSIC:
Lake of Rage: A relaxed but still upbeat updated version of the theme from the Lake of Rage would be very appropriate for the overall stage. This remix probably best encapsulates what I mean: https://m.youtube.com/watch?v=WKaV_lzx8tk


Vermillion City: An orchestral remix of the Vermillion City theme. Vermillion City is where one receives the Old Rod for the first time, starting an inevitable saga of Magikarp catches.

Surf Theme (X/Y): An easy straight rip from X/Y. Keeping with the watery theme! https://m.youtube.com/watch?v=ow8-YqHmMXg


Dive Theme (OmegaRuby/AlphaSapphire): Another straight rip with the watery theme. Just enough backbeat on this one to make it a really fun battle theme on a relaxed stage. https://m.youtube.com/watch?v=yTUErAIfNWA


Abyssal Ruins: A mysterious theme which seems to suit the Lake of Rage... What lies in its depths? Could easily be remastered with proper instruments, and very little editing would be required.

https://m.youtube.com/watch?v=MXWX7nIJqZo


Battle! Champion (Gold/Silver/Crystal): Lance the Dragon Master, Gyarados user, Champion of the Johto era and the only champion I recall that you battle alongside with. His ties to the Lake of Rage are obvious, and a new remix of his Champion theme would be appropriate. (This is arguably the most remixed Pokemon theme on YouTube already, so finding one that feels just right is hard.)


Lake Theme (Diamond/Pearl/Platinum): Lake Theme. Need I say more? A quick touch-up to modern standards and bam, we're done and every generation of games is represented. https://m.youtube.com/watch?v=VEIpIHtFhQI


ALTERNATE COSTUMES:
-Standard Magikarp: Better red than dead. Standard Magikarp is the one we all know and love and have seen far too many times, sporting is red colours with white and yellow flairs. An instant classic.


-Gyarados Colouration: Evolve your style! The Gyarados colour scheme features a blue body with a teal dorsal fin, white side fins, blue barbels and a peach underfin.


-Shiny Magikarp: Go golden with the Shiny Magikarp colouration! Featuring a golden body, and all the usual trimmings, so you can play with a Magikarp worth its weight in gold! The epitome of “goldfish”!


-Goldeen Colouration: Remember that pesky little fish that stole Magikarp’s true job? It’s time to steal its colouration. Features a white body with reddish-orange fins fading to white at their tips and a peach dorsal fin.


-Feebas Colouration: Who’s this joker? Feebas, you say? Sounds like someone trying too hard to live up to Magikarp. Steal his style with a muddy brown body, blue fins and a curious skin condition of large brown spots.


-Dragalge Colouration: Here’s one for the new fans of Pokemon: power up your poison with a Dragalge costume! Features a red dorsal fin, light purple body and brown fins and trimmings.

-Stunfisk Colouration: Unova’s fish out of water. Stunfisk’s colouration features a brown body, with yellow trimmings elsewhere. Get a shockingly effective skin!


-Sea Bass Colouration: Dress up as the Sea Bass from Animal Crossing! …What? It’s the only fish in a video game you’ll catch with more frequency than a Magikarp, and that’s saying something. Features a dark green body and tail, white underfin, with light green dorsal and side fins.
This is cool. I'll add it to the OP
 

Leafeon523

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Please add me as a supporter to this amazing thread! (Also I'm stuck on bold font, idk why it wont come off)
 

Bowserlick

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Magicarp would be a fun pokeball pokemon. He comes out and flops around on the stage in a random fashion. He does no damage, but acts as a Final Smash ball. After enough damage is done to him, the last player to hit him is rewarded by an evolved Gyrados acting his/her enemies.
 

kenniky

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Magicarp would be a fun pokeball pokemon. He comes out and flops around on the stage in a random fashion. He does no damage, but acts as a Final Smash ball. After enough damage is done to him, the last player to hit him is rewarded by an evolved Gyrados acting his/her enemies.
Excuse me, this is the thread supporting Magikarp as a playable character. Please discuss Magikarp for Pokeball Pokemon in another thread.

:secretkpop:
 

Bowserlick

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Don't get your magical carp grilled. Relax. It is a good idea.

A playable character would also be hilarious.
 
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Jigglystep

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You are all deluded. Magikarp will never splash his way into the fray, there are far more iconic characters to be included in Smash.

Like Feebas.

 

kenniky

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You are all deluded. Magikarp will never splash his way into the fray, there are far more iconic characters to be included in Smash.

Like Feebas.

Feebas should be an alternate costume for Magikarp tbh
 

The Smashor

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So, we have :4bowser::4bowserjr::4falcon::4charizard::4darkpit::4dedede::4diddy::4dk::4drmario::4duckhunt::4falco::4fox::4ganondorf::4gaw::4greninja::4myfriends::4jigglypuff::4kirby::4littlemac::4link::4lucario::4lucas::4lucina::4luigi::4mario::4marth::4megaman::4metaknight::4mewtwo::4miibrawl::4miigun::4miisword::4ness::4olimar::4palutena::4pacman::4peach::4pikachu::4pit::4rob::4robinm::rosalina::4feroy::4ryu::4samus::4sheik::4shulk::4sonic::4tlink::4villager::4wario2::4wiifit::4yoshi::4zelda:and:4zss:. That is: a whopping FIFTY-FIVE charecters. The 3DS is defenatly low in space. I fell there are sooooo many better choices then a stinking :129:! Even for pokemon there's Sceptile and Meowth:052:. Now, unown, summarize my reaction to this thread.
:201m::201a::201g::201i::201k::201a::201r::201p:
:201s::201h::201o::201u::201l::201d:
:201n::201e::201v::201e::201r:
:201b::201e:
:201i::201n:
:201s::201s::201b:.
Try to translate that. You will probably do well. Someone lock this thred and put it in the inpossible charecters thred.
 

kenniky

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So, we have :4bowser::4bowserjr::4falcon::4charizard::4darkpit::4dedede::4diddy::4dk::4drmario::4duckhunt::4falco::4fox::4ganondorf::4gaw::4greninja::4myfriends::4jigglypuff::4kirby::4littlemac::4link::4lucario::4lucas::4lucina::4luigi::4mario::4marth::4megaman::4metaknight::4mewtwo::4miibrawl::4miigun::4miisword::4ness::4olimar::4palutena::4pacman::4peach::4pikachu::4pit::4rob::4robinm::rosalina::4feroy::4ryu::4samus::4sheik::4shulk::4sonic::4tlink::4villager::4wario2::4wiifit::4yoshi::4zelda:and:4zss:. That is: a whopping FIFTY-FIVE charecters. The 3DS is defenatly low in space. I fell there are sooooo many better choices then a stinking :129:! Even for pokemon there's Sceptile and Meowth:052:. Now, unown, summarize my reaction to this thread.
:201m::201a::201g::201i::201k::201a::201r::201p:
:201s::201h::201o::201u::201l::201d:
:201n::201e::201v::201e::201r:
:201b::201e:
:201i::201n:
:201s::201s::201b:.
Try to translate that. You will probably do well. Someone lock this thred and put it in the inpossible charecters thred.
You seem really salty. :salt:

Just so you know, 3DSes can store up to 1.5GB of data, with a potential additional 32GB from SD cards.

A character is 64 KB. A 3DS on its own can store over 20,000 separate characters. It's honestly impossible that they'd run out of space.

Also, you need to work on your spelling.

Have a nice day! ~
 

ZephyrZ

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I'll be honest; I'd probably main this guy just for the lolz.
 

Bennext

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You seem really salty. :salt:

Just so you know, 3DSes can store up to 1.5GB of data, with a potential additional 32GB from SD cards.

A character is 64 KB. A 3DS on its own can store over 20,000 separate characters. It's honestly impossible that they'd run out of space.

Also, you need to work on your spelling.

Have a nice day! ~
I had to upgrade my SD card when I downloaded Pokemon Y. Pokemon Y is 9,184 blocks aka about just over a gigabyte. There are 718 Pokemon.
9184/718 = 12.791 blocks for each Pokemon. so Magikarp will be about 2 MEGAbytes. Whoa, they'll have to make new 3Ds for this.

I think Splash should be it's neutral :GCB: and Flail be it's down :GCB:, got to have neutral :GCB: be it's signature move.
 

kenniky

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I had to upgrade my SD card when I downloaded Pokemon Y. Pokemon Y is 9,184 blocks aka about just over a gigabyte. There are 718 Pokemon.
9184/718 = 12.791 blocks for each Pokemon. so Magikarp will be about 2 MEGAbytes. Whoa, they'll have to make new 3Ds for this.

I think Splash should be it's neutral :GCB: and Flail be it's down :GCB:, got to have neutral :GCB: be it's signature move.
Just so you know, not all of that is Pokemon, they have to store the actual game in there too. DLC characters are listed as 64kb on the eshop.
 

PsychoIncarnate

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Magikarp is my most wanted joke character
 

Altais

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If Magikarp were a Pokéball summon, I think it would be cool if it functioned similarly to Goldeen--but with one major difference: if someone intentionally or unintentionally attacks Magickarp, it will evolve into Gyarados and start attacking players in a rage (including the player who summoned it). I think it would be a funny reference to the anime.
 
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Bennext

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Shiny Magikarp gets a statue putting it on par with zekrom and reshiram and rhydon. :112:

Wait, that might just work.

Just like how :4duckhunt: Magikarp could use the old rod for those things that seem awkward to do with a fin: grab ledge, grab:4lucas:, and after gyarados ends:129: return to stage by means of fishing line. That way you don't have to go into professor Elm territory, what 2 :130::130: do underwater should stay under water.
 
D

Deleted member

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I support this, very very much so. A far better joke character than Pichu. And I like how it redeems itself for its FS. Gosh darn it now I want this so bad!!!
 
D

Deleted member

Guest
I was actually already wanting Magikarp in Pokken Tournament, but I'd take the splashing fish in either game.
 
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