Jointed by Smash Daddy and Nicholas1024
MR.MIME
Mr. Mime is a one-shot character from The PowerPuff Girls, starring in a single episode -
Mime For a Change - where he plays the villain. His role in the story is a symbolic one, starting off as an innocent entertainer, Rainbow the Clown, before being transformed into the nefarious Mr. Mime by an accidental spillage of bleach. The substance washes away all of his colours and simultaneously takes away his zeal for life, using his newly-found super power of draining colour from his surroundings to bleach all of Townsville monochrome. This goes for its people too, leaving everyone he touches a husk of their previous selves - including two of the three PowerPuff Girls. In typical PPG fashion, though, the girls [Bubbles] find a way to reverse the effects of his evil scheme, through a good old fashioned rock-off. Though if you're like me, you'll enjoy imagining that this was just a lucid dream of Bubbles' while being reaped of her obnoxious
baby blue by Mr. Mime, like every other male who watched the cartoon.
As you'd expect, Mr. Mime has a very simplistic method of spreading his chosen blandness all across the stage. It's sort of like Muk! ... Wait, turn back around, it's
better than Muk! Mr. Mime thrives in his created world of black and white, using his moves to desaturate the stage like he's pulling the meter back on the saturation bar in Photoshop - making every stage into Flat Zone given the opportunity. This isn't the only thing he can desaturate, though - opponents can also be be robbed of their colour and left looking disgruntled and lifeless with Mr. Mime's power. This isn't done naturally like Muk, though, so Mr. Mime's going to have to work to gain his little spot of paradise, but he has some interesting ways to use it to pressure foes in his favour. Mr. Mime is also a victim in his own way, though - it's not just a choice, but rather a necessity to get his desaturation out. Don't worry, this is still the intoduction, I'm not early MYM10 Smashbot: but Mr. Mime is definitely not a character who is alien to the clown-y concepts found in Make Your Move Brawl.
STATIISTICS
Weight: 5 [Mario]
Size: 6 [Link]
Ground Speed: 6 [G&W]
Air Speed: 8 [G&W]
Fall Speed: 3 [G&W]
Mr. Mime shares his various movement speeds with Mr. Game & Watch. Their movement also looks very similar in terms of animation - Mr. Mime moving with frenetic and awkward poses rather than fluid movement, as you'd expect from a mime. His size, comparable to Link, is more-or-less that of a regular human man, with the only slight difference being his cartoon-y legs that bend out half a Kirby on either side of him and extend his hurtbox slightly.
One interesting alteration from the norm for Mr. Mime is his shield - it takes on a translucent visage, being semi-transparent. The only actual difference is that Mr. Mime can take his shield out twice as fast, but it has double as much end lag to compensate.
Keep in mind that all of Mr. Mime's various weapons in his moveset are invisible, just like a real mime.
SPECIALS
Side Special: Desaturation
Mr. Mime reaches out with both hands with short starting lag, turning anything he touches immediately into a black-and-white version of itself. When used on any kind of projectile or item, its trajectory is halted and it stands in place for its duration. With opponents, they will now have a change of appearance more than anything else - having slightly reduced movement and are a quarter more likely to trip. The one notable change comes when they use their shield - it now causing them damage of
4% a second when they have it out, as its colourful, or at least profound appearance doesn't mesh well with their depressed state.
Mr. Mime can also use the move on a shielding opponent, turning their shield semi-transparent like this, as well as the opponent themselves with the previously stated effects - bar taking damage from their newly-bleached shield. However, their shield now takes half the damage it usually does to be broken and loses start lag while gaining end lag, like Mr. Mime's. If Mr. Mime uses his shield next to an opponent who also has a translucent shield from being hit by this move, the two shields bubble into one, releasing Mr. Mime, but forcing the opponent into awkward ending lag as they wait for Mime's bubble to fall into place with theirs, taking half-a-second. This is on top of the already difficult end lag from Mr. Mime's special shield.
Neutral Special: Bleach the World
Mr. Mime puts his foot down on the ground, causing a wave of desaturation to progressively cover the stage, doing so at a rate of one big stage building block every half-a-second. After 5 seconds of being of being on-stage, it starts to recede back to where it started at half this speed. As long as Mr. Mime is standing on this part of the stage, he recovers
4% damage every second, but at the cost of desaturated opponents gaining back their movement and traction nerf. What a conundrum. Opponents unaffected by your side special, however, are dealt damage of
3% a second and flinching as long as they stand on the transformed parts of the stage. Depending on how Mr. Mime chooses to play it, an opponent will love, or hate your areas of desaturation! Using the move in the air has Mr. Mime do the same, but in aerial space - healing and damaging for the same amounts and spreading at the same speed.
There's one cure for this darkness, though - shields, those wonderful, colourful shields. A shielding opponent [though not one with a translucent shield] will repel the darkness, returning colour to any darkened part of the stage at the same rate it's spread out. Of course, this is pretty much the perfect time to hit their shield, but it certainly beats taking constant damage when the entire stage is covered in bleach. Using your neutral special from within a bleached area will cause it to expand naturally from its outermost reaches, allowing you to remain somewhat incognito as long as you're within a big area of it - the opposite goes for foes saturating the stage with their shield, spreading their colour much like Mr. Mime would with his neutral special, across the bleached area. When these two forces meet, there is a standstill, with the bleached area not moving at all.
Up Special: Black Stripes
Putting both hands onto the ground with short start lag, Mr. Mime causes the stripes on his costume to descend onto the stage, either being bunch up in an area the size of Bowser or expanding out to have as much as a Kirby of space between each other, each of the four bars being as thick as an Earthbound boy and moving as fast as Captain Falcon's dash. If used in the air, Mr. Mime enters a standard stall-and-fall, dealing
8% to opponents and downward knockback, but spreading his bars across the ground if the input is held when he hits the ground. These bars are similar to your bleached areas, causing constant damage to opponents of
5% a second if stood on [not stacking with other damage], but do not heal Mr. Mime.
In mid-air and with bars already out, pressing the input causes Mr. Mime to walk down an invisible staircase like you'd see in a bad parlour trick, taking 0.4 seconds and immediately jumping out of the centre-point of the bars on-stage, working as a halfway recovery, but being good if your opponent is trying to work on de-bleaching the stage. This allows for him to, on demand, know where he is by teleporting to this location and if you put the bars out in the bleached world and whilst invisible, only you may ever know. This not only gives you far more ease-of-use in terms of keeping track of Mr. Mime, but also presents another reason for the opponent to get shielding to find those potentially hidden bars.
Pressing this input again while standing on the bars causes them to detract at double their previous speed - opponents standing on, or next to bars are dealt knockback that can KO at
130% by this movement. However, what's more useful is shielding opponents, who are dealt hitstun and kept in their shielding state, being dragged inward along with the rest of the bars. Thus standing at the centre of the bars, and in a bleached area, is exactly where you'd want to be as Mr. Mime -- beware, though, that pulling the bars while they occupy a Kirby of space or less while Mr. Mime is on top of them, will cause them to re-escalate up his costume and be deleted from the stage until next use of the move. You can only have one sets of bars out at a single time and they do not affect the bleaching from your neutral special, but are obscured by it if occupying space on the stage afflicted by desaturation, making it far more viable.
Down Special: Pulling Back the Curtains
Mr. Mime turns to the camera in 0.5 seconds and pulls on an invisible pair of curtains in front of him, causing them to come together and cover him over, making him invisible too. Like any invisibility, this has its own rules to it: Mr. Mime's actual moveset is still perfectly visible... though he largely makes use of invisible props, so... Along with Mr. Mime himself, the percentage bar is also invisible now, only displaying when he is taking damage by showing Mr. Mime's avatar being battered as it usually does, but not showing exactly how much damage he's taking. This allows you to fool your opponent into falsely believing you're somewhere you're not, or simply recover in your own little corner of the stage without drawing attention to yourself. If attacked, your invisible curtains will be destroyed by any opponent's attack, leaving Mr. Mime momentarily stunned. You can also choose to use the input again yourself to pull the curtains apart without any such end lag. Similarly, being attacked yourself while invisible will pull you out of it and destroy your curtains, but using your moveset outside of your down special will not affect your invisibility, allowing you to do... whatever a mime would want to do.
Shield Special: Pinning the Blame
Mime pulls out of hammerspace an invisible pin, clenching it between his pointing finger and thumb as he slowly rears it overhead and pricks it forward in a near-comical fashion. Used on regular opponents, this isn't a grab at all, simply dealing
7% damage and small knockback. However, against shielding opponents, this move will automatically break any shield it comes into contact with [barring translucent ones]. Unlike most shield specials, this is actually used whilst still in your shield, meaning that you pop your own shield as well – but in this situation, Mr. Mime reacts only by chortling and can then immediately use his shield afterwards, being good for resetting a low-health shield.. This is a real essential in Mr. Mime's game, especially if the opponent is on your desaturated stage and already taking constant damage regardless, but is difficult to hit with due to its low range and slow start-up. When translucent shields affected by your desaturation are hit by your pin, they start to deflate and seize up around the opponent, suffocating them as they struggle to get out [having to mash to get out, like in a regular grab]. Due to the overhead trajectory of the pin, it's very viable to cause your shield to combine with another translucent shield, causing your opponent to suffer the end lag and giving you an opportunity to squash them within your two shields.
GRAB GAME
Grab and Pummel: Mime Box
Classic mime. Mr. Mime pads his hands out around him in 0.3 seconds, being dumbfounded and chuckling as he realises he's boxed in... along with any opponent next to him [within a Kirby on either side] or who tried to roll past him in this time, being useful against those being pulled in toward him, such as shielding opponents being pulled in by his bars. Obviously, foes inside the box can't roll out of it. Mr. Mime is immediately free to walk out of the invisible box, while the opponent is trapped inside, having to deal
13% damage to the box before it shatters mysteriously. They are unable to turn around, being reduced to their grounded moveset and only being able to use directional moves like their forward tilt, in their current direction forward, as the mime box seems compact to the size of their body rather magically. This should be enough time for Mr. Mime to prepare another attack, or simply allow Mr. Mime to build damage up if he was standing on a bleached part of the stage. Either way, he's also able to break the glass himself with his own attacks, meaning you can break through to your opponent and have plenty of moves in which to do so. Using the move in the air bears similar results: having a slightly extended hitbox, however. Opponents caught in this box are limited to their ground moveset, apparently standing on the invisible glass. Additionally, to use Mr. Mime's pummels or throws, you have to hold down the grab button while the opponent is still trapped in the box, else you'll simply use his normal move set. So you can potentially jump on top of the box yourself and then initiate your other moves. Once you use a throw, you can still interact with the mime box with another throw or indeed a pummel, but you can only have one active mime box on stage at a time.
By pummeling, Mr. Mime causes the box to levitate off the ground with his magic mime powers, travelling at Ganondorf's running speed in any direction. Move your opponent into damaging zones, or simply off-stage: combine with the bag from your shield special and you have quite the sinister magic trick going on here. Letting go of the standard input without a directional input will simply leave it in place until the foe escapes, keeping the grab state going nonetheless. By letting go of the standard input while holding in a direction, Mr. Mime flings the box in that direction at twice its speed, causing it to smash into whatever it hits. Opponents take
8% damage and can be thrown to their deaths for a reliable KO with a bagged opponent, but this is more useful for positioning the shattered glass (glass shards), which has its own effects – causing
2% damage to anyone who steps on it, as it remains on-stage for Mr. Mime's current stock and covers a battlefield platform. In combination with your invisibility, you can really mess with your opponent's head in terms of hiding your whereabouts and making them think you're somewhere you're not.
Special Pummel: Taking a Closer Look
By pressing the special input you initiate Mr. Mime's special pummel, but only while still having the mime box under your control - so if you throw it away with your pummel, you can't use this move. Onto the actual move and Mr. Mime seems to pull out an invisible magnifying glass, holding it close to his face and squinting with one eye, staring in the mime box's direction. Depending on Mr. Mime's current location, two effects can happen.
If in a normal area [not desaturated], the box becomes enveloped by light, as the magnifying glass causes it to illuminate with light. If the opponent is currently desaturated, they take
4% damage every half-a-second, with it having the proficiency of a normal pummel. If held for more than 2.0 seconds, the pummel causes the mime box to shatter, shedding glas shards all over the stage in a battlefield platform-sized area, but also getting rid of the desaturation effect on a foe if they have one, allowing you to take advantage of your bleached areas more later in the match.
If Mr. Mime is standing within one of his bleached areas, the darkness shrouds the mime box, making it become visible, but also damaging foes for
4% every half-a-second like the former pummel if they are not desaturated. A similar effect happens if held for more than 2.0 seconds too - the box becomes uncontrollable, falling downward and shattering if it hits solid ground on the way down. It also becomes far more difficult to escape, as the foe now has to deal two consecutive hits of
13% to shatter it. If it does shatter, it deals the usual damage to a foe, but also leaves its glass shards visible. This allows for more generic mindgames as the foe avoids, or ignores these shards at their own peril, compared to the invisible ones.
Up Throw: Coffin of a Clown
Mr. Mime holds something to his chest solemnly - a rose - closing his eyes in mock sadness, before tossing it toward the mime box. If an opponent escapes it before the rose can hit them - it travelling at Sonic's dashing speed - they take a moment of flinching knockback and
2% damage. If they're still inside the box, a little 'tap' sound can be heart as the rose hits the side of the delicate glass, causing the entire mime box to full on its side. The side it falls on is largely unimportant, depending on which side the rose hits and it will not capsize if the rose hits its bottom. If on the ground, this just results in the mime box shattering as usual and the opponent having to get up from prone. However, in the air, this is disorientating for the foe, causing them to fall into prone when the mime box falls on its side. Their get-up attack will now automatically break the mime box, but they also have end lag on top of that as they reorientate themselves in mid-air. This is mostly just good for mix-up - catch the mime box as you're throwing it off-stage, or when the opponent is just about to break it with a regular attack.
Side Throw: Reel 'Em In
Spinning his hand around and having a small portion of his arm rendered invisible as a rope seems to pass over it if he's visible, hinting at Mr. Mime using a parlour trick in a lasso. Without further delay, he throws his arm, and the invisible rope forward, automatically grabbing the mime box with it [wherever it is] and pulling it in his direction. This can continue for up to a battlefield in length, as the mime box is pulled at Captain Falcon's dash speed. After that length, or when the input is pressed again, Mime then throws his arm forward again, this time releasing the mime box and sending it spinning away in the opposite direction. This spinning lasts for 1.5-3.0 seconds, depending on how far back you let the mime box be pulled at the start. Opponents inside the box have a lame old attack speed nerf, but also suffer dizziness and damage of
2% every half-a-second from the severe spinning and hitting against the glass. If they do escape the glass box, they still continue spinning like this until they use another move, or after a short time, determined by how long they were spinning inside the box, leaving them disorientated and with a tough time recovering.
Down Throw: Trap Door
Covering his eyes [with a peeping hole between his fingers], Mr. Mime pulls down on a lever next to him with some big lag on both ends, causing the bottom and top of the mime box to dissipate and the opponent to drop down. An opponent spinning from your side throw is sent spinning out of the mime box early, while a prone opponent from your down up throw is forced into a temporary free fall. Mr. Mime himself can be affected by this too, if he was standing on top of the mime box - falling, along with the opponent, through the mime box and below, possibly to force them into some unwitting aerial combat. After the opponent (and Mr. Mime if he passes through it) fall past the mime box, it also dissipates immediately like its trap doors. This move is best used in situations where you don't want any more glass shards or the opponent would benefit from riding out the rest of the mime box, but also lets you dump them off stage or into an area of desaturation which benefits you.
STANDARDS
Down Tilt: Invisible Vacuum
Mr. Mime pretends to vaccuum the ground in front of him which does actually remove the color from about a bowser's worth of stage in front of him - this is the most sinister vacuum cleaning ever! As an attack it's fairly basic, doing
3% damage and tripping. However, if you hold down the input you move around at Mario's walk speed, vacuuming the stage. In addition to removing color and being a weak hitbox (there's a noticeable vacuuming noise, the opponent will know what you're doing), it will vacuum up your invisible glass shards and the invisible curtain (which the opponent has to attack to make you visible again), as well as comically pulling in your stripes all at once (varying in lag from short to severe depending on their distance apart). If you've vacuumed up the curtain the opponent has to attack you to make you appear again. However, you can reposition those lovely curtains / glass shards with another move, this giving you yet another motive to desaturate the stage.
Jab: Household Chores
Mr. Mime this time brings out a leaf blower of sort, holding an invisible bag in one arm and a circular nozzle in the other arm's hand. Opponents within a battlefield platform are blown back regardless of shielding or dodging, enabling some mindgames with your bars. If you've sucked up the curtains or glass shards or your stripes, Mr. Mime will shoot them out Luigi's Mansion style, in the order they were sucked. Glass shards can be directed by the control stick, and fly out at Ganon's run speed (subject to gravity as per usual). The glass shards are a hitbox of
5% per second (it lasts for 1 second per bowser's length of glass shards vacuumed up, you can exit early by releasing the A button), but if the opponent is currently using a desaturated shield, they'll puncture the shield, causing damage and deflating it like your shield special. The curtains on the other hand are not a hitbox of any sort, but are merely shot out in a cartoon-ish fashion, being apparently bigger than the vacuum cleaner possibly could be as it comes out and sticks into place like a picture frame, before going invisible again. Your stripes simply spawn in front of you on the floor, again taking short to severe lag to do so depending on their size.
Dash Attack: Oh The Wind!
In typical mime fashion, Mr. Mime starts to act as if he's walking against a gust of wind - reaching out while being seemingly pulled back and making only walking speed distance as the input is held. During the move, no flinching or small knockback to Mr. Mime will count, though he will take the damage. If Mr. Mime is able to get up to an opponent, he will also starts to push them along with him and the move can be cancelled into any of his other standards, allowing for some more generic approaching mindgames. What actually makes this viable compared to other similar approaches is that you can walk over your glass shards without taking damage from them, as Mr. Mime takes careful steps, allowing you to forego that if needs be and you actually are taking a direct route where the opponent knows to be shards.
Forward Tilt: Practical Joker
Mr. Mime pulls the rug out from under the opponent, dealing
5% damage and tripping with okay range. However, if you're standing on or right next to your up special stripes, Mr. Mime will pull them (this halves the length of the stripes however, as they bunch up next to you), giving this move a huge hitbox (the entire area of the stripes), and even better, if the opponent has a desaturated shield, they'll trip inside their shield. This means the opponent now is limited to only getting up regularly or attacking, not being able to roll out out of their own shield - though as soon as they do stand up, they automatically de-shield. Given how quick Mr. Mime's shield comes out, you can run up to them and shield while they're getting up to stick them with even more lag, and set up for a shield special. End lag is low as well.
Up Tilt: Mime Slap
Mr. Mime slaps the air in front of him, doing
2% and turning the opponent around Cape style. This is really a fairly simple attack to get some cheap damage in on an opponent trying to hit you, but simply pushes opponents away if they are shielding. Due to its highly spammable nature, you can effectively push opponents around who are shielding to a place more advantageous, or, again, simply make them think they're standing on your stripes when they actually are not. Just used on regular opponents, though, it is also a good way to set up for your grab game, positioning them so they're facing away from you in the mime box.
SMASHES
Forward Smash: It's Hammer Time!
Mr. Mime pulls out... good grief, it's the golden hammer item! (With the actual hammer music, no hiding when this move is occurring.) He can move around just as if he was using the actual item, so run! If he catches you... too late! Squeak squeak squeak squeak. Mr. Mime seems to be building up some tension as he reels it back, getting more and more extreme in expression while he's hoisting it behind him, taking from 0.5-2.0 seconds to charge.
That's right, it was actually a modified SQUEAKY golden hammer. If you get caught in it it deals rapid hits of
2% and flinching, much like a fan item. However, on shields it just bounces right off, in fact shields do not take damage from this move, though you can still push them around somewhat. The move lasts for one second plus double the charge time, for up to 4.0 seconds of further usage. Obviously the main purpose of this move is as a damage racker, as you can get plenty of damage and herd the opponent to whatever part of the stage you want, but it also doubles as a huge incentive for the opponent to shield (due to the disjointedness it's tricky to beat out once it starts, and isn't too hard to punish on shield).
Down Smash: Bleach Bomb
Mr. Mime... mimes (with a quite lengthy and visible startup lag... assuming Mr. Mime is visible), priming up to throw something in a hand held overhead as he shows a look of malevolence, this taking 0.5-1.2 seconds, the weight of the bomb seemingly getting greater with charge time. After some angling, Mr. Mime seems to throw something, it having the trajectory of a thrown proximity mine. If you manage to hit an opponent, they take
10-20% damage, instead bleaching the opponent entirely. Depending on the size of the bleach bomb, it will also now desaturate the area around them for the next 1.0-1.5 seconds. Once thrown and actually hitting a part of the stage, it will start bleaching the area it hit just like Mr. Mime's neutral special for the amount of time you charged the smash.
The applications for this are obvious when combined with the invisibility game, make the opponent have to second guess whether that's you causing the bleach at a certain spot, or if it's a bomb you threw. If they guess wrong, it's either easy bleaching for you, or you get to attack them / do your own stuff while they're distracted. While not as useful if not already invisible, it still allows you to create a distraction for the opponent, and advance in parts of the stage defended by campers or defensive opponents. If falling off-stage, the bleach bomb has no effect.
Up Smash: Covetous Mime
Mr. Mime strikes a devilish pose, wrenching his arms into place above him at awkward angles and bending his head back out of view, as he starts to glow with a black energy, doing this for 1.4-2.4 seconds. Once charged, an area of desaturation surrounds Mr. Mime, in the natural area it would have if he had used his neutral special in that spot, but at double the distance to what he would have gotten normally. The area is also only temporarily bleached, as it quickly recedes right back into Mr. Mime after being out momentarily, hitting opponent within it for
20-30% damage and
KOing at 120-90%. If used while in a desaturated zone already, Mr. Mime draws the energy from the area, allowing him to charge 1.5x as fast. The area simply recedes like it normally would after five seconds of being untouched, being a good disguise in what seems like Mime abandoning his post in the bleached world to chase his opponent, when he's actually right beside them. The hitbox is now extended to the current bleached area, meaning you'll sacrifice some parts of the hitbox for power, but this is made up for by how you can use gigantic areas you've already built up. After using the move, if you were invisible, you no longer are, as the blotches you absorbed purge you, destroying the curtains wherever they were.
AERIALS
Forward Air: Everyone Loves a Balloon
Mr. Mime shields in midair, squeezing it so that it bubbles out in front of him - blowing into it until it inflates to Kirby-Bowser's size, depending on how big it was beforehand [how much his shield was attacked]. Though the smaller one covers a tighter area, it comes out on extremely fast in comparison to the bigger one. He'll continue holding out his balloon shield as long as you hold down the button, and if an opponent hits it (with a physical attack, not a projectile), it pops, causing the opponent
8% damage and high horizontal knockback. This doubles as another way to connect your bleached shield to another, and with a smaller shield, you can far more easily do so. This has a subtle sound effect of him blowing it up during the startup lag, and it's great for punishing an opponent just throwing out attacks randomly while you're invisible.
Down Air: Clowning around
Mr. Mime starts rolling forwards like a... well, a clown, much like Yoshi's egg roll in Melee. This is a rather simple attack of
7% with a kirby-sized hitbox, but you'll continue rolling on contact with the ground, and if you roll over your bars, you'll pick them up as you go along, growing your hitbox up to Bowser's size (kinda like a snowball). Additionally, if you hit a shielding opponent, Mr. Mime will just bounce off... if the shield is normal, if it's desaturated then he'll actually roll right over it, flattening the shield (That is, the next time the opponent shields, it will be at minimum health, and can be broken by just about ANYTHING.) Finally, if Mr. Mime rolls over his glass, he'll take
5% damage (because that really HURTS) and pick it up with him, doubling the damage and knock back of this attack. This comes out fast and is hard to punish.
Neutral Air: That Statue is Mime!
As the name suggests, Mr. Mime freezes, becoming like a statue in midair with a sinister, slash goofy pose. This lasts as long as you hold down the button, and in this form you take no damage and only half knock back (invisibility mind games there), and if you happen to fall on an opponent they take a hefty
15% and good knock back. Of note is that you can hold this after hitting the ground, but you have a 1.0 second time limit, and lag isn't that good. If you use this on top of your mime box after your down throw, you will generally be able to gimp an opponent quite easily off-stage.
Back Air: Mind Block
Mr. Mime mimes placing a panel of glass behind him, approximately two Marios high. As you might have guessed, this acts as a barrier to opponents, but it's also capable of reflecting projectiles (from either side!). Additionally, reflected projectiles can still hit Mr. Mime as well as the opponent, so a strategic camper can use this to their advantage, this is meant to shut down the random idiot spamming Falco's laser. A couple more notes: This can be broken by any physical attack, creating glass shards like the mime box. Only one of these can exist at a time, placing a new one removes the old one and this move has no sound effect. Have fun messing with the opponent! Lag is ok.
Up Air: Parlour Trick
Mr. Prop mimes pulling on a rope connected to his waist. If this connects, then Mr. Mime will tie it around his waist, and for the next 10.0 seconds you and the opponent will be connected by an invisible battlefield platform long rope. This greatly increases the effectiveness of your shield breaking game since the opponent can't run away, and can help your invisibility as well as you can keep the opponent away from your curtains. If you and the opponent try to move beyond the one battlefield platform limit, you'll pull the other player with you, and which player wins in a tug of war is decided by weight, speed, and percentage. (Note: In a free for all you could lasso multiple opponents for some really crazy fun. This also prevents you from being KO'd unless the opponent cares to suicide.) Startup lag is bad, end lag is okay. By the way, this lasso does not work on shields, and there's not much of a sound effect, making another motive for the paranoid opponent to stay in his shield. No matter the tug-of-war however, Mr. Mime can use the input again to pull on the rope and force the opponent to come a Bowser toward him in one push, in true mime fashion.
PLAYSTYLE
Graffiti the World: Blame Someone Else
Mr. Mime works unlike most of the invisibility sets in Make Your Move do, in that his set is already entirely invisible anyway, so he'll be working completely in the unknown... besides the odd soundbite to keep the opponent company. With this kind of play comes a need for experienced play to make full use of it, as a beginner would simply be tripping over themselves in attempting to pull together a playstyle when they can't see what they're doing. You need to know the signs to effectively make use of down special, bottom line and that's the one big hurdle to learning the character. If you can effectively and knowledgeably space yourself without seeing where you are, then the rest is pretty natural to come by. Throwing out your bleached zones and contaminating the opponent leads into, indeed, quite obvious expansions, as you have too many spacing options to count. They each have a little divergence when used without invisibility, but really start to shine for their unique mix-up and rushdown potential when used along with your curtains.
Your influence with the bleaching on your opponent and your surroundings as well are of particular importance and you'll want to remain in control of that element of the match. You can effectively do so: simply grabbing your opponent while invisible isn't too great of a task, especially when you're constantly shoving them around and they won't always be on-guard to you being next to them. Your stripes represent your best way to move around the stage completely incognito while you let your other various spacing moves take effect, allowing you access to your bleached areas and yet more ways to keep your opponent guessing. However, Mr. Mime's playstyle is more than just making your opponent guess, it's also about shield-breaking... or rather just plain old manipulation. Mr. Mime considers the shield like a representation of the foe's very soul. Under the effects of bleaching, it's his to control and without, it can be used against them, if the shield rejects the body.
How the bleached areas play out in accordance with your opponent is largely down to how successful you are. Getting the opponent and only the opponent bleached first off is always a good idea, allowing you to double up shield-damage and regular damage on the opponent - moves like your forward smash and other moves with low start lag, that are easily spammed, become a lot more useful when the opponent doesn't want to shield. Similarly, if the isn't desaturated, you'll want to move on to actually trying to bring them into your desaturated areas for the KO. Thus it is intelligent to contaminate the foe, then get them in your mime box and purge them of it, allowing you more of an advantage as you start to regain health. The opponent will be obligated to try and shield to stop you, but if you're using invisibility liberally, they won't know whether it's safe or not.
Your grab game in of itself is usually always useful when going for the KO, or simply building towards one, giving you versatile options whether the opponent is contaminated or not by your desaturation. If they are, you can simply bring them into a bleached area and try to hit them with your up smash, also making it harder for them to escape due to the flinching knockback. Being able to shatter the glass visibly creates another layer of depth to his mindgame potential, as the opponent is conscious of their existence, but doesn't want to act too coy. This is similar to his mindgames when it comes to shielding, as the opponent has plenty of times when they'll want to stop an attack, but will need to be on the lookout for your shield-breaking, or combining, shenanigans.
As far as making your opponent shielding goes, making use of your forward smash is a good start in dragging them into shielding, pushing them back onto bars, then lagging them into one of your more potent shield moves. From within your bleached areas, an opponent is either going to be trying to escape into the clear if they're desaturated, or trying to colour it back up with their shield... from here, you can try to push them back in, or just go for the attack. Unlike other shield-centric playstyles, Mr. Mime's opponents have plenty of reason to shield, in trying to reveal all of his machinations from within his bleached world, or simply defending themselves against his onslaught of combo-tastic moves.
Mainly, though, the fun with Mr. Mime comes with your knack for producing the unexpected, but by pure tactical movements, not by any element of randomness. Mr. Mime has plenty of fake-outs, feints and moves purely designed to bewitch in ways similar to others - whether it's purely opponents in a certain direction, or reminding them of a past beating to make them dance to your tune, Mr. Mime has the right kind of pressure to keep them on their toes. More with mimes than clowns, there's always a sense of fear and wonderment; am I a part of the act, or am I just a spectator? Forcing the opponent's role on them -- through his unique shield-centric pressure -- is the way to excel at Mr. Mime.