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SSB4 Moveset Labs - For Glory!

Luigifan18

Smash Master
Joined
Feb 19, 2015
Messages
3,134
Switch FC
SW-5577-0969-0868
This is it, the big kahuna of moveset threads! This thread will only allow movesets for characters who have a realistic chance to be DLC for Super Smash Bros. 4 or to make it onto the roster of later Super Smash Bros. games. To that end, I intend to submit movesets in this thread to Nintendo itself for consideration, as a way to help those characters along. When posting a moveset to this thread, you must preface it with a compelling argument for why the character would fit into Super Smash Bros., what they could add to the roster and/or what niche they could fill, and what perks their moveset can offer. If you can't, then the moveset should go into the For Fun Moveset Lab instead.

I'll kick things off with a moveset for Krystal, the blue staff-wielding vixen from the Star Fox series. As Fox's love interest, she is one of the more important characters in the series, and she has a unique weapon not seen much in the Smash Bros. series - namely her staff from Star Fox Adventures. I envision her as having a much more physical fighting style than fellow staff-wielder Palutena, drawing influence not only from Star Fox Adventures itself, but also real-world staff-fighting styles such as Eskrima. Other factors in her favor include being a very combat-capable female and having a very different moveset than Fox or Falco. Finally, due to the Eskrima influences, I can imagine Krystal as a fluid, flexible, precision-based fighter who excels in one-on-one combat, but needs to mix up her attacks to get the most out of her moves.

Primary Krystal support thread: Krystal for DLC! Year of Star Fox (My Moveset Post)

Krystal

Design: Krystal wears her Star Fox: Assault outfit (as seen in her trophy for both Brawl and SSB4) by default, with her Star Fox Adventures and Star Fox Command outfits as alternate costumes. Regardless of her outfit, she wields her staff from Star Fox Adventures.

Series Symbol: Star Fox symbol

Stats (Overview):

Speed: 4.75/5 (Krystal’s running speed is slightly behind Fox’s, making her one of the fastest characters in the game – roughly the fifth-fastest, after Sonic, Captain Falcon, Little Mac, and Fox.)
Strength: 3/5 (Krystal’s moves hit very hard and come out rather quickly – faster than the likes of the heavy hitter standard (e.g. Bowser, Ganondorf, Ike, and King Dedede). However, her power lies not in brute force, but in precision. This means that she depends upon her ability to strike vital regions of the body with precise strikes. Without that, her damage output suffers tremendously. On the surface, this sounds similar to Marth, whose attacks are lackluster unless he connects with the tip of his sword. Krystal’s moves generally don’t have sweetspots as dramatic as Marth; rather, Krystal is far more susceptible to stale-move negation than most other characters. Namely, while most characters’ moves can lose up to 55% of their power if used repeatedly, Krystal’s moves can lose up to 90% of their initial potency if used too frequently – a significant reduction in effectiveness! Because her moves are so susceptible to losing their effectiveness, her overall offensive power is balanced out to a level somewhere below the game’s heaviest hitters (e.g. Bowser, Ganondorf, Ike, and King Dedede).)
Defense: 2.4/5 (Many of Krystal’s moves are easily punishable if they miss, despite coming out very fast. While the ending lag for most of her attacks is on par with other characters in her speed class, like Fox, a few of her attacks – namely her full neutral combo, her down smash, and her back throw – have either absolutely horrible ending lag or an absurdly long overall duration, to the point where using them carelessly is just asking to eat a huge attack (like a Falcon Punch). Her down air’s normal ending lag isn’t too bad, but its duration is rather extreme, and its landing lag is almost as terrible as the ending lag of her down smash. Her forward smash gets an honorable mention for having a fairly long duration, making it more punishable than most of her attacks, but not as much as her down smash or neutral combo.)
Weight: 1.9/5 (Krystal’s even lighter than Fox is. However, like the other Star Fox characters, Krystal falls quickly despite her low weight.)
Jump: 3.2/5
Recovery: 4.4/5
Special Movements: Wall Jumping, Crawling

Attributes (Detailed Summary):

Walking Speed: 1.44
Dashing Speed: 2.14
Air Speed: 1.02568
Falling Speed (Maximum): 1.9
Falling Speed (Acceleration): 0.15
Falling Speed (Fast-Fall): 3.002 (58% increase)
Weight: 78
Jump Force (Ground): 3.64
Jump Force (Short Hop): (should be between Fox and Falco)
Jump Force (Double Jump): (should be between Fox and Falco)
Jump Delay (in frames): 5
Meteor Cancel window (in frames): 25
Roll Length (in frames):
Roll Intangibility Frames:
Roll Distance:
Roll Speed:
Sidestep Length (in frames):
Sidestep Intangibility Frames:
Air Dodge Length (in frames):
Air Dodge Intangibility Frames:
Traction: ?

Krystal’s stats may look unimpressive, but, having studied some Filipino fighting styles, I've come up with quite the moveset... Krystal is built as a glass cannon, being even lighter than Fox (but with a very good recovery to make up for it). Krystal also hits astonishingly hard, even rivaling the likes of Bowser and Ganondorf, but with better attack speed. However, she will not get far by spamming the same moves over and over again, as her power lies in precision rather than brute force. This is represented by making her especially susceptible to stale-move negation (see her stats above for details). To counteract this, her moves are designed to enable weaker attacks to combo into stronger ones, with her natural combo being the most egregious example of this principle. However, like Palutena, her moves tend to be highly punishable if they miss, so she needs to be careful and pick the best time to strike.

Equipment Used:

Offense: Staff (same as Rosalina and Palutena)
Defense: Suit (same as Samus, Zero Suit Samus, Captain Falcon, etc.)
Speed: Boots (same as Link, Zelda, Little Mac, Mii Fighters, etc.)

On-Screen Appearance: Krystal is dropped in via Arwing, like Fox and Falco.

Basic Attacks:

Jab Combo: 12 Eskrima Strikes:

Attack #1: A quick downwards staff swipe to the cheek [of the face]. Does about 4% damage.
Attack #2: A quick follow-up downwards swipe to the other cheek (again, referring to the face). Does about 4% damage by itself, for a total of 8% if both attacks hit.
Attack #3: A swipe to the waistline, which does about 5% damage (total damage by this point is 13%).
Attack #4: A follow-up strike to the other side of the waist, for 5% damage (total 18% damage).
Attack #5: A stab to the stomach, which does 8% damage (total = 26%).
Attack #6: A stab to the head, which does 10% damage, for a total of 36% damage. (Yeah, that Strength stat is misleading, huh? No, Krystal isn’t particularly strong; it’s just that this combat style is really effective at targeting the more vulnerable regions of the body, so if you’re caught in a combo by a skilled practitioner, it’s going to hurt like crazy!)
Attack #7: Krystal flips her staff around and whacks her enemy on the head, doing 9% damage (total 45% damage).
Attack #8: Krystal flips the staff again to whack the enemy's chin, doing 8% damage (total 53% damage).
Attack #9: An upwards swipe to the hip, which does 6% damage (total 59% damage).
Attack #10: A follow-up upwards swipe to the other hip, which does 6% damage (total 65% damage).
Attack #11: A swipe at the enemy's ankles, which does 3% damage, for a total of 68% damage. In addition to flinching, the enemy is tripped as though he/she slipped on a banana peel (except that he/she ends up prone, rather than on his/her butt).
Jab finisher: The coup de grace, Krystal thrusts her staff towards the ground and strikes her prone foe square in the chest (read: right where the heart is), stunning him/her (as if his/her shield broke) and inflicting 15% damage!!!!! It has much worse start-up than the other moves in the combo, but it’s still not terrible, so if the second-to-last blow landed, the foe shouldn’t be able to react in time to dodge.

Jab Combo Summary: Krystal easily has the best and most elaborate basic combo in the entire game. Her jab combo is based on the 12 basic strikes of eskrima, excelling in quickly and efficiently doing damage. While she lacks an infinite, her entire basic combo can inflict a total of 83% damage if all 12 hits connect! The finale also stuns the target, leaving them highly vulnerable to a charged Smash attack or Joust. However, there isn’t much (if any) knockback throughout the whole thing, and even though each individual attack is fast, the combo is so long that it nonetheless takes about 2 seconds to pull off the whole thing – more than enough time for another combatant to nail Krystal from behind with a charged Smash attack or other powerful move (like, say, a Falcon Punch. Ouch.) Furthermore, ending the combo early leads to the enemy’s hitstun wearing off relatively quickly, and each attack in the neutral combo has rather noticeable endlag on its own, which can possibly allow the foe to start a basic combo (or other quick attack) of his/her own before Krystal is ready to defend herself. On the other hand, the flinching from each blow typically gives Krystal more than enough time to land the next. Basically, if Krystal lands the first hit of the combo, it’s more likely than not that she’s going to land the entire attack string (unless interrupted), leaving the foe primed to eat a Smash Attack at 83% damage worse for wear. This is a huge part of what makes Krystal an utter nightmare to face one-on-one (but far more manageable in a free-for-all).


Tilt Attacks:

Forward Tilt: A strong staff swipe, which has some knockback. It inflicts about 14% damage. Like most tilt attacks, it’s fast and has good range, but its knockback isn’t exactly enough to KO opponents unless they’re already suffering from an obscenely high damage percentage. Note that this move can be angled up or down by tilting the Control Stick forward and up or forward and down, respectively; the up-angled version does 16% damage with slightly more knockback than the standard version (and the knockback is at a higher angle), while the down-angled version does 12% damage with slightly less knockback than the standard version (and the knockback is at a lower angle).
Up Tilt: Krystal swings her staff over her head, knocking enemies away for 12% damage. Like most tilt attacks, it’s fast and has good range, but its knockback isn’t exactly enough to KO opponents unless they’re already suffering from an obscenely high damage percentage.
Down Tilt: Krystal ducks down and swings her tail, hitting for 10% damage. Like most tilt attacks, it’s fast and has good range, but its knockback isn’t exactly enough to KO opponents unless they’re already suffering from an obscenely high damage percentage.

Tilt Attack Summary: Krystal’s tilt attacks are very, very average. Compared to Mario’s tilt attacks, Krystal’s have slightly more startup lag, but roughly the same ending lag. Compared to the first attack in Krystal’s basic combo (and most of the subsequent attacks, for that matter), the tilt attacks have a bit more startup lag (as is usual for tilt attacks versus jabs), but the tilt attacks actually have a bit less ending lag. On the other hand, the attacks in the basic combo can have their endlag canceled by performing the next attack in the chain, while the tilt attacks have no such privilege (not that they need it, since, as mentioned, their endlag is on par with Mario). As for the knockback, that’s also roughly on par with Mario. As a weapon-user, Krystal has very good reach on her tilts, on par with Marth and Lucina.

Dash Attack: Krystal leaps forward and kicks for 9% damage (it looks a bit like Fox’s Forward Smash from Melee, except for being a running kick rather than a flip kick and has sex-kick properties).

Ledge Attack: Krystal climbs up onto the edge and quickly slaps forward to drive off potential attackers. This attack does 5% damage and has very little knockback; its range isn’t very good, either. However, it’s relatively fast (though there is a short delay as Krystal clambers up) and it stuns the target for about 30 frames; it’s not much, but it should help Krystal get into a better defensive position.

Rising Attack: Krystal pushes herself to her feet and thrusts forward with her staff in one motion, while also kicking backwards with one foot. The staff thrust does 10%, while the kick does 6% damage. The staff thrust has decent knockback, while the kick has mild knockback.

Smash Attacks:

Forward Smash: Krystal spins her staff at the target to stun them (hitting 4-8 times, with 1% damage for each hit, based upon how much you charge the attack), before knocking them far away with a mighty swing, which inflicts 15%-21% damage. The initial twirl has no knockback (but causes flinching), and the home-run swing has the high knockback you'd expect from a Smash Attack, comparable to Lucina’s Forward Smash.
Up Smash: Krystal simply executes an upward stab with her staff for 16%-22.4% damage, not unlike Marth and Roy's Up Smash from Melee. This blow can send foes skyrocketing, and it is both very fast and possesses amazing vertical reach. However, the horizontal reach is a bit weak.
Down Smash: Krystal ducks down and spins around several times, striking enemies with both her staff and her tail. The attack hits multiple times (each staff strike does 6% damage, and each tail strike does 4% damage); the entire Smash Attack could do 120% damage or more if all of the hits connected, but her enemies will probably have been sent flying by then with only around 18%. (Of course, anything that resists the knockback from this attack is fair game to eat the entire move.) Unlike most Smash attacks, the damage of each hit is unaffected by charging the attack; charging it increases the number of hits instead. Krystal is essentially untouchable during this attack, due to her low profile and the fact that she is continuously attacking, but she isn’t invincible; disjointed-hitbox attacks (such as a sword strike or tool-assisted grab) and projectiles can still harm her, and anything immune to flinching has a golden opportunity to strike. In addition, she will be dizzy for a second or two after she's done spinning, which leaves her vulnerable to counterattacks (and also prevents this move from being spammed endlessly to effectively make Krystal immune to any inferior-priority attack and/or effortlessly destroy bosses). The damage of each hit is barely affected by how much the attack is charged up; instead, charging the attack determines how many times Krystal spins around. If the move is uncharged, Krystal only spins around 6 times for an attack duration of 50 frames and a theoretical maximum of 12 hits, but she spins around 12 times for an attack duration of 100 frames and a theoretical maximum of 24 hits if the move is fully charged. This move also has finite launch resistance similar to Yoshi’s double-jump, allowing Krystal to ignore knockback below a certain threshold while it’s in progress. The amount of launch resistance is dependent on the charge level, ranging from roughly a quarter of Yoshi’s double-jump resistance (if uncharged) to roughly half of Yoshi’s double-jump resistance (if fully charged).

Aerial Attacks:

Neutral Aerial: Krystal spins around and smacks enemies with her staff and tail. Unlike her Down Smash, Krystal does not bend over, her staff and tail hit at different heights, and she only spins around once. It hits twice for 8% damage from the staff and 6% damage from the tail. It’s moderately quick and has good range and priority (especially for the staff, what with it being a disjointed hitbox and all), but the knockback is nothing to write home about. (Specifically, this attack has better knockback scaling but worse base knockback than the back air, but both aspects of the knockback are inferior to the neutral air, which is in turn inferior to the up air.)
Forward Aerial: Krystal spins forward with her staff to inflict 16% damage. This is a quick move with very good knockback, but its horizontal range is a bit weak. On the plus side, it can be used to block many projectiles, in a similar fashion to Link’s shield (but Krystal will be momentarily stunned after blocking a projectile in this fashion, especially if it’s a rather powerful one – very powerful projectiles, such as fully charged Charge Shots, cannot be blocked by this move, so don’t even try it).
Back Aerial: Krystal swings her tail behind her, inflicting 11% damage. It closely resembles Mewtwo’s back air attack. This is a very quick attack with surprisingly good vertical and horizontal range, but it only knocks the foe far enough to deter an attack; thus, it’s much more useful for putting some distance between Krystal and an aggressive opponent than it is for scoring KOs.
Up Aerial: Krystal pokes upward with her staff to inflict 13% damage. Its horizontal range leaves something to be desired, but its vertical range is quite good, and it has very good knockback and speed. Its knockback is the best out of all of Krystal’s aerial moves, and it’s strictly vertical, too, which means that if you can hit an enemy with it in the first place, your positioning is probably fit to KO them.
Down Aerial: Krystal tightens her body, brings her arms to her sides and her legs together, points her toes downward, straightens her tail against her back, and spins like a drill, inflicting multiple hits for a total of 18% damage. The final hit acts as a Meteor Smash, but since this move takes about 1.2 seconds to fully perform, it must be executed with extreme caution if not above solid ground, lest Krystal wind up too far below the stage to recover. I know my description made this move sound complicated, but it’s actually quite quick to initiate, and it doesn’t have a long cooldown period, either (at least, not if it ends before Krystal hits the ground). Actually, it looks kind of like Fox’s down air in appearance, except that Krystal keeps her tail against her back instead of letting it whip around behind her. If Krystal hits the ground while performing this attack, she will be stunned for a second as she regains her balance, which means that she’s wide open for an uncharged Smash attack – or a charged one from an opponent who got him/herself into position in advance. Since it’s difficult to steer Krystal during this move – that is, her air speed is somewhat reduced until the move ends – that’s a lot easier than one might think.

Throws:

Grab: Krystal tries to grab enemies with both arms, using her staff to bat enemies into her grip. Unsurprisingly, the staff doesn’t work too well for this, so the grab is more effective within her arm’s reach. Essentially, her grab, while having a somewhat long range (a bit shorter than Olimar’s), has a sweetspot within her arm’s reach (e.g. slightly smaller than Fox’s grab hitbox), with the rest of her grab hitbox being a sourspot. The grab only works as normal if the grab hitbox connects with the sweetspot. If the grab connects with the sourspot, the enemy is pulled into the sweetspot, giving them about half a second to dodge or attack Krystal and negate her grab attempt (after which they can punish as if she had whiffed entirely). On top of that, the pull effect of the sourspot is somewhat reduced if the enemy is shielding, and flat-out doesn’t work if the enemy pulls off a perfect shield (which makes Krystal’s grab the only one in the game to not ignore shields entirely, at least outside of its ideal range). Krystal's hold is a bit more difficult to break than that of most characters, since she uses her staff to keep her enemy in place, but on the other hand, she has a slightly longer grab-release animation, which can allow some faster characters to nail her with a jab or other quick attack upon breaking free from her hold.
Pummel: Krystal slaps her enemy in the face for 2% damage. It’s a pretty fast pummel move, though its strength is somewhat lacking.
Forward Throw: Krystal stabs her enemy in the stomach, lifts up the staff (with the enemy stuck on the tip), charges up a shot from her staff, and blasts the enemy off for 18% damage. This throw has very good knockback, but it is rather slow to perform. That’s not a problem in a one-on-one fight, but in a free-for-all, it leaves Krystal quite vulnerable. It also launches the foe up fairly high in addition to its forward knockback; while this is a boon near the top of a stage (as it means that the foe is likely to go past the top blast line), it’s problematic when near the bottom (as the opponent has plenty of vertical room to recover). The staff shot is influenced by Krystal’s equipped neutral special; it can be either a Fire, Frost, or Lightning Staff shot. This has a minor influence on the move's effect: the Fire Staff makes the throw do 3% more damage, the Frost Staff freezes the foe upon throwing them, and the Lightning Staff slightly increases the knockback and applies a very brief paralysis effect.
Back Throw: Krystal wraps her tail around her enemy to hold them in place (3% damage), slaps him/her several times with both hands (about 8 slaps for 1% damage each), and bashes him/her away with her butt (15% damage) for a total of 26% damage. (Ouch...) This throw does a lot of damage, but it’s very slow to fully execute (even more so than her forward throw), and it has poor knockback (especially for a throw); an enemy hit by this won’t be “launched” so much as he/she will be “shoved”. Again, the long duration isn’t a problem in a one-on-one fight, but in a free-for-all, Krystal’s leaving herself quite vulnerable to her other opponents. She’s also vulnerable to stage hazards, but those can generally be seen coming.
Up Throw: Krystal tosses her foe straight up (4% damage) and hits them with four quick shots from her staff (3% damage each), for a total of 16% damage. This throw is relatively quick, but it’s prone to failing to inflict its full damage; a heavily damaged foe will probably be launched so far that the staff shots will miss, while a relatively undamaged foe will probably be able to regain control quickly and either dodge or maneuver away from the staff shots (or at least most of them). On the other hand, staff shots that miss the throw victim can still strike other opponents if they happen to be in the vicinity. It’s not like the throw launches the foe very far, either, though at least the staff shots can compensate for that if they connect. The staff shots can be reflected or absorbed. Just like the forward throw, the shots from the staff in this throw can be Fire, Frost, or Lightning Staff shots, depending on which neutral special Krystal has equipped. Fire Staff shots do an extra 1% damage, Frost Staff shots freeze victims, and Lightning Staff shots inflict paralysis.
Down Throw: Krystal flings her enemy to the ground and stabs them in the stomach, like her basic combo’s Coup de Grace, only it does 12% damage and doesn't stun (and instead has low-moderate knockback). However, it is by far her quickest throw... a trait which isn’t very important for one-on-one fights, but could save Krystal some from very painful hits in a free-for-all! Its quick speed is also ideal for follow-up attacks.

Special Moves:

Neutral Special (Default): Fire Staff: From Star Fox Adventures, it can be rapid-fired like Fox's Blaster or charged up like Samus's Charge Shot. Uncharged shots cause minor flinching (not as much as Falco’s Blaster) and 3% damage, while fully charged shots cause 18% fire damage and moderate knockback. When rapid-fired, this attack’s firing rate is about 2/3 as fast as Fox’s Blaster (quicker than Falco’s, but still significantly slower than Fox’s). The attack takes about 1.5 seconds to fully charge. Do note that it can be reflected or absorbed.
Neutral Special (Custom 1): Frost Staff: Krystal uses the Frost Staff (also from Star Fox Adventures) to generate a moderately wide beam of frost directly in front of her. By default, the beam of frost does 1% damage per second, has a rather short range, and lasts for only 1 second – in other words, pretty useless. The move can be charged up like Samus’s Charge Shot, except that it takes 5 seconds to fully charge. For every second of charging, the beam gains an additional 1% damage per second, 1 second of duration, and some additional range and knockback. When charged for at least 2 seconds, it freezes foes it hits. When charged for at least 3 seconds, Krystal has super armor while firing it; when it’s fully charged, Krystal is completely invulnerable while firing. Once fully charged, the beam of frost does about 5% damage per second, lasting for 5 seconds, and repeatedly freezes opponents, and it covers the entire length of the screen. It launches foes as it dissipates, even if they’re frozen, which makes it quite dangerous. While the damage isn’t spectacular, its high knockback makes for an excellent finisher. Unlike the other two neutral special options, this can't be reflected or absorbed.
Neutral Special (Custom 2): Lightning Staff: Krystal launches a sustained bolt of lightning from the tip of her staff, paralyzing foes and doing 2% damage to them per second. The range is equal to Bowser’s Fire Breath, but it peters out quickly over time, gradually losing range until Krystal’s shooting nothing but harmless smoke. It takes 5 seconds of sustained use to completely deplete the Lightning Staff. Once fully depleted, it takes 10 seconds of non-use to recharge. It continually recharges while not being used. Note that the lightning can be reflected or absorbed.

Side Special (Default): Joust: Krystal charges with her staff in front of her, sending anybody she hits flying straight ahead for 10-30% damage (Krystal will build up more speed as the move progresses if it’s used on the ground, and the faster she’s running, the more damage this attack will do). Once Krystal hits a foe, she stops in her tracks on impact, using her built-up momentum to smash her staff into the victim full-force. Although the knockback is spectacular (and, even better, the foe is launched horizontally at about a 5° vertical angle, similarly to a foe struck dead-on by Captain Falcon’s forward air), the attack is rather easy to dodge (just jumping over it is simple enough, to say nothing of a roll or sidestep), and it leaves Krystal wide open, especially if it misses... but it also does a lot of shield damage, so blocking it is a good way to end up with a broken shield. Krystal also moves a bit slowly at the attack’s start, and takes a while to build up speed, which makes it somewhat predictable. (She starts running at about 0.7× times her normal running speed and can speed up to about 1.25× times her speed, which takes roughly 3 seconds.) To its credit, it can be canceled by shielding, causing an animation where Krystal abruptly skids to a stop while holding her staff in front of herself to parry attacks; while the skid can be punished, Krystal will block attacks that do less than 20% damage (assuming that they can be blocked) until the cancel lag ends. Thus, this move can also be used as a psyche-out approach. Krystal cannot skid off the edge of a platform once she cancels the attack (her momentum will be stopped at the platform’s edge, similarly to a roll). However, once Krystal blocks an attack, she stumbles backwards (but her attacker sustains a small amount of knockback, flinging them away from Krystal), thus leaving her open to be punished by a follow-up attack from someone else. She also cannot block attacks from behind. The duration of the skid is otherwise determined by Krystal’s speed before canceling. If Krystal does not hit an opponent or cancel the attack, she will charge until she runs into a wall (which will result in her smacking into the wall at high speed, causing her to sustain severe ending lag with no protection; the higher her speed, the more lag she’ll suffer), or reaches the edge of the platform (in which case she’ll tumble off, but automatically catch herself on the edge if it can be grabbed; if it can’t, she’ll briefly tumble, then enter her default falling state). While this attack’s animation involves running when used on the ground, if this attack is used in midair, Krystal will dash straight forward in a similar fashion to Captain Falcon’s Raptor Boost or Ganondorf’s Flame Choke, the main difference being that this attack’s knockback is horizontal rather than downwards, and Krystal gradually accelerates rather than instantly lunging ahead. The midair version of the move has a finite distance, covering slightly more distance than Raptor Boost, and also does dramatically less damage, with a minimum of 8% and a maximum of 20%. Nonetheless, Krystal will become helpless upon the dash’s conclusion, and it will immediately end when she comes into contact with an opponent or destructible object. The attack also cannot be canceled when used in midair.
Side Special (Custom 1): Lunge: Krystal’s charge instantly accelerates to max speed (regardless of whether she uses it on the ground or in the air), and she passes through all targets in her way without stopping. However, the dash does 14% damage regardless of when Krystal hits, and lasts for a finite distance, cannot run off the edge of a platform, and has no significant consequences for running into a wall. In terms of function, it operates like a slower, but more damaging Fox Illusion/Falco Phantasm. The dash’s distance is slightly shorter than Raptor Boost (which means that it’s slightly worse than the default Joust for raw recovery distance, but better for getting past edgeguarders due to its penetrating properties). The dash can be canceled like a normal Joust, and will skid to a stop like normal.
Side Special (Custom 2): Impale: Krystal vaults forward and violently thrusts forward with her lance while putting all of her weight into the blow, dealing 60% damage if she connects with an opponent right as she begins to stab forward. A clean hit also causes dramatic knockback at a -10° angle, likely KOing a victim as soon as 40%. However, this move covers a short distance and is rather slow; it’s sort of like a clumsy Falcon Punch. Furthermore, if Krystal does not connect at the aforementioned sweetspot, the attack deals dramatically less damage according to how much her timing was off (if she struck only slightly late, she’ll deal 28% damage, while if she connects at the end of her thrust, she deals a mere 18% damage), with the knockback reduced accordingly. It’s also possible to hit too early, with even worse consequences – if Krystal leaps into an opponent before thrusting her staff forward, her staff will lightly graze them as she bounces off, dealing only 5% damage and barely causing her foe to flinch, while Krystal herself bounces backwards (if the foe is larger than her) or trips over the foe (if they are smaller), leaving her sprawled out on the ground and wide open to punishment either way. The sweetspot of the attack activates about 40 frames after initiation, making it about as slow as Falcon Punch. It also has rather bad ending lag if it misses entirely (though not quite as severe as her down smash). Also, this move doesn’t cover much distance (only about 4 character lengths), while also being unable to sweetspot ledges and causing Krystal to drop like a rock if she’s not already on solid ground by the move’s end, making it nearly useless for recovery. This is a very risky attack requiring extremely precise timing and positioning to use correctly, with its sweetspot being even harder to land than the likes of Captain Falcon’s Knee Smash or Zelda’s Lightning Kick, but if pulled off correctly, it’s the single most devastating move and most effective finisher in Krystal’s arsenal. One more note – this attack completely ignores shields unless it hits prior to the sweetspot or during the final attacking frames (e.g. at its absolute weakest), so don’t even try blocking it.

Up Special (Default): Rocket Boost: Krystal uses the Rocket Boost upgrade from Star Fox Adventures. If used from the ground, she charges up and vaults high into the air, while if she uses it in the air, it semi-gradually lifts her up, causing her to continuously ascend for nearly 3 seconds; either way, the vertical distance is very impressive. If used in midair, Krystal is able to freely steer left and right while ascending, giving her great horizontal recovery as well and letting her psyche out edgeguarders; she can also air-dodge during the ascent at the cost of decelerating a bit (and subsequently losing some total height from her recovery). She can immediately cancel her ascent by using a midair attack. However, the move takes a second to charge up, and if used in midair, Krystal can fall a short distance before the move actually starts; while her falling speed is drastically reduced during the charge-up period, this might be enough for her to suffer a KO. Krystal becomes helpless when she’s done gaining height (even if she manually canceled her ascent). This move is not an attack at all.
Up Special (Custom 1): Mach Rocket Boost: Krystal’s vertical acceleration after the charging period is much faster, so she rises extremely quickly through the air; she still rises up more quickly if she uses it on the ground than if she uses it in the air, but either way, it’s much faster than the default version, and its vertical distance is much greater. However, the charge-up period is a bit longer (roughly 1.4 seconds), and Krystal’s falling speed reduction during the charge-up period is not as great as the default version, so she falls farther before beginning to rise. This makes it a bit harder to use as a recovery. Because this is faster than the default version, Krystal’s ascent is over sooner (she only ascends for 1.5 seconds before beginning to fall, assuming that she used the move in midair), and therefore this version is also a bit worse for horizontal recovery than the default version.
Up Special (Custom 2): Rocket Boost Blast: When the charging-up period is complete, Krystal generates a large explosion around herself, dealing 18% damage to everyone caught in the blast (with pretty good knockback). While ascending, Krystal’s entire body is a hitbox, dealing 6% damage to anyone she collides with. The ascent speed is the same as the default version, as is the reduction in falling speed while charging up when the move is used in midair. The charge-up period is slightly longer (roughly 1.2 seconds), and the midair ascent duration is somewhat shorter (only 2 seconds). Thus, both the ground and air versions gain less height than the default version, making it an overall worse recovery.

Down Special (Default): Ground Quake: Also ripped from Star Fox Adventures, Krystal slams her staff into the ground to inflict up to 20% damage to anybody within several meters of her position (the attack gets weaker against farther opponents). It also inflicts good vertical knockback. Its maximum range falls just a little short of the middle of Final Destination, assuming Krystal uses it right at the edge. Foes at the edge of the affected range suffer a mere 4% damage (along with very, very unimpressive knockback); full damage is only dealt to characters right next to Krystal (thankfully, this move starts up pretty quickly). However, it only affects opponents on the ground, meaning that it can easily be dodged by not being on the ground when Krystal strikes it (read: jumping), and Krystal will have to pull her staff out of the ground (which takes about 1 second) before she can defend herself... Also, this move cannot be used in midair, for obvious reasons.
Down Special (Custom 1): Titanic Quake: When Krystal slams her staff into the ground, the earthquake affects everyone on the ground in the entire level, dealing 10% damage to all ground-bound enemies, regardless of their location relative to Krystal (which makes this version far less effective up-close, but more effective at large distances). However, its ending lag is a bit more than twice as long as the default version – in fact, even worse than her down smash – which, combined with the reduced knockback against nearby opponents, means that Krystal is wide-open to punishment from anyone nearby enough who dodges the move (or, for that matter, gets hit, is lightly damaged enough to take negligible knockback, and can land next to Krystal before she’s even begun to pull her staff out). The start-up lag is also slightly longer than the default version. It cannot be used in midair.
Down Special (Custom 2): Volatile Quake: Upon slamming her staff into the ground, Krystal causes several large rocks to fly up into the air and then fall back down. These rocks are basically identical to the rocks Charizard uses for its Rock Smash special, causing 18% damage and decent knockback to anyone (except for Krystal) they collide with (though they can be reflected). It’s entirely possible for several rocks to hit a single character. The rocks shatter into fragments upon hitting the ground (or a character, wall, or ceiling), and the fragments fly outwards from the impact point for a short distance and then fall back down, doing 3% damage to anyone they hit. Rock fragments will shatter into dust (in other words, disappear) upon hitting anything. The area of rock generation is equal to the range of the standard version, and neatly solves the attack’s major problem of not affecting anyone not on the ground. However, the quake itself does dramatically less damage than the default version, dealing 5% damage and minor knockback at point-blank range; at the edge of its range, it does no damage at all, and affected characters just get popped up into the air as though they had used a POW Block. So, basically, opponents on the ground just get knocked up into the air along with the rocks, making the initial hit merely a set-up for the main attack. (It’s still safer to jump before Krystal hits the ground, since it’s easier to dodge the rocks when they’re rising up towards you than when you’re rising up towards them… probably in hitstun…) The start-up of this version of the attack is the longest of any of the variants, while the ending lag is roughly in between the default version and Titanic Quake; by the time the animation’s completely finished and Krystal’s ready to act again, the rocks and their fragments will already have flown up, crashed back down, and gone away. Also, this move can’t be used in midair.

Final Smash: Blessings of the Krazoa: Krystal channels the power of the Krazoa Spirits through her body (the power that Andross tried to use to revive himself in Star Fox Adventures). She completely heals herself, and becomes stronger (both damage and knockback are increased), faster (both in movement and in attacks, as well as greater jump height), and more difficult to KO (increased damage resistance, launch resistance, and flinch resistance) for 1 minute. However, these improvements are relatively minor (essentially equivalent to +40 equipment boosts).

Taunts:

Up Taunt: Krystal flips her hair back, waggles her tail, and leans forwards on her staff, supporting her cheek on her hand, while asking "You like this?". (Her expression seems to say “Come on and try to get me!”)
Side Taunt: Krystal taps her foot impatiently and shakes her staff threateningly while saying “That’s enough, boys.”
Down Taunt: Krystal lowers her head and chants a few prayers (apparently having to do something with Cerinian customs). About 20% of the time (or if this is executed as a Smash Taunt), she instead asks the spirit of her departed mother for guidance, and shines for a second; as her body glows, Krystal lifts her head with a look of understanding and determination. After the taunt is finished, she becomes slightly stronger, faster, and more difficult to KO for 10 seconds (the bonuses are smaller than the ones granted by her Final Smash, being equivalent to +8 equipment). However, this Smash Taunt takes a bit longer to execute than the normal taunt, and if it's interrupted, Krystal doesn't get the benefit. [On Lylat Cruise, Krystal will initiate a communication upon executing a Smash Taunt, just like the other Star Fox characters. This Smash Taunt must be used up before Krystal can execute her “prayer” Smash Taunt, though the "prayer" taunt has a 20% chance of being activated in place of her normal Down Taunt even if the communication Smash Taunt has not yet been used. Krystal does not have a special Smash Taunt for the Corneria and Orbital Gate Assault stages; in fact, if she is involved in a fight at Orbital Gate Assault, its special conversations can’t be triggered.]

Victory Theme: Same as other Star Fox characters.

Victory Taunt A: Krystal laughs and says, "You men think you're so tough!" (If she was up against at least one female opponent, she instead says “You spend too much time in the kitchen!” Against a genderless opponent (like R.O.B.), she says “Don’t underestimate me just because I’m a woman!” If she was up against both a female opponent and a genderless opponent, the third phrase (“Don’t underestimate me…”) will be used, and the third phrase may randomly be used anyways even if there were no genderless characters in the match.)
Victory Taunt B: Krystal fires a salvo of staff shots at the camera, referencing her attempt to attack Andross at the end of Star Fox Adventures
Victory Taunt C: Krystal gasps, appears to be taken aback, and says, "Oh, dear! Did I rough you up too badly?"
 
Last edited:

Wintropy

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What's the criteria behind "realistic" character expectations? And how does one define a "proper" moveset?
 

Luigifan18

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What's the criteria behind "realistic" character expectations? And how does one define a "proper" moveset?
Well, that's subjective, which is why an argument for the character's chances in Smash is needed. I believe there are other threads on this board (such as the Isaac thread) which define "realistic expectations" better than I could. Also, I want this to be a group project, which means that we have to define "realistic" as a community.

One character that I've wanted to see in Smash is Bomberman, the mascot of now-defunct company HudsonSoft. Bomberman is a character with a long history, with his series being well-known for quality multiplayer, and he's been on Nintendo systems for quite a while - there's been a Bomberman game on every Nintendo system save for the 3DS and Wii U. Sure, the Bomberman series is in a slump, but a Smash appearance could be just what it needs for a comeback. I see Bomberman as a potentially very strategic, yet aggressive character, one who could fill a zoning niche to an even greater extent than Duck Hunt or Snake, and he could be a wonderful addition to the roster.

Main Bomberman support thread: Mass Destruction Across The Land: Bomberman Explodes In! (My Moveset Post)

Bomberman

Design: Uh… It’s Bomberman…

_Bomberman__by_CobaltStar.jpg

Figure 1: The White Bomber himself. Artwork by Cobalt Star from DeviantART.

Bomberman’s alternate colors are the same colors that appear in Bomberman DS.

Series Symbol: A cartoon explosive, of the sort that typically appears in the logo of Bomberman games.

Stats (Overview):

Speed: 2.8/5 (Bomberman’s run speed is slightly below-average, being marginally faster than R.O.B. (noticeably slower than Mario), while his air speed is fairly bad, between Peach and Robin. In other words, he’s significantly faster on the ground than in the air, but either way, his movement speed is a little bit below average (but by no means terrible). He does walk very fast, though[MB1]; his walk speed is the fastest in the game, being even faster than Marth and Lucina. In fact, he walks faster than many characters can run, and his dash isn’t a whole lot faster than his walk. His dash attack and side special are also very fast, helping to make up for his lackluster dashing and air speed; they can put Bomberman on par with the game’s faster characters, but at the price of being a bit difficult to control.)
Strength: 4/5 (Like Snake, Bomberman fights primarily with explosives, meaning that he packs a big punch. His attack power technically rivals that of Ganondorf or Bowser, though all of his really powerful moves involve his bombs, making them somewhat unwieldy to use.)
Defense: 2.6/5 (Bomberman’s defense is a bit subpar, but not terrible[MB2]. That said, since his main offensive power comes from his bombs, the majority of which act on a time delay and can injure him if he’s caught in the blast, he does have a bit of trouble defending himself in close quarters.)
Weight: 3.2/5 (Bomberman, being a robot, is a bit heavier than Mario, but nowhere near the weight of, say, Bowser or Bowser Jr. He’s also slightly lighter than Mega Man.)
Jump: 2/5 (Jumping is… not Bomberman’s strong suit…)
Recovery: 5/5 (While Bomberman’s jumps are bad, he makes up for it with a borderline broken up special. His side special is also pretty good, though it’s prone to causing him to self-destruct if he’s not careful. He can also footstool jump off of his own bombs in a pinch.[MB3])

Attributes (Detailed Summary):

Walking Speed: 1.575
Dashing Speed: 1.584
Air Speed: 0.954
Falling Speed (Maximum): 1.75
Falling Speed (Acceleration): 0.08
Falling Speed (Fast-Fall): 2.8 (60% increase)
Weight: 101
Jump Force (Ground): 2.27
Jump Force (Short Hop):
Jump Force (Double Jump):
Jump Delay (in frames): 7
Meteor Cancel Window (in frames): 25
Roll Length (in frames):
Roll Intangibility Frames:
Roll Distance:
Roll Speed:
Sidestep Length (in frames):
Sidestep Intangibility Frames:
Air Dodge Length (in frames):
Air Dodge Intangibility Frames:
Traction: 0.056

Bomberman, like fellow Dream Fighters TV World Mix star Solid Snake, is an explosives specialist. Unlike Snake, whose explosives are realistic, hard to see coming, and focused on inducing paranoia, Bomberman’s explosives are cartoony with diverse effects, stick out like a sore thumb, and are designed to limit opponents’ options. He can switch between bombs in the heat of combat and throw them in a variety of ways. Many of them take a while to explode, though, and he can only have so many on the field at once. This makes him an extremely strategic character, who has to constantly make sure he’s using the best bombs for the situation and manage the numbers and positions of bombs he has on the field to take his enemies down. Make no mistake; Bomberman is not beginner-friendly, and has a pretty steep learning curve. He is highly prone to self-destructing if used recklessly, as most of his attacks can hurt himself as badly as his enemies. When mastered, however, he’s arguably the most powerful character in the game, with several low-percentage KO moves (and even a one-hit KO) at his disposal and recovery capabilities that rival Jigglypuff’s, to say nothing of his penchant for restricting and trapping his enemies.

Equipment Used[1]:

Offense: Bomb[MB4] and/or Boxing Gloves[MB5] (same as Little Mac)
Defense: Collar[MB6] (same as Duck Hunt), Mask[MB7] (same as Meta Knight), and/or Space Suit[MB8] (same as Olimar)
Speed: Booster[MB9] (same as Samus, Zero Suit Samus, R.O.B., and Mega Man) and/or Microchip (same as Mr. Game & Watch)

On-Stage Appearance: Bomberman swoops onto the screen in his personal spacecraft, as seen in Bomberman Hero. The spacecraft then flies away.

Bomb Overview: Many of Bomberman’s attacks will pull a bomb. This is not randomly selected; instead, Bomberman chooses the bomb he is currently using via his down special, in a similar fashion to Shulk’s Monado Arts. His currently chosen bomb is displayed in a graphic above his character portrait[2], like Little Mac’s Power Meter. Because the bombs are referenced by several of his moves, they need to be described before his actual moves. Bomberman’s bombs can harm him unless otherwise noted, and even when Bomberman suffers a reduced, altered, or nullified effect from his own bombs, that only applies to the Bomberman who deployed them. Bomberman’s bombs can also harm his teammates, even if friendly fire is off, so he needs to be even more careful in team battles. Bomberman can deploy up to 8 bombs at once, but some of his bombs count as more than 1 bomb. If he tries to deploy a bomb that would bring him over his limit, his attempt to deploy it fails, but he still goes through the animation, leaving him open to punishment (with a few exceptions where the bomb-deploying animation is itself an attack). Thus, when at his limit, Bomberman cannot deploy more bombs until some of his existing bombs explode, pass a blast line, or get otherwise destroyed or removed from play. As for the bombs themselves, they explode after a fixed period of time and act somewhat like the Target Blast bomb, reacting to damage in a similar way and being knocked around by attacks; Bomberman’s attacks generally have set or reduced knockback on his own bombs, enabling him to reposition them before they explode without sending them flying off the screen. Unlike the Target Blast bomb, Bomberman’s bombs can be eaten like other items, including Sandbag, though they are (obviously) explosive, and eating them will have the usual consequences for the swallower. They can also be captured by Villager’s Pocket (which will freeze their explosion timer as long as they remain in there), though they are treated as heavy items and will be immediately thrown like one upon being pulled out. Also, a bomb hit with a fire attack has a 50% chance of going off immediately (even if it’s a Napalm Bomb or Gravity Bomb, which can’t normally go off early); being caught in the blast of another bomb (including a Bob-Omb, X Bomb, Gooey Bomb, Smart Bomb, or an explosive generated by another character) will always immediately set a bomb off (regardless of the bomb's element or the element of the explosion, with only a few exceptions), allowing Bomberman to set off chain reactions. (Whether this helps or hurts him depends on where he put the bombs.) Water and ice attacks have a 20% chance of defusing a bomb entirely, causing it to fail to explode at all. Similarly to a Smart Bomb blast, it is not possible to absorb the explosions of Bomberman’s bombs (with the exception of a Water Bomb or the absorbable item-based bombs). However, a bomb itself can be reflected (but not absorbed, even if it explodes on impact) once it leaves Bomberman’s hands during an attack (if he’s still holding it, it’s still considered a projectile in-game (like Olimar’s aerials), but operates more like a disjointed hitbox and cannot be reflected (also like Olimar’s aerials)). Bomberman can pull the following types of bomb[3]:

Fire Bomb: Bomberman’s classic bomb. A Fire Bomb has a fire effect (obviously), and deals 24% damage with knockback comparable to Captain Falcon’s fully charged forward smash, KO'ing Mario from the center of Final Destination at 80%. It takes 4 seconds to explode by default, and counts as 1 bomb towards Bomberman’s deployment limit. As for the explosion itself, it works a bit like a Smart Bomb, except that the explosion radius is roughly half as big as a Smart Bomb’s (actually a bit more than half as big; it’s more like six-elevenths), and the explosion expands to its full size in less than a second, then immediately dissipates, and hits once. So not that similar to a Smart Bomb at all, except for the spherical explosion, but that comparison serves as a good point of reference for all of Bomberman’s bombs, except where otherwise noted.
Ice Bomb: An Ice Bomb freezes enemies that get caught in its blast, and has a slightly larger explosion radius and slightly higher knockback than a Fire Bomb, KOing at 75%. However, it does reduced damage (specifically 19%, with the damage being considered ice-elemental). It takes 5 seconds to explode by default, and counts as 2 bombs towards Bomberman’s deployment limit. The freeze duration is 2.5 seconds by default; more damaged characters will be frozen for longer (though the scaling for the freeze time is rather low, with every 30% damage inducing an extra 0.1 second of freeze time), and button mashing can reduce freeze time. Bomberman is frozen by his own Ice Bombs for half the time that his opponents would be if he gets caught in the blast, but he still takes full damage and knockback. Ice Bombs cannot be defused by ice attacks. However, they have a 10% chance of being defused by non-explosive fire attacks instead of being immediately set off.
Wind Bomb: A Wind Bomb has an explosion radius only slightly smaller than that of a Smart Bomb, and has absurdly high knockback, being able to KO at percentages as low as 45%. However, it only deals 15% damage. It takes 6 seconds to explode by default and counts as 2 bombs towards Bomberman’s deployment limit. Bomberman is not damaged by his own Wind Bombs, nor does he suffer knockback; instead, being caught in the blast of his own Wind Bomb launches him a long, yet pre-set distance away from the blast, sort of like Ness hitting himself with his own PK Thunder. This does not leave Bomberman helpless, though the detonation time of Wind Bombs makes it somewhat impractical to use as a recovery.
Lightning Bomb: A Lightning Bomb has an electrical effect, with the explosion being equal in size to that of a Fire Bomb. However, the explosion lingers for 1 second, and traps foes inside to inflict continuous damage before launching them at the explosion’s end. A Lightning Bomb deals a total of 22% damage, slightly less than a Fire Bomb; however, this is counteracted by having slightly higher knockback than a Fire Bomb (also higher than an Ice Bomb, actually), capable of KOing at 60%. It takes 4 seconds to explode by default and counts as 1 bomb towards Bomberman’s limit.
Napalm Bomb[MB10]: A Napalm Bomb has a massive explosion, almost 1.5 times the size of a Smart Bomb’s explosion. The explosion lasts for nearly 2 seconds – not as long as a Smart Bomb or X bomb, but somewhat close – and traps victims inside to deliver constant damage with a fire effect, finishing with a strong hit that can KO under 80%. The Napalm Bomb’s mighty explosion does a total of 60% damage if a foe is caught in the full blast (which actually means that, in practice, it can KO under 20%, making it the second-strongest bomb in terms of KO potential). Napalm Bombs are also larger and heavier than Bomberman’s other bombs, and do 1.5× the deploying attack’s damage on impact with other characters, though their increased weight also means that they don’t travel as far when thrown or launched by attacks. However, a Napalm Bomb takes the longest to explode of all of Bomberman’s bombs – a full 12 seconds. Furthermore, a Napalm Bomb can never explode on impact, regardless of how it is deployed, and it will be less affected by factors that reduce the explosion delay of bombs. For instance, if Bomberman uses a Napalm Bomb in his Up Smash, he will have to get out of the way fast, as it will not explode right before its explosion would reach him, like his other bombs; it will instead explode when it is right on top of him, with disastrous consequences. Activating a Napalm Bomb with the Remote Detonator only detonates it immediately if it would explode within less than 1.5 seconds anyways; otherwise, it sets the delay to 1.5 seconds until detonation (and cannot be used again to set it off immediately). A Napalm Bomb counts as 8 bombs towards Bomberman’s deployment limit (or, if that amount is lower than 8, the entire deployment limit), meaning that he can only ever have 1 out at a time, regardless of his equipped special moves.
Light Bomb: A Light Bomb has an explosion about the size of a Smart Bomb’s. It does 21% damage and has no knockback whatsoever; instead, the blast stuns victims like a Deku Nut, except that it can stun characters in midair as well as grounded characters. Stunned characters in midair just fall straight down until they hit the ground, at which point they have to wait through the stun as though they suffered a shield break. (If there is no ground beneath them… well… they’re boned.) A Light Bomb takes 6 seconds to explode and counts as 4 bombs towards Bomberman’s limit (or, if that amount is lower than 4, the entire deployment limit). Light Bombs cancel out Gravity Bombs caught in their blast radius, turning them into duds (this is an exception to the rule that an explosion will always set off a bomb).
Gravity Bomb[MB11]: A Gravity Bomb has a relatively small explosion, about 3/4ths the size of a Fire Bomb’s. However, the explosion is actually a black hole, and therefore has a strong vacuum effect that reaches out to an area about 5/4ths the size of a Smart Bomb blast and sucks everything in range towards the main explosion. The explosion and vacuum lasts for 3 seconds, and similar to Sheik’s Burst Grenades, the vacuum does 1% damage per 10 frames (6% per second) as a side effect. This damage has a darkness effect. Like many push effects, the vortex’s effects are amplified according to a character’s damage; that is, the pull is stronger (and more difficult to fight) on a more heavily damaged character. Playable characters and items that get sucked into the main explosion (which, as previously stated, is a freakin’ black hole) get obliterated as though they had touched an Orne. This includes Bomberman himself, so watch out! This also applies to most enemies in Smash Run (enemies that are completely immune to knockback, like Clubberskulls, cannot be sucked in and OHKO’d by Gravity Bombs, though they can still be damaged by the vacuum; this also applies to bosses, like Master Hand or Yellow Devil (the exceptions being Ridley and Master Shadow, as they are susceptible to knockback, and in Ridley’s case, he’s immune to the black hole itself until he’s damaged enough to become Meta Ridley)). Like Napalm Bombs, Gravity Bombs don’t explode on impact (that would just be mean), and are less affected by factors that reduce the explosion delay of bombs. Activating a Gravity Bomb with the Remote Detonator only detonates it immediately if it would explode within less than 2 seconds anyways; otherwise, it sets the delay to 2 seconds until detonation (and cannot be used to set it off immediately). A Gravity Bomb takes 8 seconds to explode by default, and counts as 6 bombs towards Bomberman’s deployment limit (or, if that amount is lower than 6, the entire deployment limit), which means that he can usually only have 1 out at a time. Gravity Bombs also obliterate other bombs instead of setting them off.
Water Bomb: A Water Bomb does not explode into a sphere; instead, it scatters several damaging water droplets. Each water droplet does 8% damage with decent knockback – much lower than a Fire Bomb. However, it’s quite possible for an unfortunate foe (or Bomberman) to be bounced between multiple droplets. Basically, Water Bombs are useful for racking up damage. Each water droplet counts as an explosion in addition to being a water-based attack, meaning that it will set off other bombs instead of potentially defusing them. A Water Bomb takes 5 seconds to explode and counts as 1 bomb towards Bomberman’s limit. Water Bombs cannot be defused by water-based attacks, and are harder to set off prematurely by non-explosive fire-based attacks (they only have a 40% chance to explode).
X Bomb: Bomberman can pull X Bombs at will.[MB12] Instead of the Target Blast-esque behavior, they behave just like the item[4], except that deploying an X Bomb in this fashion counts as 1 bomb against Bomberman’s limit.
Gooey Bomb: Bomberman can pull Gooey Bombs at will. Instead of the Target Blast-esque behavior, they behave just like the item[5], except that deploying a Gooey Bomb in this fashion counts as 1 bomb against Bomberman’s limit.
Bob-Omb: Bomberman can pull Bob-Ombs at will. Instead of the Target Blast-esque behavior, they behave just like the item[6], except that deploying a Bob-Omb in this fashion counts as 1 bomb against Bomberman’s limit.
Smart Bomb: Bomberman can pull Smart Bombs at will. Instead of the Target Blast-esque behavior, they behave just like the item[7], except that deploying a Smart Bomb in this fashion counts as 1 bomb against Bomberman’s limit.

Special Animation Notes:

When Bomberman ends up in water, he dons his Bomber Marine to “swim”. This applies only to water that characters can swim in (which means it doesn’t happen at all in the 3DS version). The Bomber Marine vanishes when Bomberman leaves the water.
Bomberman can use his down special at any time, and it does not affect any of his other animations. Due to requiring a more precise input, switching between bomb types doesn’t leave Bomberman unable to use his other specials (unlike Shulk selecting a Monado Art). However, Bomberman can only use his down special to switch between bomb types while already having bombs out with the default option. Both of the alternatives cause the down special to manipulate his bombs instead.

Basic Attacks:

Neutral combo:

Attack #1: Bomberman throws a straight right punch, doing 3% damage.
Attack #2: Bomberman throws a straight left punch, doing 3% damage.
Attack #3: Bomberman raises his arms up and slams them both downwards in a hammer punch for 5% damage, knocking the opponent down and setting them up for his finisher. However, the start-up lag is a bit slow, making it hard to connect if the foe isn’t flinching from the second jab.
Jab Finisher: Bomberman pulls out one of his bombs and drops it right in front of him. If he hit a foe with his third jab attack, he will drop the bomb directly on top of them, doing 2% damage and pinning them, forcing them to button-mash furiously (as if escaping a grab) to free themselves and get away before the bomb explodes. The explosion’s damage and effects, as well as the time it takes to detonate, depend on the bomb type. However, the start-up lag is even higher than the penultimate attack, and if the foe has less than about 50% damage, their hitstun will wear off while Bomberman’s still pulling the bomb out or starting to drop it, allowing them to either roll out of the way or attack Bomberman if they react quickly. If the attack is shielded against, the bomb will hit the shield once and slide off, landing between Bomberman and his enemy and pushing them a short distance apart. (However, the attack deals 8 bonus shield damage, to compensate for the fact that the act of dropping the bomb does very little damage, with most of the damage being dependent on the bomb’s explosion.) If Bomberman uses the attack on nothing, he simply drops the bomb directly in front of himself. If Bomberman uses the attack on an opponent who’s not prone, they suffer a small amount of knockback instead of being pinned beneath the bomb (which is why the preceding attack meteor smashes the foe). If Bomberman is attacked during the middle of this move’s animation, he will drop the bomb on himself, suffering the same fate that this attack tries to inflict on his enemies. The bomb can also be knocked out of Bomberman’s hands. Regardless of what happens, the bomb’s fuse starts as soon as it’s deployed. Bomberman can only pin a foe beneath one of his own bombs; an item-based bomb will simply hit the foe and begin to go off, making this move absolutely suicidal with Bob-Ombs and Smart Bombs (and still not a great idea with Gooey Bombs). (This applies to his down smash and down throw as well.)

Tilt Attacks:

Forward Tilt: Bomb Punch[MB13]: Bomberman performs an uppercut directly in front of him, popping whatever’s in front of him into the air and launching it forward at a 30-degree angle. The attack does 9% damage and can KO at percentages over 210%. Note that if Bomberman uses this attack on one of his own bombs, it will be thrown through the air in an arc, landing after crossing roughly a quarter of the length of Final Destination (assuming that Bomberman is on level ground and there are no platforms for the bomb to prematurely land on or collide with). The attack also has very good vertical range for a forwards tilt, though its horizontal range is somewhat lacking.
Up Tilt: Bomber Copter Chop: Bomberman extends his Bomber Copter from the antenna on his head and rotates the blades a few times, hitting enemies directly above or next to him. It hits up to 6 times for 3% damage each, and the final hit launches foes a decent distance at a 45° angle, capable of KOing at percentages over 110%. This attack is amazingly fast, with very little start-up or ending lag and a very quick attack duration, and its damage and knockback are very good; it’s Bomberman’s second-strongest non-bomb KO move. However, it has extremely limited range, only striking foes standing right next to Bomberman or practically right on top of him. It also has some difficulty striking characters that are shorter than Bomberman is while they are on the ground.
Down Tilt: Bomb Kick[MB14]: Bomberman briefly brings his leg back, then kicks forward for 8% damage and decent knockback. The knockback is almost completely horizontal, but doesn’t KO until about 300%, making it a poor semi-spike. If Bomberman kicks a bomb with this move, it slides forward along the ground for a limited distance (about 3/5ths of Final Destination). Anyone in the way of the kicked bomb gets weakly knocked forward for 2% damage. It’s perfectly possible for a kicked bomb to hit the same character several times.

Dash Attack: Bomber Slider: This is a three-part attack. When Bomberman inputs the initial attack command, he quickly puts on his Bomber Slider and darts forward at a speed comparable to Pikachu’s running speed. Anyone he collides with takes 6% damage and is knocked weakly straight up into the air; this can’t KO until around 240%, though the base knockback is good enough to prevent the enemy from trying to chase Bomberman down. He can also jump during this dash, and he can input the attack button again while on the Bomber Slider to perform a spin attack[8]. This spin attack pops him a very short height into the air, slows him down slightly, and does 12% damage to anyone he hits with decent Sakurai angle knockback, capable of KOing at around 120%. However, while Bomberman can slow down by holding the opposite direction from the way he’s going, he cannot stop or turn around until he cancels the dash (with his minimum speed being his regular running speed), and it can easily carry Bomberman off the stage and beyond the blast line if he’s not careful. He can cancel the dash in one of two ways. The first way is to press the shield button to dismount the slider and put it away. Alternatively, he can hit the attack button again during his spin attack, which cancels the spin by taking the Bomber Slider off in mid-air and skidding to a stop, briefly continuing to spin and holding the Bomber Slider out to smack anyone nearby for 9% damage and severe horizontal knockback that KOs at 140%. Think of this as a secondary spin attack. Additionally, the secondary spin has a sweetspot at the center of the Bomber Slider that does 10% damage and KOs at 135%. After the secondary spin, Bomberman stows the Bomber Slider away. Also, it is entirely possible for Bomberman to be hit off of the Bomber Slider, as the hitboxes of all of its associated attacks are located in the Bomber Slider itself, leaving Bomberman quite vulnerable to any attack not aimed at his feet (or his waist in the case of the secondary spin). Being hit while on the Bomber Slider causes the Bomber Slider to get knocked away for a short distance, potentially striking people for 4% damage and minor knockback, while Bomberman suffers the typical effects of the attack. Once it’s sent flying, the Bomber Slider is considered a projectile until it disappears, similarly to Diddy’s Rocketbarrels if he’s hit out of his Rocketbarrel Boost. The loose Bomber Slider can be reflected, and unlike Diddy’s barrels, it can be shielded against. It will last for 3 seconds before disappearing, and Bomberman cannot use the Bomber Slider again until then. (Trying to use a dash attack beforehand will result in Bomberman tripping, falling flat onto his face, and skidding for a short distance, dealing 2% damage with very weak knockback and very high ending lag – in other words, not a good idea.) Note that while the Bomber Slider on the ground, the secondary spin, and the Slider-less trip attack follow the normal grounded law of high and low priority (and Bomberman will be knocked off the Bomber Slider just as if he was hit himself if the Bomber Slider is canceled out), the primary spin instead operates like an aerial attack, meaning that it cannot be canceled out by clashing with attacks – though it can be rendered inert with respect to someone attacking it. (Of course, the primary spin can still be canceled out by Bomberman going into hitstun, though he’s invincible for all but the first few and last few frames of the spin… but don’t think this can be abused to dodge like crazy, as there are several frames of cooldown time.) Overall, this is a good attack (the primary spin in particular is Bomberman’s third-strongest non-bomb KO move in terms of raw knockback, and arguably his best in terms of reliability, if a bit predictable), but it can be a bit risky to use.

Ledge Attack: Bomber Jet Flip: Bomberman hastily straps on his Bomber Jet with one hand, using the other to cling to the ledge, then activates it and tightly grasps the ledge, using the Bomber Jet’s thrust while clinging to the ledge to frontflip vault up onto the stage and kick opponents for 9% damage (7% if he hits with his legs, 8% if he hits with his body, 5% if he hits with his head). All of these hitboxes have the exact same knockback, which is typical of a ledge attack. However, it has unusually high start-up lag for a ledge attack (though Bomberman does have invincibility frames for all but the first 6 frames of the start-up lag, during which he puts the Bomber Jet on), and it has high ending lag, too, as Bomberman lands on his back, is stunned by the impact for a few frames, then shakes it off, sits up, removes the Bomber Jet and stows it away, and rises to his feet. (If you’re wondering, the Bomber Jet shuts off when Bomberman’s midway through the flip, as he’s hanging inverted from the ledge and about to kick forward.) The invincibility frames are gone during most of the ending lag, so this is unusually punishable for a ledge attack. However, if Bomberman hits someone with the exhaust from the Bomber Jet during his flip, it hits for 14% damage and delivers a downwards-angled semi-spike capable of KOing under 70% (though it can put the foe in a position they can’t possibly recover from well before that), which makes it one of Bomberman’s best KO moves (in fact, it's his strongest KO move that isn’t a bomb). During the flip, Bomberman’s entire body is also a hitbox; this sourspot, which does 8% damage, activates as soon as Bomberman begins to swing upwards (a few frames after the flame activates), and is also capable of hitting attackers below Bomberman as the attack starts. The body has the same knockback as the post-flip hitboxes, which have slightly more base knockback than the flame, but considerably worse knockback scaling (as previously mentioned, their knockback is typical of a ledge attack). As for the different hitboxes on Bomberman’s body with different amounts of knockback, they activate as Bomberman begins to crash back-first onto the stage, shortly after the Bomber Jet shuts off. Before then, Bomberman’s entire body is one sourspot hitbox. This attack’s unique properties make it amazing at ruining the day of someone about to steal the ledge from Bomberman, and probably the only ledge attack capable of hitting someone approaching the user from below or behind. However, the flame hitbox sweetspot is rather small and difficult to hit with, so good luck pulling it off; the only way you’re going to hit someone with that is if they’re trying to edgeguard you from offstage. However, the endlag of this attack means that it’s not strictly superior to just climbing the ledge normally; use it carelessly, and you will likely be punished. Just in case the explanation was hard to understand, I’ve drawn a crude little comic of Bomberman using this attack to pwn Kirby and Jigglypuff on Battlefield.


Figure 2: Panels 1-6 of the "Bomberman Ledge Attack" demonstration comic.
Kirby currently has 25% damage, while Jigglypuff currently has 67%. Bomberman’s damage is irrelevant, as he does not get hit during the comic; we only need to know that it's under 50%, meaning that the rage mechanic is not active. Nobody is using any equipment, so all stats are normal.
Panel 1: Bomberman hangs from the ledge while Kirby taunts him.
Panel 2: Bomberman straps on his Bomber Jet, while Kirby continues taunting him. Meanwhile, Jigglypuff approaches from offstage. During these startup frames, Bomberman is not invincible, unless his ledge invincibility from grabbing the ledge has not expired yet.
Panel 3: Bomberman activates the Bomber Jet and firmly grasps the ledge with both arms. The sweetspot hitbox – the flame from the Bomber Jet – appears at this point, and Bomberman is granted invincibility as the ledge attack proper begins. However, this is just before Bomberman starts moving, so the sourspot hitbox on Bomberman’s body has not appeared yet. Kirby, having just realized that Bomberman is up to something, stops taunting. Meanwhile, Jigglypuff inputs Pound just a hair too late to actually hit Bomberman, and is currently in the startup frames of the attack. It is just barely outside the flame hitbox and has not been hit yet.
Panel 4: Bomberman begins to swing up onto the ledge, with the sourspot hitboxes appearing the instant he begins moving. He hits Jigglypuff out of Pound with the flames of the Bomber Jet as he begins to move, knocking it away from the stage at a moderate downward angle. If Jigglypuff had a little less altitude, it would have instead been hit by the legs and been launched away at a diagonal upward angle (due to the body’s knockback having the Sakurai angle), and would have sustained considerably less knockback. Kirby is just watching Bomberman, unsure of how to react; he’s recently shielded a big attack from Bomberman before he got knocked offstage, so if he tries to shield the ledge attack, he’s likely to have his shield broken.
Panel 5: Bomberman continues flipping around the stage; this moment is a couple of frames before he hangs completely inverted over the ledge and the Bomber Jet shuts off. Kirby begins to react, and is about to attempt a sidestep dodge. Jigglypuff is still in hitstun and is flying away from the stage.
Panel 6: Bomberman completes the ledge attack, slamming feet-first onto the stage and landing on his back. Kirby reacted a few frames too late and is hit before the intangibility frames of his spotdodge begin, eating the attack’s strongest post-flip hitbox (namely, the feet) and being launched a short distance away. Meanwhile, the knockback Jigglypuff sustained from the sweetspot carries it past the lower blast line, at the lower-right corner, and it is KO’d. Bomberman loses his invincibility frames as soon as the attack ends, and spends about half a second in a completely immobile state, wide open to punishment.


Figure 3: Panels 7-8 of the "Bomberman Ledge Attack" demonstration comic.
Panel 7: Bomberman begins recovering from his post-attack stunned state, but is still wide open. If Kirby had successfully dodged Bomberman’s attack, he could easily punish him right now. But he didn’t, so he can’t. Meanwhile, Kirby fails to tech and lands flat on his back, and Jigglypuff appears on the revival platform, freshly respawned.
Panel 8: Bomberman and Kirby get up, while Jigglypuff disembarks from the revival platform. Bomberman is back on the stage and free to act.

Rising Attack: Bomberman springs into a sitting position while punching for 6% damage, then rises to his feet. His head is also a hitbox, which gives this move a limited ability to hit behind him; the head, however, does only 4% damage.

Smash Attacks:

Forward Smash: Rolling Bomb[MB16]: Bomberman pulls out a bomb, holding it in his right arm, and starts swinging his right arm around, similarly to DK’s Giant Punch, except Bomberman swings his arm much faster (though he does take a moment to build up speed). If you charge up the attack, he’ll continue swinging his arm around until you release the attack; otherwise, he throws the bomb after only one swing. The bomb, once thrown, flies forward in an arc. Bomberman throws only one bomb if the attack is uncharged, and it doesn’t fly very far. However, charging the attack increases the number of bombs Bomberman throws, as well as their spread and distance. It’s entirely possible to use Bomb Select during this move to let Bomberman throw multiple types of bomb at once. Bomberman can throw up to 4 bombs at once with this move; he only throws 2 bombs if the move is briefly charged, throws 3 bombs if it’s charged up a moderate amount, and throws 4 bombs at full charge. Regardless, the bombs will explode on impact with enemies, walls, ceilings, the ground, or pretty much anything, and can deal 4% damage from the impact alone. Bomberman cannot deploy more bombs than he has remaining capacity for, regardless of charge (though charging the attack still increases the distance of the throw).
Up Smash: Bomb Lob: Bomberman throws a bomb straight up into the air. It does 2-2.8% damage on impact and will explode on impact or, if it misses, right before it would catch Bomberman in its blast (unless it’s a Napalm or Gravity Bomb, which cannot explode on impact and so tend to be a bit more… hazardous to Bomberman himself). If it lands on a platform, it just remains there until it explodes at the normal time. The charge time influences how far up Bomberman tosses the bomb; uncharged, it flies up just far enough to land on Battlefield’s highest platform. Unlike Snake’s Up Smash, this doesn’t deviate to the left or right.
Down Smash: Hyper Bomb Kick: Bomberman pulls out a bomb and violently tosses it towards the ground for 5-7% damage. Anyone hit directly by the bomb is meteor smashed, and possibly pinned. Pressing the attack button a second time causes Bomberman to kick straight in front of him, similarly to his down tilt; the attack is set up so that Bomberman will kick the bomb. If Bomberman kicks the bomb, the impact will send it sliding forward, causing anyone in the way or pinned beneath the bomb to get shoved ahead (sort of like being attacked by Oshawott), taking damage at a steady rate, until the bomb falls offstage, collides with a wall, or explodes. Unlike the down tilt, bombs kicked with this move don’t stop on their own. It is possible to smash-DI away from the bomb as it careens forward, unless you’re pinned beneath it, in which case you’re just screwed. The kick itself can do 6-8% damage, with somewhat subpar knockback for a Smash attack (can’t KO uncharged until 180%).

Smash Attack Summary: All of Bomberman’s Smash Attacks use his bombs, so he can’t use them if he has too many bombs out. Also, if he is attacked during the charging animations, it will cause him to drop the bomb. The bomb itself can also be attacked during the charging animations. He can use the second attack of his down smash even if he fails to pull a bomb for the first part. Note that they don’t quite work as intended with item-based bombs.

Aerial Attacks:

Neutral Aerial: Bomber Jet Loop: Bomberman activates the Bomber Jet and does a quick loop-de-loop, burning foes with the flames from the jetpack for 10% damage. Bomberman himself is the attack’s sourspot, capable of ramming foes for 6% damage. The sweetspot semi-spikes. This attack completely cancels Bomberman’s midair momentum, which means that it can be used to negate being launched after the hitstun has worn off, or it can be used to delay Bomberman’s descent and throw off incoming attacks. However, like many aerial attacks that mess with their users’ midair momentum, it has rather bad ending lag.
Forward Aerial: Bomb Dunk: Bomberman pulls out a bomb and flings it downwards at a diagonal angle. The bomb does 6% damage on impact. The bomb-flinging animation is itself an attack, doing 7% damage (8% if Bomberman fails to pull a bomb) and acting as a weak meteor smash sending the foe diagonally downward. This move is slightly laggier than his down aerial, both in terms of start-up and cool-down.
Back Aerial: Bomber Jet Boost: Bomberman activates his Bomber Jet, propelling himself straight up (with his midair momentum maintained). The flames from the Bomber Jet burn foes for 10% damage, while Bomberman himself headbutts foes above him for 5% damage. This attack can aid in recovery, and accordingly has a short cooldown time to prevent abuse, though Bomberman can still use his other aerial attacks during the cooldown.
Up Aerial: Bomb Fling: Bomberman quickly pulls out a bomb and swings it backwards over his head before throwing it behind him. The bomb swing does 9% damage, while the bomb throw does 4% damage on impact. If Bomberman can’t pull a bomb, he simply swings his arms over his head, doing 6% damage and knocking foes behind him.
Down Aerial: Bomb Drop: Bomberman drops a bomb below him. This is very quick, but the bomb only does 1% damage on impact, and unlike his forward and up aerials, this attack will fail entirely if Bomberman has too many bombs out.

Throws:

Grab: Bomberman reaches out to grab the foe with his right arm, similarly to Mega Man.
Pummel: Bomberman bops his foe in the face with his left arm for 2% damage. A bog-standard pummel.
Forward Throw: Foe Throw: Bomberman hoists the foe over his head[MB17], dealing 3% damage as he does so, and can carry and throw them as though they were a bomb (see his neutral special for details). Throwing the foe does 9% damage with good knockback. Bomberman can also use a carried opponent as a shield via his Bomb Barrier, forcing them to take an attack that was meant for him (no barrier is generated); if Bomberman is attacked from the front while holding a foe in this fashion, he is unaffected and the foe takes the hit in his place (as long as the attack isn’t unblockable), even if the attack would normally be able to pierce through and hit multiple opponents. (Note that if Bomberman's grabbed opponent is KO'd as a result of being used as a human(?) shield, the KO will be scored by whomever struck the foe, not Bomberman.) The foe can escape from Bomberman’s grasp at any point before he throws them, including while he is trying to use them as a shield.
Back Throw: Bomb Sandwich: Bomberman drops a couple bombs behind him, one bouncing on top of the other, then puts the foe in between them to get helplessly bounced between them[MB18], dealing 1% damage per bounce, until the bombs explode. The foe can use smash DI to escape, in which case the bombs just kinda collapse onto the ground. If Bomberman tries to use this when placing two bombs would put him over his limit, or he currently has an item-based bomb equipped rather than one of his own, the bomb sandwich fails entirely and the foe just goes splat on the ground for 3% damage. In this case, they’re able to tech, and if they do, might be able to get a free hit on Bomberman before he can react.
Up Throw: Piledriver: Bomberman flies straight up into the air with the Bomber Jet[MB19], then swoops back down towards the ground, flinging the foe at the ground right before impact for 18% damage, while he levels out his flight, then goes upright, rises up into the air, hovers down, and lands on his feet. The victim bounces up after being hurled at the ground, but it’s possible for them to tech. The throw can KO at 130%, making it Bomberman’s fourth-strongest non-bomb KO move.
Down Throw: Bomb Break: Bomberman slams his foe onto the ground for 5% damage, and drops a bomb on them for 3% damage. This pins the foe under the bomb, like his jab finisher. The foe cannot tech unless Bomberman fails to pull a bomb.

Special Moves:

Neutral Special (Default): Bomb Throw: Bomberman pulls out a bomb, hoisting it over his head, and holds it for as long as the special move button is held down. Its detonation timer does not begin until he releases it. As Bomberman continues to hold a bomb, pumps it up[MB20] to grow up to 3 times its normal size, a process which takes 3 seconds. Pumped-up bombs do twice their usual damage and knockback, and have a tripled explosion radius, along with increased effects (as detailed below), though they also take 1 second longer to explode. If Bomberman releases his bomb before it is fully pumped up, it reverts back to normal. While holding a bomb, Bomberman moves as if he was using a Hammer, meaning that he can only walk and jump off the ground; however, he can also use his shield, which causes him to lower his bomb in front of him, generating a barrier in front of him, called a Bomb Barrier[MB21], that’s 4 times as resilient as a normal shield, but only protects him from the front. Using the Bomb Barrier also stops Bomberman’s bomb from pumping up and causes it to lose its charge if it is not already fully pumped up, and he cannot walk or roll while using the Bomb Barrier (though he can sidestep). A pumped bomb can yield a stronger Bomb Barrier than a normal bomb, with 5 times the resilience of a normal shield. When Bomberman throws the bomb, it flies forward in an arc, landing several feet in front of him. However, the throw’s power and angle can by influenced by tilting or tapping the Control Stick while throwing, similarly to Yoshi’s Egg Throw, but with more precision. If Bomberman releases the bomb while using the Bomb Barrier, he drops it directly in front of him. If Bomberman is hit while carrying a bomb, he immediately drops it. The bomb can also end up taking an attack itself, which can potentially protect Bomberman from the attack, but will knock the bomb out of his hands (if it doesn’t set the bomb off). A thrown bomb does 5% damage on impact, or 12% if pumped up. Bomberman can also use this special while right next to a bomb deployed by himself or another Bomberman to pick it up (or possibly even catch it in midair) and hoist it over his head like he just pulled it out, freezing its detonation timer (or, if it was due to explode within 1 second, setting the timer to 2 seconds) and pumping it up if it is not already pumped up. The following list describes additional effects of pumped bombs. Bombs not mentioned here simply have larger explosions and increased damage and knockback when pumped up.
Pumped-Up Fire Bomb: The Fire Bomb explodes like a mix of a Smart Bomb and an X Bomb (though unlike either, it only hits once), with 4 narrow projections in a cross shape that extend outwards from the spherical explosion to extend its range in a narrow area. However, the flaring out is weaker than the main explosion, with 4/5 the power of a standard Fire Bomb explosion.
Pumped-Up Ice Bomb: Spikes of ice protrude from the explosion[MB22], making it take the shape of a stereotypical sun.
Pumped-Up Wind Bomb: Twisters are released from the explosion[MB23], flying a moderate distance in the cardinal directions. They have the same damage and knockback as a non-pumped Wind Bomb.
Pumped-Up Lightning Bomb: Cylindrical rings of electricity are launched outwards from the explosion[MB24], wrapping around it. The rings last longer than the explosion itself does, and characters caught by the main explosion are likely to be launched into the rings, which will promptly launch them in the opposite direction. The rings only hit once and do 32% damage (compared to the 44% of the main explosion), but a character hit with both the main explosion and the rings will be in a world of hurt.
Pumped-Up Napalm Bomb: The Napalm Bomb explodes like a mix of a Smart Bomb and an X Bomb, with 4 narrow projections in a cross shape that extend outwards from the spherical explosion to extend its range in a narrow area. However, the flaring out is weaker than the main explosion, with 4/5 the power of a standard Napalm Bomb explosion.
Pumped-Up Water Bomb: More water droplets are released.
X Bomb: X Bombs cannot be pumped up. In fact, when Bomberman pulls an X Bomb with this special, he doesn’t hold it like his other bombs; instead, he carries it normally, as though he picked it up off the ground.
Gooey Bomb: Gooey Bombs cannot be pumped up. In fact, when Bomberman pulls a Gooey Bomb with this special, he doesn’t hold it like his other bombs; instead, he carries it normally, as though he picked it up off the ground. A Gooey Bomb can go off in Bomberman’s hands if he doesn’t throw it quickly enough.
Bob-Omb: Bob-Ombs cannot be pumped up. In fact, when Bomberman pulls a Bob-Omb with this special, he doesn’t hold it like his other bombs; instead, he carries it normally, as though he picked it up off the ground. A Bob-Omb can go off in Bomberman’s hands if he doesn’t throw it quickly enough.
Smart Bomb: Smart Bombs cannot be pumped up. In fact, when Bomberman pulls a Smart Bomb with this special, he doesn’t hold it like his other bombs; instead, he carries it normally, as though he picked it up off the ground.
Neutral Special (Custom 1): Multi-Bomb: Bomberman’s bomb limit is increased by 4, and he pulls bombs slightly faster. However, it takes him 6 seconds to pump up a bomb, rather than the usual 3.
Neutral Special (Custom 2): Weird Bomb: Bomberman’s bombs deal 1.1 times their normal damage and knockback, but also have their explosion timers increased by 1 second. They can behave normally, or have additional effects. The additional effect is selected by pressing the attack button while Bomberman carries the bomb.
Standard Bomb: These bombs behave normally (aside from the aforementioned explosion delay).
Bouncy Bomb: These bombs bounce around uncontrollably and unpredictably for 8 seconds after being deployed. (Most bombs will have gone off by the time they’d be done bouncing.)
Power Bomb: These bombs have much bigger explosions.
Dangerous Bomb: These bombs explode in a tic-tac-toe-board shape.
Cross Bomb[MB25]: These bombs have doubled range, but only explode in the cardinal directions, just like X Bombs.
Homing Fire: Instead of their regular explosions, these bombs release a projectile that hunt enemies down for a brief period of time (3 seconds for most bombs, 5 for Napalm and Gravity Bombs, 2 seconds for Water Bombs (along with an increased projectile count)). The projectile will chase the nearest enemy, and moves at a moderately quick pace, though not so fast that characters with below-average speed can’t run away from them (the only characters who can’t outrun these projectiles in any way are Ganondorf and Robin (Jigglypuff can’t outrun them on the ground, but can in the air), though with a good amount of distance, they can still stay away until they expire).
Homing Bomb: These bombs do not remain still, instead following foes until they explode. However, they are affected by gravity as normal, meaning that they can easily be avoided by staying airborne, unless Bomberman chases them down and knocks them into the air shortly before they explode. They can also be tricked into sliding off the stage, and they only account for the horizontal position of the nearest enemy, meaning that they can get a bit confused on stages with multiple platforms with different elevations.
Landmine: These bombs burrow into the ground where they hit, and will explode immediately if a foe steps on them (the exceptions being Napalm Bombs, which give a 1.5-second warning, and Gravity Bombs, which give a 2-second warning). Bomberman can set off his own landmines.

Side Special (Default): Bomber Jet: Bomberman straps on his Bomber Jet and begins to fly forward at a speed equal to his normal walking speed. He can slow down to a snail’s pace by holding back or speed up to roughly Greninja’s running speed by pressing forward. Regardless of speed, he cannot damage foes on impact. He can also steer up and down during the move to ascend or descend (though not as fast as the Bomber Copter), and cancel the move by touching down onto the ground. He can switch between bombs with the special move button and fire bombs straight forward with the attack button. Bombs launched via the Bomber Jet fly straight ahead at a speed equivalent to Fox’s running speed, have their explosion timer cut by half, and explode on impact, dealing 4% damage on impact. Napalm and Gravity Bombs do not explode on impact; instead, they stop dead in their tracks, dealing a small amount of knockback, and drop to the ground. Bomberman can hold the attack button to charge up his shot, allowing him to shoot up to 4 bombs at once in a spreadshot, similarly to his Forward Smash. If Bomberman does not touch down during his flight, the Bomber Jet shorts out after 8 seconds, rendering Bomberman helpless. Its speed and duration make it better than the Bomber Coper for horizontal recoveries, but be careful; if Bomberman flies past the edge, he has no way to turn back, making it very likely that he’ll self-destruct. It’s also entirely possible to fly past the top blast line and self-destruct if you ascend recklessly.
Side Special (Custom 1): Mach Bomber Jet: Bomberman straps on his Bomber Jet and surges ahead an incredible distance – enough to cross the entirety of Battlefield – before the Bomber Jet shorts out. (The Bomber Jet shorts out based on distance, not time.) He moves at a speed equivalent to Greninja’s running speed. He can steer up and down during his flight, and cancel it by touching the ground. Anyone he crashes into takes 10% damage and is launched at the Sakurai angle. Bomberman can switch between bombs using the special button and launch bombs forward with the attack button, but he cannot charge up bombs like the default version. Bombs still explode on impact, dealing 4% damage on impact in addition to the explosion. Be careful; if Bomberman flies past the edge, he has no way to turn back, making it very likely that he’ll self-destruct. This move is meant for quick charges and simple recoveries more than bombing runs.
Side Special (Custom 2): Bomber Jet Swerve: Bomberman straps on his Bomber Jet and flies forward at a pace roughly equivalent to Marth’s running speed, traveling a bit more than a third of the length of Battlefield. He then performs a Star-Fox-esque U-turn to fly in the opposite direction, going back to where he started (albeit at a greater altitude). He then does another U-turn to fly to his original destination before the Bomber Jet shorts out. This move cannot be canceled or steered at all, though Bomberman can still fire bombs and change his equipped bomb, as well as charging up bombs like the default version. He can fire bombs at an upwards angle, or even straight up, if he fires during his U-turn. He can also do 5% damage on impact, with weak knockback. This variant is intended for attacking in both directions.

Up Special (Default): Bomber Copter: Bomberman deploys his Bomber Copter and begins to fly around. He can move around freely, similarly to Pit’s Wings of Icarus from Brawl, for about 6 seconds. While flying with the Bomber Copter, he can drop bombs below him with the attack button. Holding the attack button lets him charge up his drop to drop up to 4 bombs at once in a spreadshot, similar to his Forward Smash. Dropped bombs explode on impact (except in the cases of Napalm and Gravity Bombs), and do 3% damage on impact in addition to the explosion. The special button can be used to switch between bombs. The copter itself can be used to attack by flying up below enemies, rapidly hitting for 1% damage per hit (hits once every 5 frames), but using it in this way slightly reduces remaining flight time (by about 0.03 second per hit). Bomberman becomes helpless upon the flight’s conclusion.
Up Special (Custom 1): Bomber Copter Drop: The Bomber Copter lasts for 8 seconds, and bombs can be dropped more quickly. Charging a bomb drop to drop several bombs at once is also faster. The Bomber Copter’s horizontal movement speed is also increased a bit, and each hit with the rotor blades only reduces the remaining flight time by 0.02 second per hit. However, the Bomber Copter’s vertical movement speed is slightly reduced (so its vertical recovery distance is actually a little bit shorter than the default option), its rotor blades hit a little less rapidly (hits once every 6 frames), and dropped bombs do not explode on impact. Overall, this version is less about aggressive bombardment and more about quickly and efficiently littering the stage with bombs.
Up Special (Custom 2): Overclocked Bomber Copter: The Bomber Copter lasts for 15 seconds – way longer than would ever be necessary to get back to the stage, regardless of position – and moves slightly faster than normal, both vertically and horizontally. However, its movement is somewhat choppy and hard to control, with Bomberman occasionally lurching in a random direction with no input from the player, making it a bit unreliable. Even when it’s not malfunctioning, it doesn’t smoothly accelerate; it takes a while to get up to speed (and once it’s going at full throttle, its momentum can still be ruined at any moment by a random lurch). Furthermore, as soon as the rotor blades brush up against anything, or Bomberman tries to drop a bomb, the Bomber Copter gives out immediately, causing Bomberman to helplessly fall. This variant is a high-risk version with the potential to recover from anything, even meteor smashes, short of getting launched so hard that Bomberman has already crossed a blast line by the time his hitstun wears off. In exchange, it has no offensive capability and is much more easily edgeguarded; between the inability to touch anything without falling, the inability to attack, the knack for going in directions that Bomberman doesn’t intend for it to go, and the wonky momentum, using this Bomber Copter is practically equivalent to wearing a sign that says “Please gimp me”. Even without anyone trying to edgeguard him, Bomberman can also be screwed over by the random lurching causing him to crash into something, like, say, the underside of the stage, or even worse, a blast line. So, while this version of the Bomber Copter is a strong contender for the most ridiculously potent recovery move in the game (seriously, flying for 15 seconds?!?), it’s also very easy to screw up.

Down Special (Default): Bomb Select: This toggles between Bomberman’s various bombs, as detailed at the start of the moveset. One press will switch to the next bomb (Fire to Ice, Ice to Wind, Wind to Lightning, Lightning to Napalm, etc.) Bomberman can use this special at any time, even while in the middle of another animation, and it’s entirely possible for him to deploy bombs of different types in quick succession while doing so.
Down Special (Custom 1): RC Bomb: Instead of switching between bomb types, using this special while a bomb is deployed switches control from Bomberman to the bomb, which can move around and even jump, like Bomberman himself while carrying a bomb. Releasing the special button will return control to Bomberman. A bomb can only be controlled once, and Bomberman always controls his most recently deployed bomb (if more than 1 is on the field). Bomberman himself is completely immobile while controlling a bomb, making him an easy target. If Bomberman is attacked while controlling a bomb, control immediately returns to him (though he can’t actually be controlled until the hitstun from the attack wears off). This does not happen if the attack doesn’t cause Bomberman to flinch (so, for instance, Fox could zap an unwary Bomberman with his Blaster for quite a while). Bomberman can switch between bomb types as normal while he has no bombs deployed. Equipping this custom special applies a 0.8× multiplier to the damage and knockback of Bomberman’s bombs, and increases their explosion timers by 2 seconds.
Down Special (Custom 2): Remote Detonator: Instead of switching between bomb types, using this special while a bomb is deployed immediately sets it off. If Bomberman has multiple bombs placed, they are set off in the order they were placed. Napalm and Gravity Bombs cannot be set off instantly unless their explosion timers are below 1.5 and 2 seconds, respectively; otherwise, using the Remote Detonator sets their explosion timer to 1.5 or 2 seconds, respectively (and, no, it cannot be immediately used again to set the bomb off). Bomberman can switch between bombs as normal while he has no bombs deployed. Equipping this custom special reduces Bomberman’s bomb limit by 2 and increases the explosion timer of all bombs by 10 seconds.[MB27]

Final Smash: Hurry Up!: Several solid blocks fall down onto the stage, meteor smashing anyone they land on for 30% damage. The blocks remain in place when they land on the stage and become inert, taking 80% damage to break. Falling blocks do not damage other blocks, instead resting on top of them. A character sandwiched between blocks, or between blocks and solid ground, is crushed and instantly KO’d. A character hit by a block while on a soft (pass-through) platform is instead spiked through the platform as though they were hit with a Pitfall. The Final Smash lasts for 20 seconds, after which all blocks on the stage explode, scattering small chunks of shrapnel everywhere that do 6% damage each, along with a small amount of knockback, and can juggle foes off the stage. During the Final Smash, Bomberman flies around in a UFO[MB28] that can launch bombs in an arc to keep foes off-balance. However, he can still be crushed by the blocks if he’s not careful, though they can’t meteor smash him (they just push him out of the way, pushing him a short distance down in the process).

Taunts:

Up Taunt: Bomberman faces the screen and does a backflip[MB29].
Side Taunt: Not yet decided
Down Taunt: Bomberman faces the screen and frantically waves his arms[MB30]. He has an angry expression on his face[MB31] during the taunt.

Victory Theme: A higher-pitched, chipper remix of the first several notes of Bomberman Generation’s title screen music[MB32], ending with two loud, energetic, moderately lower-pitched notes.

Victory Taunt A: Bomberman hops up into the air, spinning in a circle[MB33], and lands while doing a fist-pump. He has a happy face throughout the taunt, and says “I did it!” upon doing the fist-pump.
Victory Taunt B: Bomberman hops up into the air and dramatically salutes[MB34] upon landing, with a serious expression on his face.
Victory Taunt C: Bomberman repeatedly jumps for joy, then does a funny dance[MB35].

[1] I’m tempted to give Bomberman unique equipment bonus effects, and make it so he’s the only character who can equip such equipment (or it has alternative effects for other characters). However, this would make the game far more complicated, so I’m on the fence about it. Is it worth trying? Bomberman’s exclusive bonus effects would be:

Bomb Up: Bomberman’s bomb limit is increased by 1. (Maybe it could also affect bomb deployment limits for Samus, Link, Toon Link, and perhaps Mii Gunner?)
Bomb Down: Bomberman’s bomb limit is decreased by 1. (See other characters’ applications for Bomb Up.)
Fire Up: The size of Bomberman’s explosions is increased by 1.25 times. (This effect stacks additively; two Fire Ups results in explosions that are 1.5 times bigger, and three Fire Ups results in explosions that are 1.75 times bigger.) (Maybe it could also influence moves that involve generating fire, like Mario's Forward Smash and Fireball, or moves that produce explosions, like Mii Gunner's down tilt, Bomb Drop, Grenade Launcher, etc. and Zelda's Din's Fire?)
Fire Down: The size of Bomberman’s explosions is reduced by 0.75 times. (This effect stacks additively, similarly to Fire Up.) (See other characters’ applications for Fire Up.)
Short Fuse: Bomb explosion timers are reduced by 1 second. (This is treated by the game as a positive effect, reducing the strength of the equipment.)
Long Fuse: Bomb explosion timers are increased by 1 second. (This is treated by the game as a negative effect, increasing the strength of the equipment.)
[2] Bomberman’s bombs use the same icons they had in Bomberman 64: The Second Attack, only polished and upgraded to the Wii U/3DS’s graphics capabilities. The exceptions are Water Bombs (which use their icon from Bomberman Generation, likewise upgraded to the Wii U/3DS’s capabilities) and the item-based bombs (which use their icon from the item selection screen), due to not appearing in The Second Attack.
[3] While there are four explosive items in this list, they behave as they would if picked up on the field in all respects, which can mess up some of Bomberman’s moves based on using his bombs directly against opponents. Also, Motion-Sensor Mines were explicitly left off the list, as Bomberman is meant to play differently from Snake, and giving him the ability to pull Motion-Sensor Mines at will would basically give him Snake’s down smash. Bomberman’s intended to trap his opponents in the literal sense, not by making them constantly watch their step. (Essentially, Bomberman is meant to have a more aggressive playstyle than Snake, while still being an extremely tactically oriented character.)
[4] Note that behaving like the item means that Bomberman’s X Bombs cannot be used to pin opponents, immediately explode on impact, be detonated by a Remote Detonator, be used to make a Bomb Barrier, etc.
[5] Note that behaving like the item means that Bomberman’s Gooey Bombs cannot be used to pin opponents, immediately explode on impact, be detonated by a Remote Detonator, be used to make a Bomb Barrier, etc.
[6] Note that behaving like the item means that Bomberman’s Bob-Ombs cannot be used to pin opponents, explode on a time delay (except while he’s carrying them), be detonated by a Remote Detonator, be used to make a Bomb Barrier, etc. They also always explode on impact, so be careful, as a few of Bomberman’s moves (particularly his jab finisher, down smash, forward and up aerials (at point-blank range), and back and down throws), combined with Bob-Ombs’ tendency to go off the instant they’re provoked, will guarantee that they go off in his face. When used by Bomberman, a Bob-Omb is basically a more powerful alternative to a Fire Bomb that also explodes on impact no matter what, but also has a smaller explosion radius, is useless for advanced bomb techniques like bomb jumps and bomb barriers, and is perfectly capable of blowing up in Bomberman’s hands if he doesn’t throw it soon enough.
[7] Note that behaving like the item means that Bomberman’s Smart Bombs cannot be used to pin opponents, be detonated by a Remote Detonator, be used to make a Bomb Barrier, etc. Their detonation time is also somewhat unpredictable; they could explode before impact, on impact, some time after impact, or not at all unless attacked. In any case, using a Smart Bomb for the moves listed as setting a Bob-Omb off in Bomberman’s face is also a terrible idea.
[8] The primary spin attack is lifted directly from Bomberman Hero.

[MB1]Bomberman’s fast walking speed is a reference to the fact that he very rarely runs, especially in the top-down games. In fact, the only games in which there’s really a noticeable difference in him running versus him walking are the N64 games (Bomberman 64, Bomberman Hero, and Bomberman 64: The Second Attack). Nonetheless, Bomberman moves very fast, sometimes to the point of being hard to control, after collecting a lot of speed-ups. Paradoxically, the games where he does run (the aforementioned N64 games) make his running speed seem to be pretty so-so; he’s not slow, but he’s not going to be able to keep up with the likes of Sonic or Mario. This is why there’s such a small difference between his walking and running speed; he seems to walk faster than he runs, which doesn’t seem possible.
[MB2]Yes, Bomberman dies in one hit in most of his games. So do Mario, Sonic, and Pac-Man (among others), and they’re not particularly easy to beat up in Smash Bros.
[MB3]Bomberman’s ability to footstool jump off of his own bombs is a reference to his Bomb Jump ability from Bomberman 64, Bomberman 64: The Second Attack, and Bomberman Generation.
[MB4]I really want to keep coming up with new equipment classes to a minimum, but it wouldn’t make sense if Bomberman didn’t use bombs.
[MB5]Bomberman’s use of boxing gloves alludes to the typical incarnation of the Bomb Punch item from his own series. The Bomb Punch also serves as his forward tilt, though Bomberman doesn’t visibly wear a boxing glove.
[MB6]The idea here is that Bomberman wears the collar as a belt. (I don’t want to have to come up with equipment types not already in the game if I don’t have to.)
[MB7]Bomberman’s helmet is being compared to Meta Knight’s mask. Both conceal the entirety of the wearer’s face except for the eyes. (Bomberman’s facial proportions call into question whether or not he even has facial features other than his eyes, but this isn’t the place for such discussions.)
[MB8]Bomberman’s outfit bears a distinct resemblance to a space suit.
[MB9]No, I have no intention of letting people forget that Bomberman is a robot. His more recent games never seem to mention this aspect of his character, but it was vital to his earlier games.
[MB10]Bomberman 64: The Second Attack refers to these bombs as “Navarm Bombs”. This is most likely a mistranslation, as “Navarm” isn’t even a word. I am assuming that “Napalm” is the correct translation, as it is only two letters off from “Navarm” (with one of the letter substitutions being from “r” to “l” – the Japanese have a track record of getting those two letters mixed up), and napalm is a real type of explosive.

An alternative name is the “Earth Bomb”, as they are granted by possessing the Earth Stone. I will refer to them as “Napalm Bombs” for the sake of consistency with the source material.
[MB11]Gravity Bombs can also be referred to as “Shadow Bombs”, as they are granted by possession of the Shadow Stone. For the sake of consistency with the source material, I will refer to them as “Gravity Bombs”.
[MB12]This is a reference to the shape of the explosions of Bomberman’s bombs in most of his games.
[MB13]This is directly based on the Bomb Punch item from the Bomberman series.
[MB14]This is directly based on the Bomb Kick item from the Bomberman series.
[MB16]Bomberman’s Forward Smash is his Rolling Bomb technique from Bomberman Hero, and should use the same animations.
[MB17]In Bomberman 64 and Bomberman 64: The Second Attack, Bomberman was capable of picking up, carrying, and throwing knocked-out enemies as though they were bombs. This throw references that ability.
[MB18]This throw is a reference to something that can end up happening to Bomberman himself in Bomberman 64, if the player screws up in the game’s trickier bomb-jump challenges.
[MB19]This move is all but directly lifted from the Eagle Bomber in Bomberman Generation. It was his ultimate move in that game, and did huge damage.

[MB20]Pumping bombs was introduced in Bomberman 64.
[MB21]The Bomb Barrier comes directly from Bomberman Generation.
[MB22]This is at least partially a reference to Bomberman Jetters’ Ice Bomb, which generated a tall spire of ice, making it suited for fighting aerial foes.
[MB23]This is at least partially a reference to Bomberman Jetters’ Hurricane Bomb, which released a twister that chased foes.
[MB24]This is a reference to Bomberman Jetters’ Thunder Bomb, which did the same thing (only without a “main explosion”).
[MB25]Like Bomberman’s ability to pull actual X Bombs, this is a reference to the traditional shape of his explosions.
[MB27]In most Bomberman games, Bomberman’s bombs don’t explode on their own at all when Bomberman has the Remote Detonator power-up (though fire can still set them off). In Smash, they’ll go off on their own eventually, but they can stick around for a while.
[MB28]This is a reference to the craft used by Bomberman as a “Revenge Bomber” in Battle Mode of various Bomberman games.
[MB29]This is based on the stage clear animation from Bomberman Hero.
[MB30]This is based on an idle animation from Bomberman DS.
[MB31]Bomberman’s expression should actually be one of mild irritation, but as his only facial features are his eyes (and possibly his eyebrows when angry or serious), he has difficulty conveying such subtle emotions. I've (somehow) managed it in my own Flipnotes, but I can understand if Nintendo wouldn't want to go to such trouble.
[MB32]Ever since the release of Bomberman Generation, its main theme seems to have become Bomberman’s theme song in general.
[MB33]This is the stage clear animation from Bomberman 64. However, the voice clip is taken from Bomberman Hero, and played when Bomberman cleared a stage in that game.
[MB34]This is the stage clear animation from Bomberman Generation.
[MB35]This is a composite of the standard stage clear animation from Bomberman DS and a special animation that was only seen during the end credits. The latter has to be seen to be believed.

Another character who would fit into the roster very well is Vaati. Not only is he the second-most recurring villain in the Zelda series after Ganondorf himself, he's a wind mage. A wind mage. The Smash Bros. roster is sorely lacking in characters with wind-attribute attacks (no, Sonic doesn't count; he may be associated with the wind (Knight of the Wind, anyone?), and have some wind attacks, but he doesn't use any of them in Smash). Vaati could fill a niche previously unseen in Smash - the push and pull effect specialist. This would make him a character who doesn't fight directly all that much, but rather manipulates the wind to throw his enemies around without even having to touch them, therefore adapting a more defensive and tactical playstyle that focuses on manipulating his enemies' positions and trying to catch them off-guard with a well-placed blast of wind at just the right moment. Much like Bomberman, Vaati certainly wouldn't be an easy or straightforward character to play as, but when mastered, he could be incredibly fun to play as and incredibly aggravating to play against.

Main Vaati Support Thread: The Evil Minish Vaati is reborn for SSB4! (My Moveset Post)

Vaati

Design: Vaati appears in his human form from The Legend of Zelda: The Minish Cap. He wields a short sword, which is nothing special.

Series Symbol: The Legend of Zelda

Stats (Overview):

Speed: 4/5 (In terms of speed (and the rest of his attributes, for that matter), Vaati is a character of extremes. Vaati’s ground speed is kind of iffy, with a very slow walk speed and a very fast dash speed (not as fast as the likes of Charizard, Palutena, or Meta Knight, but up in the top 15); he also has horrible traction, with only Luigi's being worse. His air speed, however, is fantastic, second only to Yoshi and Jigglypuff. On the other hand, his falling speed is painfully slow, so once he gets into the air, he’s going to be there for a while.)
Strength: 1.6/5 (Vaati’s raw attack power is sorely lacking. His moves are simply pathetic in terms of damage, though their knockback is okay. However, virtually all of Vaati’s moves generate wind effects, pushing foes away even if the attack doesn’t directly hit. His Smash attacks, in particular, are essentially unavoidable due to the wind they generate. This means that the primary way he’s going to score KOs is to manipulate the wind to blow enemies off-screen. His aerials in general are also fairly strong, though not to the same extent as Jigglypuff, and he only has one midair jump, so he’s not exactly suited for Wall of Pain antics; he may have a great recovery, but he can’t go dancing about offstage like Jigglypuff, Meta Knight, or Kirby.)
Defense: 5/5 (Between his high movement speed and his penchant for wind techniques pushing enemies away from him, it can be frustratingly difficult to land a hit on Vaati. His very low falling speed does make him easy to juggle, and combined with his high, slow jumps, he can actually find it difficult to stay on the ground, but he can use his solid aerials to work around that.)
Weight: 2/5 (Vaati has the physique of a young child, so if he does get hit, he’s going to be sent reeling.)
Jump: 4.8/5 (Vaati has only one midair jump, like the majority of characters, but his jump height is second only to Falco. However, he doesn’t jump so much as lift himself upwards on the wind, so he ascends pretty slowly. This can work in his favor when trying to recover, but makes it hard for him to chase foes into the air or leap out of harm’s way. He also has a very low falling speed.)
Recovery: 5/5 (Vaati has the second-best jump height, the second-best air speed, a very slow falling speed, the ability to float like Peach, and a great up special. He can come back from pretty much anything short of being swatted directly into the blast line or meteor smashed out of his second jump. …Actually, his up special’s good enough that he can probably come back from a meteor smash, though he does have a longer-than-normal meteor cancel window so he doesn’t have it too easy.)
Special Movements: Float

Attributes (Detailed Summary):

Walking Speed: 0.905
Dashing Speed: 1.85
Air Speed: 1.25
Falling Speed (Maximum): 0.8
Falling Speed (Acceleration): 0.040
Falling Speed (Fast-Fall): 1.6 (100% increase)
Weight: 87
Jump Force (Ground):
Jump Force (Short Hop):
Jump Force (Double Jump):
Jump Delay (in frames): 8
Meteor Cancel Window (in frames): 40
Roll Length (in frames):
Roll Intangibility Frames:
Roll Distance:
Roll Speed:
Sidestep Length (in frames):
Sidestep Intangibility Frames:
Air Dodge Length (in frames):
Air Dodge Intangibility Frames:
Traction: 0.028

VAATI STIRS UP TROUBLE!

Vaati, the infamous wind mage, makes his glorious Smash debut! He moves fast on the ground and in the air, jumps high and falls slowly, and is even able to float like Princess Peach! What doesn’t he have? Well, his ability to take hits is kinda sub-par, and his attack power is just bad – he has very few moves capable of dealing double-digit damage. It’ll take him a horribly long time to rack up damage on his foes. But he has an ace up his sleeve that no other character possesses – the ability to manipulate the very wind itself. Almost every move in his arsenal generates a push or pull effect of some sort, letting Vaati toss his foes around like ragdolls without even having to touch them. This gives him both an aggravatingly hard-to-penetrate defensive game and some horrifically frightening KO moves. But he does have to fight carefully, as it’s far from impossible to fight the wind, and a foe who can manage to get to Vaati himself won’t have much trouble mopping the floor with him.

Equipment Used:

Offense: Sword, Magic Stone
Defense: Cape
Speed: Sandals

On-Screen Appearance: An altar on the stage with a sword embedded in it[MB1] cracks, then explodes into rubble as Vaati breaks loose from his seal. He very briefly stretches as though he had awoken from a long nap, then picks up the sword.

Special Attributes:

Dash: Vaati dashes by carrying himself along on the wind. This causes him to pull enemies behind him towards him, and push enemies in front of him away from him, while he dashes, similarly to Sonic’s Gravitational Spin Charge. The push effect helps Vaati connect with his dash attack.
Roll: While rolling, Vaati generates push and pull effects that suck enemies towards the direction he’ll be facing after the roll.
Air Dodge: Vaati’s air dodge is slightly Melee-esque, taking away a little bit of his momentum if no direction is being input on the control stick. This can reduce knockback he sustains or slow his fall, but it can also end up reducing the height of his jumps or put a damper on his motion in midair. If a direction is being input on the Control Stick, Vaati uses a gust of wind to gently nudge himself in that direction, weakly simulating the directional air dodge of Melee (though differences between the physics of Melee and SSB4 prevents him from simulating the wavedash). Vaati does not become helpless after his air dodge, but it does have a bit more ending lag than any other air dodge in the game. Also, Vaati’s air dodge is only slightly Melee-esque; he doesn’t reset and redirect his midair momentum, like the air dodge in Melee did, he simply mitigates or amplifies the momentum he already has.

Basic Attacks:

Jab Combo:

Attack #1: Vaati swipes his sword for 2% damage. Foes a short distance away from Vaati will be pushed backwards a short distance.
Attack #2: Vaati executes a backhand slice, doing 3% damage. This generates a stronger push effect, but its range is still rather short.
Attack #3: Vaati thrusts his sword forward for 2% damage, generating a strong, but narrow push effect. The blade attack itself is a semi-spike, working in conjunction with the wind effect to make this attack a bit more dangerous than it would seem at first glance.
Jab infinite: Vaati holds his sword in front of him with the blade extended, and a strong wind billows forth from its hilt. The wind is equivalent in force and area of effect to Gust Bellows. Enemies who somehow make contact with the blade itself take 1% damage and are knocked directly into the wind vortex.
Jab finisher: Vaati executes an overhead chop, doing 3% damage. This generates a push effect with decent range that pushes foes downwards and away from Vaati, but only affects foes in front of him.

Jab Combo Commentary: Vaati’s penchant for push effects actually works against him here, as it makes it difficult for him to score consecutive hits. However, it does make his jab combo able to force foes away from Vaati, so it’s an effective spacing tool. Then again, so is nearly every other move he has.

Tilt Attacks:

Forward Tilt: Vaati forcefully swipes his sword, dealing 4% damage and knocking enemies away. He also generates a wind shockwave that has good range, does 1% damage, and has high knockback. The sword swipe is likely to knock enemies into the shockwave.
Up Tilt: Vaati pokes the air with his sword, dealing 4% damage and launching anyone he hits straight up. Foes directly above Vaati will be pushed upwards a good distance, enough so to push them past the upper blast line if they’re already near the top of the screen. However, the attack's horizontal range is lacking.
Down Tilt: Vaati slowly floats up into the air, then suddenly slams himself down onto the ground, generating blasts of wind that practically fling characters to his left or right far, far away. Those unlucky (or, more likely, idiotic) enough to be caught directly underneath Vaati as he crashes down takes 18% damage – the single strongest hit in Vaati’s arsenal. However, this move’s start-up lag is very, very bad, even worse than Ganondorf’s Volcano Kick, which means that Vaati is wide open as he rises up into the air. Even if Vaati isn't interrupted, however, he takes 2% damage as recoil from the force of his impact with the ground. Also, while the push effect’s horizontal range is immense, its vertical range is less so, reaching about 3/4ths as high as Palutena’s up-smash. This means that foes high above Vaati will be unaffected. It also doesn't reach very far below Vaati, to the point where if Vaati uses this attack on the top platform of Battlefield, enemies on the left or right platforms can avoid being hurled away by the wind simply by crouching (unless they’re someone whose crouch doesn't decrease the size of their hitbox very much; for example, Samus).

Dash Attack: Vaati suddenly blinks out of existence and reappears a short distance away, in the direction he was headed. Anyone caught in between the point where Vaati vanished and the point where he reappeared are flung in front of him by a magical sonic boom. If Vaati reappears on top of a foe, they take 6% damage and get launched up into the air; the knockback is technically strictly vertical, but they also get pushed a fair distance forward by the aforementioned sonic boom. Also, because this attack involves Vaati teleporting, he is completely intangible for a few frames during the warp.

Ledge Attack: Vaati gently pushes himself back onto the stage with a gust of wind. As he does so, a wave of purple spikes ripples along the ground[MB2] for a short distance, popping foes up into the air for 5% damage.

Rising Attack: Vaati launches himself into an upright position with a blast of wind, tackling foes directly in front of him for 4% damage and blowing foes behind him away with the force of the wind. The wind technically pushes enemies at a downward angle, but considering that this is exclusively a grounded attack, that’s unlikely to come into play.

Smash Attacks:

Forward Smash: Vaati performs a roundhouse sword slice, putting all the effort he can muster into the swing. The sword slice itself does 8%-11.2% damage, but also generates a brief, but intense wind effect across the entire screen, pushing foes in the direction Vaati performed the Smash attack (think Latias and Latios flying across the screen, but with a slightly stronger wind, and you have the general idea). Thus, if foes are close to that blast line… well, they’re doomed. It’s also good for messing up recoveries.
Up Smash: Vaati’s hat glows[MB3], then unleashes a pillar of baleful red light that does 7%-9.8% damage to anyone caught in the blast. Victims are launched straight up. The attack also generates a brief, but intense wind effect from the bottom of the screen all the way to the top, pushing foes up into the air. Anyone who’s near the upper blast line when Vaati performs this move will be KO’d as the wind pushes them up and off the screen. Characters caught in the pillar of baleful light will be caught in the wind blast afterwards.
Down Smash: Vaati generates orbs of electricity in each of his hands and violently slams them into the ground, generating explosions to each side of him that do 10-14% damage at point-blank range and 7-9.8% damage a bit further away, and launch foes directly to the side. At the same time, he generates a violent downwards blast of wind from the top of the screen, pushing all airborne enemies directly down to the ground (or the bottom blast line) and tripping all enemies on the ground (unlike Inkay, this doesn't cause any damage).

Smash Attack Summary: Vaati’s Smash Attacks, with their secondary wind effects covering the entire screen, seem overpowered at first glance in spite of their horribly low damage output. However, they all have pretty bad start-up and ending lag; the lag isn’t horrible, but it does provide just enough of a window between wind blasts for even the slowest of characters to have a chance to regain their footing and close the distance on Vaati. So, while they can be very effective at spacing or scoring KO’s when used to catch foes off-guard, trying to spam them isn’t a good idea.

Aerial Attacks:

Neutral Aerial: Vaati wraps himself in a hurricane that blows everything around him away. Those caught in the hurricane itself, taking the shape of a giant buzzsaw made of wind which rotates counterclockwise, are hit repeatedly, taking a total of 5% damage, and launched on the final hit. Those a bit farther away are blown directly away from Vaati, as if affected by the scream of the Master Giant.
Forward Aerial: Vaati, firmly clutching the hilt of his sword, swoops through the air directly in front of him, similarly to Tabuu’s Diving Slash attack in Brawl, impaling enemies in his way for 7% damage and semi-spiking them. Vaati’s flight generates a wind current around him, which carries foes above and below him along for the ride. This may not be a good thing, as it can put them in a prime position to punish Vaati during the attack’s horrendous ending lag and even more horrendous landing lag (if Vaati lands in the middle of this move’s animation, he basically faceplants and skids some distance across the ground). However, the sheer distance this move covers makes it an excellent horizontal recovery tool, and towards the end of the attack, the wind’s angle changes slightly to pull foes towards Vaati’s sword, which means that if they’re too reckless in trying to punish Vaati, they may find themselves getting stabbed.
Back Aerial: Vaati does a backflip in midair, holding his sword out to perform a vicious downward slash for 9% damage. This is one of Vaati’s few moves without any sort of push or pull effect associated with it. However, it is a very fast and potent meteor smash, with very quick startup lag and a relatively long active window – while there is a sweetspot that must connect for the move to meteor smash, the sweetspot is the entire length of time that Vaati is bringing his sword downward, hanging inverted in the air, before flipping back over to have his feet pointing towards the ground (so, all but the first few and last few active frames of the attack). Thus, it’s a very easy meteor smash to use, and the knockback is quite high, making it a solid edgeguarding KO move. In fact, the knockback is good enough that it’s even capable of KOing onstage at relatively low percentages, like Ganondorf’s down aerial (though it’s not quite as strong as that move). This move does have its issues, though; namely, relatively short range, fairly bad ending lag, and absolutely horrible landing lag. (Hey, you try to do anything in a hurry after landing on your head.)
Up Aerial: Vaati’s hat rears back, generating a vortex that sucks in enemies within a large hemicircular area around Vaati (it can’t affect anything below him, nor can it pull a character through a platform). After a second of pulling, or once the attack button is pressed again, the hat flails about wildly, slapping enemies that were pulled in close enough for 4% damage and launching them upwards. The hat’s flailing also reverses the direction of the vortex, so that enemies are blown away instead.
Down Aerial: Vaati generates a red laser beneath his feet[MB4] and fires it straight down. The laser does 7% damage to those it hits, assuming that they get hit near Vaati’s feet, and weakly meteor smashes them; its range is long, but not overbearingly so, and it is very narrow. The laser actually has multiple hitboxes, with hitboxes farther away from Vaati doing less damage but having slightly greater knockback. Foes who have little damage and get hit near Vaati are likely to be knocked into the rest of the laser, causing a natural combo. Foes with high damage are more likely to be slammed into the ground before the rest of the laser can make contact with them. While firing the laser, Vaati releases a gust of wind beneath him, gently pushing foes towards the ground in a wide area beneath him. This move has very little landing lag, and its ending lag isn’t that bad either (though the landing lag is better). However, it does have moderate startup lag, and its active duration is very long, meaning that it has to be used with caution when below the stage, to say nothing of the fact that Vaati is left wide open to attacks not coming from below him. However, it is both one of Vaati’s most damaging attacks and a good way to mess with foes who are trying to recover.

Throws:

Grab: Vaati generates a tornado and sends it forward. If the tornado seizes a foe, it traps them and returns to Vaati. This is a very long-ranged grab with very little end lag; however, characters can begin trying to escape as soon as they’re caught in the tornado, which means that by the time the tornado gets to Vaati and he’s able to pummel or throw his victim, they’re already part of the way to escaping his grasp (or, if their damage is low, they may have been able to escape outright before Vaati has any window of opportunity to do anything with them whatsoever).
Pummel: Vaati cuts the trapped enemy with his sword for 2% damage.
Forward Throw: Vaati commands the tornado to fly forward, potentially carrying the victim off the screen. The victim can still escape before the tornado actually leaves the screen. If the tornado flies into a wall, it ejects the victim straight up, dealing 5% damage. The tornado can travel up a slope that a character could walk up, but is not affected by gravity. Characters that the tornado collides with get knocked up into the air, taking 3% damage. It’s entirely possible to attack the character stuck in the tornado, and if the knockback is strong enough, launch them out, similarly to launching a buried character.
Back Throw: Vaati conjures up 3 energy orbs a moderately large distance in front of him and commands them to fly towards him, slamming into the foe and launching them behind him. Each energy orb does 5% damage, so if all 3 hit, that’s 15% damage – rather high by Vaati’s standards. However, the foe can escape the tornado before the energy orbs hit them, in which case the orbs are likely to hit Vaati instead. The energy orbs generate a weak push effect that pushes characters ahead of them (though their speed is greater than their push force, so they will eventually slam into a character that gets in their way). Vaati is unaffected by the push force of his own orbs, and the throw victim is unaffected while stuck in the tornado.
Up Throw: Vaati simply has the tornado spit the victim out, launching them up into the air for 6% damage, and conjures a wind blast to blow them higher into the air. This is Vaati’s most straightforward throw, and the only one that can’t be escaped mid-execution.
Down Throw: Vaati conjures a mystic orb while holding his foe in the tornado and engulfs the enemy in it, turning them to stone, then shatters them. This is an instant KO, but takes a long time to execute, and the foe can continue trying to break free during the entire animation; thus, Vaati is unlikely to actually successfully engulf the enemy with the orb until they’ve reached 120% or so damage (at which point it’s very unlikely that they’ll break free before the animation is completed). No push or pull effects are generated during the throw, and if the foe is not hit by the orb, the throw does nothing.

Throw Summary: Vaati has some very unconventional throws, and they are quite powerful; his forward and down throws in particular are capable of instantly KOing victims. However, Vaati is the only character other than Kirby whose throws can be escaped while they are in progress, and the only character whose grasp can be escaped before he has any opening whatsoever to execute a pummel or throw. As for the down throw, it is a direct reference to The Legend of Zelda: The Minish Cap, in which Vaati turns Princess Zelda to stone at the beginning of the game... only, it has a more pragmatic twist to it, befitting its inclusion in a fighting game.

Special Moves:

Neutral Special (Default): Wind Blast: This is an auto-charge special in which Vaati builds up power within his body, then violently releases it to blow opponents within a fair distance of him a long, long way away. It functions very similarly to Master Giant’s shout, with the push force and range being determined by how long it was charged; at full charge, it reaches out slightly farther than halfway across Final Destination (assuming Vaati is standing on the edge) and pushes foes strongly enough to launch them right off the screen at damage higher than 60%. Charging it fully takes 4 seconds. The attack does not do any damage; it simply pushes foes away from Vaati. Compared to the alternate versions, this is a low-risk, low-reward move.
Neutral Special (Custom 1): Intense Wind Blast: This version is not an auto-charge special, instead functioning more like Ike’s Eruption; that is, the charge cannot be stored for later, but it can be released at any point. At low charge, it’s barely stronger than the default version; at higher levels, the difference is much more noticeable, with the fully-charged blast being between the default version and Hyper Wind Blast in terms of range and push force. This is a medium-risk, medium-reward move.
Neutral Special (Custom 2): Hyper Wind Blast: This version is not an auto-charge special, nor can it be manually canceled; once initiated, Vaati is committed to performing it at full power, which means that he’s very, very vulnerable. However, if he pulls it off, the wind blast covers the entire stage and is very, very strong; so strong, in fact, that anyone who isn’t positioned directly between Vaati and a floor, wall, or ceiling is practically guaranteed to be pushed beyond a blast line. But with the 4-second start-up time, it’s very hard to pull off. This is a high-risk, high-reward move.

Side Special (Default): Repulsor Gale: Vaati generates a barrier of wind directly in front of him, which repels opponents (and also stops their attacks cold) and reflects projectiles. Vaati cannot move while he has the barrier active, but he can rotate it around himself with the Control Stick.
Side Special (Custom 1): Rejection Gale: Instead of a barrier, Vaati generates a stream of wind, similar to Gust Bellows, that he can freely aim around himself. It cannot reflect projectiles, though, and Vaati is immobile while he maintains the gust.
Side Special (Custom 2): Petrify: Instead of a barrier or wind stream, Vaati charges up, then fires a beam from his hand. It can be aimed before firing in the same fashion as redirecting his other side specials; it takes 1.5 seconds to fire the beam. This beam petrifies anyone it hits, similarly to Vaati’s down throw, but does not immediately shatter its victim. To shatter a character and score a KO, one has to hit them with attacks worth a total of 40% damage, with the final hit being granted the KO. The petrified character cannot move, but can shake off the effect with vigorous button mashing. The higher a character’s damage, the more difficult it is to break free from petrification. Petrified characters do not take damage (with all damage that they would take instead being used to shatter them), nor can they sustain knockback or be grabbed. The petrification beam travels marginally faster than Samus’s Charge Shot, and its maximum travel distance is a bit less than halfway across Final Destination. It cannot penetrate characters, nor does it travel through terrain; it stops at the first entity it hits. This attack generates no push or pull effects, nor can it reflect projectiles or stop attacks. Amusingly enough, Kirby cannot be petrified (by this move, anyways; the down throw still works normally); getting hit with this attack simply forces him to immediately perform his down special. (Trying to petrify a guy who can already turn himself to stone isn’t exactly the most effective attack strategy.)

Up Special (Default): Wind Walk: Vaati halts in midair, and a cursor appears beneath his feet. By moving the Control Stick (or whatever’s used for your control scheme), a path of solid wind is drawn using the cursor. The cursor remains on-screen for 2.5 seconds, after which Vaati automatically glides along the path at a moderately quick pace (equivalent to Mario’s running speed), plowing through anyone in his way for 2% damage on contact; the path collapses behind Vaati, blowing characters in the opposite direction. When Vaati reaches the end of the path, he simply falls off and can use any of his aerial attacks or moves except for another Wind Walk; he can even use his second jump if he hasn’t already done so. The path is semi-solid, and other characters can walk on it as though it was a platform or have their movement blocked by it as though it was a wall. It can also be attacked. If the path takes 40% or more total damage, or a character is launched into a segment of the path vertical enough to serve as a wall upon taking knockback above a certain threshold, the path shatters, causing Vaati to unceremoniously tumble off, and he becomes helpless; the same thing happens if Vaati tries to walk through something that he can’t actually pass through, like a solid platform or wall. (The cursor can’t actually go through terrain that a character can’t pass through themselves, but it can hug it closely enough that Vaati could potentially draw a path that gets him stuck.) If a character is launched into the path with enough force to shatter it, they will pass right through as though it wasn’t there (because, well, it no longer is). Still, the fact that the path is capable of being attacked means that it can intercept some attacks, particularly projectiles, allowing it to serve as an impromptu shield. Vaati has mild flinch and launch resistance during the move, but a strong enough attack can still knock him off the path. The path’s endpoint can be set prematurely, allowing Vaati to begin his wind walk early at the cost of less distance, by releasing the special button before the cursor expires on its own.
Up Special (Custom 1): Quick Wind Walk: The cursor lasts for 1.5 seconds, but moves much more quickly, allowing Vaati to draw his path more swiftly. The increased speed counterbalances the reduced duration to make the maximum distance slightly greater than the default version, at the cost of precision. Vaati also moves more quickly along the wind path once he’s drawn it, and the wind path can only sustain a maximum of 30% damage before shattering.
Up Special (Custom 2): Blackjack Wind Walk: The cursor lasts for 5 seconds, allowing Vaati to create a longer path, and the path can sustain a maximum of 45% damage before shattering. This extends his recovery. However, the longer duration makes the path more vulnerable to being shattered (despite its slightly increased health), and unlike the other two versions, Vaati still falls, albeit at a reduced rate, while drawing the path, making it a little risky to use. The real risk, however, comes from the fact that if Vaati maintains the cursor for the full 5 seconds, he misses his wind path entirely, failing to go anywhere at all, and adding insult to injury, he becomes helpless as though the path had been shattered, which may result in him falling to his doom. Thus, this is a highly efficient recovery that is prone to utterly failing if overstretched. Note that if Vaati misses the path, it promptly disintegrates.

Up Special Commentary: This move is one that I came up while thinking of a way to integrate the touch screen of the 3DS and GamePad into the gameplay; thus, playing the 3DS version or with the GamePad allows you to draw the path with the stylus, but this may be less practical than using the cursor. The move’s function is largely inspired by Kirby: Canvas Curse and Kirby and the Rainbow Curse. I decided to use Vaati for it because he could justify it with his wind-manipulation abilities. As for the third variant, I initially called it “All-or-Nothing Wind Walk”, until I realized that its failure condition was letting the cursor expire on its own, so going all-out makes you crash and (possibly) burn. I switched it to “Blackjack Wind Walk” in reference to the card game, where having a hand worth more than 21 points causes you to go “bust” and score nothing.

Down Special (Default): Cyclone: Vaati strikes a casting pose, causing him to be surrounded in a tempest of high-intensity wind. This wind is so intense that it actually damages foes, trapping them inside and dealing roughly 2% damage per second. There is also a vacuum effect that tries to pull foes into the damage zone, which affects the entire stage and is rather strong. Vaati can only maintain the cyclone for up to 8 seconds at a time, after which he’s left vulnerable as he takes a breather. Foes trapped in the cyclone will be launched away as it ends. It doesn’t have a recharge time per se, but the longer Vaati maintains the cyclone, the longer he’ll have to rest afterwards.
Down Special (Custom 1): Lightning Cyclone: The high-intensity tempest is laced with lightning, increasing its damage output to 4% damage per second. However, the vacuum effect pulling foes into the cyclone is weaker, and it can only be maintained for a maximum of 6 seconds (but with slightly increased ending lag per second, so a maximum-length Lightning Cyclone has the same ending lag as a maximum-length Cyclone).
Down Special (Custom 2): Flaming Cyclone: The high-intensity tempest is cloaked in flame, increasing its damage output to a whopping 6% per second. The vacuum effect pulling foes into the cyclone is marginally weaker than the default version (much greater than Lightning Cyclone), and the maximum length and cooldown time per frame are the same as the default version. However, Vaati is practically roasting himself alive in the eye of the storm, and takes 2% damage per second while maintaining the cyclone as a consequence.

Final Smash: Vaati’s Wrath[MB5]: Vaati transforms into his final form from The Legend of Zelda: Four Swords and flies up to the top of the screen, generating a tornado beneath himself (like he does in his first form from said game). For the duration of the Final Smash, there is a strong pull effect from both sides of the screen that carries characters upwards and towards the tornado. The tornado covers the entire center of the screen, making this Final Smash utter hell to avoid on small stages. Characters caught in the tornado are carried up to Vaati, taking damage steadily, and ultimately launched off the top of the screen. While all this is going on, balls of electricity rain down on the stage. They do 6% damage each and do little knockback, but getting hit by them causes significant hitstun that can greatly hinder efforts to stay out of the tornado. The Final Smash lasts for 20 seconds, with Vaati transforming back into his human form and dropping back onto the stage afterwards.

Taunts:

Up Taunt: Vaati raises his sword above his head and faces the screen, in the classic Zelda “Item Get” pose.
Side Taunt: Vaati faces the screen, takes his signature pose from The Legend of Zelda: The Minish Cap, and chuckles.
Down Taunt: Vaati conjures a small cyclone in his hand, then releases it. This taunt pushes characters away from Vaati as it ends.

Victory Theme: The Legend of Zelda victory theme

Victory Taunt A: Vaati turns to face away from the screen and chants ominously[MB6], with his hair billowing in the wind. The victory theme is supplemented with the chime of a bell at the very end.
Victory Taunt B: Vaati flies in, swoops down, seizes a randomly selected female Mii saved to the system in a tornado, and flies away with them[MB7] as they struggle in vain to escape. As Vaati flies away with his victim, he lets out a deep chuckle – his original laugh from The Legend of Zelda: Four Swords. If he was up against a female fighter (including a female Mii Fighter), he may be seen capturing them instead, and they will not be shown clapping at the results screen (though there’s always the chance that he’ll just kidnap a random female Mii instead). When winning against certain characters, he may very rarely be seen capturing their love interests instead of a random female Mii or female opponent (ex. victory against Fox results in Vaati kidnapping Krystal, victory against Sonic results in Vaati kidnapping Amy Rose, victory against Shulk results in Vaati kidnapping Fiora, etc.), though he’ll never be seen kidnapping a playable character who didn’t partake in the battle (so, for example, he won’t be depicted kidnapping Peach as a result of defeating Mario). Vaati only kidnaps one character per match.
Victory Taunt C: Vaati laughs wickedly and transforms one of his defeated foes into a hat[MB8], then proceeds to laugh at their misfortune. The unfortunate victim is not shown clapping at the results screen.

Victory Taunts Summary: As cool as Vaati’s moves may be, we have to remember that he’s a villain, and a pretty despicable one at that. Therefore, two out of his three victory taunts are directly designed to rub his victory in the losers’ faces, and the third is just plain horrifying in context. For those who don’t get what I mean; Vaati’s Victory Taunt A is the same pose he’s in during the bad ending of The Minish Cap, after he has just finished draining the Light Force from Princess Zelda – killing her in the process and obtaining godlike power, with the implication that he’s about to take over the world and murder several more people in the process. As for the other two… Victory Taunt B is arguably even more horrible than Victory Taunt A, as it depicts him kidnapping a helpless woman, with the implication that he’s going to **** her later. Repeatedly. Yikes. (And no, I’m not pulling this out of my arse; Vaati’s pervert credentials are established in The Legend of Zelda: Four Swordsthe very first game he appears in – when he abducts Princess Zelda with the intention to force her to marry him.) Victory Taunt C, while always rubbing Vaati’s victory in someone’s face and not being as subtle about it as the other two, is probably the tamest of the three – and considering that it involves someone being transformed into a hat, that speaks volumes about how heinous the other two are. It is, however, a reference to one of Vaati’s canonical misdeeds, just like the other two; in this case, it’s a reference to what Vaati did to his mentor, Ezlo, after stealing the Mage’s Cap from him to become a sorcerer.

[MB1]The altar mentioned in Vaati’s on-screen appearance is meant to be a sort of cheap approximation of the Four Sword shrine, and the sword itself is not the Four Sword, but the Smith’s Sword from The Minish Cap (it was intended to be given to the winner of the tournament in The Minish Cap’s opening act, which just so happens to be Vaati). Apparently, someone didn’t get the memo that Vaati can only be properly sealed within the Four Sword.

[MB2]This is a reference to one of Vaati’s attacks as Vaati Transfigured, the second phase of the final boss battle in The Legend of Zelda: The Minish Cap.

[MB3]In The Legend of Zelda: The Minish Cap, Vaati’s power comes from the Mage’s Cap, a wish-granting hat which he stole from his master, Ezlo (who had intended to give it to some unidentified humans, presumably the royal family of Hyrule, as a gift). Thus, I wanted at least one attack in Vaati’s moveset to erupt from his hat, as a nod to the fact that it’s the source of his power.

[MB4]This move is a reference to the laser attack that Vaati Reborn can perform in The Minish Cap.

[MB5]Though named Vaati’s Wrath, after the final form of Vaati from The Minish Cap, this Final Smash actually represents Vaati as he appeared in Four Swords, and should resemble that form more than the actual Vaati’s Wrath from Minish Cap.

[MB6]This is a reference to a nonstandard game over scenario in The Legend of Zelda: The Minish Cap; if Link took too long to defeat the Darknuts guarding Vaati at the castle’s roof, Vaati would complete his ritual to drain the Light Force from Princess Zelda, obtaining godlike power and killing her in the process.

[MB7]Vaati is stated (and demonstrated) to have a penchant for capturing pretty maidens to be his brides. The implications are obvious… seriously, the guy is all but confirmed to be a rapist.

[MB8]This is precisely what Vaati did to Ezlo in the backstory of The Legend of Zelda: The Minish Cap.

I'm currently working on a moveset for a fourth Mii class - the Mii Wizard. In the meantime, what characters do you guys think have a great shot at getting into Super Smash Bros.?

All right, it's been a while, but here's the next serious moveset - a new Mii class, the Mii Wizard! Now, you may ask, what do we need a Mii Wizard for? Well, the Mii Gunner can't quite get the essence of a magic-wielding character down pat. Some of the attacks may be nice imitations of spells (Flame Pillar comes to mind), but overall, the class feels more like, well, a gunslinger. And it would just be silly to give Gandalf or Dumbledore a gun. So, here's a class that can be used for an authentic mage character!

Main topic: What Mii DLC "class" would you make? (My Moveset Post)
Secondary topic: Mii Fighter Types as Future DLC (My Moveset Post)

Mii Wizard

Design: It’s a Mii in a robe, wielding a Gandalf-esque staff[1]. The wizard hat is optional.

Series Symbol: Super Smash Bros.

Stats (Overview):

Speed: 2.2-2.8/5 (Mii Wizards are the slowest Mii class, moving around even more slowly than Mii Gunners.)
Strength: 3.4-3.9/5 (Mii Wizards have attack power in between Mii Brawlers and Mii Swordfighters, with a few moves of exceptionally high or low power. They also have even better range than Mii Gunners. This is at the expense of their attacks having very poor startup lag, glaring blind spots near the Mii Wizard’s location, or a tendency to blow up in their faces at point-blank range, making close-range combat absolutely out of the question.)
Defense: 1.8/5 (As previously mentioned, Mii Wizards are relatively helpless up close, due to the poor start-up lag of their attacks. This is not helped by their low movement speed making it hard for them to keep their distance, nor by the fact that many of their attacks can be reflected or absorbed.)
Weight: 2.9-3.5/5 (Mii Wizards have the same weight as other Miis.)
Jump: 2.8-3.4/5 (Mii Wizards jump higher than Mii Swordfighters, but not as high as Gunners or Brawlers.)
Recovery: 2.9-3.5/5 (Mii Wizards have generally good up specials, and the ability to float, albeit very briefly.)
Special Movements: Float (only lasts for 0.5 seconds, unlike Peach’s)

Attributes (Detailed Summary):

Walking Speed: 0.89
Dashing Speed: 1.18
Air Speed: 0.9
Falling Speed (Maximum): 1.3
Falling Speed (Acceleration):
Falling Speed (Fast-Fall): 2.08 (60% increase)
Weight: 100
Jump Force (Ground):
Jump Force (Short Hop):
Jump Force (Double Jump):
Jump Delay (in frames):
Meteor Cancel Window (in frames): 25
Roll Length (in frames):
Roll Intangibility Frames:
Roll Distance:
Roll Speed:
Sidestep Length (in frames):
Sidestep Intangibility Frames:
Air Dodge Length (in frames):
Air Dodge Intangibility Frames:
Traction: ?

(All attributes assume a Mii of average height and weight.)

Because three types of Mii Fighter weren’t enough, here’s a new class suited for representing spellcasting characters, like, say, Cackletta, Grodus, Gandalf, Jessica (Dragon Quest VII), Albus Dumbledore, Harry Potter, Marisa Kirisame, Isaac (Lost Magic), Elsa, et cetera, et cetera. They are the slowest of the Miis and have the second-best attack power along with the best range, but their attacks take a while to cast, making them sitting ducks in close-range combat. Thus, they have to use their high range to battle from afar in order to stand a chance.

Equipment Used:

Offense: Staff
Defense: Raiment or Coat
Speed: Boots

On-screen appearance: The Mii Wizard’s cloak appears on the stage, and in a swirl of magical energy, the Mii Wizard emerges from it.

Special Notes: Like other Mii Fighters, the damage of Mii Wizards’ attacks is influenced by their size. All damage values below assume a medium-sized Mii.
Almost all of the Mii Wizard’s attacks are associated with some sort of element – fire, cold, electric, acid, earth, air, light, darkness, or force. This will be listed after the name of the attack.

Basic Attacks:

Jab Combo:

Attack #1 (Element: None): A quick bop with the Mii Wizard’s staff, dealing 3% damage. This is the fastest attack in the Mii Wizard’s arsenal by far.
Attack #2 (Element: Electric): A zap with a small bolt of lightning, dealing 4% damage. This is slightly slower than the preceding attack, to the point where foes with low damage may have their hitstun wear off fast enough to defend themselves against this attack.
Jab infinite (Element: Electric): A sustained lightning bolt that paralyzes enemies and does 1% damage per second. Once caught, it’s virtually impossible for foes to escape, but there is a downside. If kept up for more than 3 seconds, it intensifies and starts to do 2% damage per second, but the backlash causes some lightning to spray into the Mii Wizard him/herself, causing 1% recoil damage to them every 2 seconds. The jab infinite can be concluded with a larger lightning bolt that does 4% damage and launches victims; like Robin’s jab combo, the jab infinite is an alternative to the jab finisher, rather than transitioning into the jab finisher.
Jab finisher (Element: Fire): The Mii Wizard lets loose a blast of fire from his/her hands that launches foes and does 6% damage. Like many of the Mii Wizard’s attacks, it has great range.

Tilt Attacks:

Forward Tilt: Enervation (Element: Darkness): The Mii Wizard generates a black cloud from their staff that creeps forward at a somewhat slow pace, reaching a maximum distance equivalent to the Mii Gunner’s forward smash. Enemies caught in the cloud suffer 7% damage, a small amount of knockback, and a small reduction to their stats. The stat reduction works similarly to the Dark Emperor’s debuffs. The attack can’t KO until around 400% (though it does have fairly good base knockback), and it’s just overall slow, with a moderately slow startup time and long execution time, along with noticeable ending lag. It’s one of the game’s rare examples of a tilt attack that’s actually slower than the same character’s equivalent smash attack (though not by a huge margin). The stat reduction is temporary (lasting for roughly 20 seconds), but it can stack with itself (or Energy Drain, the second alternate neutral special), resetting the duration with each consecutive hit, so a character repeatedly hit with the forward tilt will find themselves becoming laughably weak… eventually. The black cloud can be absorbed or reflected.
Up Tilt: Sunburst [MB2] (Element: Light): The Mii Wizard holds up his/her staff, which glows for a moment, then suddenly erupts with a wide cylindrical burst of light. The burst of light does 10% damage and a large amount of knockback – mostly horizontal with some vertical lift. It can KO at around 110%. Bizarrely for an up tilt, its vertical range isn’t particularly impressive, but its horizontal range is amazing, capable of engulfing the entire width of Battlefield if performed from the center. However, it is pretty slow.
Down Tilt: Earthen Grasp (Element: Earth): The Mii Wizard slams their staff on the ground, doing 2% damage to foes within point-blank range and weakly semi-spiking them. About 36 frames later, a hand composed of the terrain itself bursts forth from the ground about 3 character lengths in front of the Mii Wizard, weakly popping any foe it collides with up into the air for 2% damage, then clenches shut, doing 4% damage to characters it catches and trapping them. The hand then sinks back into the ground, crushing any foes it managed to seize for 6% damage and slamming them into the ground, leaving them buried. If executed on a soft (pass-through) platform, all hits except for the initial staff strike do 1% less damage, but the final hit meteor smashes foes through the platform instead of burying them, similarly to a Pitfall. In total, the attack hits 4 times for 14% damage (or 11% on a soft platform), and each hit is designed to directly lead into the next. The first two hits have set knockback, so an enemy hit by the staff strike is guaranteed to be hit by the erupting hand unless they tech-roll away (or are metal, in which case their weight and falling speed are so exaggerated that they’ll hit the ground outside the area where the hand emerges). Likewise, the erupting hand hits enemies right into the area where the hand clench will hit. The hand clench is a grab hitbox that only works on aerial characters, so foes who dodged or blocked the second hit will be missed by the third (unless they somehow wound up in the hitbox’s area anyways, such as by short hopping). The fourth hit is automatically, unavoidably landed on characters struck by the third, and cannot be landed on characters not grabbed by the third hit. As a final note, the staff strike has good start-up (almost as good as the jab), and only works at absolute point-blank range; the three successive hits only work a moderate distance away from the Mii Wizard. This leaves a rather large blind spot at close-mid-range, and as the Mii Wizard is stuck holding their staff in the ground until the entire attack is done, using this attack while a foe is in the blind spot is just asking for punishment. Also, since the staff strike only connects at point-blank range, it is likely to miss entirely, so in practice, the attack is usually limited to its final three hits, dealing a total of 12% damage (or 9% on a soft platform).

Dash Attack: Magic Spear (Element: Force): The Mii Wizard thrusts his/her staff forward, generating a long, narrow projectile – a spear made of pure energy – that flies a large distance forward before succumbing to gravity and falling to the ground. It does 5% damage and semi-spikes opponents. The spear can be reflected, but not absorbed.

Ledge Attack: Acid Spray (Element: Acid): The Mii Wizard launches a spray of acid from his/her staff as (s)he climbs the ledge, which can hit 3 times for 2% damage per hit, for a total of 6% damage. The acid briefly paralyzes opponents, similarly to a Kihunter’s acid. The acid spray can be absorbed or reflected.

Rising Attack: Yin-Yang Bolts (Element: Light & Darkness): The Mii Wizard launches two orbs to his/her left and right as he/she gets up: a light orb in front and a dark orb behind. The light orb does 5% damage and travels faster and farther than the dark orb, while the dark orb does 8% damage and has a lot of knockback – enough to KO at 120%. Both orbs can be absorbed or reflected.

Smash Attacks:

Forward Smash: Fireball (Element: Fire): The Mii Wizard launches a small glowing red sphere from the tip of his/her staff. It flies straight forward, up to a maximum distance of halfway across Final Destination, and explodes either at the end of its range or upon colliding with any solid entity (a character, a wall, a floor, a breakable item or stage element, etc.). The red sphere does 2%-2.8% damage on contact, and the explosion does 13-18.2% damage at the core of the explosion or 11-15.4% damage at the outer edge. The explosion is roughly the same size as Palutena’s Explosive Flame, and the center hitbox has far more knockback than the outer one. While this attack’s start-up isn’t that horrible (in fact, it’s quicker than Enervation), the fireball’s explosion can harm the Mii Wizard and his allies (though the fireball itself can pass harmlessly through allies without doing damage or blowing up if Team Attack is turned off), making using it at point-blank range a bad idea (and by “bad”, I mean “suicidal”). As a side note, it is possible to reflect or absorb the fireball, but the explosion can only be absorbed, not reflected.
Up Smash: Ice Spike (Element: Cold): The Mii Wizard conjures up a tall spire of ice to erupt from the ground in front of them, stabbing foes for 17%-23.8% damage and launching them up and slightly forward; it can KO at around 70%. It has similar vertical reach to Palutena’s Up-Smash, and the ice spire is wider, especially at the base, but the core of the spire (e.g. the sharp part) is a sweetspot; the edges of the spire do a mere 10%-14% damage, with weak semi-spiking knockback that KOs around 180%. The spire emerges from the ground at a slight angle, giving it better horizontal reach, though foes significantly above the Mii Wizard, yet nearby on a horizontal axis, will be largely unaffected. Like many of the Mii Wizard’s attacks, it has rather long startup lag, which, combined with the unconventional orientation of the hitbox, makes landing the sweetspot somewhat difficult; indeed, the sheer power of the sweetspot is partially a compensation for the difficulty of landing the sweetspot. To help give a better idea of where the attack’s hitboxes are located, I have made an illustration of what the attack looks like immediately post-execution, when the spire is at maximum size:

Down Smash: Call Lightning Storm [MB3] (Element: Electric): The Mii Wizard generates a storm cloud above his/her head, similarly to Pikachu’s Thunder, and fires two lightning bolts down at an angle to hit the ground on either side of him/her. The lightning bolts deal 14%-19.6% damage each, which is increased to 14.5%-20.3% damage at the point where they hit the ground. The storm cloud forms above the Mii Wizard’s head, so the lightning bolts travel diagonally downward. The attack starts as soon as the animation begins; indeed, the charging animation involves feeding more power to the storm cloud, so if the Mii Wizard is interrupted while charging, the attack just immediately goes off. Of course, it takes a while to create the storm cloud, and a bit more time to begin feeding power to the cloud, so the attack does have significant startup lag in a sense. However, it also has unusually high vertical reach for a down smash, on par with Ice Spike. As an aside, repeatedly performing the input for a down smash while a storm cloud is present allows the Mii Wizard to call down several lightning bolts in quick succession, essentially canceling both the starting and ending lag into repeatedly performing the attack. This can only be done up to 10 times consecutively, and can only be done at all if the Mii Wizard doesn’t flinch while performing the attack (so he/she can remain in the attack animation). The lightning bolts can be absorbed or reflected by a character who is in midair, but not by a character on the ground. Also, a reflected lightning bolt keeps the same trajectory it had before, meaning that it won’t hit the Mii Wizard; the reflecting character simply “steals” the attack. An absorbed lightning bolt, however, will be erased from play.

Aerial Attacks:

Neutral Aerial: Sand Spiral (Element: Earth): The Mii Wizard conjures a sandstorm around him/herself, which covers a large area and lingers for 2.5 seconds after activation, even if the Mii Wizard lands before its duration expires. It steadily damages enemies within the area of effect and weakly pushes them away, similarly to Palutena’s Heavenly Light. However, also like Heavenly Light, it doesn’t even cause foes to flinch. The sandstorm takes a while to conjure up. Compared to Heavenly Light, it has less vertical reach and more horizontal reach, though it also reaches below the Mii Wizard. While the sandstorm is active, the Mii Wizard’s falling speed is slightly reduced.
Forward Aerial: Burning Hands (Element: Fire): The Mii Wizard extends their free hand and lets loose a cone-shaped blast of fire. It has moderate range and does 8% damage, and is one of the Mii Wizard’s faster attacks. It also has decent knockback, capable of KOing at around 150%. Like Cone of Cold, its vertical range expands as it travels further out from the Mii Wizard’s location.
Back Aerial: Cone of Cold (Element: Cold): The Mii Wizard builds up power in their staff, then unleashes it in a large wave of frost aimed directly behind them. This wave of frost can do up to 15% damage at the tip of the Mii Wizard’s staff, but loses some power the further away it goes from the Mii Wizard, doing a mere 8% damage at the very edge of its (horizontal) range. Speaking of its range, it can hit a stupefyingly large area – so large that words can’t do it justice, so I’m going to have to illustrate it again. No, really, it can cover nearly half of Battlefield, from offstage. Its vertical range grows as it extends outwards, so it’s easier to hit from farther away; it can make a great edgeguarding or edgeguard-breaking tool, and can also punish retreats. Oh, and since it’s an ice attack, it can also freeze enemies. The trade-off for all of this? The knockback is merely average (worse than Burning Hands), and the startup lag is really, really bad (a whopping 45 frames), to the point where, if you try to use it from a short hop, you’re likely to hit the ground and cancel the attack before it can actually go off (or hit the ground in the middle of the attack and cut it short).

Up Aerial: Lightning Bolt (Element: Electric): The Mii Wizard raises his/her staff into the air, and a bolt of lightning erupts from it. This does 11% damage and has roughly 1.5× the reach of the Mii Gunner’s up aerial, as well as randomly zigzagging left and right. However, like most of the Mii Wizard’s attacks, it’s rather slow, and the horizontal movement of the bolt is random, so there’s no real guarantee of connecting except at the tip of the staff.
Down Aerial: Sunbeam (Element: Light): The Mii Wizard swings his/her staff below him/her in an arc from front to back, sweeping the area below him/her with a beam of concentrated light. This beam hits rapidly, doing 1% damage per 10 frames of exposure while gently pushing them ahead of the beam; on average, it tends to do 12-14% damage to a character, though against wide targets (like Master Hand or Master Beast), it can do ludicrous damage. It tends to do slightly more damage to characters whose models are horizontally oriented (such as when prone, or certain characters’ crouching animations). The final hit can launch enemies, though the knockback isn’t good enough to KO until around 270%. It’s also a slow attack in general, with high start-up and ending lag, bad ending lag, and a long execution time.

Throws:

Grab: Wind Tunnel (Element: Air): The Mii Wizard conjures up a small tornado from the palm of his/her hand to suck a foe in.[2] This grab operates very similarly to Pac-Man’s, having a startlingly long range, but a lot of ending lag if it whiffs.
Pummel: Finger of Death (Element: Darkness): The Mii Wizard zaps the foe with negative energy (read: darkness), doing a base of 6% damage. This damage value is multiplied by a random value ranging from 0.6× to 6×, so the pummel can actually end up doing anywhere from 3.6% to 36% damage [MB4]. Yes, that is 36% damage with a pummel. It’s also a very, very slow pummel, and the random factor means that it can’t be counted on to do massive damage, so the DPS isn’t absurdly high.
Forward Throw: Ice Flowers (Element: Cold): The Mii Wizard conjures sharp ice crystals beneath the foe, dealing 11% damage, freezing the enemy, and launching them up and forward like Peach’s forward tilt.
Back Throw: Emerald Flame Fist (Element: Fire): The Mii Wizard swats the foe behind him/her with his/her staff, doing 3% damage, then whirls around and suddenly punches the foe in the face with a flame-ignited fist, dealing 9% damage and powerfully semi-spiking the foe. It rivals Ness’s backwards throw in deadliness, capable of KOing at 100%.
Up Throw: Call Lightning (Element: Electric): The Mii Wizard pins the foe beneath his/her staff (doing 1% damage in the process) and uses it as a lightning rod to zap the life out of them. This does 24% damage to the foe and 12% damage to the Mii Wizard. (Holding a lightning rod while lightning is currently flowing through it is hazardous to your health.) When the lightning bolt fades, it blasts the foe up into the air.
Down Throw: Land Womb (Element: Earth): The Mii Wizard magically opens up a hole in the ground and drops the foe in, then closes the hole up, dealing 8% damage and burying the foe (if on a solid platform) or dealing 6% damage and dropping them through the ground (if on a pass-through platform).

Special Moves:

Neutral Special (Default): Magic Missile (Element: Force): The Mii Wizard releases 5 magical missiles from the tip of his/her staff. These missiles quickly travel directly towards the nearest enemy, unerringly adjusting for changes in the enemy’s position; this means that they literally cannot be avoided with standard evasive maneuvers like jumping or running away. They also have a limited ability to compensate for obstacles in their path, which means that they're capable of going around small bits of terrain to reach their target (though a large wall, ceiling, or floor between the Mii Wizard and the nearest valid target will still thwart them). However, they can still be blocked, and like most attacks, they do not ignore intangibility frames from dodging. They can also be absorbed or reflected, and they do have a tendency to miss foes directly above or below the Mii Wizard, due to their short lifespan expiring by the time they manage to turn around. They can only travel a distance equivalent to 3/4ths of the way across Final Destination before petering out. Magic Missiles do 3% damage each, and don’t have a lot of knockback, so they’re not a finishing move; they’re better suited to racking up damage. They are somewhat spammable, but like most of the Mii Wizard’s moves, have fairly bad start-up time.
Neutral Special (Custom 1): Disarming Bolt [MB5] (Element: None (uncharged) or Electric (charged)): The Mii Wizard fires a quick magical bolt from the tip of his/her staff, which flies straight ahead at a moderate speed. This bolt only does 4% damage and causes minimal flinching (similar to Falco’s Blaster, except with even less flinching), but it has very quick startup and ending lag (a little slower than Falco’s Blaster), ignores shields, and is guaranteed to cause the foe to drop any item that they may be carrying. On the other hand, its range is somewhat short, with its maximum travel distance being roughly 3/5 the length of Final Destination. The bolt can be briefly charged by holding the special button, similarly to Zero Suit Samus’s Paralyzer. The bolt can be charged for a maximum of 1 second, with 4 stages of charge after the uncharged bolt. Each charge stage adds more properties to the bolt and enhances some existing properties; the charge cannot be held, and is released as soon as the button is released or maximum charge is attained. Each charge level retains the previous level’s properties unless otherwise stated. Charging the move for at least 0.25 second adds an electrical effect and increases the knockback and range a little. Charging it for at least 0.5 second increases the knockback and range a little more, increases the damage from 4% to 5%, resets the charge of any auto-charge specials the foe may have (including unconventional-charge specials such as Robo Beam, Robo Burner, and Wario Waft) to a completely uncharged state, and instead of merely making the foe drop their held item, it applies a powerful vertical push effect to the foe’s held item (if any), launching it high into the air. Charging it for at least 0.75 second increases the knockback still further – especially the knockback scaling (to the point where it goes from not KOing until around 600% to being able to KO around 200%), adds a bit more to the range (so it now goes a bit more than 2/3 the length of Final Destination), increases the damage from 4% to 6%, increases the speed of the bolt, replaces the previous level’s vertical item-pushing effect with a horizontal one (so the foe’s held item will be blown backwards, most likely off the stage entirely), and adds a very brief paralysis effect (as in, the foe is frozen in place for roughly 5 frames, regardless of their damage). A full charge adds even more to the knockback and range (so it now KOs at around 140% and travels the entire length of Final Destination), increases the damage from 4% to 7%, increases the base length of the paralysis effect to 10 frames, extends the paralysis effect based on the foe’s damage (adding 1 frame to the paralysis effect for every 10% damage on the foe), stops the foe from charging any moves (automatically or otherwise) for 3 seconds after the hit, and reorients the item-push effect so the foe’s held item is blown towards the Mii Wizard rather than away from them (so the Mii Wizard can catch it). Regardless of charge level, the bolt outright ignores regular shields, but it can still be reflected or absorbed, so don’t think it’ll get through a Reflector or PSI Magnet. (Because it is considered unblockable, it cannot be defended against with a counterattacking move.)
Neutral Special (Custom 2): Energy Drain (Element: Darkness): The Mii Wizard unleashes a black magical bolt from the tip of his/her staff. This bolt does 20% damage and, if it connects, temporarily reduces all of the victim’s stats, similarly to the Dark Emperor’s debuff on the Find Mii stage. The debuff effect is greater than that of Enervation, and like the aforementioned forward tilt, can be used repeatedly on the same target to reduce their stats even further and extend the duration of the debuff. Enervation and Energy Drain stack with each other, and can be used in conjunction to drop a target’s stats to laughably low levels. Like Enervation, the debuff lasts for 20 seconds, but the duration can be reset by hitting the foe again with Enervation or Energy Drain. However, the bolt has somewhat weak knockback (KOing at about 160%), travels slowly, and has a relatively short range (by the Mii Wizard’s standards, anyways), with its maximum distance being halfway across Final Destination. It can also be reflected or absorbed.

Side Special (Default): Gust of Wind (Element: Air): The Mii Wizard winds up (no pun intended), then spins their staff around in their hands quickly, doing 2% damage and minor knockback to foes at point-blank range. More importantly, the staff spin acts as a conduit to generate a great blast of wind that affects everyone in a wide area directly in front of the Mii Wizard, pushing them a large distance away.
Side Special (Custom 1): Cloudkill (Element: Acid): The Mii Wizard briefly builds up power, then generates a large cloud of toxic gas some distance in front of him/her. This gas slows down characters that travel through it (similarly to a Timer or Ashley’s dark cloud) and deals damage to them at a rate of 3% per second, similar to the amaranthine gas from Brawl. The Mii Wizard is not immune to his/her own toxic gas, though it does have a reduced effect on him/her (less slowdown and only 1% damage every 1.5 seconds). The cloud lasts for 6 seconds – unless it gets caught in a wind effect (like Latias and Latios, Kirby’s and King Dedede’s Inhale, Robin’s Elwind, Ike’s Tempest, Wario’s Inhaling Chomp etc.), which disperses it immediately and removes it from play. (Note that it specifically has to be a wind effect; non-wind push or pull effects, like Mario’s F.L.U.D.D., will not disperse the toxic cloud, but non-pushing wind effects, like Robin’s Elwind, will disperse it.) The startup of this attack is pretty bad, and trying to generate a toxic cloud while one is already present simply fails.
Side Special (Custom 2): Holy Bolt (Element: Light): This is an auto-charge special. The uncharged version operates like a slightly slower but stronger variant of Falco’s Blaster (for reference – it can be fired more rapidly than Disarming Bolt), doing 3% damage per shot and causing victims to flinch. The range is extremely long – about 1.5× the length of Final Destination. The attack can also be aimed by slightly tilting the control stick up or down (as if angling a forward tilt or forward smash). Charging the attack adds 2% damage and a bit of knockback for every 0.5 second spent charging. Strictly speaking, there is no limit to how much it can be charged; it’s entirely possible to charge it to OHKO levels of power and beyond. However, charging for more than 6 seconds (in total) incurs a 2% chance per second[3] that the Holy Bolt will explode in the Mii Wizard’s face, dealing its full damage (but no knockback) to the Mii Wizard him/herself and leaving him/her wide open to punishment. The projectile can also be absorbed or reflected.

Up Special (Default): Teleport (Element: None): The Mii Wizard vanishes, then reappears in a puff of smoke a large distance away. It functions very similarly to Zelda’s Farore’s Wind, except that there’s no hitbox at the initial warp, while there is a large hitbox at the end of the warp which does 8% damage and stuns enemies. This recovery covers a lot of distance and cannot be interrupted while it travels, but it suffers the same shortcomings of Farore’s Wind, including a loss of momentum at the end and a lack of flexibility in where the Mii Wizard can go (the distance is pre-set and travel is limited to the 8 cardinal directions).
Up Special (Custom 1): Dimension Door (Element: None): A door leading into the very fabric of space itself appears in the background behind the Mii Wizard, who is sucked inside. While this is going on, and for roughly 2.2 seconds afterwards, a sort of shimmering light appears on the screen a short distance above the Mii Wizard, and can be moved around with the Control Stick (or whatever the current control scheme uses). It moves somewhat slowly, but can be moved around freely; think of it like a cursor. (It’s like the small ball of electricity that appears during Pikachu’s Volt Tackle, except slower and easier to control.) About 2.2 seconds after the Mii Wizard has been sucked through the first door, a second door appears at the location where the shimmering light was, and the Mii Wizard tumbles out. Technically, the Mii Wizard is helpless after emerging from the door; however, he/she will be in a tumbling animation, similar to Olimar after using End of Day (which means that the Mii Wizard cannot cancel the tumbling state on his/her own before hitting the ground… or the bottom blast line). Because the Mii Wizard is tumbling, he/she must tech upon hitting the ground, or else land flat on his/her back or face, leaving him/herself quite vulnerable. The ledge sweetspot is also rather small. The distance that can be gained through Dimension Door is much lower than Teleport, but Dimension Door is much more flexible. Also, like Teleport, the Mii Wizard is completely intangible and immune to attack while being transported – which, as previously mentioned, takes around 2.2 seconds, making this useful as a dodge maneuver. However, the startup lag is longer than Teleport, and as previously mentioned, the Mii Wizard is put in a special tumbling state afterwards, highly vulnerable to attack. Also, much like Teleport, Dimension Door strips the Mii Wizard of his/her midair momentum at the end, which can hinder recovery if the warp comes up short.
Up Special (Custom 2): Fly (Element: None): The Mii Wizard enchants him/herself to briefly float through the air. For 1.8 seconds, he/she can move around in the air freely, and is even able to use aerial attacks and air dodges normally. When the flight time expires, the Mii Wizard drops down, but is not helpless and can still use aerial attacks, air dodges, and any of his/her special moves except Fly again. The Mii Wizard under the effects of Fly moves much more quickly than the cursor of Dimension Door, but the duration is shorter, so Fly’s maximum distance is about the same as Dimension Door’s. Fly also allows the Mii Wizard to keep midair momentum afterwards. Basically, in comparison to Dimension Door, Fly makes the Mii Wizard more vulnerable during the actual recovery, but less vulnerable afterwards.

Down Special (Default): Energy Transformation Field (Element: None): This move generates a red vortex in front of the Mii Wizard that works similarly to Lucas’s PSI Magnet, right down to the detail of causing about 9% damage to foes touching it when it’s dropped. It can absorb any attack that PSI Magnet, Oil Panic, or Absorbing Vortex could absorb. The Mii Wizard cannot turn around manually, but will automatically turn around to absorb an eligible attack from behind. However, instead of restoring the Mii Wizard’s health, absorbed attacks are instead used to buff the Mii Wizard’s offense. The first absorbed attack grants the Mii Wizard a 1.2× multiplier to his/her attack power (both damage and knockback); this multiplier is increased by 0.1× for every 1% damage the attack would have dealt. So, for instance, absorbing an attack that would do 30% damage grants a 1.5× attack multiplier. The buff lasts for 10 seconds by default, but absorbing an attack while a buff is active increases its duration by 1 second for every 2% damage the attack would have done, rounding down; so, absorbing an attack that would do less than 2% damage wouldn’t prolong the buff at all, while absorbing an attack that would do 30% damage would prolong it by 15 seconds. Once the buff expires, absorbing another attack will grant a new buff.
Down Special (Custom 1): Mirror Image (Element: None): This attack is an auto-charge special, like Samus’s Charge Shot. It can be charged for a maximum of 4 seconds. Upon the move being executed, the Mii Wizard splits in two, generating a clone of him/herself. One of the two is the real Mii Wizard, and is controlled by the Mii Wizard’s player, taking damage as normal. The other is a fake, which is controlled by the AI and is perfectly capable of attacking and being attacked, but only has 20 HP plus 10 more HP for every second the attack was charged (+1 HP per 6 frames spent charging), for a maximum of 60 HP. The fake Mii Wizard acts completely independently of the real one (so, no, the two will not operate in sync like the Ice Climbers), and can do everything the original can do except create another mirror image. Even when the clone is not being attacked, it loses HP at a rate of 2 per second. The fake Mii Wizard vanishes when its HP runs out or the real Mii Wizard gets KO'd, though it can be KO’d prematurely if it passes a blast line. The Mii Wizard cannot use this move, or even charge it, while he/she already has a mirror image.
Down Special (Custom 2): Traveling Hole [MB6] (Element: Darkness): While the special button is held, a black hole in the ground emerges from the Mii Wizard’s shadow and travels along the ground, similarly to Greninja’s Shadow Sneak. If the hole passes beneath a character, they fall in, sustaining 10% damage and either being buried or dropping through the platform like they were hit with a Pitfall. Note that the attack can only affect characters on the ground.

Final Smash: Storm of Vengeance (Element: Electric): The Mii Wizard conjures a large storm cloud that covers the upper blast line, dealing roughly 3% electric damage to all characters that pass through it (and consequentially stealing any and all vertical KOs scored during the Final Smash’s duration for the Mii Wizard, as well as messing up certain up throws (Kirby, Meta Knight, Charizard)). The storm cloud then proceeds to quickly and haphazardly zap the stage with 30 lightning bolts, each of which does 10% damage. (Yes, on paper, this Final Smash can do up to 300% damage; in practice, it virtually never will, though it can and often does do over 60%.) The lightning bolts do high Sakurai-angle knockback, and can easily end up bouncing unlucky victims between them repeatedly until they’re smacked off the screen. The storm cloud lasts for 10 seconds, after which its 30 lightning bolts are spent and it disperses. The Mii Wizard is free to act while the storm cloud rains lightning bolts onto the stage, and is immune to their own storm cloud and lightning bolts.

Taunts:

Up Taunt: The Mii Wizard twirls his/her staff above his/her head.
Side Taunt: The Mii Wizard adjusts his/her cloak.
Down Taunt: The Mii Wizard slams his/her staff into the ground in a direct imitation of one of Gandalf’s more famous moments.

Victory Theme: Same as the other Mii Fighters.

Victory Taunt A: The Mii Wizard generates three orbs – one of fire, one of lightning, and one of ice – and sets them to orbit above the tip of his/her staff.
Victory Taunt B: The Mii Wizard serenely chants.
Victory Taunt C: The Mii Wizard performs some pyrotechnics.

[1] This would describe the staff’s appearance with the Mii Wizard’s Standard Outfit; different outfits can change the staff’s appearance. For instance, an X-Naut outfit will make the staff take on a futuristic appearance, like the staff Grodus wields in Paper Mario: The Thousand-Year Door. I can’t be bothered to go into more detail, as I don’t feel comfortable with taking sole responsibility to come up with all of the costumes.

[2] I believe there’s a character from InuYasha who can do something like this.

[3] The chance to explode is not cumulative; it is simply checked once per second.

[MB2]While named for the Dungeons & Dragons spell, this move is actually more closely based on one of Gandalf’s signature spells (which is also named Sunburst if the GBA Two Towers game is to be believed, so whatever). Indeed, it could very well be that explosion of light that he creates during the “YOU SHALL NOT PASS!” moment, except flatter.

[MB3]While named for the Dungeons & Dragons spell, this attack is actually more closely based on Cackletta’s lightning bolt attack from Mario & Luigi: Superstar Saga.

[MB4]All modifiers that would be applied to the damage of a pummel (e.g. Mii Wizard's size, Mii Wizard's Offense, enemy's Defense, Mii Wizard's Arms boosts, Energy Transformation Field, etc.) are applied only to the base damage. The range of possible multipliers is always 0.6× to 6×.

[MB5]This move is an Expy of the Expelliarmus spell from the Harry Potter series.

[MB6]This move is similar to Cackletta’s black hole attack in Mario & Luigi: Superstar Saga. In fact, it’s directly based on it, except that it just plain buries opponents (or drops them through the ground) instead of any teleport-into-the-sky-and-drop-victims-while-increasing-their-weight shenanigans.

...This was meant to be a forum to discuss characters with a realistic chance of getting into Super Smash Bros. 4 (as DLC, of course) or future games in the series, and ways to make it happen. I would really appreciate it if we could have an actual discussion.
 

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Swamp Sensei

Today is always the most enjoyable day!
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Luigifan18

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Please do not post seven posts in a row.
If people would actually post in this thread, I wouldn't have to. I would really love for people to post movesets for characters they think stand a good chance of getting into the game, and more importantly, reviewing each other's movesets to help address flaws and balance issues; that's the entire reason I made this thread.
 
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