Mogisthelioma
Smash Master
Love it! Although I felt like saying this, all of the Kirby crew should have their slide be their slide, since they use it in their games more often now.Alright, might as well say this now. Here are my moveset ideas:
Bandana Dee would be a nimble lightweight character with a disjoint, low KO power outside of the spear tipper, a good combo game, good recovery, and the lag on his moves shifted towards the front. The shaft of his spear would autolink (launching opponents towards Dee), making them usable combo starters.
Strengths:
- Great combo game
- Good recovery
- High mobility
- High range
Weaknesses:
- Struggles to KO
- Easy to KO
- Noticeable startup
Dash Speed: 1.9 (Fast). If he were in Smash 4, this would be tied with Meta Knight and 12th best in the game. Kirby has a mediocre dash speed of 1.57.
Walk Speed: 1.4 (Very Fast). If he were in Smash 4, this would be tied with Sheik and Zero Suit Samus for 5th fastest in the game, even above Sonic's walk speed. Kirby has a slow walking speed of 0.93.
Air Speed: 1.2 (Very Fast). If he were in Smash 4, this would be tied with Zero Suit Samus and Mii Brawler for 6th fastest air speed in the game. Kirby has an... interesting air speed of 0.8, the 4th worst in the game. Some people would say that Kirby characters move slowly when they are flying (which is why Kirby characters, especially the ones that puff, are so slow in the air), but in Super Star Ultra not only does Parasol Waddle Dee not have bad air speed (because he double jumps instead of puffing), but he also moves faster in the air. While I'm not saying that Bandana Dee should have this ability, Waddle Dees are always pretty fast in the air.
He also is very floaty, with a fall speed of 1.25 (tied with Weegee for 6th slowest). He has 4 double jumps (1 less than Kirby) and a double jump a bit higher than Kirby's.Jab: Stabs in front of him angled up, dealing 1.3% and having a mediocre 5 frame startup, stabs in front of him angled down (1.2%), and then:
If the player holds down the A button, will initiate a rapid jab. Hits every 4 frames, each dealing 0.5%. After it's been used 8 times, Bandana Dee will unleash a finisher once the player releases the button, dealing 3.5% (5% tipped).
If the player releases and then taps A, will use jab 3. More powerful than the rapid jab finisher, dealing 7.5% (11% tipped) and having good KO power (the tipper KOs around 145% at the edge of Final Destination), but has less damage potential than the rapid jab.
Dash Attack: Rolls forward (could also slide or use the Parasol dash ability). A useful dash attack: comes out frame 5, has a long-lasting hitbox, and has fairly low ending lag. The early hit deals 10% and launches at a combo-friendly vertical angle, while the late hit deals a mediocre 6% and launches with weak horizontal knockback.
FTilt: Stabs forward with his spear. Doesn't come out until frame 9 (slow for a tilt), but has minimal ending lag and has respectable power (deals 8% untipped, 12% tipped, and the tip KOing at 110% at the edge of Final Destination). Semi-spikes, meaning the angle can hinder recovery and forces foes to recover low, allowing for edgeguards.
UTilt: Swipes overhead with his spear. The base knockback is low, making it a good combo starter, it has the fastest startup out of all his tilts (frame 6, second fastest if counting his jab), has good range, and decent damage (6% normal, 10% tipped, tip KOs around 145%).
DTilt: I have 2 ideas:
1: Jabs the butt of his spear downwards. A decently powerful spike. Slowest startup of all his tilts (frame 12), but deals a solid 9% and can act as a good combo starter.
2: Flips over and spins his spear on the ground, like with the Windmill. Slowest startup of all his tilts (frame 12), but deals a solid 11% (has 3 multi-hits that deal 1% and a final hit dealing 8%) and has respectable horizontal knockback (KOs around 138% at the edge of Final Destination).FSmash: Stabs forward with his Parasol. Slow startup (frame 16). The parasol deals 13%, while the tip deals 17%. The tip deals excellent horizontal knockback (KOing at a respectable 70% at the edge of Final Destination), but the parasol itself isn't all that great for a smash attack (doesn't KO until 98% at the edge of Final Destination).
USmash: Stabs upward with his spear. His fastest smash, at frame 14. Has 3 hitboxes: one on his feet that hits opponents on the ground and deals 10%, one on his spear (including the shaft) that deals a good 15%, and one on the tip that deals a whopping 22%. Useful as an anti-air, as the tip KOs around 75% and the spear hitbox KOs at 122% (which is still pretty good for Dee), but the hitbox on his feet (which is what you'll usually hit grounded opponents with) doesn't KO until about 185%.
DSmash: Megaton Punches the ground. The slowest startup out of his smashes, coming out at a sluggish frame 20. Has 2 hitboxes: a fist hitbox dealing high horizontal knockback (the angle is somewhat low) and a massive 20%, and a semi-spike shockwave dealing 6% to grounded foes. The fist KOs at a respectable 85% at the edge of Final Destination, but the shockwave doesn't KO until above 250%.NAir: Twirls his spear towards the camera. A longe-lasting combo breaker, coming out on frame 5, active for 20 frames, and dealing 10% on the early hit (6% on the late hit). Deals decent knockback, launching diagonally up.
FAir: Jabs his spear in front of him twice. The first hit links reliably into the second. Hit 1 comes out frame 7. The two hits deal 3 and 7% (11% when tipped), respectively. The last hit deals decent horizontal knockback.
BAir: Bandana Dee's most powerful aerial. Comes out frame 6, deals 12%, and has good knockback, KOing around 135% at the edge of Final Destination.
UAir: Uses the Skyward Thrust, stabbing upwards. Comes out frame 7. The regular hitbox only deals 7%, but the tip deals 11%. The tip deals decent knockback, but the spear hitbox deals low knockback, ideal for combos.
DAir: Bandana Dee uses the Moon Drop. A stall-and-fall aerial, and a powerful spike. Deals 15%.FThrow: Uses the Capture Beam's Forward Throw. Shoots 4 projectiles at the opponent: the first 3 launch into the next (dealing 2%), while the last hit deals 5% and has decent KO potential at the edge.
BThrow: Uses the Back Circus Throw. Turns around and launches foes with his parasol, dealing 12%. Has decent KO potential at the edge.
UThrow: Uses the Up Circus Throw. Puts opponents on his parasol, spins it around for 4 hits (each dealing 1%), and launches them upwards for 6%. Lacking in usable KO power, but a good combo starter.
DThrow: Holds foe to the ground and slams them with a Megaton Punch. His most damaging throw, dealing 12.5%. Deals fairly vertical knockback and has good combo potential at low percents, but has high growth, making it KO around 135% on Final Destination.What do you think? Also, which dash attack/down tilt would be the best?Neutral (Beam): Turns his spear into a beam and uses it. Has 3 hits: the first 2 link into the last, dealing 1%, and the last hit deals 5%. Can be charged; at full charge, will turn into Wave Beam, dealing 12% and dealing decent knockback.
Side (Spear Throw): Throws a spear in an arc. Can be charged; at full charge, throws 3 spears. The spear itself has an early hit when it's going up dealing 7%, a middle hit at the apex dealing 6%, and a late hit when it's falling dealing 8%. The tip of the late hit buries grounded opponents.
Up (Spear Copter): Soars up using his spear as a helicopter. If B is still held at the apex, Bandana Dee can hover for 60 frames; afterwards, he goes into a slowed descent like the one after Peach's parasol. One of his fastest moves, coming out frame 4, has 13 hits; the first deals 2%, hits 2-12 deal 0.5%, and the final hit deals 4%, for a total 11.5%. The last hit deals massive knockback, making the move KO around 120% on Final Destination.
Down (Parasol Twirl): Spins his parasol below him. Reflects projectiles with a 1.3x damage multiplier and damages foes caught inside, dealing 9 hits (each dealing 1%). The parasol has transcendent priority, and all parts of Dee in the parasol are intangible as long as the move is active.