Maikou
Smash Ace
I've got another moveset idea. It's mostly my old one, but revised and better. Here:
Basic stats are same as Kirby's unless stated otherwise.
Bandana Dee holds a parasol on his back, while his spear stays in his hand.
Stage Intro Animation: Flies in and crashes on the Warpstar, similar to Kirby. (Bandana Dee holds onto the same part of the Warpstar from KRtDL) However, when he spins in the air, he flies higher than Kirby does and opens the Parasol, floating onto the ground, before placing the weapon on his back after closing it.
Idle Animations: Same ones from Return To Dreamland. Occasionally, Bandana's namesake with fall over his eyes and he'll adjust it.
Walking animation: Same from Return to Dreamland. Just noticeably slow than Kirby's.
Running animation: Same from Return to Dreamland. Slightly faster than Kirby's. (I speak of the movement speed here, by the way)
Jumps: 3 (One from the ground, two in the air)
Ground Jump Animation: Same from RtDL.
Air jump animation: a Somersault. Second air jump causes multiple somersaults, similar to what happens when Kirby jumps with the speed/jump shoe from Kirby Fighters.
Back jump animation: Same as Kirby's
Aerial back jump: Reverse somersault. Second back jump causes multiple reverse somersaults. See above.
Basic AAA: Spear Multithrust (the basic, standing still attack from Return to Dreamland and Triple Deluxe) First jab causes 3%, the jabs all do 3%, and final one does 5% with slight knockback.
Side-Tilt: a further thrust, does 5% with slight knockback.
Up-Tilt: Simply stabs straight upwards, 3% damage.
Down-Tilt: Slide. (the traditional Kirby slide kick, Bandana bounces a bit if he hits the foe and simply slides a couple of feet if he doesn't) Causes 3% damage and a flinch.
Up-Smash:
Side Smash: An even stronger far thrust that comes after a quick twirl. Twirl: 1%, no flinch Min: 5%, Max: 9%
Down Smash: A forward thrust followed by a back thrust. (based off the reverse-thrust move you can use if you press B+< after the first normal thrust) First thrust at min causes 3%, while the back does 4%. Max charge causes 7% and 10% respectively with greater knockback on the back thrust.
Dash attack: A short Pole-Vault kick. (Based only off of the fact that most polearm-wielders have this type of move available to them.) Does 5% damage with small knockback, causes Bandana to fall on his back afterwards since his spear is short and he has no legs. (plus cuteness factor)
Aerials
Neutral: Bandana swings the spear downwards, almost in a throwing motion, but accidentally causes a full vertical spin complete with reverse somersault.
Forward: Same as Kirby's. Same damage, too.
Back: Same as Kirby's. Ditto Fair.
Up: Moon Somersault Kick. Bandana performs a backflip kick. Causes 10% damage and upwards knockback. It should be a good enough KO move.
Down: Moon Drop (Same mechanics from the game; stall then fall). Each hurt causes 2% damage. If caught on the tip when the spear activates, the foe(s) will be trapped on it and given 5% damage for each strike.. Acts basically like ZSS and Shiek's Brawl Dairs; It can be jumped out of, but might still lead to one's doom if they aren't careful around pits.
Grab Throws
Grab: Pulls out the parasol on his back and makes a forward motion with it (basically the same motion as when you use the Parasol Shield/attack in-game) When dashing, Bandana will quickly pull it out and slide forward a short distance, appearing to drill with the weapon. (Based off of Parasol Drill)
Pummel: Headbutt. 1% damage.
(When a foe is grabbed, both of Bandana Dee's weapons will be on his backside, so he holds the foe with both his stubby hands/arms)
Forward throw: Arm Throw (Fighter Kirby's throw when you press forward/up after grabbing the foe.). Causes 5% Damage. OR the Circus Throw from Parasol, which does 5% damage as well. (In Kirby Super Star/Ultra and all games beyond, if you hold forward/backward when performing the Circus Throw move, the character will toss the foe in either direction, instead of straight up like normal)
Up Throw: Air Drop (Same as Meta Knight and Kirby). Same damage as Kirby's. OR the Circus Throw from Parasol, does 3% damage.
Down Throw: Fury Stomp (Same as Meta Knight and Kirby [You'll notice a sort-of tradition with this: Meta Knight and Kirby both have the same up and down throws, only a slight difference in power and animation. For Bandana's, his is exactly like Kirby's for both]). Same damage as Kirby's. OR Parasol Drill; Bandana takes out the parasol and lays the foe on the ground, before drilling them with the parasol, 7% damage overall.
Back Throw: Judo Throw (Fighter Kirby's throw when you press Back or Down after grabbing a foe). Does 5% damage. OR Circus Throw, See Forward Throw above.
Specials
Up: Waddle Copter (the Spear Copter move given a personal touch for Bandana). Causes a sort-of suction effect; Draws enemies in and then damages them. Each hit causes 2% damage, no "tipper" function. On the ground it needs to charge, in the air it instantly starts flying, but at the cost of much less flight time than when charged fully on the ground. When tired, Bandana will simply slow down, not entering a helpless state unless the play presses downward to fastfall. This applies to the alternates as well.
Alternate 1: Super Copter. Bandana spontaneously flies with the twirling spear no matter what, and gets great flight time, maneuverability, and speed, but at the cost of nearly zero attack power, each hit from the attack only doing 1% with zero flinching.
Alternate 2: Parasol Jump. Bandana jumps a decent height while spinning the Parasol, and slowly floats, however it's not nearly as good a recovery as either of the other two and is more likely to be used for things like combo finisher.
While I'm at it, Bandana's helpless fall is the same as Kirby's.
Neutral: Spear Throw (can be charged to throw three spears). Does 7% damage and causes decent knockback.
Side: Spin Kick (based off of both Fighter Kirby's move and the Arena description for Return to Dreamland that states "When the Bandana-Wearer kicks"). The move itself is exactly like in Kirby Triple Deluxe (and possibly Return to Dreamland, I'm not sure). It's three kick move. The first does 1%, the second does 5%, and the last one does 10% damage with decent knockback.
Down: Quake Punch (Partially original; based off of Megaton Punch, but weakened considerably to just be like Yoshi's down special, except much less jump height when used on the ground). Causes shockwaves like the Gigant Edge (Sword Ability-giving miniboss from KRtDL and TD)'s shockwave move on either side (in place of stars like Yoshi). Causes 8% damage from actual punch, Shockwaves do 5% damage
Final Smash: Megaton Punch. (The player literally plays the Megaton Punch mini-game, complete with Gauge, Timer, and Courser rounds, however, if used/activated above a pit, Bandana will Self-Destruct and the effect will end when he comes down punching) Minimal damage is 15% with so-so somewhat decent knockback. Max damage is 35% with practical guarantee of KO-power knockback.
Taunts
Up: Spins like Kirby, but trips up and falls on his face for a moment.
Side: Tries the shorter Kirby dance, but trips over on the slide, before quickly getting back up and fixing his bandana.
Down: Spins like Kirby, but also holds his spear above his head, and holds if forwards in left hand after the spin, before taking back in his right hand and resuming his idle.
Victory Poses:
1: Performs the KRtDL full Kirby dance
2: Interacts with a Landia in some way (imagine for yourself)
3: Performs the Four-Puffball Kirby Dance from Kirby and the Amazing Mirror with three generic Waddle Dees.
Just in the case of them, I'd like to add a few other Victory Screen poses.
Team Battle Victories:
With Kirby: Two-Puff Victory Dance from Kirby and the Amazing Mirror.
With Meta Knight: Bandana Stands in salute while Meta Knight poses.
With King Dedede: Dedede's victory from Brawl with the generic Dee. Bandana stands at his side while facing the camera and twirls his spear with his stubby hand.
Does everyone like the changes? I'm hoping so.
Basic stats are same as Kirby's unless stated otherwise.
Bandana Dee holds a parasol on his back, while his spear stays in his hand.
Stage Intro Animation: Flies in and crashes on the Warpstar, similar to Kirby. (Bandana Dee holds onto the same part of the Warpstar from KRtDL) However, when he spins in the air, he flies higher than Kirby does and opens the Parasol, floating onto the ground, before placing the weapon on his back after closing it.
Idle Animations: Same ones from Return To Dreamland. Occasionally, Bandana's namesake with fall over his eyes and he'll adjust it.
Walking animation: Same from Return to Dreamland. Just noticeably slow than Kirby's.
Running animation: Same from Return to Dreamland. Slightly faster than Kirby's. (I speak of the movement speed here, by the way)
Jumps: 3 (One from the ground, two in the air)
Ground Jump Animation: Same from RtDL.
Air jump animation: a Somersault. Second air jump causes multiple somersaults, similar to what happens when Kirby jumps with the speed/jump shoe from Kirby Fighters.
Back jump animation: Same as Kirby's
Aerial back jump: Reverse somersault. Second back jump causes multiple reverse somersaults. See above.
Basic AAA: Spear Multithrust (the basic, standing still attack from Return to Dreamland and Triple Deluxe) First jab causes 3%, the jabs all do 3%, and final one does 5% with slight knockback.
Side-Tilt: a further thrust, does 5% with slight knockback.
Up-Tilt: Simply stabs straight upwards, 3% damage.
Down-Tilt: Slide. (the traditional Kirby slide kick, Bandana bounces a bit if he hits the foe and simply slides a couple of feet if he doesn't) Causes 3% damage and a flinch.
Up-Smash:
Side Smash: An even stronger far thrust that comes after a quick twirl. Twirl: 1%, no flinch Min: 5%, Max: 9%
Down Smash: A forward thrust followed by a back thrust. (based off the reverse-thrust move you can use if you press B+< after the first normal thrust) First thrust at min causes 3%, while the back does 4%. Max charge causes 7% and 10% respectively with greater knockback on the back thrust.
Dash attack: A short Pole-Vault kick. (Based only off of the fact that most polearm-wielders have this type of move available to them.) Does 5% damage with small knockback, causes Bandana to fall on his back afterwards since his spear is short and he has no legs. (plus cuteness factor)
Aerials
Neutral: Bandana swings the spear downwards, almost in a throwing motion, but accidentally causes a full vertical spin complete with reverse somersault.
Forward: Same as Kirby's. Same damage, too.
Back: Same as Kirby's. Ditto Fair.
Up: Moon Somersault Kick. Bandana performs a backflip kick. Causes 10% damage and upwards knockback. It should be a good enough KO move.
Down: Moon Drop (Same mechanics from the game; stall then fall). Each hurt causes 2% damage. If caught on the tip when the spear activates, the foe(s) will be trapped on it and given 5% damage for each strike.. Acts basically like ZSS and Shiek's Brawl Dairs; It can be jumped out of, but might still lead to one's doom if they aren't careful around pits.
Grab Throws
Grab: Pulls out the parasol on his back and makes a forward motion with it (basically the same motion as when you use the Parasol Shield/attack in-game) When dashing, Bandana will quickly pull it out and slide forward a short distance, appearing to drill with the weapon. (Based off of Parasol Drill)
Pummel: Headbutt. 1% damage.
(When a foe is grabbed, both of Bandana Dee's weapons will be on his backside, so he holds the foe with both his stubby hands/arms)
Forward throw: Arm Throw (Fighter Kirby's throw when you press forward/up after grabbing the foe.). Causes 5% Damage. OR the Circus Throw from Parasol, which does 5% damage as well. (In Kirby Super Star/Ultra and all games beyond, if you hold forward/backward when performing the Circus Throw move, the character will toss the foe in either direction, instead of straight up like normal)
Up Throw: Air Drop (Same as Meta Knight and Kirby). Same damage as Kirby's. OR the Circus Throw from Parasol, does 3% damage.
Down Throw: Fury Stomp (Same as Meta Knight and Kirby [You'll notice a sort-of tradition with this: Meta Knight and Kirby both have the same up and down throws, only a slight difference in power and animation. For Bandana's, his is exactly like Kirby's for both]). Same damage as Kirby's. OR Parasol Drill; Bandana takes out the parasol and lays the foe on the ground, before drilling them with the parasol, 7% damage overall.
Back Throw: Judo Throw (Fighter Kirby's throw when you press Back or Down after grabbing a foe). Does 5% damage. OR Circus Throw, See Forward Throw above.
Specials
Up: Waddle Copter (the Spear Copter move given a personal touch for Bandana). Causes a sort-of suction effect; Draws enemies in and then damages them. Each hit causes 2% damage, no "tipper" function. On the ground it needs to charge, in the air it instantly starts flying, but at the cost of much less flight time than when charged fully on the ground. When tired, Bandana will simply slow down, not entering a helpless state unless the play presses downward to fastfall. This applies to the alternates as well.
Alternate 1: Super Copter. Bandana spontaneously flies with the twirling spear no matter what, and gets great flight time, maneuverability, and speed, but at the cost of nearly zero attack power, each hit from the attack only doing 1% with zero flinching.
Alternate 2: Parasol Jump. Bandana jumps a decent height while spinning the Parasol, and slowly floats, however it's not nearly as good a recovery as either of the other two and is more likely to be used for things like combo finisher.
While I'm at it, Bandana's helpless fall is the same as Kirby's.
Neutral: Spear Throw (can be charged to throw three spears). Does 7% damage and causes decent knockback.
Side: Spin Kick (based off of both Fighter Kirby's move and the Arena description for Return to Dreamland that states "When the Bandana-Wearer kicks"). The move itself is exactly like in Kirby Triple Deluxe (and possibly Return to Dreamland, I'm not sure). It's three kick move. The first does 1%, the second does 5%, and the last one does 10% damage with decent knockback.
Down: Quake Punch (Partially original; based off of Megaton Punch, but weakened considerably to just be like Yoshi's down special, except much less jump height when used on the ground). Causes shockwaves like the Gigant Edge (Sword Ability-giving miniboss from KRtDL and TD)'s shockwave move on either side (in place of stars like Yoshi). Causes 8% damage from actual punch, Shockwaves do 5% damage
Final Smash: Megaton Punch. (The player literally plays the Megaton Punch mini-game, complete with Gauge, Timer, and Courser rounds, however, if used/activated above a pit, Bandana will Self-Destruct and the effect will end when he comes down punching) Minimal damage is 15% with so-so somewhat decent knockback. Max damage is 35% with practical guarantee of KO-power knockback.
Taunts
Up: Spins like Kirby, but trips up and falls on his face for a moment.
Side: Tries the shorter Kirby dance, but trips over on the slide, before quickly getting back up and fixing his bandana.
Down: Spins like Kirby, but also holds his spear above his head, and holds if forwards in left hand after the spin, before taking back in his right hand and resuming his idle.
Victory Poses:
1: Performs the KRtDL full Kirby dance
2: Interacts with a Landia in some way (imagine for yourself)
3: Performs the Four-Puffball Kirby Dance from Kirby and the Amazing Mirror with three generic Waddle Dees.
Just in the case of them, I'd like to add a few other Victory Screen poses.
Team Battle Victories:
With Kirby: Two-Puff Victory Dance from Kirby and the Amazing Mirror.
With Meta Knight: Bandana Stands in salute while Meta Knight poses.
With King Dedede: Dedede's victory from Brawl with the generic Dee. Bandana stands at his side while facing the camera and twirls his spear with his stubby hand.
Does everyone like the changes? I'm hoping so.