Masked Marshmallow
Smash Lord
- Joined
- Jan 5, 2019
- Messages
- 1,246

The ? Block (also known as Question Block/Mystery Block/Item Block) is a recurring feature of the Super Mario Bros. series, often considered the second icon of the series (after the Super Mushroom). It is used as a dispenser for a multitude of items, ranging from Coins and Power-Ups to enemies in certain cases. Due to the huge array of objects that can be associated with it, it has a lot of potential for movesets, which can include turning into different variants of blocks from the series, to spawning objects and enemies. With enough creativity, this simple block can become one of the most unique fighters in the series, while also being humorous enough to rival even the likes of Piranha Plant and Mr. Game & Watch.
How would it play?
With an unique gimmick centered around accumulating coins to power up it's attacks, the ? Block would be a tactical character, focusing heavily on item management. Hard to master but rewarding in the right hands, think a more versatile Mega Man. It's attacks would be references to different variations of blocks across the Super Mario Bros. series, as well as some enemies and some items.
The Coin Counter Mechanic
Concept 1
? Block's main mechanic would be accumulating coins inside it, changing it's stats and moves depending on how many coins it's currently carrying. Coins are obtained by performing a Neutral Special, a Coin Counter is located near the character's portrait in the HUD, similar to Villager's Pocket and Cloud's Limit Gauge. They directly affect the blocks's weight, speed, and special attacks. Up to 5 coins can be carried at a time, with each one applying a modifier to the character. Being KO'd resets the counter to 0.
Coin Modifiers
Weight value is increased by 15 with each new coin. (Base Weight is 60, which is lower than Pichu. Max Weight is 135, which is tied with Bowser)
Damage output is increased by 0.1x for each coin being held, maxing at 1.5x damage at 5 coins.
Movement Speed is decreased by 0.1x for each coin being held. Maxing at 0.5x of the initial Movement Speed at 5 coins.
Up, Side and Down Specials work differently based on how many coins are currently being carried. Check the Concept 1 Moveset section for more details.
Concept 2
? Block can carry a total of 100 coins, which can be obtained be pressing or holding the B button, holding makes the counter charge faster, but leaves the ? Block vulnerable. Once the Coin Counter reaches 100, if the player uses their Neutral Special again, it will reset and gift the player with one of the following items: Banana Peel / Fire Flower / Super Mushroom / Lightning / Super Star (ordered from most likely to less likely).
Coins affect the moveset a lot, changing how some attacks work or the effects they have. This version has no modifiers. Check the Concept 2 Moveset section for more details.
Statistics
Concept 1
Weight - Base: 60 / Max Coins: 135
Height - Similar to Kirby's
Jumps - Has 3 Jumps, height covered is decreased as it's weight increases
Running Speed - Base: 2.5 / Max Coins: 1.25
Air Speed - 1.15
Falling Speed - Base: 1.3 / Max Coins: 2.0
Concept 2
Weight - 80
Height - Similar to Kirby's
Jumps - Has 3 Jumps
Running Speed - 2.3
Air Speed - 1.15
Falling Speed - 1.3
Movesets
Neutral Attack/Jab - Swipes a vine in front of it. (2% + flinching per swipe)
Dash Attack - Turns into an Ice Block and slides forward. (2% + flinching)
Up Tilt - Turns into a Grab Block and flips above. (3%, low knockback)
Side Tilt - Turns into a Fake Block and attacks with it's tail by spinning forward. (4%, low knockback)
Down Tilt - Turns into a Super Horn and honks diagonally down as it bounces in the opposite direction. (5% + flinching, small chance of stunning)
Up Smash - Turns into a Note Block and fires a musical note upwards. (Uncharged = 2%, medium knockback. Charged = 4%, high knockback)
Side Smash - Sprouts a small Piranha Plant on it's side and chomps. (Uncharged = 4%, low knockback. Charged = 7%, medium knockback)
Down Smash - Turns into a POW Block and pounds the ground generating a small shockwave near it. (Uncharged = 5%, low knockback. Charged = 8%, medium knockback)
Grab and Tether Recovery - Grows a vine from it's side. As a pummel, a small Piranha Plant on it's tip bites the opponent. (2% per bite)
Up Throw - Turns into a cannon and shoots the enemy upwards. (4%, high knockback)
Down Throw - Turns into a Thwomp and pounds the enemy. (4%, high knockback)
Forward Throw - Wraps the enemy in vines and launches them similar to a spinning top. (3%, high knockback)
Back Throw - Swings it's vines backwards and launches the enemy. (3%, high knockback)
Neutral Air - Turns into a Spiky ? Block and spins. (2%, low knockback)
Forward Air - Turns into a Fake Item Box and launches itself forward. Bounces off enemies. (3%, low knockback)
Back Air - Turns into a Triangular Block and spins backwards, like a boomerang. (3%, low knockback)
Down Air - Turns into a Donut Block and fastfalls. Bounces off enemies. (3%, medium knockback)
Up Air - Turns into a Springboard and pushes enemies upwards. (No damage, high knockback)
Alt 1 - Bounces upward as if hit from below, like in the source games. If coins are being held, they bounce as a whip before returning. The whip works as a multi-hit attack. (Bump = 2%, Coins = 3% per coin, low knockback)
Neutral Special (Coin Load) - A coin bounces on top of it, adding a coin to it's counter. Up to 5 coins can be carried. The animation of the coin bouncing on top of it takes about a second to be completed. The button can be held to continuously obtain coins, however it leaves the ? Block vulnerable. Being hit during the animation cancels the move.
While being used by Kirby as a Copy Ability, he'll pick up a coin as an item instead, similar to Peach's turnips.
Alt 1 - The move works the same for Kirby, except only the Damage multiplier is applied. Kirby can only lose coins by getting the move cancelled, getting rid of the copy ability or by being KO'd.
Side Special (Cannon Box) - Fires a different projectile based on how many coins it's carrying. Can be aimed while holding B, and fired by releasing it. Firing it costs coins. Holding the button midair decreases the falling speed. Holding it for too long (about 5 seconds) will make the ? Block explode, losing the coins and dealing a small amount of self damage. All projectiles move straight forward in the direction they were shot.
0 Coins - Explodes instead of firing a projectile. Causes a small amount of self damage. (5%)
1 Coin - Fireball (5%, weak knockback, average speed)
2 Coins - Cannonball (5%, average knockback, slow speed)
3 Coins - Boomerang (4%, weak knockback, fast speed, pierces enemies and returns after shot)
4 Coins - Red Cannonball (6%, high knockback, slow speed)
5 Coins - Bullet Bill (10%, high knockback, high speed, explodes on contact)
Up Special (Propeller Block) - Turns into a Propeller Block and flies. Similar to King K. Rool's Up Special. The more coins, the slower it flies. (2%, low knockback)
Down Special (Bob-Omb/Blue Shell) - Turns into a Bob-Omb and explodes instantly. If holding 5 coins, turns into a Blue Shell instead. The Blue Shell has a bigger explosion radius and is more powerful overall, it also consumes the 5 coins. Causes a small amount of self damage. (Bob-Omb = 5%, low knockback. Blue Shell = 7%, medium knockback)
Final Smash (Roulette Block) - Turns into a Roulette Block. As the roulette begins, starts firing multiple projectiles in all directions, until it overloads and causes a huge explosion. (3%, medium knockback per projectile)
Dash Attack - Turns into an Ice Block and slides forward. (2% + flinching)
Up Tilt - Turns into a Grab Block and flips above. (3%, low knockback)
Side Tilt - Turns into a Fake Block and attacks with it's tail by spinning forward. (4%, low knockback)
Down Tilt - Turns into a Super Horn and honks diagonally down as it bounces in the opposite direction. (5% + flinching, small chance of stunning)
Up Smash - Turns into a Note Block and fires a musical note upwards. (Uncharged = 2%, medium knockback. Charged = 4%, high knockback)
Side Smash - Sprouts a small Piranha Plant on it's side and chomps. (Uncharged = 4%, low knockback. Charged = 7%, medium knockback)
Down Smash - Turns into a POW Block and pounds the ground generating a small shockwave near it. (Uncharged = 5%, low knockback. Charged = 8%, medium knockback)
Grab and Tether Recovery - Grows a vine from it's side. As a pummel, a small Piranha Plant on it's tip bites the opponent. (2% per bite)
Up Throw - Turns into a cannon and shoots the enemy upwards. (4%, high knockback)
Down Throw - Turns into a Thwomp and pounds the enemy. (4%, high knockback)
Forward Throw - Wraps the enemy in vines and launches them similar to a spinning top. (3%, high knockback)
Back Throw - Swings it's vines backwards and launches the enemy. (3%, high knockback)
Neutral Air - Turns into a Spiky ? Block and spins. (2%, low knockback)
Forward Air - Turns into a Fake Item Box and launches itself forward. Bounces off enemies. (3%, low knockback)
Back Air - Turns into a Triangular Block and spins backwards, like a boomerang. (3%, low knockback)
Down Air - Turns into a Donut Block and fastfalls. Bounces off enemies. (3%, medium knockback)
Up Air - Turns into a Springboard and pushes enemies upwards. (No damage, high knockback)
Alt 1 - Bounces upward as if hit from below, like in the source games. If coins are being held, they bounce as a whip before returning. The whip works as a multi-hit attack. (Bump = 2%, Coins = 3% per coin, low knockback)
Neutral Special (Coin Load) - A coin bounces on top of it, adding a coin to it's counter. Up to 5 coins can be carried. The animation of the coin bouncing on top of it takes about a second to be completed. The button can be held to continuously obtain coins, however it leaves the ? Block vulnerable. Being hit during the animation cancels the move.
While being used by Kirby as a Copy Ability, he'll pick up a coin as an item instead, similar to Peach's turnips.
Alt 1 - The move works the same for Kirby, except only the Damage multiplier is applied. Kirby can only lose coins by getting the move cancelled, getting rid of the copy ability or by being KO'd.
Side Special (Cannon Box) - Fires a different projectile based on how many coins it's carrying. Can be aimed while holding B, and fired by releasing it. Firing it costs coins. Holding the button midair decreases the falling speed. Holding it for too long (about 5 seconds) will make the ? Block explode, losing the coins and dealing a small amount of self damage. All projectiles move straight forward in the direction they were shot.
0 Coins - Explodes instead of firing a projectile. Causes a small amount of self damage. (5%)
1 Coin - Fireball (5%, weak knockback, average speed)
2 Coins - Cannonball (5%, average knockback, slow speed)
3 Coins - Boomerang (4%, weak knockback, fast speed, pierces enemies and returns after shot)
4 Coins - Red Cannonball (6%, high knockback, slow speed)
5 Coins - Bullet Bill (10%, high knockback, high speed, explodes on contact)
Up Special (Propeller Block) - Turns into a Propeller Block and flies. Similar to King K. Rool's Up Special. The more coins, the slower it flies. (2%, low knockback)
Down Special (Bob-Omb/Blue Shell) - Turns into a Bob-Omb and explodes instantly. If holding 5 coins, turns into a Blue Shell instead. The Blue Shell has a bigger explosion radius and is more powerful overall, it also consumes the 5 coins. Causes a small amount of self damage. (Bob-Omb = 5%, low knockback. Blue Shell = 7%, medium knockback)
Final Smash (Roulette Block) - Turns into a Roulette Block. As the roulette begins, starts firing multiple projectiles in all directions, until it overloads and causes a huge explosion. (3%, medium knockback per projectile)
Neutral Attack/Jab - Uses a Super Leaf and swipes it's tail in front of it. (2% + flinching per swipe)
Dash Attack - Uses a Penguin Suit and slides forward. (2% + flinching)
Up Tilt - A Goomba jumps out of it's top, before returning. If more than 50 coins are being held, an extra Goomba appears on top of the first one. (3%, low knockback)
Side Tilt - A Koopa Shell spins by it's side, before returning. (4%, low knockback)
Down Tilt - Turns into a Thwomp and pounds the ground, lifting a small cloud of dust that damages enemies nearby. (4%, low knockback, may trip enemies)
Up Smash - A Piranha Plant sprouts on it's top and chomps. The more coins being held, the bigger is it's reach. (Uncharged = 4%, low knockback. Charged = 7%, low knockback)
Side Smash - A cannon appears on it's back and lets out a small explosion, that pushes the ? Block forward. (Uncharged = 4%, low knockback. Charged = 8%, low knockback)
Down Smash - Turns into a Snake Block and spawns 2 other Snake Blocks on it's sides, that pound the ground, dealing damage. (Uncharged = 3%, low knockback. Charged = 7%, low knockback)
Grab and Tether Recovery - Grows a vine from it's side. As a pummel, a small Piranha Plant on it's tip bites the opponent. (2% per bite)
Up Throw/Forward Throw/Back Throw - Turns into a cannon and shots the enemy towards the inputed direction. (4%, high knockback)
Down Throw - Turns into a Thwomp and pounds the enemy. (5%, medium knockback)
Neutral Air - Vines appear on it's sides and spins. Similar to Ivysaur's Neutral Air. (3%, low knockback)
Forward Air - Throw a Triangular Block forward like a boomerang. (3%, low knockback)
Back Air - A Buzzy Beetle appears on it's side, before returning. If more than 50 coins are being held, an extra Buzzy Beetle appears on top of the first one. (4%, low knockback)
Down Air - Turns into a Donut Block and fastfalls. Bounces off enemies. (3%, medium knockback)
Up Air - Bounces upward as if hit from below, like in the source games. If coins are being held, they bounce as a whip before returning. The whip works as a multi-hit attack. Up to 5 coins can be used as a whip. (Bump = 2%, Coins = 3% per coin, low knockback)
Neutral Special (Coin Load) - By pressing or holding the B button, coins will start bouncing on top of it, charging the Coin Counter (Max: 100 Coins). If the move is used while carrying 100 coins, the Coin Counter will reset and the player will be gifted with a random item between: Banana Peel / Fire Flower / Super Mushroom / Lightning / Super Star (ordered from most likely to less likely).
Side Special (Cannon Box) - By paying a coin, the ? Block will transform into a Cannon Box and fire a different projectile based on an item wheel, similar to Pac Man's Bonus Fruit. The move can be aimed while holding the B button and fired by releasing it. Using the move while holding no coins will cause a small explosion instead that deals a small amount of self damage. The projectiles are:
Fireball (4%, low knockback, fast speed) (Biggest hitbox)
Cannonball (5%, low knockback, slow speed)
Boomerang (4%, low knockback, fast speed) (Pierces shields)
Red Cannonball (5%, low knockback, slow speed)
Bullet Bill (6%, medium knockback, high speed) (Explodes on contact)
Up Special (Rise Up) - Depending on how many coins are being held, change into a different form and flies. Coins are spent while the B button is being held. The forms are:
0~10 Coins - Instead of transforming, explodes, propelling yourself upwards, similar to Link's bomb recovery. Spends all coins being held. (4%, medium knockback)
11~40 Coins - Turns into a Power Ballon and floats slowly. (No damage)
41~70 Coins - Turns into a Propeller Block and flies with an average speed. (2%, low knockback)
71~100 Coins - Turns into a Bullet Bill and flies with high speed. Touching someone will generate an explosion that deals a small amount of self damage. (5%, medium knockback)
Down Special (Fake Item Block) - Places a Fake Item Block. If an enemy touches or attacks the Fake Item Block, it will trigger an effect based on the amount of coins being held. Only one block can be placed at a time. Exploding the block will consume all coins being held.
0~19 Coins - Hitting or touching the block will make the enemy trip. (1%)
20~39 Coins - Trips the enemy and for 4 seconds, their attacks will deal half their original damage. (1%)
40~59 Coins -Trips the enemy and for 4 seconds, their movement speed is halved. (1%)
60~79 Coins - Trips the enemy and for 4 seconds, their attacks will deal half their original damage and their movement speed is halved. (1%)
80~99 Coins - Explodes, making the enemy sleep. (1%)
100 Coins - Explodes, dealing huge damage and knockback in a wide area. (10%, high knockback)
Final Smash (Giant POW Block) - Teleports to the center of the screen and transforms into a Giant POW Block, then proceeds to pound the ground, generating a huge shockwave that deals high damage and high knockback. (30%, high knockback)
Dash Attack - Uses a Penguin Suit and slides forward. (2% + flinching)
Up Tilt - A Goomba jumps out of it's top, before returning. If more than 50 coins are being held, an extra Goomba appears on top of the first one. (3%, low knockback)
Side Tilt - A Koopa Shell spins by it's side, before returning. (4%, low knockback)
Down Tilt - Turns into a Thwomp and pounds the ground, lifting a small cloud of dust that damages enemies nearby. (4%, low knockback, may trip enemies)
Up Smash - A Piranha Plant sprouts on it's top and chomps. The more coins being held, the bigger is it's reach. (Uncharged = 4%, low knockback. Charged = 7%, low knockback)
Side Smash - A cannon appears on it's back and lets out a small explosion, that pushes the ? Block forward. (Uncharged = 4%, low knockback. Charged = 8%, low knockback)
Down Smash - Turns into a Snake Block and spawns 2 other Snake Blocks on it's sides, that pound the ground, dealing damage. (Uncharged = 3%, low knockback. Charged = 7%, low knockback)
Grab and Tether Recovery - Grows a vine from it's side. As a pummel, a small Piranha Plant on it's tip bites the opponent. (2% per bite)
Up Throw/Forward Throw/Back Throw - Turns into a cannon and shots the enemy towards the inputed direction. (4%, high knockback)
Down Throw - Turns into a Thwomp and pounds the enemy. (5%, medium knockback)
Neutral Air - Vines appear on it's sides and spins. Similar to Ivysaur's Neutral Air. (3%, low knockback)
Forward Air - Throw a Triangular Block forward like a boomerang. (3%, low knockback)
Back Air - A Buzzy Beetle appears on it's side, before returning. If more than 50 coins are being held, an extra Buzzy Beetle appears on top of the first one. (4%, low knockback)
Down Air - Turns into a Donut Block and fastfalls. Bounces off enemies. (3%, medium knockback)
Up Air - Bounces upward as if hit from below, like in the source games. If coins are being held, they bounce as a whip before returning. The whip works as a multi-hit attack. Up to 5 coins can be used as a whip. (Bump = 2%, Coins = 3% per coin, low knockback)
Neutral Special (Coin Load) - By pressing or holding the B button, coins will start bouncing on top of it, charging the Coin Counter (Max: 100 Coins). If the move is used while carrying 100 coins, the Coin Counter will reset and the player will be gifted with a random item between: Banana Peel / Fire Flower / Super Mushroom / Lightning / Super Star (ordered from most likely to less likely).
Side Special (Cannon Box) - By paying a coin, the ? Block will transform into a Cannon Box and fire a different projectile based on an item wheel, similar to Pac Man's Bonus Fruit. The move can be aimed while holding the B button and fired by releasing it. Using the move while holding no coins will cause a small explosion instead that deals a small amount of self damage. The projectiles are:
Fireball (4%, low knockback, fast speed) (Biggest hitbox)
Cannonball (5%, low knockback, slow speed)
Boomerang (4%, low knockback, fast speed) (Pierces shields)
Red Cannonball (5%, low knockback, slow speed)
Bullet Bill (6%, medium knockback, high speed) (Explodes on contact)
Up Special (Rise Up) - Depending on how many coins are being held, change into a different form and flies. Coins are spent while the B button is being held. The forms are:
0~10 Coins - Instead of transforming, explodes, propelling yourself upwards, similar to Link's bomb recovery. Spends all coins being held. (4%, medium knockback)
11~40 Coins - Turns into a Power Ballon and floats slowly. (No damage)
41~70 Coins - Turns into a Propeller Block and flies with an average speed. (2%, low knockback)
71~100 Coins - Turns into a Bullet Bill and flies with high speed. Touching someone will generate an explosion that deals a small amount of self damage. (5%, medium knockback)
Down Special (Fake Item Block) - Places a Fake Item Block. If an enemy touches or attacks the Fake Item Block, it will trigger an effect based on the amount of coins being held. Only one block can be placed at a time. Exploding the block will consume all coins being held.
0~19 Coins - Hitting or touching the block will make the enemy trip. (1%)
20~39 Coins - Trips the enemy and for 4 seconds, their attacks will deal half their original damage. (1%)
40~59 Coins -Trips the enemy and for 4 seconds, their movement speed is halved. (1%)
60~79 Coins - Trips the enemy and for 4 seconds, their attacks will deal half their original damage and their movement speed is halved. (1%)
80~99 Coins - Explodes, making the enemy sleep. (1%)
100 Coins - Explodes, dealing huge damage and knockback in a wide area. (10%, high knockback)
Final Smash (Giant POW Block) - Teleports to the center of the screen and transforms into a Giant POW Block, then proceeds to pound the ground, generating a huge shockwave that deals high damage and high knockback. (30%, high knockback)
Up Taunt - A beanstalk grows on top of it, then retracts back.
Side Taunt - Turns into a Fake Block and spins in place.
Down Taunt - Becomes a Brick Block and shatters before changing back.
Blocking - Uses the "angry expression" of used ? Blocks from Super Mario World.
Dodging - Turns into an Invisible Block.
Ducking - Changes into an Expansion Block from Yoshi's Island and shrinks.
Idle - Floats around a bit.
Jumping - Sprout wings and flaps them.
Dizzy - Becomes a Hard Block and falls to the ground.
Stamina Battle Defeat - Turns into an used ? Block and falls to the ground.
KO - Coins scatter around, similar to Mega Man's explosion.
Victory Pose 1 - Multiple coins erupt from the top of itself.
Victory Pose 2 - Falls from the sky as a Thwomp before changing back.
Victory Pose 3 - Flies around as a Fake Block.
Losing Animation - Stands there, motionless.
Kirby Hat - A ? Block with Kirby's arms and feet.
Side Taunt - Turns into a Fake Block and spins in place.
Down Taunt - Becomes a Brick Block and shatters before changing back.
Blocking - Uses the "angry expression" of used ? Blocks from Super Mario World.
Dodging - Turns into an Invisible Block.
Ducking - Changes into an Expansion Block from Yoshi's Island and shrinks.
Idle - Floats around a bit.
Jumping - Sprout wings and flaps them.
Dizzy - Becomes a Hard Block and falls to the ground.
Stamina Battle Defeat - Turns into an used ? Block and falls to the ground.
KO - Coins scatter around, similar to Mega Man's explosion.
Victory Pose 1 - Multiple coins erupt from the top of itself.
Victory Pose 2 - Falls from the sky as a Thwomp before changing back.
Victory Pose 3 - Flies around as a Fake Block.
Losing Animation - Stands there, motionless.
Kirby Hat - A ? Block with Kirby's arms and feet.
Alternative Costumes/Colors
Costumes 2-7 represent the colors of the characters's icons in spin-off games.
Costume 8 is based on it's original appearance in Super Mario Bros. for the NES.
Stock Icon

Masked Marshmallow
faygoshill
JaiTheGuy
AlexOviedo
fleshdude.gov
RealPokeFan11
Noipoi
Luigi The President
Dyllybirdy
Connorb0t2
lemon demon
GothFluttershy
RetrogamerMax
Manonymous
PsySmasher
RcS735
Good Guy Giygas
Gyakutenno Megami
Joinallthreacs.smash
TheSmashingToad
Smashing Ramen
faygoshill
JaiTheGuy
AlexOviedo
fleshdude.gov
RealPokeFan11
Noipoi
Luigi The President
Dyllybirdy
Connorb0t2
lemon demon
GothFluttershy
RetrogamerMax
Manonymous
PsySmasher
RcS735
Good Guy Giygas
Gyakutenno Megami
Joinallthreacs.smash
TheSmashingToad
Smashing Ramen
Last edited: