Boss Creation Thread 2.0

Perkilator

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#1
Old Thread Here


Since the old thread kinda died, I decided that we should have a new one after doing a bit of thinking. The template is in the old thread, and here’s an example I made using the template (copied of Serenes Forest):

6B4CAAB2-BB85-4527-ADCF-86139A526F3F.jpeg


Boss: Torkdrift

Game of Origin: Super Mario Odyssey

What does the boss do?
-Brick Maker: Torkdrift creates two impassible brick blocks on either side of it. They can be destroyed in a few hits, which is necessary to deal damage to it from the bottom.
-Laser Beam: Torkdrift fires a small laser at where the player is (11%, OK knockback)
-Laser Ring: Torkdrift a series of fast laser rings (14%, medium knockback) can be avoided by jumping onto brick platforms that spawn during the fight on either side. When Torkdrift fires one group of four laser rings, one of them will destroy the platforms (17%, medium knockback).
-Upper Shield: Torkdrift protects its head with a force field whenever the player manages to get there (1%, OK knockback).
-Flower Tornado: Torkdrift swirls a group of flowers together and two small tornadoes swiftly move to the left and right (12%, OK knockback)


Strategy: When Torkdrift summons the breakable brick blocks, attack them as much as you can to make it vulnerable while it’s upside down, as they only need a few hits. When it starts using laser rings, climb up to the brick platforms to deal damage to the head before it summons the force field.


Setting/Intro: The boss arena from Steam Gardens; Torkdrift slowly floats down from above and opens its eyes, ready to battle.
Defeat: Just like in Super Mario Odyssey.
Who fights this boss in Classic Mode?

-:ultsamus:
-:ulticeclimbers:
-:ultdaisy:
-:ultolimar:/:ultalph:
-:ultvillager:
-:ultshulk:
-:ultisabelle:
-:ultpiranha:



Music: Torkdrift Battle (New Remix)
 
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Arthur97

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#2
Boss: Mother Brain.

Origin: Metroid (Specifically taking from Super Metroid)

The fight: Fought in two phases where the first phase is stationary in the tube. Those doughnut things which I can't remember the name of and the floor are the main obstacle at first, but after the glass breaks, she will fire eye blasts like in Zero Mission.

Eventually phase one ends and you are forced to fight her bipedal form with attacks ranging from:

Blue Circle Beams: Fired at the fighter, but not guided. Still fairly large.

Bombs: Bounce along the floor of the stage and explode on contact with the fighter or after a short time. The explosion has high horizontal range.

Energy Beam: A much smaller beam fired from her eye which only goes straight, but has higher damage and knockback to compensate.

Explosive Shot (forgive my naming): Fires a quick series of explosions which are fast and devastating if they land.

Poison Breath (this one is not taken from an actual attack): Spews poison from her mouth using her long neck to distribute it.

And of course, Hyper Beam: Inflicts massive multi-hit damage at a wide arc.

Really, to beat her, just wail on her head (or the glass) until she dies, but the head is the only vulnerable spot on her rather large frame.

As for who fights her, other than Samus I'm not sure.

Boss music would preferably be a remix of the original boss theme.

Now, the biggest issue with this boss might be the arena as the original fight got kind of claustrophobic, but an open room approach should stil work and actually make the hyper beam avoidable.
 

Perkilator

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#4
0039B48E-0062-4CF7-8A1F-91DB06393654.png

Boss: Queen Sectonia


Game of Origin: Kirby Triple Deluxe (2014)

What does the boss do?
-Teleport: Sectonia teleports twice to three times in a row.


-Silver Rod Shot: Sectonia fires three silve-blue shots from her silver rod (9% each, small knockback)

-Multithrust Rush: Sectonia slashes twice with each rod turned to a rapier (12% each, OK knockback), then flurries for two seconds before finishing with a dual slash (31% damage, far knockback)

-Dark Electric Shockwave: Sectonia uses her golden rod to summon dark electricity that moves from left to right for four seconds (14% each hit, OK knockback)

-Brightless Ringshot: Sectonia summons two rows of three small rings on either side of her (5% each, small knockback), and then summons two giant rings and travels to either side of the arena and tosses them (15% each, medium knockback)

-Antler Summon: Sectonia teleports away and summons five Antlers; two red Fire Antlers on the further sides (11% each, small knockback), two Blue Ice Antlers on the closer sides (13% each, OK knockback) that have a chance to freeze the player, and a Green Electric Antler in the middle (17%, medium knockback)

-Ruby Smash: Sectonia takes both of her rods and smashes the floor (24%, medium knockback) and two ruby pillars travel along the floor at moderate speeds (14% each, small knockback)

-Teleport Slash: Sectonia teleports around the arena leaving vague imprints before slashing with both rapiers (16%, OK knockback). On the final slash, she powers them up with dark energy and slashes very swiftly (27%, far knockback)

-Eye Stalks: Sectonia turns her rods into two rows of two eye stalks. They will either turn into mini-swords and stab the ground (14% each, OK knockback), stretch their leaves back and spin around (13% each, OK knockback), or fire lasers from the middle of the screen in random patterns of two lasers (18%, OK knockback)

Strategy: Sectonia is an elusive boss that loves to rely on subtlety. Watch every move she makes and use every time she attacks as a window for opportunity.


Setting/Intro: The same place where she is fought in Triple Deluxe, but on the ruby she summons in the second phase, with the Dreamstalk in the background. Her intro is exactly the same as in Triple Deluxe.

Defeat: Exactly as it is in Triple Deluxe, but she disappears for good.

Who fights this boss in Classic Mode?
-:ultdaisy: (Ruler of a Kingdom)
-:ultroy: (Two Rapiers; plays a remix of Dark Emperor Hardin)
-:ultmetaknight: (Out to destroy the Dimensional Mirror)
-:ultdarkpit: (Technically created by a mirror)

-:ultkingdedede: (Not very happy about what happened in Triple Deluxe)
-:ultolimar: (Giant bug monster)
-:ultgreninja: (Dark-type is weak to Bug-type; plays a remix of Battle! Champion Diantha)
-:ultbowserjr: (No Jr., she's not peach)
-:ultbanjokazooie: (w/:ultdiddy:; Similar in character to Grunty, using beauty to manipulate and control; plays a remix of HAG-1)


Music: Sullied Grace (New Remix)
 
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#5
Ok here be my first one
200px-DinoPiranha.png

Dino Piranha

From: Super Mario Galaxy, Wii, 2007
Attacks:
Tail Whack: Attacks with its tail
Charge: Charges forward
Fire Balls: Breathes fire upwards before it crashes down
Jump: Jumps up and crashes down
Shockwave: Creates shockwaves with its feet

Easter Egg: If you can get behind Dino Piranha and hit its tail, it will bounce up to its head and take out a third of its health

Arena; Same planet where he is fought in Mario Galaxy

Fighters who fight him:
:ultpiranha:: They are both piranha plants
:ultrosalina:: Both from Mario Galaxy
:ultolimar:: Similar to bosses fought in Pikmin
:ultbowserjr:: Reference to how Bowser Jr. deploys bosses in both galaxy games
:ultivysaur:: Both are plants
:ultkrool:: Reference to K. Lumsy



Masthead_WhispyWoods.17345b1513ac044897cfc243542899dce541e8dc.9afde10b.png

Whispy Woods

From: Kirby's Dreamland, Game Boy, 1992

Attacks:
Air puffs: Blows air puffs at foes
Apple Drop: Drops a swarm of apples, can occasionally drop gordos and bugs
Roots: Shoots roots out at foes

Arena: A thick dense forest

Fighters who fight him
:ultkirby:: Obviously
:ultbanjokazooie:: Dunno, seems like something they would fight
:ultpacman:: Reference to how Pac-Man loves eating fruits
:ulttoonlink:: Reference to the Great Deku Tree
:ultvillager:: Reference to the chopping down trees mechanic
 

Perkilator

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#6
1B2431EA-CE97-4C90-A96D-3C5F70DB074B.png CF65AA9E-0F88-451C-AEA4-512EE36C6538.png

Boss: Grima

Game of Origin: Fire Emblem Awakening (2013)

What does the boss do?
Grima usually attacks via his possessed Robin (who is entirely hooded) but sometimes uses Expiration or tilts himself in an attempt to knock the player off; the dragon himself IS the stage.


Fell-Robin’s Attacks:
-Fell-Arcwind: Fell-Robin attacks with two dark tornadoes in two random spots of the stage that might launch the player off the screen (17%, medium knockback)


-Fell-Arcthunder: Fell-Robin forms the Mark of Grima, and each eye on the symbol forms a giant electric orb that homes in on the player (15% each, small knockback)

-Fell-Arcfire: Fell-Robin surrounds itself with fout pillars of fire, using them as a barrier that nullifies magical projectiles (6% each, small knockback); it then shoots the pillars into random parts of the arena, rising up after (15% each, OK knockback)

-Aversa’s Night: Fell-Robin sends dark spears upwards, and they land wherever the player is if they don’t dodge in time (18%, OK knockback). If they successfully hit, Grima recovers half the damage taken by the player, because the tome places a curse that recovers Grima’s health by half of the player’s taken damage.

-Fell-Thoron: Fell-Robin charges Thunder to its limit, and flies into the background to shoot out Thoron wherever it aims at the player (35%, far knockback)

-Choke-Grab: Fell-Robin teleports to the player when Grima shoots his Fell Breath. If it's successful in grabbing the player, Fell-Robin grabs the player, shocks them (18%), and throws them into the floor of spikes (26%, medium knockback)

Grima’s Attacks:
-Expiration: Grima turns his head and targets the player. He then shoots out his Fell Breath wherever targeted, leaving a large area of spikes on his back (24%, medium knockback)


-Flying Beast: Grima turns sharply to the left or right, forcing the player to get to high ground or plummet off the stage. Fell-Robin will use Fell-Arcfire during this part, making that difficult.

Strategy: Focus almost entirely on Fell-Robin during the fight, even when Grima turns. Only pay attention to Grima himself when he uses Expiration, as it means you’ll possibly have to lure the blast zone away from Fell-Robin so you aren’t restricted from attacking it.


Setting/Intro: Grima’s back, in the sky above Ylisse. Fell-Robin floats down, completely hooded as its eyes glow, and Grima roars and faces the sky.

Defeat: Fell-Robin vanishes into darkness as Grima roars one last time and crashes into Plegia Castle.

Who fights this boss in Classic Mode?
-:ultlucina: (Both main characters of Awakening)
-:ultganondorf: (Dark Lord…kinda)
-:ultmewtwo: (w/:ultpikachu:; controlled human; plays Battle! Lorekeeper Zinnia)
-:ultchrom: (See Lucina)
-:ultpalutena: (Evil divine being)
-:ultridley: (Both similar in appearance)
-:ulthero: (Fights normal :ultrobin: first, then Fell-Robin, as a stand in for the Dragonlord. Plays Fighting Spirits, then Battle for the Glory)


Music: Id (Purpose)
 
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Arthur97

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#8
For a Grima fight, I would have the possessed Robin also teleport later in the fight (using the teleport effect from Awakening). I would even have them do a teleport choke grab where they teleport right up to where your fighter is and if you don't evade, they grab you kind of like flame choke and blast the fighter with fell energy sending them flying. A very strong attack if it lands.

In story mode (which I would also overhaul), I would potentially give a choice between saving one Robin, and the other is fought later in the dark world though this may not fit as the Robins might be from the post game. Also, if I was being spiteful, I would make Male Robin much harder when possessed.
 
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#9
SSBU_Spirits_Queen_Metroid.png

Boss: Queen Metroid
Origin: Metroid ll: The Return of Samus, Game Boy, 1991
Attacks:
Chomp: Extends its neck out and bites
Metroid Summon: Summons a metroid
Flame Breath: Breathes fire at foes
Acid Spit: Spits Acid at foes

Arena: The battle ground from Metroid ll, complete with the Queen on the top platform, with the only difference being that the bottom hole is not there
Easter Egg: If you let the Queen Metroid chomp you fully, you can go inside and deal damage to it from there, while taking consistent minor damage, and the Queen will spit you out after 10 seconds

Fighters who Fight it
:ultsamus:: Obviously
:ultdarksamus:: Both are
Metroids rulers
:ultpiranha:: Due to both being similar
:ultolimar:Simalar to bosses fought in Pikmin
:ultshulk:: Same as Olimar, just swap out the word pikmin for xenoblade
:ultbowser:Similar Appearence
 

Perkilator

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#10
799.png
Name: Guzzlord

Game of origin: Pokémon Sun and Pokémon Moon (2016)

What does the boss do?
-Dragon Tail: Guzzlord lashes his tail out towards the player (23%, medium knockback), followed by purple shockwaves (17% each, OK knockback)
KNOCKBACK)


-Dragon Breath: Guzzlord shoots purple steam out from one of his arms, which can stun the player if they get caught in it (22%, no knockback)

-Crunch: Following immediately after Dragon Breath if successful, Guzzlord uses a different arm to bite the player (15%, OK knockback)

-Hammer Arm: Guzzlord swings his right arm down, which has a meteor effect (17%, medium knockback)

-Gastro Acid: Guzzlord shoots green acid globs at the player from both his arms one at a time. If you're fighting this as someone like Pokémon Trainer or Joker (provided the latter doesn't block it with Rebel's Guard), their abilities will be disabled for a few seconds (13%, small knockback)

-Thief: Recovery items will appear during the fight (Maxim Tomatoes at 50% or lower, Heart Containers at 100% or higher, sometimes both). Guzzlord will try to snatch them and eat them up (14%, no--small knockback)

-Stockpile: If Guzzlord grabs the healing items, he will recover some HP. If he grabs the player, he will chew them before spitting them out (18%, medium knockback)

-Dragon Rage: Guzzlord's most powerful attack; he creates a giant purple orb of dragon energy and sends it down to the targeted area. If it hits you successfully, it will keep hitting you until it disappears (40%, far knockback)


Strategy: Guzzlord's attacks are powerful but slow. Dodge them whenever they are indicated as you wail on the monstrous Ultra Beast.



Setting/Intro: The Ultra Ruin, a ruined city ravaged by Guzzlord. Guzzlord appears out of an Ultra Wormhole and roars as he lands on the ground.

Defeat: Guzzlord writhes in agony as he is pushed back into the Ultra Wormhole.

Who fights this boss in Classic Mode?

-:ultsamus: (Kraid look-alike)
-:ultkirby:
(Big eater...literally)
-:ultpikachu: (Need I say more?)
-:ultlucina:
(A ruined world at the mercy of a dragon-like creature)
-:ultpit: (Eldritch demon spawn)
-:ultike:
(Giant black-clad beast; plays To Challenge Ashnard)
-:ultwiifittrainer: (Giant glutton)
-:ultcorrin:
(See Ike)
-:ultridley: (See Samus)
-:ultkrool:
(Weighs tons)
-:ultbanjokazooie: (Resemblance to Lord Woo Fak Fak; the appropriate theme even plays!)


Music: Battle! Ultra Beast
 
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Perkilator

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#11
The_Magician(1).jpg

(Here's an old one I had a while back)

Boss: Magician Type 0

Game of Origin: The House of the Dead (1996)

What does the boss do?

-Fireball: Magician warps around and shoots a fireball twice from both his arms, and shoots a string of them after warping a third time. Depending on how much health he has, he will often use a different secondary attack.

-Fire Claw: When he’s at around 75% health, Magician warps around three times before before swiping with his claw on fire, and he does this four times before defaulting back to Fireball.

-Fire Shield: At 50% health, Magician surrounds himself with several fireballs and flies around attempting to ram into the player. The fireballs around him can hit you multiple times when he’s floating motionlessly for a bit, but you can destroy them with proper attack timing.

-Rush: Also at 50% health, Magician sometimes goes to the background, and quickly rushes towards wherever the player is.

-Fireball Storm: At 25% health, the Magician has had enough. He surrounds himself with many fireballs and shoots them upwards, and they all rain down in random places. However, most of them can be destroyed by attacking them.

His special gimmick is that he must be hit specifically in his weak points (similar to Ganon’s tail) and ONLY his weak points, as the covered parts will take no damage.



Setting: The balcony near the laboratory of Curien Mansion, where the Magician was created. The holder around him opens, and he folds his arms like he always does and floats towards the center of the screen.

Who fights this boss in Classic Mode?

-:ultike: (Black-clad armor; Against the Black Knight)

-:ultsonic: (Iconic SEGA characters)

-:ultrobin: (user of flames)

-:ultryu: (arcade characters with major games from the 90’s)

Because why not (any potential newcomer you feel like):

-Newcomer: Crash Bandicoot (creations by a scientist that debuted in 1996; Cortex’s theme plays)

Defeat: His defeat from the House of the Dead

Music: Theme of the Magician (New Remix)
 
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Galaxyman

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#12
1569879785452.png
Name: M. Bison

Game of Origin: Street Fighter II (1991)

Move Set:
-Psycho Crusher
Bison's main attack, sends him flying across the stage surrounded in a purple aura. get hit by bison and you get sent in the direction he was flying and get dealt 30%
-Scissor Kick
Bison jumps forward and does a somersault while kicking forward. get hit by his leg you get dealt 20% and sent down towards the ground. he can do this attack once or twice in a row.
-Psycho Canon
A purple energy projectile flying at about the speed of Samus' charge shot.
-Head Stomp
Bison jumps high into the air and drops quickly towards the ground where you stand, while shouting "THIS PLACE SHALL BECOME YOUR GRAVE!" just for Fun, you get grounded and in the perfect spot for bison to follow up.
-Bison Warp
A teleport. Bison can teleport either to the middle, the far left or far right of the stage.
Block/Parry: Bison can block and parry just like in any Street Fighter game.


Stage:
Bison's stage from Street Fighter II


Who Fights M. Bison:

:ultryu: :ultken:- gee I wonder why

:ultganondorf:- similar stature and character archetypes.

:ultlucario:- they both fight with their hands

Terry Bogard- fighting game rep from another game

1569883330019.png

SECRET BOSS: Akuma (Street Fighter II)

Boss Access Requirements:

Akuma can only be accessed by completing the classic modes on 9.9 difficulty, while not taking any damage or dying

Boss astetics:
Akuma enters the stage by preforming a raging demon on M.Bison.


Boss Attacks:
Akuma has the same attacks as :ultryu:, but his attack's damage is doubled, and he has diagonal midair Hadokens. He even has a final smash meter, where he can perform the raging demon when filled. the raging demon can instantly kill you when you are above 50%. his AI is as powerful as a level 50 Amiibo.


Unlocking Akuma:
Akuma Will be unlocked as a playable fighter upon defeat.


I HAVE A FEW OTHER BOSS IDEAS, SO LOOK OUT FOR THOSE TOO!!
 
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Perkilator

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#13
I wanna submit my take for Fawful...in light of recent events, would that be a tribute or an insult?

EDIT: Anyways, while I'm thinking about it:


Boss: Viruses

Game of Origin: Dr. Mario (1990)

What does the boss do?
The Viruses are three separate bosses with one health gauge (each virus getting their own color section of the health bar). Each Virus has their own separate attacks:

Fever
Fever Breath: Fever breathes fire straight downwards to the player (5% each hit; small knockback)
Fever Bite: Fever comes down to bite the player, and poisons them should it succeed (14% damage; small knockback with a fire effect)
Fever Pitch: Fever slightly raises the team’s attack and defense for a bit (no damage)


Chill
Cold Sneeze: Chill sneezes out three ice cubes three times, which is likely to freeze the player (8% damage each; small knockback)
Cold Shower: Chill makes it rain down eight icicles that have a chance to freeze the player (11% damage each; small knockback)
Hail Storm: Chill summons a rain of hail from above, which thankfully won’t freeze the player (5% damage each hail; small knockback)


Weird (yes, that’s the official name, but I’m just gonna call it the Yellow Virus)
Headache Bolt:
The Yellow Virus shoots thunder down from its tile straight downwards (13% damage; medium knockback)
Ting Tang Walla Walla Bing Bang*: The Yellow Virus dons a witch doctor costume and shoots a beam that generates a random negative status effect, from poison to shrinking to flower, etc.
Wheel Virus: Chill pulls out a steering wheel that it stole out of nowhere and proceeds to make the player slippery. This offers the Viruses an advantage, as the player can slip right into attacks (no damage or knockback; the player is slightly slippery) In a 2-player team battle against the boss, the Wheel Virus’s effects can be passed on to another player by bumping into them.


*this is a reference to this commercial for the original Dr. Mario.

Doctor Buster
The Viruses all unleash a stampede of lesser Viruses from either the left or right of the screen. Any of the Viruses can unleash this attack, and the effect will be different depending on who does:

By Fever: Some Fever Viruses in the stampede will jump up in flames (12% damage each, medium knockback), so dodge and then recover to fully avoid it.

By Chill: Some Chill Viruses will suddenly freeze once the stampede moves to the other side of the screen, and then thaw out and run at fast speeds (15% damage, medium knockback)

By Weird: Some Weird Viruses will turn into Drowsy Viruses, and some Chill Viruses will turn into Dizzy Viruses. The Drowsy Viruses, being slower, will sometimes either put you to sleep or slow you down (11% damage, medium knockback). The Dizzy Viruses, moving back and forth, will sometimes briefly stun you (9% damage, small knockback but it tosses you straight up). In this state, any transformed Viruses can still be defeated (theirs mirrors that of the original Dr. Mario on NES).

Strategy: At least two Viruses will send out their attacks at once, but some will come later than others. The best way to go about is to go for either of the ones attacking after dodging their attacks to reduce their numbers more safely.


Setting/Intro: The setting is a typical boss arena themed after Dr. Mario, with the game itself playing in the background. The Viruses pop down onto their displays, ready to fight.

Defeat: Each Virus, when defeated, goes out like they do in Dr. Mario, but in a grander form.

Who fights this boss in Classic Mode?
-:ultdarksamus: (infectious parasites)
-:ultdoc:(“How many-a times do I have to teach-a you this lesson, old-a men?”)
-:ultpichu:(lightweight enemies)
-:ultpokemontrainer:(mirrors their three Pokémon; :ultsquirtle:is effective against Fever, :ultivysaur: is effective against Weird, and :ultcharizard:is effective against Chill)
-:ultsonic:(Sonic Heroes reference; fights alongside :ultfox: and :ultincineroar:to the song “Sonic Heroes”)
-:ultwiifittrainer:(unhealthy specimen)
-:ultrobin:(reference to the Weapon Triangle)

Music: Fever (Virus Buster; New Remix)
 
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#14
Boss: Master Bison
Game: Street Fighter II

Bison’s fight will take place on a recreation of his classic stage, the Temple Hideout. It is unlike any other stage in that it is a box, meaning you cannot defeat Bison or be defeated by launching beyond the blast zones. Instead, you must defeat the dictator in a Stamina Battle (the harder the difficulty, the longer the fight, ranging from 300 HP to 600 HP). You will be afflicted with Heavy Gravity, meaning you will not jump as high and you’ll have a harder time steering yourself in the air (this goes for Bison, too). Additionally, every fighter will be granted Ryu and Ken’s automatic turn-around mechanic for this fight, Bison included. Finally, Bison will also possess the ability to chain his normal attacks together and finish the combo with a special move in a similar fashion to Ryu and Ken.

Attacks:
Because this is a one-on-one duel against a normal-sized opponent, Bison possesses a myriad of normal attacks as well as special ones, just like any other fighter. These include:

- A straight punch forward, a hook, and a Psycho Power-infused swipe of the hand. 2%/3%/6%.
- A simple roundhouse kick forward. 10%.
- Bison’s signature slide attack. 10%.
- A low-hitting crouching kick. 7%
- An uppercut infused with Psycho Power. 11%. Bison is more likely to use this attack if you attempt to jump at him.
- A powerful knee strike that does extra shield damage. 12%.
- A short-ranged but powerful blast of Psycho Power that Bison will let loose after a short windup. 15%.
- A dashing elbow strike that functions as Bison’s dash attack. 10%.
- A midair flying kick. This is the attack Bison is most likely to jump at you with. 9%
- A midair, diving two-handed punch that also functions as a meteor smash if it is landed on an airborne fighter. 9%
- A side knee that Bison can use while jumping forward to attempt to cross you up. 8%
* Bison can also grab, and if he does so he can choose to throw you forward, upwards, downwards, or backwards, just like a Smash character.
- Forward throw: After levitating you in front of him, Bison will then send you away with a blast of Psycho Power. 12%.
- Down throw: Bison winds up and then slams you into the ground. Can be followed up with another attack just like a conventional Smash character. 8%
- Back throw: Bison grabs you by the head, turns around, and yeets you away. He is most likely to perform this throw if he grabs you while his back is to the corner. 11%
- Up throw: After kicking you into the air, Bison spins and sends you skyward with another kick.
5%/6%.

Special attacks:
- Psycho Crusher: Bison’s most famous attack. A flying charge enhanced with Psycho Power. Will do 17% and strong knockback on contact.
- Head Press: If far enough away, Bison may leap at you in an attempt to land on your head. This will do 12% and meteor smash as well. If shielded, Bison will bounce off the shield and land safely some distance away.
- Devil Reverse: When performing Head Press, Bison may instead fake you out, halting himself in midair to flip upside-down and then attacking with a diving chop instead of landing on your head. 13%.
- Psycho Inferno: Bison summons two pillars of Psycho Power on either side him that hits multiple times before launching. 16% total.
- Bison Warp: A simple teleport that Bison can use at any time. He may choose to warp to a random location, or to you if you’re far away.
- Psycho Shot: A condensed orb of Psycho Power that can either travel quickly or very slowly. Bison will always use this move at a distance, never up close. 9% for the slow variant, 12% for the quick one.
- Double Knee Press: Bison performs a front flip, simultaneously hitting with both of his feet on the way down. He may choose to use this at mid-range, or to end a combo. 10%.
- Psycho Reflect: In response to an incoming projectile, Bison shouts “Meaningless!” while reaching out to summon a small field of Psycho Power. The projectile will then be returned as Bison’s own, with a 1.2x multiplier. In addition to projectiles, this can also counter physical attacks as well.

Super Combos:
Being a Street Fighter character, it’s only natural that Bison have access to a number of stronger-than-average special attacks. As Bison deals and takes a damage, a gauge will fill up on his HUD. When it is full, he can choose to use a Super Combo. Essentially, this is his version of a Final Smash.

- Knee Press Nightmare: Bison’s classic Super Combo. Two Double Knee Presses followed by a slide. 30% in total.
- Ultimate Psycho Crusher: As the name implies, this is a Psycho Crusher that is even stronger than a regular one. Multi-hitting, but will do 35% in total. Also deals large knockback, but this obviously doesn’t really matter and is purely to show the strength of the attack.

Final Bison:
When his HP is reduced by 75% (50% on higher difficulties), Bison will declare “This place shall become your grave!” and unleash the full extent of his powers. His color scheme will change to black and grey and his Psycho Power will become teal instead of purple. He will become faster on the ground as well as in the air, and all of his attacks will become faster and stronger as well. He will additionally become more aggressive and make more extensive use of combos.

Who fights him:
Bison can be fought at the end of Classic Mode by:
:ultryu::ultken::ultganondorf::ultlucario::ultlittlemac::ultbrawler:

Reward:
Defeating M. Bison will unlock him as a playable character, his Spirit, and a remix of his theme to play on Suzaku Castle.
 
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Perkilator

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#15
C432F04A-E3FA-4C49-958B-653BFC488589.png
Boss: Egg Emperor


Game of Origin: Sonic Heroes (2003)


What does the boss do?

-Lance Slash: Eggman slashes both horizontally and vertically. The horizontal ones travel somewhat fast and home in on the player (12% each, small knockback) while the vertical ones travel slightly slower and don’t home in (14% each, OK knockback)

-Egg Rockets: Eggman fires about 5-7 rockets at the platform (15% each, OK knockback) that are telegraphed by red crosshairs on the ground

-Shield Charge: Eggman swoops into the background and rams into the targeted area with great speed and force (38%, far knockback and can even screen K.O. you if your damage is high enough)

-Egg Fleet Cannons: The Egg Fleet fires four cannons-one at a time-downwards to the area indicated by a red crosshair. They will hit the player multiple times until they explode (5-7% each hit, 41% total, far knockback)

-Shoulder Platforms (based off the ones on the Egg Viper): Eggman ejects two spiked shoulder pads off the Emperor’s shoulders and pushes them towards you, depending on which direction he’s facing. The spikes on the bottom of the pads (14% each, OK knockback) need to be jumped over when they slide over the pad you’re standing on. Alternatively, flames will disperse from the spike-less sides (15% each, OK knockback) when you stand on the for too long. When you fall off the platforms and back on the ground, they go back to Eggman’s shoulders.

-Klagen Storm: Eggman sends in four Klagens of two types: the purple one drops bombs (16% each, OK knockback) and clings to the player to the blast zone if they don’t escape. The green ones generate an electric shield to protect themselves as they ram into the player (14%, OK knockback)



Strategy: Eggman doesn’t use some of these attacks very frequently, but when he DOES is a good time to dodge. Jumping onto and off of the Shoulder Platforms and hitting Eggman with a strong enough attack will cancel out the attack instantly.


Setting/Intro: The Egg Fleet, the final level of Sonic Heroes. The fight takes place on a giant platform with wheels that move along a circular rail ring. Eggman appears into the Emperor’s lower half in his Egg Mobile. The top half comes down and Eggman gets into his fighter stance.

Defeat: The Egg Emperor explodes and Eggman retreats on the Egg Mobile.


Quotes:

“Hahaha! Time to meet your maker!” (Intro; makes a sinister grin)
“What? You again?” (Vs. :ultmario:, :ultbowser: or :ultsonic: makes an annoyed face)


“Hmph! Such shoddy villainy!” (Vs. any other villain character)
Alternatively: “Pfft, amateur. I’ll show you what real evil is!”
“So that’s the Monado, eh? Bring it, blondie!” (Vs. :ultshulk:)


”Say hi to my previous failures for me!” (Vs. :ultrob: or :ultmegaman:)

”There won’t be any victory unless one of us falls today!” (Vs. Edelgard)



“Take this!” (Sometimes when using Air Slash)

“Ohoho! Give up!” (When using Egg Rockets)

”Burn!” (When using Egg Rockets)

“Chaaarge!” (When charging from the background)

“Fire awaaaay!” (When summoning the Egg Fleet Cannons)

“I’ll blow you to pieces!” (When summoning the Egg Fleet Cannons)

“Let’s see how you deal with this!” (When summoning his shoulder platforms)

”Time for a change of pace!” (When summoning his shoulder platforms)

“Get ‘em, boys!” (When using Klagen Storm)

“Cavalry, forward!” (When using Klagen Storm)

“Don’t think this is over yet!” (When below 3/4 his health)

“Urrrgh…! Bah, I’m not going down so easily!” (When below half health)

“Defeated again…? Impossible! Nooooo…!” (When defeated)



Who fights this boss in Classic Mode?

-:ultfalco:(above the sky in dark clouds)

-:ultganondorf:(villain)

-:ultwario:(fat mustached villain)

-:ultsonic:(of course)

-:ultkingdedede:(emperors are considered royalty, plus the Egg Emperor is supposedly based off of an Emperor penguin)

-:ultmegaman:(Eggman teamed up with Dr. Wily once; plays We’re the Robots, and Wily himself appears as a hostile Assist Trophy during the Shoulder Platforms bit, and your ally is :ultsonic:; when the battle ends, however, :ultmewtwo: appears instead if it just ending normally)

-:ultcloud:(fleet of flying vehicles)

-:ultjoker:(closer resemblance to Yaldaboth; plays Our Beginning)

-Newcomer: Edelgard (battle of imperial rulers; plays Apex of the World (Rain))


Music: Egg Emperor (New Remix)
 
Last edited:

Perkilator

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#16
B8AA0D8C-EEA7-40A8-9896-766AFA26CD40.png
Boss: Necrozma

Game of Origin: Pokémon Sun and Moon

What does the boss do?

-Confusion: Necrozma charges a psychic orb in its palms, and it bursts (16%, OK knockback), stunning the player if they’re on the ground.

-Psyshock: Necrozma summons psychic energy in random different sections of the arena, and they hit up to five times if the player is in the radius (3-7% each, small knockback)

-Gyro Ball: Necrozma lets its arms out and spins around vertically, travelling horizontally (18%, OK knockback)

-Protect: Necrozma covers itself in a crystalline barrier, greatly reducing the damage it takes to the point of only losing a fingernail of health.

-Prismatic Laser: Necrozma gets to one side of the arena and fires an array of light beams into an Ultra Wormhole, and three other ones appear at different angles appear every 3 seconds and beams rain down (35%, medium knockback)

-Psycho Cut: Necrozma creates a crescent in each arm and throws them at the player like boomerangs (19% each, OK knockback)

-Photon Geyser: Necrozma travels out to the center of the arena and juggles out five mini-suns that explode into sealed bursts of photon energy (22% each, medium knockback)

-Gravity Orb: Necrozma fires a blue-gold orb that drifts strictly where the player initially is. If it succeeds in hitting the player, it will be pushed diagonally downwards towards whatever ledge it was heading towards (25%, medium knockback)

-Trick Room: Necrozma forms a barrier around the player for two seconds, and then traps them if they’re not quick enough, leaving them open to Necrozma’s next attack. The barrier cannot be broken by the player’s attacks; only Necrozma’s, and it will stay up until attacked by Necrozma.



Strategy: Necrozma will start with Trick Room about 3 seconds in, so dash toward it as fast as you can so you can successfully avoid it. The only other attack you need truly worry about is Prismatic Laser, so get somewhere safe as soon as an Ultra Wormhole opens.


Setting/Intro: The top of Megalo Tower, where it is attempting to steal light. Necrozma rips its hands through an Ultra Wormhole and emerges through it.


Defeat: Necrozma writhes in pain as it goes back through the Ultra Wormhole from which it came.


Who fights this boss in Classic Mode?
-:ultfox: (space creature)
-:ultpikachu: (goes without saying)
-:ultike: (black crystalline body; plays Against the Black Knight)
-:ultlucas: (psychic powers)
-:ultolimar: (see Fox)
-:ultgreninja: (Psychic types are weak to Dark-type moves)
-:ultcorrin: (see Ike)



Music: Battle! Ultra Necrozma
 
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Joined
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The Letter H
#17
View attachment 242596
Boss: Necrozma

Game of Origin: Pokémon Sun and Moon

What does the boss do?

-Confusion: Necrozma charges a psychic orb in its palms, and it bursts (16%, OK knockback), stunning the player if they’re on the ground.

-Psyshock: Necrozma summons psychic energy in random different sections of the arena, and they hit up to five times if the player is in the radius (3-7% each, small knockback)

-Gyro Ball: Necrozma lets its arms out and spins around vertically, travelling horizontally (18%, OK knockback)

-Protect: Necrozma covers itself in a crystalline barrier, greatly reducing the damage it takes to the point of only losing a fingernail of health.

-Prismatic Laser: Necrozma gets to one side of the arena and fires an array of light beams into an Ultra Wormhole, and three other ones appear at different angles appear every 3 seconds and beams rain down (35%, medium knockback)

-Psycho Cut: Necrozma creates a crescent in each arm and throws them at the player like boomerangs (19% each, OK knockback)

-Photon Geyser: Necrozma travels out to the center of the arena and juggles out five mini-suns that explode into sealed bursts of photon energy (22% each, medium knockback)

-Gravity Orb: Necrozma fires a blue-gold orb that drifts strictly where the player initially is. If it succeeds in hitting the player, it will be pushed diagonally downwards towards whatever ledge it was heading towards (25%, medium knockback)

-Trick Room: Necrozma forms a barrier around the player for two seconds, and then traps them if they’re not quick enough, leaving them open to Necrozma’s next attack. The barrier cannot be broken by the player’s attacks; only Necrozma’s, and it will stay up until attacked by Necrozma.



Strategy: Necrozma will start with Trick Room about 3 seconds in, so dash toward it as fast as you can so you can successfully avoid it. The only other attack you need truly worry about is Prismatic Laser, so get somewhere safe as soon as an Ultra Wormhole opens.


Setting/Intro: The top of Megalo Tower, where it is attempting to steal light. Necrozma rips its hands through an Ultra Wormhole and emerges through it.


Defeat: Necrozma writhes in pain as it goes back through the Ultra Wormhole from which it came.


Who fights this boss in Classic Mode?
-:ultfox: (space creature)
-:ultpikachu: (goes without saying)
-:ultike: (black crystalline body; plays Against the Black Knight)
-:ultlucas: (psychic powers)
-:ultolimar: (see Fox)
-:ultgreninja: (Psychic types are weak to Dark-type moves)
-:ultcorrin: (see Ike)



Music: Battle! Ultra Necrozma
I personally believe he'd work better as a fighter
 

Perkilator

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#18
567932CD-3AB1-4300-9E3C-CB9005D5DC24.jpeg

Boss: Kraid

Game of Origin: Metroid (1986)

What does the boss do?

There are two floors of luscious green platforms on which you face Kraid. There’s the higher level (which Kraid will destroy at points) and the lower level, riddled with thorns next to the platforms (15%, OK knockback), where Kraid primarily attacks you.



Bottom Floor Attacks

-Spike Missile: Kraid shoots spikes out of each of his three belly buttons (17%, OK knockback). You can use the spikes as platforms, but you’ll have to jump off them up to the next level, as staying on them sends you straight to the blast zone.

-Acid Wave: Kraid slowly moves up, then plummets back down and splashes the venom sea all over the lower level (26%, medium knockback)



Top Floor Attacks

-Claw Throw: Kraid throws both claws on either hand, one at a time, after charging them with a bit of energy (16%, OK knockback)

-Rock Spit: Kraid spits out four rocks; sometimes they favor the player, and other times they favor the platforms they’re on (19%, OK knockback)

-Eye Protection; Kraid covers his eyes with his left hand, and counters with a slash from his right hand (17%, OK knockback)



Attacks on Both Floors

-Acid Swipe: Kraid takes venom into his left hand and slashes upwards when the player gets too close (18%, OK knockback)

-Thorn Snake: A thorn with a poisonous spike at the traveling end comes from one side of the lower level and slithers around the platforms on the lower level (19% from the thorn, 20% from the spike, OK knockback) and thrusts into platforms on the top floor (21%, medium knockback)

The platforms on the top row grow back, but how long they take to grow depends on how badly they were damaged in the first place.


Strategy: Kraid’s claws can be reflected back at him, so do it if you can; other wise, they can be jumped over with ease. The spikes from his belly buttons can also be used as an evasion method if some attacks on the top floor seem like too much for you. You can also willingly let him destroy the right platform on the top floor so you can goad him into vulnerability.




Setting/Intro: Kraid’s Lair in Super Metroid, in Brinstar Jungle, with two floors of platforms surrounded by thorns and acid. Kraid rises from the ground, similarly to how he does in Super Metroid.


Defeat: Kraid explodes as he sinks back into the ground whence he came,


Who fights this boss in Classic Mode?
-:ultsamus: (of course)
-:ultfox: (alien)
-:ultness: (see Fox)
-:ultwario: (weighs tons)
-:ultwiifittrainer: (see Wario)
-:ultridley: (Space Pirate vs. Space Pirate)

Music: Boss Battle 4 - Samus Returns
 

Perkilator

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#19
1D4A3BD2-7153-43E6-BCCD-47FD09515A92.jpeg

Boss: Giant Donkey Kong ‘94


Game of Origin: Donkey Kong (1994)

What does the boss do?

Important thing to note; this fight is taken straight out of the game of origin. 8-bit graphics and everything, as seen in the picture above. The only major difference is that A.) the central upper platform is completely absent, and B.) Giant DK can be hit by normal attacks, but is more vulnerable when you hit him with a barrel and takes slightly more damage afterwards.


-Fist Pound: DK ‘94 moves his fists to under the edges of both platforms and and slams them on the ground (24%, medium knockback), shaking it (14%, slips the player)

-Slap Pound: DK ‘94 raises either of his hands and slams it on the ground after aiming it for a few seconds (21%, medium knockback)

-Tower Shake: DK ‘94 will slowly move away from the battlefield and start shaking the tower (5%, slips the player each of the three times it happens). Flippers (11%, OK knockback) and barrels (15% for collision, OK knockback; 27% for exploding ones, medium knockback) rain down from the sky.

-Swat: When you try to wail on him, DK ‘94 will swat you off with either hand (17%, OK knockback)


Barrels that land on either of the floating platforms will be halted and can be used as a throwing item against DK ‘94, which stun him for a bit and lower his defense. The normal ones deal decent damage, while the exploding ones (indicated by being a reddish color) deal nearly double that.

When 1/3 of his health is gone, he’ll destroy the platform on the left, sending out three rocks at random angles (10% each, OK knockback). When another 1/3 is gone, he’ll destroy the platform on the right, sending out the same kind of rocks as before.


-Fist Crunch: DK ‘94 slowly readies his fists for three seconds, and then claps them both together to crush the player (27%, medium knockback; instantly K.O.’s if the player is at 104% or higher)

-Fist Wave; DK ‘94 punches the ground from either left to right or right to left (22% each hit, medium knockback), or sometimes even both.

-Choke Hold; DK ‘94 will try to grab the player with either of his fists. If he succeeds, he will squeeze the player (10%) and slam them on the ground (24%, medium knockback). Like any other grab, this bypasses shields.



Strategy:

>When barrels and flippers during falling down (and a lot will), hide under a platform, as at least one or two barrels may or may not stop on it.

>Fist Crunch covers a large area, so jump as soon as it begins to avoid it.

>Stay airborne during Tower Shake and book it as soon as Choke Hold, depending on which hand comes after you.


Setting/Intro: The fight takes place during the final battle straight from the game (there’s even its Super Game Boy border). The Game Boy startup screen appears, and the fight begins as it does in the game, straight as the health bar does.

Defeat: Exactly how it is in the game, shortly after a brief GB screen flash.


Who fights this boss in Classic Mode?
:ultjigglypuff: (A proper Giant DK reference, while the battle from Smash 64 is Round 6; a free-for-all with :ultluigi::ultness::ultfalcon: precedes this)
:ultpeach: (Stand-in for Pauline)

:ultgnw:(8-bit boss)
:ultzss: (Giant gorilla hands)

:ultwiifittrainer:(Objects to exercise with)
:ultlittlemac: (Reference to the DK fight in Punch-Out for the Wii)
:ultbowserjr: (See Peach, the very woman Jr.’s after)
:ultisabelle: (See Peach…again)


Music: Final Battle II (Donkey Kong ‘94)
 
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Perkilator

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#20
Sorry to triple post, but this thread's been dead awhile.

881d9938c07ffa9b642c5d76048f056a.jpg

Boss: Gill (VA: Liam O'Brien)

Game of Origin: Street Fighter III: New Generation (1997)


What does the boss do?

-Impact Claw: Gill chokes the player with either hand (16%, OK knockback). With his left hand, Gill can freeze the player. With his right, Gill can Meteor Smash the player.

-Pyro-kinesis (left side only): Gill shoots a fireball from his right hand that goes wherever the players is (17%, OK knockback)

-Cryo-kinesis (right side only): Gill shoots an ice ball from his left hand (17%, OK knockback) that has a chance to freeze the player.

-Flames of Ruination: Gill creates a pool of lava on the floor, and several small pellets of lava spurt out of the ground (9% each, small knockback)

-Primal Hail: Gill sends out six hail blocks (6%, small knockback) that move around in different patterns; every odd one moves clockwise, and every even one moved counterclockwise.

-Moonsault Knee Drop: Gill jumps up doing a moonsault, and then drops down attacking with his knees (19%, OK knockback)

-Divine Comet: Five small icicles rain down one at a time at Gill's command, leaving a giant stalagmite that can freeze the player (6% each, small knockback)

-Primal Fire: Gill creates a fireball that shoots three streams of fire (11% each, OK knockback)

-Ice of Doom: Gill can either create an icicle with his left hand, going out horizontally (16%, OK knockback with a chance to freeze the player) or step on the ground with his left foot and create a row of stalagmites (17%, OK knockback)


Super Arts: Gill has a gauge below his health bar (about ⅕ the length of his health) that gives him access to one of three Super Arts (along with a secret one) once full.


Meteor Strike: Gill sends down a rain of pyrokinetic and cryokinetic meteors (7% each, OK knockback) in the space in front of him.

Seraphic Wing: Gill jumps up and lets out six wings, and then summons an attack similar to Tabuu's Off Waves (39%, far knockback)

Primal Tornado: Gill surrounds himself in a tornado of fire and ice, and launches it in the direction he's facing (44%, far knockback)

Resurrection: When defeated with a full Super meter, Gill comes back to life and his health is restored to ¾ the length of his Super meter, pushing back the player with a brief shockwave (15%, OK knockback)



Setting/Intro: The Egypt stage from Street Fighter III: 2nd Impact. Gill gives his book to his assistant, and raises his right hand up.


"The mark of my dignity shall scar thy DNA."


Defeat: When defeated with normal attacks, Gill's knees collapse and he falls to the ground. When defeated by special moves, Gill is launched into the air and falls on the ground.


Who fights this boss in Classic Mode?
-:ulticeclimbers: (A tandem of fire and ice)
-:ultchrom: (Two sides of the same person)
-:ultmetaknight: (See Chrom)
-:ultlucas: (Sacred powers)
-:ultpalutena: (False god)
-:ultryu: (DUH)
-:ultcorrin: (Red and blue are polar opposites, just like black and white)
-:ultincineroar: (Fighting game character)
-:ultbanjokazooie: (Small reference to Chilli Billi and Chilly Willy)

Music: Nile
 
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Mamboo07

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Joined
Mar 23, 2019
Messages
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#21
Negie.png

Boss:
Nergigante (AKA: "The angry spiky missile of terror")

(During the fight you can break off his horns and armour/spikes as well server his tail.)

Game of Origin:
Monster Hunter World


Fighting Capabilities include but are not limited to:
-Roar: Nergy lets out a roar which stuns the player. (0%, no knockback.)


-Cute little hate-filled slap: Nergy swipes at the player. (10%, small knockback.)

-Terrifying tail action: Nergy raises his tail and slams down several times. (23%, heavy knockback.)

-Forward face shovel shoulder wing check: Nergy charges at the player with his wing out. (31%, medium knockback.)

-Big A N G E R Y Slam Jam: Nergy raises his fist and slams it down. (44%, OK knockback.)

-Dive bomb of terror and misery: Nergy flies into the air and crashes down sliding across. (99%, instant KO.)

-Living homing missile: Nergy pounces at the player from a far distance. (75%, large knockback.)

-Horn charge: Nergy puts his horns in front and charges at high speed. (59%, medium knockback.)

Things you need to look out for:
-Speed (Nyoom!)
-Spikes (Oof ouch too pointy.)
-G I A N T F I S T (NOT THE GIANT FIST!)


Setting of Fight:
Elder's
Recces

Intro:
The player's character is walking through the Recces itself when some loud rumbling as heard as a gigantic figure comes rushing out of several crystals revealing to be Nergigante who lets out a roar.

Defeat:
If on the ground, Nergigante struggles to stay up and lets out one last roar before crashing down on it's side. If during his dive bomb attack, Nergigante tries to fly away before stuttering as hi body comes crashing down all broken and battered in the background.

Who fights him in Classic Mode?:
:ultkrool:-This crocodile has nothing against the giant spiky missile.
:ultkingdedede:-2 meme characters clash with each other.
:ultridley:-Both are dragons.
:ultpokemontrainer:-Let's catch this legendary Pokemon!
:ultyoshi:-Cute V.S Scary.
:ultduckhunt:-Time to hunt a Elder Dragon!
:ultdk:-2 strong beings.
:ultcloud:-Mistaken for Behemoth. (Funnily enough, Behemoth was in MHW.)
:ultolimar:-A giant creature to take down.

Done. (Forgot the music.)
 
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Perkilator

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#22
White.png
Boss: White

Game of Origin: Real Bout Fatal Fury Special: Dominated Mind (1998)

What does the boss do?
-Poison Cloud: White shoots three dark red skulls (15%, OK knockback) that can poison the player.
-Psionic Orbs: White shrugs as five psionic orbs circle around him, and fire at the player one by one (12%, OK knockback)
-Psionic Hyena: When he (indicated by a “GO”) or the player is at high enough damage, White will start laughing on the ground like a hyena, kicking the ground in the process. Psionic waves come across the ground in flurries (14%, OK knockback; 1% each) followed by a last giant one (25%, medium knockback)
-Clockwork Dash: White dodges incoming attacks and dashes forward using his psionic powers (16%, OK knockback)
-Cane Cutter: White swings his cane around five times, releasing psionic arcs (9% each, small knockback)
-Mind Control: White points his cane’s eyeball at the player for a few seconds, and a flash comes out (20%, medium knockback). If the player is playing solo, they will be stunned, leaving them open to attack. If two players are fighting White, the player closest to the flash will be CPU-controlled for 10 seconds.
-Psionic Shield: When “GO” appears on White’s health bar, he will summon a shield similar to Hero’s Magic Burst (53%, far knockback)
-Last-Ditch Thwack: When K.O.’d, the effect for K.O.-ing a boss plays as normal…which is a ruse for White to fire a Thwack-like projectile that explodes in dark flames (63%, small knockback; instantly K.O.’s the player if they are 42% or above). This cannot be shielded, absorbed or eaten, so you can jump over it or reflect it back at White to launch him into the wall.

If the player is K.O.’d by this last attack, continuing in Classic Mode starts the fight all over again. Luckily, White is somewhat weaker the second time.


Strategy: White is nigh unpredictable, so you need to be prepared for just about any attack he throws at you. Most of them can shred through your shield If not break them; if you’re playing as a character who can counter, counter if needed.


Setting/Intro: The room full of dolls where White is fought in his original game. His intro replicates the one from the penultimate cutscene in the game.

Defeat: If his last attack is not reflected, White will simply collapse on the ground. If his attack IS reflected, he flies through the wall.

Who fights this boss in Classic Mode?
-:ultdarksamus: (Controls their enemies)
-:ultmewtwo: (See Dark Samus)
-:ultwario: (Loosely resembles Carpaccio from Wario: Master of Disguise)
-:ultlucas: (Psionic magic)
-:ultcorrin: (WHITE is his name)
-:ultisabelle: (Snazzy outfit)
-:ult_terry: (Faced White before)


Music: The Devil's Pleasure (New Remix)
 

Perkilator

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#23
I decided to end of the year with Dragaux from Ring Fit Adventure! (Art by TKOWL TKOWL )
8B89D309-BEDD-4B2F-A045-A7D4E45D3337.jpeg

Boss: Dragaux

Game of Origin: Ring Fit Adventure (2019)

What does the boss do?

-Scuttlebell Smash: Dragaux lets his Scuttlebells float around and drop wherever the player is (20%, medium knockback)

-Push-Upheaval: Dragaux does three push-ups that shake the ground like an earthquake (10% each hit, medium knockback). Each shaking trips the player.

-Warrior Step: Dragaux performs a Warrior 1 Pose and attempts to stomp the player (14%, OK knockback); he will do this three times, and any successful stomps ground the player.

-Handstand Blades: Dragaux jumps into the background and performs a handstand. He then flaps his wings, which summons six blades of wind three times (6% each, small knockback)

-Kennelbell Drop: Dragaux picks up two Kennelbells and drops each one from one hand at a time (25%, medium knockback)

-Crate Toss: Dragaux roars and flies deeper into the background. Looking menacingly at the player, he punches boxes and rocks, one fist at a time, into the foreground (9% each, small knockback). He then pushes all obstacles into the foreground three times, using his wings. The boxes can be broken, and both the boxes and rocks can be reflected back to Dragaux for chip damage.



Setting/Intro: Dragaux Stadium, the boss stage of every world in Ring Fit Adventure. Dragaux does either a Warrior I Pose, a handstand, or push-ups before noticing the player and getting ready for battle.

Defeat: His defeat animation from Ring Fit Adventure.

Who fights this boss in Classic Mode?
-:ultdarksamus: (a dark influence poisoning the mind)
-:ultdoc: (colors play a role in the Fit Battle system later on in the game)
-:ultganondorf: (see Dark Samus)
-:ultwario: (big bad brute)
-:ultike: (black and muscly dragon; Against the Black Knight)
-:ultwiifittrainer: (the original fitness Nintendo game, DUH)
-:ultcorrin: (see Ike; plays Ike’s same song)
-:ultridley: (compared to Dragaux, Ridley is quite literally bony)

Music: Dragaux Battle - Ring Fit Adventure
 
Joined
Sep 18, 2014
Messages
715
Location
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NNID
DKC_Fan
#24
You know what I noticed? All the bosses except Master Hand (and maybe Crazy Hand?) are villains, but there's no rule that says they have to be. The characters' moral alignment only matters in Subspace Emissary anyway. So why not throw in some big, tough bosses that are on the side of good (or simply not on the side of evil)?

Dyna Blade from Kirby Super Star would be amazing, for example. The Wind Fish from Link's Awakening and K. Lumsy from Donkey Kong 64 would be good too.
 

Perkilator

Smash Master
Joined
Apr 8, 2018
Messages
3,006
Location
San Clemente, CA (assuming it's not hell)
#25
You know what I noticed? All the bosses except Master Hand (and maybe Crazy Hand?) are villains, but there's no rule that says they have to be. The characters' moral alignment only matters in Subspace Emissary anyway. So why not throw in some big, tough bosses that are on the side of good (or simply not on the side of evil)?

Dyna Blade from Kirby Super Star would be amazing, for example. The Wind Fish from Link's Awakening and K. Lumsy from Donkey Kong 64 would be good too.
Well, I remember this from when the original thread was a contest:

Don't mind if I do?

Boss: Reshiram and Zekrom
Game of Origin:
Pokémon Black Version and Pokémon White Version
What do the bosses do: Reshiram and Zekrom are a unique case among the Smash bosses as they fight in pair but they will attack both the player and each other as well, much like Darkhon and Galeem. One of them may leave the battlefield and leave the player along with the other dragon, but for the most part, they will share the battlefield. Reshiram fights more while flying, while Zekrom stays more on the ground. Note that each dragon will have its own health bar but it will be considerably shorter than other bosses' health bars (slightly more than 1/2 of the average boss). Now let's talk about the attacks:
Reshiram's attacks
  • Fly: Reshiram often flies around the screen. Even though it is big, Reshiram is slightly smaller than Master Hand. The same applies to Zekrom.
  • Blue Flare: Reshiram breaths a stream of blue flames. It may perform this move both still and while moving, making it quite a useful tool. The attack deals decent damage but low to none knock-back. This attack is often aimed towards Zekrom.
  • Dragon Rush: Reshiram may dash to the other side of the screen: when doing so it often charges up and after two seconds it dashes forward. This attack is quite predictable but deals a ton of damage and knock-back.
  • Dragon Claw: a short-range attack, similar to Rathalos's claw swipe, albeit without poison damage. Reshiram attacks using his feet, so the move would resemble Rathalos's a lot. This move can also spike.
  • Fusion Flare: a powerful flaming orb is created by Reshiram and then it shoots it to the ground. This attack creates a moderately big explosion that may trap the player, dealing constant damage and dealing one final blow of medium knock-back. This attack is especially effective at damaging Zekrom and is often performed alongside its Fusion Bolt.

Zekrom's attacks
  • Bolt Strike: Zekrom dashes forward charged up with electricity. This move takes one and a half second to charge up but it's even stronger than Reshiram's Dragon Rush, being by far the strongest move in the Dragons' kit.
  • Stomp: Zekrom stomps if the player is too close to it. This stomp creates a small electric shockwave that paralyzes the player. Despite being fast, the move isn't that powerful.
  • Thunderbolt: Zekrom shoots a powerful stream of electricity. This move is kind of fast, but it's nonetheless still readable. However, it will often be aimed towards Reshiram, rarely even targetting the player. It deals decent damage and stuns the player if hit.
  • Fusion Bolt: a powerful electric orb is created by Zekrom and surrounds it, then it will jump and strike again to the ground. The attack creates a powerful electric shock-wave that deals moderate damage and stuns the player. This attack is especially effective at damaging Reshiram and is often performed alongside its Fusion Flare
Note that most of Reshiram or Zekrom deal less damage than usual bosses. This is because they are fought together and will often attack at the same time.

Boss Battle setting: I know I'm feeling quite lazy, but I think that Unova Pokémon League is the best possible setting.

Fought by:
:ultpit: (:ultdarkpit: is an ally; yin and yang)
:ultjoker: (heavy Japanese influence in his series, Persona is based on Jungian psychology while these two bosses are based on Japanese Taoist mythology)
:ultcorrin:(he's a dragon, he is torn between two families whose colors may be white and black)
:ultmewtwo: (legendary showdown)
:ultpokemontrainer: (wants to catch two legendaries)
:ultrobin: (uses fire and electric moves, like Reshiram and Zekrom)
:ultmarth: (fights against the dragons)
:ultincineroar: (:ultpikachu: is an ally; electricity and fire)

Where it would be in World of Light: Light Realm, the temple.

Music: Battle! (Reshiram/Zekrom). A new remix: it features heavy metal and orchestral elements alike, showing how different Reshiram and Zekrom really are.
 

osby

Smash Legend
Joined
Apr 25, 2018
Messages
17,017
#26
:ultjoker: (heavy Japanese influence in his series, Persona is based on Jungian psychology while these two bosses are based on Japanese Taoist mythology)
I know this is off-topic but I had to get this out of my chest:

Jung was Swiss and Taoism is a Chinese school of thought. Yeah, there are Taoist themes in Jung's suggestions (and therefore in Persona) but Japan really doesn't connect them at all.
 

LoZ00

Smash Apprentice
Joined
Dec 11, 2015
Messages
127
#28
I know this is off-topic but I had to get this out of my chest:

Jung was Swiss and Taoism is a Chinese school of thought. Yeah, there are Taoist themes in Jung's suggestions (and therefore in Persona) but Japan really doesn't connect them at all.
Yeah, that may not be the strongest relationship. The idea behind, however, which I probably failed to properly convey is that both the Persona series and Reshiram and Zekrom have some kind of philosophy behind, albeit two very different ones.
 

Perkilator

Smash Master
Joined
Apr 8, 2018
Messages
3,006
Location
San Clemente, CA (assuming it's not hell)
#29
I’ve decided to retool Tabuu and Master Core as bosses.
73DAF26C-5CD8-4163-AF3F-0490758AC500.png

Boss: Tabuu

Game of Origin: Super Smash Bros. Brawl (2008)

What does the boss do?


New Attacks:

-Bracket Circle: Tabuu turns into ten golden golden brackets and surrounds the player, charging quickly into them; any one that grabs the player (8%) flies up and then flies down to the ground (26%, medium knockback)

-Wing Blades: Tabuu lets out his wings and turns them into saws, spinning them around himself (32%, medium knockback)

-Shield of Chains: Tabuu shields himself with a force field and sends out fives chain whips that strike different random parts of the stage. Any one chain that grabs the player (11%) will be swung around and slammed onto the ground (25%, medium knockback). If none of the chains grab the player, Tabuu instead sends orbs of energy one at a time to each chain (which can be broken easily) that disperse electricity when they reach the ground (15%, OK knockback)

-Ghost Bullets: Tabuu splits into two of himself and both of him fly to both ends of the stage. Each projection conjures up a flame and fires a rain of bullets, both at once (22%, OK knockback). Only one of the Tabuu projections is the real one, and doing enough damage to him will break off the attack. The false projections are usually indicated by slight glitching effects.

-Dual Eye Lasers: Tabuu’s shape expands, and he disappears. He then reappears as two of himself as they both fire lasers from their eyes at random movement (9% each hit, small knockback)

-Electric Chain: Electric spheres circle around (6% each, medium knockback), and they form into Tabuu’s Chain of Light, which is amplified with electricity and which he lashes out in front of himself across nearly the entire stage (31%, medium knockback)


Old Attacks:

-Shark Blade: Tabuu turns into the shape of a shark and zooms to the opposite side of the stage (29%, medium knockback)

-Diving Slash: Tabuu teleports to one side of the stage, turns his hand into a blade of energy, and dives towards the opposite side on the floor (27%, medium knockback)

-Explosive Teleport: Tabuu sometimes leaves behind a small explosion when teleporting (5%, small knockback)

-Off Wave: Tabuu charges power with his wings, and emits a powerful outward circle of energy that can only be avoided by dodging (50%, far knockback; 5.9% when shielding, as this attack breaks your shield instantly unless you can manage to Perfect Shield in time). If your current damage is 50% or higher when you are hit, you will SD on the spot.



Setting/Intro: The same Final Destination where Galeem and Dharkon are fought, but without the additional platforms, slightly bigger, and bears a background similar to the background in Tabuu’s battle in Subspace Emissary. Tabuu materializes out of thin air, flaps his wings, and then recedes them.

Defeat: Exactly as in Brawl.

Who fights this boss in Classic Mode?
-:ultpalutena: (Ruler of Subspace)
-:ultbayonetta: (Winged demon)
-:ultridley: (Isn't very happy with how the Subspace Army treated him)
-:ultjoker: (Stand-in for Yaldaboth; fought on Mementos Ω; plays Our Beginning)


These four are the exceptions because, normally, this boss is not fought in Classic Mode. Instead, he appears as a secret boss in the Final Battle section of World of Light after the true ending is acheived. He appears in a corrupted version of the portal created by Master Hand and Crazy Hand.



In :ultpalutena:’s, :ultbayonetta:‘s and :ultridley:'s case, you need to win the secret battle in World of Light to fight Tabuu in Classic Mode.

Music: Boss Battle Song 2 (Vs. Tabuu)

499ADF1E-A223-4359-92F2-DAE4B5B5BB31.png
Boss: Master Core

Game of Origin: Super Smash Bros. for Nintendo 3DS (2014)

What does the boss do?


The swarm Master Core comprises of now has three new forms: Master Hydra, Master Sasori, and Master Cyclone.


Master Hydra (all five heads face the camera)

-Dragon Laser: Master Hydra’s main head charges up massive amounts of energy and fires it across the stage in either direction (23%, medium knockback)

-Hydra Attack: Master Hydra’s other heads turn into smaller heads and crawl to either side of the stage (facing vertically) and gnaw at the player (8% each, small knockback)

-Hydra Slam: The four other heads slam the ground all at once onto certain parts of the ground (22%, medium knockback)



Master Sasori (a scorpion with two weak points, the main body and the tail; the latter is where the Core is located and takes more damage, being where a real-life scorpion’s head is)

-Poison Shot: Master Sasori shoots five giant needles that poisons the player on contact (7% each, small knockback)

-Poisom Stinger: Master Sasori stand the player multiple times when they are close (16%) and then swings their tail down, poisoning the player (17%, medium knockback with a meteor effect); he can also sting you when you’re behind him (14%, OK knockback)

-Claw Rush: Master Sasori tucks in his tail, and rushes forward as he slashes furiously (24%, medium knockback)



Master Cyclone (the Swarm that Master Core comprises of, gathered up in a cyclone, with the Core himself in the center. Whenever the Swarm attacks, part of it will protect the Core.)

-Swarm Spear: The Swarm turns into a three-fingered hand and drops one of them wherever the player is (20% with a meteor effect, medium knockback)

-Electric Wire: The Swarms amplifies itself with electricity and one streak at a time covers itself to zap the player (13%, OK knockback)

-Cyclone: The Swarm violently swirls around wherever the player is (21%, medium knockback)



Setting/Intro: Final Destination, but with different backgrounds themed after the backgrounds from Smash 64’s and Melee’s Final Destinations. Master Core emerges from Master Hand and transforms into Master Hydra, which roars.

Defeat: Exactly as in Smash 4, except without Master Core’s final attack.


Who fights this boss in Classic Mode?
Mainly those who fight Master Hand and/or Crazy Hand in Classic Mode. Conditions must be met, such as:
-Get to 6.7 or higher before Master Hand without losing a single match
-Stun Master Hand or Crazy Hand within 30 seconds (NOTE: the Timer malfunctions during the fight against Master Core, similar to Sonic Mania’s Egg Reverie)
-Get 130,000 points or more in the Bonus Round


There are exceptions to these conditions:
-:ultdarksamus: (Swarm of darkness)
-:ultness: (Stand-in for Giygas, a seemingly unseeable force)
-:ultfalco: (See Dark Samus)


Music: Master Core’s theme, but with Lifelight weaved in instead of Smash 4’s main theme
 
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Mamboo07

Smash Master
Joined
Mar 23, 2019
Messages
4,252
Location
Dreamland
#30
Hey Perkilator Perkilator , here's another one I did:
M I N I O N.jpg

Boss:
Minion

Game of Origin:
Twisted Metal Black (2001)

What does the boss do?
Flamethrower: Minion activates it's flamethrower and sprays a stream of fire. (10% of damage, small knockback.)
Truck Charge: Minion does a U-turn and charges towards you. (60% of damage, heavy knockback with a meteor effect.)
Missile Barrage: Minion fires several missiles at you. (20% of damage, light knockback.)
Spike Ram: Minion does a wheelie as it slams down it's front spikes on you. (50% of damage, heavy knockback.)
Tanker
Donuts: Minion spins around as it does several donuts. (40% of damage, heavy knockback.)
Electric Shield: Minion activates it's electric shield shocking you. (70% of damage, medium knockback.)

Note: The gimmick is that Minion will driving around the arena in the background and foreground without stopping as the truck tries to run you over as the player chips away at it's health bar.

Setting of Fight:
Minion's Stadium

Intro:
The player is seen entering the stadium itself as the gate behind them slams down, the ground starts rumbling as the gates in front of the player burst open as a giant tanker truck comes crashing through and slides to a halt as Minion spins it's flamethrower around and letting out a demonic horn noise.

Defeat:
Minion which is all smashed up starts spinning and driving outta control several times as said tanker truck flips over and violently explodes into a fireball with the truck's cab crashing onto the ground as it's lights flicker out.

Who fights this boss in Classic Mode? (There wasn't not much.)
:ultsonic:-"Must be one of Eggman's creations."
:ultsnake:-A weapon to surpass Metal Gear.
:ultbayonetta:-Mistaking it for Irenic.
:ultganondorf:-Both are strong and bulky.
:ultbowser:-Both do breathe out fire.
:ultcloud:-Mistaken for the Phantom Train.


Music:
Let me know if you like it.
 
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Perkilator

Smash Master
Joined
Apr 8, 2018
Messages
3,006
Location
San Clemente, CA (assuming it's not hell)
#31
In the hypothetical situation where Porky was the returning Brawl boss instead of Galleom:

Boss: Porky

Game of Origin: MOTHER 3 (2006)

What does the boss do?

The fight is somewhat the same as in Brawl, but with several new attacks:

-PK Fire Simulator α: A giant diamond appears, and out of the come fire beams shaped like a heartbeat with diamond patterns (18% each, OK knockback)

-PSI Counter Device: Porky envelops himself in a barrier that reflects all PSI attacks and other magic attacks (only used against Ness, Lucas and other magic users)

-PK Love Simulator Ω: Four crossing diagonal stripe patterns slowly form around Porky, and then four psychic beams with hexagonal patterns rain down wherever the Target is after a brief warning (31%, far knockback)

-Very Stinky Gas: Porky emits a gas that covers the whole arena, which moderately lowers the player’s offense. The appearance of the gas mirrors the background for Porky’s fight from MOTHER 3.


Setting/Intro: The room where Lucas and the party battle the Porky bots in MOTHER 3. Porky descends on chain, and his mech’s spider legs come out when he touches the ground.

Defeat: His defeat animation from Brawl.

Who fights this boss in Classic Mode?
-:ultness: (duh)
-:ultdiddy: (team battle w/:ultlucas:; piggish ruler who rules what looks like an amusement park)
-:ultlucas: (again, DUH)
-:ultlucario: (PSI Counter device)
-:ultshulk: (resemblance to the Mechon; You Will Know Our Names)

Music: Porky’s Theme (Brawl)
 

Perkilator

Smash Master
Joined
Apr 8, 2018
Messages
3,006
Location
San Clemente, CA (assuming it's not hell)
#35
338-3381624_crash-bandicoot-n-dr-n-gin-mech.png
Boss: Dr. N. Gin

Game of Origin: Crash Bandicoot 2: Cortex Strikes Back (1997)

What does the boss do?
N. Gin’s battle mech would be an entirely new design (use the above attachment as a basis). The glowing claws are detached from the main body and remote-controlled, while the shoulders have gatling guns with missiles in the center slot attached to them.

Phase 1: N. Gin's mech's claws, which are in the background, start floating around just near the platforms.

-Energy Laser: N. Gin fires a laser from both his mech’s claws, which move up and down in opposite directions going from one side to another (8% each, small knockback)
-Energy Circle: One of the claws creates a cross of smaller lasers and turns it around either to the left or right for four turns (6% each, small knockback)
-Claw Rush: N. Gin shoots lasers from one of his claws facing diagonally downwards (6% each, small knockback), and then rushes in by spinning his claw like a drill (14%, OK knockback)
-Death Grip: One of the mech's claws will try to grab the player. If successful, the claw blasts the player twice (16%), and then shoots them down onto the ground (13%, OK knockback)

N._Gin's_Mech_N._Sane_Trilogy.png
Phase 2: The green energy core inside the mech-a satellite in the shape of a hexagon-shows itself, and N. Gin starts using the two gatling guns on its shoulders.

-Laser Pellets: The core starts shooting large groups of tiny green lasers all around the stage (1% each, small knockback)
-Core Laser: The core fires a longer laser that goes from either the left or right (15%, OK knockback)
-Gatling Rain: The gatling guns shoot bullet-like lasers onto one half of the stage (1-2% each, small knockback)
-Sneaky Missile: Three missiles from the center of either gun fires off and comes in from a side (7% each, OK knockback; for example, missiles from the right gun come in from the right). There will be a hole in between the missiles to which the player can get to safety.

N. Gin’s battle mech is entirely in the background and never faces the player. So what do you do? You attack the glowing claws and the green circle core from which he shoots his laser beams.

Setting/Intro: The space station where he is fought in Crash 2. The intro is based on the one in that game as well.

Defeat: Exactly the same as in Crash 2, where N. Gin's mech explodes and he flies off into space.

Who fights this boss in Classic Mode?
-:ultfox: (N. Gin's mech resembles enemy ships from the Star Fox series)
-:ultdaisy: (N. Gin's mech is similar in design to Tatanga's)
-:ultzss: (N. Gin's mech has two giant robotic claws)
-:ultsonic: (N. Gin's mech is pretty Eggman-esque)
-:ultcloud: (N. Gin's mech is essentially a weaponized vehicle)
-:ultridley: (The fight takes place in a space station)

And, of course, Crash would fight him if he got in, if DLC bosses were possible. I considered :ultmegaman: for a sec, but decided against it because he already fights Galleom.

Music: Dr. N. Gin
 
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Perkilator

Smash Master
Joined
Apr 8, 2018
Messages
3,006
Location
San Clemente, CA (assuming it's not hell)
#36
In the old thread, I did a revamp of Petey Piranha because I felt he was pathetic back in Brawl. I’ve decided to tweak this revamp a little.

296EA54C-3C40-4E7A-B48E-71B9B7D361E6.jpeg
Boss: Petey Piranha

Game of Origin: Super Mario Sunshine (2002)

What does this boss do?
-Cage Swing (from Brawl): Petey attacks the player with a cage (13%, OK knockback) using either hand.
-Cage Trap (Based on :ultpiranha:‘s Final Smash; he uses this to move around): Petey jumps around for a bit, feigning ignorance of his surroundings. When he catches a fighter before he stops jumping, he then breathes fire on them (27%) and slams the cages onto the ground (19%, far knockback).

-Head Bash (from Super Mario Sunshine): Petey bashes his head in either direction (11%, OK knockback), leaving him vulnerable for a small window of time.

-Ground Pound (from New Super Mario Bros.): Petey puts his cages down and flaps his leaf hands and floats in the air for a few seconds. After being tired from floating so little distance into the air, he then slams onto the ground (14%, OK knockback) and grounds anyone who gets too close (28%).

-Nipper Buddies (from Super Princess Peach): Petey spits out four Nipper Plants that continuously nip and hop (2.1% per nip, small knockback), but don’t cling to the player.

-Cage Keeper (from Super Mario Sunshine): Petey floats into the background and spits out two brown-white Gatekeeper Plants onto both sides of the arena that can be defeated in about two to three hits. They both send out Swoopin’ Stus to attack the player by charging into them (6%, small knockback).

-Goop Shot (from Super Mario Sunshine): While the Gatekeepers are active, Petey himself cheers them on before he fires brown-white goop balls at the player (always 15%, small knockback). These goop balls work as a variation of ink; damage dealt by the Swoopin Stus depends on how inked you are. that sounded disgusting I apologize

-Bomb Spit (Original; uses Bomb Plants from Super Mario Bros. 2): Petey puts his cages down and sucks in Bomb Plants in the background. He then flies towards the background and spits them out in random places one by one, some faster than others (11% black [faster ones], OK knockback; 13% red ones, OK-medium knockback).

-Poison Breath (Original; based on the trap rooms from the Subspace Emissary): Petey spits out a see-through purple poison cloud that slowly damages the player by 1-1.3%.

-Fire Breath: Petey sets his cages behind himself, and breathes fire down onto the ground that goes past his cages, covering nearly half the arena (22%, medium knockback)

After taking enough hits, Petey will tip over and struggle to get back up, leaving him vulnerable for a few seconds. This can happen more quickly by throwing certain objects into his mouth (which he spits out just as quickly) during the first part of Bomb Spit. Here’s what can go into his mouth during this part:

-Yoshi’s Eggs
-Stone Kirby (just a heads up; you’ll be spit out instead and take 9% damage)
-Peach and Daisy’s Turnips (but not the Bob-Ombs or anything of the like. You’re just giving him more ammo, possibly even the occasional cannonball.)
-Dr. Mario’s Megavitamins
-Diddy Kong’s Peanuts
-King Dedede’s Gordos
-PAC-MAN’s Bonus Fruit
-Inkling’s Splat Bomb (but this only gives the Bomb Plants a pink-yellow goop upgrade, allowing them both to deal 20% damage with an ink effect.)
-Piranha Plant’s Ptooie
-Kazooie’s Eggs


Setting: A Piranha Plant-themed temple with several young Piranha Plant species blooming on the ruins. Petey floats to his cages in front of the temple, grabs them, and roars.

Who fights this boss in Classic Mode?
:ultpeach:
(Wants revenge after the Subspace Emissary)
:ultdaisy: (Both plant-themed)
:ultolimar: (Predatory plant monster)
:ultvillager: (“Was my garden always this messy?”)
:ultbowserjr: (“Mama Peach, is that you in that cage?”; plays Fortress Boss (Super Mario Bros. 3)) (faces Petey in Round 6, then faces :ultmario::ultpeach: in Round 7)
:ultcloud: (Being in a twirling cage will make him sick, plus Petey looks like a Malboro)
:ultbanjokazooie: (Giant humanoid Snarebear)

Music: Airship Theme (Brawl)
 
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