Neutral B
Fireball: Shoots straight. Does 6%. Medium range.
Bouncing Fireball: Lose's momentum after each bounce. Bounce height become lower after each bounce. Bounces 4 times before disappearing. Does 6%. After first bounce, does 5%. After the second, does 4%. When used in the air, bounces 3 times from short hop height and twice from heigher before disappearing. Depending on how high it's shot, does 6% from a short hop height, 5% from full jump height, 4% from double jump height. Perfect blocking makes it bounce off shield.
Iceball: Shoots straight. Does 4%. Short range. Freezes at 42%.
Side B
Green Missile: Takes 3 seconds to fully charge. Holding charge too long makes you stop. Longer the charge greater the damage, distance and knockback. Minimum 9%. Maximum 21%. KO move. Near edge at 90%, in the centre at 110%. Misfire 25%, high knockback. KO move. Near edge at 50%, in the centre at 70%.
Floating Missile: Takes 2 seconds to fully charge. Holding charge too long makes you stop. Longer the charge greater the damage, distance and knockback. Minimum 10%. Maximum 18%. KO move. Near the edge at 100%, in the centre at 120%. Misfire 23%, high knockback. KO move. Near the edge at 60%, in the centre at 70%.
Quick Missile Takes 3 seconds to fully charge. Holding charge to long makes you stop. Longer the charge greater the damage, distance and knockback. Flies extremely far. Slides across the floor if you do not hit anything. Minimum 8%. In the air, minimum of 5%. Maximum 20%. KO move. Near the edge at 110%, in the centre at 120%. Misfire 20%. KO move. Near edge at 80%, in the centre at 110%.
Up B
Super Jump Punch: Jumps straight up. Starting Hit 25%, high Knockback. KO move at 70%. Latter hit 1%.
Fiery Jump Punch: Jumps straight up. Very short distance. Starting Hit 18%. KO move at 120%. Latter hit 1%.
Burial Header: Jumps straight up. Descends very quickly. Upward hit 1%. Donwards hit 8%. Buries grounded opponents. Hits away aerial opponents. KO move. Near the edge at 190%, in the centre Sudden Death KO move.
Down B
Luigi Cyclone: Hits maximum of 5 times. Initial hit does 1%. Each hit from 2nd to 4th does 1.5%. (Even numbers hits will do 2%, odd numbers hits will do 1%). Final hit 3%. Rapidly pressing B rises you into the air a fair bit. Can move far horizontally on the ground. Doesn't move as far horizontally in the air. KO move. In the air at 130%, on the ground at 200%.
Mach Cyclone: Rapidly pressing B rises you very far into the air. Hardly any horizontal movement. Final hit does 6%, high knockback. Has a pushback effect whilst spinning. KO move. Near the edge at 100%, in the air at 130% and in the centre at 160%.
Clothesline Cyclone: Cannot rise into the air. Can move horizontally. All hits do 8%. Spinning hits, decent knockback. KO move. Near the edge at 200%, in the centre Sudden Death KO move. Final hit, high knockback. KO move at 120%.
What would be the go to customs?
Fireball: Shoots straight. Does 6%. Medium range.
Bouncing Fireball: Lose's momentum after each bounce. Bounce height become lower after each bounce. Bounces 4 times before disappearing. Does 6%. After first bounce, does 5%. After the second, does 4%. When used in the air, bounces 3 times from short hop height and twice from heigher before disappearing. Depending on how high it's shot, does 6% from a short hop height, 5% from full jump height, 4% from double jump height. Perfect blocking makes it bounce off shield.
Iceball: Shoots straight. Does 4%. Short range. Freezes at 42%.
Side B
Green Missile: Takes 3 seconds to fully charge. Holding charge too long makes you stop. Longer the charge greater the damage, distance and knockback. Minimum 9%. Maximum 21%. KO move. Near edge at 90%, in the centre at 110%. Misfire 25%, high knockback. KO move. Near edge at 50%, in the centre at 70%.
Floating Missile: Takes 2 seconds to fully charge. Holding charge too long makes you stop. Longer the charge greater the damage, distance and knockback. Minimum 10%. Maximum 18%. KO move. Near the edge at 100%, in the centre at 120%. Misfire 23%, high knockback. KO move. Near the edge at 60%, in the centre at 70%.
Quick Missile Takes 3 seconds to fully charge. Holding charge to long makes you stop. Longer the charge greater the damage, distance and knockback. Flies extremely far. Slides across the floor if you do not hit anything. Minimum 8%. In the air, minimum of 5%. Maximum 20%. KO move. Near the edge at 110%, in the centre at 120%. Misfire 20%. KO move. Near edge at 80%, in the centre at 110%.
Up B
Super Jump Punch: Jumps straight up. Starting Hit 25%, high Knockback. KO move at 70%. Latter hit 1%.
Fiery Jump Punch: Jumps straight up. Very short distance. Starting Hit 18%. KO move at 120%. Latter hit 1%.
Burial Header: Jumps straight up. Descends very quickly. Upward hit 1%. Donwards hit 8%. Buries grounded opponents. Hits away aerial opponents. KO move. Near the edge at 190%, in the centre Sudden Death KO move.
Down B
Luigi Cyclone: Hits maximum of 5 times. Initial hit does 1%. Each hit from 2nd to 4th does 1.5%. (Even numbers hits will do 2%, odd numbers hits will do 1%). Final hit 3%. Rapidly pressing B rises you into the air a fair bit. Can move far horizontally on the ground. Doesn't move as far horizontally in the air. KO move. In the air at 130%, on the ground at 200%.
Mach Cyclone: Rapidly pressing B rises you very far into the air. Hardly any horizontal movement. Final hit does 6%, high knockback. Has a pushback effect whilst spinning. KO move. Near the edge at 100%, in the air at 130% and in the centre at 160%.
Clothesline Cyclone: Cannot rise into the air. Can move horizontally. All hits do 8%. Spinning hits, decent knockback. KO move. Near the edge at 200%, in the centre Sudden Death KO move. Final hit, high knockback. KO move at 120%.
What would be the go to customs?