Neutral B
Fireball: Bounces 3 times before disappearing. Does 5%. After second bounce, does 4%. When used in the air, bounces twice before disappearing. Does 5%. After it touches the ground, does 4%. Bounces slightly higher when used in the air. Perfect blocking makes it bounce off shield.
Fast Fireball: Shoots straight. Up close 3%. Just outside side smash distance, 2%. Past that 1%. 3% has greater hit stun than 2%, which is greater than 1%.
Fire Orb: Shoots straight. Has lag before and after shooting. Hits a maximum of 8 times. Initial hit does 1%. Each hit, from the 2nd to the 8th does 1.5%. (Even number hits will do 2%, odd number hits will do 1%). Maximum of 12%. Just outside side smash distance. Continues to hit, even when shielding.
Side B
Cape: Does 7%. No hit stun. Reflects projectiles and thrown items. Anything reflected increases in power slightly. Turns opponent around. Stalls descent when used in the air. First use in the air lifts slightly. Every other use stalls.
Shocking Cape: Does 11%. Can cause tripping at low %. Cancels out small projectiles. KO move. Near edge at 120%, in the centre at 160%.
Gust Cape: Does 5%. No hit stun. Has a wind box. Cape reflects projectiles and thrown items. Wind box cancels out small projectiles. Cape turns opponents around. Wind box has a pushback effect. Stalls descent when used in the air. First use in the air lifts a fair bit and moves forward a bit. Every other use lifts slightly.
Up B
Super Jump Punch: Hits a maximum of 6 times. 1st hit 5%, 2nd-5th hit 1%, 6th hit 3%. Maximum 12%. Can be slightly angled. Sudden Death KO move.
Super Jump: Non-attacking. Goes high in the air, can be angled.
Explosive Punch: Hits a maximum of 2 times. 1st hit 8%, 2nd hit 13%. Maximum 21%. KO move at 120%. Doesn't go very high.
Down B
F.L.U.D.D.: Takes 3 seconds to fully charge. Pushback effect on everything hit by the water. Longer it's charged, the greater the distance and pushback effect.
Scalding F.L.U.D.D.: Takes 2 seconds to fully charge. Hits a maximum of 8 times. Each hit is 1% with the 5th hit doing 2%. Maximum 9%. Short range. Longer it's charged, greater the distance, but only slightly. Has hit stun.
High-Pressure F.L.U.D.D.: Takes 5 seconds to fully charge. Pushback effect on everything hit by the water. Longer it's charged, the greater the distance and pushback effect. Has large recoil fully charged. Can be used to move horizontal in the air.
What would be the go to customs?
Fireball: Bounces 3 times before disappearing. Does 5%. After second bounce, does 4%. When used in the air, bounces twice before disappearing. Does 5%. After it touches the ground, does 4%. Bounces slightly higher when used in the air. Perfect blocking makes it bounce off shield.
Fast Fireball: Shoots straight. Up close 3%. Just outside side smash distance, 2%. Past that 1%. 3% has greater hit stun than 2%, which is greater than 1%.
Fire Orb: Shoots straight. Has lag before and after shooting. Hits a maximum of 8 times. Initial hit does 1%. Each hit, from the 2nd to the 8th does 1.5%. (Even number hits will do 2%, odd number hits will do 1%). Maximum of 12%. Just outside side smash distance. Continues to hit, even when shielding.
Side B
Cape: Does 7%. No hit stun. Reflects projectiles and thrown items. Anything reflected increases in power slightly. Turns opponent around. Stalls descent when used in the air. First use in the air lifts slightly. Every other use stalls.
Shocking Cape: Does 11%. Can cause tripping at low %. Cancels out small projectiles. KO move. Near edge at 120%, in the centre at 160%.
Gust Cape: Does 5%. No hit stun. Has a wind box. Cape reflects projectiles and thrown items. Wind box cancels out small projectiles. Cape turns opponents around. Wind box has a pushback effect. Stalls descent when used in the air. First use in the air lifts a fair bit and moves forward a bit. Every other use lifts slightly.
Up B
Super Jump Punch: Hits a maximum of 6 times. 1st hit 5%, 2nd-5th hit 1%, 6th hit 3%. Maximum 12%. Can be slightly angled. Sudden Death KO move.
Super Jump: Non-attacking. Goes high in the air, can be angled.
Explosive Punch: Hits a maximum of 2 times. 1st hit 8%, 2nd hit 13%. Maximum 21%. KO move at 120%. Doesn't go very high.
Down B
F.L.U.D.D.: Takes 3 seconds to fully charge. Pushback effect on everything hit by the water. Longer it's charged, the greater the distance and pushback effect.
Scalding F.L.U.D.D.: Takes 2 seconds to fully charge. Hits a maximum of 8 times. Each hit is 1% with the 5th hit doing 2%. Maximum 9%. Short range. Longer it's charged, greater the distance, but only slightly. Has hit stun.
High-Pressure F.L.U.D.D.: Takes 5 seconds to fully charge. Pushback effect on everything hit by the water. Longer it's charged, the greater the distance and pushback effect. Has large recoil fully charged. Can be used to move horizontal in the air.
What would be the go to customs?