• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Final Fantasy's Mascots: Moogle and Chocobo for Smash Switch

Luminario

Smash Lord
Joined
Jun 7, 2014
Messages
1,829
Location
Your guess is as good as mine
Kupo~

Welcome to the Moogle and Chocobo support thread. These 2 adorable creatures are of course, Moogle and Chocobo; Final Fantasy's mascots. These 2 have appeared in countless Final Fantasy games in some way ever since their debuts in Final Fantasy 2 for Chocobo and Final Fantasy 3 for Moogle, from small references, to NPCs, to even playable characters.
How would they fight?
There's quite a few ways to go about their moveset, as they can fight separately or together. Moogle on his own could take inspiration from games such as Final Fantasy 6, which was his playable debut. He could use the magicite to represent iconic summons and spells from the FF games or use his Mog Dances to be Smash's first Geomancer. Chocobo on his own could focus on using his beak, wings, and legs to attack with alongside using Chocobo abilities such as Choco Flame or Choco Meteor. Moogle and Chocobo together could combine these ideas, where Chocobo could use his Choco abilities and Moogle could use magic to work in tandem with each other. Now it's moveset time~ I was first introduced to Moogle being a solo fighter, but when I went looking for inspiration on past support threads I saw the potential they had working together so I also made one for a team up. The solo Moogle moveset has 2 ideas of specials that share the idea of letting Moogle switch between 3 sets of specials during battle. The duo moveset consists of Chocobo doing most of the basic attacking with Moogle backing him up with magic.​
Note: Moogle would be incredibly light and floaty, almost Jiggs level. His lightness comes across in his animations too, as his walk has him lightly step off the ground to float for a second before stepping again. His dash animation also has him flap his wings slightly as he skates along the ground like Rosalina's walk anim. Air movement is pretty high too. Body type is the Mario Hoops look with longer pom pom.

Jab: forward swipe with left paw, diagonal upwards kick with right leg, then a headbutt. Flurry is a Luma/Falco spin.
Ftilt: A push forwards with both arms extended with a sparkle effect. Quick and a good get-off-me option.
Utilt: Swizzels the pom pom around twice as it glows a soft white light. 2 hits.
Dtilt: Slight slide along the ground head first.
Dash: Diagonal spin forwards, like the Luma/Falco flurry attack. 3 hits.

Fsmash: Thunder. Summons a comical grey cloud overhead that shoots down a lightning bolt forwards.
Usmash: Blizzard. Creates a swilring icy cloud overhead before it flashes into a ball of ice.
Dsmash: Fire. Creates 2 small erupstions out of the ground on either side.

Nair: Zelda multihit spin. white blade effect around him as he spins.
Fair: Brings both hands back then claps them together forwards, creating a small explosion. This pushes Moogle slightly backwards. Not that powerful.
Bair: Spins counter-clockwise and curls a block of ice around him from below to above.
Uair: After a small startup as he curls in on himself, pushes himself upwards for a headbutt. Raises him up slightly like ROB's dair, only with more height gained. Pretty laggy all round.
Dair: Reels back and then shoots a weak lightning jolt projectile straight downwards that goes as far as he is tall. Only slightly stronger than Robin's thunder but good for covering yourself back to the stage from above.

Grab: Stop. Casts Stop straight in front. Enemies that are grabbed visually look like they're frozen in time. Good range but rather laggy.
Pummel: Opponent gets slightly electrocuted.
Fthrow: Tornado. Summons a small tornado that picks up the opponent and spins them around Moogle before throwing them forwards.
Bthrow: Banish. creates a hole in space behind the opponent and pushes them in. Another hole appears behind Moogle and the opponent is shot out.
Uthrow: Thundaga. summons a lightning bolt to strike exactly where the opponent stands. The opponent is blasted away as Moogle gets knocked back on his ass. Good kill throw at pretty high %.
Dthrow: Gravity. Creates a Gravity orb above the opponent the hits them into the ground multiple times before it blasts them away upwards. Good damage but not a combo throw after medium %.

Specials set 1) Magicite.
Down B: Magicite Switch. Pressing down B allows you to switch between Shiva, Ifrit, and Ramuh, which in turn change your specials. Shiva's specials are more defensive, Ramuh's are for pestering, and Ifrit's are for kill power.

Shiva
B: Diamond Dust. Moogle does the spell cast animation from FF6 as a casting bar appears above his head. Upon full charge Moogle is able to summon Shiva to perform Diamond Dust: a whirling blizzard that surrounds Moogle, similar to Suicune's Melee attack only balanced for a fighter. This attack is much more for damage dealing than killing, as it sucks in all opponents in range before blasting them away weakly. The charge animation can be cancelled at any time, but it must then be charged from the start.

Side B: Snowflake Shield. Moogle sends out a big snowflake that floats forwards slowly. If it hits an opponent it does weak knockback and disappears, but if it's hit by a projectile itself it completely absorbs the opponents projetile and shatters, shooting out shards of ice in the direction the projectile came from. getting hit with a physical attack breaks the snowflake so it does nothing.

Up B: Frostbite. Rises surrounded by an icy wind. Hitbox covers a wide area around him and multihits as he rises.

Ramuh
B: Judgement Bolt. Shoots out 6 small lightning bolts in a line, one after the other. The bolts carry the opponents into the next bolt until the final one knocks them away. Follows the terrain on the ground. Charge time and animation is the same as Shiva's.

Side B: Static. Like Palutena's explosive flame, creates a ball of lightning a set distance away. distance changes slightly depending on if it was a smash input or not.

Up B: Direct Current. After a small startup, Moogle teleports a short distance in the direction chosen. Upon reappearing he stays in the new position and multihit shocks anyone in range.

Ifrit
B: Hellfire. Ifrit appears, reels back, covers his hand in fire, then punches forwards violently. Moogle's strongest move. If Moogle is hit during Ifrit's startup he still throws the punch where he was summoned. Charge time and animation is the same as Shiva's.

Side B: Fireball Toss. Throws a small fireball at a 30 degree angle that arcs through the air. Angle can't be changed.

Up B: Eruption. After a short startup, Moogle gets thrown upwards by an explosion at his feet. Pretty much Palutena's Rocket Jump. A good kill move on the explosion hitbox too but not that much range on the recovery. Weak hitbox when rising.

Final Smash 1: Alexander. Moogle uses Banish in front of him that sucks in any opponent in range. The opponent then get transported to a rocky area as Alexander blasts them with a beam that creates a huge eruption.

Final Smash 2: Ultima. Moogle shoots an orb of light straight down fast. If this orb hits a platform it creates a large explosion Smart Bomb style. The orb spikes as it move down, potentially trapping opponents in the explosion.

Note: I was thinking of adding in Carbuncle, Alexander, and Shiva as the main 3 summons due to Midgar likely returning with its summons and I didn't want to have them as both a summon and a stage hazard, but these 3 are the more iconic summons so I went with them instead with Alexander as a potential FS.

Specials set 2) Moogle Dance
Down B: Shuffle. Taking inspiration from Mog's Geomancy dances in FF6, pressing down B allows Moogle to switch between Forest, Desert, and Snow. Can only be performed on the ground.

Forest
B: Slice of Life. Charge move. Moogle spins in place once as a leaf appears over his head, then 2, then 3, where it will auto-cancel. Pressing B again will shoot a leaf straight forwards, then another leaf at a slight upwards angle if 2 have been charged, then another leaf at a slight downwards angle if 3 have been charged. Halts his momentum in the air when releasing the leaves. At close range with low % the forward leaf and the upwards leaf combo into each other.

Side B: Flower Field. Moogle extends his hands down towards the ground in front. This causes vines to quickly sprout up a short distance away and spread across the ground in each direction a short distance before disappearing. As the vines disappear a patch of flowers appear in it's place, slowing down the walk and run speed of any fighter caught in the flower patch. If used in the air Moogle will shoot a green orb diagonally downwards that has no hitbox, only when it touches a platform does it create vines.

Up B: Leaf Swirl. Rises in a tornado of leaves. Multihit upwards and good range on both recovery and hitbox, and blasts opponents sideways at the apex.

Desert
B: Antlion. On the ground, this move creates a small sand whirlpool on the ground right in front of Moogle, pitfalling an opponent if they're in range. This allows him to set up Quake to kill much more easily. In the air, Moogle drill spins downwards quickly, knocking opponents away. Good for getting to the ground quickly.

Side B: Sandstorm. Moogle holds out his hands and creates a small sand cloud that does damage and no knockback. The sandstorm is about 1/4 the size of FD and has a height of about 1.5 moogles. Holding B allows you to control the direction of the cloud, though letting go of B or shielding makes the cloud hover in place for a second before disappearing. Cloud moves like PK Thunder, meaning it simply moves in the direction you last entered regardless of if the control stick is neutral.

Up B: Quake. Moogle jumps up quickly, then slams down hard on the ground creating 2 columns of earth on either side. Similar to Mii Sword's Sword in the Stone up B. The landing hitbox is Moogle's strongest move of this special set, and the falling part of the move spikes into the landing. Can be directed left or right.

Snow
B: Snowball Fight. Moogle creates a small snowball and reels back. The longer you hold this for the further it goes, though it always travels in an arc.

Side B: Snowmoogle. Moogle puts his hand to the ground and creates a moogle made out of snow about the same size as him in front. This snowmoogle acts as a barrier against projectiles and attacks, though it breaks if anything over 3% hits it. If used in the air, he creates a snowball in front of him about the size of his head which breaks after a second. These attacks have no hitbox on them, so they're purely used as walls.

Up B: Icicle Bounce. Moogle creates a small icicle below him and jumps off it, shooting the icicle down as he ascends. Good for edgeguarding downwards but no hitbox on Moogle as he travels.

Final Smash: Galeforce. Moogle harnesses the power of the wind to create a stage wide windbox that continuously pushes opponents. Depending on how balanced such an idea could be Moogle could either control the direction of the wind freely by holding B as the effect is active or it could be locked in the direction Moogle was facing as he used the FS.

Taunt 1: Moogle makes the classic Moogle whistle sound and spins once, posing at the end like his Mario Hoops artwork.
Taunt 2: Moogle faces the screen, holds his hands out, and casts a tiny version of either fire, thunder, or blizzard. For the magicite moveset the summon currently selected is the same element as the spell cast.
Taunt 3 (magicite): Moogle brings out the 3 magicite and has them orbit around him.
Taunt 3 (Mog Dance): A leaf flies out of nowhere to hit Moogle in the face, making him jump slightly before pushing it off.

Magicite
Victory Screen 1: Moogle encases his hand in fire and punches the ground, causing an eruption behind him.
Victory Screen 2: The camera focuses on Moogle shivering surrounded by snowflakes and icicles. Freeze frame catches him mid-sneeze.
Victory Screen 3: Moogle dozes off, until a strike of lightning in front of him knocks him back on his ass.

Mog Dance
Victory Screen 1: Moogle puts his hand to the ground, sprouting a flower in the process.
Victory Screen 2: The camera focuses in on Moogle finishing up a snowman, which he turns to show the camera during the freeze frame.
Victory Screen 3: Moogle struggles to walk against a heavy sandstorm that blows up off his feet during the freeze frame and then off screen.
Note: Chocobo Knight wouldn't be a typical heavyweight in Smash. As most heavyweights are rather slow and hit hard, these 2 move fast yet are rather weak.

Jab: Jab forward with beak, clap with the wings, then spin with a wing extended to knock the opponent away. Flurry has Moogle cast Thunder ahead to zap the opponent.
Ftilt: double kick ahead. 2 hits.
Utilt: Chocobo lowers his head and Moogle bounces up off his back, headbutting upwards. Good range upwards, though a little lacking horizontally.
Dtilt: Uppercut swipe with wing.
Dash: Chocobo headbutts forwards.

Fsmash: Blizzard. Moogle creates a blast of ice in front.
Usmash: Fire. Chocobo spins with his wings extended against the ground, knocking opponents into Moogle creating a firey explosion overhead.
Dsmash: Thunder. Chocobo hovers off the ground as a small area is electrocuted by Moogle, sucking opponents in with multihit damage. Chocobo then drops with his wings extended to knock opponents away.

Nair: Chocobo spins horizontally with his wings extended.
Fair: Chocobo claps his wings together in front.
Bair: Moogle extends a hand backwards, creating a fiery blast.
Uair: Moogle jumps off Chocobo's back and spins backwards with his legs extended.
Dair: Chocobo quickly kicks downwards. Spike at sweetspot, just where he kicks down.

Grab: Stop. Moogle casts Stop forwards. Opponent looks like they've been frozen in time.
Pummel: Chocobo pecks the opponent.
Fthrow: Thundaga. Moogle casts a strong bolt of lightning to come down from the sky, knocking the opponent away and knocking Chocobo on his ass.
Bthrow: Chocobo grabs the opponent with his beak and throws him over his head to behind him, to which Moogle whacks them away with a ball of ice.
Uthrow: Moogle blast the opponent up and behind with a pillar of fire, whacks them with a ball of ice to hit them directly upwards, then shoots a weak bolt of lightning from his hand to knock them straight up.
Dthrow: Chocobo headbutts the opponent into the ground, then Moogle blasts them upwards with a pillar of earth.

B: Choco Barrier. Chargeable reflector. Using this move after a full charge has Chocobo cover himself with a reflector for a few seconds, allowing him to move around with the reflector up.

Side B: Choco Flame. Creates a blue flame that flies forwards quickly before slowing down and then disappearing. Quick to come out and you can move before the flame disappears, though the endlag on this move means it's more for long range punishes or to stop approaches. Max range is about 1/3 FD.

Up B: Floaty Flutter. Moogle uses Float to make them both quickly rise, then Chocobo starts flapping its wings to gently lower down. Though the move has no hitbox during any part, they can attack out of the flutter at any time.

Down B: Choco Meteor. Summons a small meteor to fall after a couple of seconds diagonally downwards. Can be directed slightly left or right depending on direction chosen during startup. Chocobo can move before the meteor falls, allowing for different ways to pressure the opponent. Explodes on contact with anything.

Final Smash: Chocobo Stampede. Moogle casts Banish in front. Opponents caught in the attack are sent to a grassy field as hundreds of Chocobos, led by the main Chocobo with Moogle on his back, charge at the opponents.

Taunt 1: Chocobo spins in place as Moogle hovers off the saddle to spin in the opposite direction.
Taunt 2: Chocobo preens his feathers as Moogle dozes off for a second.
Taunt 3: Chocobo straightens up and stretches his wings as Moogle almost falls off the saddle.

Victory Screen 1: Moogle jumps off the saddle to rub Chocobo's beak.
Victory Screen 2: Chocobo comes flapping in from off-screen and holds a pose with one wing out as Moogle holds his opposite hand in the air.
Victory Screen 3: The camera focuses in on Chocobo roosting while preening his feathers with Moogle sleeping against him. Freeze frame has Chocobo wave to the camera.
Why Moogle and Chocobo?
Moogle and Chocobo can easily be considered the mascots of Final Fantasy, and unlike Cloud can represent much more than their own character from a single game. They are easily recognisable, popular, and have great potential. Final Fantasy is also big enough of a series to gain 2 characters: with Cloud being brought back alongside a newcomer.
Alts~
While Chocobo would likely only change colour, Moogle could change outfits to have references to Black/White mage, Dragoon, and other such classic FF jobs.

 

Geassguy

Smash Journeyman
Joined
Aug 27, 2018
Messages
221
Shame that Cloud seems to have made these guys dead on the speculation front. I personally love and support this idea. I think PixelPasta also had some great ideas in his post back for Smash4. Overall a lot that could be done with them, and if FF should get a second fighter, they'd be unique and far more representative of the series as a whole than Cloud is. I love Cloud as a character, but I don't really feel he represents all of FF very well.
 
Top Bottom