King Boo Moveset
The ghastliest ghoul the Mushroom Kingdom has ever seen, King Boo has come to Smash to fright his foes! King Boo harnesses the power of his loyal Boo minions to startle his opponents, as well as temporary invisibility, shape shifting, ghostly magic, and more!
Given that King Boo is a ghost, his weight is INCREDIBLY light. Overall, his weight is one of the lightest in the entire game, being slightly lighter than that of Mewtwo's. To make up for this featherweight status, however, King Boo is very quick on feet (well, at least where his feet would be). King Boo's speed falls within the top ten speeds of the game, having speed comparable to Captain Falcon's. King Boo also hits really hard in all of his attacks, making for an interesting mix of a lightweight fighter with heavy attacks. Surprisingly, King Boo can also perform a sort of crawl. Using the Boo species' ability to sink into solid surfaces, King Boo can sink to the ground and move around, having only his top half exposed. This allows King Boo to literally slide under oncoming attacks that would normally hit him.
Neutral Special: Boo Summon- This attack will have King Boo summon one of three different Boo types to attack the opponent, with each having a different attack pattern and different effects.
-Boo- The most common type to appear, the generic Boo will target the nearest foe and chase after them. The Boo will pursuit the opponent until one of two things happens. If the Boo does make it to the enemy, they will attack them and dea, a decent amount of damage. However, the generic Boo will disappear after 10 seconds have passed. This is made more difficult by the fact that, like in the Mario games, Boos will stop their track of movement if looked at. This makes strategic placement of both the minion Boo and King Boo vital.
-Circle of Boos- Appearing slightly less often than the regular Boo, this variant is, like the name would imply, a large circle consisting of 6 Boos in total. Unlike the normal version, the circle's movement can't be stopped by being looked at, meaning they can't be stopped once summoned. However, they don't track the opponent either, meaning they can be avoided some what easily. Their damage output is higher as well, and if opponents somehow find them self in the middle of their rotation, all the Boos will strike at once, dealing massive damage.
-Big Boo- The rarest type to appear. This Boo, as the name would imply, is a much bigger variant of the first type. It works the same way for the most part, with some minor differences. For one, the Big Boo deals FAR more damage than its smaller counterpart, dealing upwards of 25% if it hits. To counter its enormous damage, though, the Big Boo is by a landslide the slowest Boo variant. This allows opponents to easily avoid it with careful planning or staring it down for its 10 second timer. The Big Boo is also the only type that ignores shields.
King Boo is allowed to have three Boos total on screen at once, and this attack has direct correlation to his down Special. This makes it very important to space yourself properly in order to harness the Boo's special abilities.
Side Special: Ghost Surge- This special functions similarly to Greninja's down Special in that the move is a counter. When using the move, King Boo's color will become incredibly dark and shadowy for a brief moment. If he is hit while in this state, King Boo will counter with a surge of ghostly energy and power drive through the opponent. The move does more damage the stronger the enemy's move is, making it a solid kill move at opportune times.
Up Special: Platform Boo-st- Dozens of the pink Boos from Super Mario Sunshine appear beneath King Boo before launching him upward in the air. Afterward, three of the pink Boos will rise up and form platforms for King Boo to jump off of. The platforms will permanently stay unless King Boo jumps off of them, in which they will automatically disappear and stop others from using them.
Down Special: Permeate- This Special thrives with the use of the neutral Special accurately. Above King Boo's character icon on the HUD is a three-stage gauge known as the Ghost Meter. Essentially, the more Boos the King can hit opponents with, the more the gauge will fill up. Once King Boo has hit at least the first level on the meter, he can use this attack to enter a state of invisibility, the duration of which (as well as the number of Boos needed) are as follows;
-Green- In order to reach the first level on the meter, King Boo has to hit opponents with a total of 3 Boos. Using the attack on this stage will only yield 3 seconds total of invisibility.
-Red- Hitting others with a total of 5 Boos will activate this stage on the meter. Activating the Special while the meter is red will grant King Boo 7 seconds of invisibility.
-Purple- The maximum the Ghost Meter can reach, King Boo must hit foes with a total of 7 Boos. This stage will grant the King a total of a whopping 15 seconds of invisibility.
While invisible, King Boo enters the shadowy state from his side Special. This allows King Boo to still be seen and he can hit the opponent, but the opponent cannot hit him. Using the move will also reset the Ghost Meter, although King Boo can immediately begin refilling it right after using it up. This makes hitting and setting up Boo placements vital in order for King Boo to strike the opponent when they least expect it.
Jab: King Boo rapidly smacks the enemy with his large, bulbous tongue.
F-Tilt: King Boo swipes the foe with an upward swing of his tongue.
U-Tilt: King Boo spins upward in the air a ways. The attack is most powerful at the crown.
D-Tilt: The King spins his tongue on the ground in a circle, dealing damage.
Dash Attack: The King spins directly into the opponent, the sweet spot of the attack being the crown.
F-Smash: King Boo covers his eyes and shakes in place while the attack is charging. Afterward, King Boo releases dark energy in the form of a giant, dark manifestation of a Boo that charges through opponents, dealing major damage. The attack deals even more damage if the opponent is directly facing King Boo while he's charging it.
U-Smash: King Boo covers his eyes and shakes in place while charging, then releases a giant, dark Boo that flies a large distance upwards. The attack is powerful, but will deal even more damage if the opponent happens to be directly above or below King Boo while he is charging the attack.
D-Smash: The King covers his eyes and spins around in place whilst shaking as the move charges. Two enormous shadowy Boos then fly downwards from the sky into the ground, causing some massive damage. The damage will only be amplified if the opponent happens to be facing King Boo as he releases the attack.
N-Air: A large circle of Boos appears to encircle the King, acting as a sort of shield of sorts. The Boos disappear as soon as the move is over and have no bearing on the Ghost Meter in any way.
F-Air: King Boo juts his massive tongue out once again to surprise those in his line of fire.
U-Air: King Boo does a short flip in midair, with the most damage coming from his crown compare to other areas of his being.
D-Air: The King does a quick spin while upside-down. The crown has a meteor Smash effect, making spacing very important.
B-Air: The King quickly wags his 'tail' on his backside. The attack has a minuscule hitbox, but if it lands, it will deal EXTREMELY massive damage. Probably the King's most powerful move overall.
Grab/Pummel: Similar to Pacman's grab, King Boo sends out a large beam from his crown that will pull opponents in. For the Pummel, the King repeatedly bashes the opponent with his crown before releasing them.
Throws: For Forward throw, King Boo sharply bashes into enemy to send them away. Back throw has the King toss foes behind him, begin to act scared, then turns around and scares them away. Up throw sees the King throw opponents upwards with the beam from his crown. Down throw has King Boo briefly swallow the opponent whole, chew them up, and spit them back off the ground, dealing some impressive damage.
Final Smash: Boolossus' Return- King Boo will summon a large, dark painting that will appear in the middle of the stage, sucking fighters in. Any that are trapped by the painting will then be greeted by King Boo who will undergo a borderline demonic sequence in which he turns upside down and everything becomes dark. Behind him appears the otherworldly large Boolossus, who then rushes forward into the trapped opponents. Along with Boolossus are countless other Boos of various shapes and sizes, all of which relentlessly stampede the stuck characters as they are helpless to fight back. All the while, King Boo sits back and watches. He gives a grimace and a devilish laugh until the onslaught is over.
Taunts: Up Taunt consists of King Boo take off his crown for the only time and tip it in a 'Gentleman' gesture. Side Taunt has King Boo burp up a Bonefish enemy with a nauseated expression. Down Taunt has him sink into the ground, like in his crawl, and hop out and back into the ground several times in a row as if jumping between puddles.
Alts: King Boo only has color swaps to choose from. All of his colors are based on different colored Boos from the Mario series, with the iconic white as the default. Some examples include a pink Boo from Super Mario Sunshine, a black Boo from Super Mario Galaxy, a light blue Boo from Super Mario World, and several others.
Stage: Evershade Valley- The main setting from Luigi's Mansion: Dark Moon. A transformation stage that periodically shifts between the 5 main mansions from the game. Each mansion has a completely different layout, with different hazards in each as well.
Boxing Ring title: "Ghastliest Ghoul with a Jewel"