MasterWarlord
Smash Champion
- Joined
- Aug 24, 2008
- Messages
- 2,911
IGGY KOOPA
Iggy Koopa is one of Bowser’s seven children – at least one of Bowser’s seven children who he personally spawned, considering Bowser Jr. is obviously adopted. Iggy is the twin brother of Lemmy Koopa, and while the resemblance was originally somewhat strong, particularly with the identical hair, the redesign has made that former trait rather questionable. In New Super Mario Bros Wii, he has gained the personality of a more hyperactive bratty/arrogant type with his redesign, constantly taunting at Mario within his two fights against him to the point of bordering on insanity. Iggy’s nerdy glasses aren’t just for show, being retained in his redesign, and as is law in children’s media is an overly intelligent inventor, having made several mechs for the Koopalings to use in Yoshi’s Safari. Considering he already has a magical wand from Kamek, though, he needs no such mechs to help him Brawl. They’d make the match end much too quickly for Iggy to properly enjoy himself.
STATS
Aerial Control: 10
Size: 7
Aerial Speed: 6
Jumps: 6
Weight: 5.5
Ground Movement: 5.5
Traction: 4
Falling Speed: 4
Iggy stands as tall as his father does in his idle position, but Bowser’s rather hunched over in his Brawl stance, meaning Iggy isn’t physically taller than him. On the other hand, Iggy is very thin in his new redesign – presumably from spending countless time between his limited game appearances in Bowser’s dungeon – and it’s generally a lot worse to be wide than tall. If you’re afraid of projectiles, that’s what crouches are for.
SPECIALS
Down Special – CHAIN CHOMP CHARIOT
Iggy summons a Chain Chomp the size of Bowser a platform in front of him and a “chariot” underneath him that’s connected to the Chain Chomp by his platform long chain. The chariot is as wide as Bowser/tall as Wario and is solid, but there’s a portion in the middle of it only as wide as Iggy is where characters can “sit” inside of it, decreasing their height by that of Wario’s. Iggy by default summons himself into this chair, decreasing his hurtbox as he gets pulled around. In addition, Iggy’s able to hide his hurtbox entirely inside his seat in the chariot if he crouches. If outside characters are too wide to fit in this hole, they can still stand on top of the “chariot”.
The Chain Chomp moves forward at Ganon’s walking speed if undisturbed, turning around at edges, but if any character gets in front of him he will do a lunge outwards at the enemy a platform forwards almost immediately, dealing 20% and knockback that KOs at 90% with his front as the hitbox. If Iggy wants to control the chomp more directly, he can input Down Special with the chomp already out to tell it to turn around, or input a Special Dsmash to order it to do the lunge attack regardless of whether or not somebody’s in front of him or not – a nice way to catch foes stupid enough to roll in front of it.
The chariot weighs as much as Jigglypuff at 50% while Chomp weighs as much as Bowser at 50%, them perfectly capable of taking knockback. The catch is that the chariot will –never- be able to drag the Chomp if the knockback dealt would knock it out of the chain’s range. On the other hand, if Chomp takes knockback, he’ll always drag around the chariot. Iggy has to be wary about losing his chomp off the edge, especially considering he can’t attack it himself. If he does indeed lose the Chomp, the normally lagless set-up’s start-up lag is increased by 1.5 seconds if Iggy wants to summon another Chomp. There’s no limit to how much this can stack, but it gets reset to lagless when Iggy loses a stock.
Side Special – FIREBALL
Iggy leans forward and fires a green projectile from his wand nearly identical in appearance to Luigi’s fireball. The fireball travels at the slow speed of Jigglypuff’s dash, but has slight homing capabilities, chasing after any character that comes within a Bowser width of it. Of course, the projectile’s vertical movement is twice as slow as its’ horizontal movement and it has to turn around in a half-arch if the foe goes behind it, but it’s enough to provide the foe some degree of extra pressure. The fireballs last until they hit something they can damage or until they travel Final Destination’s width. You can only have 2 out at a time.
Considering how long the fireballs last, this move is excellent fodder for simplistic camping. This obviously gets much better when you use the Chain Chomp as a meat shield and have it pull you around while you camp.
Neutral Special – WAND TOSS
Iggy turns to face the camera and winds up, during which time you can angle his toss in literally any direction, then goes to throw his wand. It travels at Meta Knight’s dash speed initially before slowing down to nothing after 1.5 seconds, and the fall speed of the wand is only that of Jigglypuff. The wand is a hitbox that deals 10-1% and knockback that KOs at 160-300% based off how fast it’s going. While you can feel free to throw the wand off-stage due to being able to resummons it back into your hand with Neutral Special instantly, the wand can be out-priotized by anything and takes knockback like Jigglypuff at 85%. If it gets destroyed, you’ll have 2 seconds of lag to create a new one upon using this move.
The wand is perfectly capable of defending itself, though, as if you use any of Iggy’s moves that involve his wand Iggy will use magic to animate the wand wherever it is regardless of whether or not he’s holding it. Take note that Iggy throws the wand in such a way that it spins around en mass when he first throws it, and while it still spins beyond the initial .3 seconds it’s a very slow spin – this is actually beneficial to Iggy, as it lets him aim the wand moves if he waits for the wand to spin into position. Iggy and the wand take lag independently of one another, meaning Iggy can have the wand do something then still go to attack himself, but Iggy must still go through the start lag of the wand’s attack.
Up Special – BLASTBACK
Iggy holds his want in front of him with both hands before firing a constant beam out of the wand that does a token 1% and flinching. This pushes back Iggy 2 Platforms over the move’s duration before he goes into helpless, but Iggy is able to angle the move as he goes, potentially able to travel upwards/downwards a single Platform during the move’s duration or anywhere in-between, able to change where he’s going in mid-flight to weave around enemies attempting to gimp him.
The spikes on Iggy’s shell deal 1% and constant set knockback at a rate enough to pull the foe along with Iggy as he goes backwards. This has rather impractical gimping purposes due to Iggy actually entering helpless at the end of the move, but Iggy can angle the move in the middle of his flight to get his shell up off the foe to drop them off at some point while he continues on his way. This enables you to whizz past a foe and drop them in front of the chomp before you go to the safety of the chariot alone.
Using this move with the wand by itself, the back of the wand is a hitbox like Iggy’s shell, but the fact the hitbox is just the back of the wand means it’s very easy for foes to DI out of. Iggy must channel the wand for the move’s entire duration so he can direct it properly.
STANDARDS
Neutral Attack – SPARKLER
Iggy holds his wand out in front of him with a childlike wonder in a pose very much like his official art at the top of the moveset, causing his wand to constantly flicker with green fire that deals 5% and flinching on contact. So long as Iggy holds A, he can proceed to press left and right on the control stick to swish the sparkler in an arch over his head/anywhere in-between based off what he inputs. Wherever the wand goes, the trail of green fire follows, lasting for 2 seconds and still dealing just as much damage. Iggy can move the wand fast enough to completely surround himself with a half circle of green fire, but the fact he has the wand so far extended out means you can roll into/air dodge down into Iggy’s safe zone, probably before he comes out of the move to boot. The most practical time when you would want such a defense is when there’s minimal Koopa to be hit inside the half circle when you’re seated in your chariot.
If the wand is already in movement (Whether or not it’s in hand), you can create a fiery sparkling trail by just inputting your jab that can cover far more than just yourself, making it go all over the stage. Most notably, the natural spinning of the wand when it’s thrown makes for excellently jagged trails that are annoying for enemies to pass through.
Dashing Attack – SHELL SPIN
Iggy withdraws into his shell, performing a crappy version of his father’s Up Special with the same lag, but a smaller hitbox and 70% of the power. Notably, if Iggy comes into contact with a wall, he will continue the move and double the speed he’s going at and double the power of the move. This caps at 3 times, Iggy going 4x as fast and having 2.8x the power of Bowser’s Up Special, and Iggy can come out of this at any time if he so wishes. While he’ll have awkward ending lag, he’ll continue sliding during it to give him a free retreat.
What walls does Iggy have to bounce against? Aside from just bouncing a single time against the side of the chariot, if he starts the move on top of his chariot, he’ll fall down into the seat along the way and bounce back and forth inside of it. This is an easy way to utterly decimate foes who are intending to steal your perch and are intending to use it to defend themselves from Chomp/sitting in it to prevent you from getting back into it.
Forward Tilt – KOOPA CLAW
Iggy puts his towering height (For his age, anyway) to use as he leans forward extensively, then extends out his claws and rakes them inwards, dealing 10 hits of 1% and flinching. If he’s in the chariot, he’ll end up scraping the edge of the chariot with his claws. Not only does this let you pull somebody into the chariot should you want to, the hits where Iggy’s scraping against the side of the chariot will have doubled damage, making the move deal 15% in all.
Up Tilt – MAGIC BLAST
Iggy crouches very slightly to make sure his oversized hair doesn’t catch fire as he thrusts his wand upwards, it gaining a green fiery aura that deals 7% and vertical knockback that KOs at 150%. The crouch is the main beneficial thing about the move, as it enables Iggy to minimize his hurtbox to the point pretty much no attacks can get to his hurtbox without hitting the disjointed hitbox directly above it when inside the chariot.
Down Tilt – MAGIC BURST
Iggy fires his wand downwards at his feet in front of him, dealing a single hit of 6% that has a 50% chance to trip foes, otherwise dealing mediocre knockback. If out of your chariot but the Chomp is still around, it’s a simple way to stun the foe for said chomp.
Inside the chomp chariot, Iggy’s magical blast will cause the chariot he’s in to get propelled into the air a Ganon height briefly, as well as a Kirby width in the opposite direction Iggy was facing. This causes the chariot to become a hitbox that deals 10% and knockback that KOs at 150% on the way up, and causes it to deal 12% and spike foes on the way down, sending them into prone once they hit the floor. If it lands on them again while they’re in prone before they can get up (Quite likely), they’ll take an additional 5% and bit of stun. Note that in this move and all others where the chariot becomes a hitbox, the walkable top of the chariot never becomes one unless stated otherwise.
SMASHES
Forward Smash – DOG CHASING CARS
Iggy stabs his wand into the background/foreground, dealing 10-20% and .6-1.2 seconds of stun to dodging foes. After extending out the wand, Iggy turns his head to look at the Chomp and says “here boy!” to the Chomp in gibberish, rapidly shaking the wand. This causes the Chomp to turn to face Iggy if he isn’t already, then to lunge after Iggy. If Iggy isn’t in his chariot, the Chomp will continually chase him, giving Iggy direct control over where the Chomp goes until it reaches him, but if it does reach him before a foe he’ll take the damage and knockback from the Chomp (20-30% and knockback that KOs at 90-65%).
If Iggy –is- in the chariot, then the Chomp will go into the background/foreground as it runs slightly to go after the wand specifically. By the time the Chomp reaches Iggy in the chariot, the Chomp will have moved far enough so that the chariot will start getting pulled by the chain, causing the Chomp to run around in 3D circles to chase after the chariot. The Chomp is still a hitbox as he goes through the dodge planes, moving at Mario’s dash speed. This lasts for 4-8 seconds, and as the chariot moves it’s also a hitbox 60% as powerful as the Chomp. If foes –do- manage to get on top of the chariot somehow, they’ll find that the force the chariot’s being pulled around at means there’s a constant push effect on it as strong as Dedede’s inhale to send them off of it. This also applies to Iggy, but he’s presumably safely tucked away inside the chariot seat. Iggy gains the ability to perform other attacks 1.5 seconds into the move if he’s in the chariot, but can do so instantly if not.
If Iggy tosses his wand when he’s already being chased, Chomp will stop becoming hostile to Iggy and chase after the wand directly before turning around to bring it back to his master, being a hitbox the entire time. This can indeed be used when the Chomp would almost be done with the move anyway to extend the amount of time he’s a hitbox. The wand can still attack within the chomp’s teeth as it’s being brought back to Iggy, as the head of the wand still points out of the Chomp’s mouth. If Iggy wants to keep the wand inside the Chomp’s teeth for extended periods of time, he’ll want to start up the fsmash when he’s not holding the wand, as then when the Chomp reaches the wand he’ll permanently keep it within his teeth, him only dropping it if he takes knockback to knock him 3+ platforms.
If the wand uses dtilt while in the Chomp’s teeth, the Chomp will be treated identically to how the chariot is if Iggy’s in the chariot when he uses the move, though Chomp will only go up half as high as the chariot due to his weight. This does not interrupt anything the Chomp is currently doing.
Up Smash – ROAR
Iggy turns upwards and does a wimpy roar, dealing a petty 4-8% with no hitstun but with a decent strength wind hitbox that can KO foes at 140-110%. While it’s an okay defense to hit foes coming down into your chariot seat, Chomp imitates his master shortly after Iggy starts it up, turning upwards and roaring as well. The roar hitbox is as wide as Chomp and 4 Ganons tall, and while it only deals 10-18% it deals significant hitstun to foes based off how close they were to Chomp. At point blank, it stuns them for a sickening 2 seconds, while no stun takes place if foes are so much as 1.5 Ganons above Chomp. Foes naturally prefer to approach over Chomp rather than daring to roll past him when Iggy can potentially hold him back or hit them with a ranged attack of some sort as they roll past him. . .
Down Smash – ROLLOVER
Iggy whirls his hand around in a circular motion for a crappy but overly fast hit of 6-12% and knockback that never KOs, saying “Rollover!” in gibberish as he does so. This causes Chomp to roll forwards at Ganon’s walking speed, becoming a hitbox that deals 10-20% and knockback that kills at 180-100%. Iggy is free to do things that don’t involve commanding Chomp almost immediately after inputting dsmash.
Chomp’s chain starts to get wrapped around him as he rolls, causing the chariot to get reeled in to Chomp over the duration of the move. While Chomp will only roll until the chariot comes right up against him at minimum charge, he will continue rolling with varying levels of charge, enabling him to not only bring the chariot on top of his head, but to be able to flip it upside down as it falls down in front of him, becoming a hitbox that deals 10% and spikes foes as it falls, and deals 20% and pitfalls foes it squishes into the ground. Assuming Chomp keeps dragging the chariot around, he’ll flip it right side up when he drags it over his head a second time – and he will indeed do it twice if you fully charge the move. I’ll go over how a flipped chariot behaves in more detail in the next input.
Aside from smacking the foe with the chariot as it falls down, you can charge the move just barely to position the chariot on top of Chomp. Getting Chomp to stand still long enough to truly take advantage of the perch is incredibly difficult to the point of not being particularly worth the effort, but it makes a superb evasive maneuver. If you’re going to fall anyway and the foe is directly pursuing you, have Chomp roar with Usmash to slide down his back while Chomp’s roar hitbox replaces where you once were.
AERIALS
Down Aerial – GROUND POUND
Before we begin the move, another thing I should tell you about how the physics of the chariot work – if a character is standing on a side of the chariot, the chariot will tip in that direction slightly, more-so based off their weight. If multiple characters stand there, it stacks. It’s generally not enough to tip the chariot over unless a 15 or so in weight can be reached, though if they stay on that side for extended periods of time it can indeed flip. If a character very suddenly comes into contact with a side of the chariot, though, it’s treated as if the character had been standing there for roughly 3 seconds based off how fast it was – this can be done either by being spiked into the chariot or by using a stall then fall dair onto it most commonly, though anything else similar will work. Characters with high fall speeds fastfalling from a distance even has a slight effect on it.
This move, as you’d expect from the name, is one of those stall then fall dairs. Due to Iggy not being quite as manly as the normal user of this type of move, this only deals 9% and knockback that KOs at 170%, but the 5% flinch resistance during the move can sometimes enable him to get back down into his chariot safely, and the landing lag isn’t as terrible as most of these moves.
Why would you want to tip the chariot? Just before it tips you can use your dash attack to bounce around in the middle, then when it tips over you can actually let gravity take you out of the seat and use your built up momentum on actual outside foes. Aside from that, you’ll want to try to squish foes under it who wanted to stand on top of the chariot, as it’s a hitbox that deals 10% and spikes foes on aerial foes and deals 20% and pitfalls grounded ones. Iggy’s immune to the spiking hitbox, but he –can- be hit by the pitfalling hitbox, so he’ll have to retreat back to the middle of the chariot so that the harmful parts come down to his sides.
If you do indeed get trapped under the chariot, you can use your utilt to get out then use your utilt on the side of the chariot as it falls back down to flip it back over. Still, Iggy is perfectly capable of taking advantage of this position by attacking with his wand while he remains 100% safe, though be cautious if the foe goes to knock the chariot over the edge – you’ll have to fastfall out of the upside seat and go around the chariot before you can ever attempt to recover. If they are intent on doing that, you can just use the utilt a single time to bring the chariot up then try to knock them under the harmful parts.
Forward Aerial – SKULL BASHER
Iggy brings his wand behind his head before slamming it down in front of himself, using no magical properties of the thing and instead opting to use it as a simplistic blunt weapon. This deals 10% and spikes foes as powerfully as Rob’s dair. This is Iggy’s way of spiking foes onto the chariot to tip it over and begin a gimp/crush them against the ground with it. The fact that it’s a wand move means Iggy can have his wand start up the move even while he rapidly goes back and forth inside the seat of the chariot with his dash attack, blocking the safest haven for foes to run to and being able to pursue them when they run out from under the chariot. Needless to say, a generic spike is also useful for simply smacking foes down attempting to go over the chariot/Chomp.
Neutral Aerial – SKEWER
Iggy withdraws into his shell and spins around 3 times at a rather slow speed that can be sped up by how much you mash A during the move’s duration. Mashing A also causes Iggy to rise in a similar fashion to Luigi’s Down Special, but to a far lesser degree. The shell deals a token 8% and knockback away from the shell that KOs at 140%, but if the shell comes into contact with anything solid it will impale into it and latch on for as long as Iggy holds down the button or until he’s hit by an attack that does 8% or more. If a foe is in-between Iggy and the object he impaled himself into, then they will get grabbed, taking 4% per second until they escape after the initial 8%.
Impaling foes against the ground will generally just result in you getting punished, as if Iggy comes out of the move upside down he has bad landing lag. Impaling them against the chariot is the way to go, as it enables you to stick to a specific part of the chariot as it turns around, enabling you to bring enemies underneath the chariot with you to crush them as it turns. It’s also pretty much the only way to get the enemy to specifically come into the upside down seat of the chariot with you, at which point you can decimate them with your Dashing Attack.
Back Aerial – KOOPA KICK
I won’t beat around the bush, Iggy needs a proper horizontal spacer to deal with foes when they’re both in mid-air underneath a falling chariot, and more non-wand based spacers in general.
The kick has decent range due to Iggy going horizontal in mid-air, and deals 7% and knockback that KOs at 150%. Like so many of these sorts of MYM kicks, Iggy gets propelled in the opposite direction, taking the knockback of his own attack, giving him a nice option if the foe is too skilled in close combat over him to flee. Iggy can also kick off of his chariot, the Chomp, and any other sort of wall to abandon ship and flee when need be without having to land the kick on the foe, propelling himself forwards 3 platforms at 1.25X Captain Falcon’s dash speed. Yes, because of the logic of this move, Iggy does indeed have the ability to wall kick.
Up Aerial – EMBERS
Iggy holds his wand far above his head with both arms as it starts to gain a green fiery aura. Iggy can hold this move out for up to 2 seconds, during which time it does 7 hits of 1% and flinching per second. When a foe is attempting to jump over Chomp/into the chariot, you can catch them from underneath, then mirror their DI to keep them inside the hitbox as they fall, preventing them from doing jack until they reach the ground unless they’re overly floaty, in which case you can do a bit of juggling until Chomp reaches your horizontal position.
GRAB-GAME
Grab - GRAB
This is a generic physical grab, but Iggy has perfectly good uses for a generic grab in order to delay enemies for his Chomp or wand to hit them. In addition to this, Iggy is able to grab foes standing on top of his chariot while he’s sitting in it, making it generally a lot safer of a place to use what with how reduced Iggy’s hurtbox is.
Pummel - SLAM
Iggy grabs the foe by the wrist before slamming them over his head onto his opposite side, dealing 1% and bringing the foe to Iggy’s opposite side/turning Iggy around. As you can guess from the light damage, the move is incredibly spammable, making the animation play out much how it does in various cartoons. If you get this move off 4 times in a single grab, Iggy and the foe will become a cartoonish blur for as long as you keep mashing/the foe escapes so that you can’t see which side of Iggy the foe is currently on. You can input any throw out of this pummeling, with Iggy instantly interrupting the pummel to perform the throw laglessly.
Forward/Back Throw - RELEASE
Iggy generically tosses the foe to one side 1.25 Bowser widths away from himself, dealing 5% in this completely lagless throw with next to no animation. This leaves the foe in prone if and only if you had a cartoonish blur pummel going.
The purpose of the pummel and these two throws is to disorient them enough so that the foe has to input where they want to go at pretty much complete random if they don’t want to be met by an immediate tech chase. Iggy’s advantages for tech chasing include a potential wall in his chariot, the ability to grab prone foes with Down + Z, and his ftilt to enable him to reel foes back in without even moving if he predicts their roll correctly. His biggest advantage of all, though, is his wand. If the wand is spaced the distance a roll distance from where the foe will go, Iggy doesn’t even have to chase after the foe if they go in that direction and can just have his wand do the job.
Why do you want to bother with something as simple as tech chasing. . .? It’s not the damage you want so much as just to stall the foe as long as possible so Chomp can come kill them, making your ultimate goal a regrab to start it all over again.
Down Throw – ANKLE BITER
Iggy chomps the foe for a token 8% and knockback that KOs at 160% with no other notable properties. If Iggy grabbed the foe while sitting in the chariot or when the foe was otherwise at a higher elevation than him, though, he’ll end up chomping their ankles/feet/etc, causing them to trip and take 10%. The foe’s ankles are still pained after the throw, giving them a very simple but very useful status effect for the next 20 seconds – all moves that would have a chance to trip the foe now always trip them, making the dtilt that much more useful when tech chasing the foe.
Yes, you can potentially chain-grab a foe infinitely with this various stuff under the chariot, but most foes can infinite you just as easily with either a grab or an infinite jab. It won’t last forever anyway, as Chomp won’t get the memo you have things covered and will continue to lunge at the foe regardless of the chariot blocking him, slowly pushing it towards the edge.
Up Throw – TOSS UP
Iggy throws the foe into the air for set knockback of 2 Ganondorfs, then shortly after throws his wand at them if he has it in hand or it’s within 2 platforms of him, dealing 8% to the foe. From here, the wand remains above the foe, in an obvious position to fair them back to the ground. They can easily fastfall or air-dodge to avoid it, but not if they’ll fall down into Chomp. In that case, they’re left with little choice but to attack the wand, in which case you can assault them directly from below. These uses are small time, though, when you can use fsmash to make Chomp go on a murderous rampage to get the wand then just give it to the foe.
Chain Grab – BY THE REIGNS
If you input Down Z, Iggy will reach downwards as he grabs, able to grab prone foes and put them into his main grab, but more importantly reaching down off the side of his chariot/down to the ground to grab Chomp’s chain. Note that you can still make your normal Down B inputs to direct Chomp around while you are in this grab stance. Iggy’s “throws” never cause him to exit this stance and are just more pummels, you can exit the stance by inputting any button other than Z or Down B.
Chain Pummel – JUMPCHAIN
No, Iggy is not Sloth – he is not stupid enough to degrade himself to playing jump rope with his chain. Rather, he swings the entirety of the chain in such a way that the enemy must play it, creating one hitbox where the chain currently is immediately and another a Ganondorf above it slightly later. The first hitbox knocks foes into the second while the second one knocks them to the ground, both dealing 8%. The area in the middle is the safe area foes will want to stay in to avoid this move, making it the area you want to block with a fireball or two. Note that if you use this move outside the chariot closer to Chomp on the chain, that while the size of the hitbox will decrease the move will come out much more quickly, though you need at least a Bowser width of chain at minimum for this to work at all.
Forward Chain Throw – REEL IN
If in his chariot, Iggy attempts to simply reel his chariot in to Chomp, moving towards Chomp in the chariot at the speed of Ganon’s walk and able to cancel out at will. Note this (As well as all other chain throws) still works if Iggy is standing on top of a flipped chariot. Otherwise, Iggy climbs up the chain, moving at 75% of his dash speed to give him a situational extra recovery.
Back Chain Throw – OVERHEAD THROW
Iggy attempts to throw the length of the chain in the opposite direction it currently is. All this will do under normal circumstances is just make the chain rise into the air a bit and become a hitbox that deals 7% and vertical knockback that KOs at 150%. If the Chomp was already moving towards you, though, Iggy will be able to assist his momentum and fling him to the be the same distance he was from him but on the opposite side, the Chomp remaining a hitbox as he goes through the dodge plane as usual. This can also slow down the Chomp’s momentum by half if he was moving –away- from Iggy, making him hit foes who thought that Chomp was going to whizz past them and able to save him from suiciding. While most chain throws are useless if you grab the chain right next to Chomp, you’re actually able to decrease Chomp’s momentum by up to 75% if you grab the chain immediately next to him.
Up Chain Throw – CHAIN THRUST
Iggy thrusts his chain, causing a little “hill” in the chain to spawn in the portion of the chain immediately in front of him as tall as Wario. This “hill” does 4% and flinching per second and drags foes with it, moving forward at Ganon’s dash speed. This lets you drag foes away from you and into Chomp with ease, much less if Chomp is coming towards the chariot. This move also causes the chariot to raise into the air at the start of the move (Assuming Iggy’s in it) similarly to when Iggy uses his dtilt, but it only rises half as high with half the power.
Down Chain Throw – BOUND IN CHAINS
Iggy attempts to swing the chain around into a loop to lasso foes. This does nothing but turn the chain into a hitbox that deals 5% with weak downwards knockback as it slams down unless the Chomp is coming towards you, in which case he will cooperate enough to enable you to make a loop out of the chain, turning the chain into a grab hitbox. Foes grabbed by the chain take 1% per second, and will be automatically released if anything is done to the chain that would realistically release them. Unless they’re going to escape immediately, you’re best off just letting Chomp finish them.
FINAL SMASH
Iggy summons a gigantic 10 star blooper mech. The main body is 2.25x Bowser’s size, while all 6 tentacles are platform sized. The mech can float through the air with the same logic as real Bloopers, having free flight movement as fast as Jigglypuff’s dashing seed. Inputting B has the tentacles shoot out blobby projectiles at the nearest foe, while he has four A attacks of swiping said tentacles in the four cardinal directions for 12% and knockback that kills at 100%. The Blooper also has a grab with all four tentacles that catches anybody attacking his main body for amazing range and a lingering hitbox that will hit dodging foes, but long lag. If grabbed, you can throw the foe in any direction for 20% and knockback that KOs at 75%, dealing an extra 10% if you throw them at the ground/into a wall. The Final Smash lasts 12 seconds.
Chomp functions normally during the Final Smash, though without you to help him a daring foe may take this as a chance to kill him. Of course, you’re more than well equipped enough to defend him enough with this alternate moveset thanks to your sheer range.