How 'bout a monster for breakfast today?
COUNT CHOCULA
STATISTICS
Traction - 10
Aerial Movement - 8
Jumps - 7
Size - 7
Ground Movement - 6
Weight - 4
Falling Speed - 3
SPECIALS
Neutral Special - Piercing Gaze
Chocolua rears backwards for the startup, during which his body can be angled. After the starting lag, he fires a dark brown beam from his eyes. The angle this is fired can be determined during the startup. The laser is as long a- ah, no point in hiding it. The length of the beam, the start/end time and speed of which the beam travels are all shamelessly stolen from ROB. The time before you can fire another beam is much longer, however, totalling in at 3 seconds.
Still, what happens when the beam hits differs from ROB's version. If it hits the foe, they are unable to move for a full second (but will still continue to fall if they were in the middle of doing that), and they act as though they were hit by a fully charge paralyzer. Chocula slyly remarks "Scared stiff." as soon as the foe is hit, still able to attack while he says this.
Side Special - The Ancient Guardian
"Majú monštier na raňajky dnes..." Chocula mumbles an ancient curse to himself as he waves his clawed hands in front of himself. This takes about .50 seconds, after which the ancient beast shall be unleashed! This enchantment summons the spirit of Igor, a monstrous spider-like demon who will guard things for whoever summons him. Igor, a Bowser-sized beast, climbs up from the stage once the .50 seconds have passed. Igor begins a deranged march back and forth 3 Battlefield Platforms as soon as he spawns. He rapidly kicks his legs as he marches, dealing rapid flinching hits of 2% and causing the foe to be dragged along with him. Still, Igor will turn as he is marching, meaning it is largely ineffective as a method to drag them across the stage.
Igor can be hit by your Piercing Stare, which causes him to kick in place until Chocula fires the beam at him, causing it to be a decent damage racker, if not one that's easy to DI out of. Igor has 20% stamina, though considering his legs make it so attacks from the front are ineffective, foes will often try to attack Igor from the air if they feel he must be deal with. Chocula is extremely adept at dealing with aerial foes...
Down Special - Hot Chocolate
Chocula swipes his cape in front of himself, before swiping it back. This causes a wave of hot chocolate to appear from his cape, pushing 2 Battlefield Platforms forward! The wave pushes foes it hits this distance, as well as dealing 5% damage. After it travels this distance, it begins to coat the ground it passed over.
If anyone (including Chocula) steps onto the chocolate, their momentum is boosted to that of Sonic's dash speed. They can easily jump off, meaning their momentum won't be transferred. Their momentum ends the instant they leave the hot chocolate, however.
By crouching next to the chocolate, anyone can drink it over the course of 2 seconds, causing the chocolate to disappear and healing themselves of 5%.
Igor's kicks actually have a purpose now with the Chocolate, Igor can kick the foe into the chocolate, and can be forced to stand still at the end of the chocolate as a damage racker. Chocula can, of course, stun them with nspec to temporarily halt their movement on the chocolate, as well as using it on mid-air foes to drop them downwards.
Up Special - Going Batty
Well, what did you expect for a recovery? Chocula turns into a monstrous bat, before he gains free flight for 4 seconds, moving about at Bowser's dash speed. He can be easily gimped, but can use all of his aerials in the form of this Capsule-sized bat. While this is a vaguely uninteresting move, it does serve as simple spacer to get Chocula away from his foes, as well as serving more purpose in his aerial game.
GRAB-GAME
Chocula's grab range is short as Chocula wraps his hand out, attempting to catch anyone close by. To make up for the short range, he can grab in mid-air.
If he catches someone, he holds them in a tender embrace as he rears his head back, his teeth becoming visibly brown; the color of chocolate. He lunges forward and bites the foe's neck with his teeth, which turn white as the brown in them sinks into the foe's neck. This sounds quite laggy, yes? It takes 3 seconds, during which the foe can mash out with 1.5x grab difficulty. If they let Chocula bite them, he pushes them forward 2 Battlefield Platforms. Now, the chase begins...
The foe begins to take 1% passive poison damage, and will continue to do so for 20 seconds. During that time, they MUST KO Count Chocula or die themselves, this is the only way to remove the curse that follows. Once 20 seconds have passed, the foe screams as they turn into a chocolate statue of themselves, completely unable to move. They still take knockback, meaning Chocula will want to abuse the foe as much as he can during their time as chocolate. They stay as statues for 7 seconds before bursting free, regaining all their jumps if they were in mid-air.
STANDARDS
Jab - Bite
Chocula performs a quick bite in front of him, a standard vampire cliche. This deals 5% damage and good knockback; the size of Chocula's mouth doesn't randomly grow like Wario's, so this is probably good as a GTFO move only, but it can be somewhat decent as a counter due to quick nature. In fact, the priority is ridiculous, meaning it will out prioritize most attacks flying at it.
If Chocula bites a foe that has been affected by grab, he sucks all the chocolate out of them, ridding them of the grab effect and healing Chocula of 10%.
Forward Tilt - Cape
The Count swipes out his cape, holding out in front of him for .30 seconds, before drawing it back for some mild end lag. Any foes touching the cape will be reflected/turned, and if they were moving, they will be turned and fall into prone. This is yet another way for Chocula to take advantage of his foe's movement, to send them rocketing backwards and tripping into hot chocolate or Igor.
This can also reflect projectiles, as you'd expect.
Down Tilt - Cry of Fear
Chocula covers his face with his hands, before lowering them and letting out a cry of "Boo!". While not particurally scary, a wind hitbox appears from Chocula's mouth that covers 2 Battlefield Platforms in front of him. They push the foe away at Mario's dash speed, possibly into Igor or chocolate. But the important thing here is it's use as a spacing tactic, one that can give Chocula some time to turn into a bat or get some setup time in.
Up Tilt - Chocolate Geyser
Chocula points at the ground in front of him, causing a geyser of chocolate to erupt from the ground! The geyser is as wide as Ganon and 1.5x as tall as him, anyone who hits it is instantly shot up 2 Ganons, regaining all their jumps. If Chocula does this on a moving foe, they retain all their momentum when they move into the air. If they go into the air with enough momentum, they can potentially go fast enough to go off the side blast zone. The geyser lingers for 3 seconds, so Chocula himself can get on it. Combined with building momentum on chocolate, this can be a good getaway technique.
Dash Attack - Dark Lunge
Chocula suddenly leaps one Kirby into the air, moving 1.5 Battlefield Platforms before he falls downwards. If he catches a foe, he grabs onto them and smashes them downwards, dealing 8% damage to them and giving them slight stun. Chocula can potentially leap off the stage using this for a suicide KO, but if he whiffs it, he will likely die. More often that not, Chocula will be using this to force both him and the foe onto the chocolate. If he's gained momentum, he will keep moving at that speed during the leap, making an extraordinary movement tactic, as well as potentially making it less predictible in the suicide aspect.
SMASHES
Up Smash - Lucious Smells
A brown mist appears around Chocula during the charging animation; this represents the aroma of fresh chocolate. After charging is complete, Chocula can move it for 5-12 seconds in all directions at Bowser's dash speed, alebit he is completely immobile while doing so. Once he presses the input while the chocolate is in a set area, it will remaing there until someone activates it. The wave is as long as 2 Battlefield Platforms, and can be angled in any direction; upwards, downwards, diaganol, you name it.
If the foe, Chocula or Igor come in contact with the smell, they are hypnotized by the aroma and follow the wave at their normal walk speed, defying gravity if it leads into the air. This can lead into a follow-up strategy, such as a grab or your aerials. This also allows you to reposition Igor.
Forward Smash - Sticky Marshmallows
Chocula waves his fingers with a "Ha!", causing a Kirby-sized to Bowser sized (depending on charge time) marshmallow to appear on the ground in front of him and begin rolling forward. It rolls forward at Bowser's dash speed at the start, building momentum as it moves. The marshmallow will not stop unless it falls off-stage, but the long startup combined with the fact he can be interrupted at any time prevents this from being extremely effective. If the marshmallow hits anyone, including Chocula or Igor, it will cause them to stick to the marshmallow as it rolls. They must escape with 2x grab difficulty or face the threat of rolling off stage. However, both Chocula and the foe can send the marshmallow in the direction it came from by hitting it with any attack, a task made much harder when they have no control over their movement or are stunned, yes?
If the marshmallow passes over any chocolate, the marshmallow begins to absorb every bit of it. For every Battlefield Platform of chocolate it passes over, the size of the marshmallow increases by 1 Kirby. For every Kirby it gains, the marshmallow must be hit with increasingly stronger attacks in order to turn it around, though reflectors and disjointed attacks will often cause it to turn around automatically. Eventually, you can have a gigantic marshmallow moving about the stage, a truly destructive force of nature.
If Chocula happens to jab an incoming Marshmallow, he bites one Kirby off it, reducing the size of it by that amount and healing himself of 8%. The timing must be spot-on and you will be grabbed regardless unless the marshmallow was only the size of one Kirby, of course. Still, the amount of health healed can be well worth it.
Down Smash - Ball n' Chain
Chocula extracts a brown, Kirby-sized ball covered in spikes ans attached to a chain. Once he brings it out, he swings it around himself for the charging animation. If any foes come near him during the charging, they get impaled to the ball and chain and begin swinging around with him, taking 2% damage per second. When Chocula releases this, he swings the ball in the direction it was facing when he released it, and it travels 2-4 Battlefield Platforms before it falls to the ground. If it hits a foe, they get impaled and take 2% a second for 5 seconds, as well as 6-12% damage. Chocula can potentially use this as a damage racker, as well as a staller during the charging animation.
If the ball lands in the stage, it impales itself in it. Anyone who walks into it will take 5% and be knocked backwards. The chain lays next to it, allowing them to pick it up and toss it, inflicting impalement and whatnot. When the imaplement wears off or it is thrown offstage, it returns to Chocula. Chocula cannot use his dsmash if it is out of his possession.
AERIALS
Neutral Aerial - Flapster
Chocula flaps his arms downwards like a bird, hitting foes on either side of him. This does about 2% damage and light flinch. Most notably, Chocula can move half a Kirby in any direction from the arm flap, which allows him to counter negative momentum the chocolate might give him. Chocula's recovery only increases as a Bat, as he moves a full Kirby instead of half a Kirby. He can only do this 3 times, the 4th time he falls into helplessness.
Up Aerial - Clinging On
Chocula bares his teeth before biting upwards in a small hitbox. If the foe attempts to to hit the teeth, or if Chocula actually bites them, they will take 5% and have Chocula cling on to them. Chocula can now move around while clinging to the foe, the foe must attack Chocula with a hitbox to get him off, or wait 2 seconds. Chocula can potentially influence foes towards the bottom blast zone, though he'll always die first if he's clinging. Naturally, this works even better with your bat form, where you just have better movement.
Side Aerial - Caught ya!
With a flourish, Chocula faces the screen before throwing his cape out in the direction you selected, letting it linger for .25 seconds before he retracts it with bad ending lag. If a foe gets caught in his cape, they get tangled in it. Chocula has 2 seconds to pick a direction before the foe is automatically released and he enters helpless, after he picks a direction, he hurls the foe from his cape at 2.5x the speed they were moving at Chocula. This allows Chocula to force the foe in certain areas, as well as possibly building their momentum for them.
Down Aerial - Monster Claws
Count Chocula's feet merge into monster claws as he plunges downwards in a traditional stall-and-fall, if his clawed feet grab anyone, he will hold them underneath them. They can rapidly button mash at average grab difficulty to escape, regaining all their jumps as Chocula slips into helplessness. As a bat, he can fly around and recover while he has a foe in his clutches, allowing him to easily position them. He can also follow this into any of his other aerials as a bat, the most obvious being side aerial.
If Chocula lands on the stage while he has clawed feet, they will dig into the ground. This makes him immobile, but he will be unaffected by chocolate, allowing him to stall in the middle of it. His claws will automatically dig out in 5 seconds and be unable to dig in for another 5, meaning he can't stall forever. He can also be hit out of this stance with any attack.
FINAL SMASH
Chocula causes CHOCOLATE RAIN to start, causing down special chocolate to start falling from the sky for 10 seconds. Not only a way to fill up the stage, the chocolate drops footstool people as well, making it a decent way to kill foes offstage.
EXTRAS
Entrance - Rope Climb
Chocula climbs a rope hanging onto the stage, facing the screen and letting out
"Here comes Count Chocula!" before he jumps onto the stage.
Up Taunt - Scaredy Cat
Chocula lets out a sarcastic
"Don't be scared..." before throwing his head back in a laugh.
Side Taunt - Finger-Lickin' Good
Chocula notices a bit of chocolate on his finger, so he licks it up with a look of satisfaction.
Down Taunt - Shiny Box
Chocula bares a fanged grin, as his teeth shine. He then proclaims
"I have ze shiniest teeth ever!"
Victory Pose 1 - Self-Proclamation
Chocula slinks through the victory screen, singing:
"Count Chocula Cereal is coming your way; how 'bout a monster for breakfast today?"
Victory Pose 2 - The REAL Dracula!?
Count Chocula is seen about to eat a bowl of his cereal, before Bela Lugosi Dracula (Castlevania Dracula if you're playing against a Konami character) comes next to the cereal and asks "May I have some?" Chocula looks frightened, running away and saying
"You can have 'em all!", leaving Dracula with a confused look on his face.
Victory Pose 3 - Monster Mash
A disco ball hangs over the victory screen as the Monster Mash starts playing, accompanied by several generic monsters (including a werewolf, the mummy and Frankenstein) dancing to it. Chocula proclaims
"It's a monster mash!"
Victory against Frankenberry - Electrical Powers
Chocula tangles a dazed and confused Frankenberry in an electric grasp before proclaiming
"I like him this way!"
Victory against Boo Berry - Gloating
Chocula opens a suitcase, revealing a full-sized table with a bowl of Count Chocula, calmly stating with a smirk,
"You haven't a ghost of a chance when Count Chocula's here!"
Victory against Fruit Brute - Cereal Battle
Fruit Brute holds his cereal, proclaiming "I love Fruit Brute!" Chocula pulls out a potted plant and muffles him with it, yelling out
"I love Count Chocula!"
Victory against Fruity Yummy Mummy - Self-Proclamation
Chocula does the Egyptian over Fruity Yummy Mummy's defeated body, singing
"Fruity Yummy Mummy makes your tummy go yummy!" mockingly.
Victory with Frankenberry - Monsters of Stage
If Chocula and Frankenberry won on a team, they will enter the victory screen with top hats and canes and begin singing:
"We're the monsters strong and tough; we'll scare you but you can't scare us!"