MarthTrinity
Smash Lord
Bartz Klauser (Butz Klauser in the Japanese version) is the main protagonist of Final Fantasy V. He is the son of Dorgann, one of the original Warriors of Dawn, and a woman named Stella. His mother died from cardiac arrest when he was young, and his father died three years before the game begins. On advice from his father, Bartz decided to wander the world.
Bartz is unique in the sense that, in Final Fantasy V, a major part of the gameplay was the Job System. Essentially, you could have Bartz and his fellow party members be whatever class you want (ultimately being able to master up to twenty two different classes or "jobs!). As such, Bartz is a bit of a jack-of-all-trades, being able to do a little bit of just about everything! In Smash, this translates to...well...you'll see...
***STATS***
Bartz, statwise, is more or less identical to Marth. He's your average young human male who is quite quick on his feet and easy to move around. His weight is a bit less than average and...well...he's Marth's stats! You all know what Marth is like, no?
***SPECIALS***
Neutral Special: Rebound Striker
Bartz signature move is one of his most playstyle relevant as well! Taking a pitching pose, Bartz forcefully hurls a small (about the size of a gooey bomb) pink baseball forward (or diagonally downward if used in midair) at the speed of Samus’ Neutral Special. This baseball will fly forward (or diagonally upward/downward if you tilt up or down slightly while using it) at the same speed until it hits a wall, an opponent or an opponent’s attack. If it hits an opponent, this move will deal a solid 6% and low knockback. Once it hits something it will do one of two things, both of which are -INCREDIBLY- important to keep in mind:
1.) If Bartz's Rebound Striker hits an opponent or an opponent’s attack, the Striker will automatically fly back towards Bartz’s direction with a 1/4th speed increase. The damage and knockback of the Rebound Striker will also increase by 1/4th.
2.) If Bartz’s Rebound Striker hits a wall or another stationary part of the stage the Striker will automatically ricochet off the wall diagonally up or down (at random) with a 1/4th speed increase. The damage and knockback of the Rebound Striker will also increase by 1/4th.
Regardless of whether or not the Striker hits an opponent or a part of the stage, there’s something of the utmost importance you need to know about this move; once the Rebound Striker hits ANYTHING, the hitbox becomes dangerous to you! So the hitbox is now active to you too huh…? Good thing this move has such low priority; you can smack it right back at your opponent! Yep, that’s right, funny that Bartz can play the ultimate game of dodgeball isn’t it? If you hit a Rebound Striker after it’s been reflected, the damage, knockback AND speed will be increased by ½ from its original stats, struck back by an opponent again and the move will be increased by ¾’s from its original stats. And of course, since it’s Bartz’s own move…of course he gets the final hit in! After being reflected for the fourth time, the Rebound Striker will now do DOUBLE the damage and knockback (killing at as low as 80% now!) it originally would’ve done AND it moves at twice the speed of a normal Rebound Striker! To sweeten the deal, the move now has infinite priority! That’s right, after the fourth rebound, the Rebound Striker is not only twice as deadly, but it’s impossible to knock back, hard as hell to dodge and will even shatter shields instantly! This is of course all assuming that the opponent plays your little game…but the alternative to that is dodging a flurry of Rebound Strikers or taking a repeated 6%…who knows? Maybe the foe will get lucky and Bartz will strike out? Keep in mind that the ball will always fly back at whoever hit it before you and cannot hurt or be hit again by the person who “threw it” last. If the stage “hits” it however, the hitbox will be active to anyone and everyone! Only four Rebound Strikers can be on stage at one time and will not vanish until they’ve flown off the stage.
Side Special: Sonic Rainboom
The Sonic Rainboom is Bartz's ultimate ability in which he actually breaks the sound barrier by flying at such an incredible speed that both a sonic boom and a rainbow are created at the same time. Needless to say this attack is quite potent...if used properly. Upon inputting the command for this attack, Bartz will pause in place momentarily before a giant rainbow ring appears around Bartz .75 seconds later. This ring is approximately a Ganondorf high over Bartz and about Marth's width (coming directly from Bartz's center). If anyone touches this ring, they'll take 16% and high knockback. Likewise, anyone behind Bartz as the Sonic Rainboom forms will be blown backwards a good distance but will take no damage.
Of course, that's just the initial effect. After using the Sonic Rainboom, Bartz will rocket forward with his arms extended at a speed slightly greater than Sonic. Anyone who is in the charging man's way as he rockets forward will take 18% and high knockback. Needless to say however, this makes Bartz a nightmare to control properly...
Up Special: Star Uppercut
This is where the stars from the Job System come from! Wait, what?! In Final Fantasy V, three golden stars signified that you had mastered a job, three golden stars would be next to said job (your abilities for each job got stronger as you leveled up but you also leveled up normally). In Brawl, Bartz levels up by, what else? Using moves! Using a move will cause a certain number of stars (or zero stars!) to appear over your head. If you use the move enough times, you'll slowly level it up. Leveling up moves typically just causes them to do more damage and deal more knockback, but certain moves (like the Up Special) are directly affected by how much you've mastered it! Leveling up carries over between stocks and won't revert to zero until the match is over, win or loss.
Anyway, Bartz's Up Special is a powerful spiraling uppercut to the jaw will send most anyone to the mat! In Smash, it’s also one of Bartz’s most flexible KO moves as well as his prime mode of recovery. The exact recovery height, damage and knockback is all variable depending on how many Stars Bartz has obtained via the Job System.
Zero Stars: Assuming Bartz hasn’t obtained ANY Stars from his opponent, Bartz’s basic uppercut will be incredibly weak, causing only 6% and very low-low knockback. In terms of recovery, it acts sort of like Zero Suit Samus’ Down B vertical distance with almost no horizontal recovery. Obviously this isn’t going to help you recover very well…
One Star: With one Star, Bartz’s sword will have a faint bronze aura around it. When activated, Bartz unleashes a moderately powerful uppercut, dealing 9% and low-medium knockback. In terms of recovery, Bartz will travel vertically about the distance of Bowser’s Up B and about a Kirby width of horizontal distance.
Two Stars: Bartz’s sword obtain a glowing silver aura with two Stars. Upon use of Bartz’s Up B with two Stars, Bartz’s uppercut will deal 11% and medium knockback. In terms of recovery, this uppercut will boost Bartz about the distance of Ganondorf’s Up B vertically, and Diddy Kong’s Side B horizontally.
Three Stars: With three Stars, Bartz’s Up B is nearly unmatched, plus his sword will glow an awesome gold color! This move will deal a whopping 15% and high knockback…providing you hit with it that is. In terms of recovery, Bartz is given an EXCELLENT recovery option here, vertical distance rivals that of King Dedede’s Up B (albeit a tad shorter…) with just as much air control as the penguin king for horizontal distance.
Down Special: Chaos Split
Essentially, Bartz begins to slowly duplicate, an illusionary image of him appearing behind him. This entire process takes about two seconds for Bartz to fully split in half and, once he has done so, a fully formed identical duplicate of Bartz will stand behind the original. This Bartz acts sort of like Nana of the Ice Climbers, following closely behind the original Bartz and performing any attacks he does with a slight delay. This Bartz clone has exactly 45% stamina and will vanish if this is depleted. Alternatively, the Bartz clone can also be defeated in the same way as any other Smash character.
When mastered, the Bartz clone will instead appear directly behind the foe instead of behind Bartz! This means that the opponent must now deal with the real Bartz and the clone possibly blitzing them! This also makes gimp KO’s much easier to achieve thanks to the fact that you have what is essentially another set of hitboxes coming at the foe at all times; you don’t even have to be close to hit them! The clone however does have some limitations. It can stay out for as long as you please…but as mentioned before, it can be KO’d through two different means. If the clone is knocked airborne, it will perform its aerial attacks regardless of whether or not the real Bartz is in the air when it attacks (IE: Side Tilt will automatically be fair/bair in this case).
***SMASHES***
Up Smash: Earth Ripper
Bartz places a hand to the ground and his whole body begins to quake as he pumps his psychic energy into the floor beneath him. Once the Smash is released, a huge chunk of the stage will tear up before him, dealing 14-18% and medium-high knockback depending on the charge. The obvious disadvantage here is that…well, for an Up Smash, it doesn’t hit above him. This attack is fairly laggy on the start up but is has surprisingly little end lag.
The obvious benefit of this Smash is that it creates a thick wall of ground that’s as tall as Ganondorf (regardless of charge) directly before Bartz. This can be used to soak up quite a few projectiles/attacks (25% worth to be exact) or…it can be used to give Bartz a wall of his own. Used in combination with Bartz's Neutral Special, Bartz will have a wall to bounce Rebound Strikers off at his will. When mastered, you can have up to three chunks of wall at a time.
Down Smash: Acid Armor
As you charge the move, Bartz will glance raise his hand skyward as he channels magic energy! Once the charge is released; Bartz will be covered in a greenish film! This is his so called “Acid Armor.” Unlike a Pokemon, it’s actually a toxic slimy film that Bartz summoned up! Gross! The longer you charge the move the longer it lasts; at minimum charge it’ll last you two seconds, at maximum, it’ll last you six. This is not stackable. Nasty start up lag but little to no end lag.
So what does Acid Armor do for Bartz? Well…any physical move used against him, meaning punches, kicks, headbutts, licks, whatever; if the opponent makes physical contact with Bartz, their attack will still connect but they’ll also take 5%. This also makes Bartz impervious to grabs until the armor wears off; any grab attempts will be met with instant breakout and 5% to the grabber. Be aware though; this attack is quite misleading; it won’t actually protect you from damage or knockback, it’s more for making the score even. When mastered, Bartz will also gain super armor equal to the charge time!
Side Smash: Katamari Kick
Bartz pulls his leg back as a mysterious, bumpy orb of green energy appears before him. With a powerful kick, Bartz boots the orb forward with tremendous force! Depending on the charge time, the orb will travel between a Bowser width and half of Final Destination in distance. Enemies who make contact with this orb with take 12-22% damage and be stuck to it as if grabbed.
If Bartz masters this move, the grab hitbox will grow increasingly harder to escape out of, even at lower percents and such making it an effective move to not only gimp with but to trap opponents in place (especially if they're trapped between walls or worse; another Bartz clone!).
***STANDARDS***
Neutral Combo: Pipe Dreams
Bartz swings his pipe to the right, then the left and finally swings it over his head and straight downwards onto his foe. (First hit: 3% Second hit: 2% Third hit: 5%)
Your basic three-hit-combo; the first two swings of Bartz's Neutral Combo should hold your foe in place for the final overhead strike which causes the foe to flinch. Has the range of about Marth’s sword and very little start up lag. Best used for adding up damage quickly.
Dash Attack: Bull Gore
Bartz begins at the ground, kicking up dirt and snorting. After a second, Bartz charges forward the distance of Fox’s Side B at the speed of Pikachu’s dash and then gores his opponent upwards delivering 14% and medium/high knockback. On the downside, if Bartz misses with this attack he’ll skid to a halt and shake his head adding about a second end lag to this move.
However, there’s more to this move than it originally seems; by holding the A button, Bartz will hold the charging stance, periodically bending at the knees. This can this be good for mindgames as a delayable attack, but if released at a certain moment, this attack will become all the more devastating. If the A button is released the MOMENT Bartz bends at the knees, he'll rear back and thrust his sword forward before dashing ¾’s of Final Destination forward. This makes the move considerably laggier, but it also increases the damage of the attack to 20% with high knockback and great priority (as opposed to the mediocre priority it previously had). This move in either form acts as one of Bartz’ better KO moves despite being incredibly hit or miss…make sure you can pull this off before attempting it and don’t forget that you can always stall it. Bull Gore KO’s Mario from the center of Final Destination at 65-95% depending on whether or not you use the more powerful version or not.
Up Tilt: Wrath of the Lasestrygonians
Bartz reaches down and pulls a rock from the ground, hoisting it above his head before dropping it and letting it shatter on the ground below.
Good range coupled with decent knockback and damage make up the positive side of the relatively slow tilt. It does also have the advantage of having a surprisingly long hitbox, lasting until the rock shatters on the ground. Unfortunately it doesn’t hit to the sides or anything so you’ll have to make sure your opponent is above you while using it. Hitting an opponent with this will deal 9% and put them into prone. Despite only dealing damage to those above you, this move will automatically trip any opponents on the ground when the rock smashes to pieces.
Side Tilt: Axe Raid
Bartz raises a fairly large axe over his head before swinging his arm back, then forward again, rolling the axe along the ground. The axe will roll the total distance of a Battlefield platform before rolling back to Bartz. This entire process takes about two seconds and, throughout the duration, Bartz is unable to walk or jump.
Fortunately, Bartz can use his Neutral Special during this attack. If the axe connects with a opponent, it will deal 2% per hit (from beginning to end the attack is six hits) and minimal knockback. However...unless the opponent is at high percentages, they'll be carried along with the axe, bringing them back to Bartz (or at least holding them on the axe to be pummeled with lances).
Down Tilt: Grinder
Oh man do you know this one's gonna be bad when you see the name of it...anyway...Bartz stamps forward with his right leg. If this hits an opponent, it'll deal a poor 4% damage and flinching. It's not very spammable either so there's really no reason to use this...or is there?
If this is used against a downed opponent however, like one who was tripped or perhaps a victim to one of your throws...Bartz will stamp down on their crotch, grinding the heel of his boot into the poor downed victim all whilst laughing manically! Ouch! This deals a more more respectable 10% damage and, more importantly, leaves them writhing on the ground in pain. While in this animation, you're unable to down tilt them again for -MORE- stun...but you can down tilt them while they're down for a bit of extra damage before they get up.
***AERIALS***
Neutral Aerial: Tetris Summon
Bartz summons a Tetris block (either the square, the T, the line, L-block or that other weirdly shaped one). The other block then flies at his opponent. Start up is near instant and mastering this job will actually increase the size of the blocks from Pikmin size to the size of a Party Ball. Getting hit by a Tetris block deals from 8-15% damage with varying degrees of knockback (for instance, the line piece will auto-spike).
Up Aerial: Catch And Drag Down
Bartz reaches his left arm upwards in an attempt to grab the opponent by the legs. If Bartz makes contact with a foe with his right hand, he'll grab them instantly and rocket towards the ground at incredible speeds! Upon making contact with the ground, the foe will be pitfalled and receive 12%. Keep in mind that this attack forces Bartz into a freefall if he misses. Lag is minimal on both ends.
The real fun however comes from when you touch the stage. Upon touching down, Bartz will violently pull them from the ground at the tap of the A button and hurl the foe upward, much like a normal throw. And…that’s all there is to it really. This part of the attack surprisingly deals no damage as the opponent regains control of their character at the peek of the throw allowing them to land safely. It does however provide a good amount of safe time away from your opponent. It will be a tad harder on those stall-then-fall characters though…
Forward Aerial: Solanaceae Illusion
While this move may seem simple at first, it has a surprising layer of mindgames to it. Pressing the input for this move once causes Bartz to swing Graceful Dahlia once over his head. If he connects, he'll deal 9% damage. Pretty simple, no?
Well, if one is to hold in a direction and tap the standard button again, Bartz will vanish after the first hit and strike from the direction you pointed the control stick in shortly after the iniital strike. This allows Bartz to effectively chain his Forward Aerial repeatedly providing the player can predict which direction the opponent will spot dodge and when. This can be cancelled by either not pressing anything after a strike (which also leads into potential mindgames) or by simply tapping the standard button to perform your Neutral Aerial. Regardless, with proper reading, this move can properly chain the opponent for some massive damage and hits.
Back Aerial: Flame Thrusters
Seeing that Bartz's recovery is insanely limited until he masters his Up Special, Bartz needs a bit of assistance in the form of his aerials! Pressing Back Aerial will cause Bartz to forcefully fire a jet of flame from his palm behind him. This will push Bartz in the -OPPOSITE- direction that he used the move (IE: Use bair and fly forward). Contact with the flames will deal 11% damage and moderate horizontal knockback whereas contact with Bartz himself will deal 13% damage and higher knockback. The flame is only about as long as Bowser's Neutral Special and will push Bartz about the distance of Captain Falcon's Side Special.
Sticking his arms out to both sides, Bartz smashes his head with both fists, dealing a solid 2% to himself. He then rockets towards the ground in an unconscious state (he falls faster than a metal Ganondorf). Any opponent in the way of him as he falls receives 12% and high knockback...at least you're on the ground now, right? Right? Still useless though...
***GRAB GAME***
Grab: Magnes
Bartz extends out his hand and pulls the opponent in using Magnes. This grab creates a giant sphere of magnetic magic around Bartz that can pull an enemy towards him from up to two Bowser widths away. While not exactly the fastest grab, it can easily catch enemies off guard. Pointing the control stick in any direction after grabbing a foe will cause Bartz to throw them in that direction, dealing 10% damage and moderate knockback. This can also catch thrown items if timed properly!
Grab Attack: Fulgur Shock
Bartz electrocutes his opponent with a brief blast of electricity dealing 3% per zap. This covers the entire area of Bartz's Magnes grab and can be performed multiple times in quick succession before throwing the foe.
***FINAL SMASH***
***MASTER MIME***
***MASTER MIME***
Bartz imbues his friends' weapons with elemental energy and attacks his opponent eight times. In order for it to be perfectly executed, four pairs of Control Stick/D-Pad commands must be input correctly in quick succession (IE: press in the right direction). He finishes off the Final Smash by combining all his mimicry weapons into the Brave Blade for a final attack. This deals an instant ko if the inputs are performed correctly and manages to strike all opponents in the match. If the inputs are failed, it will deal considerably less damage and knockback.
***EXTRAS***
Up Taunt: Hail Ilpalazzo!
Bartz raises his hand into a salute and cries out, “Hail Ilpalazzo!!” He then proceeds to cough once and goes back to his normal stance.
Side Taunt: Potato Chip
Bartz takes a potato chip...and eats it!
Down Taunt: SSStylish
Bartz crosses Ebony and Ivory before him and says, "Jackpot."
Victory Pose 1: YOU WON!
Bartz stands on the victory screen in his idle pose. A large window appears behind Bartz, displaying his “earned experience.” Various random (albeit, unimportant) stats will appear on the screen such as “You earned 5 Happy points!” “You earned 2 Friendship points!” etc.
Victory Pose 2: Crossing Addiction
Bartz's sitting on the ground with a huge beard playing Animal Crossing and says, "Why do I love it so much?!" as he begins to shake. (Awesome Crossing)
Victory Pose 3: Modest Victory
Bartz places his hands on his hips and jokingly states, "You sure gave me a run for my Gill."
Victory Theme: Final Fantasy Fanfare
Made in just over an hour...Bartz is obviously a conglomeration of all a huge amount of my sets. I'm well aware that many of the moves have no real changes when Mastered but what started out as a joke turned into something I had a lot of fun with. Bartz has...a weird playstyle and it seems mostly thrown together...but I'm sure you can see some clear interactions despite the goofiness. Just wanted to have a little fun, this obviously won't count as it's posted after the bell even so yeah, just enjoy it and don't take it super srsly as it's really not meant to be!