Make Your Move 16: MYM 17 Starting June 1st


Smash Champion
Aug 24, 2008
Crocodilopolis/White King’s Paradise

The Fantasy Moveset Design Contest

The spirit of this contest is that there's no holds barred on what characters are allowed. Remember all those times when you were told, "they can't possibly be in Smash Bros!" Make Your Move is open to any ideas no matter how ridiculous. You may well never see that character who you love implemented into the series, but you can share in the community's love for the games and the culture that built up behind this incredible series over the years. If you really want to test your skills at making sets, each thread culminates in a vote to see what set is most popular. You only need advertise three sets in the last week to be a voter! Make Your Move has a long, well-recorded history spanning half a decade, hundreds of movesets and thousands of posts. We welcome you to be a part of it!​

Moveset Creation
If a dictionary entry for moveset existed, it would read as: a collection of functions for a character to perform in a video game, which aims to be easily-transferred. A basic moveset contains four specials, the jab, dashing attack, three tilts, three smashes, five aerials, the grab, the pummel, four throws, and a final smash. The total amount of inputs is 24 - if you do not have at least 18, your moveset will not be counted. Remember that you can always send a private message to a leader requesting help on your set.

Here are some examples from our leadership of some sets we're most proud of and should give an indication of what our very best heads can achieve.

One of the most dreaded and confusing parts of making a set is in the stats section, where it used to be that people simply had to ballpark where exactly their character would lie compared to the enigmatic Brawl figures. A list can be found [HERE] to help one better visualize this tedious chore.

It's a well-kept philosophy in Make Your Move that reading other people's sets inherently helps you to improve your own way of thinking and making movesets. This is why others will dissect and advise on your work - so don't be afraid if people are critical, they're only trying to help.

On that same note, though, we're always open to those who do want to put their own opinions out there and judge other people's sets, even if you don't feel you're as experienced as others. Like with sets, the more differing opinions we can get in comments, the more well-adjusted we can become. Without comments, it’s very difficult to tell that anyone has actually read your work, and since commenters have been dwindling in recent contests, they’re quite sought after.

Smash Daddy runs his own little points system in the User Rankings based off of people's activity. There are a handful of people who run their own personal rankings, including MasterWarlord, ForwardArrow, and Frozenroy of leadership. These just reflect our personal opinions, and are far from definitive. These are just three examples of us being entrepreneurs in our own ways. Links to all of these will be added once they get underway at the start of the contest. Can you win the Warlord Challenge and top his rankings list?

Deadline and End Date
All sets posted in the thread up until the deadline of April 10th are up for voting, and can place in the Top Fifty at the end of the contest. This period is called the submission period.

This is the culmination of our months of hard work to make good movesets, as everyone comes together and votes on their favorite sets from throughout the contest. The criteria for everyone may be different, but no one can deny that vindicating feeling that comes from putting lots of effort into a set and seeing it flourish come voting time.

The voting itself is a rather open process to anyone who wants to participate. We do recommend that you try to read and comment as many sets as you can to give yourself the best point-of-view, however. There are some rules though, stemming from the most basic of, don't vote for your own sets.

The big requirement to vote comes in the advertising week, which takes place during the week after the submission period. During this time, any prospective voter has to post 3 advertisements for other people's sets, only then being qualified to vote in the following week, which we shall call the voting week. Advertisements are sort of like comments - you post things you like about the set and recommend it to others, reminding them of a set they had forgotten about or telling them about it for the first time.

The voting week is where you send in your votes to the vote gurus (Katapultar and FrozenRoy), and then collectively everyone's votes form the Top Fifty - the fifty sets which gained the most votes in all. Everyone gets 36 votes altogether, which are broken up into three different kinds of votes. 6 of them are Super Votes, 15 are Regular Votes and 15 are Weak Votes. Super Votes are worth more than Regular Votes are worth more than Weak Votes. To be exact, Super votes are worth 9 points, Regular Votes are worth 5 points and Weak Votes are worth 2 points. You're not required to use all your votes, so if you only like 30 sets, you only have to vote 30. The point being, you rank the sets you like on your vote list, giving preference to your absolute favorites.

The Top Fifty
This is the end result of the voting, as sets are now ranked on the basis of their accumulated votes. The sets which received the most votes rest at the top - in the famed Top Ten - while the less popular sets rest lower on the list. Leadership does make some changes to the list such as breaking ties and "shifting", but nothing too major. A raw Top 50, along with everyone's votelists, is posted on The Stadium as well, though you may request your votelist be kept private.

The most sought after spot on the list is the top spot, that set in effect "winning" the contest and that Make Your Move. This is an achievement that only a handful of people in the community have achieved.

Beyond the Thread
While MYM may seem to be reserved only for this thread, there is actually a whole lot more beyond it for you to explore. These are all set up and run by members of the community - I'd recommend bookmarking them or at least checking them out, as they are all invaluable resources for any budding moveset maker.

The new home of the MYM chat, Skype is better than XAT in every way. We talk about Pokémon, JoJo's Bizarre Adventure, Touhou and sometimes even movesets. If you want to be added to the Skype group, likelihood is that you'll be asked eventually if you're currently active in the thread, but if not, simply PM one of the leaders listed below. We dissuade using your real name or image: keep it anonymous.

The Stadium - dedicated to providing an up-to-date moveset list for Make Your Move 15, important leadership Announcements and having more helpful FAQs and guides than you could shake a stick at. This is also the residential home of the leadership and one of the oldest, finest establishments the community has. If I were in the habit of taking over Make Your Move with my set quality alone, I would here start my initial research.

The Bunker serves as a bit of an a hotspot in our community, allowing anyone who signs up to post their own articles - getting their opinion out in written form. From there, others can give their opinion on them, which, like commenting, helps everyone. If you want to sign up, just PM your e-mail (and intended purpose thereof) to Junahu.

The Whiteboard - a forum introduced in Make Your Move 14, that allows for the posting of sets in bite-sized chunks for a preview. This is a handy resource for any member of the community to post what they have of a completed set, to get advice from others. It also has a section to post old uncompleted sets or archive work that has been made unreadable on SWF, due to coding changes, such as sets that are wholly images and have unfortunately been re-sized.

This is generally seen as the personified elite of the contest and those people who actually do have some limited responsibilities in running this business. If you ever want to talk to us, just give us a ring via Smashboard's Conversation system or through Skype!

MasterWarlord has been around almost as long as Make Your Move has been and is pretty much the definition of an MYM living legend. Winner of Make Your Move 8 and Make Your Move 6, he is one of the elite of elite who has won multiple contests. Has top 10'd in every contest he has entered, something considerably impressive given his extreme longevity. He may be a bit hard to approach, but his Make Your Move knowledge is invaluable. His production of the "Heavyweight Male Antagonist" is legendary.

Make Your Move 14 winner, FrozenRoy is an enthusiastic leader with a high activity rate and an inviting personality. He might be a bit dumb at times, but he's always willing to help out if someone asks for advice! Known for his production of Touhou sets.

Smash Daddy
Winner of Make Your Move 11 and Make Your Move 12, Smady is one of only three people to have won multiple contests, and the only one to do so consecutively. Smash Daddy is known for his friendly approach to newcomers and strong commentary and setmaking ability and has also been around for a great time, making him another invaluable senior member of Leadership. One of only two people to get both first and second in a contest. Probably best known for his production of poison typed Pokemon and Illbleed sets.

ForwardArrow won last contest as well as Make Your Move 13, and has risen to become a veteran member of Leadership as a household name. With a sharp mind, ForwardArrow's creative thinking has earned him high placings in previous contests, and he has a knack for being an active and useful commenter. He is the other member who has gotten 1st and 2nd in a contest, but he's done it multiple times! Best known for his production of characters that are "odd" or have "odd" powers and card game characters.

Katapultar is rejoining the leadership after a brief hiatus. He's known for creating some of the quirkiest movesets, and while he had a difficult time finding an audience for some time, persisted and became highly respected. He intends to turn Make Your Move 16 into his biggest yet. . .

Here at Make Your Move, we also have to adhere to Smash World Forum's rules and regulations. Read them [HERE] and do your part to keep the thread clean. Please remember to report before replying to posts that break the rules.
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Smash Daddy

Smash Master
Apr 29, 2007
K Rool Avenue
MYM16 User Rankings - Total Scoreboard
Last Updated 6/01/15/Post #189

Raw Data

Movesets: Lore, Duck Hunt Dog, Scorpion, Baby Bowser, Fi, Groose, Ravio, Carbink, Funky Kong, Kludge, Korra, Varrick & Zhu Li, Hol Horse, Khybon, Sylveon, J, EX Red King, Kuvira, Shrek, Hody Jones

Movesets: Chou-Chou, Shinobu, Altis, Ryuto, Bahamut, Judge Nemo, Tamaki Kawazoe, Halekulani, Syrup

Movesets: Astamon, Kunkka, Loatheb, Rivendare, Patchwerk, Grobbulus, Thaddeus, Kel'Thuzad, Traxex, Nue Houjuu, Heracross, Viktor


Movesets: Wang Chan, Dhoulmagus, Evil Sir Leopold, Father Cornello, Hydrazoa, Hatchan, Arlong

Movesets: Sonic Heroes, Toon Link 2.0, Inkling, Omochao, Steve?, Captain Toad, Dr. Robotnik, Boom Sonic (Joke Moveset), Dood, Daisy, Baymax, Wonder Red


Movesets: Imakuni, Magcargo, Yomiko Readman, Genjo Sanzo, Hitmonchan, Clawgrip, Donnel, Castform

Movesets: Grandmatriarchs, Prime Minister Honest


Movesets: Banjo-Kazooie, Venusaur, Charizard, Blastoise, Axton, Meganium, Typhlosion, Feraligatr


Movesets: El Jefe, Sheriff Toothpick, The Grizz, The Black Knight, Ms. Decibel, Kamen Rider Double, Wizzro, Mad Mike


Movesets: Bellatrix, Stephen Chapman, Aang, Sokka, Frank West, Azula

Smash Daddy
Movesets: Slappy, Vander Decken

darth meanie

Movesets: Lom Lobon, Gloorx Vloq, Cerebov, Mnoleg, Neku


Movesets: Captain Toad & Toadette, Impa, Rundas, Krystal, Dixie Kong


Movesets: Marx, Lance, Nano Shinonome, Yoshi


Movesets: Deadpool


Movesets: Deadpool


Movesets: Roy (discounted due to warning), Lucina, Chrom

Movesets: The War Mage, Ephraim, Hero's Shade


Movesets: Mega Beedrill, Aban Hawkins


Movesets: Pennybags, Howl


Movesets: Victini


Movesets: The Boy and His Blob


Movesets: Yosemite Sam


Movesets: Brandon Whittaker


Movesets: Magikarp


Movesets: Tyrantrum


Movesets: Chew


Movesets: Zant

Lenus Altair

Movesets: Yusuke


Movesets: Bass

Squid bee

Movesets: Squid Girl


Movesets: Candy Kong

Movesets: Louie

Umbra of Shadows
Movesets: Umbreon

Movesets: Quote and Curly

Movesets: Sailor Moon

Movesets: Young Link (Majora's Mask)

Kirby Dragons
Movesets: Jack Atlas

Movesets: Kuroobi




Score Breakdown
Moveset - 30 points
Joke Movesets - 10 points
Comment - 5 points
MYmini - 4 points
Post - 1 point

Joint movesets - made by more than one author - are counted towards both users.

Bracketed sets are joke sets.

The point you gain for a post is negated by anything higher - for example a post of one comment is worth five points.

I will not give any points out to posts that have an infraction.

There's a good chance this post will move, as in MYM16 the post glitched due to XenForo and became non-editable.

Update Links:
1 [6/01/15]
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Smash Champion
Jun 30, 2012
El Jefe

El Jefe is a South American war criminal, illegally taking over many small countries across the world. He has a talent for making incredibly effective military strategies, and once claimed he could take down an entire army with only 3 blind mice, and a wooden spoon. However, due to his illegal activities, Interpol had been tracking him down. Luckily for him, he was hired by Le Paradox to go time travel back to Feudal Japan and steal Rioichi Cooper’s cane.

Tiger Stats:

Size: 8/10 (El Jefe is very tall, but he isn’t incredibly wide.)

Weight: 6/10 (El Jefe is surprisingly light, mostly due to his lanky physique.)

Speed: 8/10 (Being a cat, El Jefe has incredibly good speed.)

Jump: 9/10 (El Jefe’s cat-like reflexes allow him to jump amazingly well.)

Aerial Movement: 7/10 (Cats always land on their feet.)​

Tiger Specials:

Neutral Special: Fireballs:

El Jefe scrapes one of his swords across the ground, and then swings it, causing 4 small fireballs to fly out of the sword. The fireballs are about as big as a Pokeball, and fly at a decent speed, about as fast as Meta Knight’s dash, and travel about 3 Stage Builder blocks before petering out. The fireballs also fly off in random directions, and are capable of flying forward and diagonal, but they will always fly away from El Jefe. The fireballs also cause around 5% damage on contact.

If the button is held, El Jefe will scrape both of his swords across the ground, and then swing them both at the ground, creating a single large fireball the shoots forward. The total time the button must be held clocks in at around .75 seconds. The large fireball is a lot more powerful than the normal fireballs, doing around 12% damage on contact. The fireball also travels at a slower pace than the normal ones, travelling at about Mario’s dash speed, and going about 4 Stage Builder blocks before disappearing. The fireball is also very large, about half the size of El Jefe himself.

Side Special: Flame Dash:

El Jefe pulls out both of his swords and lowers them to the ground, and then dashes forward, with the sparks on the swords creating a trail of fire behind him. The dash is a bit faster than El Jefe’s usual dash speed, and travels as far as long as the button is held, or until an edge is reached. The flame trail, is fairly large, and is half as tall as Mario. Luckily, the flame stream doesn’t cause flinching, instead doing a steady stream of 4% damage as long as the opponents stands in it. The flames only last around 2 seconds before disappearing. The actual dash also has a hitbox to it, knocking opponents upward and above El Jefe, causing 13% damage.

Up Special: Flame Leap:

El Jefe bends down, and then launches upward, creating a shockwave of fire from his feet. The jump launches El Jefe upward about 3 Stage Builder blocks, and it creates a flame shield around El Jefe, which causes 7% damage on contact. The shockwave goes upward about 1 Kirby, and goes outward about 1.5 Stage Builder blocks before dissipating. The shockwaves cause around 14% damage on contact. If the move is used in the air, it will still launch El Jefe the same distance, but instead of a shockwave, it launches a fireball downward, which, when it makes contact with the ground, will create a patch of fire that acts similar to the Forward Special’s fire.

Down Special: Thunder Sword:

El Jefe holds his swords upward into the sky, causing a blue thunder bolt to strike down from right above El Jefe. The thunder strike acts similar to Pikachu’s Down Special, but comes down from the top of the screen in a single bolt at around Sonic’s dash speed. The thunder bolt will also go through platforms, due to its main function. The thunder bolt causes 13% damage.

When the thunder hits El Jefe’s swords, it will turn them into a singular gigantic thunder sword. The thunder sword acts as a hitbox, which El Jefe drags around behind him. The sword is large, almost as tall as El Jefe himself, and stretching about 1.3 Stage Builder blocks, and causes 6% damage on contact. The sword also reduces El Jefe’s speed to 3/10. He also loses the ability to use his standards and smashes. He also cannot jump.

The thunder sword gives El Jefe a brand new set of specials. If El Jefe is hit, someone touches his sword, or uses one of his specials, he will lose his thunder power. The move also has a bit of a cool down period, taking about 5 seconds before it can be used again.

Thunder Standard Special: Thunder Sword:

El Jefe lifts up the giant sword, and then swings it into the ground, creating a large electrical explosion around it. The explosion is rather large, spreading itself much farther from the sword, and causing 24% damage, with minor knockback. The sword itself causes 31% damage, with some incredibly powerful knockback, but due to the slow speed of the swing (It takes about 1.5 times as long as a Warlock Punch), it usually misses.

Thunder Side Special: Electrical Traps:

El Jefe holds his thunder sword forward and in front of himself, and causes the sword to spark up, and then shoot out three large spheres of electricity across the stage. The electrical spheres are fairly big, about half the size of Bowser, and each one travels forward at different speed and distance. The first one to come out goes out at around Meta Knight’s dash speed, and travels forward 2 Stage Builder blocks. The second sphere travels forward at Mario’s dash speed and lands 1.5 Stage Builder blocks forward. The final sphere to come out goes out at about Bowser’s dash speed and goes forward 1 Stage Builder block. The spheres will explode if an opponent touches one, with the resulting explosion being about as big as Bowser, and deals 16% damage with good knockback and a bit of stun.

Thunder Up Special: Blade Helicopter:

El Jefe pulls his swords apart, turning them into two large thunder blades. He then starts spinning around, with each blade sticking out at his sides, causing him to fly up into the air. The blades reach fairly far, about 2 Stage Builder blocks, and cause 17% damage with good knockback on contact with an opponent. The move will launch El Jefe upward about 3.5 Stage Builder blocks, before the swords disappear and El Jefe has to fall. The move has a long bit of start-up lag to it, making it fairly risky to use, as El Jefe can be knocked out of it, wasting his electricity.

Thunder Down Special: Blade Spin:

Similarly to the Up Special, El Jefe pulls his swords apart, turning it into two thunder blades. This time, El Jefe will place his sword onto the ground and spin them around incredibly fast, creating a suction effect. The blades will cause 12% damage on contact, and have a good chance of hitting the opponent twice before the move ends. When the move does end, the swords will create a wave of electricity, similar to El Jefe’s normal Up Special. The shockwave is about the same size, but instead of stopping at around 1.5 Stage Builder blocks, the shockwave will instead travel across the stage until they reach the edges of the stage, and will travel up and down walls in order to do that. However, the shockwaves get gradually weaker and smaller as they travel, ending up at their smallest after 3 seconds of travel. When first released, the shockwaves will cause 10% damage, while at their lowest point they will cause 5% damage.

Tiger Standards:

Jab: Tiger’s Claw:

El Jefe slashes forward with his claws, in a semi-generic Jab attack animation. The attack hits in a three hit combo, with the first hit doing 5% damage, the second doing 7%, and the last doing 5% again, totaling up to 17% damage.

Forward Tilt: Sword Slice:

El Jefe pulls out one of his swords, and then does a downward cut with it, in a single, fast motion. Any opponent hit by the slash will be slammed into the ground, stunning them for a moment, and doing 8% damage to them. The sword has a decent range to it, reaching about .4 Stage Builder blocks away from El Jefe himself.

Up Tilt: Tiger’s Paw:

El Jefe does a simple upward punch with one of his hands, before stretching his fingers out and revealing his claws. The punch itself is what most of the move’s hitbox consists of, but El Jefe will leave his claws out for a few milliseconds, creating a short lingering hitbox. The punch itself causes 7% damage, while the claws cause 4% damage.

Down Tilt: Sword Sweep:

From his crouching position, El Jefe grabs one of his swords, and then swipes it across the ground. If the swipe hits an opponent, it will cause them to fall to the ground, which behaves kind of like tripping, but doesn’t leave the opponent helpless long, for about one millisecond, and causes 9% damage. The sword reaches out about .4 Stage Builder blocks away from El jefe.

Dash Attack: Pounce:

From his dashing animation, El Jefe leaps into the air in an animalistic pounce, with his claws unsheathed. The pounce has a good range to it, launching El Jefe almost a full Stage Builder block forward from where the move was originally used from. However, this might also result in El Jefe going off ledges if the move is used too close to one. If the move hits an opponent, it will cause El Jefe to pin them down to the ground, and then swipe at them a few times, causing 12% damage and leaving the opponent in prone.

Tiger Smashes:

Forward Smash: Blade Mode:

El jefe pulls out both of his swords, and slashes rapidly in front of himself. The number of slashes he uses depends on how long the move is charged for. At lowest charge, El Jefe will only do three very fast strikes and do 17% damage with decent knockback. At medium charge, El Jefe will do 6 incredibly fast strikes and cause 22% damage with good knockback. At full charge, El Jefe will do 9 blindingly fast slashes, and do 29% damage and incredible knockback, which is able of KOing opponents if they are attacked near an edge. However, reaching full charge takes about 1.5 times as long to charge as a normal Smash move.

Up Smash: Tiger Uppercut:

El Jefe unsheathes his blade, and does an upward cut with it, and launches into the sky at the same time. The move launches El Jefe upward about 1.5 Stage Builder blocks, and also carries opponents upward if the blade hits them, causing 17% damage at lowest charge, and 27% at highest charge. If the opponent is carried up, the move will end with El Jefe hitting them back into the ground with an overhead swipe, which adds an additional 3% damage to the move. If El Jefe doesn’t hit an opponent while going up, it will instead cause the move to end with a bit of lag. El Jefe can also cancel out of the overhead swipe by using one of his aerials, allowing him to combo.

Down Smash: Spark Strike:

El Jefe pulls out both of his swords, and then scrapes them across the ground on both sides of him, creating sparks that fly off the ground and damage opponents. The sparks are incredibly small individually, but they are unleashed in groups about as tall and as wide as Kirby, and hang in the air for a second. If the sparks hit an opponent they will take 15% damage at the lowest charge, and 23% at highest charge. El Jefe’s swords also count as a hitbox, however, they will always cause 24% damage with minor knockback.

Tiger Aerials:

Neutral Aerial: Air Swipe:

El Jefe swipes forward with his paw, reaching a bit forward in front of himself. The swipe has an interesting ability, as it can keep opponents still in the air, allowing El Jefe to follow up with another attack. The move only does 10% damage, however.

Forward Aerial: Air Slash:

El Jefe pulls out his sword and slashes forward with it, hitting the opponent for 14% damage and decent knockback. The attack mostly acts as a basic combo finisher, most likely the follow up to the Up Smash or Neutral Aerial.

Up Aerial: Double Slash:

El Jefe pulls out both of his swords, and does an overhead slash with both of them, at the same time. If the move hits an opponent, it will bump them up into the air again, allowing for a second hit with the move, but the bump will not happen on the second hit. The attack does 18% damage.

Back Aerial: Spin Stab:

El Jefe pulls out one of his swords and spins around, sticking his sword out as he does, hopefully impaling his opponent. The attack has a very good KO move, as it’s fast, and has good knockback, and does a decent 15% damage.

Down Aerial: Sword Slam:

El Jefe pulls out both of his swords, and then fast falls down to the ground, with both swords sticking out. The move is a meteor smash, and as such is a good move for finishing off off-stage opponents. However, the move will go through opponents, and falls at a faster rate than most characters, meaning that the move will usually result in a suicide KO. It also does 18% damage.

Tiger Grab Game:

Grab & Pummel: Tiger Grab:

El Jefe has a fairly standard grab, with him simply reaching his hand out to grab the opponent. If he does grab the opponent, he will grab onto their neck and hold them up. With his free hand, El Jefe will scratch at the opponent for 3% damage.

Forward Throw: Have a Cigar:

El Jefe pulls out the cigar from his mouth, and shoves it into the opponent’s forehead, and then throws them off about 2 Stage Builder blocks forward. This throw is very quick, making for a decent KO move. The throw does a total of 8% damage.

Up Throw: Impalement:

El Jefe throws the opponent up into the air, and then unsheathes his sword, and points it upward, directly below the falling opponent. The opponent will be impaled on the sword, and El Jefe will then slam the sword onto the ground, and shake the opponent off the sword. The move does 12% damage, but it’s plagued by ending lag.

Back Throw: Fire Throw:

El Jefe throws the opponent over his shoulder, and then points his sword at them. The sword then shoots a fireball, which launches the opponent upward a bit. This move is interesting, as the fireball is a single projectile, and it can easily hit another opponent while it flies toward the opponent. The fireball causes 14% damage.

Down Throw: Predator Instincts:

El Jefe throws his opponent to the ground, and then leaps onto them, and then proceeds to scratch the opponent viciously, causing 13% damage and stunning the opponent for a second. This is a very quick move, but it’s not very likely to KO.


Smash Lord
Oct 10, 2008
Shouldnt this belong in the character discussion forum?
MYM's a creativity/writing/design competition for Smash, rather than roster speculation or discussion of a particular character. I think we're fine where we are. Especially once the game comes out, this thread will have minimal relevance in the characters subforum.


Smash Apprentice
Feb 17, 2009

Home to all the series symbols for sets made this contest. If a series isn't represented, it's probably because I'm not familiar enough with that series to make a symbol, so don't hesitate to pm me with ideas!

Tip: Right-click and select "open image in new tab" to see it's true color.

Sly Cooper

Mugen Souls




Harry Potter

Studio Ghibli


Mortal Kombat

Kamen Rider

Dungeon Crawl

The World Ends With You


Orcs Must Die

Dragon Quest






Sailor Moon


1001 Spikes

Fullmetal Alchemist


Wonderful 101

Cookie Clicker

A Boy and His Blob

Super Sentai


Ultimate Muscle


Looney Tunes

One Piece

Akame Ga Kill

Currently Missing: Nagasarete Airantou, Jojo's Bizarre Adventure, Leviathan: The Last Defense, Disgaea, Dead Rising, World of Warcraft, Cave Story, Read or Die, Bamboo Blade, Nichijou, Dood's Big Adventure, Bobobo-bo bo-bobo, Squid Girl, and League of Legends
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Smash Champion
Jun 30, 2012
Sheriff Toothpick

When he was little, Toothpick loved two things: Cowboy westerns, and gold. When he grew up, Toothpick became one of the biggest gold thieves in the world, committing some of the biggest bank heists in history. When Le Paradox made him an offer to go back to the Old West and steal Tennessee Kid Cooper’s cane, he happily agreed, and quickly became one of the most corrupted sheriffs in the Wild West, arresting Tennessee after committing what should have been his biggest crime, stealing all the money from the biggest bank in the west. Toothpick enjoys lollipops, and hates whistles.

Armadillo Stats:

Size: 3/10 (Toothpick is about as big as Kirby.)

Weight: 5/10 (His armadillo armor makes him a lot heavier than he looks.)

Speed: 7/10 (His small size makes Toothpick very fast, but the armor weighs him down a bit.)

Jump: 6/10 (His weight makes him a decent jumper.)

Aerial Movement: 3/10 (He’s not very good at controlling himself in the air.)​

Armadillo Specials:

Neutral Special: Chain Gun:

Toothpick summons a large crank powered chain gun, which is about the size of himself, and starts turning the crank, causing it to shoot a short stream of bullets. The stream of bullets goes forward about 1.7 Stage Builder blocks, and gradually decreases as long as the button is held down. Holding the button down for a long time will cause the stream to reduce to .3 Stage Builder blocks. The bullets act similarly to Bowser’s flame breath, even continually flinching the opponent and doing a stream of 2% damage. The turret can also be moved upward and downward, making it even more like Bowsers fire, but it can be moved upward far enough so that the turret is completely facing upward.

Side Special: Electric Trap:

Toothpick pulls out a small green ball and throws it forward about 1.5 Stage Builder blocks forward. Once the ball hits the ground, it will start floating off the ground a bit, and release a crackle of green electricity. The ball on its own will only cause 4% damage on contact with an opponent. However, if the move is used again, Toothpick will throw another green ball. Once the second ball touches the ground, an electric field will form in-between the two balls, no matter how far away they are. The electric field is incredibly thin, and causes 8% damage and some stun when an opponent touches it. The green orbs can be destroyed by damaging them for 10%.

Up Special: Sky Roll:

Toothpick rolls up into a ball, like armadillo’s are want to do, and then shoots upward at a 45 degree angle, at around the speed of Sonic’s dash, making it a light speed recovery move. The move also reaches a good distance, around 3 Stage Builder blocks. However, the move has one weakness, as hitting Toothpick while he’s in the air will result in him falling into prone for a second, leaving him vulnerable. The move, on contact, does 11% damage with slight upward knockback. Toothpick will zoom through any opponents, and only stops when he reaches his destination.

Down Special: I’m Getting’ Angry:

Toothpick starts spazzing out, and gradually starts growing bigger and bigger, until eventually he’s the size of Bowser. While in this form, Toothpick’s speed is reduced by half, and this doesn’t just apply to his movement, as all of his attacks are also reduced in speed, but have their power boosted by 5% extra damage. Toothpick also becomes a lot heavier, making him a not as easy to knock around. This size increase only lasts around 20 seconds, and will instantly revert is Toothpick gets KOed. In this form, Toothpick also has 3 brand new specials that are far more powerful than his normal ones. Inputting the special again while in giant form will cause Toothpick to shrink back down to normal size.

Giant Neutral Special: Body Crush:

Toothpick jumps forward and up into the air and then bends over, with his armor facing the ground, and then slams down into the ground, creating a small shockwave. Toothpick will move forward about 1.5 Stage Builder blocks forward, and the shockwave that he creates is about half the size of Kirby, and travels about .5 Stage Builder blocks in both directions. The move has a bit of lag during the jump, as it takes a moment for Toothpick to actually slam into the ground. The body slam itself causes 26% damage on contact, while the shockwave deals 7% damage.

Giant Side Special: Tornado Shot:

Toothpick pulls his hand behind him, and then swipes forward, creating a tornado projectile that travels across the stage. The tornado is decently big, about as tall as Ganondorf, but it travels along at around Sonic’s dash speed, making it incredibly fast. The tornado travels around 2.5 Stage Builder blocks forward before disappearing into thin air, and it will not disappear if it hits an opponent, as it will simply continue to travel forward. The tornado also has a suction effect sucking in opponents that come very close to it, making it hard to escape from at that point. The tornado causes 19% damage.

Giant Up Special: Tornado Flight:

Toothpick starts spinning around incredibly fast, creating a large tornado around him. If used on the ground, the move will act similarly to DK’s up special, but at the end of the move the tornado will split into two miniature tornados, which are about as big as Mario, that travel across the ground for 1 Stage Builder block of distance. If used in the air, the move will also act similar to DK’s up special, propelling Toothpick upward, going about 3 Stage Builder blocks in height. At the end of the move, the tornado will split into 8 mini tornados, which are about as big as Kirby, and travel in the 8 cardinal directions for about .5 Stage Builder blocks. The tornado that surrounds Toothpick has a suction effect that traps opponents in the tornado, which causes a stream of 2% damage over the duration of the move, ultimately causing 28% damage. The mini ground tornados cause 9% damage, while the mini air tornados cause 8% damage.

Armadillo Standards:

Jab: Eat Lead, Varmints:

Toothpick pulls out both of his pistols, and then fires alternately from both of them. Like Mega Man’s jab, this isn’t you usual jab, instead, it’s a projectile, and like Mega Man, Toothpick can move around while firing them off. The bullets are tiny, about as big as a Deku Nut, and have infinite range to them, allowing them to travel across the entire screen. Of course, the bullets don’t do that much damage, only 3%, and don’t even cause flinching to the opponent, allowing them to walk right through them.

Forward Tilt: Gun Whack:

Toothpick pulls out one of his guns, and then swings it downward. The gun, and Toothpick, are rather small, making the range on this move rather… bad. However, to make up for the lack of range, the move does a decent 10% damage, and causes minor stun to the opponent after a hit. The move can be comboed from Toothpick’s jab, so if Toothpick gets within .2 Stage Builder blocks from an enemy while holding down his jab and moving forward, it will immediately combo into this move.

Up Tilt: Bang!:

Toothpick ducks down a bit, and holds his gun up above him, and then shoots off a blast from his gun, which explodes instead of shooting a bullet. The explosion is rather large, about as big as Samus’ bombs when they explode, but this one does less damage, only doing 8% damage, but with some great knockback, which launches the opponent up into the sky/

Down Tilt: Armadillo Sweep:

Toothpick, from his ducking position, spins around, which causes his tail to cartoonishly enlarge, making the overall hitbox of the move bigger, similar to Yoshi’s many tail based moves. The move has a decent range, with the tail stretching out about .3 Stage Builder blocks forward. The move causes 7% damage, and has a minor launching effect to it.

Dash Attack: Rolling Western:

As Toothpick runs forward, he curls up into a ball, and then starts rolling forward. While in a ball, Toothpick will roll forward about .5 Stage Builder blocks, while causing 11% damage to any opponent that it hits. The move also causes minor upward knockback as well.

Armadillo Smashes:

Forward Smash: Dynamite Chuck:

Toothpick pulls out a stick of dynamite, and then throws it forward. The dynamite is rather small, about as big as Bob-Omb, and it flies rather far, about 2 Stage Builder blocks forward, and once the dynamite touches the ground, it will explode, with the explosion being comparable to a Bob-Omb explosion, but slightly smaller, and only causes 18% damage, with decent knockback. However, charging the move for a bit will cause a second stick of dynamite to appear. With the help of the second stick, the explosion will be even bigger, about as big as a Bob-Omb explosion, and will cause 23% damage. Charging the move all the way will cause a third stick to be added, causing the explosion to be about half as big as a Smart Bomb explosion, and cause 32% damage. This move, however, takes a bit longer to charge than most smash attacks, and takes approximately .75 seconds extra to charge to full. You can also tell when Toothpick has reached the next charge, as he will toss the dynamite upwards.

Up Smash: Trigger Happy:

Toothpick pulls out both of his guns, and then starts shooting wildly into the air. The number of shots he fires depends on the charge. At lowest charge, Toothpick will fire 3 shots, at medium charge, Toothpick will fire 8 shots, and at full charge, he’ll shoot 12 shots. The shots, of course, go by incredibly quickly. At lowest charge, the attack will cause 16% damage, at medium charge it will cause 21% damage, and at full charge it will cause 30% damage. The move has great comboing abilities, but rather low knockback.

Down Smash: Ground Blast:

Toothpick pulls out both of his guns, and then points them at the ground, and then fires them, creating two large explosions on either side of him. The explosions are about as big as a Party Ball, and have decent horizontal knockback when they hit an opponent. The move causes 19% damage at lowest charge, and 27% at highest charge. The move mainly acts as a good spacing move to get opponents away from Toothpick.

Armadillo Aerials:

Neutral Aerial: Aerial Roll:

Toothpick rolls up into a ball and spins around in mid-air, creating a hitbox that encompasses his entire body. The attack isn’t very strong, only doing 10% damage, but while curled up, Toothpick has the ability to move left and right slightly, increasing the moves range.

Forward Aerial: Air Gun:

Toothpick pulls out both of his guns, and fires them off multiple times in a panic to keep in the air. He fires off a total of 4 shots, each of which travels a very short distance from the guns. The shots are fairly weak, and cause a total of 12% damage.

Up Air: Wildfire:

Toothpick points both of his guns up into the air, and fires them rapidly, in a crazed, frantic manner. He shoots a total of 6 weak, short shots. The shots travel a bit farther than the FAir’s does, but they are slightly weaker, only doing 14% damage.

Back Aerial: Hard Shell:

Toothpick sticks out his back, causing it to enlarge, making the hitbox bigger. The shell is actually fairly big, and causes some decent knockback, and it has the ability to protect from projectiles at the split second when the shell enlarges to its biggest size. The move causes 16% damage to whoever the shell hits.

Down Aerial: Armor Slam:

Toothpick curls up into his shell, and then slams down into the ground. Toothpick falls to the ground at about the speed of Sonic’s dash while using this move, making it somewhat dangerous to use around edges. This move acts as a meteor smash, and causes 15% damage and heavy downward knockback.

Armadillo Grab Game:

Grab & Pummel: Shackled:

Toothpick pulls out a pair of handcuffs and swings them forward. If the opponent is hit by these handcuffs, they will be caught in them, with Toothpick holding onto them from the other side of the chain. His pummel has Toothpick pulling out his guns and shooting at the opponent, causing 3% damage for every shot.

Forward Throw: Criminal Scum:

Toothpick, while laughing, pulls out one of his guns, and places it next to the opponent’s head. He then fires it, causing the opponent to fly off, and causes 9% damage.

Up Throw: Ball & Chain:

Toothpick quickly attaches a ball & chain to the opponent’s foot, and picks the ball up. He then throws the ball upward, launching the opponent upward. Once the opponent hits the ground, the ball and chain will fall on top of them, causing 10% damage. The ball & chain disappears after hitting the opponent.

Back Throw: Barrel O’ Fun:

Toothpick stuffs the chained opponent into a dynamite filled barrel, and then kicks it behind him. After the barrel travels around 1.5 Stage Builder blocks, it will explode, causing 9% damage to the opponent and any opponent near the explosion. If the barrel hits another opponent while rolling, it will cause 4% damage to them.

Down Throw: Spin Out:

Toothpick jumps up and does an overhead smack with his gun, knocking the opponent to the ground. While he’s falling, Toothpick curls up into a ball and hits the face down opponent. After hitting the opponent, Toothpick will start spinning around, before launching the opponent off, and causing 12% damage.


Smash Champion
Jun 30, 2012
The Grizz

The Grizz was once a graffiti artist, and a rather bad one at that, until he was found by an art critic, and his pieces were declared “Post Modern Masterpieces”. He enjoyed a brief bit of fame, until everyone realized that his art just kind of… stunk. After that, he became one of the world’s biggest art thieves, stealing rare pieces of artwork from museums. After stealing thousands of paintings, The Grizz was contacted by Le Paradox to go back to the Ice Age and forge paintings, leaving them in the ice for millions of years, and then dig them back up in the present, and selling them for millions. He was also tasked with stealing Bob Cooper’s cane.

Grizzly Stats:

Size: 9/10 (The Grizz is big. About as tall as Ganondorf, but almost as wide as Bowser.)

Weight: 8/10 (His size also makes him pretty heavy, but he’s a bear what do you expect?)

Speed: 4/10 (He’s rather slow, but not painfully so.)

Jump: 4/10 (He’s also not particularly good at jumping either.)

Aerial Movement: 7/10 (The Grizz is a very good ice skater, and preforming tricks on ice requires some good control.)​

Grizzly Specials:

Neutral Special: Ice Shockwave:

The Grizz jumps up into the air, creating a small, white shockwave that travels across the ground in both directions. The shockwave is incredibly small, going up to about Kirby’s feet, but it has a massive range, being able to travel an entire Final Destination before stopping, and travels at about Mario’s dash speed. The shockwave has a Freezie effect to it, freezing opponents for .3 seconds and causing 4% damage. If the button is held for .6 seconds long, The Grizz will start spinning about very fast, before jumping up when the button is let go of. Instead of shooting a shockwave, The Grizz will instead shoot off two ice blocks that travel in both directions. They have infinite range, but will go off edges, and travel at Meta Knight’s dash speed. They also have a similar effect to the shockwave, freezing opponents for .5 seconds, and dealing 9% damage on contact.

Side Special: Can’t Stop the G Train:

The Grizz rushes forward, and then starts to slide on his stomach, leaving a trail of ice behind him. The ice starts off as big ice crystals, about as tall as Mario, and cause 8% damage and freezes the opponent for .2 seconds. After about .5 Seconds, the crystals will turn into flat ice. The ice acts as Brawl ice, lowering traction and speed. However, The Grizz’s speed actually improves on ice, boosting it to an 8/10. The Grizz himself slides fairly fast, at about Mario’s dash speed, and travels about 2.5 Stage Builder blocks before stopping. The Grizz’s body acts as a hit box during this time, and causes 18% damage on contact. The ice melts after 5 seconds.

Up Special: Spinning Bear:

The Grizz spins, and then jumps upward, creating a spinning ice shield around him. This jump is very powerful, launching The Grizz upward about 3 Stage Builder blocks. However, the jump itself does no damage, and only the ice shield (Which is about 1/3rd of The Grizz’s size) will do any damage to opponents. The total damage that the ice shield does totals in 17% damage, with a Freezie effect that freezes enemies for .4 seconds. When The Grizz reaches the peak of his jump, the ice shield will explode off in both directions. While the ice shield flies off, it acts the same as it does when going up.

Down Special: Stalactite Might:

The Grizz jumps up, and then slams down into the ground, causing three ice stalactites to fall from the sky. The icicles fall in three random places within 3 Stage Builder blocks of The Grizz, and fall at a the speed of Captain Falcon, and are around half as big as The Grizz himself, making them hard to avoid if you’re close to The Grizz. The icicles cause 18% damage on contact, and freeze enemies for .3 seconds. The Grizz’s slam also has a decent range to it, and causes 20% damage. If the button is held, the slam will be much more powerful, causing 25% damage, and causing two rocks to fall from the sky, which surround The Grizz. The rocks act as shields, and can take 30% damage before breaking. The Grizz can escape from his rocky protection by jumping up and over the rocks, allowing him to move around again. One of the rocks will be slightly higher than the other, due to standing on top of an ice block. Once the ice block takes 15% damage, it will fly off in the direction it was last hit, where it acts like a fully charged Neutral Special ice block. This ice block can be used by The Grizz as a projectile, or opponents can knock it out, where it will harm any opponent it touches.

Grizzly Standards:

Jab: Bear Hands:

The Grizz swipes forward a bit with his claws, in a fairly generic move. The attack hits in a three hit combo, with the first hit doing 5% damage, the second doing 6% damage, and the final hit doing 4% damage, totaling in at 16% damage.

Forward Tilt: Paint Sweep:

The Grizz pulls out a large paint brush and swipes forward with it. The move has bad range to it, as it only goes slightly farther than his jab, but it does a decent 9% damage, and is very quick. If the move is used while on ice, the move turns into The Grizz doing a pirouette while holding out his paintbrush, causing the attack to hit opponents near The Grizz’s backside. It also boosts the damage to 12%.

Up Tilt: Paint Stab:

The Grizz twirls his paintbrush around, before stabbing it up into the air, handle first. The move has a bit of startup lag, but the actual hitbox of the move travels very quickly, and causes 11% damage, with minor upward knockback. If the move is used while on ice, the move comes out even quicker than normal. The move also ends with The Grizz spinning around in a circle, turning the move into kind of a drill, which boosts the damage 14% damage.

Down Tilt: Paint Slam:

The Grizz pulls out his painbrush and slams it down into the ground, creating a big burst of paint. This is The Grizz’s farthest reaching standards, as the paint burst travels almost as far as half a Stage Builder block. The attack causes 12% damage, with decent knockback. If the move is used on ice, The Grizz will place the tip of his brush on the ice, and starts to spin around, creating a circle of paint, which is about about 2/5ths of a Stage Builder block wide, around him that damages opponents who step in it for 3% damage for every half second they stand in the circle. If The Grizz uses the move while moving via momentum from the ice, it will create a few circles on the ground, instead of one, making a bigger damage area.

Dash Attack: Bear Fall:

The Grizz jumps up a bit, and then falls flat on his face, creating a tiny shockwave. The shockwave only travels a bit outward from The Grizz, and only causes 4% damage. However, The Grizz’s bod will cause 10% damage if he hits an opponent while in the air.

Grizzly Smashes:

Forward Smash: Grizzly Slam:

The Grizz raises his hand, and then slams it down into the ground, causing it to crack and explode. This move has very bad range, but causes 27% damage at lowest charge, and 39% at highest charge, and can easily KO at around 80%, making it incredibly dangerous. If the move is used while on ice, The Grizz will take apart the golden medallion around his neck, revealing it to be a pair of ice skates, and the hops on them, and slides forward across the ice with his arms stretched out from his sides. The Grizz travels along as far as the ice goes, at around twice his normal speed, using his body as a ram, which causes 25% damage at lowest charge and 35% at highest charge. The move also has some bad start up lag, but there’s virtually no ending lag, as The Grizz will simply stop after reaching the end of the ice.

Up Smash: Paint Upper:

The Grizz pulls out his paintbrush again, and then swipes upward with it, leaving a trail of paint behind it. The move is generally fairly quick, and it takes a fairly short amount of time to fully charge up. At full charge the move does 19% damage, while at full charge it causes 27%, making it fairly weak for a Smash, but it has some amazing upward knockback, which can be used for some extra juggling. If the move is used on ice, The Grizz will jump up about half a Stage Builder block into the air and preform a pirouette, creating a whirling hitbox that can suck up opponents that come .1 Battlefield platforms close to The Grizz. Any opponent who is sucked into the pirouette will be hurt for 23% at lowest charge, and 36% at highest charge.

Down Smash: Grizzly Crush:

The Grizz jumps up into the air and then slams down into the ground, creating a seismic shock around him. The Grizz jumps up about .7 Stage Builder blocks into the air, giving enough room for opponents to fit under him. The seismic shock goes out about .3 Stage Builder blocks, and does 17% at lowest charge, and 22% at highest charge. The body slam itself causes 31% at lowest charge, and 42% at highest charge, but it has a bit of a pause when The Grizz jumps up, allowing opponents to run away from him. If the move is used on the ice… it acts almost exactly the same, but with one key difference. Instead of a seismic shock, it will create two gigantic diagonally slanted ice spires on both sides of The Grizz. The size of the spires depends on the charge time. Lowest charge will result in spires about as tall as Kirby, while highest charge will make spires that are almost as tall as The Grizz himself. The spires do 29% damage at lowest charge, and 38% at highest charge, and have surprisingly great knockback, making this one of The Grizz’s best KO moves. However, using the move will also result in the ice below The Grizz being destroyed.

Grizzly Aerials:

Neutral Aerial: Paint Smash:

The Grizz swings his paintbrush downward quickly. This move acts as a Meteor Smash, with heavy downward knockback if it manages to hit an opponent in mid-air. If the opponent is hit in mid-air, but manages to be saved by ground, they will be stunned for a moment. The attack causes 14% damage.

Forward Aerial: Paint Slash:

The Grizz swings his paintbrush like a baseball bat, leaving behind a trail of paint behind it as he does. The paint acts as a minor shield, lowering the damage of any attack by 2%. The move itself has some decent forward knockback, and does 16% damage.

Up Aerial: A Masterpiece:

The Grizz swipes his paintbrush above his head a few times, leaving behind a few squiggles of paint that hang in the air for about .5 seconds before melting away. The Grizz manages to do this via accessing the Power Cosmic through a switch embedded in his paintbrush. Or maybe he can do it because I'm a bad writer and need to force some creativity in here. The squiggles act as a floating hitbox that causes 7% damage on contact, but there can only be one on the stage. The swipes of the paintbrush also act as a hitbox, which causes 12% damage to whoever gets hit by it.

Back Aerial: Bear Back Hand:

The Grizz swings his hand behind himself. The move has a very short range, but has some decent knockback and does some minor stun. Despite the short range, the move does a pretty decent 17% damage.

Down Aerial: Grizzly Flop:

The Grizz stretches out his arms and legs, and then aims his body downward, plummeting down to the ground. The move acts as a meteor smash, so it makes for a good off-stage KO move, but the move can only be ended by touching the ground or an opponent, so this results in it being a suicide move as well. The move causes 20% damage.

Grizzly Throws:

Grab & Pummel: Bear Hug:

The Grizz reaches forward with both hands, hoping to put the opponent in a, well, bear hug. This is a fairly short range grab, with nothing really amazing about it. The pummel has The Grizz squeezing the opponent for 3% damage.

Forward Throw: Paint in Your Face:

The Grizz takes out his paintbrush and starts painting on the opponent, preforming 4 sweeps of paint before hitting them away with the brush. Causes 12% damage.

Up Throw: Bear Ball:

The Grizz kicks the opponent up into the air with his foot, and then juggles them 3 times with his feet, before launching the opponent up into the air with an uppercut. Causes 13% damage.

Back Throw: Grizzly Suplex:

The Grizz holds his opponent up, and then bends over fast, slamming the opponent into the ground, and showing how flexible The Grizz really is. Causes 11% damage.

Down Throw: Bear Stomp:

The Grizz lets the opponent out from his grasp, causing them to fall to the floor. After they fall, hestarts stomping on them repeatedly, before finishing with one big stomp. Causes 15% damage.
Nov 24, 2008
The Make Your Move Rooligan Society
Congrats on taking the first 3 spots of the contest, Bio! Have some comments.

[collapse=Kung-Fu Panda Villain AKA El Jefe]I quite enjoyed the appeal behind a move that makes your Specials uber powerful for a price, giving El Tigre an interesting boss feel to his set. I’ve always had the feeling that you’re an adventurous MYM’er, willing to explore concepts that would be overly daring and ambitious even for veterans. What’s especially potent here is that the buff is gained through a Thunder-esque hitbox that could enable an interesting combo, just that there isn’t any real clarification on the knockback. That lack of clarification is something that bogs down the set, I believe, largely in how many of the simple moves’ are supposed to work in with the playstyle. Mainly bringing it up here because there’s no playstyle section at the end of the set.

I get that Tigre is supposed to be a fast combo character given his speed and some of what is written in the moves. I can appreciate the main Neutral Special for disrupting approaches and creating an opportunity for you to approach. I also think the Side Special is pretty cool, just that it only seems effective as a retreating move that temporarily controls the ground you moved along and doesn’t flow all that well. I’m alright with how the Thunder Mode works well from a distance and would cope well with the initial knockback from the lightning, just that it doesn’t have a lot of synergy with the initial rushdown combo game. [/collapse]

[collapse=Wacky Dillan AKA Sheriff Toothpick]It's interesting to see characters from the same series use the same concept. Toothpick's normal moves feel a bit more interesting than El Tigre's, namely in concept as well as animation/character-wise (though I'm a little conflicted about the proppy throws, even if they do add character). His extra Specials, however, don't feel at that appealing in comparison, being more standardfare in execution. Of course there's the idea of size manipulation that affects the standard moves, though it's not addressed in any of the moves. I think I slightly prefer El Tigre to this set if because there isn't that much playstyle that surfaces through, though I could understand why others would prefer this set instead.[/collapse]

[collapse=Rapper Bear AKA The Grizz]Hmmm... I see some comparisons to El Tigre within this set, namely the ice trail Side Special and Up Special elemental shield. I'm also starting to recognize character traits that contrast with the way the character fights, like El Tigre with his strategies, Toothpick with his gold and Grizz with his paintings. Of course it can't be helped if these traits never came to surface in battle in their original source material.

Grizz probably has the best set of Specials of all your 3 sets, but they prove to be a somewhat confusing read. From what I understand, the Neutral Special leaves Grizz in midair after using it due to creating the shockwaves by jumping off the ground. Also, ice blocks are created but will automatically go off the edge anyway, reason why they’re not elaborated upon to begin with. The ice blocks are then brought back up in the Down Special, however, but it almost sounds as though you were referring to the icicles in the same move rather than actual ice blocks… or the rocks themselves actually being ice blocks. I assume the rocks act as basic walls you can stand upon?

Grizz’s Standards are a lot more interesting than the other 2 sets, and the idea of having your moves change on ice is a cool one, even if a few of the interactions don’t seem like they’d even need ice. On that note, ice should probably last a bit longer, maybe 10 seconds at most, and really it’d be much more effective if Grizz simply created the ice ahead of him so he could actually exploit it for approaches, rather than creating it while moving along the ground. Maybe he should get to slide farther when he slides on ice through his Side Special? As a way of refreshing the ice and retreating from opponents, maybe?

The only real things I have to say against the set is that it gets quite weak after the Smashes and that it doesn’t seem too conscious about the walls it can create in the Down Special, these contradicting with Grizz being able to slide around and generally not being exploited as much as they could be. Seriously, it’d be fun if you could paint on the walls you create! Maybe even push them around along ice. Certainly a potential set with its toolset, just that it could do with some more self-awareness to become a great work of art.

Also, 16% average on your sets' Jabs seems a bit too high. I would say 10-12% at the very most, namely given Jabs are supposed to be quick and that they randomly deal nearly twice the damage of other tilts. The Smashes should also probably deal 5-7% less, maybe even 10%, as 42% for a fully charged Smash is completely insane when their kill percentages are much lower than even the strongest Brawl Smash Attacks.[/collapse]
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Nov 24, 2008
The Make Your Move Rooligan Society
Seven worlds-
In our universe there are seven worlds,
shining in seven colors...

Yellow, Shining Sun World
Orange, Glowing Moon World
Red, Vivid Fire World
Indigo, Frosted Water World
Green, Tropical Tree World
Blue, Advanced Metal World
Violet, Earthen Soil World
These worlds exist and act independent of one another.

This has allowed them to develop and nurture unique cultures.

And now...
We've received a decree from the magnanimous Chou-Chou...

"I'm gonna make -everything- in each of these worlds bow to me!"

That's right everyone, it's the big project you've all been waiting for: the Mugen Souls movement! Developed by Compile Heart for the Playstation 3 and distributed to the west by NISA, Mugen Souls is an over-the-top, overwhelming JRPG starring the magnificent Lady Chou-Chou and her quest to conquer all 7 worlds by turning their respective heroes and demon lords into her peons! Traveling alongside her are the lovely angel Altis, the useless pilot Ryuto and many peons such as myself as we fly around to different worlds in the G-Castle, ready to encounter all sorts of wacky characters and have our minds blown to billions of pieces. It might be a long and bumpy ride, but nothing's impossible for the overwhelmingly ambitious Lady Chou-Chou - like producing this movement, for example!

Our glorious Undisputed God had the overwhelming idea of posting every set at once, but that no-good idiot Ryuto somehow convinced her to take it one at a time, supposedly out of fear that 16 sets in a row would be too much for most people to handle. Therefore, it has been decided that all the sets for the heroes and demon lords we'll encounter will be spread throughout this "MYM16" competition...

But don't worry! I'll be on standby here, keeping a tally of Lady Chou-Chou's progress and providing information to her many peons - if you want to know which heroes and demons lords we've peoned and which worlds we've conquered, look no further than this post! (Just click on the icon of me on Lady Chou-Chou's signature for a quick shortcut!)


Sun World

Moon World

Fire World

Water World

Tree World

Metal World

Soil World

Last edited:
Nov 24, 2008
The Make Your Move Rooligan Society
"I will make everything in this world mine!"


Undisputed God

Chou-Chou (pronounced 'Shushu') is the self-proclaimed "Undisputed God of the Universe" and the main character of Mugen Souls. She's pretty much an egotistical, selfish and short-tempered little brat who talks big and desires everything around her for herself. She’s easily fascinated by new things, but she can also be a bit clueless and is easily distracted by sidequests that pique her interest, like looking for treasure or exploring ruins. She… also happens to be amnesic, but you wouldn’t know from how she acts: she originally woke up in the middle of space after being discovered by the angel Altis, which is also when she made her decision to conquer all 7 Worlds after seeing them from afar and how pretty they looked. Definitely not something an ordinary person would do after waking up in the middle of nowhere with amnesia…

Chou-Chou isn’t someone you’d initially take seriously given her dinky appearance, but those who see her in action firsthand quickly realize that there is truth in her extravagant proclamations: her main ability, Peon Rebirth (commonly known and referred to as “moe kill”) lets her turn anything that falls for her into a Shampuru, a weird rabbit-like creature you can use to scrub yourself with in the bath among other things, but the few strong individuals like heroes and demon lords get to keep their physical form upon becoming a peon. The whole thing might sound pretty inhumane, but most Shampuru were actually former monsters who enjoy their new life with their master, and Chou-Chou dislikes the idea of turning normal humans into peons due to having a moral conscience about it. Indeed, despite how villainous “conquering the world” might sound, Chou-Chou always goes about it in a clean, benevolent way: she’s just satisfied with turning a world’s strongest beings into her peons, the hero and demon lord in this case, her intervention often changing the world for the better through various means (though it does involve bringing continents together - yes, you read that right). Chou-Chou also genuinely cares for her Shampuru despite being a bit hard on them, and she considers her main peons to be good friends, though she refuses to admit such. These more benevolent traits and surprising consideration for humanity have won over heroes and demons of the highest moral standing, being the reason why they follow Chou-Chou despite how unreasonable she can be and the fact that they’re helping her conquer other worlds. Also that she has no shame, and no qualms about being naked in front of her peons.

Alongside Peon Rebirth, Chou-Chou also has another uncanny, unique ability: Form Change. This allows Chou-Chou to change her physical appearance and usual Egotistical self into one of 7 different forms, ranging from Sadist, Terse, Graceful, Masochist, Ditz, Hyper and finally Bipolar (known as tsundere in the original Japanese). With these forms, Chou-Chou can adhere to almost anyone’s tastes and fetishes so she can moe kill them, playing an especially important role in turning the various heroes and demon lords of each world into her peons. The Form Change could be seen as split-personality, but it’s later revealed that each personality is its own being and that they’re all working together to help Chou-Chou indirectly, having created the game’s side dungeon “Mugen Field”, but that’s a story for another time.

With all that boring stuff out of the way, get ready for some overwhelming action!


Height: 134cm
Weight: 5
Ground Speed: 6
Jumps: 6
Air Speed: 5
Fall Speed: 5
Traction: 6

You expect flaws from the Undisputed God? Being the main character means Chou-Chou's stats are well-balanced, yet this also means none of them stand out… except that she’s short, standing at the height of shorter Smash characters like our dear Mario. Don't be fooled though, for Chou-Chou really breaks the mold with her overwhelming attacks!

"Who wants to become mine next?"


[[Neutral Special - Moe Kill]]
This is the signature ability that defines Chou-Chou! In Mugen Souls, moe kill could be used to turn your enemies into peons instead of defeating them, which granted several benefits to your party both in and out of battle. This was actively encouraged by the game as one of its main selling points, almost to the point where all the other party members were made obsolete post-game and there was no reason not to moe kill. To pull off a moe kill, Chou-Chou had to get the enemy to like her by influencing their emotions through phrases and being in a form that matched their personality. With the right words and level of charm, the enemy would successfully be moe killed or even turned into an item in some cases, but if you messed up they’d instead become frenzied, something you’d want to avoid since it gave their stats a boost, put them back at full health and made them immune to moe kill what with hating Chou-Chou. The mechanic was rather complex, almost needlessly so, but thankfully it manifests in a much simpler way in Smash - the last thing we want in our fighting games is to have to play a game in a game just to get a simple effect!

Attempting a moe kill will have Chou-Chou strike a cutesy pose and call out "Love me!" affectionately, causing several small hearts to float around her in a small SBB-sized area. If something gets caught in that area, it’ll be frozen in place, seemingly smitten with the Undisputed God: a heart will appear above them, and they become compressed while an erotic sound plays, causing them to appear as a Shampuru from a cluster of hearts! Congratulations, you just made your first peon!

Chou-Chou’s godly charms know no bounds: she can moe kill ABSOLUTELY ANYTHING, be they traps, projectiles, items, minions, assist trophies, pokemon, makeshift structures, fiends, or even specific stage hazards (causing her to become immune to their hitbox until she’s KO’ed). She can even peon incorporeal things like illusions and Dr. Strangelove’s Neutrality Zones! It makes sense though, given she IS the Undisputed God of the Universe; she makes entire continents her peons on a regular basis and once made an impregnable barrier surrounding one of the 7 worlds her peon. Moe kill also works on opponents that are right next to you, but they retain their physical form due to having a degree of power and are instead shot away for decent non-KO’ing radial knockback.

If one pays enough attention to visuals, they may notice that most characters won’t gain a heart visual over their heads when moe killed by Chou-Chou, in the common event where they’re not smitten with her. Different strokes for different folks, as Ryuto would put it. This doesn’t affect the move in any way and is merely a visual.

Moe kill executes identically to a reflector, meaning you can pull it off on demand as a counter, but that’s not to say it’s Chou-Chou’s answer to everything: it takes a bit of time to turn something into a peon, more so if the strength behind the object was greater or it took longer for the user to create it, roughly a few extra frames over the amount of stun you’d expect to take when shielding against an attack of such caliber, and over a second against especially powerful objects. Chou-Chou is also completely vulnerable to outside attacks during the process, and if she’s hit out of the moe kill before it goes through the object that was held up will become frenzied, putting it back up to full strength, making it slightly stronger than before and giving it immunity to being moe killed again. In short, moe killing a simple projectile gives foes a greater frame advantage over Chou-Chou than if she had chosen to shield against it, meaning she can't be too greedy or else she'll pay the price.

But wait, aren’t you supposed to get something out of moe killing? Why yes - you get Shampurus! Chou-Chou starts off each stock with 10 Shampurus, indicated by a special counter next to her damage percentage, and she gets another one for each successful moe kill she pulls off. Foes are special however, as they give out 15 Shampuru when you first moe kill them each stock plus an additional Shampuru for each 4% they received between moe kill attempts, serving as Chou-Chou’s main method of collecting lots of them. There is absolutely no limit to the number of peons Chou-Chou can have, but if she’s KO’ed she’ll lose every Shampuru she had in her reserve, forcing her to start all over again. As such, players shouldn’t try to get too reckless, and would do well to pick the time and place to harvest Shampurus from an opponent.

Although this move creates Shampurus, the actual means of summoning and handling them is done with other moves. All you need to know for now is that Shampurus are very small and frail, standing at a mere 45cm (less than a third of Chou-Chou’s height) and being as easy to knock out as a Jigglypuff at 100% - something you’ll want to avoid, as losing a Shampuru to an opponent means losing it permanently. Shampuru are mostly used as Pikmin-esque living projectiles which travel quite far and deal a non-flinching 1% to their target, but once they hit something they’ll bounce off them in the opposite direction and travel 2 SBBs backwards, even bouncing off hitboxes that hit them from the direction they were coming from as a temporary means of protection. When not behaving as projectiles, Shampuru will hop towards their master at rather lowly speeds (Ganon’s dash) and gather around her in a cluster, but they’re unable to follow her into the air under normal circumstances. Also, while probably common sense, summoning a Shampuru will subtract it from Chou-Chou’s peon count.

Oh, and did I mention that there are many different kinds of Shampuru? Different monsters will take on different forms upon becoming Shampuru, as will different objects in Smash – you’ll know if you got a certain type of peon by its mug appearing next to your peon count to indicate that it’s your most recent catch. Below is a list of all the possible Shampuru you can get, and what you need to moe kill to get them:

Opponent - Private Shampuru

This is the most common type of Shampuru you’ll find, and also the weakest.

Attacking Opponent - Pilot Shampuru

Pilot Shampuru are just like Private Shampuru, except they cause flinching on contact. Only one Shampuru you get out of the lot will actually be a Pilot Shampuru, but this is an exception to this type.

Explosive - Dynamite Shampuru

Want more bang out of your Shampurus? Then get yourself a dynamite stick! These guys are as deadly as they look, exploding as soon as somebody hits with a fiery, explosive or just plain powerful hitbox that'd deal medium-high knockback. The power and radius of the blast are proportional to the amount of damage dealt by the trigger, capping out at 18% that KOs at 120% with Blast Box range. Weaker attacks will also trigger the blast, but these only hit hard enough to light several fuses among the sticks that will go off as late as 2 seconds, the blast itself likely amounting to being hit by confetti.

It might seem cruel for Chou-Chou to wanna blow up her own peons, but don't worry - these guys were born to go out with a bang, having been made from explosives. If Chou-Chou sets off a Dynamite Shampuru's explosion, the impending blast will cause the Shampuru to be shot up beyond the horizon like fireworks, adding it back to your peon count, but if the blast was caused by an opponent it'll actually die for real.

Dynamite Shampuru make for great counters, and if you have a lot of them out you could potentially set up a chain reaction of blasts...

Piercing Projectile - Drill Shampuru

These Shampurus were built to drill. They'll go through anything, be they enemies, barriers or makeshift walls, acting as true projectiles that deal 6% and rather low knockback capable of KO'ing at around 300%. The only downside is that they'll be sent flying by attacks that connect with them head-on due to not having bodies suited to bouncing off hitboxes. Drill Shampuru, however, will drill through the ground upon making contact with it, taking a good 2 seconds to get behind Chou-Chou (or the ground beneath/closest to her if she's in midair/offstage) and pop out as a hitbox that deals 5% and good set upwards knockback to any foe they happen to hit. This makes Drill Shampuru one of the more difficult peons to defeat if not dealt with immediately.

Static Hitbox/Clingy Minion/Pikmin - Spiky Shampuru

You read right - Chou-Chou can turn Olimar’s Pikmin into her peons! But that’s beside the point. Throw out one of these prickly punks, and they’ll dig into whatever they can get their seedy spikes into: if they hit an opponent, they’ll dig into them rather painfully and dish out 1% (non-flinching) with each second they stay on, able to be shaken off early but otherwise staying around for up to 3 seconds. They’ll also stick themselves into the ground or onto a surface, where they’ll deal a non-flinching 1% to any opponent who steps over them. They don’t seem especially harmful, but the damage they dish out can accumulate to sharp amounts if one underestimates a whole group of them.

Shielding Opponent/Barriers - Shield Shampuru

Chou-Chou can even turn her opponent's shield into her peon! This is entirely different to actually moe killing the opponent, and despite how it sounds (and looks) it does nothing to inhibit the opponent from shielding. As projectiles, Shield Shampurus push their target back a very short distance on contact with them and will tear through especially weak attacks that deal minimal damage or knockback, like Jabs. While grounded, Shield Shampurus will slowly shuffle towards their master with their back to her, acting as her shield, and when they reach her they'll position themselves in front of her. Shield Shampurus are capable of taking 3 weak attacks or 1 attack of medium power (like a tilt) from the front before their shield goes flying away and they become regular Private Shampuru, but stronger attacks will tear right through their defenses. Shield Shampuru are also capable of completely blocking very weak projectiles for Chou-Chou... except it's hilariously ineffective because of how short they are (and Chou-Chou doesn't need the defense when she wants to moe kill projectiles).

Makeshift Wall - Block Shampuru

Now we're getting to some unique Shampuru. Block Shampuru are bigger than average at quarter the size of a stagebuilder block (0.5 x 0.5), acting as makeshift platforms and being able to shrug off 8% before breaking apart and revealing an ordinary Shampuru inside. They deal 5% and okay upwards knockback upon hitting opponents, piercing through them like a Drill Shampuru would. They're also... completely incapable of movement, which is understandable given they were walls in their former life. Chou-Chou can have quite a bit of fun with Block Shampurus, able to stack them atop of each other to build a tower out of them, but this assumes you can somehow gather a lot of them.

Projectile/Projectile-firing Minion - Laser Shampuru

These Shampuru look fun, and are: they fire lasers! If one hits an object and bounces off of it, it’ll stall in midair at the peak of its bounce before its visor flashes and fires a very thin laser in the direction where its target was. The laser zips across the stage at high speeds and bounces off whatever surfaces it makes contact with, but it only travels 5 SBBs before fizzling out and merely tickles on contact, dealing 1% and almost no flinching. The easiest way for foes to avoid the laser is to move away from the spot where the Laser Shampuru bopped them or just attack it before the laser gets fired, but Chou-Chou will often be able to move as well and can use a foe’s reaction to her advantage. Once a Laser Shampuru fires its laser, its visor will go dim and require 4 seconds to recharge before it can fire again, so keep in mind that the laser can’t be spammed too much… unless you have a lot of these peons under your belt.

Laser Shampuru also serve another, unique purpose: if Chou-Chou is in the middle of charging an attack, they’ll attempt to fire at foes ahead of themselves to buy her some time, firing one at a time in the case of multiples. They may also fire to protect Chou-Chou if she’s performing an especially lengthy more kill, making them invaluable assets in battle.

Buffed/Debuffed Opponent - Flame Shampuru

If you moe kill an opponent with a buff or de-buff, you’ll take those away from them and get this Shampuru instead of the regular variety. Sadly, you can’t moe kill your own buffs or de-buffs to lose them, because that’d be kinda unfair to the opponent who worked so hard to put them on you.

Flame Shampuru come in one of 2 flavors: red and blue. Red flames are born from buffs while blue flames are born from de-buffs and status ailments, as you might have come to surmise. Hitting a target with either Shampuru will respectively increase or decrease their power by a very miniscule amount for 5 seconds, not becoming noticeable until you’ve hit them 10 times in which case their power will either be increased by half or cut in half. The change also makes projectiles move faster or slower, alters the HP of traps/minions, the effectiveness of stat changes and the duration of timed effects/traps, often making objects quicker and easier to moe kill. You can also throw Flame Shampuru onto reasonably large projectiles, minions, traps or makeshift structures to have them stick on and specifically apply their effects to it, and they’ll stay on forever until they go away.

Intangible Fields (Neutrality Zone/Lunar Dial) - Talisman Shampuru

One of the more unorthodox and situational Shampuru, Talisman variety are born with a warding charm that wards off a certain evil - specifically, they negate the effects of the very same field that they were born from when overlapping or very close to it. They're fairly easy for opponents to take out however, so you'll want to do your best to protect them as to get the most mileage out of their effect. Sure, Chou-Chou could just moe kill the enemy field, but if she could do so laglessly they can just put it up again laglessly, and if they had lag in putting it up Chou-Chou will also have lag, something the enemy can exploit to get a free hit on her.

Spring/Wind/Propellant Trap - Balloon Shampuru

Balloon Shampuru are twice the size of a regular Shampuru and much floatier, traveling and falling at half speed of one. What’s more, Chou-Chou can footstool jump off one of these guys to gain a bit of height, but only 3 times per midair trip. A Balloon Shampuru’s floatiness makes it easy to exploit, as you’ll eventually see.

Healing Item/Trap/Projectile/Whatever - Nurse Shampuru

A Nurse Shampuru a day keeps Dr. Strangelove away, or so it goes. These pink puffballs heal whatever they hit instead of damaging them, though I regret to say that you can’t heal yourself with them - the Undisputed God isn’t some little girl who needs her boo-boos tended to every time she gets hurt. Nurse Shampuru can also be thrown at projectiles or traps to refresh their timers, and even thrown at other Shampuru to heal or return them to their original state, like blocks or dynamite.

Trap/Projectile that fires other projectiles - Cannon Shampuru

See those 2 ear-cannons? Good, then you probably know where this is heading: to the land of fun! We’ll be going there a few times in this set, so be sure to buckle up.

Cannon Shampuru are especially unique in that you can store up to 2 of any other Shampuru in each of its cannons - either by throwing the Shampuru towards it or making contact with them when holding it. You can then throw the Cannon Shampuru, and once it travels 3 SBBs it’ll immediately fire out the Shampuru loaded into it in the direction it was traveling, both traveling side-by-side and very likely to hit an opponent at the same time. You can even load a Cannon Shampuru into another Cannon Shampuru and have it fire it out!

Item - Capsule Toy Shampuru

This weird Shampuru is hollow on the inside and filled with capsules. A rather fun Shampuru, it drops the same item that it was born from whenever it hits a surface or an opponent. It can drop limitless copies of the same item, but the chances of it doing so a second time become 50/50 and become slimmer with each successful snag. If an item container was moe killed, such as an Item Capsule, the item that comes out will be random each time, and if the container had multiple items it'll drop multiples each time.

Food - Colorful Shampuru

These Shampuru have candy in them. Yum. Each time they hit a surface, a piece of food will drop out, able to be eaten by any player. The amount of food they drop out is proportional to twice the damage the food they were born from would have healed.

Oh, and one last thing about moe kill: if you press B while moe killing a target and have items turned on, Chou-Chou will turn that object into an item instead of a Shampuru! I did mention she could do that in-game, didn’t I? The item obtained depends on what you moe killed, but is generally very weak unless it was born from something very strong. You can use this on opponents to get a free item from them, its power related to how many Shampurus Chou-Chou would have gathered from them: with 50 Shampurus, she’ll actually make a Smash Ball spawn! Do note, however, that you need an opponent to be at 200% for this and that they’re also perfectly capable of breaking open this grand prize. Make it yours, however, and you’ll be on the path to an overwhelming victory.

[[Side Special - Moe Magic]]
Like most JRPGs, elemental magic exists in the Mugen Souls universe, but is distributed in a weird way. You see, each element is associated with one of 8 personality types, "Moe Affinities" as they're known by in the game. Ego gets colorless magic, Sadist gets fire magic, Masochist gets water/ice magic, Bipolar gets rock magic, Hyper gets wind magic, Graceful gets thunder magic, Ditz gets light magic and Terse gets dark magic. Both allies and enemies are categorized under one of the above 8 moe affinities, being capable of performing the elemental magic that goes with that affinity. This results in the main characters having strange elemental affinities given their moe affinities represent their personality (a bipolar android is able to use -rock- magic while a sadist mermaid gets fire magic), while enemies specifically have “personalities” that fit their associated element. Chou-Chou is able to utilize all 8 elements in-game through switching between different forms, but here she can use them all in the same form at the same time.

When used, a pink light will flash ahead of Chou-Chou as she crosses her arm over her chest, only to sweep it ahead of her forcefully. This creates a bright, circular rainbow that covers one SBB, dealing 16% with impressive knockback that’ll KO at 99% to those in front of Chou-Chou or 12% and radial flinching knockback if they’re hit elsewhere. This has a bit of starting lag, but a very brief duration and little cooldown on Chou-Chou’s part, a solid means of sending enemies flying as what could be considered a pseudo F-Smash. In midair, the rainbow will cover Chou-Chou entirely and has its radius expanded to 1.5 SBBs, but it’s also weaker than its grounded counterpart, dealing 12% and good radial knockback that KOs at 130% to those close-by and 8% with flinching knockback to those further away. Chou-Chou stalls in midair for a split second when performing the attack.

You can bring the other 7 elements into play by tapping B quickly into the starting lag, which lets you cycle between them and thus change which element is utilized in the attack. Although this may sound like 8 attacks in 1, the nature of the hitbox largely remains the same throughout each variation, with only visuals and changes to the attack’s duration to differentiate them from each other. The other 7 elements are also slightly weaker than colorless, dealing 4% less on each hitbox and noticeably less knockback which KOs 30% later. Chou-Chou will resume using an element she cycles to when the Side Special is used later on.

Fire creates a burning ball of fire which lingers a bit for 3 quick hits. In-game it could cast “skillseal”, which takes the form of residual flames that dance around the victim and inflict 1% and a sliver of hitstun whenever they try to use any Special other than their recovery for 2-5 seconds depending on how strong the blow was and how close they were to Chou-Chou. This can’t stack with multiple hits. Water creates a gushing ball of water that lingers for longer with 5 hits, casting “poison” for some completely ridiculous reason, which in turn damages the victim for 2% every second for the same amount of time as skillseal. Rock brings bits of stone together for a solid hit and casts “moveseal” on grounded victims, which takes the form of a residual, humanoid-sized slab of rock that manifests behind them if they were closer to Chou-Chou or in front of them if they were further away from her. This wall stays out for 5 seconds or until destroyed with an attack that deals medium knockback or more, and can be moe killed to get a free Block Shampuru. Wind creates a wild sphere of wind which has a rather long duration with 10 quick hits under its belt and casts “darkness” (blinding), which takes the form of the victim being spun the other way round from the last hit, even if they were shielding. The wind also draws in nearby objects like Shampuru or opponents and reflects projectiles without changing their owners.Thunder creates countless streaks of lightning in a clustered spherical form which hit for one blow, naturally casting “paralysis” which takes the form of increased hitstun typically dealt from electric attacks, but also gives Chou-Chou a few frames advantage over her opponent which can be beneficial if she hit with the sourspot. Light creates a gentle, bubbly field with a reasonably short duration, landing 3 hits and casting “sleep” to reduce the victim’s movement speed slightly, while actually putting minions to sleep. The hitbox is also unique in that it possesses transcendent priority, meaning it can’t protect Chou-Chou from projectiles, but it does temporarily and drastically reduce the speed of any non-Shampuru projectile that enters the field for about 2 seconds, along with any projectiles of the same kind that touch that projectile, making it easier to moe kill a bunch providing the enemy wasn’t nearby. Finally, darkness creates a sphere of thick, burning darkness which hits once and casts “virus” to cut the power of the victim’s disjointed attacks down to a third (projectiles, traps, minions) along with any of their own they make contact with during the time, not only making ranged combat less effective for them but also meaning it’ll take less time for Chou-Chou to moe kill any projectiles they throw at her. Opponents can only be affected by one of the above status effects at any given time.

Bar colorless, each element leaves a residual element on the victim for twice as long as their respective status effects would last for (including those that don’t inflict one), which is 4-10 seconds. What’s interesting about these residues is that if Chou-Chou moe kills the victim of that attack before it leaves them, she’ll receive a rather handsome reward: every Shampuru she’d get from that opponent will be of a certain, more interesting type over your usual plain Shampuru: fire = Dynamite Shampuru, water = Spiky Shampuru, rock = Block Shampuru, wind = Balloon Shampuru, thunder = Laser Shampuru, light = Nurse Shampuru and darkness = Blue Flame Shampuru. Moe killing opponents this way will remove the element’s status effect from them if they still had it, but it goes without saying that being able to access many copies of these useful Shampuru is immensely useful given how great most of them are in groups. The only problem is that Chou-Chou is forced to pull off a moe kill on the opponent in a short amount of time to actually reap the effect, thus making her predictable to some degree, but playing as Chou-Chou is all about being ambitious - don’t let such a little thing stop you from taking what’s yours!

[[Up Special - Link Attack]]
Link Attacks were special moves you could perform when in close proximity with up to 3 other party members. These were stronger than your standard attack and were always portrayed through a wacky cinematic that involved beating on the enemy with silly moves, oversized props and even... tanks. They added a comical flavor to battles that was fitting at the start of the game, but they got a little weird later on when you saw the various heroes and demon lords getting involved in them. They also had a playing card motif to them, for some completely underelaborated-upon reason. In Smash, Chou-Chou has Shampuru assist her in performing one of these Link Attacks.

On its own, the move causes Chou-Chou to crouch down before she leaps inhumanly high into the air, 5 SBBs high, able to DI a bit and act almost instantly after reaching her peak. This can even be charged for up to one second to increase the height gain to 8 SBBs, making it scarily good for midair pursuits.

If you smash the input, Shampuru near Chou-Chou will tag along with their master when she leaps and follow her around in midair until she lands. What's especially nifty is that this can be done even if Chou-Chou wasn't near her Shampuru, in which case the group that was around her most recently will jump up and meet her in the air. Opponents near the leaping Shampuru will take 1-10% and token flinching knockback depending on how many there were in the group, which is good if they were trying to beat up on the defenseless group.

The "Link Attack" aspect of the move can be performed by using the move again when Chou-Chou has Shampuru following her or is making contact with one. By tapping B, she'll use "Card Game", which has her laglessly throw a Shampuru down on a very steep angle and can be spammed like crazy for however many Shampuru she had following her. The only noticeable thing about throwing Shampuru like this is that they'll (or at least the majority) bounce off targets on a high arc and up into the air half as high as they were thrown from, continually bouncing off targets they hit until they lose all momentum and settle down. You can use opponents for this, but what's especially fun is that Shampuru will bounce off other Shampuru, meaning you can throw two down in quick succession and have the second bounce off the first.

If you hold B instead of tapping it and had at least 5 Shampuru following you, or didn't have any but had 5 in your reserves, a brilliant light will shine around Chou-Chou before revealing around her... an army tank! This bears an uncanny resemblance to the space animals' Landmasters and even deals identical to damage to those it falls on, only with several differences. Chou-Chou's tank is smaller, about a platform wide if you exclude the cannon, and the top half of her is completely open to being attacked. The tank is not a solid and can be passed through, but the front and cannon can be stood on like drop-through platforms. The tank can be moved back and forth at sound speeds with no delay, not dealing damage to foes it runs into, its cannon being turned around manually with use of the shield/grab inputs. It goes without saying that the tank cannot fly or do barrel rolls; holding up or down will instead raise or lower the cannon respectively, letting you angle it as high or low as 30/150 degrees.

Firing with the tank is as simple as tapping B, which causes Chou-Chou to fire a Shampuru from her reserves almost laglessly. The Shampuru is fired with enough force to send it flying straight across the other side of the screen on just about any stage, resulting in the little guy dealing twice as much damage and knockback (but not hitstun) than if he were thrown normally. Shampurus fired this way bounce back thrice as far upon hitting a target and are pitfalled for a moment if fired into a surface, Dynamite Shampuru instantly exploding at full power if they hit something. You can press A to have Chou-Chou hop out of the tank anytime, something you'll want to consider when opponents are close to it: the tank has 30HP, and when destroyed it'll explode and deal Chou-Chou the damage and knockback she would have received from the attack if she was still inside it. Having a tank destroyed this way also kills all the peon that were involved in its summoning. If Chou-Chou gets out of the tank manually, it'll stay out for 1.5 seconds and can be moe killed to gain one of several different peons based on where Chou-Chou was: a Cannon Shampuru near the cannon, a Shield Shampuru at the front or back, or a Block Shampuru near the top or center of the tank.

It should be noted that the tank can pass through onstage Shampuru without hindering them, but that's not to say you can't interact with them: if the cannon comes into contact with a Shampuru (usually by lowering the cannon down towards the ground on a 45 degree angle), it'll be put back in Chou-Chou's reserves and be shot next. Furthermore, you can scoop up Shampuru by lowering the cannon through the ground so you can carry them as you go for transportation purposes.

[[Down Special - Peon Ball]]
In Mugen Souls, the Peon Ball was an incredibly powerful attack that involved Chou-Chou amassing all the peons she'd collected throughout the entire game and forming them into a ball she'd throw at enemies for potentially catastrophic damage, often outright winning fights this way. The size of the peon ball could range from dinky to that of a GALAXY depending on the number of Shampuru collected, though it took literally billions of Shampuru and hundreds of hours from the player to amass such, making Mugen Souls one of the hardest games to get Platinum for on the Playstation 3... well over 400 hours. Also, despite the peon ball's immense power, it required a certain amount of in-game "Peon Points" to utilize and could actually overload if left out for too long, in which case it would drop on your entire the party and kill them. While not quite the same, the peon ball brings similar glory to Smash as a overwhelmingly powerful finisher that puts everything else to shame.

Before we get to that however, let’s go over the move’s main use. Tap B, and Chou-Chou will take out a Shampuru and hold it as a throwing item, taking out the one she created most recently. This is Chou-Chou’s primary way to utilize her Shampuru, and if used again she’ll cycle to the second most-recently created type of Shampuru, letting her shuffle through and get the specific one she wants with ease. In addition to taking Shampuru from her reserves, Chou-Chou can also grab hold of existing ones as though they were items by smashing this input while overlapping them. Handling and throwing a Shampuru is much faster than it sounds, as fast as picking up and throwing an item off the ground.

Shampuru deal unremarkable damage when used as a projectile, but there's a little way to have more fun with them: if you input the Side Special like a smash attack anytime after throwing a Shampuru by any means (including the Up Special) and before it hits the ground, Chou-Chou will aim her elemental attack at its location! This creates the elemental sphere around the Shampuru with a mass rivaling that of Kirby, but the attack comes out a good deal faster than normal and can be thrown out from a distance. You can also keep the sphere out beyond its normal duration for up to 5 seconds by holding B until an opponent is struck by it, even if the Shampuru would hit the ground, but you’ll only get opponents with the sourspot given you need to hit up-close to land the sweetspot. The sourspot will always keep enemies in place to get hit by the Shampuru covered by the sphere, however. Regardless of which element is used for the sphere, it makes for a great counter against opponents who think they can just waltz up to your Shampuru and attack them out of the blue.

The elements from the sphere - and only this particular variation - have certain effects on different type of outside Shampuru they hit. Fire will make Dynamite Shampuru explode instantly, creating an explosion that’s stronger if you specifically connected with the sweetspot or weaker if you went for the sourspot. Water will catch stray Shampuru and position them adjacent to the enveloped Shampuru inside the sphere (up to 8 can be caught this way), making it possible to catch a Shampuru that just bounced off the opponent and hit them with it again for quite a bit of damage. Rock doesn’t have any effect on outside Shampuru, but rather it creates a small, jagged boulder around the Shampuru if you held it out until it hit the ground, able to be thrown as a weaker barrel with slope physics that can be targeted with this move. Wind bounces around midair Shampuru that hit the sphere, even if they just bounced off an opponent or were otherwise harmless, letting you juggle them around in some crazy ways by throwing out this sphere last among a group. Thunder instantly recharges any Laser Shampuru hit by it and gives all other Shampuru an electrical charge for 3 seconds, causing them to deal an extra 1% and extra hitstun to make them deadlier, especially good if the sphere passed through a whole bunch of bounced/falling Shampuru. Light does nothing special to Shampuru in particular, but the sphere gets left behind as soon as it envelops the Shampuru and thus can serve as a unique defensive option or means of projectile manipulation. Finally, darkness gives Shampuru it makes contact with 7% heavy armor for 2 seconds, usable for protection.

"Now's the time to show me your loyalty! Go! Peon Ball!"

And now for something different. If you held B even just a little, Chou-Chou will amass 9 more Shampuru with the one she's already holding to create a “Small Peon Ball”, using Shampuru from either her reserves or those close to her if she was holding one she just picked up. Despite how it sounds (and looks in the image), this small peon ball is only the size of Kirby and acts as a somewhat laggy throwing item, dealing 10% and decent knockback capable of KO’ing at 200% on contact with a foe regardless of the Shampuru used to create it. Fairly mundane stuff if you think of it that way, but what makes the projectile fun are the Shampuru that it was composed of: these guys will behave in the same way they would if they were thrown normally upon hitting a foe or a surface, making it possible to nail a foe with several piercing Shampuru to harm their shield or have 10 Laser Shampurus aimed at them. You can also stuff a whole bunch of Block Shampurus together to form a 3x3 stack with a 10th block stacked at the center top. It’s like you just threw 10 Shampuru at once! Foes can’t handle the small peon ball like an item, but Chou-Chou can grab hold of it as though it were a regular Shampuru. You can envelop a small peon ball in an elemental sphere via Side Special, but the sphere won’t get any bigger to accommodate the bigger projectile.

"I'll use you well... now, die!"

Holding B beyond the small peon ball lets Chou-Chou create a true Peon Ball, as shown in the above picture. This uses and requires at least 20 Shampurus, but if you continue to hold down B you’ll throw in more at an incredibly rapid rate, about 50 Shampurus per second, taking specifically from either your reserves or onstage Shampuru much like with the small peon ball. Once B is released, Chou-Chou will hold the peon ball high above her head with both hands raised before she throws it in a dramatic motion, either on a 100 degree angle or on a 160 degree angle depending on whether she was grounded or in the air (in which case she’ll be suspended in midair for a moment). Creating and throwing the peon ball has a moderate amount of lag to it,

The peon ball initially travels at an unrealistically sluggish pace, but after a second or so it’ll start to pick up speed and accelerate rather quickly until it reaches Mario’s dash speed after 3 seconds, bursting in a fantastic purplish explosion upon hitting something. At minimum size, the peon ball rivals a Party Ball and engulfs its target for one second before dealing 20% with high knockback capable of KO’ing at 100%, but every extra Shampuru will increase the damage the ball deals by 0.5% and make the attack KO 1% earlier, not to mention outright increase the overall mass of the peon ball. It goes without saying that you can create a huge and very powerful projectile with several dozen peons, the ball gaining some special properties for the number of peons used in it: 50 peons gives the ball the ability to bypass reflectors and drop-through platforms, 80 peons will allow it to instantly break any shield and bypass makeshift structures, 120 peons allows it to KO at 0% and ignore the stage, 150 peons allows it to KO any non-boss character without exception while 200 peons gives it the god-like OHKO properties of Strangelove’s Doomsday Device to anyone hit by it. A peon ball made up of 500 Shampuru will hit every opponent upon exploding while a ball with 999 Shampurus will cause Chou-Chou to instantly win the match, but come on. To be fair, even accumulating 100 peons in a single stock is a mighty difficult task when foes will only give out 40-50 Shampuru per stock at most, but it’s not completely impossible. Should Chou-Chou ever be successful in throwing out a peon ball made up of at least 100 Shampuru, her opponents will most likely be completely screwed. To help in hitting with the peon ball, Chou-Chou is able to knock it around with her attacks as though it were a soccer ball, in which case its momentum will be reset and it’ll fall upon reaching the peak of its knockback.

For all its power, the peon ball carries one huge risk: if Chou-Chou OR the peon ball raised above her are struck by a powerful attack during the starting lag, the latter will “overload” and fall on its master, exploding and damaging her for what WILL amount to fatal damage. The smaller peon balls aren’t so bad given Chou-Chou can just jump up into the air using her Up Special and take advantage of the brief midair stall, but bigger peon balls take longer to create and are much easier for foes to attack. So even if you do manage to get those 100 peons, you’ll need to find the time and space necessary to pull off the peon ball, especially if you had no peons left to defend you - this is especially difficult in a FFA setting, which is ironic given Chou-Chou has a much easier time farming Shampuru when she’s fighting against more opponents who are constantly damaging each other. Also, foes can damage the traveling from the sides or behind to kill off a number of Shampuru equal to the damage they dealt with their attack, so Chou-Chou must be willing to fight back against them to prevent unnecessary losses. Once a peon ball goes offscreen or explodes, Chou-Chou doesn’t lose the peons used in it but rather gets them back at a rate of 2 every second, making huge peon balls impossible to spam. Finally, the peon ball will automatically explode if it doesn’t hit someone after 5 seconds, so you can’t keep them out forever.

Outside Shampurus won’t be added to a peon ball on contact with one, but they can be added to one if thrown right next to it. Chou-Chou can use this move beneath an existing peon ball to increase its size or re-throw it, providing she’s careful about the risk of overloading. There is no limit to the number of peon balls that can be onstage, and if two come in contact with each other they’ll bounce off each other, but if Chou-Chou raises one ball and the other makes contact with it both will merge into one bigger ball.


[[Jab - Peon Craze]]
Chou-Chou swipes diagonally with her right hand and crosses it over her her shoulder before following up with her signature pointing pose, because her pointing is godly enough to do real damage; a total of 7% that finishes with mild mostly-horizontal knockback that'll KO at 300%, or at 130% if you sweetspot with the finger. It kinda lacks range, but comes out very fast and lingers for a bit on the second hit, not to mention it has very low end lag. You'll be using this move a lot given Chou-Chou likes getting close to her opponents for a moe kill, the poor knockback scaling working well for her since it keeps enemies close to her and alive for further moe kill attempts. The sweetspot is easy enough to land with a bit of spacing, too, if you want to actually KO the opponent. Behold the power of pointing!

If you continue tapping A at the end of the attack, Chou-Chou will send out Shampuru close to her as projectiles ala Pikmin Toss, which is a good way to spam or follow-up on an enemy still close to you after being hit providing you don't let them kill off your peons. Alternatively, you can instead hold A to have Chou-Chou use Shampuru from her reserves, and this can even be done after the first hit if you like. This can also be done, peculiarly enough, right after you've just thrown a Shampuru and continued to hold A.

[[Dash Attack - Overwhelming Drive ]]
Did you know that Chou-Chou has a sword? Yes, the weapons used in battle were quite wacky and overwhelming in size to ensure they stood out as much as possible, sizes that would break a game like Smash and put the likes of Falchion to shame. It goes without saying that we’re gonna downsize these absurdly large weapons over the course of this movement, starting with this thing here.

For this move, Chou-Chou will throw her hand back dynamically to summon her crazy-looking sword before thrusting it ahead and shooting forward with it, spewing purplish energy behind as it goes. You could think of the attack as a combination of a grounded Raptor Boost and Shield Breaker in terms of lag/speed and reach respectively, along with overall animation, making the move appear especially overwhelming for a standard attack. If Chou-Chou hits an opponent as soon as she stabs her sword out, she’ll deliver a very powerful 12% with high knockback on a 60 degree angle that can KO at 110% while continuing to rush forward, but if she runs into someone along the way she’ll drag them along for up to 12 hits of 1% before depositing them ahead of her for surprisingly some mild mostly-horizontal knockback that generally won’t KO until 222%. This essentially lets Chou-Chou run into opponents and drag them across the stage before spacing them decently from her, but you have to be careful about the end lag and being punished by a shielding opponent. The sword can also be used to catch any Shampuru that fall on top of it and carry them along before dropping them ahead of Chou-Chou harmlessly, say it just bounced off the opponent and you want to catch it to make use of much more easily.

[[F-tilt - Endless Reach]]
Crossing her arms confidently, the lengthy ribbons streaming down from Chou-Chou’s hair suddenly come to life, raised at the ready before lashing out a SBB ahead of their master. This can be angled and understandably comes out with a bit of starting lag, but the ribbons linger for a bit and deal 4 very quick hits of 1% while pulling the target in as far as 0.5 SBBs, leaving both players in a frame-neutral state and possibly right next to each other - giving Chou-Chou the chance to pull off a moe kill. If Chou-Chou doesn’t want foes right up in her face for whatever reason, she can perform a follow-up attack that sees her ribbons whip them away for another 4% and good-negligible knockback that’ll KO between 400-160% depending on whether they were hit right up-close or from far away. Also, you can charge the attack for up to half a second to double the ribbons’ reach and pull to that of a platform, enabling Chou-Chou to draw in foes from greater distances.

The only other noticeable thing about this attack is that it will bring individual Shampuru and all manner of peon balls towards Chou-Chou if they connect near the tip of her ribbon. This can not only be used to save or reposition Shampuru, but also use them to damage struck foes further since they’ll function as hitboxes on their way to Chou-Chou.

[[U-tilt - Godly Kick]]
Chou-Chou throws out a hasty vertical split kick with an angry look on her face! She used this attack in the Mugen Souls opening to punish a naughty Shampuru that was after a peek at her goods. Though it lacks range, it comes out fast and deals 10% with some very reliable upwards knockback that can KO at 152%, sending enemies flying far enough to put a bit of distance between the two of you at lower percentages - great stuff given there's almost no end lag. The tip of Chou-Chou's foot is a weaker hitbox that deals 6% and lesser knockback that won't KO until 225%, but this is much better suited to juggling if you want to mix things up. Overall, a great close-up tool for launching and creating a mid-ranged situation.

If you hold A after performing the attack, Chou-Chou will shout suddenly in what seems to be a pseudo-taunt, but is actually a command to any Shampuru close to her: specifically, she'll order them to stack themselves on top of each other to form a makeshift tower, 5 Shampuru volunteering themselves in quick succession as you continue to hold the input. Newer additions to the Shampuru cluster will sit at the top of the tower while the older ones stay at the bottom, though Block Shampuru will always be beneath the other types and cannot be stacked atop of those Shampuru. The tower overlaps with Chou-Chou's position by default, but you can angle the control stick to have it be formed next to her on either side for convenience's sake. There is absolutely no limit to how tall a tower can get, nor how many you can have out at once, just so long as you have the necessary amount of Shampuru. A tower can easily be dismantled by re-issuing the order next to one, but there are other ways to go about breaking it. Shampurus forming a tower cannot move.

Shampuru towers are convenient simply because they align your Shampuru vertically in an orderly fashion, letting Chou-Chou pick them out easily or have them form a (rather weak) wall against projectiles. The tower gets especially fun if you throw a whole bunch of one type of Shampuru together: Dynamite Shampuru can be strung together to create a huge chain blast, while Block Shampuru can be used to create towers you can stand on, even raising Chou-Chou up with them as they go if the tower would overlap with her position, making for a good way to pursue opponents after kicking them up into the air. Chou-Chou can easily add to an existing tower by throwing a Shampuru or a small peon ball on top of it, or alternatively take from it when she needs to.

If Chou-Chou hits a Shampuru(s) above her with her kick, she'll send it flying right above her as though she had thrown it with the force of a giant giant. This not only lets you send Shampuru flying further but also keep them out of the fray for a moment, but they often won't come back down for a good 7 seconds. Small peons ball can be sent flying this way, and it can be on individual Shampuru forming a tower. Dynamite Shampuru will not explode when kicked this way.

[[D-tilt - Undisputed Stomp]]
An angry look on her face, Chou-Chou leans far back in an exaggerated manner and raises a foot before stomping down with it, sending out a weak, short-ranged shockwave along the ground. Chou-Chou’s foot acts as a powerful hitbox that deals 12% and high spiking knockback that’ll KO at 145%, while the shockwave inflicts 8% with very low base knockback that scales well enough to KO at 200%. The attack has considerably low lag on both ends given it’s a D-tilt despite its potential power, just that the shockwave doesn’t really reach out any farther than a typical D-tilt attack. The stomp many be difficult to connect with at times given its non-existent reach, but not overly so given Chou-Chou has a need for being up-close. It can be used to launch opponents and even spike them when platforms are thrown in. What’s more, it can spike opponents who are right above Chou-Chou and knock them down into prone, where she can possibly follow into a moe kill.

If Chou-Chou stomps down on Shampuru, they’ll be buried deep enough that only the tip of their ears can be seen, unable to move or attack but also unable to be attacked by opponents. Buried Shampuru can be made to contribute to a peon ball or be picked up, but they cannot contribute to a Link Attack or be thrown out with the Jab.

If the shockwave connects with Shampuru, it’ll bounce them 1.2 SBBs up into the air for a split second, which also unearths buried Shampuru. These Shampuru function as hitboxes as they bounce, which is especially fun if you just bounced a Shampuru tower into the air, but the bouncing can also be used to protect them from an oncoming enemy attack or projectile (which Chou-Chou can then moe kill). Like with the F-tilt, you can charge this move like a quick smash attack to extend the shockwave’s reach by a platform length, allowing you to catch Shampuru from greater distances.


[[F-Smash - Reflection Ball]]
Chou-Chou crosses an arm over her shoulder to have a transparent, greenish sphere form in front of her, which grows over time as though it were an Aura Sphere from Lucario at his best. Upon release, something resembling life energy suddenly bursts inside the sphere before Chou-Chou bats the whole thing forward as a projectile. This projectile travels at Mario-Ganon dashing speed for 4 SBBs, but after that it quickly drops in speed to the point where it’s only traveling at 1/5th of its original speed after covering another 3 SBBs before exploding in a blast radius slightly bigger than the ball itself a moment later, which it also does on contact with an opponent. The projectile’s damage output varies greatly on how long it was charged for, dealing anywhere between 12-24% and mild-solid mostly-radial knockback (knocking enemies back 20 degrees higher than the angle they came from) that’ll KO between 160-90%.

The reflection ball can be reflected by opponents in the same way the Ice Climbers’ projectile works, in which case the hitbox will be removed via the inner “life energy” disappearing, but Chou-Chou can just hit the ball with one of her own melee attacks to reflect it back and breathe life into it again - or even pull it towards her if she tips it with the F-tilt. The ball has rather high priority that lets it shrug off weaker projectiles and will only yield to especially powerful attacks at the highest charge, meaning it’s an incredibly solid defense against projectile spam which encourages foes to get up-close and hit the ball to remove its hitbox. There is no limit to the number of reflection balls that Chou-Chou can create and have out, but if one is reflected 2-3 times by an opponent it will burn out of existence. It’s also somewhat difficult to spam this move since it contains both pre-charge and post-charge lag, but surprisingly little end lag. Thankfully you can have Laser Shampuru fire their lasers at opponents to keep them busy while Chou-Chou charges the attack.

If Chou-Chou specifically smash-throws a Shampuru directly into a reflection ball of any condition, or a Shampuru falls in front of her when she’s charging the attack, it’ll remain suspended at very center, a ball fitting 1-10 Shampuru inside of it depending on how big it was. This might not seem like much, but Shampuru hit out of a reflection ball will simply bounce off the hitbox as though they were projectiles and thus won’t die. Certain types of Shampuru can make this interaction more interesting, too: Dynamite Shampuru will make the reflection ball explode prematurely if struck, forcing foes to be careful about the spacing of their attack or outright ignore the ball, while Cannon Shampuru will aim themselves in the direction they were traveling when thrown (except when thrown vertically, in which case they’ll aim the opposite way towards Chou-Chou) and fire out further Shampuru thrown into the ball. Block Shampuru inside the ball can be stood on, but they’ll be pushed down and out of the ball if stood on for any longer than a second. Another thing about throwing Shampuru inside a reflection ball is that Chou-Chou can target the ball with her Side Special since said Shampuru hasn’t touched the ground, making for a good counter if opponents recklessly move through a ball they just reflected.

One more interesting thing about the reflection ball is that it can be moe killed, as can the essence inside of it which will be left behind for 1.5 seconds should the ball succeed in hitting an opponent. The type of Shampuru obtained varies from a Laser or Dynamite Shampuru depending on charge, but if Chou-Chou fully charged the attack she’ll get a very special type of Shampuru: an Overwhelming Shampuru! This is easily the strongest type of Shampuru Chou-Chou has available to her, being a very powerful projectile that deals 16% and high knockback that KOs at 120% upon hitting opponents at the cost of being a bit slower to take out and throw than the other types, making for an interesting surprise if suddenly thrown out amongst a bunch of Private Shampuru. Overwhelming Shampuru travel a bit farther and much faster than regular Shampuru, and upon hitting the ground they’ll run up to their master very quickly, actually having the speed to follow her around. Overwhelming Shampuru can make up the cost of 5 Shampuru for the Link Attack Tank, count as 3 peons for a peon ball and are actually able to move around while holding up an entire tower of Shampuru given their strength, but they do have one big weakness: they are overwhelmingly easy to kill, taking twice as much knockback as a regular Shampuru and being sent flying even if hit when acting as a projectile. It is also worth noting that it takes Chou-Chou over a second to moe kill a fully charged reflection ball, making it risky to do so when the ball has just been reflected back at you or the opponent shielded against it. Getting an Overwhelming Shampuru out of the deal is, however, well worth it.

[[U-Smash - Galaxy Cross]]
Chou-Chou turns halfway towards the screen and cups her hands together, appearing to form a mysterious object with an excited look that hints something overwhelming. And overwhelming it is: she just made a black hole! Chou-Chou thrusts the little guy high above her in a vigorous motion, an action that greatly resembles Mewtwo’s U-Smash for an attack that deals 5 hits of 3.8-5.1% before launching the enemy for high upwards knockback that scales very well, KO’ing between 95-65%. The damage and knockback is rather overwhelming for how safe the attack is combined with its duration, but you actually only get that amount of damage by sweetspotting with the center of the hitbox at the start of the move. Hitting with the edge of the hole instead results in 2.2-3.5% and mild upwards knockback that won’t KO until 200-175%, which is at least fairly easy to follow up on for aerial assaults.

If you hold the control stick in any direction during the last hit of the attack, another black hole will flash 3 SBBs ahead of Chou-Chou’s black hole for a split second. This extra black hole does nothing on its own and doesn’t even act as a hitbox, but rather it will result in a victim of the sweetspot being sucked into Chou-Chou’s black hole and out of this new one as they take their knockback from it. The attack’s duration gives you enough time to determine where you want to aim the control stick, but you cannot create a black hole on an angle lower than 120 degrees, and opponents actually take far less knockback, as though they were hit by the sourspot. The weakened knockback can be useful to Chou-Chou in that it lets her capitalize on the sweetspot’s damage output for a moe kill, however, and if she releases a victim on the lowest angle possible they’ll be knocked into prone upon hitting the ground.

Needless to say, Shampuru can and will be absorbed into the black hole, where they’ll be protected from enemy attacks until released. The real point of absorbing them however, is to teleport them to different parts of the stage so you can drop from the on opponents from afar or reposition them. It also helps that you can hold A near the end of the attack to keep the black hole out indefinitely, but it will die down and not function as a hitbox against opponents, indicated by a lack of sound coming from it. While keeping a black hole out this way, you can tap the control stick in a direction as Shampuru fall in to teleport them individually, or wait until a whole bunch come in before dropping them all down at once.

Chou-Chou can cancel any hit of the Dash Attack into this move, but the black hole won’t combo from it. Rather, this simply gives Chou-Chou the option to slide across the stage to try and catch opponents and Shampuru. It helps that Chou-Chou travels relatively far, but not blazingly fast, due to the nature of her Dash Attack.

[[D-Smash - Peon Parade]]
Chou-Chou faces the screen with her signature pointing pose, causing nearby Shampuru to converge into clustered, blockish, rectangular 2D masses on each side of their master, effectively splitting them into 2 groups. Once released, Chou-Chou points skywards to have the Shampuru leap out weakly on a 20-90 degree angle at random, causing any opponent touching either mass to take 1.1% for every Shampuru it was made up of and an appropriate amount of knockback, being launched vertically close to Chou-Chou but on a lower angle if they were further away, horizontally if they were somehow hit from a platform away. Being hit by a Shampuru as it flies out results in receiving half the damage it would normally deal as a projectile.

With only 1 Shampuru, the attack has abysmal range and deals similar knockback to a weak U-tilt, but having extra Shampuru will greatly increase the attack’s range and its knockback output. With 5 Shampuru, the attack is able to start KO’ing at around 200% and 20% earlier for every extra 5 thrown in, with absolutely no limit cap on the knockback. This might seem weak given the amount of Shampuru you’d need to even get a remotely powerful attack, not to mention the fact that your forces split up when performing it, but the key thing about the move is that it not only comes out insanely fast but also ends just as quickly, actually allowing Chou-Chou to take advantage of the weak upwards knockback from one Shampuru to follow into a moe kill. Shampuru will also dish out their specific effects against foes that were specifically making contact with them upon being hit, namely the Spiky Shampuru, Flame Shampuru or even Overwhelming Shampuru who will significantly increase the amount of base knockback they receive. Laser Shampuru will even proceed to fire their lasers against the victim if they had charge.

Charging the attack doesn’t increase its power, but rather takes a percentage of Shampuru from Chou-Chou’s peon reserves to use for the attack based on how long she spent charging, taking everything she had with a full charge. These Shampuru are added to the existing mass if Chou-Chou initially had nearby Shampuru, meaning it can become quite powerful if you’re willing to gamble it all. Having a lot of nearby Shampuru lets Chou-Chou potentially throw out a very strong attack almost instantly to surprise enemies with, but charging gives her more control over the attack’s power and lets her spam it more often, since the Shampuru scatter out upon being used for the attack and thus makes it difficult to spam normally given they have to run back up to you.

Last but not least, the Shampurus can block attacks for Chou-Chou while they’re clustered during the charge, but this is not something you should abuse just for the sake of such given it’ll put them in danger. Shampuru towers will remain in-tact when you use this move, but Shampuru that fall on either mass will join in on the attack.

[[D-Smash (tower) - Peon Sword]]
This attack gets a totally different function if Chou-Chou uses it whilst overlapping a Shampuru tower: she’ll take the bottom 3 Shampuru and use them as a makeshift weapon! All 3 Shampuru will straighten out for this as Chou-Chou uses the ears of the bottom Shampuru as a handle, swinging this new weapon across the floor around her in a typical D-Smash fashion. The attack deals 10-16% with relatively good knockback that’ll KO between 140-110%, launching enemies upwards if they’re hit by the bottom Shampuru near Chou-Chou, diagonally if they’re hit by the middle Shampuru and mostly-horizontally if they’re hit by the top Shampuru. Unlike the regular D-Smash, this can be spammed, but it’s not nearly as fast and can be punished by a wary opponent. Using this move again while overlapping a tower will cause Chou-Chou to take the next 3 Shampuru in-line while discarding the ones she was using.

Upon using this attack once, and while unarmed, the “Shampuru sword” becomes a weapon that replaces Chou-Chou’s Jab, Dash Attack, F-tilt and F-Smash in typical battering item fashion, alongside the aforementioned D-Smash. The Jab becomes a quick overhead smack that deals however much damage the Shampuru that connects would have dealt as a projectile, being reasonably fast but not blazingly so. The Dash Attack functions like Chou-Chou’s regular Dash Attack, only weaker and less range but being much faster, which in turn has an effect on a DACUS performed from it. The F-tilt is a horizontal swing that deals average knockback that’ll KO at 170% and can be angled. The F-Smash has Chou-Chou use the weapon like a baseball bat in a similar manner to Ness’s F-Smash, only dealing 17-23% and solid knockback that KOs between 100-70% no matter where it hits while reflecting projectiles that hit the tip and also smacking Shampuru across the screen. Perhaps the most interesting thing about the Shampuru sword, however, is that it can be thrown like a typical battering item and will remain completely in-tact unless struck by a foe, the Shampuru actually going through their opponent instead of bouncing off of them. Shampuru swords will lie on their sides when grounded as to differentiate them from a Shampuru tower.

A Shampuru sword is made interesting by the individual Shampuru that compose it, letting Chou-Chou create a custom weapon with different traits on each of the 3 sections. Pilot and Drill Shampuru deal a bit more knockback on contact, while Overwhelming Shampuru greatly increase the knockback enemies receive. Dynamite Shampuru give Chou-Chou something of a makeshift counter against enemies who try to clash with the weapon’s hitbox. Laser Shampuru will actually fire their lasers when you use the F-tilt or F-Smash. Flame Shampuru let you buff or debuff opponents upon hitting them. Nurse Shampuru heal their targets instead of damaging them, which you really don’t want. And Cannon Shampuru are especially fun, since you can actually scoop up stray Shampuru you hit with your battering attacks before firing them with said attacks, up to 3 if you had a sword made up of 3 Cannon Shampuru that each had a single Shampuru loaded. Most of the attacks will fire the Shampuru horizontally, but the F-tilt lets you angle where the Shampuru is fired and the F-Smash makes it go flying twice as far and deal twice as much damage if you fully charge the attack. The only Shampuru you can’t use in a Shampuru sword are Block Shampuru and Balloon Shampuru.


[[N-air - Infinity Lash]]
Chou-Chou faces the screen and crosses her arms confidently, extending her two ribbons from each side of her to form an infinity symbol that snakes in a loop. The attack has a decently long duration to it (but not that long), and while the loops start out small initially, they quickly expand (mostly) horizontally further into the attack, reach as far out as 1 SBB near the end. This deals 10 hits of 1% while dragging opponents around by the specific part of the loop they were caught in, before ejecting them for rather mild radial knockback that won’t KO until 200%. Because of the way the loops work, you can technically knock a foe away in almost any direction, even spike them, though it’s not that powerful and can averted with DI. Chou-Chou can use the hitbox to drag foes around from a mid-ranged situation, but really she merits from the move’s defensive properties: it can be used to approach thanks to its potentially high range, and even if foes see it coming they won’t be able to punish you if they try to shield it from a distance. It especially helps that Chou-Chou is able to cancel the attack early if she lands while using it.

Shampuru that come into contact with Chou-Chou’s ribbons will loop around the edge of them before being dropped off directly in front of the hitbox in front of Chou-Chou, but can be dropped off behind her if the control stick was held in that direction. This is yet another way to gather and move Shampuru around, but they’re perfectly capable of damaging an opponent caught in the loop for what can amount to some high damage. Like with the U-Smash, you can hold A at the end of the attack to have Chou-Chou keep her ribbons out without their hitbox (again indicated by a lack of sound) if you want to keep dragging Shampuru around before dropping them off anytime. If Chou-Chou catches tower Shampuru in her ribbons, they’ll continue functioning as a tower when she deposits them, letting her split a tower into 2 with precise positioning. Small peon balls are exempt from being caught in Chou-Chou’s ribbons, and if she uses the move close to a peon ball she’ll take Shampuru from it at a rapid rate as her only means of salvaging them if she wants to use them.

[[F-air - Savor the Taste of My Fist!]]
Chou-Chou looks super-pissed! That sure ain’t good. She uses violence to get her point across, throwing out a mighty swing that makes up for its lack of reach with speed and power. Right up-close, this deals 14% and strong horizontal knockback that’ll KO at 140%, while any farther away it instead deals 7% and weak horizontal knockback that’ll KO at 220%. The move is simple enough, but it’s noteworthy for being very spammable and thus a great utility in close-quarters, since Chou-Chou is comfortable from fighting at any distance.

This move can be used to punch peon and reflection balls quickly and efficiently, due to its speed. It can also be used to punch (mostly midair) Shampuru and send them flying as far or twice as far as Chou-Chou would normally throw them if she hits up-close, in which case the Shampuru will deal twice as much damage on contact. This is a natural follow-up to knocking foes into the air with an U-tilt and using the command to create a Shampuru tower, the likes of which you can use to easily nail a foe instead of having to line yourself up with a falling Shampuru and an opponent.

[[B-air - Overwhelming Clothesline]]
Chou-Chou leans back a bit and extends her ribbons 1 SBB behind her, a relatively fast attack with only a minor amount of starting lag. The very tip of the ribbons functions as a sweetspot that deals 15%, freeze frames and powerful rainbow knockback that can KO at 120%, while the midsection of the ribbons deals 5% and flinching and 8% with weak upwards knockback directly behind Chou-Chou (KO’ing at 333%). This is good if you’re looking to punish an opponent from a distance, say they’re planning on abusing a poor Shampuru, but it can also somewhat help with approaching and getting up-close in their face with the sourspot. It’s also surprisingly good for using on a reflection ball behind you so you can bring it back towards you given its range and fairly low lag.

This can be used to catch Shampuru behind Chou-Chou and bring them towards her so she can pick them up via DSpec, or bounce one back up into the air if it landed on the ribbon with precise timing. It also has an interesting effect on tower Shampuru if you nailed one with the sweetspot: the Shampuru will be tied to the ribbon, which is reeled back to Chou-Chou, and is consequently able to be dragged around by her. Shampuru beneath the tied Shampuru will follow suit, effectively causing the tower to bend. If Chou-Chou uses this move again with a tower Shampuru tied behind her, she’ll release it and cause the tower to suddenly snap back and straighten cartoonishly, becoming a hitbox that deals 1-0.4x the damage of the ribbon’s sweetspot depending on how close they were initially to a portion of the bended tower and how far it was bent back. This can prove to be quite a powerful aerial attack with massive range if the tower was tall enough, being easy enough to position for when you have the Up Special. It has almost no lag, but just enough start-up lag to let foes know it’s coming.

If Chou-Chou lands with a tower Shampuru tied behind her, she’ll have it somehow grab hold of the ground and turn the tower into an arch that can be stood on by players. Crazy, I know. Sadly, the arch is very easy to break down simply by removing a single Shampuru from it, which causes it to spring back up into a tower, or even two towers if the Shampuru was removed from the middle of the arch. Removing the Shampuru results in Chou-Chou experiencing freeze-frames on her action to give opponents a chance to dodge the springing hitbox, but if opponents remove the Shampuru themselves no delay will occur and no hitbox will be created.

Finally, if the tower Shampuru Chou-Chou ties to her ribbons was not the Shampuru on top, the Shampurus it was supporting will sit atop the arch and become a separate tower. Any Shampuru making contact with a springing tower will be launched forward on an appropriate angle as if Chou-Chou threw them, separating Shampurus in a small peon ball.

[[U-air - Full Orbit]]
Chou-Chou extends her ribbons above her, but then they suddenly split out horizontally and curve downwards to meet up 1.5 SBBs beneath her, forming a perfect circle upon doing so. The attack initially hits a reasonable distance right above Chou-Chou for 10% and decent juggling knockback that KOs at 180%, or 6% with low upwards knockback that KOs at 400%, but it has the strange property of also hitting beneath Chou-Chou despite being an U-air, the intersecting ribbons being a sweetspot that deals 12% and high upwards knockback capable of KO’ing at around 165%. Despite how it all sounds, this attack is actually very fast and suffers from very little lag, making it as effective for juggling as any other U-air.

Shampuru nailed with any of the hitboxes get bounced up into the air as though they were thrown by Chou-Chou. Also, airborne Shampuru are bounced off the interior of the ribbon circle based off the angle they hit, and Chou-Chou can keep her ribbons out indefinitely for as long as the player holds A just for this purpose. If Chou-Chou uses this attack when there’s less than 1.5 SBBs distance between her and the ground, the ribbons will intersect prematurely, exempting the need to space it. The ribbons also keep Chou-Chou suspended in midair when they hit the ground, which is highly useful for quickly pursuing an opponent you just knocked into the air. The rate of which Chou-Chou can keep herself suspended is comparable to Lucario’s D-air.

[[D-air - Meteorific Descent]]
Chou-Chou straightens herself vertically and proceeds to plummet down! This is a stall-then-fall that don’t stop till you drop, an overwhelming attack accompanied by an overwhelming fiery visual. Those struck are blown aside for 10% and good knockback on a 60 degree angle that’ll KO at 150%, but the attack gets 1.1x stronger for every SBB Chou-Chou travels, and with absolutely no limit on how strong it can get. Needless to say, you’ll love spamming this out of the Up Special. What’s more, you get a nice, juicy explosion visual around Chou-Chou when she lands, and her attack gets a slight damage multiplier alongside now dealing entirely vertical knockback. There is some end lag to contend with, but that’s a small price to pay for being able to give enemies beneath you a good pounding and reach the earth in record time, mostly for the sake of your Shampuru.

Chou-Chou’s overwhelming descent is met with a shockwave that covers a length on both sides of her equal to the distance she fell, dealing and the faintest of pushback but no flinching. The shockwave also throws Shampuru high up into the air (about 3/4s the distance Chou-Chou fell from) and on such an angle that they’ll always land next to their master provided they don’t run into any obstacles or opponents along the way. It goes without saying that you’ll be using this move to herd all your Shampuru together since there’s no reason to scatter them across the stage when it puts them at risk of being killed.

If Chou-Chou makes contact with a small peon ball during her descent, she’ll kick down on it hard enough to transfer all her momentum into the ball, effectively causing it to take her place as she cancels out of the dive with a bit of end lag. The ball will travel at the same speeds Chou-Chou did and dish out the same amount of damage, but it’ll actually bounce off the ground and up into the air the same height Chou-Chou started the attack from, though upon reaching its peak it’ll return to dishing out its normal damage and falling normally. This is by no means a situational interaction and can be performed deliberately, simple as Chou-Chou creating a small peon ball and immediately dropping it beneath her before using this move.

Contrary to what you might have come to expect, Chou-Chou’s grab is actually nice n’ simple as she reaches out with both hands and pulls the opponent down to her level by the collar of their neck. This even comes with an annoyed expression! Yes, Chou-Chou does not like being looked down upon. Upon grabbing an opponent, any Shampurus near Chou-Chou will move into the background and dogpile the opponent.

Chou-Chou’s pummel is a relatively slow headbutt that inflicts 3% per hit.

[[Special Pummel - Scrub Down!]]
Chou-Chou calls out “Get em guys!” to have a Shampuru cling onto the opponent and scrub them down, soap bubbles appearing around the victim’s flesh. Yes, Shampuru have the power to scrub away evil, and if they can’t scrub then they’ll smack away instead. This is a very, very fast Pummel that deals however much damage the Shampuru would have done as a projectile per hit, meaning it can be one of the best pummels in the game if you had a lot of Shampuru around you… especially Overwhelming Shampuru. Of course, it’s only fair given you need Shampuru around you to pull it off in the first place, and that they were very prone to being taken out by an opponent. You can only sic 10 Shampuru onto an opponent at once, however.

Shampuru made to cling on an opponent will remain doing so even after the grab has finished, and will proceed to smack at them for 1/10th of their regular damage output every second until shaken off like Pikmin, one at a time. Shampuru cannot be damaged while clinging onto an opponent, but they become vulnerable to attack once they fall off and thus are very easy to KO afterwards unless Chou-Chou comes to their aid. Despite the risks associated with exposing the Shampuru to danger, Chou-Chou can take advantage of the situation by juggling the opponent and using the Shampuru that fall off of them, even use the U-Smash to teleport the lot. Some of the clinging Shampuru can even be deadly to opponents, like Dynamite Shampuru that can blow up in their face if their D-air was too powerful.

Making Shampuru cling to an opponent provides 2 more benefits for Chou-Chou. First, it changes the Shampuru Chou-Chou gets through moe kills into one of the types that were clinging, always prioritizing non-Private/Pilot Shampuru if there were other types, but not including Overwhelming Shampuru. Second, the last Shampuru set to fall off the opponent acts as a target for Chou-Chou’s Side Special so long as she doesn’t throw any more Shampuru until then, the opponent taking horizontal knockback from the sweetspot. Using the Side Special causes all Shampuru clinging onto the opponent to fall off of them however, whether they dodge or not, so it’s a one-shot thing and not something you can spam. You can even just use the move to get all the Shampuru safely off the foe if you like.

[[F-throw - Ultimate Pitch]]
Endorsing the spirit of wacky, Chou-Chou whacks the opponent with a pink baseball bat! This delivers 11% and high horizontal knockback that can seal the deal at around 125%, dealing very little hitstun and putting enemies in a position where they can set-up and shoot projectiles while moving back without too much trouble, providing they don't tumble off the stage first. Chou-Chou can react when the opponent can, making it good for moe kill opportunities or using the Side Special.

[[B-throw - I’ll Let You Off The Hook This Time]]
Chou-Chou uses her ribbons to lift her opponent off the ground before lightly slamming them behind her, dealing 8% and alright non-KO’ing knockback on a high angle. A simple throw, but one that Chou-Chou needs: it keeps opponents close to her unless their damage percent is absurdly high, giving her the means to harvest a moe kill from them when most of her other moves would result in KO’ing them. It also lets Chou-Chou keep tabs on the opponent and follow-up easily with her adaptable melee game.

[[U-throw - Spinning Tower]]
A 4-man Link Attack from the game, Chou-Chou lifts the opponent above her head before she spins up into the air with them while facing the screen, covering 4 SBBs before descending. You can move Chou-Chou back and forth in midair as she rises, similarly to the Koopa King’s Flying Slam, but she’ll automatically move back to where she performed the throw once she starts descending. Once Chou-Chou lands, she’ll slam her opponent into the ground with such force that they’ll receive 12% and be launched tremendously on a 20 degree angle, but the scaling from this is poor enough that it won’t KO reliably until 150%. Foes can also DI rather easily due to the attack’s insanely long duration, though said duration is also beneficial to onstage Shampuru. Regardless, this throw is a very good spacer, especially given Chou-Chou can have it end prematurely on a platform above her and just fall through it.

Nearby Shampuru will join in on this attack by stacking themselves to form a tower (if that wasn’t already the case) that holds up the opponent and is in turn held up by Chou-Chou. The spinning then proceeds as normal, but the opponent takes an extra 0.3% for every Shampuru involved in the throw. What’s more, a Shampuru tower will automatically be created and Chou-Chou will end up right above it, effectively placing her higher off the ground for the more Shampuru she used in the throw - maybe even well above the opponent. Shampurus make this a great set-up move if you had a good number of them, especially since you can use the throw to position them on a platform that was above you given they don’t normally follow you into the air.

You might not get a tall tower with just nearby Shampuru, but any Shampuru you make contact with while spinning will join in on the attack. What’s more, you can hold any input or direction on the control stick when the hit connects to have Chou-Chou send out ALL her reserve peons from her clothes (no, I am not kidding) to form a tower beneath her, even add to the Shampuru she already has out. This will more than likely give Chou-Chou a tower tall enough to be able to follow-up on an opponent or get above them, but it’s insanely risky to just shell out all your peons for such a chance when you’re leaving them all open to being killed. Of course, this also makes for good bait and can be used to your advantage if you’re clever.

[[D-throw - Sticky Soap]]
A mad look on her face, Chou-Chou tosses the foe down in front of her before kicking them away! This deals 2 hits of 4% before delivering decent diagonal downwards knockback that scales well and would KO offstage at around 110%, but often leaves the opponent lying in prone at the peak of the knockback if they didn’t slide off the stage. This serves as a good opportunity to try and pull off a reflection ball or nail the foe with a Shampuru.

Any Shampuru that make contact with the sliding opponent will attempt to cling onto them, just like with the Pummel, again maxing out at 10 Shampurus. This is effective for scooping up stray Shampuru ahead of you, and it doesn’t really matter if they good offstage or you KO the opponent with them clinging on since they’ll just be added back to your reserves.


[[Undisputed God of the Universe]]
The main character of a fighting game is often known for being the most accessible and easiest fighter to pick up among the roster, but in Chou-Chou’s case it’s actually the other way round: she’s one of the most difficult characters to use! Not that Mugen Souls is a very easy game to play or understand in the first place, for Chou-Chou has to carry the weight of its game mechanics on her godly shoulders. Mugen Souls is all about being ambitious, taking everything for yourself and being over-the-top, so it should go without saying that Chou-Chou would embody all those traits.

No matter the match-up, Chou-Chou will always want to prioritize gathering more peons, as only then can she fight with her true potential. A simple way of doing this is to moe kill your opponent’s projectiles, but it’s a slow and tedious process that can be met with backlash if you’re not careful: remember that opponents can take advantage of the moe kill process to get a few frames ahead of Chou-Chou, but they can also outright interrupt the moe kill if they had projectile spam on their side… say, Falco and his laser. That’s not to say Chou-Chou doesn’t have a way around this, as she can just short-hop continuously so she’s not caught in any sort of dangerous projectile stream. Enemies can set-up, but it goes without saying that if you don’t approach them and just spam moe kill on their projectiles, they will try to approach you. If Chou-Chou moe kills enough projectiles, she can just set-up Laser Shampuru near her and have them provide cover as she charges one of her Smashes, namely the F-Smash, and most projectiles will have a difficult time nailing Shampuru given how short they are. Thus, she can become dangerous to those who camp against her for too long.

Moe killing is, of course, most effective when used directly on the enemy, yielding Shampuru more quickly than just turning objects into peons. As such, Chou-Chou benefits from fighting up-close and damaging the enemy as much as she does camping, if not more so. She can fight comfortably from any distance and has no one true preference for where she wants to be in a fight, able to take advantage of both close and long-ranged battles. Up-close, she can fight back with one of her fast melee attacks or attempt to pull off a moe kill. Mid-range gives her the opportunity to use one of her high-ranged attacks like the F-tilt or aerials, the Side Special or nail the foe with a quick Shampuru toss. Long-range is useful for set-up, baiting foes into using their projectiles or throwing out a reflection ball or two.

While the importance of gathering peons is already obvious enough, it’s not to say Chou-Chou can’t make good use of the 10 Private Shampuru she starts off each stock with. They may not seem impressive on their own, but even the weakest Shampuru can be deadly when you take Chou-Chou’s Side Special into account, hitting unsuspecting opponents for more than they bargained for. Shampuru also make great bait for an opponent, and in some match-ups they’ll be immune to their projectiles as they go flying right over their heads, forcing them to actually approach (and Chou-Chou can moe kill that projectile!). The whole baiting business is especially helped by the fact that Private Shampuru don’t cause flinching, encouraging foes to try and run ahead and hit them as they bounce back or maybe even intercept with one of their attacks just as they bounce off of them. If you really want to make the bait more convincing, you can attempt to gamble all your peons on a small peon ball or maybe form them into a tower as an easy target for the opponent. A Shampuru tower is easy enough to target with projectiles, and you can even use this to moe kill them as Chou-Chou hides right behind the tower and has the moe kill radius extend through them. It’s also very easy for Chou-Chou to intercept opponents trying to attack her Shampuru through her long-ranged melee attacks. But really, not all opponents are just going to go for your Shampuru given they’re not really a threat when they’re just lying around: some might even just go for Chou-Chou, something she’ll have to be especially careful of.

((( EX SKILL)))

Get ready to be overwhelmed! Glowing with the radiant colors of the 7 worlds, a fiery aura flares up around Chou-Chou before she performs an astronomically high leap, going well past the top blast zone. She then, almost immediately, lands in front of the nearest opponent and hits them with a sudden yet powerful punch (17%) that emits several rainbow shockwaves and stuns them in place, which is then followed up by an uppercut that knocks them out into outer space (23%). If you successfully landed the first hit, then congratulations! If not, you’ll probably eat a grab or tilt to the face, so be wary.

Upon succeeding, Chou-Chou will follow-up with a cinematic attack that sees her release 7 streaks of light above her that scatter outwards before closing in on the opponent, exploding on impact and knocking them further up in the order of yellow, orange, red, indigo, green, blue and finally violet (17% x 7). After this, Chou-Chou flies into her opponent and uppercuts them further into space (42%) before they’re finally finished off by a massive, colorful explosion that completely engulfs them (99%). The damage totals in at a ludicrous 300% and knockback that WILL kill any opponent no matter what, which is of course entirely fitting for Chou-Chou.

"And that’s that!"

[[Chou-Chou’s Personas]]
Before we finish things up, there is one little matter that needs to be addressed: Chou-Chou’s other 7 forms. In the original game, you could change between forms in the midst of battle, but Smash requires you pick a form as an alternate costume and stick with it for the battle. Each form has different dialogue and a different set of stats due to there being a difference in their heights, which in turn gives some of them more melee range at the cost of being just a -bit- slower. Also, each form uses the element they’re associated with by default during the Side Special.

(((C.C SADIST)))

"Hmhmhm. Have you reached your limit? That’s fine. You may drool to your heart’s content."

The first of Chou-Chou’s forms is a dominant force that likes to whip and abuse unwilling victims, her words seductive-sounding and filled with innuendo. Her torture comes in both physical and verbal forms, but she doesn’t like torturing those who want to be punished, making her a dreadful yet annoying presence. Despite her personality, she’d definitely appeal to masochists or those looking for a dynamite body…

Height: 164cm
Weight: 6
Ground Speed: 6
Jumps: 6
Air Speed: 5
Fall Speed: 7
Traction: 6


"Yipes! U-Um, excuse me… Please forgive me, my lady! I’ll do anything you ask…"

C.C Masochist is the polar opposite of Sadist; she has an inferiority complex and is constantly apologizing to everyone she meets, even Shampuru. She loves being called names and receiving pain, but hates being treated with kindness. She can be surprisingly difficult to handle, but sadists will love using her as a toy, and even the most stubborn of personalities may give into her continuous apologies…

Height: 144cm
Weight: 8
Ground Speed: 5
Jumps: 6
Air Speed: 5
Fall Speed: 3
Traction: 10


"T-This is the only time I’ll let you see me like this, got it!?"

Yep, this Chou-Chou is a bonafide tsundere, “bipolar” merely being used by NIS America to keep consistency with all the English terms. Stubborn on the outside but soft on the inside, her words and desires completely contrast with each other. Any light novel protagonist would know that her kind are especially difficult to deal with, especially since she’ll follow you around until you get the hint. Likely to get into an argument with other tsunderes.

Height: 154cm
Weight: 5
Ground Speed: 5
Jumps: 5
Air Speed: 6
Fall Speed: 6
Traction: 6

(((C.C HYPER)))

"That’s oooooh-kaaaaay! I’m doing it on purpose!"

Hyper is ridiculously energetic and also ridiculously short, easily the shortest character in the series… probably. She can’t stand waiting and always wants to play, but her idea of “playing” is rather rough and involves high-powered tackles that would easily knock out an ordinary person. Those who desire to become a more active person may take a liking to her…

Height: 114cm
Weight: 1
Ground Speed: 8
Jumps: 4
Air Speed: 10
Fall Speed: 10
Traction: 1


"First, allow me to serve you all some tea."

Chou-Chou’s only form that isn’t unreasonably difficult to deal with, C.C Graceful acts as the representative and de facto leader of all the personas, speaking to the party about urgent matters regarding her significant other. She values etiquette and rules above all else, at one point attempting to prepare a tea ceremony for the party so she could explain something… actually making her annoying to some degree. Chou-Chou considers C.C Graceful her boring personality, something the latter is self-conscious about. Those with a thing for the Yamato Nadeshiko will feel as though they’ve drifted off to heaven upon seeing her…

Height: 164cm
Weight: 5
Ground Speed: 5
Jumps: 8
Air Speed: 9
Fall Speed: 2
Traction: 4

(((C.C DITZ)))

"Am I being good? Am I? You should pat me on the head!"

Ditz does everything at her own, slow pace, forcing everyone else to follow along. She doesn’t seem very intelligent, but she can actually be a bit of a troll, pointing out sensitive issues like romance that would otherwise never be brought up. Those who just want to sleep away their whole lives would take a liking to her…

Height: 154cm
Weight: 5
Ground Speed: 4
Jumps: 5
Air Speed: 10
Fall Speed: 3
Traction: 1

(((C.C TERSE)))

"Gross. A little toad begging a girl like her to kill him. Just croak, toad."

Terse rarely speaks, but when she does it’s usually a sharp, sharp blow. She likes being around conversations, but she doesn’t like taking part in them. Those who like being insulted will enjoy the rare stings of pain she delivers.

Height: 134cm
Weight: 5
Ground Speed: 4
Jumps: 6
Air Speed: 3
Fall Speed: 4
Traction: 10
Nov 24, 2008
The Make Your Move Rooligan Society

Shinobu hails from the anime Nagasarete Airantou, a series that revolves around a teenage boy's misadventures on a primitive Japanese-esque island filled with women. Coming into the story rather late, Shinobu appears before the protagonist after hearing exaggerated rumors of his swordplay and demands a duel with him, ultimately coaxing him into it after persistently pestering him day out. She manages to overwhelm the protagonist to a degree in their battle using her surprising assortment of tricks, but in the end she admits defeat after he accidentally gropes her breasts and makes her feel all funny inside - because the women on the island aren't used to being around men. From then on, she decides to become the protagonist's student in swordplay and has a house built near his so she can go visit him without getting lost.

An ex-kunoichi from a family of ninjas and one of 3 sisters, 14 years of age (apparently), Shinobu took up swordplay after reading about Musashi Miyamoto and started ending her sentences with "-de gozaru", a way of speaking used by samurai in the past (though the subtitles tend to ignore this as you can probably tell by the screencaps). Shinobu is diligent in her practice despite having taken up the sword on a whim, but she's not actually very good with one: her swings are wild, simple and telegraphed, often being executed with one hand. It probably doesn't help that she's stupid either, being a major klutz with an absolutely horrible sense of direction and a tendency to mistake certain tasks as "training". She can also be quite childish, sometimes getting into arguments with some of the less mature islanders. Yet despite these shortcomings, Shinobu can actually a formidable opponent when she gets serious: she's incredibly fast, faster than anyone else on the island, and furthermore she can use a ninpo spell to create copies of herself in battle. She's definitely someone who can surprise those who underestimate her.

With sword in one hand and ninja skills in the other, Shinobu comes eager and ready to take on strong opponents - and if they're not ready, she'll pester them until they're ready!

Height: 152cm
Weight: 4
Ground Speed: 5
Jump: 10
Air Speed: 7
Fall Speed: 10
Traction: 1
Wall Jump: 5

Not quite as fast as you'd imagine, eh? Shinobu's speed doesn't quite manifest during her dash, but rather elsewhere... like when she rolls, for example. She also has a very high first jump and moves quickly through the air, not just because she was a ninja but also most residents on the island seem to be able to jump inhumanly high. Shinobu also has very poor traction because of her clumsiness, much to her dismay - if tripping were still in Smash 4, she'd be tripping much more often than the rest of the cast.


Neutral Special - Ultimate Ninpo

"ultimate attack from all sides!"
Shinobu makes a hand seal with her sword in-between, causing copies of herself to split out from her and assemble next to her in a tight horizontal line. Tapping B only gives you one clone, but if you hold B for up to 2.4 seconds you'll get 6 clones, each level of charge indicated by a twinkle in Shinobu's eyes that tells you how many clones you'll get. The real Shinobu is always positioned at the back amongst the clones, but you can position her anywhere by holding the control stick on a specific angle: forward positions Shinobu at the front, vertical positions her at the middle while holding the control stick around a 30 or 60 degree angle will position her either near the front or near the center. Regular foes have no way of telling Shinobu and her clones apart, but there are ways for the player to tell.

Shinobu and her clones behave in a peculiar way: they all move in perfect synch with each other along the ground, whereas taking to the air will see them align themselves vertically until they touch down. Only the Shinobu at the front (top in midair) actually attacks while the rest remain on standby, but if that Shinobu would go through excessive end lag you'll be allowed premature control over the rest of the group. Clones are unable to shield, dodge (note they can and will roll with the real Shinobu) or use Specials, all these reserved for the real Shinobu so she can defend herself and perform surprise attacks at the cost of giving herself away. Clones can be defeated either by hitting/pummeling/throwing them or dealing high knockback to the real thing, in which case they immediately whoosh out of existence as though they were ghosts. This puts foes in a bit of a dilemma: either they poke at the clones with their quickest attack (usually Jab or D-tilt) and fail at ridding any if they hit the real thing, or risk a powerful attack against the real thing and leave themselves open if they miss and hit a clone.

If Shinobu wants a bit more variety from her clones, one simply has to tap B and the clones from the front will de-synch from the group to go after opponents within a moment, one after the other and with a slight delay between each one. You can send any number of clones out this way, but only one will attack a single opponent at a time and each clone goes through a 0.5 second delay before they'll attack again, also not having access to Shinobu's grab this way. More and more of your clones will continue de-synching from you until you tap B again, and if you hold the input just slightly your de-synched clones will become passive-aggressive, standing in place and attacking opponents who get near them. Likewise, you can tap B again and hold it slightly to have these clones go back to pursuing opponents, and if you want to synch back up with them you simply make contact with them while they're standing around. This allows Shinobu some simple yet effective control over her clones with just this one move, even able to be performed while shielding, in prone or during the end lag of an attack, but it also means you can't create more if you fail to charge the attack all the way, so you'll want to be careful. It also means you can't dispel them just to get another shot at creating more and will have to use them up first, as Shinobu is actually incapable of dispelling her clones due to not having mastered the technique. Clones will vanish within 30-60 seconds should Shinobu somehow fail to use them up before then.

Side Special - Hayai
Shinobu hunches a little for a bit of starting lag before using her amazing speed to cover half a Battlefield in an instant, creating a slight afterimage effect as a cool visual. This can be angled by up to 45 degrees and leaves Shinobu behind her opponent if she moves past them, which is convenient because not only is she invincible during her rush but she also suffers no end lag afterwards, able to attack out of it instantly. This is ideal for approaching, but it can also be used to retreat if the player double-taps B in which case Shinobu will move back, not going over any ledges she encounters. If Shinobu ends up in midair as a result of using this move, she'll remain suspended for a moment that's beneficial given she how fast she falls, but like most recoveries this can only be used once in midair.

Using this move amongst clones or when controlling one will instantly de-synch Shinobu from them and give the player control of her. Shinobu can rejoin a group of clones standing around at anytime by positioning herself next to one and standing still for a moment, which gives you control of the Shinobu at the front. Also, by smashing the input with clones around, Shinobu is able to warp between them depending on how they're positioned and what you input. If Shinobu is in the middle of a group, she'll appear ahead of the front clone - or behind the one at the back if you double-tap B. If Shinobu is at the front or back, moving towards the group will place her at the opposite end, while moving away from the group allows her to warp to a de-synched clone within 5 SBBs of her, either one in the direction you angle the control stick towards or one nearest a foe, should one exist. Not being apart of a group or there being none at all gives Shinobu free reign to warp to stray clones either in front of or behind her.

Warping to clones is not only useful for increasing Shinobu's recovery, it also allows her to intercept attacks for them if she has enough foresight. While having a lot of clones is obviously beneficial for ensuring a good recovery, having just one clone out makes things a lot more simple, as no matter where that clone is Shinobu will warp to it, even if it's directly above or beneath her.

Up Special - Final Clash
Showcasing why she’s an amateur at swordplay, Shinobu utters a battle cry and leaps 4 SBBs into the air with allotted air DI, sword held back, after which she brings it down swiftly for a powerful, telegraphed blow - resulting in 14% and solid mostly-upwards knockback capable of KO’ing midair foes at 150% or 17% plus high knockback that’ll KO at 120% against grounded opponents. If Shinobu misses however, she’ll call out "What!?" and lose her balance, stumbling forward for some very punishable end lag. This is also a particularly bad recovery, since not only can it not be cancelled (Shinobu being stupid and all) but it also has a bit of start-up lag, and when Shinobu reaches her peak she’ll stall in midair for a very painful second - henceforth, your Side Special is much better as a recovery. The move does have one upside, however: you can control your clones once Shinobu reaches her peak, providing they weren’t all de-synched. You can also smash the input when above a clone to have Shinobu jump off its shoulders, doubling the height she covers and adding an impressive 1.3x damage boost to her attack… but at the cost of giving her more end lag.

If this attack is used on ground, Shinobu will instead take up a dual-handed stance with minimal lag before she rushes along the ground at Fox’s dashing speed, performing a surprisingly quick and fluid diagonal downwards slash once you press A or when she reaches a ledge. The slash initially deals 10% and good knockback on a 60 degree angle that KOs at 200%, but it quickly gets more powerful as Shinobu covers more distance, capping out at 22% and great knockback that’ll KO at 85% once she covers 6 SBBs. This even has minimal end lag, and deals more shield stun that leaves Shinobu less punishable the stronger it is. However…

Shinobu is clumsy. For every SBB she traverses, there’s a 1/10 chance that she’ll catch her foot on something, causing her stop in place with a stupid look before falling flat on her face… this is pretty embarrassing stuff that leaves Shinobu open for a bit, but it can catch opponents off-guard and will damage them for 11% and diagonal downwards knockback capable of KO’ing at 150% if you trip over them. With this in mind, there’s a solid chance that Shinobu will fail to perform an otherwise powerful attack, and that can be pretty frustrating, but thankfully there’s a way to circumvent it: if you hold B when you move past a clone, they’ll join in on the attack, actually positioning themselves slightly ahead of you to serve as a shield against oncoming projectiles. These clones have the same chances of tripping as the real thing, but with more of them to back you up the chances of actually pulling off a powerful strike become greater - only one Shinobu’s attack will actually connect, however, so you only need one to make it to the opponent. The random tripping can actually be beneficial with clones since it can space and even provide mindgames as they scramble, what with it being difficult to tell whether a Shinobu that suddenly tripped was the real one or not. If you want to guarantee spacing from this, however, you can use this move again right after Shinobu slashes to have the clones continue on with the rush, but at the cost of resetting any power bonuses they had gained from traversing. You can’t move the real Shinobu while this is happening, but you can have other clones ahead of the rushing clones join in with them by holding B, all the same.

All and all, this is a very powerful finisher and potentially a good spacer if you want to risk pulling it off, dealing good base knockback even if you only cover around 4 SBBs.

Down Special - Parry
Most of the island residents are actually fairly strong due to performing physical labor every day, but not superhumanly so. In Shinobu's case, it gives her a surprising amount of arm strength that helps hold off blows from other, seemingly stronger opponents. This is the only Special you can make a clone you're in control of use, otherwise being performed by the real Shinobu with a smash input.

The move itself is a simple counter that sees Shinobu hold her sword in front of her defensively. Clashing with an attacker will see Shinobu hold them back with all her might, leaving a sparse 0.75 seconds for the player to respond with an input. If not input is made, Shinobu and the attacker will reach a stalemate as the two are pushed a SBB apart at frame-neutral with each other. If A is inputted, Shinobu will parry the attack and send them back in the direction they came from for 8% and low base knockback with high scaling, capable of KO'ing at 140%. This can then be followed-up with another tap of A, in which case a clone close behind Shinobu will rush at the flying target and strike them for similar damage to before that deals low set knockback. This often places the clone in midair, especially when you send the foe flying far, and is actually beneficial with your Side Special since the clone will gracefully stall in midair for about half a second. Speaking of clones, you can tap B while clashing with a target to change the behavior pattern of your clones on demand, which is especially good for influencing the clone you send out against foes or to take advantage of the stall should you not parry opponents.

If Shinobu counters a weak projectile, she'll block it and be put into a unique position: she'll keep countering as her counter frames immediately reset, also having the added bonus of letting her cancel this into any action or attack. This theoretically lets Shinobu block a stream of weak projectiles, but not permanently as doing so puts more and more strain on her and slowly eats into her shield at half the rate it'd go down if manually held out.

If Shinobu counters a strong projectile, it'll push her back as far as it would if she took it head-on at 0%, serving as a decent spacer at best.

Though simple, a counter garners phenomenal use in Shinobu's playstyle. It defends her when enemies retaliate when she gets behind them with her Side Special (and can even knock them towards her clones this way), defends her when enemies try bulldozing through her clones or can be used to protect clones behind you, like one you just warped in front of - a perfect match for the clone follow-up part of the counter. It can even be used to flash Shinobu’s location to opponents as a means of luring them. The low base knockback makes this good for keeping foes close to clones at lower percentages, while at higher percentages it becomes much-valued spacing thanks to the high-scaling.


Jab -
As previously mentioned, Shinobu often swings her sword like an amateur and with one hand. For this particular move, she'll raise her weapon over her shoulder before swinging it down in a very broad, diagonal arc ahead of her, giving the move shockingly good reach for a Jab thanks to Shinobu leaning forward, ironically. The overall result is a Jab that's a tad slower than Marth's, dealing 6% and decent knockback on a 70 degree angle that KOs at 180% up-close and 4% with alright horizontal knockback that scales poorly near the tip, making it reasonable enough for mild spacing. Hitting right at the tip deals 2% and hitstun that leaves both players at frame-neutral.

If you mash A instead of tapping it consecutively as each swing comes, Shinobu will take a good step forward each time she swings, able to cover a surprising amount of distance thanks to her exaggerated motions. This is good for pressure and closing the gap just enough so Shinobu has a bit of space, especially helped by the fact that can alternate between wild steps and standing still depending on how quickly you tap A. The only downside is that getting too reckless and being blocked up-close -will- lead to Shinobu being punished, but that can be somewhat beneficial if the clone is being punished. Needless to say, this move will also move clones that are behind the Shinobu in the front of a group.

Dash Attack -
The above image depicts Shinobu's dashing animation, in which the upper-half of her body is tucked forward and her arms are straightened behind her. From here, she positions her sword in front of her with both hands in a slightly drawn-out animation before suddenly blitzing a whopping 1.2 platforms forward at Sonic's dashing speed before coming to a stop with minimal end lag, leaving a few afterimages in her wake. This deals 10% and solid horizontal knockback capable of KO'ing at 150% if you strike a foe directly at the start of the move, 7% and decent upwards knockback that KOs at 220% to anyone who somehow lands where Shinobu rushes, and 8 hits of 1% to those Shinobu rams into, dragging them along before depositing them for light mostly-horizontal knockback that'll KO at 250%. While the latter hitbox isn't that good at KO'ing at point-blank, it's fairly easy to follow-up on and may KO earlier if you drag a foe towards the ledge.

The start-up lag makes this unusually telegraphed for a Dash Attack, but that isn't usually an issue when you'll usually use it from a distance and won't usually get punished for it... unless the attack somehow ended in front of a foe and they shielded against it. In any case, the lag can actually benefit Shinobu since it makes it more likely for foes to shield against the attack, resulting in Shinobu being behind them if she was close enough. You can also use this reaction to sandwich Shinobus between an opponent since those at the back of a group won't actually follow the attacker when she moves during the attack, making things especially difficult for the foe. An especially common move to have clones use, it can end up being a bit of a surprise to foes if you have the real thing perform it.

F-tilt -
Shinobu raises her weapon behind her for an falling slash of such force that it causes her to throw out the upper-half of her body and lean her legs forward a little as she swings down. This has a lot of start-up lag and doesn't hit directly in front of Shinobu, but it reaches out incredibly far from where she was standing, dealing 11% and solid knockback on a 60 degree angle capable of KO'ing at 145% up-close and 9% with good horizontal knockback that'll KO at 160% near the tip, both being accompanied by a certain degree of freeze frames. The motion also has - shockingly - very low end lag, meaning if foes don't hit Shinobu during the lag it'll already be too late to punish her.

This is a good attack for trying to 'hook' foes from a distance or bait them into attacking, making it very popular with de-synched Shinobu clones from a distance. It can also be used as an anti-air, actually being capable of catching opponents trying to jump into a group of clones behind you (to N-air the hell out of them) as you perform a B-tilt to intercept them... though it can be risky if the real Shinobu was among those in the back. This attack can also be rewarding to land up-close, because if you nail a shielding opponent you'll have a few frames advantage over them, allowing you the opportunity to pull off a grab.

U-tilt -
Shinobu swings her sword in a wide arc that covers the upper-half of her body, starting from the front and then the back. This deals 4% and very light upwards knock that's very suited to juggling at lower percentages, not KO'ing until 400%, but there's also a sweetspot right above Shinobu's head that deals 6% and good upwards knockback capable of KO'ing at 160%. This has low lag on both ends, making it one of Shinobu's best attacks to use up-close like from a Side Special warp, but it has a slightly long duration that leaves her open at the front for a bit. There's also very little hitstun on the attack, so it's possible for foes hit up-close to punish Shinobu with an aerial attack. The attack is usually more effective when Shinobu hits with the upper-half of her sword or a midair so she can get more hits in, able to counteract DI'ing to some degree with the attack's sweetspot if they try to move past her.

D-tilt -
Shinobu's fastest tilt is a clean low sweep with her sword, dealing 5% and good set knockback on a high angle near the tip and 7% with decent knockback behind her on a 50 degree angle that will KO at around 180%. As you'd expect from a D-tilt that has any power at all, there's a bit of end lag that prevents it from being spammable, but it's still one of Shinobu's safest moves. The sourspot is a reliable set-up that you and your clones can exploit no matter the foe's percentage using your high first jump, while the sweetspot knocks them away on a unique angle: you can knock opponents towards a group of Shinobu behind you or strike them from a Side Special warp, where this move is safe to use, possibly off the stage if you nailed them from behind.


F-Smash -
Shinobu raises her sword behind her with both hands and takes a step back, after which she takes a step forward, leans out and throws out a seemingly well-executed downwards slash. This isn't too slow and has pretty good range, dealing 15-21% along with high knockback on a 35 degree angle that'll KO at 120-90%, except it boasts one little problem: Shinobu loses her footing her during the attack and trips over! She loses her grip on her sword, the hilt of which bonks her on the head for 1% and minuscule-decent set backwards diagonal downwards knockback, which in turn makes her slide back a little for what could be considered "end lag" before leaving her in prone, being spacing at best. When charged at least halfway, Shinobu's sword will actually spin in place above her for a split second, becoming a hitbox that'll deal 3-7% and okay set radial knockback, something that can just barely wall off opponents and even catch them off-guard if they let go of their shield too early.

If there's one thing that makes this attack interesting, it's that Shinobu clones that use it will automatically disappear upon tripping due to hurting themselves with it. While losing a clone isn't necessarily good, it lets the other Shinobu react surprisingly quickly for how strong the attack is and its relatively low start-up lag. You can also use this move just for the sake of getting rid of clones so you can make more - an especially good option if you space the last clone far away from the real thing and have her succeed at landing the attack.

U-Smash -
Instead of generically swinging her sword above her head, Shinobu goes for something more creative and dynamic: facing the screen, she crouches down with her sword in both hands before hopping into the air and spinning in place towards the screen, like a pinwheel. This creates a thin yet tall hitbox both above and beneath Shinobu with a duration rivaling Sonic's U-Smash, except it only hits once for 14-20% and solid-high upwards knockback that will KO between 130-100% no matter where it hits. What's especially interesting is that Shinobu hops off the ground high enough that her extended sword is mere inches from contact, not only giving this move huge reach above her but also effectively putting her off the ground temporarily - foes who would attack Shinobu will instead clash with her sword, the likes of which will leave her in midair at frame-neutral and likely in a air-to-ground situation she can take advantage of. The only major downside to this attack is that while it doesn't have a lot of start-up lag (but it does have some), it suffers from a huge amount of end lag as Shinobu has to land and regain her composure after spinning so fast. You can have the next Shinobu in-line in a group act a few frames before the end lag expires, but it's still not very forgiving.

This move serves as a very good DACUS, for a number of reasons. It'll cover almost all of Battlefield given the speed and coverage of Shinobu's Dash Attack, launching enemies on an angle said attack wouldn't normally. The attack also serves as an amazing approach since it positions Shinobu slightly off the ground, able to tear through weaker attacks and projectiles with its good priority and benefit from being cancelled early if it clashes with a stronger attack. Finally, the slide helps immensely in separating Shinobu and her clones, able to isolate the real thing or a clone depending on who you have use the attack. The sliding can also help cover for the horrid end lag if Shinobu moves past a foe.

If you charge this attack even slightly when there are grounded group or passive clones, they'll also proceed to charge and use this attack alongside you, more joining in depending on how long you charge for. This lets you defend your clones and gives them more meaning to tagging behind you, potentially giving the attack huge coverage as you intercept aerial foes easily or counter enemies who roll past you. It's physically possible for multiple strikes to connect given the clones cluster together tightly, though for some reason only one strike will ever connect against the same target. Whatever you do, try not to heavily abuse this or else you and your clones will be easy prey for an opponent come end lag.

D-Smash -
Shinobu enters a slightly hunched, seemingly unguarded stance with a confident smile on her face... only to instantly circle a SBB worth of ground ahead of her and re-appear where she was before, using her speed. This comes out incredibly fast and creates a short-ranged, transcendent priority hitbox on each side of Shinobu at her feet her which deals 4% and very light set horizontal knockback, capable of knocking foes to opposite end where she circles if hit from the front. The instant Shinobu enters the attacking plane from the other side, she creates a slashing hitbox right next to her on each side which deals 11-15% plus good horizontal knockback capable of KO'ing between 155-125%, having abysmal range, but the center of her body is also a powerful hitbox that deals 15-20% and pretty high mostly-upwards knockback that'll KO between 125-95%. The first hit will actually knock foes ahead of Shinobu directly into one of these hitboxes depending on how close they were, having to be spaced rather precisely to be hit by the sweetspot - in short, hitting close-up will knock foes behind you while hitting from afar will knock them forward.

This attack's speed makes it one of Shinobu's best moves not only for responding to a foe in her face, but also for being used out of the Side Special when you get behind them. The only downside is that Shinobu will circle a smaller area if she's blocked off by a ledge or a wall, but she can just use these to her advantage to make landing the specific hitbox you want easier. In any case, you can actually have Shinobu circle the area behind her instead of in front if you flick the control stick back in a quick motion, in turn giving the move more versatility as she can catch foes behind her. Also, holding the control stick left or right when releasing the smash will cause Shinobu to instantly stop as soon as she reaches the opposite side, effectively a SBB ahead of where she used the attack. Going only halfway removes the second set of hitboxes, but drastically decreases what is already very forgiving end lag to the point where she can move nigh-instantly - removing the second set of hitboxes can actually be beneficial since it lets Shinobu take advantage of the knockback from the first hit, like appearing on the opposite side of an opponent to "knock them towards you". You can also attempt to appear near a foe ahead of you and fake them out so you can possibly grab them out of their shield.

If Shinobu charges this move for at least 0.3 seconds, another grounded Shinobu 8 SBBs ahead of her (or behind if there isn't one) will stop whatever she's doing and join in on the charge. Once release, that Shinobu will use incredible speed to re-appear next to where the attacking Shinobu used the attack, producing the initial vanishing hitbox around her and then the stronger, circling hitbox when she appears. What's more, charging the move for 0.85 seconds will cause all grounded Shinobu to join in on it, while charging it all the way will include aerial Shinobu. This essentially gathers Shinobu from all across the stage rather efficiently and can protect them if you've got good timing, working rather nicely with Shinobu's means of spacing. More than that, you can make use of the attack's stronger hitboxes by having a Shinobu appear next to you, even go to town by bringing them all together for similar coverage to the U-Smash. You can also use the hitbox on a vanishing Shinobu as set-up to knock opponents towards you a little, if you're clever.


You might remember that Shinobu and her clones align themselves vertically when traveling in midair, somewhat giving them more coverage than if they were grounded. The top Shinobu is the one to attack by default, but if you smash the control stick when using any aerial the real Shinobu will actually pull it off, letting you pull off some interesting surprise attacks and take advantage of the huge coverage. You’ll be thankful for this as a means of defending against foes trying to pick off clones from the bottom.

N-air -
Shinobu holds her sword out to her side before using it to perform a wide, horizontal cut ahead of her, actually cutting on a slight upwards angle if she was moving upwards or slightly downwards if she was falling. This deals 9% and decent knockback (though poor scaling, not KO'ing until 250%), knocking enemies away on a 60 degree angle if the slash was angled downwards or on a 40 degree angle if it was angled upwards. This doesn't come out especially fast, but once Shinobu's sword leaves the attacking plane she'll use it to guard herself by holding it in front of her defensively for the duration of the somewhat lengthy end lag. When guarding this way, any attack that would hit Shinobu from the front will deal 7/8ths of its knockback to her, but no damage or hitstun. It's a bit hard to utilize in midair since Shinobu moves fast, but she continues guarding even if she lands in the middle of it, and for a fraction longer. What's especially interesting about the guard is that it actually protects clones from vanishing due to not being directly hit, which is useful for many reasons, though grabs and attacks from different angles are perfectly capable of going through the guard... yet these can put foes at a frame disadvantage that can led them to be punished by other Shinobu. This move can make a good air-to-ground approach due to being angled downwards as Shinobu falls and that she'll guard into the landing lag, which in turn is good for defense.

If you double-tap A, the move will serve an entirely different purpose in that all the grouped Shinobu will warp amongst themselves, as though they all used the Side Special at the same time. While not immediately obvious at first, they’ve actually reversed their positioning so that the top Shinobu is at the bottom and vice versa, meaning the clone will perform attacks from the bottom of a group rather than the top. This can be performed instantly and the changes last until the group land, making it an effective tactic among clones for rather obvious reasons.

F-air -
Shinobu lowers her sword behind her before swinging it upwards in a broad motion, leaning her body forward in an exaggerated manner that gives the slash great reach. This deals 11% and solid mostly-upwards knockback capable of KO'ing at 170% close to Shinobu's sword and 8% with good diagonal knockback that'll KO at 190% near the tip, boasting -some- start-up lag (Mario's F-air) but surprisingly little end lag like with the F-tilt. That being said, the move suffers from a lot of end lag if Shinobu lands in the middle of using it, making it surprisingly unsafe near the ground given how fast she falls. It's definitely a move you'll want to pace yourself for, which isn't too hard given how fast Shinobu moves through the air and how high she can jump, being incredibly effective if ended in midair.

This move becomes surprisingly useful for creating combos when used among a group of clones: simply position the real Shinobu at or near the bottom (easy enough when it's the default, coziest position for a player), have her sneak in the sweetspot and you'll launch enemies up to where the front Shinobu is! What's more, you can actually use the rising motion of the attack to launch foes near the ground since it won't matter whether Shinobu goes through landing lag - the game always assumes you went through the end lag, meaning you can take control of the clones earlier than you'd expect and punish foes who try to exploit your lag.

B-air -
Shinobu spins around and swings her sword behind her hastily, as though reacting to something that suddenly appeared behind her. It goes without saying that this comes out fast, dealing 8% and fairly good knockback on a 110 degree angle, but surprisingly poor scaling for a B-air that prevents it from KO'ing near the edge before 160%. The move's impulsive nature and Shinobu's own sloppiness give her some ending lag as her sword swings out of the attacking plane, but that's not usually an issue given how fast she moves in the air. In any case, the move is actually opposite to the F-air in that Shinobu suffers no landing lag and is able to cancel her end lag if she lands while (or shortly after) attacking, this also having the bonus of turning her around.

Whereas the F-air requires a degree of timing and spacing to pull off, the B-air is much better suited to intercepting opponents on a whim - for example, if you're controlling a group of clones and the opponent tries to attack you all at once when you're most vulnerable. The move is largely best for positioning foes over scoring KOs - in midair, you can bring them closer to the ground as you fall, while hitting a foe near the ground will put them in prone, giving you the chance to tech-chase by cancelling the end lag. It's especially interesting if the real Shinobu was at the back of a group and pulled this off, because she'll be pushed back by the other clones that land and end up slightly closer to the opponent, possibly able to counter them with the Down Special.

U-air -
Shinobu turns to face the screen and holds her sword high above her head as though she were hastily blocking an oncoming attack, the sword facing the same direction as her. This has low range and only deals 3% with flinching knockback or 5% with mild set upwards knockback if Shinobu had upwards momentum (like if she was in the middle of a jump) and hit near the center of her sword, but it comes out fast, has good horizontal coverage and also ends really quickly. While weak, it can be followed-up with another press of A: this causes Shinobu to flick her sword slightly so it's pointed diagonally above her, this dealing 8% and good upwards knockback that'll KO soundly at 180% - foes are launched straight up if they hit above Shinobu, where the flick suffers from lack of range, or catapulted behind her on a 30 degree angle if they're hit near the tip of the sword, where the flick has the best range (but still not -that- good). The flick will almost always follow-up from the first hit despite how fast Shinobu moves through the air, providing the player taps A again almost immediately, as the set knockback works together with Shinobu's jump most of the time. Of course, you can just use the first hit to position foes or keep them in place for a moment (if you hit near the edge of the hitbox) as say, you go through them with several clones following tail... in turn leading into opportunities for the ones at the bottom. Or you can just use the flick as a basic juggler/launching attack.

If there's another Shinobu above Shinobu when she raises her sword, she'll catch her and both will pause in midair. If you input nothing, the interaction ends as though nothing happened, but if you quickly tap A again the caught Shinobu will be launched up as though she stepped on a small spring, granting her a massive height gain in what equates to a 4 SBB coverage. It goes without saying that this is invaluable for pursuing foes and placing a Shinobu high up into the air, its most obvious application being that the real Shinobu uses it to launch a clone above her... or vice-versa if you want to launch the real thing. What's especially good about launching the front Shinobu is that you'll still be in control of her while the real Shinobu falls to the ground, letting you control two Shinobus from two completely different places. And that's not even the half of it: the real Shinobu, being on the ground, is able to perform her Smash Attacks and grab while you control the clone(s) in midair! This can, needless to say, lead into even more combinations depending on you and your opponent's position. Shinobu can only be launched up once per midair trip to prevent any form of excessive stalling.

Finally, Shinobu clones can catch the real Shinobu if she's falling from her aerial Up Special, cancelling the otherwise laggy attack and giving control back to her.

D-air -
Shinobu holds her sword downwards at her side using both hands, before plunging straight down at very high speeds for a stall-then-fall that doesn't stop until she hits the ground. Connecting with the sword results in 10% and decent spiking knockback that'll KO at 200%, but not before incurring freeze frames that give the player the chance to tap A, in which case Shinobu will perform a footstool jump off of her target - grounded foes will instead be knocked into prone should Shinobu jump off of them, the footstool jump weakening with each consecutive midair use before becoming useless after 4 attempts, just like with a regular footstool jump. Shinobu doesn't actually suffer that much lag once she lands, but every SBB height she fell from adds more and more lag, right up until it becomes completely horrendous after 10 SBBs. On the other hand, falling from higher increases the attack's damage by 1% and makes it KO 10% earlier per SBB height, capping out at 20% that'll KO at 100% in what is one of Shinobu's best KO moves. You can also move the next Shinobu in-line in a group during the front Shinobu's excessive landing lag, something that can possibly put a foe's guard down.

This attack is actually heaps of fun to use amongst clones in that you can just drop your Shinobus all over the place and have them stand guard, being amazing for positioning them, launching a grounded foe up into the air with the other Shinobu or using a clone to spike an offstage opponent without risking the real thing. Also, if you tap A when Shinobu starts up the attack and there's another Shinobu beneath her, that Shinobu will turn upside down and kick off her clone's feet to reach ground near instantly, and if you tap A again the attacking Shinobu will footstool jump off her clone as well. This is easily your most direct way to place the real Shinobu on the ground and a clone in midair instead of waiting for the former to fall unlike with the U-air, able to be utilized for all sorts of different situations compared to said move given the attacking Shinobu is on top and not at the bottom.


Shinobu leans out clumsily and spreads her arms out before bringing them together in yet another exaggerated motion. Should Shinobu catch a foe, she'll hold them away from her and wrap one arm around their neck and the other around their waist, a coy look as she holds her face close to the foe's ear as though ready to whisper something to them. This is a bit slow for a grab, but it has very good reach and is still one of Shinobu's quicker, more effective ground options regardless. It goes without saying that Shinobu will be using this out of her Side Special quite often.

Clones will not attack an opponent Shinobu is holding, instead waiting nearby for a chance to do so, but they'll still attack outsiders. You can use the Neutral Special to change your clones' behavior while holding an opponent or during the animation of a throw.

Pummel -
Shinobu tightens her grip on the foe and presses her body against their back, dealing 2%.

F-throw -
Shinobu lets go of the foe before hastily smacking them away with the side of her sword in -slightly- drawn-out animation, dealing 6% and relatively low mostly-horizontal knockback that scales so poorly that it won't KO until 999%. This puts Shinobu and her opponent in a neutral position for some relatively safe and often useful spacing together with clones, able to be capitalized on quite easily with her far-reaching strikes. It's one of Shinobu's more useful throws to use if she grabs an opponent while you were controlling a clone in midair, letting you keep them close enough for the latter to capitalize on.

If you press forward anytime during the animation or hold the control stick forward, another Shinobu, within a SBB behind you or near where the foe ended up otherwise, will rush towards the victim and repeat the same attack for 1% less and a sliver less knockback (basically unnoticeable). This can be repeated until you've potentially exhausted all your clones for 6% + 5% + 4% + 3% + 2% + 1% + 1% that adds up to 22%, also pushing foes very far from you, though advanced players can easily counteract with DI. The follow-up attack also causes a clone to vanish afterwards, however. Shinobu already has a good deal of moves that position herself among clones or space if she needs the time to create them, but using the follow-up attack can result in some good damage and even surprise opponents if the real Shinobu was among the ones that followed up. Another, minor trick you can do is throw an opponent towards a clone ahead of you so they follow-up and knock them close back to you - say if you rushed out from a group and behind the opponent via Side Special before grabbing them.

B-throw -
Shinobu circles to the opposite side of the foe before quickly swinging the tip of her sword into them for 2%, which is then followed up with a lengthy, dual-handed swing into the side of their body for 9%, freeze-frames and high mostly-horizontal knockback that will KO at 130%. This is Shinobu's best KO'ing throw, though it's very easy to DI due to having an incredibly long duration... but on the other hand, said duration can be used to your advantage since it gives clones time to reach and position themselves for when the foe is released, as well as change their behavior pattern on a whim by pressing B. Common uses for this throw generally include throwing foes towards Shinobus or far enough off the ledge to get cloning time.

Throwing a foe into another Shinobu will have one of two effects, depending on whether she's passive or aggressive. When passive, she'll slash at the opponent lightly for 1.5% and cut their remaining momentum in half, while aggressive will slash at the opponent harshly to -slightly- increase the knockback they receive so the throw KOs 6% earlier. Having every clone assembled turns this into one of Shinobu's best KO moves that makes it KO at 94%, but that's not to say weakening a foe's knockback is a bad thing: with foes closer, you can capitalize on them earlier and take advantage of the high damage, namely using moves that make all of them attack like with the Smashes.

U-throw -
Shinobu launches the foe up into the air with a fast flipkick that deals 10% and solid upwards knockback capable of KO'ing at 160%, serving as a reliable KO move and at times a means to get foes out of your face - it can also launch foes towards aerial clones, and at higher percentages it'll give you time if you need to create clones. Also, by smashing the input, Shinobu will leap up into the air from her flip as though she performed a footstool jump, ending up above opponents at lower percentages, close to them at mid percentages and above them at higher percentages. What's especially good is that she can still use her second jump, making it ideal if she wants to finish the enemy.

Something particularly interesting about the move is that clones will not follow Shinobu when she enters the air, making this the only way for her to enter midair without taking them with her... but if she performs her second jump, the clones will enter the air with their first jump, and you can make these clones perform their second jump by attempting to jump a third time (or land and then perform your first jump again). This creates some interesting de-synching, especially when combined with the N-air that lets you control the bottom Shinobu in the event where say, you had the real thing perform the throw. Shinobus will synch back together when the clones following you land.

D-throw -
Shinobu disappears in a puff of smoke, dealing 5% and flinching to the opponent. Three seconds later, she appears above that opponent almost instantly before performing a half-moon slash beneath her, suspended in midair all the while. This slash is actually quite powerful and deals 14% with high mostly-upwards knockback capable of KO'ing at 130%, but it has the same lag as a slash from Dimensional Cape, making it very easy to avoid and punish given the delay beforehand. Needless to say, it's nearly impossible for Shinobu to use this by herself in 1v1, that basically being the equivalent to asking the opponent to charge an U-Smash in your face or lead you offstage if they've got a better recovery. Shinobu will also delay her re-appearance if her target is attacked or grabbed by an outside source and wait half a second after they've recovered, but that can be used to your advantage since it can potentially throw off an opponent's timing.

If you don't want to needlessly commit suicide with this attack, holding B when Shinobu appears will cause a clone to appear and attack in her place! The real Shinobu appears a SBB above her clone and will fall and become able to attack near the end of said clone's end lag, possibly able to punish the foe when they try to punish her clone. Shinobu can also just attack herself and have the clone appear above her instead if you hold down + B, said clone being de-synched and set to go after the foe.

If Shinobu already has clones out, the player will instead take control of the next Shinobu in a group or the one that was closest to her if they were all de-synched, though said clone will continue to behave like an AI until you take control of her. These clones can help pressure and position for the Shinobu's attack, which is especially helpful given she won't appear until they've recovered hitstun, meaning you can possibly knock a foe away beforehand. You can also just use the throw to temporarily make the real Shinobu invulnerable to attack and go to town on the opponent using your clones. You can spam this throw to sic all your Shinobu on an opponent if you like, but that takes quite a bit of skill.


Shinobu is largely defined by her use of clones, so there's really no reason not to have any out since she has a lot of control over them. The first thing that usually comes to mind with clones is to make 6 copies right from the get-go, but sometimes it's actually more practical to just make 1 or 2 due to being substantially easier to manage, especially with Side Special warping. Furthermore, making a lot of clones takes a very long time, something Shinobu doesn't always have given her high fall speed and lack of proper zoning projectiles, whereas making less allows her to jump into the fray sooner.

Because there's no way for foes to tell clones apart from the real thing, Shinobu is capable of some degree of mindgames, but not much since her position will be given away if she's struck, shields, dodges or uses her Side or Up Special. The mindgame isn't even that effective on ground since controlling a clone largely works like controlling the real thing... only the clones can't shield, something that is second-nature to a smash player. This can result in the player accidentally putting up their shield when using the clone, which is bad because not only does it give away the real Shinobu's position but also leaves the clone completely open to attack - sounds like something Shinobu would do if she were playing the game! Not that she would know how to play a video game in the first place, unless a working console somehow drifted onto the island's shore.

Mindgames work better in midair, where there's less reason to use the shoulder buttons and you can make much more use of a group of Shinobu and the elaborate positioning of the real one - that is to say, you can surprise opponents by having the real Shinobu use an aerial out of nowhere. Foes also have a better chance to wipe out several clones at once in midair, meaning they'll likely try to attack Shinobu near the back knowing that there will be clones among them - and if one of those Shinobu happen to be the real deal, feel free to go for a counter!

Final Smash

Let Me Join In!
With the Smash Ball in her grasp, Shinobu takes up an intense, hardcore stance, and her character becomes much more stylized! That, or the animators got lazy at the penultimate episode. Once Shinobu has made her newfound vigor clear, she'll suddenly rush forward at such speeds (or downwards in midair) that she cannot be seen by the naked eye: upon meeting an opponent, Shinobu will launch them up into the air, and a wicked, battle-hungry grin will appear on her face, showing her sheer excitement for battle. She then splits into 7 copies, each of which spread out and rush at the opponent from different angles, moving around them at such inconceivable speeds that one can only see countless red streaks around the victim. After doing this for a few seconds, the foe is launched away for some high upwards knockback capable of KO'ing at 70%, having received 42% from the cumulative blows from Shinobu and her clones. The Final Smash also has the bonus of leaving Shinobu with a full set of clones, which is especially useful as a set-up advantage in frantic situations like FFA Matches where the Smash Ball will likely appear. While not especially powerful for a Final Smash, clones are especially helpful in helping Shinobu land the blow, joining in on the attack if she succeeds, and furthermore than can be used to safely break the Smash Ball - transferring the smash aura to the real Shinobu upon doing so.

Also, be careful when using this Final Smash: if Shinobu fails to catch anyone after traveling a Battlefield, she'll lose her footing and clumsily fall flat on her face. Worse yet, if she misses with this offstage she'll plummet straight down...

...and you really don't want that to happen.


Smash Lord
Apr 26, 2007
Las Vegas, Nevada
(AUTHOR'S NOTE: Astamon was a moveset started all the way back in MYM12, my first contest. Since I had a time crunch for an opening day set and I have wanted to finish it for posterity's sake, I am finishing it. However, I avoided editing any moves I already had written, so you could see it how it originally was. That means only moves past the Forward Smash are new material. Enjoy what is probably quite a crappy moveset. :))


"How utterly fascinating."
(Yes, the image hasa white background. Sue me.)​

Astamon is an Ultimate(In Japan, "Perfect") level Digimon, but is strong enough to overpower even Mega-level Digimon. It is quite charismatic and friendly to it's allies, but ruthlessly cruel to those who oppose it. Because of this, it has gained quite a following among Digimon of the Dark Area. It's prided machine Gun "Oro Salmón"(Translated to "Gold Salmon. Yes, really) fires bullets with their own free will, so they will chase enemies to the end of hell itself.

But enough about that. Let's make him a cosplay moveset.

Weight: 5
Size: 7
Ground Speed: 6
Air Speed: 8
Fall Speed: 5

Astamon is pretty tall and thin, giving him a very Marth-like quality to his weight and size, though he might exchange a bit of Marth's (not-so-)bulkiness for a bit more height, even though his gun makes him just a tad heavier than Marth(About as heavy as Pit). His movement speed is about as fast as Yoshi and he has some pretty good aerial speed, but he can't control it the best.

Astamon can't crawl, wall jump, wall cling or any of those special things!


Neutral Special: Oro Salmón

Astamon fires off three silver bullets from his Oro Salmón. These bullets do 5% damage each and quite light knockback, but as you may have guessed by that little blurb there, it will track down opponent's. In fact, it's tracking is VERY good: They'll stop in place and turn around to catch foes that breeze right past them, make sharp turns and even try to predict opponent's movements, all in an attempt to track down the opponent. They might even fan out or circle around to try to trap the foe!

This move has a fast startup time, but the lag is bad, as Astamon brings Oro Salmón to his mouth and blows the smoke off of it dramatically. You can hold down B to keep firing this after the initial three, but that'll add more lag to the end of the move. Do note that the bullets begin by being fired straight and start tracking after a Battlefield Platform of travel.

Remember how the bullets had a will of their own? That does not just mean they track down opponents: That also means they care not for their master being there or not! The bullets might not track you down, but they WILL hit you, so try to avoid that, since you'll clear your bullets away and, of course, take the damage/knockback...and of course, a clever foe might try to lead you into your bullets or your bullets in to you. As more bullets come out, this can get pretty frantic.

Oro Salmón only holds 51 bullets at a time, so if you use them all up, this move will instead simply cause Astamon to rid himself of the current empty cartridge and replace it with a fresh one, at moderate lag. The bullets travel at about the speed of an uncharged Samus' Charge Shot, maybe a bit faster.

Down Special: Silver Blade

Astamon scrunches down, blade in front of him, in a counter move. If the opponent hits Astamon with a non-projectile move, he will simply duck into the background and around the character, stabbing his knife into the opponent's back for 4% and no knockback, running away a little as he does to put some space between him and the foe. The knife remains lodged in the foe, but Astamon will pull out another knife to replace it as he runs away. He can still have only three knives total out, though. He also won't lodge the opponent in the back if he already has one there, he'll stab them in the front while he's ducking. If he already has one there too and you use it a third time, he'll jab it into the opponent's leg or otherwise lower areas. This allows you note only to stack the damage it does, but give you multiple places to hit to lodge them in further. That will be explained now.

While the knife is lodged in the opponent's back, they will take constant non-flinching 1% damage each second, until it is dislodged, which is done by travelling one Final Destination's worth of distance on the ground, with rolls getting it off a bit faster. When it's dislodged, it'll fall to the ground, requiring Astamon to recover it by using this move over it if he wants to use this move again: If it goes off-screen, such as due to a scrolling stage, then you will have no knife. Using this over a knife just causes you to pick it up really quickly.


If you manage to hit a knife lodged in the opponent, which is done by the opponent getting hit by ANY attack whose hitbox would overlap with the knife, then the knife will be lodged even deeper into the opponent. After about every 8% of damage that overlaps with the knife, it'll be lodged deep enough to deal more damage, with 1% being added for every 8% you do, up to a maximum of 10% per second. At the same time, the opponent can dislodge the knife as stated by moving, which will also cause the knife to go out more and therefor do less damage. Every Battlefield platform run is equal to 8% damage taken off, so run a Battlefield Platform and you'll take 1% less damage. Rolls take off a bit more per distance traveled.

Simple, right?

Side Special: To The Ends of Hell

Astamon fires a single golden bullet from his Oro Salmón. This bullet does the same damage and knockback as the Neutral Special bullet, and will also track down the opponent, though it's turns are a bit wider and it can't turn as fast, either. So why use this, when it fires less bullets and can't track as well?

The reason is simple, this bullet is a "Piercer" round, and I don't mean piercing shields: Rather than hitting one and that's it, this bullet stays on the screen when it hits an opponent! In fact, the bullet will stay on the screen for up to five hits, never ceasing it's relentless tracking of the opponent. This causes quite a mess for the opponent, since even shielding it will only get rid of one hit, so it becomes a constant pain in the neck. But do note that, just like the Neutral Special bullets, this will damage you if you get hit by it too! So it can be a bit dangerous for you, as well...

You can only have two of these special bullets out at once. If you try to fire another, Astamon will simply fire a single normal, Neutral Special bullet. Though that can be useful if you only wanna get rid of one of your bullets in your weapon stock...

Up Special: Teleport

A pretty generic teleport, as Astamon envelopes himself in darkness as he selects a direction. Then, he'll pop up in that direction, at about 3/4th's the length of Mewtwo's teleport. This move does no damage, but the dark energies used for his teleport will stay around for about 3 seconds, both where he inputted it and where he popped out. Anyone or anything that enters this dark energy is teleported, just like Astamon was, which can allow you to mess around with enemy projectiles...or your own. Who knows, you might even teleport in front of an opponent, sidestep and have those bullets hit your foe!

It is pretty quick on both ends, though laggier at the end, and you'll go into helpless in the air, so you don't want to abuse it too much.

Ground Game

Jab: Cross Knife

A quick left horizontal knife swing, followed by a quick right horizontal knife swing, repeatable infinitely. They both deal 4% damage and low knockback and go at about the same speed, but it starts a bit slow for a Jab. Still, you can chain a few of the repeats together at lower percentages. Not anything special, but it does what a jab is supposed to do.

If you do not have a knife on you, Astamon will instead do a straight ahead punch. It does 5% damage and actually good knockback for a jab, but the lag on the jab itself is bad: Ganondorf's jab is faster! One of the worst attacks to lose due to your knife being gone is the normal jab, even if you get this replacement.

Forward Tilt: Maverick

Astamon does a spinkick, the foot covered in a bit of a dark energy. The move itself does 8% damage and is angleable like Luigi's F-Tilt, though it does pretty sad knockback, but it comes out very fast, though it has moderate ending lag. The primary use of this move is obvious, given it's angle-ability and quick start lag, which is to hit the knife with exactly 8% damage to dig it in deeper, you're probably wondering if that "dark energy" does.

This energy will cause enemies, when hit by it and shielding, to take a LOT of shield damage from it. It'll, in fact, take out about half of a normal Brawl character's shield. This is pretty good for Astamon, as people will likely want to shield the hit to avoid it hitting the knife, and shields are one of the best ways to block Oro Salmón's bullets once the timing is gotten down. This move will punish them.

Up Tilt: Rising Moon

Astamonn raises Oro Salmón upwards and fires a single, sapphire-tipped bullet upwards. This bullet does 7% damage and some decent upwards knockback, though it probably won't be KOing unless the opponent is high up. Anyway, how the bullet works is a bit wonky: Really, most of Astamon's bullets are wonky, with their whole "mind of their own" business.

Anyway, this bullet will travel a bit slowly upwards for about the height of Sonic...then just stop in mid-air for three seconds. It remains a hitbox during this time and can be "hit" by Reflectors to change it's ownership, but it won't budge an inch until time is up, when it suddenly shoots straight up at twice the speed it had before, which it had been building up! This makes it just a bit slower than Fox's laser, so it can be a bit hard to dodge, even if you get plenty of warning it's coming. It's damage, knockback and hitstun remain consistant the entire time, though.

This move has another quirk to it, in that if you press the A button after firing the first bullet, Astamon will fire another, and if you press A after that, will fire a third. He won't go higher than 3, though. This three bullets all occupy the same "space", essentially stacking, and the attack doesn't change until when the bullet would accelerate, in which they will fly out in different angles: The second bullet will fly out about 60 degrees to the left and the third will fly out 60 degrees to the right.

This move has a few uses, the most obvious being setting up bullet traps to help keep the opponent out of the air or punish them for going in it, but it is also the only of Astamon's moves with a choosable number of bullets fired at once: This can be useful if you want to deplete a certain amount out of your ammo bank for some reason, such as leaving more for other moves if you're low or to get to 0 bullets quicker(You can only reload at 0, after all!).

Down Tilt: Foul Play

Astamon, in his crouch, sweeps his leg forward, trying to take out the opponent's legs. The amount of damage this does is pretty low, especially for a tilt, doing 6% damage. In addition, instead of knockback, this move has a 100% chance to trip up the opponent. If it does manage to hit an airborne foe, pretty hard to do thanks to the low angle of it, then it just produces very weak knockback. This move has very fast start-up, on par with the Jab but just slightly slower, but it's ending lag is a bit slow for a tilt, preventing it from really being abused for damage racking.

This move doesn't have any direct connection to Astamon's bullet hell, but it provides a good role, as it's shield poking ability allows another option, especially against larger characters, to work around an opponent shielding/rolling the hell out of your bullets...and even better than that, the tripping can easily leave someone vulnearable to incoming bullets. Just make sure they're not coming from the same way you are, of course.

Forward Smash: Forward Bullet

Astamon holds his gun forward for a moment, before firing a specialized red and blue bullet forwards! This bullet travels straight forward about 2 Battlefield Platforms, dealing 20%-26% damage to anyone it strikes with nice knockback, low horizontal, KOing at around 125%-100%. This is fairly standard, but this multicolored bullet carries special properties within it! Any projectile Astamon has that hits this bullet will stall in place before resuming course for about 1.5 seconds, allowing him to potentially avoid oncoming death, or to stagger his bullet hell against defending enemies! Just beware that it has ending lag and that the starting lag has a hitch in it, so you can't just insta-save yourself.

Up Smash: Dark Riser

One of Astamon's legs glow with the same dark energy as in Maverick, but more of it gathers, crouching before Astaman performs a powerful upwards double kick with his legs! Both hits deal 11%-14% damage, for a total of 22%-28% if both hit, and the first hit causes hitstun but no knockback so that it can combo into the second hit. Since Astamon goes into a low crouch during this move's fairly long starting lag, he can use it to duck under his bullets and then punish people who moved towards him to block them, and the ending lag of this move is only a bit longer than average. The second hit KOs at 105%-90%, so it is a fairly good but not amazing killer for Astamon as well.

Down Smash: Hell Waltz

Astamon's legs fill with dark energy as he makes a graceful sweeping kick to both sides of him, dealing 19%-24% and good space gainining knockback that KOs at 130%-110%. It has fairly good start-up and nice range, so it is a nice GTFO move, and Astamon can even use it to kick bullets away from him for a moment as emergency defense, sending them bouncing away! Be wary about this move, though, because the ending lag is veeery long, so it is extremely punishable. The angle of the kicks also make it perfect for striking at a knife that is lodged in a foe to jam it in there.

Grab Game

Grab: To The Last, I Grapple With Thee

Astamon performs a fairly standard grab with one of his arms. He reaches forward as he does so, so he has fairly long lange and makes up for it by being more punishable when he misses, with average start-up.

Pummel: Infernity Punch

Astamon socks the foe right in the jaw if they have one or just socks them if not. A powerful but slow 3% pummel.

Back Throw: From Hell's Heart, I Stab At Thee

Astamon performs a strong elbow to the back of the foe, right where a knife would be if one was put onto the foe, while smacking them in the legs with his own legs, sending them tumbling through the air behind him for a total of 8% damage from the elbow and 4% from the kick or 12% overall. Astamon's elbow will become enflamed with his Maverick darkness when he uses this move: if a knife is lodged into the foe, it will glow with that same darkness, indicating that it'll go ka-blooey the next time Astamon hits the foe with another darkness-charged move, aside from another Back Throw which merely stacks effects. This explosion of darkness is fairly small and tame, 6% and weak knockback, but since it is adding that directly onto another move's damage and knockback it can be more useful than normal.

In addition, a foe with a darkness infused knife on them will be lightly sucked in by the Maverick energy when Astamon uses a move with darkness in it, allowing him some nice and keen repositioning, especially useful with homing bullets. The more you stack this move, the more potent the suction becomes. The darkness effect is removed either once Astamon hits and activates it or when the knife is removed.

Down Throw: Inferno Sweep

Astamon sweeps the foes legs right from under them, proning them while dealing 7% damage. Astamon does not have a lot of prone abuse in his set, but just forcing the foe into a tech chase can be pretty nice if they have bullets homing in on them, just make sure not to get stuck in the crossfire. Astamon and the foe are in a frame neutral situation, so he can tech chase into another grab, but it isn't an infinite because the foe can roll the direction Astamon does not go ala Ganondorf's Side Special.

Forward Throw: Golden Kick

Astamon sets the foe up and then delivers a sweet and fierce roundhouse to their face. This is Astamon's most damaging throw, dealing 14%, and KO throw, KOing at 140%, but it has limited follow-up chances and the foe's upwards-diagonal angle makes it awkward for follow-ups or bullet angles, so you basically want this as a pure space gainer or to kill someone or to set up offstage situations.

Up Throw: Gut Shot

Astamon performs a quick knee to the foe's guts, or thereabouts if possible, dealing a mere 4% damage and lightly popping the foe into the air. Since this doesn't deal a lot of knockback nor does it have a lot of downtime, this makes a very useful move to pop foes right into your bullet range, to begin a juggle, to try and follow-up with your Up Aerial or to generally set the foe up. It is certainly very weak damage-wise, though...


Neutral Aerial: Lust Strike

Astamon kicks his leg out in the traditional manner of a Smash Brothers neutral aerial, with it coated in Maverick goodness when it first comes out, but lingering as a sex kick without it. The initial hit deals 12% and some nice GTFO knockback that KOs at 160%, but at it's last it deals 4% and barely more than a flinch. This move is okay at the start and fast at the end, though, and the late hits of the sex kick can even be used to combo or tie up time until a bullet comes by. Only the initial hit will trigger those darkness infused knives, of course.

Forward Aerial: Knee of Injustice

Astamon performs a smash with his knee! It comes out in 14 frames and has a very specific sweetspot, slightly smaller than Captain Falcon's Forward Aerial sweetspot, but it has a bit better of a sourspot hit. Sourspotting deals 7% no matter what, but weak knockback that can definitely mean follow-ups from the foe, while sweetspotting it causes a darkness effect that deals 19% damage and KOs extremely highly, comparable to the aforementioned Knee of Justice. Since the sweetspot has a darkness effect, it triggers the darkness infusion in the knives, and in fact does so at DOUBLE power, so this can be an incredible KO move! Just like the Knee though it has long ending lag, though it can be completed in one shorthop.

Down Aerial: Death Jab

Astamon jabs his knife under him, attempting to skewer the foe beneath him. Foes hit by this take 8% damage and a low powered spike that nonetheless can be used as a useful finisher off stage. In addition, it deals double damage on proned foes, while Astamon can choose to either leave them in place or tap left/right on hit to force them in that direction as if they rolled that way. It can be pretty mean out of a Down Throw, but they don't combo into each other despite this move coming out quickly. It has a bit of a high ending lag.

Without his knife, Astamon simply performs a single legged stomp that deals the same damage but has no bonuses on foes. However, Astamon can hit A when he hits a foe with this to footstool them instead of spiking them, so it can be useful aiding recovery or to perform footstool combos. Astamon may use this version at will by holding down A while using this move.

Up Aerial: Sloth Sweep

Astamon sweeps his knife above his head in one quick and fluid motion, dealing 9% damage to foes above him and smacking them up lightly, making it a useful setup move. However, it has fast scaling knockback, so later on it can become a KO move or space gainer: It KOs a roughly 165%. As mentioned it comes out quickly and ending lag is about average so it is a nice move to throw out as well, especially since it is disjointed. If Astamon does not have his knife, he performs a flipkick that mimics this move except with doubled starting lag and only dealing 6% damage.

Back Aerial: Back Track

Astamon kicks his leg behind him strongly. This move has a length set-up time, but it deals 14% damage and KOs at a cool 135% while putting the foe at a shallow angle that can make KOing certain recoveries quicker and using it can give you better angles to put the foe at to be struck by homing bullets. It also has lengthy ending lag, though.

Final Smash: Oro Salmon

Astamon takes his Oro Salmon out and, with a very brief cut-in, reloads the clips before shooting out 51 bullets of AUTHENTIC, DELICIOUS SALMON. These salmon do 1% non-flinching damage and travel at random trajectories and bounce off ANYTHING: Stage, foe, Astamon, the borders of the screen, EVERYTHIIIIIIIIIIING. Almost impossible to avoid them all, but if you can read it right you can take minimal damage, just remember Astamon can move during this 10 second long Final Smash.

Playstyle: Pasta, mon.

[collapse="Old Forward Smash"]Forward Smash: Twin Cross

Astamon fires two bullets, one red and one blue, which criss-cross with each other at the rate of about Falco's lasers, maybe a bit faster. These bullets actually can't hit people in the main plane of battle, but their criss-crossing will hit people in the foreground or background of the brawl. On the plus side, these won't home or anything, just going straight. They do a lot more damage than most bullets, 12-20% depending on the charge, and for once this attack has some actual knockback! Yes, it is a decent killer, although it's not a strong one.

Because this ONLY hits dodging opponent's, it's a bit tricky to hit with, but since they want to dodge the bullets and use rolls to dislodge your knives faster, there is plenty of time to use this, especially since it is relatively fast. You might also just use this for a soft temporary lockdown of the opponent's Rolls/Spot Dodge to keep them either in place shielding or just running around without rolling. It has quick startup, but it's ending lag is above average, although not like, Ike-terrible or anything.[/collapse]
Last edited:
Nov 24, 2008
The Make Your Move Rooligan Society
[collapse=Sal-Mon]What's this, a combination between your past and present self? It's like looking into a time capsule. I admire your courage for posting such and not being worried about it being bashed upon.

Tracking bullets that can harm you were and still would be interesting, just that being able to fire them nigh infinitely seems like it'd be too extreme and would provide you with no incentive to take the risk of pressuring opponents being pursued by them. Maybe you could still fire more bullets, just that they don't attempt to track unless the currents ones disappear. Based on the U-tilt, it seems as though Astamon has plenty of unique bullet potential and perhaps could have had a bit of variation in his projectile Specials, had you seriously attempted this set in the present day. Knife obviously feels very wonky, all the more so when it feels too central and opponents will be running around to avoid your bullets anyway. I'm sure you wouldn't have put the move in the set if it wasn't one of Astamon's main attacks, but even digging the knife deeper into opponents doesn't feel right for Digimon... not that I've kept track of the series since Season 4. Also, I'm guessing that the Final Smash is meant to be a joke and not actually something Astamon does in the series... because if it was, I'd love to see a picture of him doing that. Seriously.

Astamon could be good if edited seriously, but it's alright if you just wanna have a set there. Having more sets is never a bad thing.[/collapse]
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Smash Journeyman
Aug 17, 2011
The Grizz
Warlord's already talked about how hilarious this character is, and in some ways fitting to MYM(the post modern artwork bit is perfect). The actual set, while failing to really take advantage of the character's potential, at least does some interesting things. While its not immediately obvious until you watch the boss fight that there are ice blocks under the boulders, being able to knock them around is pretty fun, and while the stuff with him just getting better on ice isn't super inspired, it at least provides any flow/variety to his moves. Where the set really falters is the grabs and aerials. I know you have stated you like Up Aerial, but it really contributes nothing to his gameplan and comes across as very absurd. Might work if the paint lingered around and fell anyway, but floating in the air because of a switch on his brush that doesn't actually exist is stupid.

Aside from that, I feel you really should've gone out of your way to have more fun with this character. All you do is give him ways to extend his range on ice, when you set up the actually somewhat interesting boulder pits and icicles on Down Special, and I wish you did more than just DSmash's big ice wave for interactions that aren't just a random change to the move while on ice. I will say I probably prefer it to Sheep Mage and Pompy, largely on the basis that the set up itself is less boring than Pompy's batting around a projectile and it lacks the large amount of stun Sheep Mage had.

I knew this set would be over the top as soon as I scrolled through it and I was not disappointed. The peon ball, the sheer variety of minion types, being able to stack them into a tower handled in a much more elaborate way than in Salvatore, being able to kill literally any construct(in a surprisingly balanced way at that), summoning tanks and the freakishly powerful variations of the Peon Ball, it sounds like completely insane stuff and frankly, it kind of is. This is the only set that can kill Strangelove within reason by exploiting a factor of the Neutrality Zones(nothing saying you can't attack the Zone itself), which while not truly all that relevant to the set's quality is hilarious.

Now on the subject of how the actual set works, its surprisingly well thought out despite all the insanity. Moe Kill actually doesn't break the game against MYM sets due to taking longer to use on more powerful constructs, while simultaneously creating minions that can create some insanely interesting set ups in and of themselves. The set does not hesitate to play off them too and is able to reasonably create most of them even if the foe doesn't provide the fodder, albeit I really do wish the Red Flame and Cannon variations were possible to create within the set itself and not relying on the foe to give them certain things to make, as those were two of my favorite types(hell the Cannon one was played off amazingly in the tower version of the DSmash). I'm also pleasantly surprised that the Peon Ball is handled in such a way that it feels fair despite being so powerful, while again contributing to the massively versatile set ups she has.

Obviously, the set isn't perfect, some of the inputs are handled in rather strange ways(the tower summon is an arbitrary command that is activated on a second tap of Up Tilt? Alright then), frankly a lot of the moves come down to spacing albeit in some fairly cool ways, the Up Smash coming to mind as one of the worst examples, and the grab game is disappointing in comparison to how well the rest of the set manages to flow, but even there the amount of true filler is nearly non-existant. It also comes across as tacky, but only really on the surface, given how much of the extremely bizarre stuff in the set seems to actually come from the game and honestly on this character the things that don't(usually involving the great minion towers) still feel like they make sense and they make the tower game insanely fun anyway. Probably the actual biggest complaint I have with the set, honestly, is that the melee game is very lacking compared to something like Funny Valentine, largely just following up into the minion creating special or just spacing people, which is again handled well in Nair but not really as good on the other inputs. Still, I didn't expect this set to be perfection or anything, and hell it came out a lot better than I expected given I thought there was no way you could reasonably balance some of the mechanics, which you ended up doing a fine job of. Great job on this one Kat.

Is it becoming trendy nowadays to try to do duplicates without mindgames being heavily involved? If so its a trend I like because the mindgame duplicate sets of old are terrible now, though I'm not really sure they've done the best at playing off copies of themselves. At the very least, Shinobu does better than something like Blake with the moves being more heavily designed with duplicates in mind, using them in some potentially fairly intricate ways in moves like the Up Special and DThrow, and the other ways they're played off are still decent, if occasionally awkward in the case of something like Nair. Ultimately though I didn't see much overall flow, it seemed to really just amount to a slightly eccentric combo set, and I wish the moves felt more interconnected beyond just acknowledging the existance of a mechanic, its similar flow to the Grizz in a way but handled much better. Given I'm a horrible person who had the audacity to vote Blake I can't say I dislike this set, but I still wish there was more of an overall gameplan than there is here.

By the way the Forward Smash is horrible, I can understand wanting a way to unsummon the duplicates but it is very poorly handled. The trend of bad Forward Smashes is going to continue too...

Every set in this block has a pink or purple color scheme, I'm starting to think MYM needs to tone down its flamboyance a little bit. With that being said, for a set made in MYM12 this honestly isn't that bad, the concept of the projectiles that endlessly chase the opponent to potentially set up some variety of interesting bullet hell, whilst still being capable of hurting Astamon if misued, is a good one, and the specials and standards play off it in a decently flowing fashion, if a bit boring. The later half of the set has less substance to it but it at least is still trying to flow, though its very easy to see how late at night it was written to be honest.

The real stand out bad move here is Forward Smash, and I've seen this kind of flow used and considered acceptable at the time but when you bother to think about it for a second hitting the Z-planes is a horrible concept that I'm glad is very dead now. So here we have a move that only hits the Z-planes attached to a smash, meaning a foe can dodge it simply by standing still. On a smash. That's pretty horrible and really sticks out in a set that, while sometimes dull or overpowering, never has any particularly terrible moves. If you bothered to take that out this is an actually decent bullet hell set, but that pretty much defeats the point of bullet hell to hit the background and makes it far far too easy.
Jul 27, 2013
Hello everybody, I'm back with a new moveset.
Some may remember me for my Bob Ross set that I posted in the last contest.
I know that my previous attempt was not the greatest, so I'm hoping that I've improved, even a little bit.
I'd like to thank those of you who gave me feedback last time, I tried to take it all into account when creating this new entry.
Without further ado, here is my set! This time, I took on a much different character: Rich Uncle Pennybags, the mascot of the ever-popular Parker Brother's board game, Monopoly!

Rich Uncle Pennybags

All around, Rich Uncle Pennybags' stats are comparable to that of Mario, due to their similar physique.
Height: 3
Weight: 4
Ground Speed: 5
Air Speed: 4
Fall Speed: 3

Before I delve into the moves, I need to explain an important mechanic that comes into play throughout his moveset: Money.
During the match, Rich Uncle Pennybags must earn money. This is done by using his down special (which will be explained after). His current savings are shown in a counter near his character portrait, by the '%' GUI. He starts off each match with $200. This cash is valuable to have, as it has many effects on the performance of his other moves.
Regulating a steady flow of cash is of utmost importance, and it is important not to be KO'd - as that forces him into bankruptcy (his money is reset). When he takes any sort of damage, there is a chance that a dollar or two will be lost.
Furthermore, the maximum amount of money is $1000. If Pennybags has above $500, he will receive 'silver status', which powers up his moves. But if Pennybags maxes out his cash counter, his suit, hat and cane will turn into pure gold! This truly shows how rich he is. This gold status powers up all of his tilts and aerials, but it is hard to maintain - even
one dollar under $1000 will revert his suit and cane to silver.

Down Special: Property Tax
This move serves as the basis for Rich Uncle Pennybags' entire playstyle.
With this move, Pennybags essentially 'buys' some property on the stage. He places a little green house on the ground, which 'claims' a battlefield-platform sized chunk of land. This property is signified by a glowing green aura around the square he claimed.
What this means is that he now owns the land: and much like in Monopoly, anybody who lands on his property must pay tax! For every second that another player is on that square, Pennybags' money counter rises by $50!
Each property costs $100.
If he uses his down special on the property a second time, he will deactivate it, allowing him to place one somewhere else. These properties also auto-deactivate after a few minutes on screen (and Pennybags will get his money back).
The houses are destroyed if they take 50% damage from foes, and the property is subsequently unclaimed. When these houses are being attacked, the property taxing will halt, allowing for easy destruction of property.
Additionally, when Pennybags is KO's, all of his land becomes unclaimed.
This cash comes into play in a lot of his moves, so it is important to use this move strategically. Claiming property in locations where many opponents will be situated throughout the match would be a smart tactic.

Neutral Special: Cash Explosion
Pennybags tosses out a money bag, which explodes with colorful Monopoly money upon contact!
The explosion's size and damage is determined by how long you charge it for. You charge by holding down the B button, and can do so for as long as you have enough money. As you charge, the bag grows, filling with more and more of your cash.
The explosion's damage and blast radius are both increased with the more money Pennybags uses for this move. However, the bag is increasingly heavy with higher money, so it is harder for Pennybags to lift: creating a laggier start-up to this move.
If Pennybags charges to less than $100 (which just takes a second), this move's start-up is about half a second long, and the explosion deals 10%. Can KO at 200%.
If he charges from $100 to $499 (which can take up to 5 seconds), the start-up is 1 seconds long, and the explosion is bigger and deals 18%. Can KO at 150%.
Finally, if he charges in the range of $500 to $999 (which takes around 10 seconds), the start-up takes 2 seconds, and the explosion is about the size of a smart bomb's blast and deals 28%. Can KO at 100%.
If he has the maximum amount of money ($1000) and charges it all the way (which takes 10 seconds in total), the explosion will be an OHKO.

Side Special: Railroad
Pennybags points forward with his cane. From out of nowhere, a train rides forth, full speed ahead!
It is quite a small train, almost model-sized. It travels at Sonic's running speed, and deals 10% if it crashes into an opponent. Additionally, the train can push opponents forward. Because of this, it has virtually no knockback, but can shove opponents off the stage, making this a decent edgeguarding technique as well as a method for forcing other players into his claimed properties.
Like most of Pennybags' moves, this attack gets increasingly strong as he gets richer - the length it travels is extended depending on the amount of money he has.
For less than $100, it travels about one and a half battlefield platforms before disappearing.
From $100 to $499, it travels two battlefield platforms.
Finally, from $500 to $999, it travels three and a half. If it is at exactly $1000, the train will be golden, which increases the knockback and damage - a golden train can inflict up to 25% damage and KO at a mere 100%.
Not only is this move a great offensive tactic, it also functions as a viable method of recovery. If this move is activated while Pennybags is in the air, he actually hops on top of the train and rides it! However, the train slowly descends while he rides it.
When it disappears, Pennybags is put in a helpless state.

Up Special: Rising Profits
Pennybags gleefully looks at a chart depicting his immense financial success. It only takes a second before a black arrow from the graph bursts from the page! His profits were too high for the charts! Pennybags hops on the large arrow as it travels upward at a 45 degree angle. Obviously the height of this arrow is determined by Pennybags' cash:
If he has less than $100, it only rises to the total height of Mario's recovery.
At $100 to $499, it rises about the peak height of Kirby's recovery.
And from $500 to $1000, it rises to the total height of R.O.B's recovery.
If he has no money at all, this attack will not work, so watch out for that.
Additionally, the tip of the arrow is quite a potent sweetspot: any opponent hit by the very tip of the arrow will receive 12% damage and will be launched directly upwards. This sweetspot can KO at 100%!

Final Smash: Entrepreneur
Pennybags does a quick happy jig as colorful bills rain from the sky! This money downpour is purely a cosmetic effect, to represent Pennybags' immense prosperity and success.
The houses on all of Pennybags' claimed properties temporarily become giant red hotels! This triples the amount of money earned when an opponent is standing on it! This effect lasts 25 seconds.
Not to mention, as the money continues to rain down, his maximum amount of cash increases from 1000 to 10000. When he surpasses $1000 (which would happen very quickly, because of the hotels), Pennybags achieves golden status, and his attacks will now damage at megaton levels. Almost every attack can now KO at 50% or lower. Again, this effect lasts 25 seconds.
When the 25 seconds finishes, the money rain will cease, and Pennybags' hotels and money counter will return to normal.

Jab: Cane Combo
This move is a three-hit combo. With one press of the A button, Pennybags swipes his cane upward diagonally from left to right, which does 4%. If A is pressed again, he will swipe horizontally from right to left, which does another 4%. With the third and final press of the A button, Pennybags will draw back slightly (creating half-second of lag) before thrusting his cane directly forward, which does 5%. This final thrust has surprisingly powerful knockback for a tilt - it launches them in a fairly lengthy horizontal arc, and can KO at around 150%. The thrust is also good for poking through shields.
If Pennybags has maximum money, his cane will be golden, which powers up this attack. When silver, this combo does a total of 18% (5% -> 6% -> 7%). When golden, this combo does a total of 24% (6% -> 7% -> 9%).

Forward Tilt: Cane Whack
Pennybags lifts his cane above his right shoulder (quarter-second startup lag) and swings it diagonally downward, angrily whacking the opponent over the head!
This attack does 8% regularly, 10% when silver, and 12% when golden.
It's knockback is not anything special. This move can only KO at around 300%.
The main benefit to this move is it's speed. In terms of tilts, it is one of Pennybags' quickest attacks. These cane whacks can be executed in quick succession of one another, and have a 50% chance of forcing the opponent into a prone state.
Because of it's speed and tripping effect, it is good for forcing opponents inside his property. Even if it takes the opponent a matter of seconds to become 'un-prone', Pennybags can still earn a decent $100, which is worth a lot in the long run.

Backward Tilt: Briefcase Swing
Pennybags grabs a briefcase (presumably stuffed with cash) in his left hand. He twists right (half-second startup) before swiveling round to his left, swinging the briefcase behind him.
This attack does 9% regularly, 11% when silver, and 13% when golden.
It can KO at around 180%. It knocks opponents behind him in a low horizontal arc. Opponents situated in front of him, given that they are in close proximity, may actually be flung behind him. There is a 30% chance that this attack will trip the opponent. Again, this is a good way to force an opponent into a nearby property for a few seconds.

Up Tilt: Hat Tip
Pennybags, like a true gentleman, tips his top hat. He reaches up to grab his hat (quarter-second startup) and tips it up and out above his head.
This attack does 7% regularly, 10% when silver, and 13% when golden.
When used on opponent on the ground in front of Pennybags, this attack doesn't have much knockback and cannot really KO. It has a 5% chance of causing the opponent to trip.
If this move is used on an opponent in the air, however, the hat will knock people upward and forward, causing them to be launched in a diagonal arc above of Pennybags. This can KO at 200%.
This move is fairly quick, and because of it's upward arc it can be used for juggling opponents in the air.

Down Tilt: Cane Stab
Pennybags lifts his cane above his head with both of his hands (1 second startup) before he quickly stabs it into the ground.
This attack does 9% regularly, 11% when silver, and 14% when golden.
This move is decent for KOing (it can KO at around 180%), but its main purpose lies in other places. For example, this attack has a 30 percent of tripping the opponent. It is also good for piercing shields.
Essentially, this move is a good trick for earning money, as one can trip an opponent right on top their owned property - the opponent will be unable to leave the property for a few seconds and will unwillingly be giving Pennybags some glorious cash!

Dash Attack: Briefcase Blunder
Pennybags stumbles while carrying a heavy briefcase. He falls over, tossing his briefcase a short distance in front of him.
If the opponent his hit by Pennybags' toppling body, they will only receive 3% damage - it is a sourspot. This does, however, have a 40 percent chance of tripping the opponent.
On the other hand, if they are hit by the hefty briefcase, which is a sweetspot, they will receive 12% damage (16% when silver, and 20% when golden). It can KO at 120%. The briefcase also has a 60 percent chance of tripping the opponent (which would be mighty good for earning some cash, if they are positioned on top of a property).
This move is quick to enact and has a pretty strong sweetspot, but it has some painful lag at the end - as Pennybags must get up, brush himself off, and put his hat back on; all of which last about 2.5 seconds.

Neutral Aerial: Cane Spin
Pennybags twirls to his right in midair, with his cane extended.
This attack does 9% regularly, 11% when silver, and 14% when golden. It can sweep opponents behind him, and launches them in a downward spiral to the ground.
This move can KO at around 200%.

Forward Aerial: Briefcase Bash
Pennybags does the splits in the air as he swings his briefcase down from above his head.
This attack does 12% regularly, 19% when silver, and 25% when golden.
The start-up is a tad laggy (1 second to swing the case down), but it is very powerful and high in knockback.
This move is also a powerful meteor smash!

Backward Aerial: Cane Swing
Pennybags spins backward and whacks the opponent with his cane.
This attack does 11% regularly, 17% when silver, and 20% when golden.

It can KO at around 180%. It knocks opponents behind him in a low horizontal arc. Opponents that are in front of him, if they are in a close enough proximity, could get flung behind him.

Up Aerial: Hat Flip
Pennybags grabs his hat and tosses it a short distance upward.
This attack does 10% regularly, 14% when silver, and 18% when golden.
It can KO at around 200%. It can knock opponents upward, allowing for some juggling.
There is a sweetspot at the peak of the hat's arc, which does 14% (21% when gold). This sweetspot can KO at 200%.

Down Aerial: Money Bag
Pennybags drops a bag of money from the air. The bag of money increases in size based on how much money Pennybags has:
This attack does 11% regularly, 20% when golden.
If he has less than $100, it does 5%.
At $100 to $499, it does 10%.
And from $500 to $1000, it does 20%.
If he has no money at all, an empty sack will simply fall to the ground, doing a pathetic 1%.

Side Smash: Chance
When fully charged, this Smash attack costs $100. Pennybags lifts a giant chance card into the air. Getting hit by the card itself only does a measly 5% damage (and only KOs at 200%), but damage is not the main function of this move - this move has a plethora of random effects that truly play into the 'chance' aspect of monopoly. The effects are as follow:
50 percent chance: Nothing happens
10 percent chance: Pennybags gets $100
10 percent chance: Opponent is buried
10 percent chance: Opponent has 'flower' status
10 percent chance: Opponent has to pay double property tax for the next 10 steps
5 percent chance: The attack is very powerful, KOing at a mere 20%
5 percent chance: A few healing items appear near Pennybags
It's important to note that the effects on the opponents only apply if they are actually hit by the card. This is not a long ranged attack, so it is not overpowered.

Up Smash: Dice Roll
When fully charged, this Smash attack costs $80. Pennybags grabs two dice and tosses them a short distance above of him.
Each dice does 10% when thee smash is fully charged, adding up to a total of 20% if the opponent is hit with both dice. It KOs at 120%.
This move has another unique function:
When this smash attack is used, a number between two and twelve is selected at random. After the move is finished, Pennybags will earn money as he walks: $10 for each step he takes, the number of subsequent steps in which this applies is determined by the number he previously rolled.
This simply serves as a cash boost, and an alternate method of earning money besides the property tax.

Down Smash: Token
When fully charged, this Smash attack costs $50. Pennybags places a monopoly token down on the ground. This token has a few purposes.
Firstly, if it is left stationary, opponents will trip over it if they walk past it. Thus, it would be a good idea to place tokens near claimed property, so that opponents will trip into the land and Pennybags will earn tax money. If left stationary for 8 seconds, the token will disappear naturally.
Secondly, the token can be attacked. If it is hit with a tilt or a smash, it will be knocked away. The token flies at an arc, like any thrown item, and will do 20% damage if it collides with an opponent. It can KO at 150%. It can be kicked by both Pennybags and other players.
Pennybags will want to kick these into enemies as an attack, while other players will want to kick them off the stage or at Pennybags himself as to get rid of the potential tripping hazard.
There can only be one token on the stage at a time. If the down smash is used while a token is already placed on the stage, Pennybags will simply enact his Down Tilt instead.
Furthermore, the token will randomly be one of the following: A Wheelbarrow, Racecar, Thimble, Boot, Battleship, Iron, Dog, or Hat. The different token types are purely an aesthetic change, and have no effect on the performance of the move.

Grab: Go Directly to Jail
Pennybags grabs and holds the opponent. The grab range is similar to Mario's.
When he grapples them, he quickly traps them in 'jail', which is a small cage around them.
The opponent has to smash through the bars to escape their prison. This is quite good for racking up property tax.

Pummel: Pummel Pockets
Pennybags whacks the caged opponent with his cane, doing 3% for each hit.
What's this? Is the Rich Uncle resorting to petty theft? With each smack, Pennybags earns $20, straight from his opponent's pockets!!
Forward Throw: Cage Toss
Pennybags picks up the cage and tosses it forward. The cage is smashed when it hits the ground, and the opponent is set free. Does 10%.

Backward Throw: Cage Toss (backward)
Pennybags picks up the cage, turns around, and slams it behind him. The cage is smashed when it hits the ground, and the opponent is set free. Does 11%.

Up Throw: Heave Up
Pennybags heaves the cage high into the air with both arms. The startup is a little laggy (1 second), as Pennybags is only a frail old man. The opponent receives 12% damage upon contact and is smashed out of jail.
This move is good for leading into an Up Tilt or Up Aerial juggling combo - they can actually be juggled whilst inside the cage!

Down Throw: Get Out of Jail, Free
Pennybags yanks the opponent out of jail and kicks them to the ground, which does 3%. He then stamps on them with his cane, which does 8% (11% if silver, 14% if golden). A good move for forcing opponents into his property.

Rich Uncle Pennybags' play style is about using specific areas of the stage to rack up cash, which subsequently powers up his moves. He must identify and utilize the sections of the stage with the highest player activity, as those locations will be vital in earning money.
His playstyle stays much in the spirit of Monopoly, and the business industry in general:
Like any businessman, Pennybags must start out rough, gradually earning a steady income. And with Monopoly in mind, Pennybags earns money by screwing over the other players! He has many moves that force his opponents on to his property.
For example:
He can use his trains to push people into his property, forcing them to fork over money. Many of his moves also have high potential for tripping, which is good for keeping them within his land to maximize his paycheck.
Once he has built up enough cash by knocking around his opponents, he can finish them off with his now-superpowered attacks. Not only will his opponents be worrying about Pennybags himself, they must also be cautious of where they are stepping - if they carelessly traverse the stage, they will be inadvertently helping Pennybags! This creates a dynamic that no other character has.
Playing as Rich Uncle Pennybags requires the player to make many decisions not unlike those that a true businessman must face. Will you sacrifice all of your hard-earned money to unleash a deadly cash explosion attack? Or will you conserve it as much as possible as to maintain your golden status? A lot of these moves are high in risk, but high in reward, so this character will truly have you thinking like a businessman!

Well, that concludes my latest moveset. I enjoyed making it, so I sincerely hope that you all enjoyed reading it.
I hope I didn't make the smashes to complicated. I tried to go all-out with making this set, but I might have went overboard!
If I didn't explain anything well enough, don't hesitate to ask for clarification. I'm always open to criticism, so please feel free to write your honest thoughts!
Last edited:
Nov 24, 2008
The Make Your Move Rooligan Society
[collapse=Monopoly Guy]Nice to see you back, PixelPasta! Bob Ross was a rather lovely entry for your first attempt, so Pennybags should be an interesting experience. I forgot how to play Monopoly or how you win, though I'm sure that won't have any bearing on the set, no?

First off, just a little nitpick: this guy's monstrously heavy! Like, seriously, having a weight of 94 would make you nigh-unkillable. Mostly pointing this out because Bob Ross actually had the same typo, but it's nothing that has any sort of impact on the set and I can understand you meant to say "4" and not "94".

Pennybags reminds of me Profiteur, a set posted last contest that also revolves around a stout, plump guy who loves the green stuff. Those 2 would probably get along great. Anyway, the mechanic is rather daring and I think the Down Special is a good way to emboss it, but there are numerous things that need to be addressed with the overall balance of the set. For example, $10 a second in a property seems too low of a profit, and would be much better if it were $50 at most. Also, it doesn’t appear as though you have to pay for any of these properties! Is he getting them for free? Maybe you should have to pay $100 to initially put down a property, but you can have as many of them out as you like, gradually building into a big set-up that exploits big crowds. That’d be like, 6 properties at most on a stage like Battlefield (3 for the main stage, 3 for each platform).

I don’t really like how the Neutral Special automatically takes all your money for the attack, but that’s something that could actually easily be alleviated simply by making it that you charge the attack and are able to do so for greater periods for the more money you have – in turn covering the lag that Pennybags suffers from greater loads of money. The attack could also do with its charge time massive cut down to like, a second, and for the attack to be twice as powerful, as it’s clear in later moves that you’re willing to throw down moves with mass power behind them… even stronger than the strongest attack from this move. Also, maybe a fully charged moneybag could be a OHKO. This is definitely a move I’d really want to see changed.

The standard moves have some good thought behind them as far as the playstyle goes, but their kill percentages are incredibly low, 200% sort of being the base “low” kill percentage in my opinion, whereas something like 120% would be strong, or at least as far as tilts go. Some of the moves that are meant to keep foes in the properties are a little too extreme, both the F-tilt and D-tilt for being able to keep opponents confined for seconds. D-tilt more so, which would be much better if it just knocked foes into prone with a 33% or so chance when pitfalling is generally frowned upon in the community due to being unfun, especially given it’s an old man doing it. This also applies to the rest of the moves that bury.

While we’re on the standard moves, the Smashes all look like fun moves. The F-Smash and U-Smash should probably be swapped, however, given the latter seems as though it would be much more effective against opponents next to you when taking your properties into account. The U-Smash would also be much more fun if you put in some crazy effects and removed all the stunning/burying, like forcing opponents to pay more tax when they’re in your properties.

Overall, I don’t think the money is exploited as much in the set as I’d like it to be, namely because it doesn’t really circulate and just stays in Pennybag’s pockets until he uses his Neutral Special, and Down Special is the only real way to get money. The $1000 bonus also doesn’t manifest all that much in a lot of the moves. Another thing I reckon would be cool to implement would be bonuses for certain attacks when you use them in your own properties, namely because opponents may try to destroy your properties by standing next to them so you don’t get the bonus.

This is a good effort which could be better with some polishing. If anything, I don’t think you went overboard, but rather you didn’t go far enough![/collapse]
Jul 27, 2013
[collapse=Monopoly Guy]Nice to see you back, PixelPasta! Bob Ross was a rather lovely entry for your first attempt, so Pennybags should be an interesting experience. I forgot how to play Monopoly or how you win, though I'm sure that won't have any bearing on the set, no?

First off, just a little nitpick: this guy's monstrously heavy! Like, seriously, having a weight of 94 would make you nigh-unkillable. Mostly pointing this out because Bob Ross actually had the same typo, but it's nothing that has any sort of impact on the set and I can understand you meant to say "4" and not "94".

Pennybags reminds of me Profiteur, a set posted last contest that also revolves around a stout, plump guy who loves the green stuff. Those 2 would probably get along great. Anyway, the mechanic is rather daring and I think the Down Special is a good way to emboss it, but there are numerous things that need to be addressed with the overall balance of the set. For example, $10 a second in a property seems too low of a profit, and would be much better if it were $50 at most. Also, it doesn’t appear as though you have to pay for any of these properties! Is he getting them for free? Maybe you should have to pay $100 to initially put down a property, but you can have as many of them out as you like, gradually building into a big set-up that exploits big crowds. That’d be like, 6 properties at most on a stage like Battlefield (3 for the main stage, 3 for each platform).

I don’t really like how the Neutral Special automatically takes all your money for the attack, but that’s something that could actually easily be alleviated simply by making it that you charge the attack and are able to do so for greater periods for the more money you have – in turn covering the lag that Pennybags suffers from greater loads of money. The attack could also do with its charge time massive cut down to like, a second, and for the attack to be twice as powerful, as it’s clear in later moves that you’re willing to throw down moves with mass power behind them… even stronger than the strongest attack from this move. Also, maybe a fully charged moneybag could be a OHKO. This is definitely a move I’d really want to see changed.

The standard moves have some good thought behind them as far as the playstyle goes, but their kill percentages are incredibly low, 200% sort of being the base “low” kill percentage in my opinion, whereas something like 120% would be strong, or at least as far as tilts go. Some of the moves that are meant to keep foes in the properties are a little too extreme, both the F-tilt and D-tilt for being able to keep opponents confined for seconds. D-tilt more so, which would be much better if it just knocked foes into prone with a 33% or so chance when pitfalling is generally frowned upon in the community due to being unfun, especially given it’s an old man doing it. This also applies to the rest of the moves that bury.

While we’re on the standard moves, the Smashes all look like fun moves. The F-Smash and U-Smash should probably be swapped, however, given the latter seems as though it would be much more effective against opponents next to you when taking your properties into account. The U-Smash would also be much more fun if you put in some crazy effects and removed all the stunning/burying, like forcing opponents to pay more tax when they’re in your properties.

Overall, I don’t think the money is exploited as much in the set as I’d like it to be, namely because it doesn’t really circulate and just stays in Pennybag’s pockets until he uses his Neutral Special, and Down Special is the only real way to get money. The $1000 bonus also doesn’t manifest all that much in a lot of the moves. Another thing I reckon would be cool to implement would be bonuses for certain attacks when you use them in your own properties, namely because opponents may try to destroy your properties by standing next to them so you don’t get the bonus.

This is a good effort which could be better with some polishing. If anything, I don’t think you went overboard, but rather you didn’t go far enough![/collapse]
Thank you for such an in-depth review!
I understand where you are coming from with a lot of your criticism, so this feedback was quite helpful indeed.

Question: is it reccomended that I make the appropriate changes to the moveset, or am I supposed to keep it the same way that it was when I posted it? I'm not sure if tweaking it after the fact would be against the rules...


Smash Apprentice
Feb 1, 2014

High Muge of the Hive

Lore is a Muge from the Danian tribe, a race of ant people living in the colossal Mount Pillar. What is a Muge? Well, in the world of Perim, which is where Lore hails from, something exists called mugic. Mugic is a combination of magic and music, taking the form of seven note songs that can change the tide of battle in the
right hands. As a High Muge, Lore has an incredible mastery of mugix, and utilizes those skills in Smash.

Lore is said to be the wisest of all his tribe, providing wisdom and advice to all comers. Some say he's the one who will lead his people to the Cothica, a source of untold power. Lore isn't one to turn down such praise; in fact, he welcomes it! What a stand up guy.


Size- 6/10
Weight- 4/10
Walking Speed- 4/10
Jumps- 6/10
Falling Speed- 4/10
Aerial Speed- 6/10

How Lore fights is, he uses each of his four arms to attack. He's able to use multiple attacks at once, provided he has enough free hands. For instance, he can use his Jab, which uses one hand, at the same time as, say, his Side Special, which uses two. A skilled player will be able to utilize many attacks at once, as the ending lag for one attack will not prevent another attack so long as there are enough free hands for the second attack. There are exceptions however, such as not being able to use two smash attacks at once, and not being able to use any attack twice at the same time.


Lore's Special attacks are all Mugic. As such, each of them utilizes a set number of Mugic counters, represented by brown heptagons. Lore is able to use three heptagons at once, allowing him to cast any combination of mugic spells at once that don't exceed that limit.

Neutral Special- Katharaz's Cacophony

Lore holds out one of his hands, opening his fist to reveal a small, brown heptagon floating above his palm: a Mugic Counter. He crushes it in his hand, and a gold stream of energy is released in front of Lore, accompanied by a short series of dissonant tunes. It extends one stage builder block forward before dissipating. If the beam comes into contact with an opponent, they will be momentarily stunned as several brown heptagons leave their body and enter Lore's. This restores 5% health to Lore, while simultaneously dealing 5% damage to the affected foe. This cannot be used on the same foe more than once every ten seconds.

This attack uses one Mugic Counter and one hand.

Side Special- Adaptive Progression

Lore holds out his hand again, this time holding it in front of himself, palm open. He raises two other hands and, similar to his Neutral Special, crushes two brown heptagons, one in each. From his first hand comes a burst of icy blue energy, to the tune of a high pitched series of musical notes. This attack will, when timed correctly, absorb any single projectile that comes into contact with the blue energy. It's a very good blocking move, obviously, but it requires such good timing that you need to be careful as too when you use it.

This attack uses three hands, and two Mugic counters.

Down Special- Song of Resilience

Bracing himself, Lore crushes another brown heptagon. He's engulfed in crystaline energy, and remains motionless for a fraction of a second. During this time, he has super armor of the highest degree. He's pretty much an immovable object, though he'll still take damage for the duration of the Mugic's effect. However, this doesn't apply to projectiles, which will still affect Lore normally. Essentially, this a physical counterpart to the projectile based Adaptive Progression mugic. Like the Adaptive Progression, however, it will leave Lore wide open to attacks that it cannot block. That is to say, be careful when using this move against projectile heavy fighters.

]This special takes up one Mugic Counter and one hand for the duration, though Lore cannot move or attack for the duration of the special so that doesn't matter much. It cannot block grabs.[/SIZE]​

Up Special- Choral of the Apparition

The muge chuckles, crushing two brown heptagons, and flickering out of existence. After a brief delay (and a musical accompaniment, naturally), Lore will reappear. The location of his reappearence is determined by the player. The player will, after Lore initially disappears, point the stick in the direction he wants Lore too teleport. Additionally, the player can adjust the distance of the teleportation, based on how hard they tilt/smash the stick, up to a maximum distance of one and a half Battlefield platforms.

One fun way to use this is to simply start charging up a Smash attack or what have you, and then, just before letting it go, activate this special. The release of the attack will be delayed until after the teleportation is complete, allowing Lore to attack foes from a longer range, keeping them on their toes at all times!

This attack uses two Mugic Counters and two hands at once.


Lore thrusts one of his open palms forward, releasing a burst of green energy that deals 3%. This attack uses one hand per strike.

This is the only attack that can be used more than once at the same time, with Lore capable of using four jabs at a time if the player is quick enough with the inputs.

Side Tilt
Lore thrusts two hands forward, releasing a rather short range ring of emerald green Mugical energy at the foe. This ring deals 9%, and travels half of a Stage Builder Block before dissipating.

A good strategy with this move is to, say, use Lore's jab or some other forward-hitting move, while, at the same time, using this Side Tilt in the opposite direction, so as to cover both sides of Lore at once.

This move uses two hands at once.

Up Tilt
Raising one open palm hand, Lore creates an orb of golden energy that, after a very brief delay, explodes into a flash of light, dealing 10%, and causing a small delay before the foe is sent upwards.

This move takes up one hand to use.

Down Tilt
Crouching down, Lore puts two hands on the ground, before shouting "Earth Pulse!". Energy surges into the ground, and a shockwave is created around him. This shockwave knocks foes into the air, dealing 15% to them in the process. Meanwhile, Lore giggles at their suffering. Take that, non-Danian scum!

This move uses two hands.

Dash Attack
Lore covers himself in green energy, and leaps forward, spinning like some sort of insectoid magic drill thing. This deals 14% and covers one stage builder block's distance.

This attack does not use ANY of Lore's hands, but he is not able to use any attacks in tandem with this one.


Side Smash- Fearless Strike

A little known fact about Lore is that he is a very courageous soul, taking risks that many would never dream of. Thus, he utilizes his inherent bravery by injecting it into his attack, perhaps Mugically. Lore reels back, before taking one of his hands and swiping from the ground up. This swipe creates a wave of sharp red energy, which is actually his own courage, externalized and weaponized. The wave he creates deals 20% to all it hits, and the slash itself deals an additional 5.

It will send foes flying forward, and is capable of KOing enemies at 120% damage. Overall, this is Lore's best KOing move.

This move requires one free hand to use, though Lore cannot attack during the actual swipe, as it moves his whole body in such a way that he cannot use other attacks until the ending lag ends. In addition, it has a slight delay before actually being unleashed, leaving Lore open to attack. Though you could stall for time with a special or two, yeah?

Up Smash- Muge's Edge

Lore holds up two of his hands, and an eruption of golden-brown energy bursts up from behind him, all while shouting out "Muge's Edge!" This covers an area about one stage builder block by one half stage builder block above Lore (that is to say, it's taller than it is wide) and dealing 20% to people who get hit by it. If they are hit, the enemy is sent flying straight upward, and is KO'd as early as 140%, making this a good move to KO foes above you with.

This move takes up two of Lore's hands, and doesn't allow him to use his up tilt during the duration of the Smash.

Down Smash- Gravel Grind

Lore places on hand on the ground, and a surge of green energy flows from his arm into the earth. He calls out "Gravel Grind!" as a ring of loose gravel blasts out around him, dealing 23% to anybody it hits and sending them flying away from Lore. This move KO's at 150%, and is really better for playing keep-away with the foe than KOing them, as it helps Lore make sure enemies can't get too close to him.

A good way to edge guard with this is to begin charging up this Smash a distance away from a given ledge, preferably one a foe is trying to recover to. As the foe is recovering and just before the Smash attack is released, use the Choral of Apparition to appear just before the foe, and they will have a very hard time reacting quick enough to dodge your strike!

This move takes up one hand to use, and cannot be used in tandem with the down tilt.


Neutral Aerial
Lore holds out each hand, that's right, all four, in a different diagonal direction, before laughing his thorax off and creating a small explosion from each. Each explosion deals 7% damage, and knocks the foe back in the direction the hand is pointing. If a foes is directly below Lore when this attack is used, then they get spiked downward.

This is his only attack that uses all four hands.

Back Aerial
Demonstrating how in tune he is with his surroundings, Lore sticks two of his arms out behind him, not needing to even look where he's aiming. He chitters something in his native tongue, probably translating out to something along the lines of "Onward!", as a stream of dirt erupts from each hand, simultaneously propelling him forward just a smidge and dealing 8% (that's 4% per stream, but they're close enough that it'd be hard to miss with one and hit with another!). It acts as a small recovery move, but don't start relying on it. It's good at slowing momentum, though, if you're, like, sent flying. So there's that!

This move uses two hands.

Up Aerial
Lore sticks up one hand, and shouts "Mind Crush!" A blast of purple energy erupts from his hand, which will, despite being an Up Aerial attack, spike foes downward. Use this move for getting foes down to your level! Anybody hit by this takes 10% damage, additionally.

If you're just ever so slightly out of place when you use this move, meaning you'll miss the foe who is above you, you can try combining it with Lore's back aerial to better position yourself!

This move takes up one hand.

Down Aerial
Lore aims two fists downward, calling the name of his attack, like you do. "Power Pulse!" he shouts, green energy fists spewing from his brown physical fists. These energy fists deal 9% damage to people hit by them, and have the added effect of stalling airborne foes long enough for Lore to fall under them. Maybe follow this up with the Up Aerial, yeah?

The Down Aerial takes up two hands.

Forward Aerial
Lore holds out his hand, only one, at a downward angle and shouts "Mineral Mayhem!" Cackling like a madman, a small stream of sharp rocks fly from his hand, dealing a total of 10% over a series of multiple hits. This is a good midair keepaway, as it has high knockback for an aerial move, capable of KOing as early as 170% if you get the sweetspot. Said sweetspot is the very end of the stream, at the very tip of the last shard of rock.

This move uses one hand.


Lore's grab has a hitbox actually one half stage builder block away from the single hand he holds out to grab the foe, as he is in fact psychically grabbing them. With his bug mind.

This uses one hand, and this hand is occupied until the foe is thrown.

Lore surges energy into his foe, dealing 4%. This doesn't use any hands, as the hand used is the same as the hand used to grab the enemy.

Forward Throw
Lore holds his foe by the neck, or closest substitute, and uses another hand to fire gravel in their face, dealing them 14% and sending them flying.

Combine this move with his up special to teleport you and the foe to some place where this move would be more devastating; perhaps over an edge? The startup for this throw is long enough to make this feasible!

This throw uses two hands.

Up Throw
Throwing his foe into the air, Lore teleports to above them via the Choral of the Apparition and slams them back down. He cannot attack during this sequence of events, regardless of how many free hands he has.

This deals 15% damage, and you can angle the stick in the split second before Lore slams the foe to the ground to change the angle in which they are thrown.

Down Throw
Lore slams his foe face first into the dirt, before causing a geyser of gravel to rise up, also into their face. Serves them right, not serving the hive, yeah? The foe is flung high into the air, all the while taking 16% damage.

This move actually opens up a lot of opportunities. For instance, it's simple to immediately use the Choral of the Apparition to chase the now-airborne foe, and follow that up with an aerial attack or perhaps Katharaz's Cacophony.

Back Throw
Lore takes a brief pause, before Choral of the Apparition-ing behind the foe and blasting them with a smaller Gravel Grind attack, sending them flying in that direction. This causes them to take 13% damage, but otherwise is just an average directional throw.

Unless, however, you combine it with another attack. That is to say, specifically the Gravel Grind attack. If you time it just right so that you charge the Gravel Grind Down Smash, grab the foe, and the execute the Back Throw at nearly the same time as when you unleash your Down Smash, you will do a total of 20% instead, and leave the foe prone instead of sending them flying, allowing for an easy combo! How's that for a humdinger?



The High Muge appears at the very top of the screen, before charging with green energy. In an instant, he appears before whichever foe of his has dealt him the most damage over the course of the match (in the case of a tie, he attacks whomever of the tied foes is closest). Before they can react, he strikes with a flurry of Mugic imbued punches, dealing 40% overall and KOing at 120%.


Coming Soon!

Last edited:
Nov 24, 2008
The Make Your Move Rooligan Society
[collapse=Mugic?]Forgoing the usual casual writing style at the start, Lore is something different. The Specials may seem bare-bones and totally boring, maybe even all the individual moves themselves, but they're made worlds more interesting with the multi-arm mechanic that lets you use different attacks at the same time - a mechanic I believe few past sets have had the gall to use, save for Sazandora from MYM8 that comes to mind. Such mechanic would normally scream overpowered, but it feels surprisingly tame and well-handled here, the overly-simplistic and defensive nature of the Specials actually being advantageous here. I can't speak for whether the arm-count on each move and rune-count on the Specials might conflict on certain moves, but the way you've gone about it is praiseworthy nonetheless.

This is probably one of your most well-executed sets and maybe even one of your most ambitious, concept-wise. If anything, I think maybe there could have been a bit more substance to it, maybe a little something extra to the Specials, maybe some sort of defined gameplan. For example, the Side Special negates projectiles, but feels a bit empty, especially given the icy animation that comes with it which would have one expecting more. I know the aerials feel geared towards dragging opponents down to earth with the U-air and D-air that combos into it, just that I don't see why Lore specifically needs opponents there when he doesn't have any traps or an aerial game that stands out as far as wanting to spike opponents offstage. And while I might be wrong here, I think a greater purpose to the defensive Specials would make them much more convincing, like stalling to charge for something that gets more powerful over time or use as pseudo-counters for a laggy attack. The former might not be possible with this kind of character, but powerful yet very laggy Smashes would definitely feel practical when you have plenty of ways of defending yourself to land them. In fact, if the Smashes were like that, I think my opinion on this set would improve quite a bit... just I'm not sure whether it would be in-character for Lore. You'd think so given he's a mage, but maybe it would go against the way his deck build works. [/collapse]
Jul 27, 2013
I hope you don't mind me asking for clarification about something...
Some of the moves that are meant to keep foes in the properties are a little too extreme, both the F-tilt and D-tilt for being able to keep opponents confined for seconds. D-tilt more so, which would be much better if it just knocked foes into prone with a 33% or so chance when pitfalling is generally frowned upon in the community due to being unfun, especially given it’s an old man doing it. This also applies to the rest of the moves that bury.
How would I go about solving this?
I understand that getting stunned and buried by tilts probably isn't fun, so I should change that, but I still want to keep the forcing-opponents-into-property aspect of his playstyle in tact.
I'm not too familiar with a lot of movesetting terminology; what is 'prone'? Is it like tripping?


Smash Lord
Apr 26, 2007
Las Vegas, Nevada
I hope you don't mind me asking for clarification about something...

How would I go about solving this?
I understand that getting stunned and buried by tilts probably isn't fun, so I should change that, but I still want to keep the forcing-opponents-into-property aspect of his playstyle in tact.
I'm not too familiar with a lot of movesetting terminology; what is 'prone'? Is it like tripping?
Prone is the state your character enters after tripping or being placed there by moves such as Ganondorf's Side Special, Snake's Down Throw or the like, though tripping in specific comes with a few downsides. So basically, yes, prone is tripping.

If you want to read more about tripping/prone, SmashWiki has some nice information here as well.


Smash Champion
Aug 24, 2008
Crocodilopolis/White King’s Paradise

While his name might make you think he’s the next racist comic relief character in the latest Michael Bay movie, Wang Chan is a very obscure and lowly antagonist in part 1 of Jojo’s Bizarre Adventure. He sells Dio the poison he uses to kill Jonathan’s father, and then comes to loot the wreckage of Jonathan’s mansion after Dio wrecks the place. Dio is still alive, though, and uses his vampire powers to turn Wang Chan into a zombie.

Wang Chan has one single fight where he is easily defeated that is so unnotable it was removed from the anime, but only ever really comes into play after Dio “dies” for the second time. Dio, now as nothing but a disembodied head, seeks out Wang Chan to function as his body. Wang Chan ferries Dio’s head around, and Dio then kills Jonathan and Wang Chan places Dio’s head on Jonathan’s body, taking it over somehow. Jonathan sets the ship to explode before taken over, killing Wang Chan, though Dio later comes back up from the deep a hundred years later.

The series kind of lives up to its name, doesn’t it?

Wang Chan fights with two long metal claw weapons, though he can’t really do much fighting when one of them is occupied with carrying around Dio’s head. Dio still has his eye lasers as a head, can freeze people upon contact, and can, as said, somehow take over bodies.


Aerial Control: 9
Jumps: 8.5
Size: 7
Ground Movement: 6.5
Weight: 6
Falling Speed: 5
Aerial Speed: 4
Traction: 3



Dio fires eye lasers out from inside his little pod. This is a passively charging move comparable to the Wario Waft, but it quickly maxes charge after 12 seconds and the character starts the match with the move fully charged. At max charge, the eye lasers extend in front of the head 1.5 platforms, dealing 13% and knockback that KOs at 140%. Minimum charge creates a hitbox right in front of the head that deals 1% and flinching, but given this move passively charges you should never have to use the move in such a pathetic state. While Dio’s head is held fairly high, meaning this can miss short/crouching characters, the move can be angled 45 degrees up or down.

This move can be used during other attacks, and is the main thing that makes the character threatening. It cannot be used when Wang Chan is in stun or doing anything other than an attack, such as dodging. Beware that this move only does a tiny bit of damage to shields with absolutely zero shield stun. This works best as a follow-up onto another attack, and is largely one of the best uses of the range. Using the move at a distance is difficult as the move still has some starting lag.


Wang Chan places Dio’s head on the ground, freeing up his second hand to power up his moveset a lot more. Dio’s head will stay in place from here on, and will still respond to Neutral Special inputs from where it is placed. This does reduce Wang Chan’s weight to 5, but Dio has a weight of 1 as nothing but a head, with both characters sharing the same damage percentage. Dio will just despawn like Nana if Wang Chan dies, but if Dio is killed Wang Chan will also spontaneously decapitate himself and commit suicide, as he is entirely bound to Dio’s will.

If Dio is attacked, the foe will be treated as if hit by a Freezie item with half power and take 5%. This is a small price to pay for killing the potentially defenseless Dio and knocking him off the stage. If they’re worried about Wang Chan capitalizing on the freezie effect, they can just ignore Dio for the time being, as he’s not especially powerful on his own. Pressing Up Special when Dio is overlapping Wang Chan will cause the minion to pick up his master again. Any damage Dio specifically takes will regenerate from the damage counter at a rate of 2% per 1.5 seconds, so he is more usable at lower damage percentages.

If the move is held rather than pressed (Or used in the air at all), Wang Chan will be able to angle his arm before throwing Dio’s head with similar controls to Yoshi’s Egg toss, but with 1.5x the power and able to throw it at more vertical angles, able to throw it up to 2.3 Ganondorfs in height. If both characters are entirely separated and this move is input in the air, Wang Chan will use one of his few competent traits, massive jumping, to leap directly towards his master, even if it kills him. Wang Chan can leap up to 4 Ganondorfs through the air to reach Dio’s head, and he always arrive at Dio’s location within half a second, immensely speeding up if he has to leap a further distance and increasing his power, with an absolute cap of 16% and knockback that KOs at 110%. Upon making contact with Dio’s head, Wang Chan will automatically pick him up again. Wang Chan can use both versions of the Up Special once in the air, not entering helpless.

Dio can be out-prioritized by more powerful enemy attacks if thrown mindlessly as a projectile, potentially getting batted into something like a powerful fsmash. Wang Chan leaps towards the position of Dio’s head when he inputs the move, though, so if he predicts it he can punish the attack while the foe knocks Dio’s head into him, allowing him to automatically re-equip it. The damage Dio’s head takes is not an especially large problem, considering it regenerates.

If both characters are separated and Wang performs this move on the ground, he will take out a crystal ball to replace Dio’s head. The crystal ball can be thrown similarly, and while it deals the same damage it does it all in flinching hits with no knockback. The crystal ball shatters on contact with anything, and Wang will immediately stow away the ball if he’s going to retrieve Dio’s head. If the ball is placed on the ground, it will function as a simple trap that shatters upon a foe attacking it or dashing past it.


Wang Chan takes out a flask of poison that Dio used to kill Jonathan’s father. He throws it in a lobbing arc forwards a bit further than Bowser’s width, dealing 3% and flinching on contact. Upon hitting a foe or the ground, the flask explodes into a Wario width puddle of poison, causing foes to take 5 hits of 1% and no flinching over the next 5 seconds. Standing in the poison will add 2 more seconds to their current duration, or renew it to 5 if it would not go up at least that high. The poison puddle lasts for 4 seconds, but the move is very spammable to make up for the rather weak power. This is more useful at low percentages, when you can more directly gain the benefit of hitting with this move directly dealing 8% in addition to creating more potential damage with the trap.


This move uses Dio’s same charge from the Neutral Special, and also puts “Dio” in lag rather than Wang Chan. At minimum charge, this move deals 1% and freezes foes for .1x the duration of a Freezie with a hitbox only overlapping Dio himself, but at full charge deals 10% and a full Freezie effect with a radius of Bowser around Dio’s head. Like other freezie effects in Smash, this deals slight upwards knockback to prevent it from casually killing foes off stage unless at stupidly high percentages. This can allow Wang Chan to get in a single free hit rather than Dio tacking his hit onto one of Wang Chan’s with the Neutral Special as a potential combo starter.

If Dio is separated from Wang Chan and performs this move on the ground, he will freeze the ground around him. If no foe is within range to be hit by Dio’s current charge, he will only invest 3 seconds of charge in order to just freeze the ground directly under him and a Kirby width to either side. The affected ground will function as Brawl ice for 5 seconds before melting. The ice can be destroyed earlier by being hit with any attack, causing it to shatter and deal 5 hits of 1% and flinching per every Kirby width of destroyed ice. Whoever shatters the ice is immune to it, similar to the logic of Soccer Balls and other such items.

Dio’s head has similar physics to an item if thrown onto the ice, and will continue to slide along a ways upon landing on the ground. If he uses his Neutral Special angled downwards towards the ground, he can shatter the ice as he goes.

If Dio freezes ground where there is a poison puddle, the puddle will be frozen over and the ice will last forever until destroyed. In addition, getting hit by the shards when the ice is destroyed will treat you as if you were hit by the poison puddle (Dio and Wang Chan are immune to the poison, but not ice shattered by enemies).



Wang Chan grabs the foe with his free hand for a poor grab on par with Falco’s. With both hands, he claps them together to grab the foe, slightly improving his regular grab but immensely improving his dashing grab, making it the fastest grab in the game with range as good as Wario’s. Upon successully grabbing the foe, Wang Chan holds his claw around their neck specifically.


Wang Chan goes to cut into the foe’s neck with his free claw, attempting to decapitate them in a very laggy pummel KO, dealing 1% per quarter second. It is almost entirely impossible to accomplish this without help from Dio, as Wang Chan requires -5- uninterrupted seconds to decapitate the foe. Regrabbing the foe won’t have you pick up where you left off – you have to pummel them for 5 seconds all within a single grab.

If Dio is with Wang Chan when he succeeds, Wang Chan will place Dio’s head on top of the foe and the player will gain control of the foe as they lose a stock and respawn. Wang Chan will stick around afterwards, as a level 5 computer ally. Dio can still use his old Neutral and Down Special by double tapping the inputs. Dio and Wang Chan still share damage percentages, though Dio won’t randomly die if Wang Chan does now. Regardless, the stupid computer can actually hurt you due to still being synched to your damage percentage.

If Dio uses either of his two specials on the foe when Wang Chan is pummeling them, they will not be released from the grab like usual. If he uses his eye lasers on the foe, this will take .1 seconds off the timer needed to pummel kill the foe forever, up to a full second at full charge. You still need to pummel the foe for at least as long as the time you are removing for future pummels, though. Inputting Down Special is the same effect, but it will apply to the current grab rather than all future ones.


Wang shoves his crystal ball in the foe’s face, where he is then prompted to make an input, it being made randomly for him if none is chosen. Aerials can be input by first inputting jump. Wang will now gain superarmor against this attack, but only if it is the next attack the foe performs, and only that time specifically. If multiple pummels are input, they will be for the second attack the foe next does, and so on. Wang may only predict up to 5 attacks at a time, and he cannot queue the same attack within the list.

Given this is superarmor, the foe can just use a grab to ensure they will get past this or just spam quick moves in place to erase this effect, but this renders the foe predictable and punishable. If you predict accurately, you can power through the foe to land an offensive.


Wang Chan knocks the foe to the ground in prone. He places either Dio or his crystal ball on their back if he has it, then punts them forwards for 7% and knockback that kills at 180% while they’re still in prone. The crystal ball will fall off of the foe’s back the moment they perform any action or slide off-stage, generating the hitbox, meaning foes must roll to get up to avoid this hitbox. In the case of Dio, he will fall off their back automatically the moment they perform any action or are hit. If Dio uses his eye lasers, he can punish the foe rolling away from Wang. If he freezes the foe, he can punish a get-up attack/standing up. The only option Dio cannot respond to is if the foe rolls towards Wang, which Wang is most fit to deal with personally. Dio can also shatter some ice that the foe is about to slide into with this move.


Wang Chan places Dio’s head on the ground, facing it the opposite way he so it can view what Wang Chan is about to do. Wang then grabs the foe by the feet and swings them around somewhat like Mario’s bthrow. Before releasing them, though, Wang extends out his zombie tongue and pierces the foe with it, impaling it into their body. This deals 12% when Wang pierces the foe, though the knockback is rather weak, KOing at 200%, though with slightly higher than average base knockback.

The reason the knockback is so pitiful is because the knockback has to carry both the foe and Wang Chan – his tongue will remain impaled in the foe as he gets dragged along with them. As soon as the foe leaves hitstun, Wang’s tongue will be removed from the foe and be able to move. Foes typically leave stun before taking the entirety of their knockback, and Wang will have 3 frames of lag when he gets separated from them so he can’t just immediately hit them again, but the foe will be too far away to immediately hit Wang.

This is largely the inverse of the fthrow, in that Wang will be the one who goes along for the ride with the foe. This can be used somewhat defensively to just get you and the foe a long ways away from Dio’s head with you in the middle, while still placing it out on the stage for some stage control. The move truly shines best off-stage, though, in that Dio will be left at the edge, facing outwards and able to use his eye lasers as an on-stage edge guard. In addition, Dio will already be on the stage so Wang doesn’t have to painstakingly throw him there, enabling him to recovery back much quicker and more safely, enabling him to pursue the foe heavily off-stage.


Wang throws 3 crystals balls into the air 3 Ganondorf heights, replacing one with Dio if he has him on his person. The three crystals balls will be thrown 45 degrees diagonally to the left, one straight up, and one to the right. You can choose which one of these positions Dio is in with a directional input to the left or right, with no input defaulting to the middle. The crystal balls shatter on contact with their usual power of 1.5x Yoshi’s egg toss, though Wang can pick one up early if he wants to save it for future use.

Wang next tosses up the foe directly upwards, dealing 6% and knockback that KOs at 150%. At higher percentages, the foe will collide with the middle crystal ball, but they have to be at some perfect percentage based off their weight for it to actually end there and to get hit by the multiple flinching hits. At lower percentages, Dio can still angle his lasers downwards to hit foes if he’s not in the middle, again largely varying on the foe’s weight and percentage. If the foe’s percentage is so high they go flying past the crystal ball, he can aim his laser upwards or in the middle as they pass, though timing varies based off damage and weight as always. Alternatively, just make Dio be the middle one and have him freeze the foe as they pass instead.

Aside from the direct followups Dio presents, the foe will have some hazards raining down on them for you to capitalize upon with this throw at low percentages or have to awkwardly maneuver around them to reach the ground at high percentages, where you can give them a warm reception.


Wang Chan force feeds the foe a flask of poison directly into their body before kicking them forwards for 4% and weak knockback that KOs at 225%. If the foe has no poison effect, this is the same as hitting them with the Side Special. If they are already poisoned, this deals 5% immediately and increases the damage the foe takes every second by 1.5%, enabling you to get some actual mileage out of heavily stacked poison on a foe.



Wang simples swipes a single claw forward for a single jab in front of him, dealing 3% and flinching on contact. This comes out instantly, though has any degree of ending lag whatsoever for lag comparable to Melee Ganon’s jab. If performed again within a second of the first jab, Wang will swipe his claw in the opposite direction in front of him, though the hitbox is the same and it just appears aesthetic. If this attack is spammed, though, the ending lag progressively gets smaller and smaller until there’s barely any lag on the attack at all. The end result is just another infinitely repeatable jab, but it is far more damaging than other jabs of that nature due to the speed/power ratio if you can get Wang going. It requires 3 seconds of doing this straight to reach full speed, so you will largely need to poke the foe with the jab before following up after them. It’s not something you should actively pursue, but peppering in jabs in-between other moves is a nice bonus.

If this sounds impossible to make especially strong use of, if Wang is not holding anything he reaches max speed in 2 seconds and can go for 2.5 seconds without hitting the jab while keeping the buff. The reasoning for this is Wang simply alternates the claws he swings with during the attack rather than swinging the same one back and forth. Considering the foe takes little to no knockback when frozen by Dio, this attack is also largely the best candidate to use on them during their actual “stunned” time, before timing a different attack to actually hit them somewhere whenever you predict they’ll come out of the ice block.


Wang leaps forwards, getting a marth off the ground at his apex, before kicking downwards at a 45 degree angle, landing 1.5 Bowser widths in front of where he originally was. As Wang comes down, he deals knockback in the direction he’s kicking that is quite powerful, but is diagonal, meaning the foe will just take some horizontal knockback sliding against the ground unless you hit a foe off-stage. This horizontal knockback KOs at around 165%, and the move adds on 11% damage to the foe.

Upon landing on the ground, Wang Chan may press the attack input a second time to kick off the ground backwards the same distance, going to land on his hands. Landing on his hand(s) is noticeably weaker, dealing 6% and knockback that KOs at 200%, but Wang can again “cancel” the attack by pressing A again to push off the ground, though this will just leave Wang in an aerial state rather than a grounded state instead of doing another attack.

This is a good pursuit move for rather obvious reasons, but also can function as a quick hit and run to enable you to pester the foe and approach them again, as several of Wang Chan’s favorite methods of pressure are done as he approaches rather than when he reaches point blank range. You can move away from the foe quite heavily if they dodge the attack, as well as choose your positioning. Sliding along ice can change the trajectory of this move immensely, and you will also shatter any ice you land on after already having used the momentum. You can potentially land down and shatter some ice on the foe, sliding a bit before you go back up with the second press, then land on them again or at least be set up to go after them again.


While Wang looks far goofier than a similar villian from Dragonball performing this attack, his zombie tongue gives him significantly more range, extending out as far as Bowser’s ftilt. This deals 5% and knockback that kills at 220%, but is a fast and useful poke to pepper in as approaching the foe, and is one of the things that makes him so powerful when approaching. This also functions as a good “get away” move if the foe is up at point blank, as there is a separate hitbox right against Wang’s mouth that deals 8% and set knockback to the end of the hitbox. Either version of the move is good to cancel the jab into, and if so much as one jab has been landed recently this move will true combo into the jab.


Wang scoops ones of his claws upwards in the most direct launcher in his moveset, dealing 9% and vertical knockback that kills at 155%. The knockback is at an angle and not entirely vertical despite it being higher than some of his other moves, and it’s strangely aimed slightly behind Wang. The launch nature of this move makes this good to use on ice, as you’ll launch the ice up after the foe. If this hits a shield, the vertical knockback won’t really do much of anything on shield push, but the foe will actually get shield “pushed” inwards from the slight backwards knockback, making it useful to set up something like the grab.


Normally, Wang extends out his zombie tongue to stab the ground. The range is quite bad in exchange for a boost in power to 16% and knockback that KOs at 125%. It starts up quickly, making the move quite usable, but upon miss Wang’s tongue will get stuck comically briefly. Wang needs to almost be on top of the foe before this will work, though, requiring him to use more offensive techniques to land the move.

If Wang is not holding something, though, he will be able to gets on his hands and knees before performing the attack, and will directly lick the ground. This deals 5% and knockback that KOs at 185% with a 1 in 4 chance of tripping. This will splash up any poison on the ground a Bowser width forwards, spreading puddles and using them more actively. If used on ice, Wang will not shatter it and instead idiotically get his tongue stuck to the ground, doubling the move’s duration but guaranteeing that he will trip the foe on hit as he slobbers all over the ground. The foe may actually recover from this state before Wang finishes the move’s duration if he hits them with it earlier on, but it’s still an easy set-up for Dio to land a hit.



Wang Chan sticks his tongue out stupidly as he raises both of his claws above his head, facing outwards, then walks forward the distance Wolf travels with his fsmash as jabbing his claws forwards. There are 6 hitboxes here in fairly quick succession, badgering foes forwards along with Wang Chan with hits of 3.5-5.5% (21-33% total) with the final one knocking foes away lightly with knockback comparable to Wolf’s fsmash. If holding a crystal ball, it shattering will substitute for one of the 6 hits, which is more powerful than a single claw hit. Unfortunately, Wang will carry the foe past the shards so they won’t get hit by all of them, but it means the foe can’t DI through Wang to get behind him. In the case of Dio’s head, it’s only half the power of the claw, but Dio can obviously attack as usual. It’s an interesting set-up for eye lasers as the move makes Dio’s head bob and weave, and also covers the move’s blind spot on shorter crouching characters when angled downwards. If you don’t have Dio’s head on your person, he can still provide a similar function, with Dio’s lasers and the movement of this attack potentially closing the gap between the hitboxes to make them meet.


Wang Chan brings his claws together as he holds them both above his head, palms facing upwards. He will do this even if holding Dio, placing him in the middle of his two hands. The actual claws deal 19-26% with vertical knockback that kills at 170-150%, somewhat powerful in damage, but there is a tremendous blind spot in the middle of the hitbox that consists of Dio’s head. This move temporarily desynchs Wang and Dio as if Wang had thrown him, enabling him to be hit out of Wang’s grasp. Dio can use his Down Special to cover the weak spot regardless, though.

This is a two part smash attack, comparable to Link’s fsmash among others. The second hit has Wang Chan simply boost Dio up if holding him with no lag, causing him to go into the air a Kirby width and become a hitbox that deals 4% and knockback that KOs at 200%. While this is easily out-prioritized, you may well want the foe to attack Dio to get themselves frozen, or shatter a crystal ball. Wang can wait for Dio to fall back down a brief lag period to resynch with him, or just move immediately and desynch entirely. If Wang doesn’t have Dio, he clamps his claws above his head for the second hit, dealing the same damage as usual but with knockback that kills at 130-90%. This smash is very fast, save for the clamp without Dio’s head.

If Wang Chan uses Up Smash in front of Dio while already desynched, this move will cause him to scoop Dio’s head up during the starting lag before the rest of the move proceeds as normal. If you don’t want to reunite fully, you can just abandon his head again at the end, while compromising by actually moving him around some to evade enemy attacks.


Wang Chan extends a single claw down to the ground and gets a good grip, stabbing the claw into the ground to deal 10-15% and knockback that KOs at 170-140%. He then pulls himself along to his claw, dealing 7-12 multiple hits of 1% and flinching with the final hit killing at 190-170%. This is a fairly fast attack as you’d want from a dsmash, but this move immensely helps with close range approaching on ice. You can shatter some ice in front of you to make a brief wall before coming in yourself, using the brawl ice physics of ice you’re standing on and is not shattered to boost yourself forwards.

If Wang Chan is not holding something, he will use both hands. This will not cause him to be moved, but will instead causes Wang to simply drag his claws back into his current position. This boosts the power of the first hitbox to 17-21% that KOs at 155-130%, and the second hitbox to 11-16 hits of 1% and flinching with a final hit killing at 170-150%. If you can slide along an entire section of ice with this move, it’s amongst the best for shattering all of it, creating even more flinching hits. This move has a unique property in that if sliding, the ice will actually get shot forwards a small distance of about a platform, making it a potentially scary approach. This move will also automatically regrab Dio/crystal balls if in the way without interrupting this move or any of Dio’s.



Wang tucks in his legs as he extends out a crystal ball or Dio with both arms, reaching out as far as he can. He then quickly spins around twice, turning the ball into the usual hitbox it is when it’s a trap or Dio into one that deals 8% and knockback that KOs at 165%. While Dio having a personal hitbox is nice, the point is more using this during the eye lasers to get an absurd amount of range around Wang Chan. While this can’t be used to “camp”, it can hit a foe fleeing you no matter where they go, and shines especially off-stage.

If not holding anything, Wang simply uses both of his claws, dealing 12 hits of 1% and flinching with the final one killing at 190%. While the duration is a bit long, the attack is very fast to come out and end. The attack has a weak suction effect that can drag foes in to close combat where Wang likes them, and hopefully away from Dio. The suction effect also works on Dio and the crystal balls, working a bit more strongly on them if anything due to their weight. Crystals balls will specifically shatter on contact with this attack, making it great if you can suck in both them and the foe.


Wang Chan slashes forwards with a single claw regardless of if he has his other hand free or not, wanting to make this a quick attack. This deals 7% and knockback that KOs at 180%, unimpressive, but is an obnoxiously spammable attack and has large disjointed range, with Wang actually making use of the full length of his claw. This is one of Wang’s bread and butter attacks, and makes for one of the best wall of pain attacks in the game. You can spam this attack to bring the foe across the stage past hazards, potentially through a poison puddle multiple times to stack up poison, or to bring them away from Dio/into one of his attacks. This also becomes a powerful gimping tool after using the bthrow, as you are more free to pursue the foe off-stage with this attack. Even if it won’t kill them, they will still have to recover past you, making it a nice damage racker.


Wang swings a claw behind himself as a blunt weapon rather than trying to using it how it was intended. The force of the swing brings along Wang’s entire body with it, causing him to turn around like some other Brawl bairs. This is fairly fast though not spammable, and deals 7% and knockback that KOs at 150%. The hitbox actually starts in front of Wang, and the hitbox for the entire duration deals knockback behind him. This enables him to pull foes back that have gotten past him and are trying to reach his master or get back to the stage, as an alternative to simply leaping at Dio with Up Special. At lower percentages, if you hit the foe in front of you they may still be close enough for this move to combo into something else like the fair.

Wang Chan will swing Dio’s head around if he has it, which is slightly weaker, dealing 5% and knockback that KOs at 170%. The weaker power can actually be a good thing for getting this to combo into other things, and aside from Wang himself comboing it Dio will be directly in front of the foe, making this a very nice set-up to freeze them with Down Special.


Wang bites the foe above himself, dealing 5% and very weak vertical knockback upwards that KOs at 265%. Given how weak it is, this is unsurprisingly an obnoxiously spammable attack. While you may think it could be a good “juggler”, it only resembles those sorts of moves at higher percentages due to how weak the knockback as, as you pressure the foe to prevent them from being able to land. At lower percentages, the knockback is so weak that foes may get a net loss in height as they fall during their hitstun, enabling you to actually drag foes down with the move slightly and into other attacks, most notably if you can connect it into a grounded attack of some kind. Offstage, you can potentially just fall with the foe as you use this move to stun them with this version of the move, then use Up Special to recover back to a Dio head still on the stage. This can’t really kill a foe by itself, but it can get them low enough to be a target for downwards aimed eye lasers.

If Wang has Dio’s head, it will perform the attack instead of him, meaning Wang doesn’t get lag. This decreases the range of the hitbox, though, making it a tiny rest-like hitbox. As far as why this move is not constantly spammed, Dio is vulnerable during this attack, and he doesn’t even have to be “out-prioritized” to be knocked away from Wang due to any aerial clanking with Wang Chan due to the Brawl engine. Considering how close you have to get Dio, this is a pretty sizable risk, but it can directly combo into an attack from Wang if successful without using any of Dio’s charge. Hitting Dio during this attack will not freeze the foe, due to him being occupied with the bite.


Wang kicks downwards with a single leg for a stall then fall, going down at the ironically slow speed of Sonic’s dair along with a similar awkward stall at the start, but dealing a strong spike on par with Rob’s dair that deals 12%. Wang falls a set distance of one platform before he regains control, and this move has no landing lag, enabling him to instantly cancel out of it in air to ground situations. While this would normally be impractical for gimping due to the falling portion, the bthrow can give you some leeway to fall down a bit before Wang leaps back towards Dio on the stage. On the stage, it functions as a surprisingly good combo move as you shorthop the move into itself and the foe gets knocked to the ground, enabling you to quickly follow up with something else. Dio can also cover up Wang with lasers for protection when he’s stuck falling, should he be using this on the stage.


Dio’s head spontaneously appears in Wang’s grasp if it wasn’t already, then Wang decapitates himself as he places Dio’s head upon his body. This will heal all of your damage as you then get to play Dio Brando for the remainder of the stock.

One day set for joke character. Not enough Jojos in here.
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Smash Champion
Jun 30, 2012
The Black Knight

The Black Knight is the 4th minion of Le Paradox that Sly Cooper and his gang encounter during their time travelling adventures. He was found in medieval times, terrorizing and ruling the local town with his robotic wolf soldiers. Nobody has any idea where he came from, nor who he is under that armor.

It turns out that the Black Knight is Penelope, former member of the Cooper Gang, in a gigantic suit of robot armor. She was Bentley’s former girlfriend, who everyone had thought had gone missing, but it turns out that she stole and sold Bentley’s time machine plans to Le Paradox, who used them to make his gigantic Time Blimp. Penelope, though she didn’t want to admit it, was being used by Le Paradox in order to steal Sir Gallath Cooper’s cane.

Knightly Stats:

Size: 9/10 (The Black Knight is huge, being a huge suit of armor and all.)

Weight: 10/10 (The Black Knight is, all considered, a gigantic suit of armor, meaning that he is indeed very heavy.)

Speed: 7/10 (Despite his weight, The Black knight can move around at fairly decent speeds.)

Jump: 8/10 (The Black Knight’s first jump is rather wimpy, but the second jump is spectacular, with him being boosted upwards with rocket boots.)

Aerial Movement: 3/10 (Being a giant suit of armor isn’t going to make you very good at aerial movement.)​

Knightly Specials:

Neutral Special: Missile Launch:

A compartment opens up in the back of the Black Knight, revealing a missile launcher. The launcher shoots a stream of multiple missiles upward into the sky, before they come back down to the stage and explode on impact with the ground. The missiles are fairly large, about as tall as Kirby and as thin as a Home Run Bat, and fly upward fairly fast, at about Sonic’s speed. After the missiles reach 2 Stage Builder blocks upward, they will fall down to the ground at 2/3rds of their normal speed. When the missiles hit the ground after falling, they will cause an explosion that is as big as 1/4th of a Smart Bomb explosion, which causes 20% damage. If the missiles are hit while still in the air, they will explode, and do the same amount of damage. With the press of the button, the Black Knight will shoot 2 missiles, one falling left, and the other falling right. However, holding the button will cause the Black Knight to shoot upward of 6 missiles, with them falling in a left, right, left, right pattern.

Side Special: Earth Shake:

The Black Knight raises one of his mighty armored legs, and then slams it into the ground. The slam causes the ground in front of the Black Knight to raise upward about half a Kirby high, which continues forward in a shockwave effect, which moves forward at a slow pace for 1.5 Stage Builder blocks forward. The shockwave has decent upward knockback, and leaves opponents hanging in the air for a bit, and does 17% damage. If the button is held for about .8 seconds, than the shockwave will become much more powerful, going up a full Kirby, traveling 2 Stage Builder blocks, and doing 22% damage.

Up Special: Jet Boots:

The Black Knight activates his jet boots and switches them into overdrive, causing him to fly upward at Pit’s Up Special speed. The Black Knight will fly upward for 2 seconds, and can change his direction by inputting the left and right buttons, but this only makes him move side to side very slowly, while still retaining his upward momentum. The only damaging part of the move is the actual fire coming from his boots, which causes a stream of 2% damage and a minor flinching effect.

Down Special: Holo-Shield:

The Black Knight kneels down and holds out his arm, producing a red hologram of a shield. The shield takes up pretty much all of the Black Knight in whichever direction he’s facing. The shield blocks literally any attack, from specials, to standards, to smashes, to even Final Smashes. However, the shield can only take 35% damage before breaking, meaning it can’t survive fully charged Smashes or most Final Smashes, and all damage carries over to the next time the move is used. However, if the shield is broken, all damage done by the move will still be blocked, and only results in the Black Knight getting a brief bit of stun, and not being able to use the move for 5 seconds. This means that the Black knight can survive some Final Smashes, like Mario Finale, Zero Cannon, and Light Arrow.

Knightly Standards:

Jab: Knight Combo:

The Black Knight does a simple combo attack, a left hook, followed by a right hook, and then ending with an overhead swing with both hands. The left hook causes 5% damage, the right hook causes 4% damage, and the overhead swing causes another 5% damage. The overhead swing has some minor lag to it, but it comes with some good knockback.

Forward Tilt: Giant Axe:

The Black Knight pulls out his giant pickaxe, and swings it over his head and into the ground. This is a very laggy move, but it causes a whopping 11% damage with some heavy knockback power. The pickaxe is fairly large, so it stretches out about .5 Stage Builder blocks away from the Black Knight, giving it a good range.

Up Tilt: Spearing Axe:

The Black Knight holds his pickaxe above his head, and then spins it around incredibly fast. This is achieved by spinning his hand around really fast, due to his hand not actually being a real hand. The resulting spin causes 4 hits of 3% to any opponent it hits, but it has a bit of a laggy start up time. The pickaxe reaches about .4 Stage Builder blocks above the Black Knight.

Down Tilt: Axe Sweep:

The Black Knight pulls out his pickaxe and swings it at the ground in a sideways motion. The move is fairly fast, and has a good range, stretching out about .3 Stage Builder blocks forward. The move only causes a minor 7% damage, but has some fairly good knockback to it.

Dash Attack: Axe Spin:

The Black Knight grabs his pickaxe with both of his hands, and activates the jet boosters on his feet for a slight speed boost. The attack starts when the Black Knight starts spinning it around using a pivot in his pelvis, allowing him to spin a full 360 degrees. This allows him to attack on both sides of himself while using the move. The move causes a decent 8% damage.

Knightly Smashes:

Forward Smash: Rocket Punch:

The Black Knight pulls back his arm, which starts to glow red, and then release it with a rocket powered punch. This move, despite being a Smash, is incredibly fast, coming out in one swift, powerful movement. The move causes 27% damage at lowest charge, and 35% at highest charge, and causes a great deal of knockback to the unlucky opponent it hits. However, the move takes a bit longer to fully charge than normal Smash attacks, making it somewhat difficult to use the move to its full advantage.

Up Smash: Super Uppercut:

The Black Knight takes an intense stance, and then launches into the air fist first, before slamming down fist first seconds later. The move launches the Black Knight upward about 1 Stage Builder block at about Meta Knight’s dash speed, before coming down at around Sonic’s dash speed. The fist while going up and the fist that slams down both count as two different hitboxes, but they both contribute to the same damage, as any opponent who is struck by the first hitbox, will always be comboed into the second hitbox of the move. At lowest charge the move causes 29% damage, while at the highest charge it causes 37% damage, with some good knockback.

Down Smash: Jet Blast:

The Black Knight jumps up a bit, and then releases a long blast of flames from his jet boots. Due to being so close to the ground, the flames spread out on both sides of the Black Knight. The flames spread out about .3 Stage Builder blocks from the Black Knight, and are about half a Kirby tall. Any opponent who stands in the flames will take extremely quick multiples of 3% damage for the remainder of the move, or as long as they stand in it. However, opponents trapped underneath the Black Knight will not be able to escape the attack. Instead of increasing the power of the move, charging it results in the flames going on for longer periods of time. Lowest charge has the move active for .5 seconds, causing a total of 18% damage, and at highest charge the move will stick around for .7.5 seconds, doing a total of 27% damage. Due to the total length of the move, it is one of the fastest charging Smashes, but it causes no knockback.

Knightly Aerials:

Neutral Air: Air Spin:

Similarly to the Dash Attack, the Black Knight will spin around 360 degrees with both of his arms stretched out. However, instead of only spinning once, he spins a total of 3 times in an incredibly fast motion, again allowing him to hit both the left and right sides. The move causes 11% damage.

Forward Air: Dividing Punch:

Again, similar to the FSmash, the Black Knight pulls his arm back, and then releases a rocket powered punch, albeit not as powerful as the FSmash. However, due to the lack of charging, the move has a bit of lag to it, but it also causes 18% damage, making it slow, but powerful.

Up Air: Extending Arm:

The Black Knight raises his arm upward, in a kind of punching movement, and then causes his hand to extend upward, similar to Sentinel’s arm extending moves in MvC3. The extended fist reaches up about .3 Stage Builder blocks, and causes 16% damage with some minor upward knockback.

Back Air: Rocket Drop Kick:

The Black Knight sticks both of his feet out behind him, preforming a drop kick, but adds a bit extra by activating his rocket boots, extending the range of the move a bit. The total hitbox of the move takes up around .3 Stage Builder blocks, and hits for 14% damage.

Down Air: Axe Drop:

The Black Knight pulls out his pickaxe, and then starts freefalling with the axe in his hands. The move acts as a meteor smash, with heavy downward knockback if it hits the opponent from above, which also causes 16% damage. However, unlike some meteor smashes, this move can be cancelled out of by simply using another jump, allowing the Black Knight to safely go back to the stage if he misses a hit.

Knightly Grab Game:

Grab & Pummel: Rapid Punch:

The Black Knight grabs the opponent in his mighty metal mitt, and holds them up by the shoulder. The pummel consists of the Black Knight rapidly punching the opponent, with each punch causing 1% damage. If the button is mashed, the Black Knight can punch the opponent a total of 7 times before the opponent escapes automatically.

Forward Throw: Punching Bag:

The Black Knight drops the opponent to the ground, and then punches them in a left hook, right hook combo, before finishing with a rocket powered final punch, which launches the opponent forward a good distance. Causes 12% damage.

Up Throw: Missile Barrage:

The Black Knight throws the opponent into the air, and then opens the compartment on his back, shooting out 4 homing missiles that track in on the falling opponent. The force of the missiles is actually enough to launch the opponent up into the air, which causes 13% damage. However, other opponents can get in the way of the missiles, which will cause them to explode early and only cause 6% damage to the opponent that intercepted.

Back Throw: Rocket Fist:

The Black Knight throws the opponent behind him, in an upward diagonal angle, before shooting his rocket powered fist at them. The force of the fist launches the opponent back, and causes 10% damage. Like the UThrow, the fist is a projectile, meaning that other opponents can block it, which will only cause 5% damage to them.

Down Throw: Rocket Crush:

The Black Knight lifts the opponent upward, and then, with the force of the rockets in his arms, slams them into the ground. The Black Knight keeps the thrusters on when the opponent hits the ground, causing even more damage, which goes up to 12%.
Nov 24, 2008
The Make Your Move Rooligan Society
I hope you don't mind me asking for clarification about something...

How would I go about solving this?
I understand that getting stunned and buried by tilts probably isn't fun, so I should change that, but I still want to keep the forcing-opponents-into-property aspect of his playstyle in tact.
I'm not too familiar with a lot of movesetting terminology; what is 'prone'? Is it like tripping?
Even simply putting an opponent into prone/tripping with the D-tilt would give you a fair second or so of keeping an opponent inside your property. I'd also recommend a move that knocks opponents closer to you for such a playstyle.

[collapse=Baloo + Rool tag team]Yes, finally JoJo set not made by me! (or LoL) More of these sets are needed.

I strangely didn't find the set as humorous as others in the chat did (though I'd love to use the decapitation as material for a MYM16 SM...), but that's probably because it takes itself surprisingly seriously for a 1-day set and for whom the character is made for. Regardless, as mentioned by FA, characterization seeps through with the first 2 Specials: the Neutral Special that highlights Dio's head being the main threat of the 2, and the Up Special that highlights Wang Chan's undying loyalty. Crystal balls are utilized quite a bit more than I remember, but such can be taken as a joke of how little the character stood out. The set has good crafting behind it for the understandable lack of substance without doing anything too extreme (nothing offensive about decapitation when it kills the opponent and is pretty much impossible to pull off, which is good flavor for the character), its flow into combos that assist Lord Dio an interesting one. I initially thought Wang Chan was a bit too powerful in the tilt department and that it meant somewhat forsaking the need for Dio's beams, but upon looking back the percentages are actually perfect - a clean balance between incompetence yet still potentially being a threat with the vampire super strength if left unchecked. [/collapse]

[collapse=Bikini Knight]Hehe, pink coloring foreshadowing the spoiler. Clever stuff. I mean it, really.

Sad to say, I don’t think BK has as much to him as your previous sets, feeling a bit… shallow in comparison. Mostly that the Specials don’t feel as clever despite not being offensive (if anything, missiles deal a heap of damage for how many you can fire out and how big they are, and the Side Special has very low range), and not really any sort of established playstyle or bouts of characterization. I’d suggest maybe you dedicate an extra little paragraph on some moves to give everyone an idea of a playstyle you want to establish in the set, or write a brief playstyle section at the end of the set. Right now it’s a bit hard to see what you were going for.

Sorry to break this out on you, just that I kind of had to.[/collapse]
Jul 27, 2013
Even simply putting an opponent into prone/tripping with the D-tilt would give you a fair second or so of keeping an opponent inside your property. I'd also recommend a move that knocks opponents closer to you for such a playstyle.
Thanks for the suggestions. I've updated my moveset with a few of the appropriate tweaks, as well as adding a final smash.


Smash Journeyman
Aug 17, 2011
10/10- Another thing I happen to agree with Warlord on is that this tier should be reserved for my favorite moveset ever made. As such, good luck getting me to give it out, though who knows, you could impress me MYM. 0 Movesets
9/10- These sets are my favorites in the contest and most complaints I have with them are incredibly minor. 4 Movesets
8/10- Unlike the above sets, there are usually some issues here, or the basis simply isn't strong enough to carry it to the higher tiers regardless of execution, but still a highly recommended read. 2 Movesets
7/10- Sets in this tier are good, but lacking in some aspect or another that brings them down from being great. They still manage to stand out from the crowd, however. 3 Movesets
6/10- The set in question is either somewhat forgettable or suffers from actually very major flaws, but still is still overall on my good side. 8 Movesets
5/10- I no longer like sets in this tier, but it's not as if I have a particular distaste for them either. Their good points are simply not good enough or their bad points drag them down too much to reach a higher tier. 6 Movesets
4/10- These sets are just bad, either failing to do anything remotely interesting or having some absolutely massive problems to counteract what good points they have. 7 Movesets
3/10- There's salvageable stuff in these sets, but they're hardly enjoyable and would take a pretty big overhaul to be even decent. 2 Movesets
2/10- I won't say sets in this tier have no redeeming qualities, as that's not entirely true, but I'd say at this point I really bloody hate the set, or find it too lacking in any substance for me to give it a higher score. 1 Moveset
1/10- Get it away from me. 3 Movesets



Sir Leopold


Judge Nemo




Vander Decken




















Baron Rivendare


Lom Lobon














Wang Chan








Drow Ranger










EX Red King





















Duck Hunt Dog


The Grizz














Yosemite Sam










Gloorx Vloq








Baymax and Hiro




The Black Knight






El Jefe


Jack Atlas






Mr. Monopoly


Kamen Rider Double




Steven Chapman


Mad Mike

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Smash Apprentice
Feb 1, 2014
Hey gang, I'm starting my own rankings! Behold, the... Rankiwis? I'll, I'll think of a better name. Maybe.

10- If your set gets a 10, it is basically a perfect. Good job.
9- These sets are just shy of being perfect, with maybe one or two flaws holding it back from that coveted 10.
8- Overall I like these sets, but they've got a few problems that I just can't overlook.
7- These sets are good, don't get me wrong, but they could be better.
6- I like these sets, but there are just enough flaws that, while they're good, they are far very good.
5- The exact midpoint of set quality. Not good, not bad just sort of... eh.
4- At this point, I stop actively liking sets, as their flaws outweigh their good points.
3- A set that gets a 3 needs a lot of improvement, but I wouldn't say it's terrible quite yet. There's still potential.
2- These sets are bad, I won't lie, but they have one or two things about them that I like, keeping them from getting a 1.
1- The worst sets. Incomplete, horribly broken, etc. I don't like these sets at all, basically.

[collapse=The Rankings]



























































































































10/10 2/10


















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Smash Ace
Nov 15, 2005
Shropshire Slasher
ForwardArrow, can you please put your moveset rankings inside spoiler tags this time? Last MYM, the front page was rendered virtually unviewable because you had various images from all over the internet, for each and every moveset of the contest. Thanks

Rich Uncle Pennybags:
Hey there PixelPasta. I'm the MYMer who wrote Profiteur in the previous MYM. As Kat may have already mentioned, it's a moveset that operates around a similar concept, so it would be worth your time to go and read it. Not because I think Profiteur is any better or whatever (In fact, I believe that Pennybags has the far superior core mechanic), but simply to see how someone else approaches the same idea.

So, rich Uncle Pennybags has a very solid foundation for his moveset. You place houses in key areas, to penalise opponents who utilise those areas of the stage (by buffing your money reserves, rather than hurting them directly). It's a clever idea that gives the foe plenty of options for creative counterplay, and forces them to recognise the tangible value of the locations you choose to house. They can weigh their options, decide whether it is more economic in the long run to ignore the houses temporarily in order to get a better foothold on you. Or they can play around the locations that are 'locked off', or even play counter to Pennybags' strategem by destroying his property. It's really interesting stuff, even if the buffs you're working towards are largely damage/knockback increases that aren't entertaining to a casual reader.

For most of Pennybags' attacks, they only seem to benefit from his money, if he has the literal maximum he can carry. It does make the foe more wary of his golden-form, and that's good. It's a big attack buff that foes can shut down by being hyper aggressive in order to knock a few dollars out of Pennybags (and in return, Pennybags can just earn a couple extra dollars in order to reattain his golden status)
But there's no sense of a growing threat, because if you're even $1 short of the $1000 goal, most of his attacks behave the same as if Pennybags had $0. Not every player would appreciate this all-or-nothing approach, and they especially wouldn't relish the idea of grinding $1000 every single stock. I think Pennybags needs some kind of small buff for reaching $500, so that players are not forced to totally engage with the money mechanic in order to feel its benefits.

I also think that the houses you place should eventually disappear on their own (refunding their construction costs if they weren't destroyed by the opponent), in order to encourage the player to alter the layout of their properties over time.
The opponent also needs better incentive to destroy your houses, because currently they would have to use projectiles in order to do it without being taxed. If the foe can't destroy a house without giving you enough money to build more houses, then there's no reason for them to even try. Perhaps the houses could stop taking taxes for a second or two whenever they are attacked?


Smash Journeyman
Aug 17, 2011
ForwardArrow, can you please put your moveset rankings inside spoiler tags this time? Last MYM, the front page was rendered virtually unviewable because you had various images from all over the internet, for each and every moveset of the contest. Thanks
I have loaded the opening page of last contest, and frankly that's HARDLY the only thing that made it a pain to load. Guess what else made it difficult, all the spoiler tags in Roy's comment corner, and the several sets on the front page. Also could you address me less formally like you need to make some sort of attack next time. I'd be much more inclined to take your request if you weren't so rude about it.

Uncle Pennybags
And I already know your ulterior motive for this, you think my ranking of Pennybags is going to drive the poor guy off, and frankly I do feel sorry for ranking it so low and I can respect that part of your worries. The fact is its the awkward second set for many newcomers that ends up much worse than their first, as they try to do more ambitious things but without a grasp of how to properly balance concepts like that. Such is the problem with Pennybags, because for all the effort you put in and it actually does show, it does some things that are ultimately kind of mistaken. While there are some iffy numbers on the Specials being either way too high or way too low(Neutral Special is nigh unusable with that much lag and having it increase with more money and expending all your money, the train is an insanely good projectile at max cash and really powerful compared to the other honestly rather lacking incentives).

Honestly the more important issue to me is the luck mechanics throughout the moveset. I can appreciate some of that as a tribute to Monopoly, but generally the less luck in somewhat competitive games like Smash Brothers, even if its frequently played as a party game. And aside from that, its used in a rather poorly handled way. Attaching a random chance of a long stun to any given move is very annoying, stun in general is usually something you want to avoid when thinking up creative effects for an attack, and having random multiple second pitfalls crop up from time to time lets Mr. Monopoly usually do some fairly insane stuff as he has any extra benefit to that time over most Brawl characters. The example that landed this set its place in 1 star is the Up Smash, which can pitfall people no matter where they are at any given time on a 10% chance, simply by holding a ticket up in the air. Its just very painful to play against when it actually works and comes across as a very bizarre form of camping when it doesn't.

Aside from that some of the monopoly mechanics are represented rather strangely. I don't really think game pieces belong in the set period as that's getting a bit meta for an actual fighting moveset for the character, though with how proppy some characters are in Brawl I can see the reasoning. However using them as soccer balls is rather bizarre, and they don't feel at all suited to a Down Smash when they lack a real hitbox.

I'm not against the development I see in the moveset, you have a core mechanic you interact off a lot and the main problem is just you didn't quite know how to work on it. With less luck mechanics and less stun I'm sure whatever set you make after this one will be a lot more likeable, we all run into a few pitfalls early in our career.

Edit: So apparently I missed that at the end of the move it doesn't actually cause those effects unless the card hits the opponent. The move is still bad, but it doesn't make as big of a mistake as I thought.
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Jan 11, 2010
somewhere west of Unova
@ PixelPasta PixelPasta : I think one of the biggest problems with your set, aside from a random chance of stun or pitfall being rather dangerous and the neutral special being really wonky and just generally unusably slow, is that the money = power mechanic isn't fluid enough. While I do agree that having an additional boost for being at $1000 is great, I think otherwise it should work a little more like Lucario's aura mechanic, and be a gradual, consistent boost instead of having specific milestones. Also, I think it would be good to have the neutral special be chargeable instead of a guaranteed use of all your money with set startup, where charging costs money and you can't charge it more than you have money for. It might also be interesting to have other special attacks that cost money to use/charge, or maybe have his Smash Attacks drain his money reserve very slightly when charged. That way, there's more of a risk vs. reward thing going on, rather than just "amass money to win".
Feb 9, 2011
I have loaded the opening page of last contest, and frankly that's HARDLY the only thing that made it a pain to load. Guess what else made it difficult, all the spoiler tags in Roy's comment corner, and the several sets on the front page. Also could you address me less formally like you need to make some sort of attack next time. I'd be much more inclined to take your request if you weren't so rude about it.
10/10 actually got me to finish my Pennybags comment earlier so I could respond to this, you're making me a productive individual.

It might be easier for you to load because you might have a more advanced computer then Jun, but it's still kind of an annoyance to have to scroll down through rankings everytime someone is trying to glance at the page. It's especially bad for mobile users who don't have any way to jump straight past it. But really, this isn't my place to talk, I dunno. I just don't want the thread to get cluttered with another argument so early on in the contest.

This is just personal opinion, but I really feel like you should've just called him "Mr. Monopoly". That's what his name has been retconned to nowadays, and honestly, it probably fits the set more with how you're intent on representing the entire game in his moveset.

And honestly? I wish you represented it more. Outside the specials and smashes, you choose to exclusively stick to 3 props. Mr. Monopoly strikes me as a very proppy character - almost like a cross between Game and Watch and Wario. You could've had him use the game pieces for individual moves instead of the get out of jail free card drawings (the jail could've been a grab where you lock them in a jail cell! and they have to attack it to break out! perfect for racking up property tax!), there's a lot to pull from here. It might not seem like this would contribute to a lot in terms of actual gameplay, but there are many times where the moveset falls into the trap of "this move will keep them here or this move will push them there", which honestly, would've likely been reduced with the addition of a more creative arsenal. There's plenty of potential that could've been exploited there, but it's a miss and we'll move on from that.

As many have mentioned, a gradual approach to the money mechanic would've greatly helped this moveset out a bit. More importantly, I feel like the money should've been a more contributing factor to his overall gameplan, allowing you to advance on from the generic physical buffs to a more creative approach to his buffs. Yes, it's useful for him to have more money because it'll increase his attack power. But there are so many more creative things you could've done here that would've captured the feeling of the game. Why not convert houses into hotels to have them take over more of the stage? Upgrade your tokens! Use your money to rig the chance cards and the dice!

It seems as though you were worried about containing yourself, mentioning the smashes might be too over-the-top. Going over-the-top, especially with a character like this, is what will get you big points in MYM. As it currently stands, Mr. Monopoly has a very good idea for a moveset - it's just that it's execution should've been done much better for it to be good, but hey, you still have a ways to go. I'd love to see you remix this moveset in the future when you have more ideas regarding playstyle and creativity, as the concept is excellent and both the concept and the iconic character could use a proper look from a cleaner lense.
Jan 11, 2010
somewhere west of Unova
So this is my first try on this contest thing, and I haven't particularly read through all of the previous ones, but here goes:
*Note: This moveset is very much in the traditional style of Smash compared to many other things here, though that's not to say it doesn't have its own gimmicks and playstyle going for it, as I hope you'll see if you read.


#494, the Victory Pokémon, smashes his way in with a vicious and unpredictable battle style.


Overall comment: Most of Victini’s stats, with exception to things relating to size (and weight for balance purposes), are generally pretty average, referencing his status as an “Event Pixie” with straight 100 base stats across the board.

Ground Speed: 6/10 (He's actually not that fast normally, though he feels faster than he actually is due to his small size. Flame Charge can improve his mobility both in the air and on the ground significantly, however.)

Air Speed: 5/10 (Same deal as ground speed, really.)

Ground Traction: 7/10 (Victini needs to change directions often to keep up his mobile offensive, so he wouldn’t be able to fight as effectively if he was constantly stuck in pivot lag. That said, his traction can easily appear lower than this due to the sheer amount of momentum he can acquire off of his Up Special. It would be perfectly feasible to lower this value, and still get similar results through pivoted short-hops into Side Special, but that just adds unnecessary inputs.)

Air Traction: 5/10 (His ability to stop or change directions in midair is perfectly average. That said, it often feels significantly weaker due to his Up Special’s momentum.)

Weight: 3/10 (He’s pretty heavy for his size, but that’s not saying much. Psychic/Fire may be a poor defensive typing, but 100 base HP with 100 base in both Defences is nothing to sneeze at!)

Size: 2/10 (He’s both skinnier and shorter than Pikachu.)

Crouched Size (relative to standing Size): 8/10 (He’s so small already it’s hard for him to crouch much more than that.)

Dash Size (relative to standing Size): 7/10 (On the other hand, he dashes while leaning very far forward, so he’s shorter when dashing than when crouching or crawling. He can slip under many projectiles this way.)

Ground Jump Height: 6/10 (he falls kinda fast-ish, but has a somewhat tall jump to go with.)

Midair Jump Height (relative to Ground Jump Height): 9/10 (Victini’s aerial mobility is pretty easy to use at base thanks to having a midair jump that’s almost as high as his ground jump.)

Short Hop Height (relative to Ground Jump Height): 3/10 (Nice, very short short-hop that’s just high enough for him to drop an FAir on you out of short-hop, or juggle you with UAir low to the ground.)

Fall Speed: 6/10

Fast-Fall Speed: 8/10

Movement abilities: Victini can wall-jump and crawl.

Ground attacks:

Jab: Headbutt, Headbutt, Ember

Victini performs a headbutt similar to Pikachu's Jab, followed by a lunging headbutt. Then he slams his hands forward, releasing a small flare in front of him for about 1/2 a small stage builder block of range. The last hit has pretty decent knockback for making a bit of space or applying pressure. 2% head/battering/direct damage, 3% head/battering/direct damage, 5% arm/fire/indirect damage.

Forward Tilt: Psychic

Victini leans forward aggressively and his eyes flash for a moment. Any enemy directly in front of Victini (about 1 small stage builder block max range) is sent flying by a blue burst of energy. 6% head/energy/indirect damage with high horizontal knockback, capable of killing at 140%.

Down Tilt: Confusion

Victini releases a weak psychic force in the form of a blue sparkle, which strikes at the opponent's legs about 1/2 of a small stage builder block away from Victini. Has a high chance of tripping and weak meteor smash properties if it hits an airborne target. 4% head/energy/indirect damage.

Up Tilt: Telekinesis

The foe is knocked into the air and held above Victini's head. Has a weak energy hitbox near his feet (1/2 a stage builder block away) on either side which has a small amount of set upwards knockback, and wide-ranging windboxes (covering 2.5 small stage builder blocks' diameter) to pull enemies above him and hold them there for a moment. After that, has a windbox at the centre which knocks the foe slightly higher, just enough to disrupt the foe's fall and allow for a quick follow-up. The energy hitboxes deal 1% head/energy/indirect damage, but it's mostly a disruptive/setup move.

Dash Attack: Brick Break

Victini jumps up a ways while dashing, then slams back down with a karate chop. Has long startup for a dash attack, terrible range and a very small hitbox with weak knockback. That said, the initial jump can be used to avoid attacks since it moves upwards faster than his ground jump and hangs him in the air for a moment before suddenly pulling him back down. It also covers a pretty darn good vertical area (just over 2 small stage builder blocks in height) and causes some pretty solid hitstun. If a foe is hit early in the move just as Victini starts to descend, they are subjected to a weak Meteor Smash that sends them down and slightly forward. 6% arm/slash/direct damage, but does 3x that to a shield.

Forward Smash: Zen Headbutt

Victini's head glows psychic blue and he slams forward. The move is slower to come out than most of Victini's other normals, and like the rest of them has pretty short range, but it causes high damage and knockback. 17% head/energy/direct damage uncharged. Can kill at around 90% uncharged.

Down Smash: Psyshock

Shards of psychic energy gather around Victini, pulling in and damaging nearby enemies (3/4s of a stage builder block to either side of Victini) in the process, before exploding. The intermediary hits are accompanied by a slight pull effect, and the final hit launches foes at the “Sakurai angle”. 1-2% body/spin/energy/indirect damage (8 times), 3% body/spin/energy/indirect damage; 14% total uncharged. Can kill at around 155% uncharged.

Up Smash: Fire Blast

Victini causes a star-shaped burst of fire above his head. The blast has a wide area (2 stage builder blocks total horizontal coverage) and long duration, but comes out somewhat slowly. The sweetspot at the blast's centre has higher knockback and comes out a few frames before the rest of the hitboxes, and the very edges of the blast have less knockback and take longer to come out. Even as the fire dies down and only faint wisps at the edge remain, the edge hitboxes still have their full power, making this attack near-impossible to punish. 17% weapon/fire/indirect damage (sweetspotted)/13% weapon/fire/indirect damage (otherwise) uncharged. Sweetspot kills at around 110% uncharged. Rest of hitbox kills at around 150% uncharged, edge does not kill.

Air attacks:

Neutral Aerial: Ember (ver. 2)

Victini holds his arms out with fireballs in his hands and spins, similar to Lucario's Neutral Air. Victini's spins faster than Lucario's, however, and he makes two rotations instead of one. 7% arm/spin/fire/direct damage with useful combo knockback at a 25° angle, can kill at 250%. Long-lasting hitbox.

Forward Aerial: Fire Punch

Victini covers his right hand in fire and punches forward, the momentum forcing him to do a full horizontal spin in the air afterwards. Strong 40° angle knockback, very short range, high endlag, nasty landing lag. His fastest kill move in terms of startup, can KO at 120%. 14% arm/fire/direct damage.

Up Aerial

Victini spins vertically, whipping his head at the start and using his ears to slash above him. Has high-ish endlag but very low landing lag and quick startup. 8% head/spin/slash/direct damage with low knockback, capable of killing only at around 450%. Good for juggling.

Down Aerial: Fire Fang

A stall-then-fall aerial attack where Victini fastfalls head-first with mouth wide open and fangs ablaze. He retains horizontal aerial momentum during startup, and he can influence his direction left or right when falling Hitting with any area of the head other than the mouth does a lot less damage, much lower knockback, and doesn't spike. If he hits with his mouth, he chomps down on the foe then rebounds with an explosion, causing a second hit. If it doesn't connect at all, the move has considerable landing lag, with Victini hopping on the spot and his hands clamped over his mouth in pain. 8% bite/fire/direct damage then 7% bite/paralyze/direct damage if sweetspotted, otherwise 2% head/battering/direct damage.

Back Aerial: Flamethrower

Victini turns and breathes a small stream of flames behind him, roughly 1.5x the length of a small stage builder block. If Victini uses the move while falling and strikes the foe with the bottom edge of the flames, the multiple hits trap the foe and drag them down with him. Likewise, if Victini uses the move while rising and hits with the top of the move, the multiple hits force the foe up with him. Landing on the ground while Victini is still breathing fire results in one extra hit that knocks the foe away weakly. 4% weapon/fire/indirect damage, 2% weapon/fire/indirect damage, 1% weapon/fire/indirect damage, 1% weapon/fire/indirect damage, 1% weapon/fire/indirect damage. 9% damage maximum.


Neutral Special: Flame Burst/Inferno

When you tap B, Victini holds his hands behind him and charges a ball of fire. It can be stored at any level of charge by shielding or dodging, or fired immediately with a second press of the B button. You can press and hold B to instantly fire Flame Burst at any level of charge, instead of requiring two perfectly-timed B presses to fire out a low-charge Flame Burst as fast as possible. Storing it allows you to resume your charge later, though it cannot be charged to Inferno if charged in multiple parts. The projectile takes a shape reminiscent of an oversized bullet when fired and is fast-moving, with speed, range, and size increasing based on level of charge (size is the least notable change in terms for charging, as it never gets all that large). Its minimum range is about 6 small stage builder blocks, while its maximum range is about 15 small stage builder blocks. It also causes a large explosion (1.25 small stage builder blocks in radius) on contact, with a slight delay. The move changes significantly when fully charged in a single sitting, however. At full charge it changes from a normal fireball to a pair of short streams of fire that spiral endlessly in Victini's hands. When fired Inferno takes the form of a large (slightly bigger than Victini) compacted, spinning double helix of fire that moves very, very slowly. Inferno's range is so great that it can go from the far left ledge of New Pork City to the far right ledge, though it will take over half a minute to get there. It does massive damage and very potent 23° knockback if it hits. Total charge time is 2.5 seconds, but Inferno has an extra delay when fired, about half as much as a Falcon Punch, as Victini hoists the spiraling flames overhead, then points them in front and releases them.
Flame Burst: 2% weapon/fire/indirect damage from direct hit, then 1% weapon/fire/indirect damage from explosion (uncharged). 12% weapon/fire/indirect damage from direct hit, then 6% weapon/fire/indirect damage from explosion. (fully charged.) Inferno: 35% weapon/spin/fire/indirect damage, can KO easily from 45%.

Side Special: U-Turn

Victini dashes forward headfirst for the length of 4 small stage builder blocks. If he hits an enemy (or their shield), he immediately rebounds off of them, doing rapid, repeated frontflips while traveling in a backwards arc. The horizontal distance of the rebound can be influenced with the Control Stick, defaulting to about 1.5 small stage builder blocks, with a minimum distance of 4/5ths of a small stage builder block and a maximum distance of 3 small stage builder blocks. The rebound can be interrupted just under halfway through with any special move, aerial attack, midair jump, or air dodge, and Victini will still retain the rebound's movement arc (unless he uses Fire Fang, which cancels the vertical momentum but not the horizontal, or his Up Special or Down Special for reasons that will be explained below). The move has a bit of endlag should he miss. Using the move in midair and missing sends Victini into helpless fall. Even though this move's startup cancels all standard movement momentum, it doesn't behave any differently than, say, Fox Illusion, in regards to momentum acquired as a result of knockback. 7% head/battering/direct damage.

Up Special: Flame Charge

Victini charges power, then surrounds himself in flames and dashes in the direction the Control Stick is pressed, defaulting to up. During the charge and the dash, Victini’s momentum “freezes”, ignoring ground traction, air traction, and gravity, and retaining whatever momentum he had immediately before starting the move. When he dashes, it actually just modifies his momentum. As such, moving in one direction when charging and dashing in the opposite direction is going to result in poor movement speed. Also, moving one direction during startup and Flame Charging in a perpendicular direction will result in moving in an average direction between the two. Ex. Running right, then quickly hitting Up+B to start charging and using the move upwards is going to result in Victini going diagonally up and right. The move's small amount of endlag on the ground can be cancelled into a dash or jump by tapping and holding the Control Stick or jump button before the move ends, allowing Victini to go directly into a dash or jump from the move and keep his new momentum. Doing this repeatedly can get Victini going very fast, if you have the space. Using the move from the ground to go airborne will not send Victini into helpless fall, though using the move in midair will. The default distance if the move is performed from standing is 4 small stage builder blocks. Damage is based on Victini's speed, maximum 9% body/fire/direct damage. (Damage cap is at standard maximum Flame Charge speed from standing)

Down Special: Searing Shot

Victini charges fire energy, causing pale smoke to rise around him and gradually thicken and glow red. When Victini is completely obscured by deep red smoke, he screams a war cry and releases the pent-up energy in a crimson explosion of flames. The attack has startup somewhere between a Falcon Punch and a Warlock Punch, and good range (the diameter is about equal to the length of 3.5 small stage builder blocks) with good knockback, capable of killing from around 90%. The move also fires off five small fireballs on the ground, going in all directions, and eight in the air. These fireballs have a range about 1.5x that of the main blast, and cause simple flinching when they hit. Normally, you won't hit with the full attack, but if you were to catch a very large character like Bowser at the exact centre of the blast, you could land the main blast and all the fireballs. Activating the move in midair slows Victini's fall greatly during the startup, and cancels aerial momentum in a manner similar to Marth's Counter. 4% weapon/fire/indirect damage per fireball, 16% body/fire/direct damage from main blast. 36% total. (ground). 4% weapon/fire/indirect damage per fireball, 10% body/fire/direct damage from main blast. 42% total. (air).


Pummel: Fire Fang (ver. 2)

Victini chomps on the foe's face with burning fangs. A pretty fast pummel dealing 1% bite/fire/direct damage.

Forward Throw: Psychic

Victini uses Psychic to knock the foe away diagonally. Has similar knockback to FTilt, though a tad weaker. 6% head/energy/indirect damage.

Up Throw: Telekinesis (ver. 2)

Victini uses Telekinesis to hold the foe in the air above his head. Does no damage, but has a head/paralyze/indirect hitbox that holds the foe in place for about half a second and scaling with their damage percentage, allowing him to follow up. When the paralyzing effect ends, the foe is sent downwards weakly.

Down Throw: Incinerate

Victini throws the foe to the ground, then blows three quick bursts of fire at them. It destroys a single item held by the target, including things like badges but excluding things such as Dragoon or Daybreak parts or the Smash Ball. 1% weapon/fire/direct damage (x3) and forces the opponent to be downed.

Back Throw: Flamethrower (ver. 2)

Victini throws the foe diagonally behind him and pushes them away with a Flamethrower. The far edge of the Flamethrower deals less damage than the inside, making this throw more damaging on heavier, low-percent foes. 2% throw/battering/direct damage, 2% weapon/fire/indirect damage (inside)/1% weapon/fire/indirect damage (edge) x4. Average 8% total.

Final Smash:

Victini's wings glow and he holds his hand out in a V sign. A glowing orange V effect projects out of his hand and moves rapidly horizontally for a distance (about 4 small stage builder blocks) while expanding. (1% arm/paralyze/indirect damage) Anyone hit by this is caught in a cutscene. Victini and the foe are alone against a black background, while the foe is held in place by a spinning, three-dimensional orange V. The camera zooms to look up at Victini from near his feet as his ears light up in columns of fire three times their size. The camera cuts to look at the flames straight on as they emit a glowing orange V, then the camera cuts around to various cool camera angles as Victini uses these ear flames to slash at the opponent, including an angle of directly over the target's left shoulder, with the flames slashing right past the camera, and finishing with the camera watching the scene from far in the distance. The attack lasts for about 2 seconds (dealing a total of 50% head/fire/direct damage), then Victini slashes the foe away (7% head/fire/direct damage x2). The move culminates with the flames almost doubling in size as the background turns bright orange (the camera starts by looking at Victini from a distance, then follows the tips of the flames as they grow), then Victini charges straight forward, slamming head-first into the foe. (The camera follows Victini from a fixed point, pivoting to look at him.) When he collides with the foe (15% head/fire/direct damage), a screen-shattering effect occurs, returning the view and camera to normal, and the enemy is sent flying away at a 40° angle. Total damage: 79%.

Waits and other idles

Wait1: Victini takes a fighting stance with his back turned forwards and his arms out to the front and back and bounces in place slightly, like in Pokémon Black & White.
Wait2: Victini bounces back and forth impatiently, also from Pokémon Black & White.
Wait3: Victini's small wings on his back flap slightly and his ears twitch.

Up Taunt: Victini's wings glow and his ears catch fire, almost like he's about to use V-Create.
Side Taunt: Victini takes an aggressive stance and snarls, and his eyes flash.
Down Taunt: Victini strikes a pose towards the camera and holds his right hand out in a V sign.


Victini’s Special moves are what really make his character. Flame Charge and U-turn allow him significant movement options, being that one of them modifies his existing momentum while the other outright resets it. Even Searing Shot can be used for mobility purposes since it instantly stops all momentum during aerial startup, letting him suddenly go from approaching to not-approaching while also zoning out a foe if you catch them by surprise. Flame Burst is a solid projectile that can be used to camp, end a combo, continue a combo, start a combo, whatever. Inferno is powerful stage control and a deadly finisher if you can force a foe into it.

Overall, Victini can do quite a few different things. He can play keep-away using Flame Burst in conjunction with Flame Charge, U-turn, and Searing Shot; he can play his own unusual variant of spacing using U-turn, Flame Charge, and slow-dashes using Flame Charge, along with occasional Flame Bursts and things like Psychic, Psyshock, Flamethrower, and Fire Blast for actual disjoint or Telekinesis (UTilt) to control a foe's distance without actually having to move himself. Telekinesis is actually ridiculous if you have a shielding opponent near the edge of a platform next to you or diagonally above you. You can pull them right off the platform into the air, thus leaving them out of shield and vulnerable.

Victini uses this versatility primarily to irritate and anger his foes by adopting whatever playstyle frustrates them the most in their current situation. But by default, Victini prefers aggression, both direct and mindgame-focused, with maximum disruption and disrespect. Flame Charge, U-turn, Brick Break, Telekinesis, Fire Punch, Flamethrower, Confusion, Ember (NAir), Fire Fang (DAir) his Jab and his UAir all contribute to these kinds of tactics. If he has no other particular strategy he's working on, he should be spending his time throwing pokes from neutral unless the opponent's style specifically discourages this kind of play.

The main thing about just about every playstyle with Victini is this: he’s a frustrating opponent. Anyone remember that sort of noob hate that Ike and Sonic got in Brawl, the kind that makes “scrubs” want to call “OP” right away? Victini ideally induces this kind of anger in even competitive players, while hopefully actually being completely fair. A well-played Victini is everywhere the opponent doesn’t want him to be, or has a really frustrating move for every situation the opponent ends up in, and almost all of his moves have some aspect to them that serves to ever-so-slightly rile the foe up. One of Victini's primary aspects, along with his general aggression and huge momentum, is that he can goad the opponent into making mistakes just by playing normally.

Individual move analysis:

Jab combo:
It’s a solid damage-dealing tool with a quick first hit and a nice overall distance with some disjoint on the final hit, as well as mid-range knockback. You can NAir into the ground and connect either the second and third hits of jab (if the opponent doesn’t shield) or the first and second hits of jab into a grab (if the opponent does shield). Victini can jab cancel into FTilt or DTilt as a true combo, so foes may want to be careful to not be meteor’d or horizontally KO’d out of a jab. Additionally, catching a foe in the air just above ground level with repeated jab-cancels into jab is a very mean way to force them to use their midair jump, leaving them open to juggling. Simply jab x2 > crouch > jab x2 > crouch > repeat until either you reach the edge and second jab can't reach them after first jab's knockback, or they use their midair jump to escape.

It’s a pretty quick kill move with some disjoint, but deals low damage and doesn’t have a lot of vertical range. Combo into it out of Jab or SHFF NAir to keep the pressure going.

Tripping people is fun! It’s also more than a little annoying to be tripped multiple times consecutively by this move if you’re unprepared and unlucky. It also weakly Meteor Smashes aerial foes who are hit by it. Approach a foe near the edge and SHFF NAir > Jab x2 (only second hit connects) > DTilt > short hop > DAir to meteor the **** out of that sucker! You can also possibly use it to shut down someone’s jump with really good timing, by hitting them with DTilt after they leave the ground but before they’re out of the move’s short vertical range. That would leave them flinching in place on the ground for a good long time, easy pickings for almost any follow-up. Though you still aren’t going to land FSmash or Searing Shot with that, you could easily short hop and FAir them for a KO.

This move creates setups that are very dangerous for the opponent if used wisely. At higher percents, the little hitboxes at Victini’s feet cause enough hitstun for this move to true combo into a sweetspotted USmash, while at lower percents you can just SHFF UAir and start juggling. Versus foes who lack particularly relevant range below them on their DAirs, any part of the move can lead into an inescapable USmash as long as they’re caught when UTilt starts and not later. You can use this move to reset a UAir juggle if the foe doesn’t time their air-dodge properly. And if they do, that leaves them air-dodging into the ground right in front of you, which also provides some nice openings.

Dash Attack:
This move isn’t objectively great, but it has its uses thanks to its unusual startup animation. You might be able to use this to approach by leaping right over an attack with the startup, then dropping down on the foe. If you can get a read with it, you might be able to stop an attempt to approach or escape and create a combo opportunity by landing the meteor smash at the top of the move. You might also be able to meteor a foe back down just as they jump up from a ledge. While it does some pretty great shield damage, you’ll probably get shield-grabbed out of it if you try due to its low horizontal range and not-so-amazing endlag. One more thing: the move can also hit up through drop-through platforms, but Victini will still land back down on the platform he started on.

This move is somewhat just there for casual play, in that there aren’t many ways to lead a foe into it. You could probably land it as an edgeguard or use Inferno to get a read, or simply read a foe rolling behind you and smack them with it. It certainly does have some pretty sweet damage and KO power, though.

A get-away-from-me move with good range, since it pulls foes in before spitting them out. This also makes it good as a combo finisher because the pull makes it hard to escape. Its knockback is actually pretty respectable, but due to the nature of the “Sakurai angle” it always launches the foe at the exact wrong angle to get a KO at any decent percentage.

It’s a kill move that also covers a pretty wide area in weaker hitboxes, much like a faster Lucas USmash with nerfed kill power and slightly nerfed duration. It is useful to cover Victini against attacks from above. It has more horizontal reach than Lucas's USmash, especially compared to Victini's body. The attack's long duration, huge disjoint, and good damage make it one of the "ruder" USmashes around. Compared to the standard Brawl roster, it's probably second only to Lucas's USmash.

Short-hop fast-fall NAirs are one of Victini’s better and simpler approach tools, being similar to Melee Pichu’s NAir. It also works effectively as an aerial combo finisher or mid-combo move. SHFF NAir > jab x2 is one of Victini’s more generically effective bread-and-butter approaches, since it works whether used on shield or not.

One of Victini’s best kill moves and combo finishers for its high knockback and pretty quick startup. It’s quite easy to combo into, but if you whiff it you’ll be punished; it has terrible endlag and landing lag.

Not one of Victini’s stronger aerials, though still useful for getting an airborne opponent to no longer be airborne, or pulling a foe who is low in the air higher if you want them there. When used while falling, the multiple hits drag the foe down with Victini. When used while rising, the multiple hits carry the foe up with Victini. It’s primarily a defensive aerial with some repositioning abilities, though the aforementioned repositioning abilities can be immensely frustrating to your opponent.

Juggles ahoy. Not much to be said about this move other than that it is great for damage-racking with juggles. It has a fair amount of aerial endlag to be careful of, so use it at the peak of a jump and fast-fall after the hitbox comes out to perform juggles low to the ground.

This move is great for both KOs and combos, and in casual play can be used as an extremely unsafe combo starter. Although it is safe on shield if the sweetspot hits the shield — you’ll just lock them in shield-stun for a moment and bounce off — it is still an unsafe move because your opponent can easily just sidestep or intercept you with an attack. And if you miss or they dodge, you’re likely to eat a fully-charged Smash Attack. You can start a UAir juggle with this by landing it on a grounded foe at lower percents, or get a DSmash or USmash on them. At higher percents, you can use UTilt to pull the foe back into range for UAir when they get launched.

Flame Burst:
The explosion from this move goes off with a brief delay after the projectile hits, so this move can make for fun shield pressure. The delay between the projectile hitting and the explosion occurring is literally 1 frame less than the amount of shield-stun caused by the first hit. This also makes it an okay approach tool, due to locking the foe in hitstun for a disproportionately long time as a direct result of that delay. Here’s another thing: the direction the explosion launches the foe depends on their position relative to the explosion’s centre. Try firing off a partially-charged Flame Burst past the foe after “ending” a combo with a mid-power launch hit, so that it strikes a wall or sloped floor and explodes. With good aim, the explosion could be used to bounce the foe back towards you. You could use that to start a combo, too. Oh, and that blast radius means that if a foe tries to camp in a corner, you have ways around it. Nothing stopping you from throwing Flame Bursts at the wall above their head so the explosion hits them.
If recovering horizontally or diagonally downward, it might be useful to quickly throw a Flame Burst at the wall just below the ledge and use the attack’s wide blast radius to deal with potential edge guarders.
This move is a camping projectile, an anti-camping projectile, a combo-starter, a combo-ender, and a combo-extender. But the move’s sheer versatility leaves Victini having to do ammunition management; some applications require certain levels of charge in certain scenarios, and of course you can’t have more than one partially-charged Flame Burst, and you can’t fire an uncharged Flame Burst with a charged one stored.

If you can manage to get an Inferno, you have a very powerful tool at your disposal. It travels so slowly and lasts for so long that it’s practically a stage hazard, and hits with more power than a Falcon Punch. The problem is that Victini is somewhat lacking in good ways to make use of this by himself. Using it to pressure a foe and get a combo started is fairly intuitive, but if you want to actually land Inferno directly you’re going to need to be able to use the stage layout to your advantage, as Victini doesn’t really have moves with a knockback angle and hitbox placement conducive to easily launching the foe into Inferno. (Though obviously, letting Victini grab you and hold you in the path of Inferno is going to result in you being KO’d.)

Flame Charge:
This move is pretty hard to punish if sidestepped or air dodged, even if Victini starts and ends the move in midair and goes into helpless, since Victini retains the momentum from the dash after it ends. It also gives Victini great vertical recovery: if you use your midair jump and immediately interrupt with Up Special as soon as possible, Victini’s momentum will “freeze” at that level during startup. And of course, the cumulative momentum from midair jump + Flame Charge is retained after the move ends, although gravity will kick in again.)
It’s also a good anti-air move from the ground, leaving Victini in a neutral falling state with a lot of nice momentum to work with. Depending on things like Victini’s trajectory, the foe’s position when they were hit, and the foe’s DI and percentage, you could follow up with NAir, BAir, DAir, FAir, U-turn, positional mindgames with another Flame Charge, UAir or midair jump + UAir, the works. If the foe’s damage percentage is higher, you’re gonna want to hit them earlier in Flame Charge and hit them from slightly below rather than head-on, to leave you as close to them as possible when Flame Charge ends and they’re in hitstun.
Victini can jump directly out of a grounded Flame Charge as soon as the move ends, allowing him to carry all that momentum into the air. Again, combo potential everywhere.
Victini can perform Flame Charge directly out of dash, retaining the momentum from the dash while charging. You can then aim straight forward, increasing your speed, and then jump directly out of the end of Flame Charge for a massive jump distance.
Flame Charge is a very powerful, but also predictable, approach. How can a predictable approach be powerful, you ask? Well, using Flame Charge’s momentum capabilities, Victini can go from the far left of Temple to the far right and engage the foe in close-quarters in probably around 2 seconds flat. Dash > Flame Charge > jump > you’re now at the other side of Temple.
You can also walk away from the foe and start Flame Charge, resulting in Victini floating away from the foe at walking speed during the startup. Then turn around and Flame Charge at them at a reduced speed, being a semi-effective wall/spacing technique.
You can use Flame Charge to not only drastically speed up a dash or jump, but also drastically slow it down by using momentum during the startup to perform a slow Flame Charge, and acting out of it with a dash or jump.

This move instantly stops whatever momentum Victini previously had to send him dashing head-first. You can use this to instantly reverse your direction after one of those massive-momentum Flame Charge jumps, for instance.
Thanks to Victini rebounding away on impact, this move is also completely safe on shield. That doesn’t stop them from simply spot-dodging and countering, though, or just grabbing/hitting you out of the air if you try to spam it on a shielding foe.
Victini can act out of the rebound just before the top of its arc, though he’ll still retain the arc of the rebound normally if he chooses to use an aerial attack out of it. You can use this to start charging a Flame Burst while retreating after landing a U-turn, for example, or to continue slowly floating farther out of a foe’s reach during the startup for Flame Charge, only to re-enter with a slow Flame Charge dash that will cause some hitstun with next-to-no knockback while being downright impossible to spot-dodge due to its low speed.
The rebound goes high enough to prevent Victini from comboing U-turn into itself more than once or twice, depending on the foe’s height.
It is both a legitimate and encouraged tactic to throw out a U-turn any time it is safe to do so and Victini is not otherwise occupied. And it's pretty easy for U-turn to be safe. The main consideration is to do things to make it not overly predictable, such as varying your timing or rebound distance, as even U-turn can be punished with a hard read, and it can become less safe if it is allowed to become too stale.

Searing Shot:
Really a pretty situational move. It’s really pretty good at creating a bit of space if used in conjunction with a Flame Charge momentum jump, since it halts Victini’s air momentum as he starts the move. Mostly it’s just a ton of fun if you actually land it, since it deals so much damage.

It’s pretty much FTilt as a throw, but it’s actually a little weaker. Nothing much new here, but it makes for a pretty decent KO option when attacking a shielding foe.

Not a lot to write home about here, other than that Victini can act out of this throw just before it finishes hitting the foe. It can combo into a rising BAir or into U-turn at low percents, or start a UAir juggle on especially large, heavy foes.

Certain item- or token-focused characters definitely don’t appreciate this move, and the fact that it’s pretty decent for tech-chases does not help matters, since such chara