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Undyne
The heroine that NEVER gives up.
♫
Undyne, the imposing and merciless leader of the Underground's Royal Guard, is a character from the game Undertale. After Papyrus fails to capture the human protagonist, Undyne takes matters into her own hands as she then stalks the player through the Waterfall section of the game, sometimes attacking the player in the overworld with barrages of magic spears and other threatening attacks. Once the protagonist reaches the end of the damp marsh, Undyne will corner them as they then fight head-on, being the area's boss and a bit of a hard one at that.
Alongside said magical spear creation, of which Undyne seems to have no limit towards, she also has immense physical strength, being able to casually suplex boulders and bench press 7 children, with her also being able to manipulate the player's Soul to become green, which makes them be unable to flee and dodge around her attacks, instead having to control a shield to dodge her attacks.
Stats
Height: 7/10
Weight: 7/10
Ground Speed: 5/10
Jump Height: 6/10
Aerial Speed: 3/10
Fall Speed: 3/10
Traction: 5/10
Despite her monster soul being way weaker than most of the human souls of the Smash cast, with her full body armor, Undyne still has some weight behind her and won't be knocked around much. Height-wise she is
one of the taller Undertale characters, translating into her Smash incarnation being a tall and a bit thin character, being easily hit by moves due to a big hurtbox, but still having the weight to make her not be knocked around and still have a good grip on herself.
Movement-wise, Undyne's armor limits her movement a bit and makes her ground stats be rather average and her aerial speed even worse. On the ground, Undyne can still get some work done, not having too much trouble in approaching to lay the hurt. In the air, however she has a rather bad time approaching and overall has trouble getting around, with bad aerial speed and control alongside a fast Fall Speed.
Of note is that in her idle animation, Undyne already holds in her right hand a mighty spear, so while Undyne still has attacks that create new spears, many others will use this spear.
Specials
Neutral Special - Green Attack
With the spear she already holds in her idle, Undyne backs her spear-wielding arm in the move's startup as she then slashes it horizontally in a straight line right in front of her at around body height, producing a green afterimage as it moves. The spear's tip at its apex reaches about 2/3s of an SBB away from Undyne. This move can also be tilted as it starts to be angled 45 degrees upwards or downwards.
Opponents hit by Undyne's spear will receive 7% damage if hit by the spear body. Receiving however a sweetspotted 10% if hit by the spear's tip. The opponent will regardless be knocked away horizontally, with a sourspotted hit only knocking them away a small distance and a sweetspotted hit knocking them a pretty good distance away, though the knockback doesn't scale too harshly and so the move only KOs at 170%.
Alongside receiving damage from this attack, opponents hit by Undyne's spear will soon have a small red arrowhead-like icon pointing towards their model, with a small pixelated green heart icon being shown above the arrow, a representation of the opponent entering Green Mode, a mode the player's Soul in Undertale can be put in exclusively in Undyne's boss fight.
In Smash, opponents in Green Mode will have their dash speed cut to 0.6x their regular speed, with their aerial mobility being 0.75x as fast as usual, alongside this they'll also have their roll and air dodge's invincibility frames cut to appear later at the beginning of the animation and end sooner before the end of the animation. Opponents in this mode are much more susceptible to Undyne's aggressive and always attacking playstyle due to their worser defensive game in most areas.
However, instead of just being a solely nerfing status effect, opponents in Green Mode will also have their shields will shrink over from time at 0.5x its usual speed and will also have a bigger window for becoming a powershield, more specifically, it can happen by frame 5 instead of 3. As such, an opponent in Green Mode will be more open to be attacked by Undyne, while at the same time having a better chance at defending themselves. Undyne, as such, should still keep an eye out for opponents in Green Mode, as they can still very well punish Undyne.
Opponents in Green Mode will revert to their normal attributes after 10 seconds, with Undyne also being able to manually switch them back by attacking them again with a Green Attack. By attacking a Green Mode opponent with an NSpec, the opponent will receive 9% damage by the spear's body and 12% damage by the spearhead, being knocked away a horizontal distance a bit longer than a regular slash's knockback. A spearhead hit being able to KO opponents at 150%, and of course, will also make them stop being in Green mode.
Making opponents Green can give battles a nice twist that may help with claiming the victory, with the opponent's decreased movement speed giving them a hard time at keeping a distance from Undyne and spacing out. Undyne being able to easily get around damaging and comboing opponents, with the risk of a punish being less severe due to being able to hit opponents even when rolling or air-dodging if hit early or late enough. Undyne being able to punish opponents who try to roll away. Making an opponent Green won't always be sunflowers and butterflies, as the opponent's enhanced shield game can get quite annoying, with the opponent being able to shield quite a good chunk of attacks and still being able to roll around Undyne, even if in a worse state. A power shield can be terrible for Undyne, as it can give an opening to hit her and space her away from the others and possibly ruining combos. So, switching between modes can work out at times, with maybe a green approach at early game and regular approach at late game being a good strategy depending on the opponent.
Actually hitting the opponent with a Green Attack can get tricky, considering the move doesn't have too much of a reach. An opponent who still isn't Green being able to simply shield or roll off a Green Attack and punish Undyne while she suffers from the move's ending lag, so Undyne might just plan her early game to try and land a Green Attack on the opponent, be it by it being the final attack of a combo string or by Undyne using it when the opponent is open for an attack. While a rather minor attack, it can have grave gravity on a match, as it can give Undyne an upper hand on the opponent that can help her be able to strike them down. So, while Undyne should try and never give up at beating the opponent, she should also try and never give up at making them Green.
Side Special - Arrow Shot
Undyne stretches her right leg back and bends her left leg forward, holding her idle spear near its tip and having it be close to her and extended outwards as, from it, Undyne proceeds to create and shoot out of the spear's tip an arrow projectile that's a bit less thin as Undyne's spear and about as wide as a Smart Bomb, being an overall small projectile.
The arrow will travel in a straight line in a distance equal to 2/3 of Final Destination and dealing 3% damage with hitstun, with the arrow disappearing on contact with an enemy, wall or when hit by just about any attack. This attack can be used relatively quickly, not being spammable but not being too laggy. Undyne can tap the input for the move repeatedly as she does the attack, up to 3 times, to rapid-shot her arrows, with one more arrow, which comes directly after the previous arrow, being shot for every repeated input.
An arrow will have different colors depending on how the input was pressed. A regularly timed press will release a blue arrow, that moves in an above average speed comparable to Toon Link's dash speed, while a held on press releasing a red arrow, which moves only at the speed of a dashing Kirby. Finally, a quick input will release from Undyne's spear a slightly lighter blue arrow, which travels at the speed of a dashing Fox. All of these arrows deal the same damage, but their differing speeds can help do mix-ups. A red arrow, for example, being just as speedy for Undyne to tag along with it when approaching opponents, and a fast arrow being good for quick long-ranged damage.
Undyne can also angle her spear before it actually shoots to shoot directly above, directly below (which will obviously do nothing really if done in the ground, as the arrow will break as soon as it is launched), and in the opposite direction of where Undyne is facing, still at the same angle and height as a regular shot. While these angled shots themselves can add some variety to Undyne's arrow game, the backwards attack being able to catch opponents off-guard and the upwards angle having a niche role with helping juggles, there is still something to add up to with this angling: yellow arrows.
By inputting a direction for an arrow to be shot at and then, still before the arrow is shot, tilt the angle to the opposite direction to the one before, Undyne will shoot in the latter direction a yellow arrow, which will notably will be facing the opposite direction of the one it's heading, always going at the speed of a regular blue arrow. The different direction for this kind of arrow isn't for show, as when it is a bit less than half an SBB away from the opponent, it will, at the same speed as usual, move a half-circle around the opponent, then moving at the direction they are facing and most likely hitting the opponent, dealing an elevated 5% damage to them and knocking them away a small horizontal distance.
This is true for all directions, meaning that with clever use, one can do things like knock both ground-based and aerial opponents into you with yellow left, right, and upwards arrows. Yellow down and up arrows will have spiking capabilities. Yellow arrows are pretty darn good when combined with Green Mode. A green opponents having a tougher time moving away from the arrows and dealing with up and down arrows, due to the decreased frames of an air-dodge. Yellow arrows are nowhere near perfect, as their use can be pretty obvious and easy to defeat with a move, being able to easily be destroyed even after turning around the opponent. Considering this, it's better to use these yellow arrows mixed in with regular arrows to have a less repetitive and predictable game.
The arrows also have special interactions with a green opponent's shield, as, instead of just dealing shield damage and making the opponent's shield shrink, each of Undyne's arrows will slightly pierce into the opponent's shield before dissapearing, leaving behind a small gap that will regenerate at the same rate the rest of the shield does, with the gap even still appearing and still being able to be created by arrows even if the opponent's shield in question is a perfect shield. After a rapid-shot arrow attack, even with the opponent having an almost fresh-shield, each arrow will increase the gap and in the process, especially if the opponent has a small shield, will most likely leave a gap in the shield that will make it so opponents can still be damaged inside the shield if it is hit in the gap. At this point, the opponent will probably give up and lift their shield, but if they really get cocky and still want to shield, they may move their shield forward to not put them in the way of the gap, and even then, Undyne can use a yellow arrow to hit their backside, with her still being able to rush down and hit in front of the opponent if they try to cover behind them.
It may not seem like it, but Arrows are a pretty important aspect of Undyne's gameplay. Undyne has a pretty relentless playstyle being able to deal quite a lot of damage to opponents while never giving up, so having ranged coverage to help with approaching and disorienting opponents is already pretty good, but the arrows' other features make it even better. As said before, arrows are very helpful with dealing with the shield of green opponents, being able to attack shield-spammy green opponents from a distance is pretty nice, as the arrows are relatively fast in usage and can be used to use up an opponent's bubble for Undyne to have a better time with dealing with them. Approaching is also hard task for Undyne, with pretty average movement speeds, but arrows can help by pressuring opponents while you run up to them. As said before, yellow arrows have many uses and shan't be forgotten. Arrows are however pretty easy to be destroyed and don't deal a ton of damage, so just relying on them from a distance won't be very effective and an still be punishable, so you still gotta swoop in to deal the hurt to opponents.
Down Special - Spear Puddles
A sparkle can be shown blinking in Undyne's left eye as in the ground below her, with an accompanying "mwa" sound, 3 light blue puddles (with the one in the middle being directly below Undyne). Each of them is the size of 1/3 of a Battlefield Platform and so are together the width of a Battlefield Platform. These puddles won't damage opponents nor do anything significant really, working like regular ground to any character. However, one second after being created, light blue spears will shoot out of each of them at a quick speed, three spears in total, each is a bit wider than the usual spear Undyne uses and reaching a Bumper in height before disappearing after a few frames alongside the puddle. Opponents who are hit by the spears will receive 10% damage with some good vertical knockback that can be followed up by an aerial attack, KOing them at 150% damage.
If there's still room for a spear to pop out and a puddle is created close to a ledge, the puddle will only form up until the ledge and act as normal, still shooting out the spear. Once they have risen, the spears will stay for a small moment, during that short while, they will still damage opponent, though Undyne can still pass by them. The spears can't be destroyed and to have them dissapear, opponents will have to wait for them to naturally do so.
Alternatively, you can tilt the joystick left or right as you input the move to have the puddles be formed directly behind or in front of Undyne, which can help with dealing with an approaching opponent as the trap does have some good reach. By inputting the attack in midair, Undyne will have the puddles form in the ground in the stage directly below her (if there is ground, of course. In case there isn't, Undyne will just continue her downwards descent while doing the eye sparkle animation), this aerial attack can help by shooting up opponents in the air for Undyne to follow up with an aerial or by sandwiching an opponent in the air below Undyne between her and the spears. Undyne being able to easily dunk the opponent into the spears.
Undyne can also tilt the controls to the nearest platform and have the spears pop out there, so the trap has some good variety in it's possible placement.
If the opponent is Green, this attack works even better for some pressure, as if the opponent is in a 2 Battlefield radius away from Undyne, on input, Undyne's spear puddles will automatically be formed below the opponent's feet, centering around him similarly to how they center around Undyne. This can lead to some mean pressure, as this can force an opponent to jump, approach or retreat. By smashing the input or tilting the control stick, Undyne can still have the spears form below and to her side respectively, which can still help when the opponent is approaching and you want to not put the trap where they are, but where they're going, forcing the opponent to jump or retreat while at the same time putting Undyne close to the opponent so she herself can also attack.
Up Special - Rising Spear
Undyne holds her spear at it's body's middle, holding it forward at chest height as she then braces herself before leaping upwards at an 85 degree angle, With the spear still being striked forward, Undyne won't slash or jab it or anything, though the upwards momentum from the jump alone causes it to act as a hitbox, dealing 2% damage to opponents who hit its body and 3% damage to those who are hit by the spear's tip. Either way, the spear will only deal hitstun so it'll hit the opponent multiple times throughout the jump, which can reach up to 2 Battlefield Platforms, hitting an opponent who was hit from the start of the move for a maximum of 8% damage when hit only by the body and 12% if hit only by the tip. The move's nature may however make an opponent be knocked into the tip or vice-versa. When Undyne does her leap, the stomp she does to propel upwards can damage opponents below her for 10% damage, who are then knocked downwards a distance comparable to a footstool. This also affects the recovery, as the boost will make Undyne go 2.25 platforms in height when jumping, making for a nice way to both edge-guard and assure your recovery, though the hitbox is rather small and hard to connect.
As Undyne reaches the attack's apex, she then positions to hold her spear over her shoulder as she then stabs her spear forward at stomach height, the spear extending half an SBB away from Undyne and being disjoint. As she does so, Undyne will move forward in a small downwards angle about the distance of 1 SBB, being overall rather poor in the horizontal direction. This move is the nail for the coffin when an opponent was already being damaged by the rising attack, as the spear's tip will deal 9% damage with some awesome horizontal knockback that can KO as low as 135%. Though the sourspot on this attack is even worse, dealing only 3% damage and knocking the opponent away a rather small distance, which can be bad when Undyne enters helpless just as this animation ends.
If Undyne has used this move on a green opponent, alongside them receiving damage, once Undyne reaches the move's horizontal apex, if one inputs once again the special button, Undyne will then hold her spear with both hands as she then uses her spear to knock the opponent downwards, meteor smashing them and also causing propulsion for Undyne to go up 1 more SBB upwards, knocking down the opponent for the ultimate gimp, which is also not too hard to land, considering the opponent's aerial speed is lowered.
The move does have an additional effect, as if during Undyne's forward momentum, her spear happens to pierce into a stage wall, her spear will stick onto it. Undyne will then cling onto the spear's edge with just one hand (hey, no need to show off!), from this point on, she can then jump to have her shortly rest her feet onto the side of the stage as she then uses both hands to pull her spear off, then entering her usual aerial stance, though unable to use her Up Special again for obvious reasons but still being able to do one more double jump. If Undyne is not quick enough, after 3 seconds her spear will break out of the stage on it's own. Though Undyne will enter her helpless in the process, attacks to Undyne will also have her pull her spear out as she receives knockback, so really, this state is just a more convoluted Wall Cling, though it is much appreciated, even if more useful on stages with straight vertical walls at the ledge like Omega Duck Hunt, it still makes Undyne pretty good at vertical knockback. If Undyne manages to hit a wall with her spear while damaging a green opponent, Undyne will cling onto the wall alongside the opponent and then automatically jump upwards while knocking the opponent down for a meteor smash with the same power as the knock before. Undyne can't however recover from too low due her jumps following a cling being a bit lackluster, with the move's horizontal distance being rather small, making recovering horizontally much a weakness of Undyne.
Standards
Jab - Combo of Justice
Undyne steps her foot forward as she then, holding her spear in her hand, raises her right arm to the air as she then does a close range diagonal slash to her lower left side. The spear will deal the usual 2% jab damage with flinch as on the second input of the jab Undyne once again steps forward as she then raises her right arm so that her spear is above her left shoulder as she then does the same motion as in the first attack but in the opposite direction, slashing her spear from her upper left to her lower right and dealing the same 2% flinch damage.
From here on out, Undyne can either do one final input, as she raises her right leg and then does a rather sluggish kick forward, which deals 6% damage to opponents with horizontal knockback that KOes opponents at about 220%. The kick being good enough for spacing opponents away from Undyne so she can use her arrows or spear-traps, or even use a safer green attack from a distance. The horizontal knockback can however scale to be a bit too big, which might get troubling for Undyne to approach the opponent again.
Undyne's other option is to go for the infinite jab, positioning her spear forward as she quickly does various strikes with it, each reaching a short distance away from Undyne and being able to cover a wide range of the area in front of her, each hit dealing 1% flinch damage to opponents, easily doing heavy shield damage due to attack being rather quick, so it can be a good counter-measure against green opponents. The move's finisher is another kick, though this one has Undyne kick in an upwards direction, with a hitbox that covers a quarter-circle in front of Undyne and that scoops up opponents to deal 4% damage and some nice vertical knockback, which can KO at 200% damage. The knockback putting opponents in an aerial position that makes the move easy to follow up, though like many jabs it has some mid to bad end lag, it still is one of Undyne's easier combo starters.
Forward Tilt - Spear Pierce
Undyne has her spear-wielding arm back off to the side and have her spear at about neck height as she then releases her spear, which then falls down. As it is falls downwards, once it reaches the height of Undyne's chest, she then quickly has her right arm go in and hold the spear by it's very end, pushing it forward at the same time and as such pushing forward at a quick speed a hitbox that is about as lengthy as 1 SBB as Undyne then has the spear stay put at its apex for a few frames before she pulls her spear back to her to end the move with not much lag, though that cannot really be said about the move's startup, as the move has a pretty lengthy starting animation that might leave Undyne hanging for an opening.
Like in the case of most of Undyne's spear moves, opponents hit by the spear body will receive only 6% damage, but those who are hit by the spear's tip will receive 3% damage as the spear then pushes them along while it travels forward, dealing additional 3% damage to the opponent while they are being pushed. Opponents who were hit since the start of the move receive 12% about damage, which is quite high for a tilt, as they are knocked away horizontally, being KO'ed at around the 165% mark if hit early enough, while a sourspotted hit will hit for less horizontal knockback, being only KO'ed at the 240% mark.
This move's long-ranged and quick endlag nature makes it nice for hitting opponents from a fair enough distance to not be too punishable, being one of Undyne's main poking moves. However, the move has some feisty ending lag and doesn't deal the greatest damage on shields, so it can be mighty punished by shielding opponents, especially the green kind.
Up Tilt - Lift
Undyne holds her spear forward, sticking it out one crate away from her. Without not much lag at all she then slashes her spear upwards quickly in an arc, and so having the spear slash through a bit more than a quarter of Undyne's hurtbox, stopping the attack once her slash reaches a bit behind her. This swipe covering a good chunk of Undyne's hurtbox with a quick startup, granted the move, while fast, still has to cover from forwards to behind Undyne to end, which might make way for some unwanted lag.
Opponents hit by the spear will, as the name of the move states, be lifted alongside it, receiving a constant stream of 1% damage if hit by the body, receiving a total of just 5% damage if hit by the spear since the start of the move. The opponent is then knocked away once the spear is above Undyne, though only a small vertical distance that'd place an opponent at around a small distance above Undyne, and while this gives Undyne a perfect chance to easily follow up the move, the same can be said for the opponent, who can also just attack Undyne and punish her, so while not too bad of a sourspot, one really should try to avoid it.
The move's tipper will drag opponents along for a constant 2% damage, if they are hit from the start of the move, they will receive 10% damage, being then knocked away vertically, being KO'ed at the 180% mark. This making the move be a pretty good option for juggling opponents and also help Undyne with some antiair control, as since Undyne isn't much of an air fighter, she'd much appreciate to keep opponents coming from there at bay. The move can also start some short combos at earlier percentages, but its knockback scale won't keep up later on and might knock opponents a bit too high, but even then, Undyne can still manage around that by still knocking opponents back with yellow arrows. The move's wide spanning hitbox can be also pretty good for punishing opponents who try and roll behind Undyne, especially considering making said opponent green will give a bigger window of time for Undyne to be able to hit the opponent. Of note is that it doesn't matter how many hits the opponent has took for how the knockback works, so just hitting the last possible hit from the move will initiate knockback, yikes!
Down Tilt - "Undyne is Smashing Spears on the Ground."
First off, when crouching, Undyne will not do much other than squat a bit, which won't decrease her height much, only helping her avoid something like Doctor Mario's pills. For the attack, Undyne briefly holds her right arm above her, her spear point forward in a 45 degree angle, with its tip damaging opponents for a token 2% damage as Undyne then moves her arm forward in an arc and stabs the ground in front of her with her spear, dealing 9% damage to opponents and knocking them away horizontally with a low vertical height. This can KO opponents at around 175% and has a chance to trip opponents, which can be followed up by a Forward Tilt or even a Green Attack.
The move, while overall being quite laggy startup-wise, is nice for hitting opponents due to its wide reach, being pretty good for some passive damage, being also pretty nice for shield-poking, dealing some pretty solid damage with a good area of effect.
As Undyne plants her spear onto the ground, she will then take a few frames to create a new spear for her to hold during the battle, which while rather quick, just having Undyne create a new spear on her right hand out of particles that soon form around it, still acts as some mean ending-lag that make this Down Tilt not at all as spammy as others.
The spear Undyne smashes onto the ground will also stay around for a while, being planted slightly angled to the direction Undyne was when using the move and staying around for a solid second. As an obstacle, the spear passable by opponents and Undyne alike with no hitbox due to the spearhead being buried, easily being destroyed into nothingness by any enemy attack, but still helping Undyne out a bit, as if it is hit, the spear will first block it for a solid few frames before it is destroyed and the attack continues, which can help Undyne by stopping projectiles for a bit as for her to get out of the way or even stand in front of Undyne to block a physical attack and give Undyne time to roll around it and punish the opponent, who still has to complete the attack animation to act out.
Undyne can have only one spear from this attack planted at a time, with her first spear dissapearing instantly the moment she plants a second spear.
Dash Attack - Spear Sprint
As she continues dashing, Undyne strikes her spear forward like in the image above, sticking it out in front of her as she runs forward at a speed slightly higher than her usual dash speed for 1.5 SBBs before she finishes the attack and her dash in the process by spacing her farther lag back to halt the attack and returning to idle relatively quickly.
Opponents hit by Undyne's mighty spear will be taken along with the spear and receive up to 5 hits of 2%, being then knocked away by one final spear hit that deals 2% damage and knocks them away a relatively small horizontal distance that can then be followed up by about any quick going ground or even aerial move, alternatively, Undyne can try to sandwich the opponent between her and some spear puddles or even use the attack as an opening to try and use a Green Attack.
The attack can also do a good chunk of shield damage as Undyne's spear will also have shielded opponents be taken along instead of just having them stay in place once Undyne passes by, which can pressure opponents to only lift their shield once Undyne finishes the attack as to not receive damage, and so making it possible for Undyne to break their shield, which will obviously open a myriad of follow-up options.
As she charges, Undyne moves her left arm to be close to her head as she bends it inwards, a sparkle can be seen coming and going away from Undyne's left eye as the move starts. Similarly to in her DSpec, with very small blue droplet-like blobs forming above Undyne. When Undyne's charging passes the halfway point, her eye will once again sparkle as the number of droplets above her double in number. Finally, once Undyne has fully charged, her eye will for the last time ding as the number of cyan-colored particles goes to triple the original normal from the start of the charge.
Once Undyne releases the charge, the particles above her will end up fusing into an SBB sized spear which does a quick spin in the air before Undyne pushes her left hand forward and seemingly controls the magic spear with her mind to be shot away forward. Undyne's spear will then travel in a straight line for 1 Battlefield platform until it disappears in thin air or until it hits an opponent or the ground. Hitting the latter will have the spear get stuck in the ground for a few frames similarly to in Undyne's Down Tilt, with the planted spear acting exactly as in said move, resisting attacks and disappearing if another spear from the attack gets stuck on the ground.
If a Green opponent is in a one battlefield platform radius away from Undyne, her spear will angle itself after it spins to the direction of the nearest opponent as it then shoots away to that direction (that is, if they are even in front of Undyne, as if the opponent is directly above or behind Undyne, the spear will just angle itself in a downwards 55 degree angle), the spear won't follow the opponent around after being launched, although their initial angling can still be nice for damaging opponents with better precision in your shot. Also, due to it being formed above her, Undyne's spear will only really angle itself to be in a 90 degree angle if the opponent being directed is in the air at the same height as where it is formed.
Undyne can also angle the move up or down when charging like with some other character's Forward Smashes, with the spears after spinning then being shot in a 45 degree angle in the direction tilted, ignoring its homing abilities.
Opponents hit by a spear will receive 12 to 17% damage and will be knocked in the direction the spear was going. Despite only KOing opponents at the 170 to 150% range, the attack is still nice for a mix-up in Undyne's long-ranged game, maybe catching an opponent off-guard when combined with rapid-shot Arrow Shots, it's also a fairly big hitbox, so it can help Undyne approach an opponent as they are occupied with the spear.
Additional particles created by charging will create additional spears, with Undyne creating 2 spears when attacking half-charged and 3 spears when fully charged. When 2 spears are shot, both spears will be launched, each angling itself slightly towards the other to have their tips meet, as such having a wider hitbox and also a sweetspot located at the spears' combining tips, which will deal 19% half-charged, with the same knockback as the regular hit, which KOes at 140%. The combined tip of 3 spears will deal a whole 23% damage when fully charged, being shot in a formation where one spear is angled straight while the other two angle on each side to touch the middle spear, being quite potent with a big hitbox, KOing opponents at 130%. While not Undyne's earliest kill option, the move is still very useful for being a projectile alone.
If a spear has been planted into the ground by Undyne's Down Tilt or even her Forward Smash and is one crate away from Undyne, if Undyne inputs her Forward Smash, she will use the fact that there's already a spear next to her doing nothing and make it float above her to be then used in her FSmash and replace a spear that would once be created out of thin air, making it so Undyne can plant a spear with a Down Tilt and then follow up with a lagless Forward Smash, which can get even scarier for the opponent if they're Green and the spear will also home in on them. Yikes! Though Undyne's Down Tilt is still plenty laggy, so it may get a bit obvious to the opponent if Undyne is trying to Down Tilt to FSmash.
As said before, Undyne's FSmash is a good long-ranged tool at Undyne's disposal, being great for asserting pressure at a long distance, also being pretty great for edge-guarding and even being slightly antiair-y, with its hitbox at full charge becoming quite big, it can quite help Undyne approach opponents and go in for the strike.
Down Smash - Spearlagmites
Undyne extends her left arm forward, slightly angling it upwards as blue particles are formed, now in front of Undyne and forming from the height of Undyne to 1 SBB vertically away from her, still having the same principle as in her FSmash, forming more particles at the side of the other particles most distant from Undyne by charging half-way and forming another batch the same way once fully charged, with the particles, once the input is released, turning into spears, which in this case are still as lengthy as 1 SBB and are pointing downwards.
Upon being formed, Undyne sways her left arm downwards before returning to idle. Undyne's arm-swaying will command the spear(s) to fall down at a fast speed, damaging opponents for 15 to 21% damage and popping them upwards if they are hit by the spear, being KO'ed at 160% uncharged and up to 130% fully charged, with the spears also having the usual sweetspot in their tips, which will deal 16-22% damage, with a more powerful version of the vertical knockback from the regular hit to grounded opponents, KOing them at 150% uncharged and as low as 130% fully charged. The hit will instead gain a Meteor Smash effect if the opponent is hit by the tip in the air, who are knocked onto the stage and then knocked back vertically, which while dealing the same damage, will KO 10% sooner.
As Undyne's spear(s) land on the ground, their tip will get stuck on the ground as they are planted onto it and then act exactly like Undyne's FSmash and DTilt's, with the same duration time, with the added bonus of being able to plant 3 spears at a time at full charge. A bunch of spears from an attack will still dissapear if another batch is created. Creating 3 SBB-tall obstacles is pretty nice for occupying opponents as they destroy them and have their attack's length increased, making it easier to land a punish or Green Attack, though of note is that that DSmash spears will stop attacks at a much shorter speed, so unless used with more than one spear, a DSmash spear will just be a laggier and worse alternative to Undyne's Down Tilt.
If the opponent is green and the opponent is below the spears once the move is initiated, Undyne will aim the spears to all home in onto the opponent once they fall, with their tips meeting similarly to in Undyne's Forward Smash, forming a stronger hitbox on the tip if with more than one spear, with two spears forming a hitbox that deals 19% damage and three spears forming a hitbox that kills at 110% no matter if the opponent is grounded or not and dealing 23% damage to the opponent, making the move have a much smaller area of effect, but also have a delicate but powerful hitbox that all Green opponents can do against is shield or fail to run.
If there's a spear planted on the ground in front of Undyne and in a radius a bit larger than the one covered by three spears, for the attack, Undyne will control the spear to stay in the place of the spear that would be formed closest to Undyne, with the move's startup being in the process shortened drastically. Of note is that Undyne cannot use planted spears created by this move to decrease its second use's startup lag, but can use two spears in the radius, one from a Down Tilt and one from an FSmash, to have a lagless no-charge two spear Down Smash, which is especially deadly if the opponent is green. Undyne can also try and fully charge a Down Smash to have a no-charge fully powered three-spear Forward Smash, though pulling that off is definitely difficult, but if you can, you can have a pretty solid and deadly projectile created in an instant.
If Undyne uses the move close to the ledge, if her spear is to be placed where it would fall onto the pit next to the ledge, it will only go up until its tip is at ledge height before disappearing, not sticking on the air or anything, but also not falling to the bottom of the stage and becoming a stupidly good edge-guard. That is not to mean that this move is not good for edge-guarding, much to the contrary, as the attack can still cover a pretty good portion of the area close to the ledge, even at half and below charge, either bopping the opponent away vertically if they're coming in and are hit by the spear-body, or getting them Meteor Smashed if they hit the spear's tip when it reaches its apex as they try to recover from the bottom.
Undyne's Down Smash is especially potent when combined with her Down Special, both when the latter is used before or after her Down Smash. If used before her Down Smash, Undyne can use her Spear Puddles in front of her with an opponent in the same direction in the Green, under the ailment, they'd best want to jump instead of try and roll or run, at which point Undyne can follow with a Down Smash and use the fact that the opponent is in the air to use the sweetspot's elevated knockback and have an easy KO. Undyne can also act out of her Down Smash the moment she sways her left arm down, at which point she can use her DSpec and trap opponents who were in front of her for a moment as her puddle spears knock the opponent into her falling spears, which will knock them back and possibly damage them one more time with the puddles, during this time, Undyne can also try and land an attack like her FTilt or a Green Attack, although Undyne herself can't do much with this attack as she still has to deal with her spear puddle's endlag.
Up Smash - Upwards Barrage
As she charges this move, Undyne turns to face the camera, squatting as she holds to her side her spear in her right hand menacingly as two puddles the same size as the ones found on her Down Special appear each on one side of her. On release, Undyne holds her spear in front of her chest as she then stabs her spear straight upwards as she slinks herself back upwards as she does so, only really extending a small portion of the spear above her.
As Undyne stabs above her, out of the puddles at her side, at a speed slightly faster than that of her DSpec's spears, come out blue spears, which, angled 80 degrees towards Undyne, each extend to the height of Undyne's head before disappearing alongside their puddles a little bit before Undyne finishes her stab, which still has a chunk of lag as she finishes it.
Opponents hit by the spear puddles adjecent to Undyne will receive 15-21% damage and with vertical knockback slightly in the direction the spear was jutting forth, KOing them at 160% uncharged and up to 140% fully charged, with its distinction of coming out of the ground meaning that it can potentially boop opponents to the side of Undyne to maybe start a juggle or punish or deal a quick going hit to the opponent, as while the move has some chunky endlag, it has some pretty quick startup, which combined with DACUS means that this move is Undyne's most practical and quick going move to go in for the hurt.
As for Undyne's stab, in compensation for its small hitbox, it is Undyne's strongest Smash attack or even attack in general. The stab dealing 18% damage uncharged and 25% fully charged, KOing at 120% uncharged and at a mere 90 fully charged, being quite a devastating antiair attack but also quite the punishable kind, as if Undyne misses to connect the attack, which is bound to happen due to the move's small hibox, she'll have to deal with some awful end lag, which can easily mean the opponent Undyne was trying to hit can swoop in and punish Undyne big time, so it's much riskier than an Up Tilt, but if she can cope with the risk and connect, she'll have a mighty powerful attack in her hands.
If the opponent is hit early enough by Undyne's spear puddles created by the Smash, they may knock them right onto Undyne's stab, which will of course rack up way more damage than just a spear puddle hit, so it might be of interest to try to use this as a way to KO opponents on the ground, and while a hazardous task to do considering how close you'll have to go next to the opponent, due to the move's placement, it can get a bit easier at times, with the DACUS, as said before, and shield-cancelling into an Up Smash.
If the opponent is green and happens to be hit by this move's puddle spears before they reach their apex, the spears will reach even further, going above Undyne's head and guaranteeing a hit from the move's hitbox. Indeed, after an opponent is made green, they should really watch out the move's side hitboxes and also Undyne's other Smash attacks, as while they don't directly get a damage buff, they do get access to terrifying additional effects that can surely not make it easy to be green.
Grab & Throws
Undyne reaches forth her open left hand before shutting it in front of her and then retreating it back. In a rather slow grab with decent reach, if Undyne successfully grabs an opponent, she will pull them towards her as she then holds them in between her chest and her arm, grasping humanoid opponents by their neck in a true choke-hold fashion while just holding characters with non-human body types, like Kirby or Pikachu, by their torso as she flashes a wide grin towards the opponent in her grasp.
Making opponents green can sure help Undyne land a grab, as their diminished dash speed will make them easier to be grabbed, with their increased shield power also going against them in some cases, as their heavier use of shields is also a great weak point against Undyne's mighty grab.
Pummel - Choke Hold
Undyne, with a menacing smile still present, presses her left arm closer towards her chest, tightening her grip with the opponent before rethightening, dealing 3% damage to opponents in an overall medium-to-slow lasting pummel, which Undyne can use around two or even three times before an opponent is released and can still use a few times before throwing an opponent, though it is rather laggy and at times is better to just ignore and straight up use a throw.
Undyne can also use her pummel in conjunction with spear puddles created right before grabbing, which she in this case doesn't even have to angle, as the opponent is already in the area where the spears around Undyne hit, to deal elevated damage with a pummel before she has the chance to throw the opponent, with the spear hits not knocking the opponent due to Undyne holding them tightly, with this tactic, while dificult to pull off, helping Undyne finish opponents quite earlier.
Forward Throw - Spear Stab
Undyne stops the choke holding to grab the opponent tightfully with her left hand as she then throws them a short, fixed, distance forward, only about 1 SBB forward, the throw dealing 4% damage to the opponent, with the opponent being a hitbox as they are launched towards opponents, knocking them horizontally and dealing 8% and KOing them at the 180% mark.
Though a weak throw isn't everything Undyne would dish out at you, no no, as after throwing the opponent, Undyne holds her idle spear at her side, holding it with both hands as she then enters a dynamic pose and stabs the spear in front of her, which coincides with the opponent falling in front of her. As the spear pierces the opponent, it will damage them for 9% damage as they are then knocked away in a horizontal angle, a pretty strong one to boot, as it will KO the opponent at the 140% mark and overall launch the opponent a very good distance.
If Undyne is needing a throw that can land a KO, she won't be dissapointed with this move, if Undyne is needing anything else... she might be dissapointed with this move. While the move is pretty strong in its own right, Undyne can't really follow this move with any other attack, as it won't put the opponent in a favorable position for Undyne to follow up with, the best she can do is Arrow Shot at the distant opponent or even try and FSmash if it's early game enough for it to be able to reach them, though really, if you're going to do that, you have way better options from Undyne's throws. In general, this move has few applications, but what few applications it has, it does exceptionally well, being a pretty darn good KO throw.
Down Throw - Puddle Slam
Undyne once again creates a few spear puddles for an attack, this time forming four puddles below her, though they are in a square formation with two rows, so from a front view one will only see two puddles. After Undyne has formed the puddles, she will then tighten her grip on the opponent as she then jumps 2 SBBs into the air with a mighty smile as she then flips the opponent to be below her as she also goes horizontal, holding the opponent by wrapping each of her arms around each of their arms (or where they would have their arms, if they lack any), as Undyne and the opponent both plummet down towards the puddles.
Once Undyne slams the opponent into the ground, the opponent will receive 4% damage as the puddles then activate, each releasing a spear and damaging the fallen opponent for an additional 6% damage with okay-ish vertical knockback that KO's at the 195% range as Undyne then jumps off of the opponent as they are stabbed, jumping the same distance as her regular jump slightly towards the direction she was facing and being able to act out in the air the moment her jump reaches its apex, making this move pretty good for setting up a combo, as once the move ends, Undyne can already move towards the knocked opponent and follow up the attack, with the opponent not being knocked away too much of a distance most of the time, so you might not even need to use up your double-jump on them and already go for an aerial or USpec.
Back Throw - Fish Suplex
Undyne grabs the opponent by behind by their torso with both arms around them, as if doing a hug. Though Undyne isn't here to hug random strangers and frolick in the fields of friendship, she's here to lay the hurt! With the opponent in her grasp, Undyne then proceeds to bend her whole body back with all her might, to the point where her head is almost touching the ground. The opponent however, not bending as much as Undyne, being held completely upside-down and close to Undyne's head by the time her bending reaches it's apex, from this point, shortly after doing this, Undyne then proceeds to slam the upside-down opponent towards the ground as she then releases them and returns to idle, not turning for the move.
The slam will deal 9% damage to the opponent and will knock them horizontally in the direction backwards to the one Undyne was facing, though the angle has a heavy vertical angle. The throw isn't very potent, but can place opponents in a favorable position for a follow up. The attack is especially nice next to a ledge to follow up with an edgeguard or a gimp.
Like attacks like Pikachu's Back Throw, opponents who are launched by this attack will be knocked facing in the direction they're thrown, which can mess an opponent big time if their upwards recovery is tilted towards the direction they're facing, with some character's powerful attacks that only hit forward also being compromised, and while this is a small detail, it is good to note when one is facing an opponent.
Up Throw - Circle Throw
Undyne holds the opponent by their feet with both her hands as she extends her arms outwards in front of her as she then spins around on the spot, spinning the helpless opponent around in the process, in an animation similar to the Mario Brothers and Pacman's Back Throw, though while they have to spin the opponent around twice, with Dr. Mario needing to do it thrice, Undyne cuts the stalling and throws the opponent after spinning around only one time, and instead of throwing the opponent behind her, throws them directly upwards as she finishes her spin, throwing them by the feet as if they were a pizza mass, or an annoying human with a striped shirt.
Opponents tossed by Undyne will be dealt 11% damage and, as said before, will be thrown directly upwards, with some knockback good enough to setup a juggle. Undyne being able to annoy the thrown opponent from the ground with Arrows, attack them as they fall down, or take matters more directly and beat 'em up in the air. The move isn't bad for killing either, KOing opponents after the 160% mark. The move's knockback scaling isn't too high, so it takes long until it get's too strong to juggle, making it pretty good in that regard.
Aerials
Neutral Aerial - Spear Circle
Undyne faces the camera as she curls all her limbs inwards for a startup as she then recurls and spreads all her limbs to her sides, similarly to the animation Lucas has when doing his Up Smash. As Undyne does so, from behind her model, pop out five spears, each facing outward, which, in a star formation, with one rising from behind Undyne's head, two facing completely horizontally and two facing in a downwards 45 degree angle close to each of Undyne's legs. Undyne will stretch her arms and legs until the spears, which poke in unison, reach their apex, which is about half the reach of Lucas' ZAir, with the spears poking out for the next couple of frames before ending the move.
Opponents hit by one of these spears will receive 9% damage and will be knocked away in the direction the spear was facing, being KO'ed at the 160% mark, which while not too shabby for a move that to characters that are big enough can hit them all around Undyne, though, in true sex kick fashion, the move's damage and knockback gets worse the later the opponent is hit by the move, with an opponent hit right as the move is close to ending receiving 4.5% damage and being knocked with much weaker power, that only KO's at the 240% range.
If Undyne's spears while rising hit the ground, they will get stuck on it at the angle they were originally, one of the fewer spear planting moves that can plant a spear onto a wall, if Undyne manages to get both of her lower spears stuck on the ground, the attack will auto-cancel into Undyne falling into the ground at her usual speed, granting her a spear on each side of her to both be used for defense, and for attacking an opponent with a Smash attack, with Undyne being able to shoot a green opponent down by using a no-lag Forward Smash with the spear planted on the ground.
Like most sex kicks, this move is pretty solid for approaching and spacing opponents away, with it being able to even deal with a green opponent rolling away by using mindgames, as if Undyne tries approaching them from above, they might expect a DAir or a FAir, but by using a NAir, you can hit them right as their roll finishes, with it even dealing with characters who's rolls make them invisible, as it will hit both possible sides they can go.
Forward Aerial - Spear Thrust
Undyne stalls in the air for a moment as she bends her legs back a bit and, holding her spear close enough to its end, proceeding to then thrust her spear forward in a slight downwards angle, with a reach that extends about a crate in front of Undyne. Although the move has fairly quick startup, it suffers some mean ending lag, as after the thrust, Undyne has to push her spear back. The move deals 6% damage if the opponent is hit by the spear's body, knocking them in a small upwards angle that can easily punish Undyne due to the move's ending lag and the fact that she can't hit the opponent much if she's out of jumps, as the only thing Undyne can do is maybe do an Up Special.
The move's coveted sweetspot however, is located in the spear's tip, and will deal 15% damage to opponents while knocking them in a horizontal angle that can KO at 125%. With a pretty quick startup and strong power, this move is awesome for ending combos and finishing the opponent, though one has to be precise with its usage, as its hitbox is rather hard to connect if the opponent is a good distance away from Undyne and in front of her, with Undyne having to put herself in a more elevated area compared to the opponent if she wants to connect the move for an edgeguard, making so this move, like many other sweetspot based moves at Undyne's disposal, needs to be used at the right time.
The strange angle of the move can still be overcome with time and practice, but the real kicker towards the move is its weakness against enemy shields, as, the move, despite being strong, is one of Undyne's least damaging moves towards shields, barely scratching away a shield and leaving an opening for the opponent to attack once Undyne has to cope with the move's ending lag, making this move a real pain against green opponents.
Down Aerial - Downwards Plunge
Undyne pauses for a moment to face the camera and thrust her spear to face downwards as she then holds it below her head, holding it with both hands at its end, curling one of her legs around the spear for a better grip as she then violently plummets directly downwards spear-first, crashing down until Undyne hits the ground (or doesn't). Undyne's spear acts as the obvious hitbox in the move, extending a Kirby away from Undyne.
This move also acts a bit differently than other stall-and-falls in Smash, as on impact with the opponent, instead of a single strong hit, Opponents hit by the falling spear will be pushed along with it by the tip, falling along with Undyne's spear until Undyne hits the ground (or doesn't), receiving 4% damage for every half of a second carried by Undyne and, once the stab ends by landing on the ground, are knocked away vertically, being KO'ed at the 150% mark, which while later than a few other kill-moves, can easily be accomplished if the move is started high enough from the ground, although that in itself is hard to do considering Undyne doesn't have the best jump height.
As Undyne lands the move, she will suffer end-lag worse than even Bowser's DAir, as she has to grab out of the ground her sunken spear, which can leave her much open if she happens to use this move wily-nily. But as risk taking as always, Undyne can do what can be considered the opposite of jump-cancelling, as instead of cancelling a jump with an attack, she can cancel an attack with a jump. How? By jumping as you are suffering ending lag, Undyne will, instead of pulling the spear, use it as an impulse to jump, jumping like normal and even being able to influence her jump as she does so. This comes at a price though, as Undyne will leave her spear behind, leaving it as an obstacle like in her Down Smash and Tilt, with this case not helping much since the opponent will most likely be air bound and Undyne won't be needing to land a Smash attack. This also means that for the first couple of frames into the jump, Undyne has to create a new spear, in the same style and duration as in a Down Tilt, so Undyne can't really immedietly attack the opponent for a follow up, she can however try to space herself out, and of course, ignore the move's landing lag.
This move also has a niche role as an anti-shield measure, as, like Undyne's arrows, Undyne's spear will pierce into green enemy shields, creating a v shaped tear that starts out small but as Undyne continues falling down increases to create a gap that almost splits the enemy's shield in two, while at the same time forcing the enemy and their shield to back off a bit, also of course dealing a couple %s of damage. Undyne will still suffer the move's ending lag, but can also of course cancel out of it and go into a spearless jump, and after a couple of frames is back in action to poke the enemy's shield or just hit the enemy itself through the giant gap in the shield.
Undyne can also use the move's pushing nature to do some Undynecide, as someone who never gives up no matter what to defeat the foe and a hero who takes risk, it is mighty fiting that Undyne can do so, and while Undyne has to connect the spear's hitbox, which isn't very big, with the foe's hurtbox correctly, or else she will just SD, once things like their air-dodge and movement get nerfed by being green, this can become a risky option to finally strike an opponent down. Undyne's horizontal recovery isn't the best so you shouldn't try Undyneciding too far from the ledge, and while her recovery has both a vertical boost, slight horizontal one too, and a wall cling, the move's reach ain't no Balloon Trip, so you might not be able to make it.
Back Aerial - Dropkick
One of the few non-spear attack in Undyne's arsenal, on input, Undyne will slant herself horizontally a bit as she then looks behind her with open arms, bending her legs back for a startup as she then kicks both of her legs behind her with great force before Undyne does a small midair spin to return to her aerial idle. The move's animation is similar to Mario's Back Aerial, although much laggier, suffering from both startup and end lag. The move will deal 16% damage to opponents who are hit by it, dealing the most damage out of all of Undyne's aerials, besides what extent her Down Aerial can reach, knocking opponents in a horizontal angle in the direction behind Undyne, with said opponents being KO'd at the 115%, also the earliest of Undyne's aerials.
As Undyne connects a kick to the opponent, she will use the power of the kick to impulse her 2/3ds of a Battlefield platform forward. During this time she will continue in her slightly layed down position and will spin around in the air until she hits a wall or reaches her apex, meaning that just like her Up Special, Undyne can use this to both edgeguard and make sure she recovers, although with this move one shouldn't use too low in the air, or else they may overshoot themselves and go below the stage. Though this move might be even safer than the USpec since after the initial launch off, Undyne can use her recovery alongside her remaining jumps. Actually connecting the move is another thing though, since it has a laggy start and punishable finish, so if you want this move to connect, you can however make the opponent green to make things easier.
Up Aerial - Spear Drill
Undyne takes on a hunched over position with her knees bent forward as she holds her spear facing upwards as she holds it near the end with the palm of both of her open hands as she then slides both with force, one inwards and one outwards, also moving away from the spear, which at this point is sticking out one Kirby above Undyne, which from the impulse will spin around a couple of times in the air before Undyne snags it back with her right arm and returns to idle.
Opponents hit by the spear will receive multiple nuggets of damage, up to 5 hits if they were struck from the start of the move. Each hit from the spear will deal 2% to the opponent with hitstun, each leading to the other until the spear drill deals a final and sixth hit, which deals 3% damage to the opponent and knocks them away vertically, not killing too early, and KOing later than any other aerial move Undyne has, only KOing at the 200% mark, although this doesn't detract from the fact that the move is still easy to follow with something like a NAir and it in itself is pretty easy to hit at earlier percentages after an Up Tilt or Up Throw.
Final Smash
Undyne the Undying
♫
With the power of the Smash Ball and her sheer DETERMINATION to strike the foe down, Undyne starts lighting a bright light which soon spreads to cover the whole screen. After the light fades off, Undyne is now shown in a new, much more powerful form, Undyne the Undying! Clad in a shining new armor and with her eye patch gone, Undyne mutters a varying frase, like "You're gonna have to try a little harder than THAT!" or "I, Undyne, will strike you down!" as the background music changes to become "Battle Against a True Hero", linked above (this version of the track's opening is shorter and is overall tweaked to fit into the transformation).
After this short intro, Undyne is free to roam in this form! Like many transformation Final Smashes, Undyne's ground and aerial speed, alongside her traction and aerial acceleration are amped up quite a bit, while attack-wise many moves' ending lag is made shorter, while her knockback and attack power are also made stronger. In this form Undyne has 24/7 super-armor, though she can still receive damage in this form, though all this damage will actually help Undyne, as her will to continue living to beat the opponent will cause her to have a Rage-boost comparable to Mega Lucario's aura, with all the damage she receives in this form being shaved off once Undyne returns to her regular form after 9 seconds.
Here's a list of a few tweaks Undyne the Undying has compared to Undyne:
-Green Attacks will have a green shockwave-shaped light shot out from the slash that will act as projectiles and make opponents Green while dealing half the damage as a Green Attack.
-Arrow Shots are much, much faster, always shooting 3 arrows and being able to rapid-shot 9 arrows.
-Undyne the Undying's DSpec, DSmash and FSmash will always have one more spear, so the two latter will naturally create two arrows
-Up Special has much more reach both vertically and horizontally.
-Every aerial move Undyne the Undying has will almost instantly cancel into idle if you fall into the ground mid-attack.
Playstyle
NGAHHH! Spear of Justice!
Undyne, the leader of the Royal Guard, as a character is always willing to strike down evil and never give up while doing so, she's savage and merciless, yet tactical enough to know the best battle strategy and what to do with it, something that has earned her the spot as the hero of the Underground and the leader of their defenses. One of Undyne's most powerful assets is her own DETERMINATION to continue fighting and living on backing her up, something no other monster in the entire Underground has done naturally and which even artificially has failed.
In Smash, Undyne is very much powerful, with various attacks that with the right usage and dedication can become powerful. She is also much prepared defense-wise, with respectable weight that can ensure her to stay on land and only be knocked around at later percentages, with a recovery potencial that can cover both vertical and horizontal distances, and while not the greatest, can adapt to the terrain to better recover. On the other side of the spectrum, Undyne is poor at approaching, especially in the air, with a poorly decided early gameplan potentially putting Undyne in trouble, since the opponent can outmatch her. At the same time, Undyne's attack power, weight and movement potencial aren't really at the extreme sides of the spectrum, so for what archetype Undyne is, she's pretty balanced, even if slightly edged to be heavy and with strong attacks and with weaker movement options. And while this means that Undyne's cons aren't too drastic or make her too weak, it also means that her pros aren't much impressive either, meaning that a good Undyne player needs to dedicate themselves even more to stand out as Undyne.
Now, onto what Undyne can acomplish in the battlefield. As the heroine that never gives up Undyne's moveset generally involves moves that combined should be used to always shower the opponent in attacks and always keep them in their toes, and this doesn't mean always attacking them head-on, as Undyne also has a good long-ranged game, which can make sense considering that despite loving going physical, the game Undyne comes from has plenty of bullet hell segments. Undyne's spears also helps show this long-ranged side of her, as alongside straight up projectiles like her Arrows and Forward Smash, which help cement pressure on the opponent and also deal damage from afar, with the yellow arrows being able to pull opponents into Undyne with its oddball effect. Many of Undyne's spear moves have disjoint hitboxes that can hit from a distance while still putting Undyne in a position that she can easily swoop in, a prominent example being Undyne's Forward Tilt or Forward Aerial, which has crazy reach and can poke enemies from a distance. Still talking about the spears, we can also bring up that plenty of Undyne's moves have sweetspots on their tips, meaning that while playing Undyne, one can't just mindlessly attack, as to hit a satisfying and reward move, they need to connect their sweetspots, which if succesfully connected can help space out or start combo strings, with many other moves having specific hitboxes to connect that one needs to plan to succesfully work, like Undyne's Up Smash's stab, a footstool with an Up Special, or the dreaded Undynecide with Undyne's. This tactical side of Undyne's gameplay also comes into play with some of the traps Undyne can place around, her Down Special spear puddles, for example being able to pressure opponents and be combined with other moves for the opponent to be forced to be hit, while the many moves in Undyne's arsenal that stick spears into the ground are great for creating opening for Undyne to attack, with a notable example being the DAir's spear stab, which while not being too useful for opening or defense, does help by having Undyne act out quickly, with its use alongside Undyne's Forward Smash and Down Smash helping make said attacks flow in better and have a greater chance to hit the opponent.
And of course, we cannot forget Undyne's Green Attack, an attack so important it would be a sin not to talk about it, an attack that makes Undyne more than a cool fish person with spears. So, let's get to the point: making an opponent Green is really important if Undyne actually wants to KO the opponent. Sure, Undyne has plenty of strong moves that can KO opponents at early 100%, but most of them can't be really used safely on a regular opponent, mostly due to startup lag, end lag, or both, so putting an opponent in Green Mode will mostly give Undyne 10 seconds to toy around with the opponent, as they are much more susceptible to be attacked by your ongoing chain of attacks. Undyne's upgraded specials and smashes thanks to green mode give her even more of an upper hand, really putting the opponent in a position where they seem underpowered compared to the mighty Undyne.
Although actually having the opponent be made green can be a toughie, because, as stated before, the attack that causes Green Mode, the Green Attack, isn't really that perfect of an attack, not having too much reach and easily being thwarted by the non-Green opponent shielding or rolling, so at early-game, or even at late-game really, it is a good idea to plan accordingly on how to connect a Green Attack, be it by clever use of attacks or by using it mid or late combo.
Even after that, Undyne still has to deal with the Green opponent, which while much susceptible in its new state, also have a stronger shield game, which can still trouble Undyne, as they can punish a misplaced hit by shielding it and still being able to punish. Thankfully, Undyne has a few moves in her arsenal that can help deal with shields, with her Arrows wittling shields down and various tilts being able to poke enemy shields, and of course, when facing shields one also can't forget the mighty grab. So, if you keep yourself in your toes for shields, beating up a Green Opponent can get easy with practice.
Flavor
Up Taunt: Undyne plants the spear's non-tipped end into the ground behind her as she then points with her other arm heroically towards the sky, like one of those heroes from those human history videos.
Side Taunt: Undyne temporarily plants her spear into the ground as she makes a cup shape with one hand and a fist with the other, beating her fist into her other hand while saying "Ready for more?"
Down Taunt: In a quick taunt, Undyne simply passes her index and middle finger across her neck.
Character Theme: Spear of Justice
Victory Theme: A sample from Spear of Justice
Victory Animation A: Undyne does the same as in her Up Taunt, but with a much more dramatic and lower camera angle, with Undyne's eye releasing a sparkle.
Victory Animation B: Undyne flaunts a couple of floating spears as she mutters "You were toast from the start, punk!"
Victory Animation C: Undyne is shown suplexing an enormous boulder, just because she can.
Home Stage: Waterfall
Kirby Hat: Kirby dons Undyne's red ponytail and an eye patch over his left eye, with his Neutral Special having him slash with a miniature spear to make opponents green.
Alternate Costumes:
-Red and white armor and skin, resembling Papyrus
-Blue hair and armor with white skin, resembling Sans
-Yellow skin and white armor, resembling Dr. Alphys
Undyne's other skins have her don her helmet shown in the playstyle image, the first one having her regular colors, while the other three are similar in color to Undyne's other alts, although the Sans alt has white hair to go with the blue armor and the Alphys skin is replaced with a black and pink Mettaton EX based alt.