Does this fit into the Iron Memer theme this month? If it does, this is my entry.
Big Massif
HOOOOARGH! Da, ist beefiest and mightiest warrior on P'illo Island! Able to crush boulders with a finger, and able to lift a tower with
ONE HAND! Big Massif leads many puny disciples, who follow him in the hopes of becoming as
BEEFY and
MUSCLY as he is! Prepare Smashing Brothers, for Big Massif is here to crush you all!
...In reality, Big Massif, along with his little brother L'il Massif, are tour guides on P'illo Island, who take people up Pajamaja Mountain. They're obsessed with working out and becoming the strongest. Unfortunately, they're fairly cowardly, but are genuinely strong. When Big Massif falls into a never ending sleep, Mario & Luigi must travel to the Dream World to wake him up from his dream of being the strongest there is. This set is mostly based on the dream version of Big Massif.
BEEFY STATS
Weight - 10
Size - 9
Jump - 3
Ground Speed - 3
Air Speed - 5
Fall Speed - 7
BEEFY SPECIALS
Neutral Special - Hooraw Summon
The beefy Big Massif blows an invisible whistle, which causes a group of 5 Hooraws to appear in front of him in a puff of smoke, in a somewhat laggy animation. The Hooraws are about half Big Massif's height, and take up exactly one Stage Builder block of space when summoned. Hooraws are completely stationary, aside from a few moments that we'll get to. One of those moments is when an opponent comes near. As the Hooraws are not as beefy as Big Massif, they will run in the opposite direction that the opponent is coming from like little cowardly cutlets. Hooraws do have one attack on their own, however, which will activate when an opponent gets too close. The Hooraw closest to the opponent will punch the opponent for no knockback and 3% damage. A moist bacon punch, if you will. Like most unbeefy minions, each individual Hooraw can only take around 10% damage each before being KOed in a puff of smoke. Big Massif can only have 4 groups of 5 Hooraws, totalling at 20 Hooraws being on stage at once. Using this attack near a group of Hooraws with missing members will cause said missing members to reappear. They might sound simple at first, but we'll get to the meaty beef at some point.
Side Special - Pillar Punch
Big Massif pulls his beefy arm back, as a large, stone pillar falls from the top of the screen and lands in front of him. As soon as the pillar lands,which does not take that long, as the pillar lands fairly fast, only giving slight lag, Big Massif punches it with his might fist, causing it to fly forward as a beefy projectile. The pillar is very large, about as tall and as wide as Ganondorf, making it somewhat hard to avoid, which you will want to do, since the pillar causes a whopping 14% damage with some serious knockback. Luckily, after only travelling a short 2 Stage Builder blocks, the pillar will hit the ground and break into many pieces of pork cutlet. Also of note is that the pillar cannot beused to gimp opponents off stage, as the pillar will be punched as soon as it reaches Big Massif's front.
If Big Massif punches the pillar into a group of Hooraws, the tiny cutlets will grab the pillar and throw it in a different direction. This direction can be determined by moving the control stick in a direction while the Hooraws are picking it up. They throw the pillar in that direction, but unlike Big Massif's punch, the pillar now obeys gravity, as it will start falling after flying for a bit. The surprising thing is, the pillar's damage actually increases 1.5 times after being thrown by the Hooraws, but the knockback does not.
Up Special - Ultra Beef Ascent
Big Massif leaps into the air, turning into a big swirling ball of pure beef. This is a somewhat decent recovery as it boosts Big Massif upwards around 2 Stage Builder blocks high at an upward arch, and it causes 5 hits of 2% damage if it hits an opponent from the start, maxing out at 10% damage with decent upward knockback. Once the move has finished, Big Massif will enter a unique prone animation, where he will remain in a ball shape until he hits the ground. This does nothing to opponents, but if Big Massif lands on a group of Hooraws while in this prone, they will pick him up, and throw him to the other nearest group of Hooraws, who will then throw Big Massif to the next group, etc. Big Massif can only be thrown by the Hooraws up to 4 times, with the final throw being aimed at the nearest opponent. Each group of Hooraws only gets one chance to throw, so the throw at the opponent can also be performed once all groups on stage have throw. During this time, Big Massif turns back into an active hitbox, and moves at incredibly fast speeds while being thrown. The damage is also beefed up, going up to 15% damage for the first two throws, and 20% damage on the last two throws. Pretty beefy, huh?
Down Special - Tower of Hoo
Big Massif lets out another whistle, causing all groups of Hooraws on the stage to either run towards him, or if there's an obstacle in their path, teleport to him in a puff of smoke. As soon as they reach him, they will jump on top of each other, creating a tower of Hooraws that is 1 Stage Builder block wide and can end up twice as tall as Ganondorf. Once the tower is created, Big Massif will jump up on top of it as well, creating a giant tower of pure beefiness. While the tower is formed, Big Massif can control it, and it can do things that a normal character could, such as moving and jumping. However, these have unique characteristics to them as well. Moving will cause the tower to lean slightly, as you'd expect a tower of people to, and moving too fast or standing on the edge of a platform will cause the tower to topple over and stun Big Massif and instantly kill all the Hooraws, or worse, KO Big Massif himself. This seems like a big punishment for a little mistake, but it can be avoided, as the tower will enter an animation before it is about to tip over. During this animation you can control Big Massif, and tilt the tower back to equalibrity. The tower moves slowly, so tipping over due to speed is hard to pull off, but is still possible.
Jumping is another story, however. The tower's jump is very, very weak, as it will barely make it just above one Kirby in height, but the landing will create two large shockwaves, each going the opposite direction. These shockwaves are about as tall as Kirby, and travel at the speed of a medium sized Hothead, and cause 15% damage and decent knockback. They can travel the entire stage, going over walls and such before they meet back in the middle, where they create a beefy explosion that's about the size of a Bob-Omb explosion, and causes 17% damage. Big Massif can create as many of these shockwaves as he wants, meaning he can litter the stage with pure damage and beefy chaos.
The tower has two downsides, the first being that it can only be used for 8 seconds, and once those 8 seconds are up, all the Hooraws used in the move will be destroyed. This can be prevented by using the input again, which will cause the Hooraws to disband and separate into groups again. The second downside is obvious: The tower is very, very large, making it an easy target. In this form, Hooraws can only take 1% damage, and can be instantly destroyed. The resulting destruction can cause an imbalance in the tower, which can also cause the tipping effect mentioned earlier, but this will make it even worse. For example, having only one Hooraw in one of the middle layers will result in you tipping every time you move. This is unavoidable, and if you end up like that, it is better to cancel out.
BEEFY STANDARDS
Jab - Beef Punch
Big Massif winds his fist back and lets forward a big, beefy punch. This is surprisingly laggy for a jab, and has almost pitiful range to it, but it causes 12% damage with good knockback. Like most of the moves we'll be seeing, this punch can interact with the Hooraws. In this case, hitting a Hooraw with the punch will cause it to go flying forward about 1.5 Stage Builder blocks, turning it into a meaty projectile. In this state the Hooraw will cause 8% damage and somewhat decent knockback. When the Hooraw lands, it will be separated from it's group and scared, and will run back to it's group as fas as it can. An important thing to note is that, when Hooraws are used like this, they can only take 5 of Big Massif's attacks before they die and Big Massif has to bring them back.
Forward Tilt - Headbeef
Big Massif leans back, and then releases a beefy headbutt to the opponent in front of him. The headbutt, like the punch, has short range, but is comparably even worse. It even does less damage, only 8% damage, a cutlet slice compared to the Jab. However, it does do better knockback, and has a bit of a downward hitbox, making it decent for offstage hits. If the headbutt hits a Hooraw, it will cause the hit Hooraw to bounce off the ground and into the air, where it becomes another meaty projectile, this one only causing 6% damage. Like the Jab, the lost Hooraw will head back toward it's separated group.
Up Tilt - Beef Flip
Big Massif tenses up, does a short hop, and then performs a kickflip. A kickflip on the ground!? How beefy! Yes, this is by far one of Big Massif's most ranged standards, due to his entire body turning into a hitbox for the brief time the attack is activated. It causes 7% damage, with decent upward knockback. Using the kickflip on a Hooraw will cause it to go flying upward at an arch, before falling down to the ground. During this time, the Hooraw becomes a projectile that causes 5% damage. The Beef Flip is very useful when used in the middle of a group of Hooraws, as that will cause all 5 Hooraws to be flung upward, each going at a different arching direction, creating pure chaos in the air.
Down Tilt - Beef Stomp
Big Massif raises one of his meaty eyebrows, and then stomps down on the ground with his mighty, beefy foot. The opening causes some minor lag, but it also has some fairly bad ending lag as well. This is actually an AoE attack, as it creates a small shockwave that extends 1/3rd of a Stage Builder block away from Big Massif. Due to this beefy stomp's earth wake- I mean, earth
SHAKING abilities, it causes the hit opponents to trip, which only lasts a brief moment before they get back up. However, if the move is used directly in front of an opponent, and I mean directly in front, like the foot has to be touching the opponent's model, he will actually cause the opponent to become pitfalled, which lasts longer than the trip but not as long as a normal pitfall. Also, the move's tripping effect cannot be repeated, as unbeefy as that is, but it's for balance. Also the shockwave causes 9% damage without knockback, and 13% damage if the pitfalling part hits.
Oh yeah, the Hooraws! Those are... important. They may be small cutlets, but this move can make them beefy, somewhat. If the shockwave hits a Hooraw, it will... cause them to launch into the air? Only a little bit however, like about half a Stage Builder block in the air. They even hover a bit, hanging in the air for around half a second. Due to their low launch, they only cause 7% damage on contact while in the air, and very little knockback. However, if the beefy pitfalling foot of Big Massif hits a Hooraw, it will cause them to be... stuck in the ground. But, after 1/3rd of a second, they will spring out of the ground, launching nearly 4 Stage Builder blocks into the air at incredibly fast speeds. These beefy launchers only hang out in the air for a moment before falling back down. They also cause 14% damage with decent knockback while launching upward.
Dash Attack - Beef Rush
Big Massif sticks his shoulder out, and then rushes forward, like a charging pork beast. The animation is similar to what Wario would do if he had his charge attack in Smash Bros. Massif's arm enlarges during this move as well, making the relatively small hitbox much larger. Like most dash attacks, the charge only lasts a short time... if you simply press the button, that is. If the button is held, Big Massif will charge for as long as it is held, and will not stop until he hits something, or runs off a cliff. This move also increases Big Massif's ground speed, making him even faster than his dash while using it. The move has serious ending lag however, as Big Massif skids forward about 1/4th of a Stage Builder block forward. If the charge hits an opponent, than the opponent will suffer decent upward knockback, and 10% damage.
This attack is most useful when charging through a group of Hooraws, however, as it will cause them to be launched over Big Massif's head and fly backwards in an arcing path, about 1 Stage Builder block away from where they were hit. If they miss an opponent, they will get stuck in the ground when they land and be unusable for around a 1/3rd of a second (You're probably too busy charging at this point, however). If they do manage to hit an opponent while in the air, they will cause some great upward knockback, and cause 12% damage. However, if an opponent finds themselves with 5 Hooraws coming towards them, they will be glad to find out that it will still only cause 12% damage, due to invincibility to them after being hit by one.
BEEFY SMASHES
Forward Smash - Beefy Demands
Big Massif pulls his beefy arm back, and then quickly launches it forward, making a loud whistle noise as it does. The move has pitiful range, due to how short Big Massif's arms are, but because of that, this move packs a wallop if it hits, doing 18% damage uncharged, and 25% damage when fully charged, both of them doing great forward knockback.
Now, this attack isn't what you'd call a killing move, even with it's good strength. This move is mainly used for one thing: Commanding your Hooraws. What, you didn't think they would just stand there the entire set did you? NO! Big Massif can actually control any set of Hooraws on the platform he is currently standing on with this move. The actual control is fairly limited, as it simply causes the Hooraw groups to start running back and forth across the platform at a relatively fast speed (Faster than Big Massif's run, that is), but it works well. The Hooraws will only run for around 7 or 10 seconds, depending on the charge, before stopping. This will reset their default positions, and separated Hooraws will now run back to the place they stopped on.
Now, if the Hooraws run into an opponent while this is going on, they will unleash their
SOMEWHAT MEATY ATTACK on them. This basically consists of all 5 Hooraws beating up the opponent in a cartoonish ball of dust, before spitting them out in a random direction with great force. Despite technically stunning the opponent during this onslaught, the attack barely lasts 2/3rds of a second before spitting the opponent out. This attack causes 14% damage, with really good knockback at moderately high percentages. Once a group of Hooraws uses the attack, this will cause them to stop where they are, which acts much like the timer running out. Also, if you manage to hit a group of Hooraws with any attack while they are running, this will cause them to run away back to their original position in fright, but this requires timing.
Up Smash - Jumping Beef
Big Massif lowers his arms, and then quickly raises them, in an animation similar to R.O.B.'s USmash, except this move creates a loud whistle sound, much like Massif's forward smash. Like the FSmash, this does not have a lot of range to it, but it is a bit meatier than it, in that the reach is slightly better, and has more of a focused area above his head. Also like the FSmash is the attack's level of damage, causing 17% damage uncharged, and 24% damage when fully charged. It also has very good upward knockback.
These connections are pretty beefy, so here's another one! Using this move will cause all the Hooraws on the platform that Big Massif is standing on to start... jumping forward. With more detail, this causes the Hooraws to jump about half a Stage Builder block upward, spinning in a clockwise/anti-clockwise (Depend on if they're facing left or right) as they do. They travel forward about 1 Stage Builder block, and will continue doing so until they reach a cliff. If they reach a cliff that is less than 1 Stage Builder blocks away, they will instead turn around and continue jumping. Instead of a timer to measure how long this goes on for, it is instead relegated to how many times they jump, which totals in at 5 or 7, depending on the charge, and will take around 10 or 14 full seconds to complete, due to minor starting lag before each jump. Like the FSmash, once the attack is finished, their new starting point will be where they landed after the last jump.
During their brief time in the air, the Hooraws act as living projectiles. Their spin is the main point of the hitbox, as it causes 12% damage if they manage to hit an opponent during it. Like the FSmash, it is entirely possible, and actually even easier, to knock out, due to the brief lag between the jumps, and their relatively slow speed.
Down Smash - Muscle Meat
Big Massif tenses up while charging, and then strikes a
BEAUTIFUL, MEATY POSE, flexing his arms on both sides of himself, revealing his muscles, and also causing a loud whistling sound. Like his other Smashes, this has very little range to it, reaching out even less than his FSmash. However, this is by far his most powerful Smash, doing 19% damage when uncharged, and 26% damage when fully charged, and does good downward knockback. The move has very bad start and end lag, due to Massif trying to show off.
Like the other Smashes, this attack interacts with the Hooraws, but in a much different way. When used, every group of Hooraws will be inspired by Big Massif's raging muscle meats, turning them red, giving them angry faces, and increasing every single attack they can use, including their living projectile attacks, by x1.5, and even boosting their knockback by a bit.
BEEFTASTIC! Of course, there are a few downsides, like the boost only lasting 5 seconds, but it can be stacked up to 20 seconds. The other downside is that, whenever a Hooraw is hit, they will instantly revert back to normal. The last downside is that, if Big Massif is hit during the attack, this will also revert every Hooraw back to normal, so be careful.
BEEFY AERIALS
Nuetral Aerial - FLEXING IN THE AIR
As the name says, Big Massif FLEXES IN THE AIR in an incredibly beefy way, specifically, he flexes his right (Or left, depends on which way he's facing) arm, causing a minor shockwave effect around him due to his beefiness. This shockwave causes a relatively low 10%, and barely any knockback, and has some relatively bad end lag, but this is because attacking is not really what this move is for, instead, it's for interacting with the Hooraws.
If the attack is used within 1.5 Stage Builder blocks away from a Hooraw, this will cause them to run towards Big Massif in an instant, and then latch onto him, in a clear sign of admiration. This is a minor detriment to Big Massif, as this increases his weight by .5, and decreases his jump height and speed by .5. Big Massif can have a total of 5 Hooraws hanging onto him at a time, and if they still cling to him by the time he hits the ground, the Hooraws will still cling on to him, still decreasing his speed. You can use any attack to knock them off of yourself, returning to normal stats. So, if this does nothing but cause unbeefy status ailments to Massif, why use it? You'll see in a second.
Forward Aerial - Beef Missile
While this may seem unrelated to the name, Big Massif swings his arm forward and downward in a rather hefty and slow animation that will most likely take a good part of his jump in order to finish. It also has a dreadful range, similar to the FSmash. It may move slow, and it doesn't have much range, but this attack is
BEEFY, causing 15% damage and some decent knockback to boost it up.
So, what happens if you use this move while having some Hooraws attached to you? Big Massif will throw them, of course! This turns them into projectiles that fly forward 1.5 Stage Builder blocks at a rather fast speed, and does 17% damage on contact, also with decent knockback. Of course, that sentence above only describes ONE Hooraw, but Massif, being the meaty beefcake he is, can throw
ALL 5 HOORAWS AT ONCE! The closest thing I can compare it to is the Spread Shot power up from Contra, as all 5 Hooraws fly forward in five diferent directions in front of Big Massif. Of course, the downside here is that the two of them that are facing downward won't go very far, due to Big Massif's low jump at that point. And just to be clear, Big Massif, for all of these aerials, will automatically throw however many Hooraws he has clinging to him. Spoilers.
Up Aerial - Beef-Nado 3: Not Again!
Big Massif spins around like a tornado, specifically like with the Spin Jump technique seen in his own game. He can do this on his own!?
BEEFY! This attack is neither cutlets, nor a full meat-fest, but somewhere in the middle, as it has rather lackluster range, but does a decent 14% damage with decent upwards knockback. Also notable is that it slightly boosts Big Massif upwards a bit, but this only happens once in midair.
Now, with some Hooraws clinging onto you, this move gets a bit more interesting, even if it is a bit more simple than others. Using the move will cause the clinging Hooraws to cling onto Massif with their little cutlet arms, spinning around as he does, increasing the overall range of the move, boosting the damage to 17% damage, and causing Big Massif to be boosted a bit higher into the air. The more Hooraws clinging, the bigger the boost, with the full height being one full Stage Builder block. Once the move is finished, every Hooraw will be thrown from Big Massif, all in random directions, and each doing 9% damage and lack luster knockback.
Back Aerial - Beef Knuckle
Big Massif puts both of his weird... flipper hands together, and then slams it backwards. This move only does 10% damage, and has almost pitiful range, but boy, it has a BEEFY amount of knockback, being able to KO at around, like, 120% on a middle weight character. Not very interesting, but
VERY POWER-BEEF!
Of course, this attack also has some added kick to it if you have some Hooraws clinging to you. Using this move will cause all of the Hooraws form into a ball around Massif's fist, slightly increasing the range with each Hooraw, and bosting the damage of the attack to a maximum of 18%, making it incredibly powerful. the maximum size of the fist is around the size of a Party Ball. Once the fist passes the area where it's hitbox is, Big massif will throw it, turning it into a projectile that does 2 to 10% damage, depending on how big it is, and travels about a Stage Builder block before falling downwards.
Down Aerial - Cannon-Beef
In a classic example of a heavyweight displaying his beef, Big Massif performs a rather simple ground pound attack. It's fairly simple on its own, with Big Massif rushing towards the ground at a fairly fast speed, before slamming into the ground, or another player, and yes, this move acts as a Meteor Smash. The slam causes 16% damage and, of course, great downward knockback, like most beefy Meteor Smashes.
This attack is even beefier with Hooraws attached, as the more Hooraws you have clinging to you, the faster the ground pound will travel, eventually becoming an instantaneous travel from air to ground with all five, making it even harder to avoid. Once you hit the ground however, all the Hooraws attached to you will fly upwards in random arcs, becoming rather slow projectiles that cause 7% damage each.
BEEFY GRAB GAME
Grab & Pummel - Beef Sandwich
This grab is basically exactly what it sounds like, Big Massif wraps his beefy arms around his opponent, in a type of bear hug. It has very short range when compared to most grabs, and is fairly slow. The pummel has Big Massif tightly squeeze the trapped opponent with his meaty arms, causing 2% damage.
This grab not only works on opponents, but also on... Hooraws? Why would you want to grab them!? Simple! Using a throw on a Hooraw will cause Big massif to use the throw inputted, turning the thrown Hooraw into a
BEEFY PROJECTILE that causes the same damage as the throw used, with better knockback as well.
Forward Throw - Beef Chuck
Big Massif lifts the grappled opponent over his head (
NO MATTER HOW LARGE THEY ARE) and throws them forward. This attack has very good knockback, and causes 9% damage to the thrown opponent. A Hooraw thrown like this will have a set trajectory, traveling 2.5 Stage Builder blocks forward before landing.
Up Throw - Beef Lift
Big Massif lifts the opponent over his head with both hands, looking like he's struggling as he does so, and then throws the opponent upward into the air. This attack has good upward knockback and does 7% damage. Hooraws affected by this throw will become spinning projectiles that travel upwards 2.5 Stage Builder blocks, before crashing back into the ground at relatively high speeds.
Back Throw - Beef Suplex
Big Massif lifts the grabbed opponent over his head -
ARMS FIRST! He then slams the opponent into the ground with a beefy suplex, causing them to launch into the air, causing decent knockback and dealing 10% damage. A suplexed Hooraw will fly off in an arc, flying 2.5 Stage Builder blocks forward and dealing pretty hard knockback.
Down Throw - Beef Drop
Big Massif drops the opponent to the ground, putting them into prone, and then jumps up and performs a
BEEFY ELBOW DROP, right into the opponent. This causes very little knockback, due to it being aimed directly at the ground, but it causes a rather good 9% damage to the opponent. If used on a Hooraw, however, this changes it up slightly, as once the elbow drop hits, the Hooraw will be shot forward across the ground, traveling around 3 Stage Builder blocks forward before stopping.
FINAL BEEF - BEEF LORDS
BIG MASSIF HAS THE SMASH BALL! Glowing with the beefiness of a thousand warriors, Big Massif summons up 4 large, stone statues of ancient Hooski warriors, each appearing in the background. This
BEEFS UP Big Massif, boosting all of his attacks by 2x, and allowing him to summon
HUNDREDS OF HOORAWS AT ONCE, dropping from the sky in swarms. This is fairly simple, Hooraws fall from the top of the screen at a constant rate, and then run forward in a random direction until they fall of the stage into the blast zone. Each Hooraw causes 1% damage, but the shear amount of them will most likely end up causing 40-50% damage. It causes no knockback, however. The stream of Hooraws only lasts about 7 seconds, but they fall in incredibly quickly, with at least ten per half second.