Make Your Move 18 - Top Fifty Is Posted!

Smash Daddy

Smash Master
Apr 29, 2007
K Rool Avenue
Tiers Explanation:
10: Largely this reflects Warlord and FA's 10s as my personal favourite set. It’s unlikely this will happen and I will give some leeway if the set would be in my top 5.
9: Sets I would consider excellent. Examples include Father Cornello, Vector or Judge Nemo.
8: Great sets that are guaranteed to get a super vote if they are in a high enough position.
7: Very good sets go here, while not polished enough to be considered great.
6: Good sets. Here is where the flawed stuff may start to creep in but there’s enough good to make it overall a solid like.
5: This is between good and bad, basically average or sets I’m not sure I like or dislike.
4: Bad outweighs good and I dislike the set.
3: The problems are bad enough it spoils any good qualities.
2: The sets at this point have so many issues that it's irredeemable.
1: At this level, the set is not only terrible on every level, but is uniquely bad either for the lack of effort or sheer awfulness of the concept or execution.


After a short time has passed I grew to realise this set is one of my favourites that Warlord has created over the recent years because of its great ideas and execution. It’s a reflective set that brings together all kinds of Warlordian concepts: food, terraforming, super speed (in a sense) and I love the hilarious shots taken at the Sonic franchise. There’s almost nothing I can point out that I don’t just love in this set and the closest thing are parts Warlord had to add later.

Old Rankcom: Great expansion on the concept of Pac-Man's Fruit becoming food items, getting a ton of mileage out of them as weapons and as buffs. The characterization is top tier, going for a full mockery of Sonic and glorifying the character, a well of comedy that is too deep to run out. Manages to iron out any balance issues with the terraforming it has while keeping the fun elements and has few moves to nitpick. Great fun to read, and the tier list is a tasty dessert.


This is another set that ages well after considering how low potential and well executed it is in the vacuum of Dark Souls. It’s very creative using what little it has and it’s very impressive how it manages to get such a defined duelist playstyle that fits the character this well. It’s not an easy character or playstyle to construct, and it’s clearly thought out.

Old Rankcom: Fun and imaginative set based on trying to duel the foe by limiting their dodging options. Artorias gets in on it himself by buffing and nerfing himself at the same time to go all in, and rewards the player for this risk, giving it a high skill ceiling. The simple animations don't naturally lend themselves to exciting moves, but the playstyle comes out very well, much greater than the sum of its part. It can be a little dull at times. The set's style doesn't allow for a lot of creativity, but makes up for it in cleverness.

Interesting take on a boss character and the Kinnikuman villains, refreshing when there have been no bosses in a long time. Fun synergy between the various summoned characters and a visceral feeling to how the set is executed, giving very measured spotlight to all the characters without having any that stand out as under or overused. It does have some under-elaborated on concepts in the smash orbs and Black Hole's special and the minion spam is a pretty blunt way to balance a boss.

Experimental projectile manipulation set that has a great base and the right amount of ingenuity choosing what projectiles to use, on the verge of not working due to the sheer scale of these interactions, but kept together by some of Kat's best balancing in recent memory. This has some of Kat’s greatest aerials in recent memory. It’s more than a little chaotic and all, but restrained and milks plenty of fun out of the projectiles.

The set is not the most exciting concept and got put artificially high because of a great execution, but has some balance stuff I don’t approve that highly. The infinite stacking of the bleeding still gets to me after this long as I don’t’ get why it’s there other than to be purposefully obtuse. The aerials aren’t the greatest. The way that blood appears I also always found a bit too whimsical as a floating collectible when the set is so hardcore, creating a slight visual disconnect. Great but not perfect.

Old Rankcom: The best example I can think of for a bleeding effect focus in a set and lots of clever little applications of it throughout the set, as well as getting all potential possible out of a fairly generic character. The quality is very consistent throughout the set and there are no moves that I'd say are flawed. Creates a fun mechanic fighting over the meat and is well balanced. The infinitely stacking buffs would get silly in a very long match, but it's not fair to dock too many points when it's not remotely viable.


A set of two halves: a very dull and perfunctory beginning and a very creative grab and aerials, that don't always mesh together, but when they do it's excellent. Fun balancing concept by limiting the plants that can be summoned, and at least tries to make all the attacks relevant, if not always successful. The grab game raises this set hugely by introducing a bunch of fun concepts to the rest of the plants. A bit questionable if the later sections get too creative, but I still think they're quality moves.

It has been said plenty of times already that the Gluth changes are a massive improvement and I can only echo that praise. The zombies are integrated far more naturally into the playstyle and Gluth’s weirder aspects are reduced, besides some specifics like the Decimate. The new additions to forward smash and the new moves are all very welcome additions to the set.

Old Rankcom:The early concept of the zombie chows is fun and putting them in pits is just as fun, but then the set largely focuses on other aspects that just aren't as interesting, with some wacky logic on moves such as decimate. The slopes are an interesting addition on a smash, and are decent, but this is stuff that's been done many times already and feels a bit wasteful along with the way the chows aren't utilized.

Bold moveset where the character creates a gigantic mountain then focuses the set around that, surprisingly well balanced. Some of the moves feel very desperate to capitalize on the mountain without much regard for their fair amount of redundancy and awkward input placement. While it is very fun, it's probably not as exciting as you'd expect based off the mountain part.

A fresh playstyle idea of using mass multipliers on weaker moves to make them relevant when used in certain situations. This is like a combination of many sets in the past that would focus on one or two of these elements like backstabbing and headshots, which by themselves don't have much potential, but when put together like this create their own playstyle. Some moves are a bit redundant or shallow compared to others, but overall this was a surprisingly fun and original concept.

Hard to see a much better remix of Link after all the criticism was taken into account, every move has a fun concept attached to it, and the melee moves are given a fun double hit mechanic. The set never oversteps its boundaries and is a realistic, if exhaustive set for Link that draws from all the right places, a huge improvement over Ganon 2.0 from last contest, as it all manages to feel cohesive. That said, the set is not very exciting from a conceptual standpoint and the playstyle doesn't achieve anything new for Link.

A great mechanic in Duel, fun minions and great characterisation. After the changes, the horse seems fine, but the horse attacks and some of the moves seem superfluous to the playstyle. On the other hand, this set has a great grab game that only further cements the great characterisation with the minions and does a decent job playing into the duels at the same time.

Unique balance that I've not seen much of before, the idea of a character too strong for their own good is not one I've seen before and it's very interesting, the concepts are a fun combination with that playstyle. The animations are all well characterized and fitting, the balancing factor of slowness and awkwardness is also great for both character and balance. There's nothing really holding it together besides these elements, like new concepts, but it's a worthwhile experiment.

Fun take on the idea of teleportation and another duelist in the same vein as Artorias. This set is the best execution I've seen of a MOBA character when it comes to using the buyable items for potential that make sense for the character and has a lot of fun, logical moves making use of the shield's HP. Other moves are not as logical, using up shield HP when other moves in the section don't, just because. You'd have to read up on the character or play him a lot to figure it all out without any visual indicator.


I was overly harsh on this set before as you may notice in my old rankcom, it does have a good purpose with the dual-wielding set and it’s actually kind of clever how it doesn’t go for big changes between the two and instead focuses on smaller differences. The edits to the set have improved it in minor ways to help give ease the flux between the sword styles and added some substance to the rock form

Old Rankcom: This set does a good job of selling the character's unique aspects, putting a focus on two styles, once closer to fencing and one using a massive sword for more power but less speed. This is not a necessary mechanic though as a lot of the moves are pretty similar, and the differences aren't very big between the two at times. The set also gets pretty boring by the end as you have to read two movesets past the specials and would've been better served if it was edited down.


As you said you may ever revisit this set I will address all the specific complaints to best of my memory. The special that creates mist requires too much commitment, meaning you spend most of match charging an infinite charge move, and has an annoying mind game attached to boot when summoning dupes. Should be reworked to have summoned dupe create mist and/or not involve a frustrating mindgame in the core move of the set. The throws have plenty of potential to do interesting stuff but I honestly find it fairly confusing exactly what the point is of most of them, could easily be given more purpose. They read as fairly phoned in like the original Kristoph throws awkwardly making the foe carry a letter bomb, obviously in a different way.

The up special where he surfs on his bat wings isn’t brought up ever again and his aerials are fairly filler. The up smash could easily be a special instead and do more unique interactions of its own. The projectile forward smash is fairly redundant after you had a special dedicated to a projectile already. Considering this character you probably have plenty of ideas to just directly add to the set for new moves and that would be a good idea, just make some space because if you go back and reread a lot of what’s here is not the greatest material.

Old Rankcom: Very fun characterization, and with the new fixes to the specials it works fine. The set goes through the usual motions you'd expect in a projectile manipulation set. Far too many moves exist purely for the sake of being buffed from awkward/underpowered to usable/overpowered, especially in the aerials. Others exist for a shallow reason such as having a sweetspot or being another projectile to manipulate. The early game of this character is a massive chore for the player, just so they can not play a bottom tier character.

The set's as chock full of effects and depth as Zer0 if not more, every section has a gimmick to it to try and make it interesting and relevant. The set is largely good but runs out of steam at the end after going over many, many effects that come into play earlier in the set. Whereas in Zer0 these were a key element of the balance and playstyle, here they aren't as interconnected. Deathtrap also could've been used outside of the specials.

This was improved from the point it was just memetic with the balance, but still comes off as fairly weirdly balanced. Nonetheless, there's a certain risk-reward here that's fun, linking the playstyle together by forcing the player now to use up their motor drive stacks or lose them over time. There are some pretty OP moves still, such as the disjointed back aerial hitbox and the neutral special is still way too powerful at its max, the DK punch is not a move that's UP enough that you can make it 3x as powerful and it's not broken.

A fun little set based around momentum-based water and ice mechanics. The logic of some of the moves is a bit weird with Piplup stomping to make cracks in ice and the ability to use ice attacks on Piplup isn't a perfect fit. Piplup borrows heavily from Pikachu and doesn't have that much of its own identity when you get down to brass tacks. It's a mish-mash of mechanics and playstyle without much of a character, coming off as fairly Pikachu lite due to the aforementioned borrowed animations.

A very simple terraforming set that focuses on ground combat and rushdown, while having some flair with the way sand works as an ammo bank for the smashes. Let down a little bit by the aerials and standards, with a fairly average grab game, but ends up fairly good.

This set in no way is Paper Mario with the way it uses partners, and uses them in a ironically fitting way if you see it as a metaphor for how Paper Mario treats the idea of partners in the new games. I did find some fun in the interactions, even if they aren't too well balanced, and I thought the set was not bad if you viewed it as Sticker Star or Paper Jam Mario instead. The set would probably be better if the partners were outright removed to focus more on what the set does well, the interactions and mechanics.

Archetypal x-spreading playstyle that spreads the different status effect pollens around. The effects themselves are nothing to write home about, but this is one of the best executed of the archetype, detracting little from gameplay as Riki casually moves around the pollen. It's let down by down special and smashes, the former should just be replaced entirely.

Very fun characterisation and concepts of swinging around a tree on a vine. The focus on aerial momentum and mobility off the tree is nice but not as pronounced as it could be in this set. It instead focuses on how the tree can be used to zone or stage control in less exciting ways than Villager's tree. It uproots a massive tree and knocks it into the battle plane with a weak smash that looks about as powerful as Ike's ftilt. The solid/not solid nature of the tree and branches also make no sense.

Decent application of the bazooka and redirecting the bullet bills and minions in a very, very straightforward way. There's some odd stuff in the grab game where Roy just picks up stuff and shoves it into his bazooka that is extremely simplistic, picking up Koopas then firing them out and throwing timer bombs into the mix too. It gets extremely redundant later but is at least self aware of this flaw enough that it's not the worst.


Does all you'd expect on an Excite Biker set, revving up, going fast and doing show off type moves on the bike as attacks. It's not all cohesive however and it doesn't have a particularly strong playstyle. The ideas are obviously not very original either, and Excite Biker is not the most exciting conduit, ending up feeling fairly bland, if not doing anything hugely wrong.

This set's a fun minion set but has an incredibly difficult writing style that is pretty unfortunate, making it a hugely stifling read. The way the dummies work with the projectiles is nothing if not fun for the character at least, and while I'd say Undyne is the superior set, this one's almost a complete opposite for concepts and playstyle which is fun to see. It does get redundant later on and that obviously doesn't help with the reading either.

This set has great characterisation, but the balance makes certain moves pretty much unusable. It's a shame as it has a very fun idea with the spears, but this is one case in this movement where the characterization gets too carried away, making the set not viable. Could be worth a revisit to redo the balance and put more focus on the spears, without limiting it as much.

Good idea focusing on counter-play against projectile users, but ultimately it comes across as more of a hard counter without much else of a focus. Chesnaught comes across pretty unfocused besides that and has an odd focus on punching moves with the lanky body, rather than being defensive, reserving his defensive ire for the projectile characters solely. The set loves to get into the minutia of moves like the punches and I didn't find it particularly interesting or relevant.

Straightforward set based on very simple concept of a super attack and incredibly simple mechanics. The set is so simple but doesn't get all that much out of some of the concepts, like the idea of a save point for the purposes of suicidal gimps or combos would seem obvious. It also could've done with a look at Cloud's set in Smash 4 and how it handles Limit Break, which is a lot more intuitive.

The minions are fun enough, and the way they're controlled is fairly unique, but a set like this that limits the minions mostly to a single special should do more with them besides changing their position slightly. They're more of a trap than a minion, not a whole lot more complex in application than the Mechakoopa, and may actually be more shallow. Honchkrow himself has some tacky moves in the specials and I wasn't a fan of the writing style, though it was a good attempt.

An ambitious set that has tons of effects and spells included, but gets so boring it's intolerable in some inputs, because the differences are so technical and irrelevant to the playstyle. It's got a fun mechanic in the specials with the way the spells can be applied to Melia's defences, and does have some depth there, but it's way too complex by the time it gets to the grab and there's not enough payoff.


The focus on the Rock Cubes is not played out much beyond the neutral special and instead the main concept is some rushdown that doesn't seem particularly cohesive. Big fixes were made to the balance and specials, ultimately it just needs to be more compacted. There are a few good if simple ideas here, they just need to be better executed. Improvements have been made and may ever vote for this set if it grows on me over time.

A set with a lot of interesting ideas, I am not completely opposed to chance mechanics when done in this way, and the balance is kept under control for the most part. The way that the main mechanics work seem very OOC, Togekiss is camping in this wish area, while chucking rocks. When this thing is meant to be elegant or otherworldly, he sure acts like a jerk. The way it interprets Wish, Ancient Power and Serene Grace are too direct, the character should be put before the mechanics.

The set has fun ideas with the way it works, getting less powerful the more damage you take, but that's pretty much the entire set. There's very little actually done with the concept and the last half of the set is very boring. It has some really bad moves later too that should just be redone, such as the up aerial. The mechanic needs the set less than the set needs the mechanic.

Good improvements from the original version, and the way the mechanic works is not as unfun as it was, but still the set lacks in much in the way of fun concepts, mostly resorting to generic bat swings and little else, not focusing much on the sliding or other field actions of a baseball player. The focus on a batter could be better if mixed in with more projectiles, but the baseballs actively disappear sooner. It probably would need to do more projectile counter play for me to like it more.

The time travel in this set is fairly backwards from what it should be, healing the foe and punishing Ekko so that he can basically reset scenarios where he was the big loser, seeming very frustrating to play against and getting into the dumb kinds of risky for the Ekko player. The payoff is basically two Chronospheres, which is very underwhelming. I did like some of what is done later, almost to the point of it being salvaged, but I can't get over how bad the time travel is and the after image combos seem OP.


I can’t be the only one tired of Bionichute’s sets that barely try and recycle the same mechanics of building up the mechanic to buff a move’s power generically without any creativity. This set tries for basically two okay sections then drops off a cliff in quality. The balance issues are only fixed because they took 2 seconds to change the numbers. I assume the other glaring flaws will be left untouched because laziness and chat spam is effortless by comparison. It is long past time for Bio to step up his game.

Old Rankcom: Strong beginning, but it gets into the usual awkwardness of Bio's sets where he goes over the "levels" of each move, and each level generically gets stronger, losing sight of why this is fun or relevant to the playstyle. The beginning of the set really needs images to show what is being talked about when it uses these complex structures. There's also obvious missed potential like combining buckets of lava and water to create steam that jumped out at me when reading, not doing many interactions at all.

A 2v2 focus isn't an awful idea, but in this case Sharla simply doesn't bring enough to the team to not be outclassed by characters who also work in singles play. The overheating mechanic comes off as just an annoyance and bogs down the set when it's already limited to 2v2s. This could easily work in singles matches if you changed some things, but even then there's nothing that stands out to make the set unique.

Specials are packed with pointless mechanics layered on top of other pointless mechanics when the set is basically a ninja doing rushdown and throwing knives or teleporting around the place. Usually these concepts are presented straightforwardly then create echoes throughout the later inputs, instead everything is frontloaded here and a massive headache to read as well as from a design standpoint.

I have a soft spot for the set when it released years ago, but it's hard to deny that it's aged badly, especially the unchanged grab game. It's all so tacky and the requirement to get to the grab game is a bad idea. The start of the set though is just as good as it was then, and I always liked this playground of rolling around the meat and so on. It's held back by the later inputs and honestly, after all this time it probably needed more of a strong playstyle too for it to be up to current standards.


Overpowered and tacky set that doesn’t seem to understand the character, similar problem to previous set by the creator Jack Atlas where Nico Robin just does whatever she potentially could with her power but doesn’t care about input placement or balance. It’s very incompetent. Get no sense for the character and yes, the drowning mechanic is stupid.

This set has a lot of effort put into it but has awful balance issues. The side special that cancels into any move is broken, the traps that can be one of three random traps are also broken and the last input section turns into a bit of a joke. It's a shame as the set has some promise in the early going and certainly has plenty of imagination, but this is one of the most overpowered sets in a while.


This set is just an absolute mess from top to bottom. Geno Power, the down tilt, the terrible and bizarre moves and bare minimum detail of many moves, like the stark opposite to Will & Freedan back in the day where everything was explained too much. This is an improvement over that at least, because its short length makes it approachable, and it's really funny. It's worth reading over some of the mediocre sets this contest because of how humorous it is and I am eager to see if PK-ow delivers another set.

Vorgis runs through all of the stereotypical boss concepts we've seen for years and manages to be one of the most overpowered sets in history for 1v1, without any regard for balance. The minions and their OP balance, with the wacky animations, the ability to store and spit out an insane amount of spiders, it's a quintessential bad set. I do admire the ambition here and I'm glad it was posted. Reminds me a little of good old Jason Voorhees.
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Smash Journeyman
Aug 17, 2011
10/10-I happen to agree with Warlord on is that this tier should be reserved for my favorite moveset ever made. The title is currently held by Mr. Badd, so that is what you need to beat to get here. I will consider the corner case of having multiple 10 stars if there are multiple sets that insanely good out. 0 Movesets
9/10- These sets are my favorites in the contest and most complaints I have with them are incredibly minor. 1 Moveset
8/10- Unlike the above sets, there are usually some issues here, or the basis simply isn't strong enough to carry it to the higher tiers regardless of execution, but still a great set and a highly recommended read. 7 Movesets
7/10- Sets in this tier are good, but lacking in some aspect or another that brings them down from being great. They still manage to stand out from the crowd, however. 3 Movesets
6/10- The set in question is either somewhat forgettable or suffers from actually very major flaws, but is still overall above average and has most likely secured a spot on my votelist. 7 Movesets
5/10- I no longer like sets in this tier, but they're not necessarily bad either. Their good points are simply not good enough or their bad points drag them down too much to reach a higher tier. 8 Movesets
4/10- These sets are just bad, either failing to do anything remotely interesting or having some absolutely massive problems to counteract what good points they have. Probably still have redeeming qualities though. 1 Moveset
3/10- There's salvageable stuff in these sets, but it exists in very minute quantities. 4 Movesets
2/10- I won't say sets in this tier have no redeeming qualities, as that's not entirely true, but I'd say at this point I really hate the set, or find it too lacking in any substance for me to give it a higher score. 3 Movesets
1/10- Complete abomination of a moveset lacking in any redeeming qualities and likely having something notably bad about it to warrant this tier. 1 Moveset
0/10- I'm experimentally adding a 0 star to my rankings, which is more or less a statement that your set actually did something so unbelievably bad it kind of cemented its place in history as an example of what not to do. If its any comfort, I probably had a lot of fun reading it, but for all the wrong reasons. 0 Movesets





















Shadow Teddie
















Kappa Tian


The Butcher










Great Mighty Poo


Dr. Kripplespac




Dragonslayer Armor


Panther King












Mad Dummy












Roy Koopa












Classic Bowser


Joe Dimaggio




















Lapis Lazuli




Azure Striker Gunvolt
















Esty Dee


Hood Sickle


Paper Mario






The Appetizer







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Roses are Blue, Violets are Blue, I'm Blue too
Dec 8, 2014
Behind your local Arby's

The Jubilee Pokémon
Number #468 in the National Pokédex, Togekiss is the long awaited evolution for the Johto Pokémon Togetic, who evolves into it in contact with a Shiny Stone. Introduced in the fourth generation, it has become a rare sight which never appear where there is needless strife, also being known to gift with blessings and gifts of kindness to those who avoid such strifle and respect one another's rights.
Once a Normal/Flying type and now a Fairy/Flying type, Togekiss has a variety of move fitting its kind nature, like Wish, Bestow and Baton Pass, while still having access to powerful moves like Sky Attack and ExtremeSpeed, with the power to manifest its aura with Aura Sphere, not to mention a powerful Air Slash, especially with the Serene Grace ability. Togekiss' stat spread is potent and balanced, with high defenses and good Special Attack alongside reasonable speed and HP, making this Pokémon a strong and sturdy fighter, even if hard to get normally.


Size: R.O.B.
Weight: Wario
Ground Speed: Mario
Aerial Speed: Lucas
Fall Speed: Toon Link

Togekiss has a pretty balanced display of statistics, though also an interesting one to say the least. Togekiss is a pretty big Pokémon, a bit smaller than a Charizard, even getting a bit of a size boost to still be slightly smaller than the dragon. Weight-wise, Togekiss is surprisingly quite light for its size-class, only being a bit lighter than fellow aura user Lucario, which while not stupidly light for its size like Mewtwo, does hinder Togekiss a bit, even if it still has a fair bit of bulk.

When standing or even walking slowly, Togekiss stands in a more natural, bird-like pose with its wings to its sides. Beyond this and some animations like dizziness, Togekiss will mostly move around by flying off a small distance off the ground with its wings outspread in a pose similar to its in-game sprites and most pieces of artwork. As such, Togekiss can cover some respectable distances while dashing but even then, based off its original stat spread, is still only as fast as Mario.

Just as stated in its pre-evolution's Pokédex entry, Togekiss barely has to flap its wings, only doing so when dashing for too long or when using one of its 4 midair jumps. Speaking of jumping, as a flying-type, even with a bulky stature, Togekiss still has pretty good Aerial Speed comparable to Lucas', with respectable mobility and acceleration in the air, not to mention a very slow Fall Speed that makes this bulky pacifist very air oriented.
Even flying around, Togekiss' traction is still only a bit above average, having difficulties at times when turning around.


Neutral Special: Wish / Serene Grace

"A wish that restores HP. It takes time to work."
Togekiss floats slightly off the ground if not already and faces forward while spreading its wings in a pose similar to the image in the set intro, but also with a much more concentrated look, with its eyes closed. After the initial and chunky starting lag, a five pointed greenish-yellow cluster of energy is then formed in front of Togekiss' torso, a manifestation of a wish made by Togekiss.
After the star is the size of a Pokéball, Togekiss shuts its arms forward, in a prayer-like pose, shooting the star straight upwards at the speed of Falco's Blaster, going beyond the blast zone but not dealing damage to foes as Togekiss then repositioning its wings to its sides and returning to idle with some rather chunky end lag.

4 seconds after the Wish has been sent, an infinitely tall area that covers half a platform away both sides from where Togekiss made its wish proceeds to gain a slight pinkish-white aura as a sign of the wish coming true soon, with an appearance similar to Palutena's Heavenly Lights custom move. One second after that, the wish star returns from the top blast-zone with double its original size, falling down at the same speed as before towards the spot Togekiss made the wish, though homing towards Togekiss if it enters the range of the aura while the star is still more than a platform's height in the air.

If Togekiss touches, attacks, or even uses a projectile on the now big wish star, Togekiss' Wish will come true, healing 10% health. This can really mess up a lot of the damage the foe has done to the Jubilee Pokémon and as such, the foe will probably want to keep Togekiss from wishing as much as possible, which isn't hard considering the lag behind the move, while Togekiss will want to find the right time to wish. Even after the Wish is made, the foe will want to keep Togekiss as much as possible away from the pink aura reach, as if Togekiss is in such area, not only will the wish be easier to get, but will also home its direction towards it, while Togekiss has to cleverly use its moves to distract or knock the opponent away from the zone to get the Wish.
While hitting a high-speed projectile going to or from the blast-zone is a bit hard, if the foe manages to hit a falling wish star, they will revert it to its smaller size as it then loses its healing properties, the star continuing to fall but disappearing once it touches ground. A rising star can't be destroyed, due to it just a representation of Togekiss's wish. The falling star will also pass through platforms and walls, making matches with Togekiss on stages such as The Great Cave Offensive even more chaotic.

Serene Grace, also known by its Japanese name, Heavenly Blessing, is Togekiss' most notable ability and also its most fitting, though honestly its other abilities, Hustle and Super Luck, aren't exactly great. A Togekiss with this ability will double its chances of getting secondary effects on moves. In Smash, by charging this input, Togekiss will still open its wings as it makes a wish, but in front of its torso the projectile will instead be a Smart Bomb-sized light-blue ball of energy with some similarity to aura, which we already know Togekiss has control over. This energy ball will still be shot over the blast-zone at the same speed as a regular Wish, but will take 5 seconds for the now blueish-white heavenly aura to appear. A second later after the lights have appeared, which has the same reach as a Wish', the energy ball will fall at the same speed as a falling wish, with double its size while homing its direction towards Togekiss if its in range of the blue lights.
If Togekiss makes any kind of contact with the ball of energy, it will gain the effects of the Heavenly Blessing and gain Serene Grace, still restoring 5% for all the work put to getting the Grace.

Under the effects of the Serene Grace, not only will Togekiss gain a light blue aura, but many of its animations, including for certain inputs, will gain more grace to their movement. This newfound grace won't just affect animations, as Togekiss will also gain better traction, higher aerial jumps, faster rolls with better reach, and the best aerial control in the game, beating even Yoshi to it, helping immensely Togekiss' aerial and recovery game.
Just like its original effect in the Pokemon games, under the blessing of Serene Grace, all of the secondary effects to Togekiss' moves have double the chance to happen, with moves in Togekiss' arsenal which have to gamble to get a secondary effect appreciating a buff, especially if the chance is already a 50% chance or higher. This state will last 10 seconds, but with consecutive Serene Grace Wishes can be increased by 10 seconds for every granted Grace Wish (though between the wish being made and being granted, 4-5 seconds of Serene Grace will be lost), meaning that the foe still has to keep Togekiss away from Grace Auras to have them as quickly as possible lose their Serene Grace.

Side Special: Air Slash

"The user attacks with a blade of air that slices even the sky. This may also make the target flinch."
On input, Togekiss sways one of its wings from the front to high into the air, collecting wind in the area with a noticeable blue trail as it then forms a whitish-blue blade of wind shaped in the shape of Cloud's Blade Beam. The wing with the air blade is then slashed back in front of Togekiss, releasing the Air Slash.
The whole acrobatics in the gif above isn't present much in the regular move's animation, but does happen when Togekiss has Serene Grace, even doing a little flip after shooting the Air Slash!. Lag-wise, this move's startup isn't exactly the best due to the animation, taking a bit longer than what it takes for Mario to shoot a Fireball.

This slash in the air itself is as tall as a Bumper and goes directly forward only one platform away from Togekiss a good distance off the ground at the speed of Toon Link's dash before dispersing into the air. If the Air Slash passes through a foe, they will receive a solid 6% damage, but will only receive hitstun, though this move is not exactly a Fox Blaster when it comes to speed and range, so you can't spam this a lot. Instead, there's a 50% chance of them getting stunned for the same period as a ZSS paralyzer blast, with times where such flinch happens being ideal for Togekiss to do a plethora of things, from trying a small combo-chain, trying one of its harder to hit strong attacks, or using the opening to make a wish or try to catch said wish.
Wait, 50% chance? That's right! With a Serene Grace up, this move will always cause flinch, the projectile even going 1.75 platforms now due to Togekiss' newfound grace, now a becoming a truly scary projectile that can open up tons of threatening options for Togekiss, with it easily being the best way for Togekiss to Wish and retain its Serene Grace, though it still has chunky lags on both ends of the spectrum and can still be punished if missed or used at the wrong time.

By charging the input, Togekiss will sway its wing and collect air for the blade, but won't shoot the Air Slash yet, as it sways its wing again, proceeding to gather more wind for the Air Slash and do one more wing sway, now outwards, to shoot away the Air Slash, which now has a circular look like the gif above, though still clearly looking like a bunch of wind. While the startup lag for this move is in the process much chunkier and the end lag is also a bit longer due to the force needed for the move, this Big Air Slash will travel at twice the speed of a regular one for the same distance, damaging foes for a multi-hit attack similar to a Limit Break Blade Beam, dealing first 4 hits of 2% before a final hit for 3%, for a total of 11% damage as the foe is then knocked horizontally for a KO at 140%. This attack also has a 30% chance of stunning or "flinching", with foes being flinched before knockback similar to ZSS's DSmash, with the stun having the same overall duration rate as said DSmash half-charged. While dealing good damage and stun is pretty good, it isn't very common, though with Serene Grace the chances escalate to a 60% chance, which can of course be very scary for the opponent, especially if they predict this as a regular Air Slash by the initial animation or vice-versa, though even after the extended animation starts there's still some time for the foe to react, so keep an eye out!

Down Special: Ancient Power

"An ancient power is used to attack. It may also raise all the user's stats."
Ancient Power surely is a strange move. As the description above states, it's a move based around the user using an "ancient power", such power usually being shown as the user's control over boulders pulled from the ground. While this is a Rock-Type move, besides its spread to Rock-Types, it's generally a semi-common move learned by many types, usually Psychics and Legendaries. Due to the Togepi line being known for its powerful magical powers, this move happens to be learned by the line!
Togekiss' eyes glow blue as it raises both of its wings. The ground below it soon rumbles as three rocks are then telepathically pulled out of the ground, each with an uniquely colored glow around it as the rocks then create a circle around Togekiss, who returns to idle. Togekiss will now will always have the rocks floating around it for its idle, not interfering much other than decreasing Togekiss's ground speed a bit due to concentrating on the rocks, still being able to attack and such.

Each rock is about half the size of a Bumper, and are small enough to not create any holes in the stage or anything like that. Togekiss will always have one rock in front of them and two in the back. These rocks may be used to sponge hits for Togekiss, but they are rather weak and can only take 5% damage until destroyed (they ARE ancient!), not to mention foes can still hit Togekiss from above and below. While still useful at times, making a barrier isn't this move's strong suite, it's what the rocks can do when attacking! Each rock has a different colored aura suspending them in the air, being red, blue and white each, with the blue one always staying in front of Togekiss when brought up, though by tapping the DSpec again, Togekiss' eyes will glow brighter as you can now input left or right to change the main rock, with a left tilt with the blue rock in front causing the white one to move there, while a right tilt will cause the red one to lead.

By inputting what was once the Jab or NAir input, Togekiss' eyes will glow, leaning forward as it shoots the front rock forward, which goes in a straight line at the speed of an uncharged Charge Shot for 1/3 of FD away before the rock crumbles into nothing and the aura holding it disappears into the air, the next rock in the clock-wise line coming in to stay in front of Togekiss, with a repeated use then shooting the other rock forward with the same moderate lag as the first and a third input shooting the last, each rock dealing 5% damage to foes with rather weak horizontal knockback that won't be KOing until 160%.

If five seconds have passed and any of the rocks are still around Togekiss, they will crumple up and disappear, and while not causing any lag to Togekiss, you can't just spawn three more rocks after this, as Togekiss will suffer a three second cooldown and will only be able to use this move again after such time, with the same cooldown happening if Togekiss throws its last rock, though only for 1.5 seconds.

If you instead charge or Smash the original Down Special input, Togekiss' eyes will glow as it shoots forward all of its Ancient Power rocks cluttered together, with a combined purple aura and some starting lag. Such rock will deal more knockback to foes than just one rock, KOing at 120%, but also only dealing 12% damage (8% if used with 2 rocks), while three perfectly hit individually shot rocks still do 15% damage together, with strategic use of separated rocks potentially dealing more damage and KOing sooner while one giant rock will deal one solid hit over one projectile, though ultimately less than with smaller rocks.

Each color around a rock isn't for show, as each represents the stat buff Togekiss may receive if it connect a hit with the rock! Each Ancient Power rock has an around 16.6% chance of boosting Togekiss' stats, and while low on its own, with three successful Ancient Powers, you'll have a 50% chance of having one of your stats boosted! If such effect happens, Togekiss will gain a small aura around it the same color as the connected rock, which will indicate that for the next 5 seconds Togekiss will be under a Monado Arts-like buff based on the rock's color, which while only a third as lasting as the regular Arts don't come with the nerfs to other stats, giving Togekiss 5 seconds to toy around with their new buff. Serene Grace makes of Ancient Power a very threatening projectile, with each rock having a 33.3% chance of causing a stat buff! That means that out of the three rocks, if all connected, there's a 100% chance of you getting a buff! A charged rock will even have a 20% chance of having all the stats buffed, a true boon to Togekiss' side and a true reason for the foe to try to avoid Ancient Power projectiles. Though Togekiss can lose its Grace in the middle of spacing its rock shots, so take note of how much Grace you have left.

Connected Blue energy rocks will boost Togekiss' dash speed by 1.25x, upping it to a a dash speed comparable to Charizard's, while its Aerial Speed will be increased by 1.1x, now equal to Wario's Aerial Speed, which combined with Togekiss' existent bulk can be a real problem to foes, Togekiss now being able to better approach and combo around with.

If a red rock manages to both hit a foe and activate its effect, Togekiss' moves will now deal 1.2x more knockback and KO 10% earlier, though Togekiss will also gain a weaker shield, with only 25 HP. As such, in this state Togekiss will be much better at KOing and will be at its prime to use its Smashes, but now also has a pretty garbage shield that will probably cause you to shield way less during this move's 5 second period, though rolling is still fair game, especially with Serene Grace.

White energy rocks will have a chance of upping Togekiss' shield's HP from 40 HP to 50. Togekiss will also gain a weight increase, now having enough bulk to surpass even King Dedede by a small margin. This will probably be the buff you'll want most at neutral, as it can give Togekiss even more bulk to resist attacks and set up its Wishes and Serene Grace, with a Grace'd Togekiss with this stat boost not only gaining the stronger shield but also Serene Grace's roll buff. Togekiss might even want to get this buff at later percentages, since it can give it the upper hand at surviving at such points.

Shooting rocks individually or combined gives Togekiss some good variety on how to get Ancient Power buffs, as while a single, combined rock will knock more and be an immediate big threat for the foe, if Togekiss is already gambling to get a stat boost it'll gamble even more due to not knowing what stat boost it'll be getting! On the other hand, by shooting three individual rocks, Togekiss can choose which to shoot and hopefully get a stat boost, though still having to land all three rocks so the secondary effect can even reach a 50% overall chance. If Togekiss is at a favorable point where it just wants solid, non-flinch damage, it might just try shooting the foe down with a big rock, with the smaller rocks also being useful due to offering Togekiss 3 chances to shoot a Wish or Serene Grace star.

Up Special: Sky Attack

"The strongest Flying-type attack. Energy is stored in the first turn, then fired the next turn."
Togekiss faces the screen with both its wings outspread as it soon gains a cyan outline signature to Sky Attack, which gets even more prominent with Serene Grace, as it then gives a brief flap of the wings before rocketing upwards at a speed a tad slower than Lucario's Extreme Speed, Togekiss' blue outline almost completely covering it during the flight. Togekiss will fly directly upwards 2/3s a Super Dedede Jump in distance before the aura around it dims out as it returns to aerial idle, unable to use the Up Special again.

Togekiss will be dealing countless hits of very low knockback and 2% damage during the flight to foes who hits its body, which while naturally large will have an even bigger hitbox due to its spread wings. This move's hitbox's nature will also mean that a foe hit by it will probably be hit various times during the flight unless at obscenely high percentages, with a foe hit by this move from the start being able to receive up to around 20% damage, which is especially good if they happen to be hit from the ground. The foe won't be knocked away though, potentially keeping them in your face when this move ends, which while good considering you can still attack with Aerials, can be bad at times.

While the first part of the move won't be knocking away your foe, like with Shulk or Cloud, Togekiss can press the Special input again in this move's apex, shortly doing a short spin in the air before, still with the cyan aura from the rise, rocketing away at a direction below 150* that can be decided with the joypad, though by default Togekiss will fly away at double the speed it rose in a 90 degree angle, for classic Stall-and-Fall lovers out there you can also of course rocket back downwards, since after all it's angled less than 150*.
If Togekiss meets any opponents when rocketing a desired direction, it will deal a solid 10% damage as the foe is then knocked away vertically for a KO at around 120-80% depending on how many previous hits were connected, and while one may think this can do excessive damage to foes, with smart DI you can escape this move with not a lot of damage done to you, with Togekiss obviously wasting a ton of time doing this move if whiffed. And while this move does indeed have Super Armor throughout the majority of it, during its startup and during Togekiss' little spin between segments of the move, the Jubilee Pokémon will receive full damage from attacks, so don't get scared and lay the hurt!

When Togekiss crashes into the ground, it will create a blue circular shockwave around it that'll go 1 SBB away from Togekiss, dealing light 5% damage to foes hit by the shockwave's growing area with a 30% chance of paralyzing foes like with Air Slash, with a Serene Grace boost helping make Togekiss' landing safe.

Recovery-wise, while the vertical boost covers some rad distance, since Togekiss is concentrated in its fiery angelic rocket, it will be unable to grab ledges, meaning that you'll have to go above ledge and then end the move to return to stage, which is of course really risky. By using the secondary attack though, you can cover the landing, both with the powerful hitbox and by the paralyzing shock wave at the end of the move. And while this is indeed a good recovery for a fighter with four aerial jumps, while it has some good vertical reach, when it comes to horizontal it will only be really good up close due to the angling, meaning that the farther Togekiss is launched the worse its recovery will get.


Jab: Jubilee Jab
Togekiss enters its gliding pose if not already and will do a quick, horizontal clockwise spin in the air, outstretching one of its wings completely during the first half of the spin. This wing will serve as the move's main hitbox, and will deal a nice 3% hitstun damage to foes hit by it as Togekiss turns, being swung around in an arc and with some excellent range due to the wing's bulky size. Lag-wise, as a first hit of a Jab this won't have much endlag, returning Togekiss to idle the moment it finishes its quick spin, now with its wing closer to it. On the other hand, to compensate this Jab's good reach, it has some cruddy startup for a lag.
With another jab, Togekiss will once again spin, this time in an anti-clockwise direction and with much more speed, now outspreading its other wing during the spin's first half. Foes damaged by this speedy wing receive 4% damage with respectable horizontal knockback that can only really KO at 180%, good for spacing foes, following up and also doing general damage.

But wait, that's not all! With Serene Grace, Togekiss' newfound agility will cause it to slow down this Jab's second hit to be on par with the first, still dealing the same damage as before but now with only hitstun, but also now being able to continue the jab combo!
By doing a third jab under Serene Grace, Togekiss will inch both its wings closer to its body as spins its body in place like a graceful drill for an infinite jab, dealing 2% hitstun damage to foes hit by the spinning Fairy-Type. Like all infinite jabs in Smash 4, this third hit of course has a finisher (I mean, it would be kinda lame if an infinite jab was all Serene Grace added), where Togekiss completely folds its wings towards its sides as it then charges 1 SBB forward head-spike first for some awesome 5% damage that'll KO at 150%, though hitting Togekiss' body will only deal some minor 2% damage with light vertical knockback.
Under Serene Grace, Togekiss can also cancel the second or first jab's endlag into a roll or grab due to the move's more graceful animation, making of Togekiss' Jab a real sick and useful move when under Grace, which can especially help kick opponents away from your further Serene Graces, though you still have to connect some laggy hits first to get the possible juicy damage from an enhanced combo, not just making this Jab some overpowered monster attack.

Additionally, all hits besides the infinite jab will inch Togekiss forward a bit, which while not uncommon for jabs, Togekiss has the factor of flying during the jab, meaning that Togekiss will go over the ledge when performing these moves at the same height as said ledge, with fast enough follow-ups continuing the move while going through the air, though by finishing the move for good you'll be put falling in your aerial idle. This can give this jab some interesting edge-guarding tools, though considering Togekiss' higher aerial orientation, isn't one of its only edge-guarding tools.

Dash Attack: ExtremeSpeed

"A blindingly speedy charge attack that always goes before any other."
Or alternatively this.
Togekiss pauses its dash for a moment before suddenly extending its wings even further as it rockets forwards 1.5 Battlefield platforms face first and with both its wings high into the air with a clear blue aura similar to the one present in the above image, moving at an, of course, Extreme Speed. More precisely, a very quick speed a bit faster than even Lucario's ExtremeSpeed, with not a lot of startup lag compared to Togekiss' other moves but some bad end lag due to Togekiss having to stop such a high-speed dash, after all, the higher something's velocity the harder it is to stop it. Like Togekiss' jab this dash will go over ledges as if they weren't even there, and considering Togekiss doesn't get into helpless, doesn't dash a very long distance and isn't a stinking fast-faller like Fox, it will have a much better time recuperating from this move than pre-Brawl Fox Illusions over the ledge.
Opponents hit by the high-speed Togekiss will receive 4% damage with slight vertical knockback if they hit Togekiss' body, though if they're hit by Togekiss' head and where the white aura is centered, they will get knocked vertically by 8% damage for a KO at 140% if hit correctly, making this move prime for Togekiss approaches and for overwhelming foes with your quick speed, though if you whiff or miss this attack don't expect to go unpunished.

Like how ExtremeSpeed is a high priority move in Pokemon, in Smash ExtremeSpeed won't clash with any ground move and will always outdo it and attack the foe, though still thwarted by aerial moves. So even the most powerful of attack will clash with ExtremeSpeed and have the latter win the priority. While this seems a bit unfair, this move's noticeable startup can be used to hit Togekiss. Alongside that, this move's priority will also get lowered alongside the stale move queue, with a second use already causing it to not clash with attacks that deal more than 15% damage and a third or fourth repeated use not having any more higher priority, such being the fate of a spammed move. While a non-stale ExtremeSpeed won't be clashable, this move is still very weak to shields and barely does damage to them, not to mention just jumping over Togekiss can be used as a tactic due to this move's endlag, so try those to escape this attack!

While this input isn't affected by Serene Grace due to Togekiss' graceful agility not really having much impact on an all speed attack, this won't be the last of this move, just remember that...

Down Tilt: Low Flight
Togekiss gracefully flies at a mid-fast speed forward the distance of a crate forward in a slight but noticeable downwards angle that causes Togekiss to almost touch the ground by the time it has gone a crate forward. After reaching the max distance for this move, Togekiss will suddenly do a quick and sharp u-turn back the way it went while now rising back to its original distance off the ground, stopping once it's above its original location, though Togekiss will shortly after fall to the ground into idle, though you ca freely cancel this into a dash instead, since Togekiss is already in the dash position. Foes hit by this rather quick move in Togekiss' arsenal with not a lot of lag especially in the startup will receive 6% if hit by Togekiss during the dash forward but will also receive 8% if hit by Togekiss' wing right during the u-turn, both instances plopping the foe into the air, which can easily follow into other tilts at mid percentages but also has the worst KO power out of Togekiss' tilts, only KOing at 180% while sweetspotted.

Like many other characters, Togekiss' Down Tilt has a chance of tripping foes hit by it, more specifically a 30% chance. While in another set this would probably just be glossed over, the tripping chance in this move is indeed a secondary effect and as such is affected by Serene Grace! With Serene Grace, this tilt will naturally have a 60% chance of tripping, more than even Captain Falcon's 50% tripping Down Tilt! Additionally, with its added agility, Togekiss will go two full crates forward during this move and will now do a small barrel roll-like spin during the u-turn, which'll boost it's sweetspotted damage to 10% and a 100% trip chance! With these tripping capabilities on a quick-going tilt, Togekiss can use its dtilt to create openings for attack follow-ups and to have the foe waste their time if trying to ward off Togekiss from its Wish spot, giving Togekiss a nice opening! You still gotta remember that only the sweetspotted hit will always trip and that as a low-going tilt this can be easily avoided, so don't get cocky!

Forward Tilt: Fairy Wind
"The user stirs up a fairy wind and strikes the target with it."
Togekiss faces its belly and feet forward as it starts flapping its wings intensely, creating a shower of pink and glittery wind that is blown forward by its flapping wings, covering an area about as tall as Togekiss and about as wide as a crate with the sparkling powder.
Foes hit the wind will receive 4% flinch damage and will get pushed by this move's windbox, usually receiving two hits before being blown away. This windbox gets stronger the higher the foe's %, only pushing them right outside the cloud early into the match but at higher percentages pushing them farther, almost like true knockback, being able to KO at 160% with the wind alone.
After Togekiss finishes creating wind and returns to idle with not a lot of lag, the fairy wind will still stay as a cloud of the glittery fairy powder the size of a crate, which while only staying for a third of a second and only able to deal 2% more damage to opponents who enter it with some slight push, still has uses due to its relation with Air Slash.

Since Air Slash is a projectile made of air, if it passes by this dust, it will get picked up and make the slash pink and glittery, not only causing the air slash to then deal 8% damage and 4 hits of 3% if its a Big Air Slash to opponents, but will also cause the slash to inherent the powder's windbox susceptibility and make it so Big Air Slashes KO 10% earlier while Air Slashes now blow away foes hit by it like a windbox, which while not something that can KO, can be nice for spacing, especially away from your Wish area. While you may think you can just combine these moves all the time, not only is it difficult to hit an Air Slash made before a Fairy Wind, but both moves, especially Air Slash, have punishable starting lag. Not to mention Togekiss can be seen using this strategy from a mile away.

Under Serene Grace, this move doesn't change much other than Togekiss being able to now cancel this tilt's endlag halfway-through into a roll, which can help if you want to space away after creating some dust or even Air Slash in another direction.

Up Tilt: Waved Wind
Togekiss, facing belly forward while levitating only a small distance from the ground, gracefully and with not much lag swaying one of its wings upwards at a quick speed, going from in front to past its head before ending the move. Togekiss' chunky wing gives this move some good range, dealing 6% damage to foes while popping them into the air, though with enough knockback to chain into itself once or twice.

Additionally, Togekiss' wing slash will create a windbox once it's passing above Togekiss which while small at the start will later be able to cover the whole area above Togekiss with a windbox that's able to push foes upwards a relatively short distance, which is good for hitting foes who were damaged late into the move or for some nice anti-air potential, which can certainly have an aerial follow-up considering Togekiss' degree of aerial movement.

If Togekiss' wing passes by any leftover fairy dust, the dust will collect around the wing. This dust will get dropped into this move's slashing afterimage common for a move and create a glittery trail that will deal 2% flinching damage to foes, which can create a semi-barrier for Togekiss. Alongside this, the windbox created near the end of the move will shoot out alongside the wind the remaining powder, which will not only increase the windbox's push but also cause it to deal damage, around 4-7% damage along with the push, dealing more damage if Togekiss caught the dust later into the move, since after all there will be more leftover dust. While having the wind do only 1% less damage than the tilt itself is nice, it's hard to get unless the powder was spread atop a platform above Togekiss, though you'll have to also of course line the foe with the powder.

With Serene Grace, Togekiss can input this move after using it a first time to, with some lag to it, slash upwards its other wing, which while unable to interact with fairy dust due to it being used up by the first slash and only being able to deal 4% damage, adds to the knockback behind the move and makes it so it can plop foes into the air and KO them at 160%, making for an interesting and killer anti-air.


Forward Smash: Aura Sphere

"The user lets loose a blast of aura power from deep within its body at the target."
Spreading its wings high like in the Wish animation and levitating a small distance from the ground, Togekiss gains a concentrated look as it forms in front of itself a ball of concentrated aura, much similar to Lucario forming a ball of aura in its Neutral Special. The Aura Sphere first appears as a small ball the size of a Pokeball, but during the move's starting lag increases in size, being then shot by Togekiss once the concentrated aura is the size of an X-Bomb, with Togekiss tilting both its wings forward when shooting the ball and doing a small spin after launching the aura, and while this ending lag normally just has Togekiss stand in place, if Togekiss has Serene Grace it can jump during the ending lag animation and dodge moves.
While an uncharged Aura Sphere is only the size of an X-Bomb, by charging the move, Togekiss will continue concentrating into the formed sphere of aura and keep increasing its size, with a fully-charged Aura Sphere getting as big as a regular Hothead.

The Aura Sphere will travel 1 to 1.75 platforms away from Togekiss in a straight line before disappearing, moving at the speed of an uncharged Mega Man FSmash to a fully-charged Lucario Aura Sphere. Foes hit by the projectile will receive 13-18% damage with horizontal knockback that will KO them at 140-100%, making of this move a great projectile to KO foes from a distance, with it especially being good for hitting wish stars while threatening the foe to back away.

While the Aura Sphere itself isn't affected by Serene Grace, it'll get indirectly boosted by it due to its relation with Ancient Power. Since this concentrated ball is part of Togekiss' own aura, it will get directly affected by Togekiss' stat boosts caused by Ancient Power. For example, if Togekiss has a speed boost from a blue rock, the Aura Sphere it creates will have a darker shade of blue and will now go at 1.5x its normal speed, now also growing in size during the charge at a faster rate, growing into its fully-charged size about 3/4s into the move, staying static in said size until the end of move, though during that time the ball will always deal max damage no matter what. While this is good and great, this comes at the cost of the move's knockback, as the Aura Sphere will now only KO at 200-170%, meaning that the move's nature will be less inclined towards a powerful projectile scare and more towards a bugging projectile that's good for snagging Wish stars but worse at killing than something like a Big Air Slash or an Ancient Power rock cluster.

If Togekiss has a knockback boost from a red rock, the Aura Sphere created by it will have a red color and will also be slightly bigger. This Aura Sphere will move at the same speed as normal, but on hit will only deal 10-14% damage and will only go .75 - 1 the length of a battlefield platform. On the other side of the spectrum though, foes hit by this Aura Sphere will be KO'ed at 120 - 80%, making this an excellent KOing move but also one that you'll probably only be able to connect at point blank.

With a white rock boost, the Aura Sphere Togekiss creates will be of a white color and when shot will only move at a third of its normal speed and will take about 20 more frames to fully charge, but at the same time will deal much more damage, dealing 16 - 25% damage to foes hit by it, additionally having better defenses, being unable to be reflected and absorbed. While this makes the projectile obnoxiously hard to hit foes, if it does, it will be able to deal a ton of damage, which is nice if you want to keep the foe's percents on par with yours. This move is also good for creating openings for reflector or absorber savvy foes like Ness or Lucas.

If Togekiss has all of the stat boosts, maybe because it got it from a clustered rock projectile or because it got lucky with the individual rocks, it will get the best of all worlds. Togekiss' Aura Sphere will now gain a whitish-purple color and will go forward at a speed in-between that of the regular and the blue rock versions of the move, now fully-charging 4/5 into the charge and dealing 15 - 21% damage to foes and KOing them at 130 - 90%. A truly powerful projectile that foes will want to stray away from and prevent from being made possible in general by avoiding clustered Ancient Power rocks.

Up Smash: Fly / Double-Edge
"Flies up on the first turn, then strikes the next turn"
"A reckless, life-risking tackle that also hurts the user a little."
Togekiss looks upwards with its wings extended, almost as if in its dashing pose but facing directly upwards and in a pose also similar to its Sky Attack. By charging, Togekiss will slowly extend its wings more and more to its sides, to the point where at full charge both wings will extend half an SBB away from Togekiss.
On release, after some lag, Togekiss shortly flaps its wings before bursting upwards in the same stance it was before, rocketing straight into the skies a distance equal to the height between the lower Battlefield platforms and the ground, though by charging you can have Togekiss go up to double such height.

Foes hit by Togekiss during its flight will receive 13-18% damage with nice vertical knockback that can KO at 140-120%, which is especially nice once Togekiss' wings cover a lot of area. However, Togekiss is punishable if it misses this move, as while during the first initial frames of the move Togekiss has full super-armor, it loses it shortly after "launch-off". With the knockback resistance from a white Ancient Power rock you can probably act more reckless during this move, but you really should watch out for when and where you fly.

While it deals the same damage as the rest of Togekiss' body, Togekiss' spiky crown will have some freeze-frames to it like most of Ryu's moves or The Knee. Not only that, but like Link's FSmash you can press the standard input again (though only after headbutting a foe) to cause Togekiss to pause in the air briefly before spike-first launching itself even more into the air, spinning like Charizard's Fly.
This is indeed a mighty Double-Edge, and even if this Normal-Type move isn't as effective as before for the now Fairy-Type Jubilee Pokemon, it's still very powerful. Foes hit by Togekiss' spiked crown receive an additional 10-14% damage, which counting the original Fly damage can deal 23-32% and KO at 100-70%. While this damage is pretty bonkers, especially with an Ancient Power knockback boost, the life-risking tackle will also deal 12-16% self-damage to Togekiss, really detrimenting its defenses if the foe survives or even in their next stock. To use this properly you'll need to be in a spot where you can still get more Wish stars to try to retrieve your self-damage, which can end up disrupting your Serene Grace due to you needing to do some regular Wishing instead of the Grace-kind.

With Serene Grace, you'll probably want to try to Double-Edge only as a last resort, though it is actually a bit easier to do so with Togekiss' Grace, which'll make Togekiss go a 1.25x higher distance in the Fly section of the move and give the start of the flight longer super-armor alongside a bit near the end, making of this quite a dangerous move in Togekiss' arsenal, though you still have to dawdle with super-armor problems and bad startup lag.

Down Smash: Body Slam
"The user drops onto the target with its full body weight. It may also leave the target with paralysis."
Togekiss jumps into the air in a 70 degree angle, this time getting impulse from its stubby legs like an idle jump, jumping with its wings open at its regular jump speed 1 SBB before doing a small flip if with Serene Grace and proceeding to fall belly-first into the ground with its wings lagging along above the falling Togekiss, who manages to use its own bulk to be able to fall at a decent speed. With Serene Grace Togekiss can more gracefully control itself during its fall, being able to tilt the move left or right to cause Togekiss to incline more towards such direction, like the many FSmashes that you can tilt up or down.

Foes hit below the falling Togekiss will receive the most damage from a vanilla Smash attack, a good 17-23% damage with bouncing knockback to grounded foes and a medium-to-strong spike to aerial foes, KOing foes on the ground at around 120-90%. This move does however have lag on both ends, with Togekiss needing to jump before the fall and also needing to readjust itself after falling down. While you may be thinking about doing some wacky Togecide with this move next to the ledge, the Jubilee Pokemon will only be able to fall one SBB away from the ledge before automatically doing a slight flap of the wings to slow its ascent and fall down another SBB before being put in aerial idle, still potentially being used for some edge-guarding purposes.

Interestingly enough, this move retains its original chance from the Pokemon games of inflicting paralysis onto a foe, though it's upped so there is a 50% chance of paralyzing, a guaranteed chance with Serene Grace. A paralyzed foe will stay in such state for 5 seconds and will have their movement halved during said period, hindering them a lot from trying to ward Togekiss from a wish. This weakness is especially apparent if Togekiss manages to hit a foe while boosted by Ancient Power, as the foe will be more susceptible to combos from a speedy Togekiss, will be killed much easier if you have a knockback-boost, and will be easier to hit with a defense-boosted Togekiss' Aura Sphere. This move is of course very laggy, so you really can't flaunt it around, being best used rarely and at the right time, crippling the foe so you can continue getting Wishes and staying safe.


Neutral Aerial: Aura Pulse
Togekiss faces the screen with its wings open prominently to its sides high into the air as it with eyes closed soothingly cries a "Toge!" as from behind it erupts a blue and not very wide wave of aura that grows in size, similar to Greninja's NAir. This pulse of aura will at a mid-fast grow to cover a circumference around Togekiss before dissipating into aura particles like those found in Lucario's attacks. Foes hit by Togekiss' aura will receive 12% damage with nice radial knockback that's really nice for spacing foes away, especially from your general Wish area. On the other hand, like many NAirs, such damage can only be done clean and gets weaker throughout the move so that by the end of it the foe will only be receiving 5% damage. Unlike most of such moves where the hitboxes are static, since the pulse of aura grows in size and range, you'll have to connect at certain sweetspots in the initial animation to hit a clean hit, which is around below Togekiss' wings and also near its tail below it.

Like the FSmash, this move gains some relatively small buffs from Ancient Power buffs. With a knockback boost, the now red wave will be dealing only 9-3% damage, but will also be KOing at 150-170%, making for a great knocking air move that has good range and'll hit on all sides.
Have a speed boost, and not only will the bluer wave be shot earlier and move faster, but the aura will lessen its damage at a slower rate, at the cost of a bit more end lag and the move now only KOing at the upper reaches of 300%, which while good if lead into from another move in a speed-boosted combo, doesn't have much use otherwise.
With a defensive-boost, Togekiss' whitened Aura Pulse will only deal 10-4% damage and will only KO at early 200%s but will also gain much more defensive capabilities, as it won't just be passed through by foes and instead block those hits from hitting Togekiss, being especially nice later into the move when the wave is around Togekiss' hurtbox, with it potentially being better than an air dodge due to better follow-ups from a regular joe-shmoe move.
An all-stat boost will merit Togekiss slight super armor-ish properties to its shield, which will block all attacks that deal 7% damage or less, while also dealing 13-6% damage to foes while KOing them at 160-180%! A powerful jack-of-all trades move for a powered up Togekiss!

Down Aerial: ExtremeSpeed Fall

Togekiss stalls in the air for a moment, doing a small somersault-like spin in the air before plummeting down at the speed of Toon Link's DAir, rocketing down while upside-down and with its wings tucked closely to it in a manner and visual effect very similar to the Dash Attack's Extremespeed. Like your usual stall-and-fall, Togekiss will only stop falling towards the ground once it crashes into the ground or into the blast zone, suffering some noticeable landing lag if you slam into solid ground.

If a foe is hit by Togekiss during its descent, they will receive 13% damage with some vertical knockback that KOs at around 160%, though by sweetspotting below Togekiss and where most of the aura surrounding it gathers, they'll instead be dealt with 15% damagewith a spike that onstage can KO at 140%. If the foe doesn't get hit or can hit you during it, this move can be very risky, though with some high reward if you can land it, potentially kamikazeing from the air, which is Togekiss' strong suite, to KO foes, also potentially using the move to divebomb directly into falling Wish stars that you happened to miss and are below you.

With the added agility from Serene Grace, by pressing the standard button and a left or right direction once you land, you can cancel all the landing lag of the move to instead dash into the input direction with Togekiss' ExtremeSpeed Dash Attack, potentially giving this simple stall-then-fall a Pikachu Quick Attack-like lighting speed two direction attack, which is awesome for quick and easy air to ground shifts alongside the great movement abilities, especially if you're in a rush to get to a Serene Grace Star that has just fallen. Offensively this is also pretty great, as if you can sweetspot the move you can slam foes with you to hit with the Dash Attack to up the damage to 19% or 23% damage depending on if the second hit gets sweetspotted, with the latter damage KOing horizontally at 110%, a very powerful move from the air that sadly can also be a bit too obvious and expected.

Forward Aerial: Aura Tail
Togekiss faces belly forward with its wings also folded to face in front of it as Togekiss, with a touch of lag, gracefully performs a midair backflip in said pose at a moderate yet still fast enough speed. Togekiss' feather-like tail behind it will shortly after the spin start glowing blue with aura as it then acts as a hitbox during the move with a neat slight aura sword-trail to it, arching from slightly below Togekiss to a high upwards angle in front of it, with the aura disappearing after such point. While Togekiss' tail is relatively small, like plenty of attacks in Smash, it'll get slightly bigger, which alongside the radiating aura around it also acting as a hitbox, giving the move some nice range. Foes hit by Togekiss' tail will receive 10% damage with vertical knockback that'll only KO at 180%, which isn't very high and can lead to a -vertical- wall-of-pain, making good use of Togekiss' additional air jumps, though it isn't very easy to get too many hits off considering the move's lag and clunk arc at times.

Like other aura moves, an Ancient Power boost will directly affect this move involving Togekiss' own aura. With a speed boost, not only will Togekiss' flip be slightly quicker, but the aura hitbox will appear sooner into the move, making of this a pretty darn good move to exploit during a speed boost-influenced aerial combo, though the move will now only deal 7% damage, so the overall damage you'll rack up may end up lower than planned if you're not very good with comboing.
Knockback boosts will, well, boost this move's knockback to KO at 130%, making of it a powerful launching tool at higher percentages, though at the cost of more startup lag and a slightly longer spin.
Have a shield boost, and the aura tail will deal 8% damage and only KO at the later parts of 200%, but will also be thicker and serve as a damage sponge, as if a foe hits Togekiss and the aura tail or even its trail hits them, their move's damage and knockback will get halved, making of this a much less risky move with less punishability since Togekiss can shortly come back after taking diminished knockback.

Back Aerial: Celestial Flap
Togekiss faces its whole body forward and its wings outstretched behind it as it then serenely and gracefuly flaps its wings, first swaying them outwards and then pushing them inwards, with some slight fairy dust particles similar to those found in Togekiss' FTilt. This move has lag on all sides of the spectrum, as the outwards sway of the flap won't deal damage and will cause some minor starting lag while there are noticeable chunks of ending and landing lag, the former moreso than the latter.
The inwards sway of Togekiss' wings will complete its graceful flap and also cause Togekiss to fly 1 SBB straight forward in the first use of the move, similar as such to moves like ROB or Corrin's BAir, slightly aiding Togekiss' already good recovery at the cost of the foe potentially taking a jab at you once you're in the midst of ending lag. This move is pretty good if you're needing something to both knock a recovering foe and to also not waste one of your jumps.

Foes hit by Togekiss' wings will receive 12% damage and will be knocked for a KO at 130%, though if the move if hit late will only have the opponent be struck by the fairy powder for 5% flinch damage. By using this move in front of a cloud of fairy dust, it will be shot behind Togekiss 2 SBBs throughout the whole move, damaging foes with repeated flinching hits of 1% as they soon have to scuttle away from the cloud, which'll dissapear a bit before the move does. This potentially gives this move some very nice range if short-hopped, which can be especially nice for recycling some used fairy dust to stall the foe from not letting you snatch a Wish star.

Up Aerial: TogeDrill
Don't think less of Togekiss' spiky crown - The "Toge" featured in the name of every member of the Togepi line means spike in Japanese, so that musn't be for nothing! Togekiss faces upwards, with its head still facing forward and with its crown pointing upwards, folding its wings closer to its body in a pose similar to Pikachu or Falco's FAir but facing upwards as Togekiss then does an aerial twist, spinning in a barrel roll spin two times before ending the move rather quickly be it by landing or in the air, though this move's startup is in comparison way laggier.

Foes hit by the spinning Togekiss will receive up to five hits of 1% before being knocked away by a final 3% hit for a possible total of 8% damage, with vertical knockback that's pretty weak and won't be KOing until 200%, generally not the best option Togekiss has and a pretty weak move, mostly outclassed by an Aura Pulse unless you don't want to rely on early sweetspots or don't want to use your stat boosted aura.
Have the foe be hit by Togekiss' spinning spiky crest and it'll be a different story, as they will instead be dealt 3 hits of 3% preceeding a final hit of 4%, which sums up to a total of 13% damage and a KO at around 115%, making for Togekiss' strongest aerial when it comes to killing but also the hardest to connect, as even hitting the spikes from the sides will activate the sweetspot; you'll have to connect right above Togekiss. The payoff, of course, is pretty great, and this can be used greatly as an aerial combo or juggle finisher, though at times even if connected this move can cause problems. What if the foe survives and a Wish star started falling down? Now they have the upper hand at catching up to the star and destroying it! Yikes!

Grab: Extrasensory

"The user attacks with an odd power."

The Togepi line is well known for its strange and powerful magic and psychic power, which is exactly what Togekiss uses for its grab-game, due to a lack of arms. While the move Extrasensory is only learnt by Togekiss' whose fathering Pokemon was a Noctowl with this move, it's not just another egg-move due to its connection with the Togepi egg in Pokemon Gold and Silver, the first Togepi to be ever shown in the series besides in the anime. In the Generation 2 remakes, this special Togepi is born with Extrasensory, possibly due to its father or maybe because of the egg's mysterious origins, with an answer to this probably not being revealed soon.

For the grab, Togekiss' eyes glow pink as it slightly tilts its body back if flying,though it will only spread its wings slightly if idling. Togekiss then creates a short distance away from it a pink donut-shaped pink circle like the one surrounding Vulpix in the above image, which soon after being created decreases in size, capturing any foe in its wake in an odd psychic field, similarly to Mewtwo or even Greninja's Grab, with some bad startup, but pretty minor ending lag.

For a pummel, Togekiss slightly pushes its wings inwards then outwards, causing the extrasensory field tighten slightly and spread more around the target, dealing 2% damage to the foe at a medium speed, which is quite surprising for the more heavyweight Togekiss, being able to as such deal a good bit of damage before throwing.

Forward Throw: Dazzling Gleam

"The user damages opposing Pokémon by emitting a powerful flash."
Togekiss sways both its wings in front of it as the psychic energy emitted from its eyes shines stronger, causing the extrasensory field around the foe to be quickly pushed towards the Jubilee Pokemon, though it won't take the foe along, only leaving them in an aesthetic ragdoll prone state. Togekiss then starts concentrating on the now ball-like psychic energy in-between its wings as it then swiftly sways its wings outstretched to its sides, causing the psychic ball to be turned into a wide flash of pink light and energy, which extends about 3 SBBs away from Togekiss for a dreaded Dazzling Gleam attack! The crippled foe will be hit by this flash of light for 5 hits of 1% and a final hit of 4%, shooting them away directly forward for a KO at 140%. Other foes will also be damaged by the same amount by the flash of light, and will also be damaged by the knocked foe for 6% damage with some light vertical knockback.

While normally ina 1v1 matchup you won't really care about the launched foe's hitbox, with Togekiss it can actually have its uses. Since the thrown foe counts as one of Togekiss' projectiles, if it hits a Wish star, Togekiss will benefit from the spoils and restore HP or gain Serene Grace, which can lead to some interesting choices, as while this throw might at times get overshadowed by the others since it's not really the most powerful, it can be used to both space the foe away and to try to hit a passing Wish star, which with some strategic planning can be awesomely done, especially considering the move is relatively fas. This can, however, backfire, either by the foe DIing away from the star or even trying to stop right next to the star to destroy it.

Up Throw: Aura Snipe

Togekiss leans its body towards the foe with its wing outstretched in front of them as it then gracefully sways said wing in an arc high into the air, shooting the psychic field and the foe into the sky while angling them in a backwards direction and towards above the Jubilee Pokemon, with the psychic force soon fading away and leaving only the opponent to be launched, damaging them for 4% damage and launching them a fixed distance of 2 SBBs away fro Togekiss.
Togekiss proceeds to then folds its wings in front of its body as it then charges a small, Pokéball-sized Aura Sphere like in the above gif, which it then tosses straight upwards at a quick speed, the ball of aura having a crash-course straight into the passing opponent! The Aura Sphere will be knocked right into the foe to deal an additional 7% damage to bring the throw's total damage up to 11%, while the opponent is also launched into the air by the concentrated aura ball for a KO at 150%, which while by far the lowest KO rate of one of Togekiss' throws, can plop foes into the air for a bit of juggling, with the low-scaling meaning that even at a mid-game 50% a middleweight will usually only be launched 3 SBBs above Togekiss, with the Aura Sphere barely knocking the away from the base 2 SBB height.

Like other aura moves, this input is affected by Togekiss' stat boost, though its position as a throw leaves it as some pretty straight forward damage/knockback buffs. In summary, a speed-boost will have the stronger-blue sphere deal 10% damage but knock foes even less, potentially leaving them a bit too close to Togekiss, also having the projectile move aesthetically much faster. A knockback-boost will cause the bright red Aura Sphere to only deal 4% damage in a trade-off for being able to KO at only 120% now, placing this move a spot in the KO throw list due to its consistent killing in a flat-stage. Finally, a weight-boost will have Togekiss create a white ball that while slightly slower also has a bit of both worlds from the previous aura buffs, dealing 8% damage and KOing at around 135% for a generally consistent throw to better suit your more defensive gameplay.
With an all-stat-boost, Togekiss will now snipe the foe with a purple Aura Sphere that deals 9% damage, KOs at 125% and a weak suction effect, to suck the foe right into it for a faster move overall.

Back Thow: Psychic

"The target is hit by a strong telekinetic force"
Togekiss' eyes glow a bright of a wild psychic aura as it faces its feet and body forward with its tail poping out below it and its wings outspread as it gracefully spins in the air in a glide-like pose, as the field capturing the foe soon gains a more multi-circled look like in the image above as it and the trapped opponent are spun around erratically and in-tune with Togekiss' spin for a full circle and a half as Togekiss, facing backwards, proceeds to push its wing forward to cause the foe to be launched by one final psychic push to throw them away horizontally, in a throw that's pretty similar to what would be a combination between Luigi's and Ness' BThrow.
Despite the animation being similar to one of the strongest throws or attacks in general in the game, opponents psychically thrown by Togekiss will be damaged for 11% damage and will only be KO'ed at around 130%, though even then it still manages to be Togekiss' strongest throw, being pretty great at KOing foes after they've been wittled by your Air Slashes and Ancient Powers or for spacing them the heck away from your wish-zone, though still being a bit weak at times where Togekiss would really appreciate a good throw.

However, that is not the end to this move! Since most moves in Togekiss' throw arsenal use its magic powers instead of its agility and such, only the BThrow out of the list actually gets a Serene Grace boost, though it's a pretty great one to compensate, really. If a GraceKiss does this move, not only will they have a faster, more suave animation during the spin, but Togekiss will also do 2 and a half spins instead of the usual 1.5. By the second spin, the opponent will be spun much faster, with a higher psychic pressure surrounding them and a powerful psychic trail coming from behind the psychic field as they are still thrown after a half-spin, this time for 15% damage and a much more powerful force behind the psychic push to make it comparable to the PSI Powerhouse's Back Throw, a truly dangerous throw to have under Serene Grace but also one that can be fairly difficult to get, since Togekiss' grab isn't really the best and it can be a bit hazardous to just waste Grace time on trying to grab the foe.

Down Throw: Psyshock

"The user materializes an odd psychic wave to attack the target."
Togekiss lifts both its wings high into the air as the psychic energy in its eyes glows stronger, causing the psychic field around the foe to suddenly burst into cloud-like particles which, alongside a couple particles of the electric effect, which here don't do anything much since the foe isn't being knocked away. This will deal a passive 4 hits of 2% to the opponent over the course of about half a second in a way similar to Robin's Nosferatu for a total of 8% damage
After the total damage has been done to the opponent, which can actually be dumbed down to 1% later into the move by button-mashing like you would to escape a grab, potentially diminishing the total damage to only 6% damage, Togekiss proceeds to tilt its whole body upwards to cause half of the psychic clouds ensnaring the foe to rise up above the rest as they are all then merged and clasped together into a single, solid-looking, Pokéball-size ball of energy, as Togekiss closes its wings in front of it as an animation to go alongside this. The materialized psychic ball is then shot down at high speeds at the opponent, who is dealt 3% damage and knocked into the ground before being ricochet'd back into the air for a KO at around 145%, which while not too high can indeed lead into some tech-chases, with the passive damage before the throw being lengthy enough to potentially let the foe soak up a bit of fairy dust left by the FTilt, which can up the damage done by the move, even if the knockback isn't increased by much.

Final Smash: When You Wish Upon a Star...
Togekiss turns to face the screen as it closes both its wings in front of itself in a prayer-like stance, like the one when doing a Wish. The screen goes darker, as it then zooms out the camera all the way and a shooting star is shown passing by, like Wish's original animation found in the gif in said move.

After the fairly big, but only background-present star passes by, the still zoomed-out screen then returns to its normal lighting as it is then showered by a sparkling rain of multiple stars similar to those created with a Wish and the one who just passed by. The moment this happens, Togekiss is gifted a strong white glow with various colored triangles around the aura, which are obviously colored red and blue. This effect not only gives Togekiss unlimited Serene Grace, but also a 1.5x attack power and knockback boost! Meanwhile, the foe is put to sleep when the stars first fall down for the same duration as in Peach's Final Smash, with the same general idea of falling asleep longer the closer they are to Togekiss, giving Togekiss the free chance to use a Smash, Big Air Slash, or even an Ancient Power boost!

Additionally, after the first shower, more stars will come falling down each second in groups of 4, spread evenly throughout the stage itself, which Togekiss can nab for a free Wish HP restore! Since these stars are smaller than usual though, they will only restore 5% to Togekiss. If the foe manages to wake up, they can still hit these stars to cause them to stop healing Togekiss on contact, but the sheer number of stars probably means that they won't be able to hit all of them.

After 5 seconds, Togekiss will end the Final Smash, losing its Grace if it didn't have it before and having it continue its countdown from before the Final Smash if already with Serene Grace, though Ancient Power boosts will continue to be around, so you can still use them a bit before they fade away. Usually, Togekiss will only be able to get 2-3 stars in a batch at a time, for a total heal of 50%-75%, though if lucky enough you can even get a jolly 100% back! This is indeed a hard task though, you'll have to use your projectiles correctly and watch out for potential waking opponents, but the payoff can be grand!

Lucky Strife-Ender

Togekiss is a pretty interesting kind of fighter to play as. It's got enough size and weight to be considered a fighter deep in the heavyweight tier, but still not weighed enough to be comparable to the Super Heavyweights. Togekiss also misses out on the sheer power that comes from many heavyweights, with its usual damage given being usually one expected from a midweight or high-midweight.

Instead, Togekiss focuses a lot on crippling the foe with its many move side-effects, like stunning with its Side Special, stunning with its Down Smash, and even boosting its own stats with Ancient Power. For many pokemon moves, while sheer damage is important, the side-effects from the move can be very important for a match, though such side-effects are usually where Pokemon's more luck-based gameplay shines, due to them usually only happening a certain percentages of times when executing a move, which just as well happens with many of Togekiss' moves, as while they can cause some really nice side-effects, such effects might not even happen, causing an abnormal need of luck when playing Togekiss, moreso than just something like Game and Watch's Judge or the trip chance of a single DTilt.

However, Togekiss' Neutral Special is literally a blessing for the fighter, with the ability to make health restoring wishes being great for both getting health back for the sometimes combo-food fighter, but also creating pressure for the opponent, as they will now have to also dart their attention to the wish star that will soon fall down, creating more opportunities for Togekiss to get damage and status effects on them.

More importantly to Togekiss' whole gameplay is the charged version of the move, Serene Grace, as if its falling star is succesfully caught by Togekiss, it will lose a lot of its gambling nature, not receiving a straight up damage boost, but becoming much more effective due to being able to freely use its crippling status effects, which usually have a half chance of happening, meaning that they will always happen under Serene Grace, besides a couple cases, like Big Air Slashes, DSmash stun, and the DTilt's trip chance. Togekiss also gains better traction and aerial movement in this form, making playing as it way less slippery and more tight, also causing its aerial game to get even better, not to mention better defenses due to farther rolls and such.
Many moves also get direct boosts from Togekiss' added agility with Grace, most notably many of its Tilts and its DAir, which under Serene Grace can transfer into a Dash Attack for an easy air-to-ground transition.

For a quick move tour, Air Slash is Togekiss' main way of stalling the foe to deal damage and/or to start some combo chains, preferably pushing them away from its Wish area. While a relatively simple projectile, it can factor in a lot of Togekiss' Wish game, due to being Togekiss' preferred projectile for sniping Wishes from a distance, and also due to it always stunning under Grace for a paralyzing projectile that's even better than ZSS'. Togekiss can also use this move's bigger, laggier, counterpart, the Big Air Slash, which while hard to execute, can be a prime way to KO foes and get them the heck away, potentially even getting an opening after its samller counterpart stuns the foe, though usually only later in the game due to this version of the move's heightened lag.

Ancient Power is a pretty vital part of Togekiss' game even with the mask of a simple "pull from the ground, then attack" move, mostly due to its versatility as a projectile and its potential stat boosts. While laggy, an input of this move will cause Togekiss to essentially get three pieces of ammo, which it has some pretty good control over, being able to choose whether to throw them all together, or to throw them individually. The individual buffs each of these rocks give can help Togekiss tremendously, as, even with Serene Grace, Togekiss can still have problems with finishing the foe off, moving around, and even with wanting more defense. The Monado Arts-like buffs Togekiss can receive from this move can make it especially dangerous with Serene Grace, as if the opponent ends up hit by them all together, Togekiss is guaranteed to get a buff, though it will always end up being random. Meanwhile, throwing each rock individually can give Togekiss the freedom of choosing what boost to get, though in a much trickier fashion that includes smaller projectiles that won't always hit.
In general though, it is really hard to spam this move, as not only is summoning the rocks laggy, but Togekiss will also suffer some cool down after this move, especially if it stalls too much and doesn't throw them away fast enough.

Sky Attack is a very strong recovery for the Jubilee Pokemon, with the ability to zoom through a ton of distance in the air and even stall-and-fall back to the ground, something that combines with its 4 jumps may make it a pretty overwhelming recovery; but don't be fooled, this move does indeed have its fair share of cons. First off, the way the move is angled, if Togekiss is still below the edge by the time it finishes its aerial ascent, its pretty much impossible for it to get back to said ledge, not to mention that this move can only be angled as straight as 150* degrees downwards, meaning that Togekiss can miss the ledge entirely or not reach it even with its horizontal boost. Speaking of ledges, this recovery has the unique trait of not being able to connect to ledges, forcing Togekiss to have to do a secondary input to not be too vulnerable, which can open up a blindspot in the move in the form of the spin in between the two aerial movements, which alongside this move's startup, can be a bit laggy and doesn't have Super Armor, potentially giving foes some jolly openings for gimps.

The fairy wind created with Togekiss' Side Tilt, for how minimalistic it is, can be very effective, as Togekiss can use it to booby trap a Wish area with a small hitbox that it can control with moves like its BAir and UTilt.

Togekiss' Smashes are obviously its strongest damage-dealing section, and besides the lag, can be pretty potent, with stuns and trips from other moves leading to openings to use these moves. Togekiss' Up Smash can reach pretty high altitudes for a nice anti-air, and while the base damage for the move can be good enough, Togekiss can even risk its own health for a devastating Double-Edge, which while with proper Wish-Work can work out for the Jubilee Pokemon, if just used wily-nily with not a lot of openings for Wish and at higher percents can cause it to end up losing health with no way to restore it back. Down Smash is hard to connect at times, but can cause some sick paralyzing effects on the foe, which can nerf their movement to the point where it can get a lot easier to connect Air Slashes and Ancient Powers, though if whiffed, this move can have tremendous lag. Last, but not least, Aura Sphere is a pretty great killing projectile which can get some good uses even in its vanilla, but with customization with Ancient Power buffs can get really devastating.

As a more aerial-based fighter, of course Togekiss has a pretty good aerial game, with some of its faster inputs like Aura Pulse/Tail being located in this section alongside some deadly moves like the Togespin and the previously mentioned ExtremeSpeed. With two boost-affected inputs, when with an Ancient Power buff, no matter which, Togekiss will probably want to incline more towards the air.

Finally, while a bit below average, Togekiss' grab game cannot be glossed over, as it contains some pretty great moves for the Jubilee Pokemon, like a tech-chase starter with the Dthrow, a juggler with the UThrow, and a devastating move with Serene Grace in the form of the BAir, which is sure to give a Graced Togekiss some thought on grabbing foe for the sick KO.

Overall, Togekiss in its most basic can be a bit hard to mess around with due to its more luck-based approach, but with enough openings for Wishes and Serene Graces, Togekiss can be turned into a very resiliant fighter which can adapt well with its Ancient Power buffs while also whittling and stalling the foe down with stuns, paralyzes and the like.

Alternate Costumes:
In a right-to-left, top-to-down view, Togekiss' alts include:

-Shiny Alt
-Clefable Based Alt
-Azumarill Based Alt
-Mawile Based Alt
-Mime Jr. Based Alt
-Whimsicott Based Alt
-Diancie Based Alt (Jamie please don't sue)

Up Taunt: Togekiss does a simple aerial backflip in place, with its wings outspread wide in its sides and bright smile to go along with it, crying a "Kiss!" once it finishes the acrobatics.
Side Taunt: Togekiss spreads its wings at its sides as it flaps both to scatter some pretty, but non-damaging, fairy dust around itself accompanied by a gentle "Toge!".
Down Taunt: Togekiss falls to the ground and lays its stomach on the ground, with its wings resting on the battlefield. While this roost won't restore HP like the Pokemon counterpart, Togekiss will face its head forward while layed on top of the ground as it relaxingly bobs it side to side while humming a little tune.

Win Animation 1: Togekiss does a couple of acrobatic flying stunts around the clear screen as it then notices the camera, stopping to land on the ground and to wave at it.
Win Animation 2: Togekiss is shown in the clear screen doing a deep wish in a prayer-like pose, as it then bursts both its wings back to its sides, contentally shooting away a Wish star, which is later on seen passing by like a shooting star in the backgroud.
Win Animation 3: A group of three Togepi and two Togetics are shown a bit worried in the clear screen as Togekiss then swoops in from off-screen to give its pre-evolutions a big hug. I fight for my friends!

Lose Animation: Since it is pretty hard to clap with wings, Togekiss, still wanting to be polite, gives a bright smiles with its wings to its sides. It might not like strife, but Togekiss is still respectable when it comes to an even competition!
Boxing Ring Title: Red and Blue, With a Big White Hue

Kirby Hat: Kirby gains a little adorable crown reminiscent of Togekiss' colored crest, also gaining access to Togekiss' Wish Neutral Special, even being able to get some mini-Serene Grace buffs!

Win Theme: The usual Pokemon Victory Theme, though played on a soothing and fitting harp.
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Roses are Blue, Violets are Blue, I'm Blue too
Dec 8, 2014
Behind your local Arby's
Reiga Comment Goodness
This Edition: Oh jeez I'm late

Nurse Joy
First off Slavic, there are some general stuff present in your sets this contest that I'd think would be best to point out now. First off, these sets would probably be way better off actually listing something like a Smash's scaling damage as "x-to-y%" instead of just "at max y%" as while granted we can just divide that by 1.4 or something to get the base damage, it flows way better to say the base damage and the charged damage, so the reader will be like "oh, so if I just tap this I'll get X, but if I charge it...". I don't even remember this kind of thing happening in your old sets either, unless I was busy looking at the pwetty pwesentation or something.
You should probably seperate your paragraphs more too, as many tilts can get a bit block-of-text-y, with a notable case being Melia, with most of the elemental-boosted moves getting a single paragraph to talk about more than 3 different types of effects.

Onto the Sharla set itself, there's really not much to say about it that everyone hasn't already said, though I do find it funny that you did this kind of set after at around this same period last contest you commented on Steven Universe while crediting Junahu's Nurse Joy for its supportive approach (wait, was it even you who said that? Darn bad memory!), and while I do indeed share other people's thoughts on the supporting style not meshing in well with the offensive part of the set, I would indeed like the set if it had a really big focus on the matter, as at the moment the supporting part of the set isn't at its best and the 1v1 is pretty sucky, with Sharla pretty much having no Side Special unless she enters a sniping state that really isn't my cup of tea. There truly isn't much to explore about this set that hasn't been said before

Melia is a pretty fun set that explores some cool elemental interactions, and while I don't really like characters where their powers are "durr, all five mystical elements" (no offense, Captain Planet), the set does indeed have some nice stuff with being able to both buff yourself with the elements to do some mini-customization to an otherwise rather boring, statistically speaking, character and also use said elements in attacks to add a bit more flare to your moves, though I do feel more could have been done with the non-elemental moves like Shadow Stitch, with some elemental stuff like wind and ice also getting at times the short end of the staff. I do share my thoughts with Roy that the Grab-Game's elemental grab is a pretty bad use of the elemental mechanic, I also share the idea that some of these elemental buffs could have more to them than just "one does more damage, the other does more knockback etc."

In general, this set is a very fun idea that brings to light a fun way to manage different effects to both customize Melia and her attacks, though it would probably be better with some rethought on some elemental stuff, a better focus on some other non-elemental moves like Shadow Stitch and Starlight Kick, and a better grab game mechanic. Nice set, Slav!

What doesn't Kill me Makes me Weaker. But Hey, At Least I get a Speed Buff!
Like many, I think Dunban is the strongest set in the XenoSlav trio, with a very fun reverse-Aura like mechanic that I'm pretty sure hasn't been done much except for in ancient MYM or something of the like. The idea that Dunban starts the match really strong but gets weaker the more he is damaged is a strong one, especially since Dunban can manually lose his own % with his DSpec and isn't just affected negatively the more he is hit, with the speed boost factoring in very nicely with Dunban's set due to the high number of momentum-y moves. I do however share other people's sentiments that this set gets progressively weaker the more it is delved into, with an excellent Special section to start off, but a pretty meh Grab Game to finish it off.

Dunban's ground-combo based stuff like the SSpec is pretty fun, though I do question if said Special would be better as the Neutral input, considering the description itself says it's more important to Dunban's playstyle than the Tempest Kick. In general, while there are some moves with cool animations, Dunban also has some prett generic sword moves, with certain more different features like bleeding with the UTilt feeling a bit shoehorned in. I'm also not much a fan of the Ether-Based DSmash, which feels very much like something just put in for an ether-based Smash.

Overall, Dunban is a pretty solid set, and while it has some good improvement room, it's genuinely one of the best sets Slavic has blessed us! Good job, Slavicado Boy!

Aug 30, 2014
Another Dimension
As I see that this contest is more active, I am more driven to create movesets for it. Here's one right now.

Nico Robin blooms into battle!
Nico Robin is a One Piece character, and a part of Monkey D. Luffy's pirate crew, the Straw Hats. Robin was previously the vice president of Baroque Works, known by the name of Miss All Sunday. When Baroque Works fell, Robin decided to join the Straw Hats, as their archaeologist. She ate the Hana Hana no Mi Devil Fruit, known as the Flower-Flower Fruit in English. It is a supernatural fruit that grants her the ability to sprout any body part on any surface. She has the tendency to cross her arms over her chest as she uses this power. Attacking any of the sprouted body parts will cause damage to her body, and this is represented in her moveset: with hitboxes come hurtboxes.
Height: 6.5/10
Weight: 6/10
Jump: 4/10
Speed (Ground): 6/10
Speed (Air): 3/10
Speed (Fall): 4/10
Water Paralyzation
This is the downside of eating the Hana Hana no Mi. All Devil Fruit eaters are bound to it: water. Robin lacks the ability to swim. If the majority of her body is in a body of water, such as the water in :delfino:, she becomes paralyzed. This paralyzation lasts exactly three seconds, and when it's over, the knockback out of the water allows her to make a necessary recovery. Water part of a character's moveset will never cause this effect, as they are incapable of covering up the body, and are used mainly for sliding or a basic attack.
Standard Special: Dos Fleur: Clutch
Robin crosses her arms over her chest. "Dos Fleur: Clutch!" All of Robin's opponents within a certain range of her will have two arms sprouting out of them, one from each shoulder. The range of the move is four SBBs, in all directions of Robin, though this range is circularly around her. After the arms have sprouted, they bend back the neck of whoever they've sprouted from over the course of 45 frames, dealing them 15% damage, yet leaving them no knockback, although it can still disrupt moves. This is a command grab, yet an odd one, due to its ability to catch multiple foes, and the fact that the vessel used to grab is actually coming from the foe's body.

The arms can sprout on opponents even under the stage. When Robin uses it near the ledge, it becomes a gimping move, disrupting recovery with her out of the way. If arms are sprouted on an aerial opponent, their falling speed becomes equal to 2/10 as their neck is being snapped. Dos Fleur: Clutch has notorious frame data, 22 frames of it. If the target's recovery strikes above the stage, Robin should simply leave it alone before she is knocked out of it. If she does clutch a recovering opponent, it gives her the chance to meteor using a down air or up special.

Dos Fleur: Clutch is a ranged, unblockable attack, and really useful on the ground. It can halt approaches, and create a sort of blocking method for those emerging from the ledge. The opponents are unable to get through it. For a command grab, it can be surprising, as it will affect those hanging from the ledge with ease.
Side Special: Ocho Fleur
Robin holds out her hand. She makes eight arms shoot out of it, as a chain, covering an extremely long distance. The arms shoot out one at a time, and each one will hit individually, although they can all hit the same target one after the other. Robin won't necessarily sprout eight arms with the side special, eight is only her maximum, and she will keep sprouting arms for as long as the input is held. If the input is released, the arms begin to disperse, at about twice the speed they sprouted at. Again using the input cancels the disperse, and makes arms continue to sprout at the speed from before. If uninterrupted, Robin can use these properties to keep the arms out for as long as she wishes, repeatedly resprouting them before they all disperse. After reaching the eighth arm, they'll automatically begin the retraction process. Each arm's hit deals 3%, meaning as much as 24% can be dealt with a single Ocho Fleur combo.

As the sprouting arms can be reacted to, they shouldn't be used in neutral. They can catch landings. When at least four arms are out, it is a good time for some mixups. She can choose to let the arms disperse, alternatively making them appear randomly, confusing the opponent. If they see the arms retracting and are in front of them, they could drop their shield, so a sprouting arm could hit them. If Robin starts sprouting arms, the opponent could think that she plans to sprout several, when she really only sprouts one or two. If she lets one or two arms disperse while they barely avoid being hit by an attack, resprouting the arms will punish the attack. The more Ocho Fleur is used against an opponent, the more you become used to it, and the more tedious and confusing it will become.

While Ocho Fleur has range letting Robin hit from insanely far away, it is also countered with good enough spacing to hit an arm with something. All of the arms are heavily vulnerable to projectiles.
Up Special: Cien Fleur: Wing
Robin crosses her arms over her chest. A complete second of lag passes afterwards. "Cien Fleur: Wing!" Robin sprouts a grand total of one hundred arms. Fifty sprout on each side of her, and they protrude from her back in an organized manner, gathering and forming a large pair of wings. When the wings are fully formed, they flap a single time, raising her five SBBs higher. During the flap, at the very beginning of the wing's drop, they can powerfully meteor smash, just without any damage. The hugeness of the wings leads to a huge hitbox for meteor smashing. However, if Robin's opponent is recovering, they will have plenty of time to get above a desperate Robin and avoid the wings, thus evading the gimp. If Robin actually wants to land a meteor smash, proper timing is essential. After knocking the opponent off the stage, she should jump off immediately and start this move. That timing would be her best chance to edgeguard, and a good application of this move.

Proper timing really applies to all situations. On the ground, Robin would need to get a hard read on the opponent's approach to hit them, and even then, they have time to react to this move. Low air speed means Robin shouldn't get too deep to use this. Her aerials provide far better gimping options. The huge and bulky wings are out for a long period of time, giving the foe a lengthy opportunity to hit Robin with a move of their choice, specifically a meteor of their own. A meteor against her will almost always succeed here.
Down Special: Veinte Fleur: Calendula
Robin quickly sprouts twenty arms, ten out of each of her elbows. The sprouted arms spread around her original pair of arms, which are put out in front of her, and she spins the arms around for exactly 20 frames. The spinning arms will reflect projectiles, with a 1.15 damage multiplier, and a 1.7 speed multiplier. It reflects 40 maximum damage. Really low lag is additionally involved here, so it can be spammed to grant Robin lots of constant protection. It can even be used two to three times before a landing. Foes should really beware of using their powerful projectiles in battles, as Robin is great with her reflection. A read is unnecessary.

Out of all of Nico Robin's moves, this is the only one where the sprouted body parts don't have any hurtboxes in them. It is safe to throw out at all times, and an efficient protector.

Neutral Attack
Robin holds up her arm, bent to form an angle. The arm instantly rises higher, for a hit of 2%. The hitbox for the hit, as well as the other hits, are of an average size. The first hit is stationed in front of the top of Robin's chin. Because of its height, Robin has trouble hitting shorter foes, so they are able to knock her out of it. The next two hits are lower, done by inputting the attack once each hit. From her shoulder comes the second sprouted arm, that hits with the same range as the first, only with a straighter angle. While the first arm barely has any knockback, the second only has knockback below average. Like the first, the second arm deals 2%. The hitbox size is the same too, with the arm being placed in front of Robin's stomach. The final hit is the strongest, with 4%, and average knockback.
Dash Attack
Putting her left arm atop the middle of her right, Robin grabs an opponent, and with a throwing duration of 22 frames, Robin slams them on the ground. To do this, she holds out her right arm, and creates a grabbing arm to sprout from her palm. When thrown, the opponent takes 6% damage, and bounces directly in front of Robin's toes, leading to the impossibility of throwing someone down under the ledge and closer to the blast zones.

Whether or not Robin is successful with the grab, this attack will always have 40 frames of cooldown for her. When combined with heavy diagonal knockback, that trait of high cooldown makes it similar to a heavyweight's attack, slow and strong. Most characters will be KO'd from the dash attack around 135-140%, and what's also notable is that the knockback is difficult to DI. This dash attack resembles a command grab, but it just isn't. It can be shielded. As a matter of fact, it has low shield safety. Robin can run in when she is close and get one in.
Forward Tilt
Robin holds up her arm, and 17 frames later, sprouts three half-arms from it. These arms will then each do a flick one at a time. These "half-arms" are all the bottom half of one of her full arms. The top half-arm receives the first flick, dealing 4%. The bottom half-arm has the last flick, dealing 3%. The middle flick has a bit more range than the bottom half-arm, and the top half-arm, which is longer than the bottom. However, the middle arm only deals 1%. There are ten frames between each flick. All of the hits are weak, but they will all hit the opponent most of the time due to low horizontal knockback. Another strength is how its range is spread out vertically, allowing it to hit high opponents and low opponents. All hits have low priority, being outprioritized by most attacks in the game. Thus, the bottom half-arm makes a lousy edgeguarding attack. It can occasionally combo into Ocho Fleur, though this is overall underwhelming.
Up Tilt
Robin creates a leg in her hand. The hand is pointed at a downwards angle. She swings her arm over her head until it's just barely behind it. The hitbox is only in Robin's foot, but it is also of a decent size. The attack has 7% damage. Since Robin waves the leg around her head, it can hit at most sides. It is hard to avoid during CQC. The direction of the knockback is dependent on where Robin's toes happen to be pointing during the hit; the opponent is launched in that direction.

Close to the end of the tilt, when the sprouted foot's toes are pointed towards the stage, you'll be able to launch people right behind you, creating an opportunity for you to combo into a dash attack.
Down Tilt
1.75 SBBs away, Robin sprouts a quick foot to pop out of the ground, remaining there sixteen frames for a sole lingering hitbox. If the foot hits an opponent, it deals 3% damage, and has an 80% chance to trip. The down tilt actually has eight frames of ending lag, and during this time, Robin gets free movement. When using this attack, Robin can get pretty campy, and grounded opponents will gain something to watch out for. The foot's quickness allows it to be comboed into by a forward tilt, which can launch right around where the foot pops up. Many moves can be done out of a successful trip. It doesn't benefit Robin at all if there is the rare failure to trip the opponent. In that case, the opponent takes a bit of horizontal knockback. However, unless she is careless and keeps spamming it, the foot can be an approach prevention device that you won't expect.
Forward Smash
During the charge, a wall of arms the exact same height as Robin sprouts three SBBs away from her, sprouting from the ground. This wall doesn't do much, but can minorly block enemy approaches just as efficiently as a Phantom Slash phantom that's finished swinging its sword. The wall has hurtboxes on it, so it does make it a lot easier for the foe to forcefully cancel the smash attack. Upon release, Robin will sprout eleven arms onto all opponents between her and the wall of arms, all over their bodies. Two arms come out of their cheeks to grab their forehead. One arm comes out of their chin to grab the top of their head. Two arms sprout from either of the opponent's arms, wrapping around their torso. One arm comes from either hip, gripping their legs, and arms come out of the knees to pick up their feet. Contrary to the move's name, there is a potential for there to be more than eleven arms involved. With two opponents between Robin and the wall, there would be 22 arms sprouted, not counting the actual wall. Eleven is only the essential amount of arms for the attack.

All of the arms work together to slam the opponent into the generated wall for a minimum of 11% damage. "Once Fleur: Slam!" The opponent is then launched diagonally over Robin's head. Uncharged, the smash attack KOs at 100%. It has great range and is designed to affect multiple enemies, though the hurtbox extension makes it risky to use. Though the sprouted arms will grip the opponents, the forward smash is not a command grab, so they can shield when caught in its range, and then punish. It is up to the player to make the right call on usage.
Up Smash
Robin sprouts six arms. The first arm sprouts from her hand, with a second arm coming out of that one to produce a chain. The last four arms come out of the palm of the second arm, spreading in different directions. The hands then curve into the palm, with Robin's elbows sticking out. By doing this, she creates a mace that she swings overhead. She'll swing it once in front of her, once behind her, and once in front of her again. While the mace has the same amount of knockback all the way around, the damage varies. It starts off with 6% uncharged, then it deals 5%. It deals 3% when in front of Robin for the second time. An uncharged up smash KOs at 110%. Like a true metallic chain mace, it has great horizontal reach and priority, beating out many aerials. This in her arsenal makes it very difficult to land near Robin. The multiple hits are mainly used to ensure a hit rather than to rack up damage.
Down Smash
On either side of Robin comes two legs, sprouting up out of the ground. The legs are able to deal a minimum of 5% each, meaning 10% on each side. The legs have a cooldown of 42 frames. Fortunately, the legs remain out during the cooldown, losing all of their hitboxes. During this time, a leg pair can be stood on as if they were a platform. If played strategically, the legs can force an opponent to land early when the hitboxes don't connect with them. The elevated position means Robin usually won't be punished. Knockback occurs straight up, and it KOs uncharged at 115%.
Neutral Aerial
Robin holds out her arm, extended to about 5/7 of its maximum range. From the arm's wrist sprouts an arm extended completely, and it does a downwards slap, that hits when aligned with Robin's knees. The slap will have an outward moving motion, traveling an SBB. It causes 3%. As it hits kind of low, it's usable against the grounded. It hits them during their jump and knocks them in front of Robin. It has frame data that makes trades with it quite common. The neutral aerial can set up for a forward aerial. This is a true combo.
Forward Aerial
Robin sprouts three arms: one under her right arm, and two out of her palms. She hits using all three generated arms. The palm arms hit first, and the arm under her right hits second. Of the three arms, the third is the strongest, 9% and finishing at 130%. The first arm causes 4%, and the second causes 3%. The forward air has notable startup. Robin must be careful with it. The arms reach out far, so it is okay to use sometimes. The attack can be treated like a sword, best at medium range.
Up Aerial
Robin sprouts three arms from her right arm. With these, she waves above her like a ribbon, her arms flying around. The arms hit an amazing, outstanding total of nine times, creating an attack basically impossible to air dodge. If the opponent is airborne, they must be careful, bewaring of this foolproof extra damage. None of the hits cause more than 2% damage. Characters with high speed will have the best time against the storm of arms. Aerials could hit with Robin as she whips them, but only with good placement and timing. It will hit through the stage, only with an often disappointing result due to its weakness. The vulnerability she has as she uses Cien Fleur: Wing can be covered via this up aerial. The opponent will be knocked up far enough to save Robin, with hope that they don't make it down in time to gimp her. A stronger up aerial would be better with fulfilling this purpose.
Back Aerial
Robin crosses her arms over her chest. If there is anyone behind her, twelve legs will sprout on them, spread out onto different parts of the lower half of their body. The combined weight is enough to yank them. The legs' weight lightly meteor smashes the opponent as they get pulled down. The legs remain attached to the opponent for as long as they are meteored. While the back aerial is really easy to land, it only causes 1%. Most of its ease comes from the fact that it reaches three Bowsers behind Robin. On the worst recoveries, it's an easy gimp. When it's over, the legs suddenly disperse.
Down Aerial
Robin crosses her arms over her chest, simultaneously dropping down her leg. A second leg comes down from the first, stomping and meteoring down at the foot. For an aerial meteor, there is some unusual range. This range makes for a good meteor, although it not only isn't particularly powerful. It fails against recoveries with hitboxes; they'll strike Robin via the extended hurtbox and return her back up, possibly even stage spiking. While the down air is more effective, the back air is more efficient. With this in mind, the back air is more commonly used by Robin players. 6% is dealt out by the stomping sprouted foot.
Robin sprouts three arms from her palm, and she extends all four arms as far as possible in a seriously lengthy tether. It has hurtboxes. Each arm gets a chance to do the grabbing before the next comes in. It is segmented, like :4pacman:'s. It is one of Robin's most punishable moves thanks to the hurtboxes and the standard tether lag. She has to train this grab to perfection should she want to use it, otherwise she can be rejected and knocked away hard each time. Using it for recovery is a better idea than using it as a grab. After grabbing, the opponent is pulled into a six arm hold.
All six arms squeeze in, which each individual arm doing half a percent. Yet, as they all squeeze at once, the individual damage is never actually generated, and the 3% total is applied.
Forward Throw
Robin drops the opponent on their back. Eight feet immediately sprout from the back, carrying the opponent further away from Robin. The more damage they have when they are dropped, the further they'll be carried. The legs walk at :4peach:'s dash speed, and while they don't ever walk off of a ledge, they do walk in place for the amount of time they'd continue to walk should the ledge not be there. As the opponent is carried, Robin is capable of moving around and shielding, but no moves. She can get into place for a follow-up, meaning this can combo into several other moves. After the carrying is over, the legs vanish as the opponent drops down, taking 2%, and left in a knocked down position.
Up Throw
Robin pulls the foe above her, and tosses them with the force of six arms. They get tossed high in the sky for 11%. The knockback growth is minimal, so it won't KO until 190-210%. It is a poor combo throw due to its knockback, but it can stall for Nico Robin.
Back Throw
A series of arms appears on the ground behind Robin. She places the foe into the first pair behind her, their feet facing the screen, and they get carried backwards, with more carrying, via a greater amount of arms, the more damage the opponent has. Robin is capable of moving and shielding, but no moves. The arms never carry the opponent past the ledge, so the throw ends there. When the throw ends, the opponent is tossed into the ground for 8%, where they are bounced up. It is at this point where they are given the opportunity to tech the landing.
Down Throw
Robin leans the opponent down, and with the force of six arms, tosses them down for 8%. It is comparable to the up throw, performed by the same six arms. While the up throw KOs from 190-210%, the down throw KOs at 200-220%. The knockback is vertical and ends up slightly lower than the up throw.

Due to the "allergy" to water, the players must do their very best to avoid going to Delfino Plaza, the only legal stage with it.

To fight, Nico Robin sprouts parts of her body. She focuses on arms. She'll sprout multiple on her body and have them spread out to hit on multiple sides. Sprouting multiple arms connected as a chain gives her more range the rest, especially special for a physical fighter. Ocho Fleur can reach across stages. Certain ground moves, such as the down tilt/smash sprout body parts on the ground as opposed to Robin's body. Moves like Dos Fleur: Clutch and the back air are hard to avoid, as Robin sprouts body parts on the opponent, making them difficult to counter. Being able to reach you wherever you go would be better, but because every sprouted body part has hurtboxes, it makes it easier to hurt Robin. For a long range fighter, Robin is punishable on her attacks. Hitting a sprouted body part will destroy the attack, and hit Robin with regular damage and knockback.

Grappling is her style, with a command grab and a tether grab. Cien Fleur: Wing leaves her heavily vulnerable, as long as the opponent is above and not below her. The tether grab is a better recovery option, and low air speed justifies its usage. Using it against an enemy is a challenge because it contains hitboxes. You should know exactly what the grab will and won't do. Once you are grabbed, Robin can do several things to you. She has 3% pummels, and can easily send you to either end of the stage with the carrying forward and back throws. These throws are scary because they leave Robin able to get in a variety of different moves once it's over. Her dash attack and forward smash also heavily resemble grabs. The forward smash will catch hold of anyone within a designated area. It is a KO move, along with the up smash, which hits at least once on either side.

With Dos Fleur: Clutch's great range, it can stop aerial approaches, snapping necks to stop attacks. Dos Fleur: Clutch has a circular field that affects you if you're in it. This can be exploited to force you to the edge, or used against you if you're already there. The neck snapping arms do have hurtboxes, but these are impossible to hit by whoever they've grabbed. It is good when falling to halt recovery. Most aerials will easily hit airborne opponents, and they'll hit the enemies that can't hit Robin back from their location. Up aerial has the easiest time against the airborne. It is really tedious, and attacking is key against it because of difficulty avoiding it. Up air is really good extra damage.

Veinte Fleur: Calendula is her only move without hurtboxes. It should be spammed often for protection. Down tilt is a comparable defensive move.

You can adapt to Robin's moveset by constantly avoiding her attacks and punishing right after. She'll put hurtboxes near you that allow you to do this. You can't do this when the hitbox range is too long. There are many guaranteed times when Robin's supreme range will create a superior force.

First nine seconds.
  • Robin disperses several arms that were coming out of her.
  • Robin flies down using Cien Fleur: Wing. The arms on her back then disperse.
  • Robin puts on her sunglasses, then glances.
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Smash Hero
Oct 5, 2008
Dedham, MA
Just looking over these comment blocks... it seems that the most common complaint is "aerials and standards are lacking", or some version of that. Aren't they almost always the case aside from some standout moves here and there (like Captain Falcon's Knee) anyways? Standards/Aerials are more like the glue between throws, specials and smashes IMO, and are really interesting in conjunction with the other "anchor" parts of a moveset.


Smash Lord
Apr 26, 2007
Las Vegas, Nevada
Just looking over these comment blocks... it seems that the most common complaint is "aerials and standards are lacking", or some version of that. Aren't they almost always the case aside from some standout moves here and there (like Captain Falcon's Knee) anyways? Standards/Aerials are more like the glue between throws, specials and smashes IMO, and are really interesting in conjunction with the other "anchor" parts of a moveset.
You can have anchor moves/glue that is better than others, though. For example Artorias' standards are very much glue-y and the aerials too, but they were quite liked because of how they did it. The same is true of Smash, Marth's glue moves are generally high end design-wise for example.


Smash Hero
Oct 5, 2008
Dedham, MA
Anti-Mage is a refreshing take on the glass cannon archetype who's cannon part is so strong that it shatters its own glass! The core here is really interesting, sacrificing your shield passively in order to boost offense to the Nth power is done well, with a nice touch being certain sweet spot zones (1hp left) for maximum power, and debuffing the foe's shield as well to bring them to your level. One complaint I have here though is that it is not too clear what exactly happens if you or your target's shields drop below 1 or 0 when not shielding. Do they get stunned then and there or do they insta-shield break on the next shield input? It is especially important for Blink's usage as it affects Anti Mage's offstage game and neutral significantly. I am reading this in bits at work at the moment so forgive me if it was explained, but from my memory at this moment that sort of jumps out at me as something important that wasn't made too clear!

On the whole the concepts in the set are quite fun, and I especially liked the Down B given the context of him not shielding much anyways, rewarding him with the gambit of willingly soaking hits is a nice touch. Blink is also very fun with how you can blink between certain moves, and Nspec is downright scary given he can do it on himself vs a low shield foe where they could risk a shield break... then another Neutral B! That said, it seems the concepts were placed in areas that are a bit haphazard? Don't get me wrong, individually they're cool but then certain moves like Nair or Fair can be blinked halfway through the input while others cannot. Uair grows in power with your shield being down but others do not, and Bair literally grows in range which I found fun but is not mentioned elsewhere. This is sort of nitpicky honestly, but it just lingered in my mind after reading him that it is sort of inconsistent in terms of concepts, though individually they're all great. Perhaps while Spell Shield was active some of these effects could have been placed on him as a slight form switch? I agree with others that, especially on a blade user that signifying which way you swipe is important as well. A Swipe left to right vs down to up is very different coverage in smash!

While this comment is probably overly nitpicky, Anti Mage is still a good set in my eyes. If it had a bit more detail as well as perhaps more focus on a few of the mechanics introduced it would go from good to great!
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Nightmare Weaver
Oct 10, 2008
I will be posting a moveset tomorrow (Sunday) at or around 10 PM EST. It would be done sooner, and in an image format, but when one's computer lags and GIMP refuses to work, and you lose hours of progress, there's really nothing you can do about it. It's been a while since I made a moveset, so I may make mistakes. I plan on producing more movesets, and frequently, in the future.

On-topic question: What are your thoughts on matchups and playstyle sections? I notice that a few of the regulars have actually made Final Smashes but no playstyle/matchup sections, which is the opposite of how it was a few contests ago.
Nov 24, 2008
The Make Your Move Rooligan Society
I will be posting a moveset tomorrow (Sunday) at or around 10 PM EST.
I'd love to see a moveset from you, it's been ages and ages since since you've posted (a moveset) in MYM. If I had to guess, it'd probably be a Dark Souls or Magic: The Gathering moveset, both fit your tastes and the former would be a new for you. Though it would also be fun to see something simple and refreshing like Mikami, that was a nice experience.

As far as playstyle and match-ups go, they are not entirely necessary for movesets these days. These days a moveset's playstyle is obvious enough from reading the set, though that being said adding a playstyle section can make your set look more professional. Personally, I only write playstyle sections when they come to mind for the moveset, to explain how my lengthier, more voluminous movesets work. I've almost never written match-ups in any of my sets, they take a long time to do given sets these days are longer to read. As far as playstyle sections and match-ups go, they don't affect the quality of your moveset so you don't have to worry about not having them in your set.


Smash Hero
Oct 5, 2008
Dedham, MA
Its great to see an old-timer back in the thread! As well as another MOBA set, and for quite an interesting Tank character too. The best parts of this set are definitely the writing style which is nice and promotional with great bits of humor, as well as the addition of custom specials. Its sets like these that make me wish customs were more like MKX where they are a true consideration rather than RNG loot drops. I personally would max out the healing with Leeching Scarabs and Aggro Locusts, keep the standard Web Cocoon to trap foes and leech easily, and then the 2nd ambush side B to mix up the foes more while maximizing evasiveness to heal. Overall a very fun core with thematic, buggy attacks to supplement this. There were some qualms I had however, like it is not mentioned how long the Nerubians stick around for in a clear way, and the Down throw seems kinda...there? It makes sense lore-wise I imagine but in the context of everything else it is puzzling and kind of tacky that foes suddenly just cannot grab. The 3rd Nspec also seems sort of inferior to the others due to their instant rewards but that is more a preference thing. Dsmash is also a clever use of RNG, but I feel the Web version is a little weird to visualize? Every other mention of a web "pulls" foes, this one pushes them upwards instead of like blowing up then auto-Utilting which I found a little odd. Anyways, I really enjoyed this set on the whole despite some grievances, and look forward to more Kholdstare!



Nightmare Weaver
Oct 10, 2008
Thanks, JOE! Not fully explaining the nerubian mechanic was an oversight, I need to go back and clarify that. My intention was for the nerubian to act as a normal character that must be KO'd like any other character, but they're weaker so they die easily. The Down Throw was supposed to give Anub'arak a solid answer to foes who have grabs that are difficult to deal with, and for another status effect to go along with his disruptive theme. The web version will probably be changed, because I wanted three different traps: one that attacks from the side, one that attacks from all angles but is close ranged, and one that attacks vertically. The web version was meant to launch a foe into the air. Thanks for the feedback, I'm glad you enjoyed it! The custom specials were definitely my favorite part of writing the moveset, I'm going to include them in my future ones.


Smash Hero
Oct 5, 2008
Dedham, MA
Thanks, JOE! Not fully explaining the nerubian mechanic was an oversight, I need to go back and clarify that. My intention was for the nerubian to act as a normal character that must be KO'd like any other character, but they're weaker so they die easily. The Down Throw was supposed to give Anub'arak a solid answer to foes who have grabs that are difficult to deal with, and for another status effect to go along with his disruptive theme. The web version will probably be changed, because I wanted three different traps: one that attacks from the side, one that attacks from all angles but is close ranged, and one that attacks vertically. The web version was meant to launch a foe into the air. Thanks for the feedback, I'm glad you enjoyed it! The custom specials were definitely my favorite part of writing the moveset, I'm going to include them in my future ones.
One thing I did notice (as have others) though is that there are quite a few "Stun" moves in the set. Do you mean like actual ZSS/Shield break type stuns or just hit stun? If the former, couldnt he do potentially 0-death type locks?

Pippin (Peregrin Took)

Formerly “ItalianBaptist”
Jan 28, 2014
Switch FC
Hey guys! I've been a lurker for a while but I think I finally got an idea for my own moveset. The thing is, I've never done this before so I don't know what the rules are. I know the character needs to be in one post as opposed to several, but can I start it in one post and edit it later as I go or do I have to post the moveset all at once?

Smash Daddy

Smash Master
Apr 29, 2007
K Rool Avenue
Hey guys! I've been a lurker for a while but I think I finally got an idea for my own moveset. The thing is, I've never done this before so I don't know what the rules are. I know the character needs to be in one post as opposed to several, but can I start it in one post and edit it later as I go or do I have to post the moveset all at once?
Welcome! You should post the complete set and at least a header image, though you can edit it as much as you like after the fact.

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Smash Daddy

Smash Master
Apr 29, 2007
K Rool Avenue

Allen O’Neill is a recurring midboss from the Metal Slug series, appearing in the first four games and finally the seventh, although he is paid homage to in the sixth game. Allen O’Neill is a leading figure in the Rebel Army, above the rank and file of the Infantry or other specialized squadrons, his first appearance he fights bare-chested holding a giant machine gun on top of a snowy mountain. He’s always fought in a similar place, with two platforms on both sides of the room and starts off every fight laughing at the player. Throughout every fight, he is the only character in the series to have dialogue:

"Come on, Boy!"
"Go home to mommy!"
"You're mincemeat!"
"See you in hell...!"

He’ll even start the match with a hearty “YAHAHAHAHA!” His death cry is the final quote. O’Neill carries a real life weapon, unlike many of the exaggerated weapons found in Metal Slug, an M60 Machine Gun. Allen O’Neill is always fighting on the side of the villainous Rebel Army that aims to bring the world under the control of a military regime led by General Donald Morden. Allen O’Neill is shown to die painfully after every boss fight, but comes back all the same over and over, making it seem as though he’s immortal. His son, Allen O’Neill Jr, later becomes his own midboss largely the same as his father, and Allen O’Neill himself even got to be playable in the mobile spin-offs of Metal Slug as the main character. Metal Slug 4 uniquely has Allen O’Neill come back to life as a cyborg after first being defeated, but he returns as a normal person in Metal Slug 7, manning a giant mech.


Size: Donkey Kong
Weight: Ganondorf
Ground Speed: Robin
Fall Speed: King Dedede
Air Speed: Ganondorf

For starters, Allen O’Neill’s size is a little misleading, as his body is roughly the same height and width of Ganondorf, only slightly broader in the upper body. A huge part of his model in game is his machine gun that stretches out half a platform in front of O’Neill by default. This is not a part of O’Neill’s own hitbox and only becomes an active one when it’s used in attacks. O’Neill’s overall speed whether in the air, on ground or falling is horrendously useless, but does make him basically impossible to Star KO with a huge weight and absurd falling speed. O’Neill instead gets a set of excellent jumps resembling the ones in his mid boss fights that let him leap across multiple Metal Slug platforms, in Smash this means he has a first jump that has 1.4x the reach of Falco’s and the second jump goes 0.8x the distance, a great recovery on its own. O’Neill’s gravity is in the top fifteen highest in Smash 4 and this further exaggerates his fast falling and lets him survive a little longer.



Allen O’Neill fires his Machine Gun, shooting 5 bullets that travel as fast as Fox's laser and deal 3% each with flinching knockback, all hits landing deals 15% damage and knockback that will KO at 150%. The bullets are the size of a Gooey Bomb and the line of projectiles is half as long as a battlefield platform. The hits will combo into each other at any percent, having a large amount of flinching knockback. This move has a unique cooldown timer: the machine gun takes three seconds to cool down before it can be fired again, severely limiting the amount it can be spammed. O’Neill can angle the gun 45 degrees up and in the air can angle it down to shoot diagonally. The bullets travel the same distance as Falco's blaster in Smash 4 and this move has the same lag as that move, but the end lag is very slow and easy to punish, making it hard to directly follow up on.

The spacing of the bullets can make it difficult to dodge and will deal around half a shield's full health if all five bullets connect and causes a great amount of shield stun, scaling up depending on how many bullets landed. This encourages a foe to specifically roll around the bullets, as even five bullets will travel past the foe if they roll towards them as they dodge past with a roll. The bullets go slow enough that multiple become harder and harder to fully spot or air dodge, eventually becoming impossible at 3 bullets and causing the foe to get hit by half the barrage at 4. Not only for this move, the threat of the Machine Gun in general should encourage the foe to roll far more, especially when this move can be used in the middle of a few other moves using the machine gun, working in the same way as Bayonetta's Bullet Arts. O’Neill can hold the standard or special input during certain moves to fire his gun out after the move is over. This is relevant to the neutral special as this works on the same cooldown timer and adds the same amount of lag to any given move, making it a huge risk and this move is by far the fastest way to fire off some rounds.

There's a small chance whenever he uses this move, O’Neill will say one of his five quotes, for this move there's a preference for him to say "Come on, Boy!"


O’Neill pulls out a heavy bit of machinery, a giant rocket launcher half as tall as he is, and stands on the front end of it using his giant boot to hit the trigger button, firing a giant missile out of the end. This has the same lag as Snake's down smash in Brawl. This missile is the length of a battlefield platform and as tall as a Mr. Saturn, and will deal 20% damage and high knockback if it hits a foe, which can KO at 125%. However, the giant missile is not a hitbox for the first second it comes out, taking all that time to fully come out of the launcher and start being propelled forward. The giant missile is not what it first seems: any character, the foe and O’Neill, can stand on top of it without causing it to explode and ride the missile. Allen O’Neill will naturally be on top of the missile and riding it if he doesn't move, as it comes out under his feet, putting him at the tip of the missile.

The missile will travel the full distance of Final Destination before it speeds up, and travels at the relatively low speed of Ganondorf's dash until it travels that far. Only the front of the missile is a hitbox, but O’Neill or the foe can attack the missile to lower down its 50HP to cause it to explode early, although it will never damage O’Neill. Shooting the missile has 35 frames of start lag, as bad as Dedede's forward smash but surprisingly little end lag, and obviously has a pretty useful way to deny a punish. Once the missile travels a full FD, it will accelerate up to the speed of Sonic's dash over the course of 2 seconds, taking anyone on top of it all the way to the nearest blast zone, or explode on any solid structure or wall. This means if O’Neill just stands on the missile all this time, he's just as likely to kill himself as the foe, but if he manages to grab the foe on top of it, he can score a KO in the same way you could on the platforms of Smashville. When characters jump off the giant missile, there is a short period of about a second where they will either be shunted forward for twice their aerial speed, or upward the same distance, if they were jumping respectively toward the front or back of the missile.

On top of the giant missile, any projectiles created will have the momentum affect how they work when they're first launched, either pulling them back if they're shot in the direction of the giant missile, adding the current speed of the missile to theirs. If shot in the opposite direction, they will instead be slowed down. For example on the machine gun, the bullets instead will speed up very fast for the start up, making it much faster and easier to hit the foe outright without a read or barraging the foe. Or the bullets can be slowed down at first, both giving O’Neill a better chance of following up on the bullets and helping to reduce the time between the cooldown and having the machine gun's bullets on screen. When any character uses moves on top of the giant missiles, they will fall off and stop being carried by it, making it less easy to suicide. Smash attacks are especially important for this, as O’Neill or other characters can essentially choose where to "stop", even falling off and using the smash as they hit the ground. Smashes will be cancelled as O’Neill or anyone else fall in midair for too long, but can be used for a short grace period as they fall off, lasting long enough to immediately use up the charge for the attack.

When the giant missile is initially fired, the giant launcher on the floor is not solid, most of it being behind O’Neill, a platform long to house the platform long missiles. When the missile is fired, the back of the launcher exhumes flames and smoke, creating a hitbox of its own that deals 15% damage and high knockback, able to KO at 140%. The nature of this hitbox is very similar to Snake's forward smash in Brawl in shape, but has a massive size that assures any foe who rolls behind O’Neill or is anywhere near the ground behind him will be hit. This means O’Neill at least has an easy time of keeping the foe in front of him as he fires this, at least forcing them to deal with the giant missile. Of course, he can also use this move like a typical down smash to counter roll happy foes, who would be encouraged to do so by his neutral special. The huge length of the giant missile makes it impossible to dodge but if it does go the full range, can be dodged then.

In the air, this is very hard to use as a recovery as O’Neill falls at his usual speed, making it pretty suicidal unless he already is high or used his jumps to get high in the air. The giant missile will also fall at O’Neill's fall speed until it leaves the launcher, making him fall to his death for 1.5 seconds at first. The missile will also fall slightly depending on what is on top of it, with O’Neill making it fall at an average character's fall speed, and other heavyweights making it fall even faster, making it not viable from far off stage as a recovery, although certainly useful if O’Neill was launched high in the air first. The fact the missile falls in the air though does make it useful for different varieties of attacks used off it. While the missile can be destroyed by such attacks, down aerial or moves dealing downward knockback can make it dip as much as O’Neill's height if say, a Bowser Bomb hits it.


Allen O’Neill takes out a shoulder-mounted launcher and fires out a spherical mine the size of a Smoke Ball that slowly rolls across the ground at the same speed as the Mecha Koopa, dealing 10% damage as it explodes on contact. Unlike the mecha koopa, the ball-shaped mine will take into account any slopes or other features of the terrain to either speed up or slown down its descent and it won't ignore shields, and can't be picked up. At the end of the full range, the mine will like the Mecha Koopa, begin to flash red before it explodes. Although it can't normally be hit at all easily by the machine gun to cause it to explode early, or if it's hit by any attack, riding on top of a giant missile it is raised to a high enough level to be easily hit and explode. The foe can try to dodge the rolling mine pretty easily, but again is far easier to roll around. On a declining surface, such as O’Neill standing on his missile with it or the Arwings on the StarFox stages, the mine will treat it as a down or upward slope for momentum.

The mine will build up or slow down its momentum naturally from riding a giant missile forward or backward. Going forward with the missile, it will gradually get faster, reaching a cap of Fox's dash speed or going as slowly as Ganondorf's walk when it's rolling towards the back of the missile. Due to the fact it's going faster than the missile for its first final destination, or going much slower, it can roll off the front or back and continue on its path. Once the missile speeds up, it can drag the mine with it, causing it to become the "front" of the giant missile's hitbox. The ball will continue rolling at its old speed after it falls off the missile, or until the missile pushes it off stage, largely useful for letting O’Neill fire it off the back or front to create more unique set ups of projectiles and hitboxes. On top of this, when the mine is first shot out, it will be affected as any other projectile is, either slowing it down to a stop at first firing it towards the back of the giant missile, or speeding it up massively for the first second. Depending on where O’Neill is standing on the giant missile, this can immediately force it off and immediately aggro the foe, or let it linger on the giant missile for a long time to set up for a later offensive.

The Drop Shot can create multiple mines at the same time, useful given that they have no intelligence like the mecha koopa to not roll off stage. This is helpful as when the mines rolls into each other, they can affect each other's momentum. Rolling a mine into another will speed up the one at the front, giving it a double speed boost for one second, while the other will then roll backwards at its normal speed, covering a greater amount of the stage. If a mine instead rolls into another going the opposite direction, both will change direction after briefly coming to a stop, delaying their movement to make for better set ups. These mines are particularly bouncy, and when they fall off a platform, they will bounce once for twice the height they fell. This can be good when Drop Shots are fired in the air with one of O’Neill's massive jumps, or off the top of tall platforms or aerially-launched giant missiles. The bounce effect makes the Drop Shot a perfect way to chain together O’Neill's explosives, as it can easily line up with his machine gun when it falls in line, or get high enough on a bounce to be hit diagonally. It has a high fall speed in the air as well, the same as Fox, making it easy to hit when the machine gun is fired downard in the air.


O’Neill's second signature attack after his machine gun fire, O’Neill tosses a stick grenade in a lobbing arc, having half the range of Yoshi's up special Egg Toss and can be angled in the same way as Yoshi's up special, so can be thrown forward too. The grenade will create a small explosion on contact and deal 8% as well as high knockback, able to KO at 200%, and up to three can be thrown at once. As he tosses the grenade, O’Neill is lifted up in the air a small amount like Yoshi, giving him a weak recovery on top of his great jumps, but a Hail Mary attack as he dies is not bad either, if he can get the grenades on stage. Unlike the eggs, the grenades do not explode in midair and will continue to fall until they hit the blastzone or anything solid, but due to lower range is not the best long range option compared to O’Neill's machine gun because of speed and his mines because of overall range.

The grenades are simply useful because of their huge size, being as big as a Mr. Saturn and falling at a low speed, Jigglypuff's fall speed, making it hard to air dodge and forcing the foe to actively avoid them, especially when they can be spammed all at once. Once he's used up the three grenades, O’Neill won't go into helpless, but inputting the move won't give him the jump either, having to return to the ground to get back the grenades and boosts. On the ground, O’Neill is also limited, only being able to throw a grenade every 3 seconds, 2 grenades every 4 seconds and 3 grenades every 5 seconds.

The grenades gain some of the most when used on top of the giant missiles, as their arc is drastically changed. Thrown in the same direction as a travelling giant missile, the arc will instead be greatly increased horizontally to go twice the distance of Yoshi's Egg Toss. This is hard to make much off, but can be really helpful off stage or in a gimp attempt, as largely O’Neill is relegated to the stage permanently thanks to his horrendous air speed, high fall speed and high gravity. The other change to the arc, when thrown against the direction of the giant missile, instead halves the horizontal range, but boosts it vertically when it's thrown against the momentum's wind. The stick grenade is instead thrown up 1.5x the vertical range of Yoshi's Egg Toss, coming down later too. Due to the nature of the lob, one of O’Neill's best ways to explode his own giant missiles while making use of its range and size is the grenade, as he throws it over or on top of the foe, or any other incoming attacks, and lands right on top of the missile. As in the games, the grenade and its unique qualities as a projectile can help to overwhelm an opponent if used correctly, but can also be wasted.

This is another move where O’Neill may say one of his quotes, this time most often saying “Go home to Mommy!”



O’Neill takes out a rocket launcher held on his shoulder, unequipping his Machine Gun with the snapping sound used often in Metal Slug, and charges the move before he fires out a missile largely resembling Samus' Power Missile in speed and shape but slightly bulkier. The missile deals 10% damage and high knockback, the same as Samus' Power missile. The move has long start lag and the missile will have a short delay before it shoots forward, making it very easy to perfect shield at close range due to its predictability, but guaranteeing it combos into itself and still having great range for a smash. Charging the smash fires multiple missiles, 2 at mid-charge and 3 at full charge. The knockback scales up very fast, 2 missiles KO at 175% while 3 missiles landing on a foe will KO at 150%, dealing 20% or 30%. Shooting 2 or 3 missiles will add greatly to the move's duration making it far more punishing as the foe can just shield all the missiles and make it unsafe on hit at a close range. Missiles travel the same distance and speed as Samus' missiles and are far too long and big a hitbox to dodge, but now even rolling is difficult.

The missiles can be shot out of the air by O’Neill by using his neutral special, exploding it as the foe dodges or barely moves out of the way, instead hitting them with the explosion for the same damage, but using up the neutral special to do it. What is made more awkward for the foe is that O’Neill's missiles have the same petering out effect of Samus' when they reach their max range before they explode. When used at a longer distance, O’Neill can mix the very slow speed of the missiles and his machine gun together as this gives him more than enough time to compensate for lag. This acts as a great way to pressure the foe into an approach at very long range, as the combined shield damage will bring a foe's shield down dangerously low, and the barrage covers a massive surface that will be hard to dodge, let alone avoid. At a mid-range, this is not possible, and at close range a foe can simple shield a missile and easily punish.

Used on the giant missile of side special, the missiles will travel extremely fast, adding on top of the speed of the giant missile. Firing in the opposite direction on top of the giant missile will instead make the rocket launcher missiles travel at half their normal speed, becoming much slower projectiles for the first few seconds and giving a whole different functionality, as O’Neill can then approach using them and jump off his giant missile. As with all smashes, as he's charging the move, O’Neill will lose his footing on the giant missile and will stop being pulled along with it, eventually falling off. This means that O’Neill can position himself to send a slow missile or two first, then a final one or two missiles that instead travel at the faster rate, making it harder to react to and bridging his projectiles together more naturally. The back of the rocket launcher will generate a strong wind hitbox from the recoil as it's shot, as strong as a mid-fully charged FLUDD depending on the smash's charge. This isn't as good to punish rolls as the side special, but at least will cover the end lag, and can potentially lead to some gimps if the foe jumps over O'Neill's back near the edge and has a poor recovery.

The rocket launcher can be angled to fire higher, or aim at the ground. Aimed higher, the missile will instead travel at the same 45 degree angle diagonally as O’Neill's machine gun when it's fired upward, making it easy to fire and explode the missile when it's shot at this angle, and creating a solid anti-air option. When fired in this way off the top of the giant missile, this will either stall it in place first, causing it to fire over the top of O’Neill's head if it's used towards the back of the missile. It will boost it half a platform forward before it's launched off, if it's fired towards the front of the missile. O’Neill can choose to charge just to get this boost, or charge longer to fall off the missile and fire the missile normally to create two potential arcs for the missile and pressure for both outcomes. Fired at the ground, this turns the move into a clone of Snake's forward smash in Brawl, dealing the same damage, but lingering for 2 or 3x as long, at the cost of even more punishing lag. This is easily the best way to detonate the giant missile, as well as pushing O’Neill naturally towards the back of the giant missile as he charges, creating a useful dichotomy where O’Neill can move around the giant missile and create a threat of destroying it.


Allen O’Neill shoves out a mortar into existence, half carrying it in his arms with his sheer strength, largely resembling the Snake up smash in Brawl in many ways, including the charging animation and lag. After charging it up, O’Neill slams down the mortar, itself a far more powerful hitbox due to who is doing it, dealing 8-10% damage and low knockback, this directly combos into the mortar itself being fired, again largely resembling Snake’s move and dealing 10% damage. The mortar’s height like with Snake’s increases for charge, instead of gaining power and largely follows the same heights for the charges, if slightly higher overall and scaling less harshly until the max charge. The mortar no longer falls at random horizontal ranges, instead being fired in a slight arc forwards.

On a giant missile while it’s moving, the mortar’s horizontality is greatly affected by the current momentum of the giant missile. Going forwards and shot forwards, the mortar will move two platforms forwards before dropping down, making it a fantastic approach move. Moving forwards but shooting backwards, the mortar will not move at all, and instead be raised slightly higher in the air than usual before dropping back down. The beginning of the move, where the mortar is slammed down, will also create a weak groundshaking hitbox similar to DK’s down special in appearance, dealing a token 5% and weak upwards knockback. This is almost directly what the Snake up smash does for its initial hitbox, giving a nice big sourspot of sorts to accomplish simpler juggling with the move.

The input can be pressed again in the small window after charge but before the mortar is fired to instead shoot out a more powerful mortar that is twice as large. This will launch at the same arc as the regular one but with a slight delay after the mortar is slammed down, the mortar itself will now deal 15%. This is able to KO at 150% hitting with the mortar but at the cost of not being able to combo off of the initial slam of the mortar because of the longer delay. The mortar's biggest difference from normal comes when it starts to fall, as it will have a small parachute attached to it that causes it to fall at half the speed and sway in the air back and forth. The mortar works in the same way as a normal mortar, but the parachute can be influenced by any wind hitboxes, including that of O'Neill's forward smash and side special. This is mostly useful when the forward smash is angled downwards, then it can send the mortar back into the air to refresh its usage, giving the potential for multiple big mortars at once. The chute can also be destroyed by any attack, causing it to fall at normal speed.


Allen O’Neill holds up a massive red barrel the size of DK with 'DANGER' written on its side, bearhugging it overhead for the charge time. O’Neill then crushes the barrel against the ground top side up, squashing any foe underneath it for 25-30% damage and strong knockback at the Sakurai angle, setting up for the machine gun at low percentages. This has comparable range to Dedede's forward smash, if the handle of the hammer was removed and has similar lag at the start, less at the end. As he charges the move, O’Neill gains super armour, and the barrel has a bulky 30HP making it a good counter-type move. When the barrel crashes down, it will cause any loose items within a fully exploded smart bomb radius of O’Neill to be launched up into the air. How far they go up is dependant on the down smash's charge, launching them a Ganondorf at max charge or half that uncharged. Similarly, the barrel causes a weak shockwave effect when it hits the ground that is identical to Bowser Bomb's shockwave, hitting on both sides of O’Neill.

The explosive barrel can explode too, of course, and it has incredible power. As in the games, the explosive barrel has a surprising amount of strength before it finally explodes. It does require its 30HP is depleted first, and is vulnerable to Allen O’Neill's attacks as well. Once it hits 0HP, the barrel will explode in an impressively huge display of flame and smoke, a hitbox that billows upward to be as tall as Ganondorf and is 1.5x as wide as Bowser, doing the same damage and knockback as a Bob-Omb explosion. O’Neill is not vulnerable to the explosion, but if it explodes while he's in the start lag or charge of the move, he will suffer horrendous end lag lasting for a whole second. This can easily backfire though, as the foe is actually vulnerable to the explosion. The barrel will flash red for a few frames first before it explodes, giving foes enough of a window to dodge, roll or shield. Standing on top of the barrel when it explodes won't damage O'Neill, but will send him very quickly a Ganondorf into the air. Likewise, standing next to it will make him dash forward or backward a platform over half a second, setting up for a good run at the opponent.

The move can be followed up on by O’Neill to use the barrel as an item. Pressing the standard input again, O’Neill will tip the barrel so it sides faces the screen and give it a shove forward, taking another 40 frames in all to do. This will send the barrel on its way, largely identical to how a normal barrel item works. When it hits foes, it will deal half the damage of a normal barrel to foes, but will deal up to the damage of a normal barrel item as it builds momentum going down slopes or other terrain that boosts its speed. The barrel will come to a stop when it hits a wall or foe, but any damage it deals, or would've dealt when it hits a wall, will be subtracted from its HP and enough bumps will cause it to finally explode. O’Neill can easily manipulate it with his machine gun, each bullet will not only damage the barrel but propel it forward, hitting with all 5 bullets will immediately boost it to its max speed. Likewise, just rolling it along a giant missile will eventually have it reach this cap. Rolling it backwards off a giant missile will instead make it maintain a slow speed, dealing half the damage of a barrel item. The barrel remains a constant lingering hitbox in place until the giant missile shoots away and leaves it behind.

The barrel can be incredibly useful to O’Neill, especially on a giant missile as it always acts as a wall. He can now use his other smashes on the giant missile, or another down smash, without being pulled off the back of the giant missile as he does it. O’Neill will be moved down the giant missile as he charges, essentially letting him place it wherever he wants on the missile by releasing the smash. This fundamentally changes the forward and up smash to now instead be shot out from whatever point on the missile it was as it moves forward. It also makes an actual suicide attempt on the giant missile a lot easier, as the foe has to jump over the barrel or destroy it. The huge damage the barrel does won't apply to the giant missile as it's simply put on top of the giant missile, but the explosion will destroy it, making a very easy chain reaction with the explosive barrel or other explosives in O’Neill's arsenal. Spherical mines will also push the rolling barrel forward as if on a slope, or hold it in place if they are going in opposite directions. One mine will only stop an explosive barrel for a second, two will cause it to reverse direction. The grenades also contribute very nicely to the barrel, O’Neill can toss them over it to aim at the foe, while also putting the foe in danger of being hit by the grenades exploding the barrel.

While the barrel is upright, it can be stood on like a platform by O’Neill or any other characters, enabling him to further use grounded moves like his up smash to net a Star KO. Generally a giant missile won't get much vertical distance for this to be abused, but the extra height of a barrel is an even bigger help. A standing barrel won't be pushed as much by Drop Shot mines, but will be pushed at Ganondorf's walk and twice that speed with one or two mines rolling into it, respectively. On top of a barrel, none of the rules of firing projectiles with a speed boost or slowdown apply as they do on a giant missile, but will if the explosive barrel is on top of a giant missile, O’Neill can mix and match for the best results of both these. He can even build a fort of barrels on top of one another, although this will reduce each barrel to under 10HP each time he creates a new barrel, meaning he can only pile up one barrel at a time and leaves himself absurdly open if the foe just destroys the bottom one. This is best done for whatever reason when the foe is KO'd and O’Neill has a spot of time.



The last of O’Neill's three moves of doom in his midboss fight, O’Neill takes out his knife and swings it around him very quickly, dealing rapid hits of 2% and a last 5% hit that has the same KO power as Robin's Elwind jab finisher. This has about the same strength of keeping the foe in the jab combo as the Koopalings, so the foe can escape fairly easily at higher percents, but this is very dangerous given the giant missile and other aspects of O’Neill’s set. Simply being able to hold the foe in place, not having to land his grab, sets up for obvious gimps off-stage if he can catch them on his missile, and will even do so if they end up right behind him, making it good pressure against foes trying to roll behind him. Not the strongest of attacks, but in tandem with others it’s pretty deadly to block off more of the stage and force a direct fight. In contrast to all moves up to this point, this move is fast and has a close range, reaching on both sides of O’Neill as far as Elwind if its hitbox was laid evenly on top of O’Neill's model. This is actually one of the fastest jabs in Smash 4 with minimal end lag, making it one of the most useful moves in O’Neill’s arsenal for close range, though has above average length end lag for a jab.

This is the last of O’Neill’s three signature attacks, where he can say any of the quotes, here more likely to say "You're mincemeat!"

Instead of jabbing repeatedly, O’Neill can hold the input from the beginning to hold the knife close to him before throwing it forwards, becoming a throwing item that deals 9% damage and strong knockback, able to KO at 230%. It’s slow and telegraphed, as demonstrated by the Ptolemaic Fanatic, but not quite that slow, taking around 15 frames to perform. The knife is thrown forwards at the same speed as Falco’s blaster shot and if it doesn’t hit anything after travelling a battlefield platform, will fall and embed itself into the ground. It has 15HP that can be depleted by O’Neill or the foe, but for as long as it’s around, it will deal 6% damage and knockback at the Sakurai angle to any foe that touches its blade, although will do no damage if they touch the top of it. This is more useful when it’s thrown at either the giant missile or explosive barrel, as it will damage either, but also stick to them, and given they can travel will produce an even bigger hitbox as it goes across the stage. On a barrel, if it is rolling, the knife will spin around and catch the barrel, stopping it from rolling any further and reversing its direction. This will then act as a good way in of itself to put a limit on how far a barrel can roll, helping to keep it from rolling off stage.

The knife can also get stuck in the Drop Shot mine, the grenade and the missile, although these take even more ridiculous levels of skill to achieve given their various arcs, it’s easier to accomplish using the giant missile to stall them first by shooting them towards the back of it as it’s moving. Each of these will not explode as the knife becomes embedded in them and maintain the knife hitbox, the same as the explosive barrel or the giant missile. The Drop Shot mine acts similarly to the barrel, but rolls back and forth over a very short range as the knife prevents it rolling any further, causing it to take a much shorter patrol before it explodes on its own. The grenade will have the knife spin around like it does, extending the knife’s hitbox and can passively combo the knife hit into the explosive hitbox. The missile will simply carry the knife forward. Once each explode, the knife is shot in the opposite direction from where it was pointing into the mine/grenade/missile, as if it was thrown by O’Neill but going at 1.5x the speed and dealing 10% damage, able to KO at 150%. This can be fairly incidental, but O’Neill definitely can manipulate his explosives enough to make it a useful angle, either by detonating them himself or timing them correctly. O’Neill can throw multiple knives into big enough objects, later on create an explosion of knives in all directions.


O’Neill grabs his knife and lunges forwards, striking faster than the pictured Rebel Infantrymen, dealing 6% at the tip and strong knockback, and a stronger 10% with a freeze frame at very close range, which can KO at 140%. This sweetspot does more than just act as a powerful KO move. O’Neill will stab the foe powerfully enough to cause blood to spurt out of them, creating a puddle on the floor as wide as he is. This puddle of blood lasts for 10 seconds and will decrease traction for any character who steps on it, reducing their traction to half. This is not just over the area of the blood, but will last for 5 seconds after they step in the puddle no matter where they stand. This can be spread out over a greater distance by the foe moving faster after being struck, expanding the width of the puddle to be as much as double the size. This is accomplished both simply by getting the foe higher in percent and hitting them further away but also works by fighting the foe on the giant missile, where they naturally will be pushed over a further distance if they’re stabbed off the back of a moving giant missile.

Allen can even use this move on his own barrel, stabbing it though without the freeze frame, for a similar effect, but different in the context of the barrel. It will cause the oil from inside the barrel to start pouring out of the hole he forcefully created by stabbing it. This will make a puddle the same size as the one from the foe, but will continue pouring out over 5 seconds, half emptying the barrel. This causes the puddle to stick around for an extra 15 seconds and if the barrel is moved around, it can cover all surfaces the barrel is moved onto. The oil will slowly drain out of the barrel and make its explosive weaker and weaker until it has half the power after 5 seconds of draining out. This also makes the barrel move much faster, and while the explosion is weaker, the barrel as a buffeting item will increase when it’s rolled. A rolling barrel that is stabbed will continuously spill oil only when the hole is not aimed at the ground, and will take roughly 12 seconds to completely drain of oil as a result. Especially using a giant missile, this can lead to ridiculous amounts of oil coverage, but will completely nullify the explosion. Instead of exploding, the barrel will just burst like a normal barrel. Once there’s barely any oil left, this will happen whenever a normal barrel would break, losing the HP. Again, a less filled barrel will accelerate and travel faster, basically becoming a normal barrel.

The oil has plenty of uses with O’Neill’s playstyle, especially with his giant missile and other positioning traits. He can use the lowered traction on the foe to slip them up if they’re carefully avoiding his many projectiles, especially those thrown overhead like his grenade or mortar, thus forcing them into using their shield, roll or dodge to evade, which he can then punish with his machine gun or rockets, depending on the foe’s current distance from O’Neill. In terms of his own moves, this basically lets him have access to his giant missile without having one, which is huge. Instead he simply spills oil on the stage, and without traction, his projectiles will act as if O’Neill is speeding ahead on a giant missile. This effect is weakened considerably however, as O’Neill’s traction even when halved only emulates the giant missile’s effect, causing projectiles such as the mortar and grenade only to linger in the air for half as long. Considering the ease in which a barrel is summoned compared to a giant missile however, just getting a lesser version is definitely worth it in a lot of scenarios.

The oil being flammable will ignite if any kind of fire or explosive hitbox overlaps it, causing the oil to become a trail of fire. This lingers for as long as Ness’ PK Fire, unless a barrel is constantly creating new oil. The oil will spread quickly to any oil next to it, meaning even if there is a barrel, it won’t last long. If fire reaches a barrel that has been stabbed, it will prematurely explode, ignoring the HP. This can end up limiting O’Neill somewhat in how he uses his barrel for particular set ups, but in another way is actually very helpful in giving another depth of options for using his barrel, as he no longer has to care about its HP to time for its explosion, instead just going for a quick stab then shooting it with his machine gun. This is easily predicted though, given you need to stab the barrel first, in a way similar to the way Villager has to first plant his tree before it grows and letting the foe know what you have planned. In the same way, this can help to pressure the foe if O’Neill wants to play more defensively for whatever reason. This has a limited lifespan however, especially on a rolling barrel, as the oil will decrease the power of the barrel, in time either depleting it to half or nothing.


Allen O’Neill equips the flamethrower for the start lag and aims it forward, having the same start up as Ike's forward tilt, one of O’Neill’s fastest moves, but horrendous end lag as the flamethrower causes recoil like a shotgun. O’Neill shoots out a fireball as large as Bowser, dealing 5 hits of 2% damage over the course of a second. The last hit can KO at around 165%. The fire lingers for the full second after the attack's duration, and used on top of the giant missile, the fire will be spread over a larger width, though this is best taken advantage of by standing at the very tip of the missile, though this is highly telegraphed. The fire hitbox will also be weakened when spread out, instead dealing hits of 1% and much weaker knockback, but will drag the foe along. Timed very well, O’Neill can fall off the back of his giant missile due to the start up, and then hit the foe with the end of the move when it again starts to deal 2% per hit, as he hits solid, unmoving ground again. At max, the fire will be spread out over double the width, two Bowsers. Firing it backwards off a giant missile when it’s moving will instead bunch up the flames, dealing hits of 4% over a quarter of the width, this will instead KO at 125%, but will only hit foes directly in front of O’Neill.

The fire will cause a fire effect on a foe, dealing 1% a second over 5 seconds. The fire effect will damage anyone else in the match except for O’Neill. The fire will damage O’Neill's explosives, mostly important for his giant missile, the foe will now actively damage it just by standing on it, making it more dangerous for them to use it the same way O’Neill does. O’Neill most directly can use this to his advantage by grabbing the foe on top of the giant missile and letting them do it enough damage to the point that he can jump off and destroy it. Another option is to wait for it to get low enough health, that he then can destroy it solely using the little amount of passive damage the foe's fire effect does over time. The fire itself will cause any other explosives in O’Neill's set to explode on contact, which is mostly irrelevant on the foe as most explosives explode on contact anyway, but for O’Neill makes this a good way to say, clear out the up special grenades to use again, or catch the edge of his drop shot or missiles to trigger an early explosion.

Angling the input upwards during the move, O’Neill instead fires the second kind of flame shot available in Metal Slug, firing a thin stream of fire a Ganondorf into the air above at 45 degrees. This deals 5 hits of 2% damage, but only medium-powered knockback at the end able to KO at 200%. This lasts for a much shorter duration than the normal move and has comparable range to Palutena's up smash, but will never hit foes in front of O’Neill. It can also deal far more damage if all hits connect as it also leaves a burning effect on the foe over 5 seconds and is strictly an anti-air move. This can be useful on a giant missile in midair to Star KO foes if they're near the top blastzone, as the foe is pushed to the edge of the hitbox before being dealt knockback. Even if it is as strong as the regular version, this is a better spike just for the range. Through precise timing, O’Neill can create a huge vertical barrier where his lobbed grenades, bouncing drop shots and missiles prevent a foe from recovering high or trying to get behind him. It does leave his front open to punishment, but is another option that encourages the foe to attack him directly.


O’Neill brings his machine gun into play, using its huge solid body as a weapon to swipe in an uppercut motion, dealing 8% and popping any foes into the air. This has incredible reach, comparing to Ike’s up smash only with slightly more horizontal reach forward and none behind O’Neill, with lag slightly faster. The machine gun will hit the foe upward from wherever it landed, so either in front of O’Neill, or directly above him, as the hitbox becomes a half-crescent shaped hitbox as it swipes through the air. This will never usually KO, although this is the first example of where O’Neill can use his Bullet Art-like mechanic to follow up on a foe. By pressing the standard input during the move, O’Neill will start to figure out of the machine gun independent of where it is currently aimed. This lets him have access to all angles from straight forward to up, giving a nice, Metal Slug-like range of angles to hit with, and can follow up on the foe no matter where the hits landed.

The move has another use on barrels and giant missiles, the upper cut will send them flying in the opposite direction! Barrels simply are lifted up in the air a Ganondorf before slamming back down. An upright barrel will deal half the power of an uncharged down smash as it falls, and send items into the air at half the height. A rolling barrel will be whacked backwards in a lobbing arc, from one to two platforms away, depending on if the barrel was travelling with momentum. A giant missile, with its huge size, will simply be upended and redirected straight up. The missile largely has no great purpose in doing this, as obviously O’Neill can’t ride it, although a stupid player might wall cling it to their doom. What this does that’s useful is “reset” anything on the missile itself, causing foes to fall off, but also any mines that were rolling on top of it, any knives will fall out as it ascends and fall to the ground, becoming a reactivated hitbox. Barrels will fall to the ground. All of this directly in front of O’Neill to newly abuse. The missile itself can be useful too, its hitbox is small, but its huge size essentially walls the foe off in the air, useful in match ups against foes who like to stay in the air or on high platforms for a long time. After sending these objects up, O’Neill can even follow up by shooting them with the machine gun too, detonating them at unique angles in the air.


O’Neill takes his machine gun in both hands, again making it solid, then shoves it forward along the ground, dealing 7% damage and strong knockback at the Sakurai angle, only able to KO at 230% or higher. This works great against shielding foes, able to shield poke and resembling Marth’s down tilt or Roy’s dash attack, a useful tool for O’Neill who works well against shielding foes. As in the up tilt, O’Neill can hold the standard input during the move to fire out of his machine gun, which can prove a very powerful way to shield poke or shatter a shield if both the down tilt and five bullets connected. Depending on when the machine gun is fired, the bullets will also come out further or nearer, and either spaced further apart if fired when the gun is first being poked out, or all bunched up if fired at the end of the move. Spaced out bullets make it even harder to roll or dodge, but make it possible to evade, while bunched up bullets guarantee all will land consecutively and delivered at the end of the gun, will definitely land if the down tilt does, creating a combo of the two attacks.

This move has a similar effect to the up tilt, using the solid nature of the machine gun to redirect both the barrel and the giant missile. The standing barrel has a very direct and functional interaction here: using down tilt on it, with the tip touching the ground end of the barrel, will cause it to tip over and becoming a rolling barrel. On a rolling barrel, it will roll up the machine gun partially, and then roll back in the opposite direction. Unlike other ways of doing this, the barrel will then roll back with a little bit of momentum in its favour, not slowing it down too much. Firing the machine gun early will instead push the barrel away with a similar effect but will send it at much weaker momentum if it was coming at any good speed towards O’Neill. Firing the machine gun later will give a great boost to the barrel in the opposite direction, letting it immediately reach its max speed! A giant missile is another simple functionality: the missile will become slanted in the air, travelling at a 45 degree angle upwards. O’Neill and his jumps have no problem getting up there to make use of this, and will cause any explosives or foes on the missile to naturally slide off very slowly. On a rolling item like the barrel or the mine, this will cause the missile to effectively become a slope. This naturally lets items fall off much faster and at a controlled rate for O’Neill, not quite a reset like his up tilt on items, but leads to it over a longer period of time.



O'Neill swings his massive gun in a circular hitbox, dealing 10% early and 8% late in the hitbox. This can hit over the top of O'Neill's head and slightly behind as well, letting it both juggle and be used as another back aerial hitbox using the wide coverage. The machine gun reaches a huge distance comparable to Cloud's buster sword and like his neutral aerial, auto-cancels when O'Neill hits the ground, making it great from a short hop and especially useful for O'Neill as a fast faller who doesn't want to stay too long in the air. This comes out very fast too, making it a good approach option in the air, though is not as well suited to hitting foes directly in front of O'Neill due to it starting above him. The machine gun is technically solid during the attack and can be used to nullify weak projectiles in the same way as Palutena's neutral aerial, but directly can be used in O'Neill's own set to weakly manipulate his explosives. This can bat around his stick grenades, drop shots, missiles and mortars. This is versatile too, as it can hit them in many different directions: up, forward, down or back depending on the timing and will knock them further if the end of the machine gun was used, but make it fall to the gorund if they hit the base of the hitbox as a sourspot.

This is another move where O'Neill can fire his machine gun by holding the standard button, this time firing at any point in the circular motion of the move. This will move O'Neill weakly in the air, sending him in the opposite direction in which he's shooting, only going at Fox's walk speed. This is boosted however if he's on top of a giant missile or jumping out of the oil, or has another means of boosting his speed and reducing his traction or gravity to manipulate his movement, as this momentum will boost the amount he's pushed back by the move. O'Neill will instead go at Ganondorf's dash speed if he's travelling with the momentum, and only move at Ganondorf's walk speed if he's going against it. O'Neill will mostly stay in the same position if he shoots at the start of the move, due to shooting in all directions roughly the same amount of time, but this can be changed by tapping the input again. Instead of doing the full motion, O'Neill will stop the machine gun wherever it was aimed, giving him consistent pushback in the opposite direction for the duration of the move, still auto-cancelling if he hits ground. This still works if he's used up his machine gun fire, instead just skipping the shooting part and cancelling out of the move early. This is good for the machine gun's solid nature when manipulating O'Neill's explosives as he holds it in place for the normal duration of the move.


O'Neill moves forward a short distance as he cuts the air, dealing 13% damage at first, but decaying to 11% later as the move stays out for as long as an average sex kick. The animation is very similar to Ike's side special slash. The initial cutting hitbox has enough power to KO at 135%, one of O'Neill's most powerful KO moves and comes out just a little slower than his neutral aerial for start lag. The move has low end lag and very little landing lag, making it good for all of O'Neill's aerial needs. The initial hit will deal knockback at the Sakurai angle while the later part of the move will deal knockback at a 45 degree angle, this allows for the move when timed correctly to knock the opponent across the stage at low percentages, helping to maintain a more ground-focused battle, but becomes a powerful KO move later when it can KO. The lingering sex kick part of the move will deal considerable damage to shields, while the first part deals greater shield pushback. This becomes an even greater mix-up when using the giant missile, as the foe has to account for their constant movement and O'Neill can even use the leap to catch up to them, forcing them to back off or engage, or he can use his extra speed to catch up to them faster, making it hard to tell if he will hit with the start or end.

O'Neill is moved forward half a platform for the leap, but due to the move's long duration, will fall much further than he travels forward. This is changed slightly if he's just jumped off his giant missile or oil, the momentum will either extend his leap to a full platform or raise him a Bowser height into the air instead. This only only changes the leap, but makes the move deal knockback at a forward or up angle. When the move is used up against an item, including O'Neill's own creations except his giant missile, he will volley it upward in the air. The extent to which O'Neill can launch them ranges from half his second jump's strength to his full first jump height depending on what object he caught. For massive objects like the giant missile or explosive barrel, this has no effect and will actually cause O'Neill to recoil slightly in the air, sending him a short bit back. For a grenade, drop shot, missile or other things that are small, largely gets the largest boost. This also takes a lot of skill to use on the up special stick grenades considering the arc and how fast O'Neill falls, almost impossible if he didn't throw them before he fell, so largely is only useful if he already standing somewhere else to throw the grenade first, working similarly to how Link can use his bombs in midair. The latter part of the hitbox instead launches the items forward, creating another useful mix-up for the foe to react to, and even works to nullify medium strength projectiles, less range and more powerful than the neutral aerial for enemy projectiles.


O'Neill takes a page out of his son Allen Jr.'s book, he takes his long ammunition belt and whips it behind him, dealing 10% in a long-range move, turning around in midair to face the other direction. This deal medium knockback and only KOs after 200%, making it a weak KO move compared to the forward aerial. The range is the same as Sheik's Chain in Brawl and is able to effectively gimp a foe who is being pushed off the stage on a giant missile or who O'Neill is trying to wall off, giving him a uniquely great reach behind him. The move has half the range, but is double as fast if O'Neill's neutral special is currently on cooldown, as the ammunition belt is half as long, usually only a visual effect. This version deals more damage, 15%, and will KO at 150% instead making it a prime KO move if the foe is in closer range and it's timed to coincide with the machine gun. This turns the move into more of a KO aerial than a aerial gimp. This is hard to combo off of though, as no moves will leave O'Neill facing to the foe's back that use the machine gun, but does lead nicely off of his neutral aerial to position himself, as he can use that move with his back facing the foe to hit them and move towards them first. The fact the move turns around O'Neill is very important for him given what he can do on his giant missile, O'Neill can use this move to reverse all of the effects of the giant missile after he jumps off it, changing direction in midair after throwing projectiles in the other direction but keeping on the offensive, making it a great follow up. The move does have bad end and ending lag, making it hard to spam on top of turning around O'Neill, meaning it can only really make a pass at the foe once an air trip, but is good at forcing an air dodge out of the foe.


O'Neill grabs his knife and slashes it upwards in a slow motion, dealing 4 hits of 2% and a final hit of 5% damage to KO at 160%, a decent KO move, but mostly notable for doing great base knockback. This is primarily a juggle move, especially when it has poor end and landing lag making it harder to utilize in O'Neill's playstyle, but can be used to score an unusual off the top using O'Neill's great jumps to catch a foe during their fall, or simply to get the foe out of the way for O'Neill to try again with his explosives if they missed the first time. This will also juggle up any loose explosives, though not the bigger ones like the barrel or giant missile. This move is given even more power when used jumping off the giant missile, the extra boost has a Rage-like effect on the base knockback letting the move KO about 20% earlier, and gives an even better boost. This is even better when used after being boosted off the top of an exploding barrel, able to KO 50% sooner at 110%, one of O'Neill's best KO moves if he can manage to time this. It's fairly difficult to time however, but can be achieved through a simple chain reaction using Drop Shots, Stick Grenades or the machine gun to first pepper the barrel. This and his jumps give O'Neill a great ability to follow the foe into the air to give chase on top of the stage, even if he can't do this well off stage. This is also useful for the small vertical boost to use when jumping off a giant missile, where the foe will likely be above O'Neill, and using his large body and hitbox moving up to create a dividing line on the stage. He will either be thrown back as he performs the move, or forward potentially towards the foe, letting this move become offensive or defensive as he traverses to a higher platform or to try and go for a Star KO or reset the current fight. The move's fairly long duration and keeping the foe hit multiple times makes it another good fit like his jab for delaying and hitting with his explosives using the right timing and holding them in the right place to make sure a falling explosive lands on them.


O'Neill performs a powerful meteor smash stomp with his giant boots by kicking downward, dealing 15% damage and strong downwards knockback, assuredly netting a KO if he gets the foe below him off-stage. This has poor landing lag, but good end lag, making it the go-to move for aerial combat, of course making it more risky to land on a grounded foe for when it whiffs. As with Ganondorf in Smash 4, O'Neill can even KO the foe off the top if he gets them to a high percentage by hitting them off the ground. This is potentially even more powerful when he can use the giant missile as an aerial platform, and even angle it using down or up tilt to make the foe instead get launched at a 45 degree angle. This move does considerable shield damage and the knockback means it does great shield stun too, helping to lead into a shield break off of machine gun or helping to build up to one depending on the order O'Neill lands either move. This will kick down loose explosives very quickly, the same speed as if he smash threw an item, and redirecting them straight downwards has a ton of functionality. This is especially true given the more unorthodox arcs of his stick grenade or his bouncing drop shot. He could even redirect a missile if he manages to catch it in time. A drop shot mine in particular is very nice for this, as instead of just going up double the height of its fall, the drop shot will now go up a set three Ganondorfs from being stomped by O'Neill. This naturally will give a path for O'Neill to use it on the foe in a coordinated way, giving a long day before it hits the stage again and not having to care about launching it high in the air. He can even do this to a grounded mine, working in the same way as a foe meteor smashed using the down aerial.

The real highlight of the move comes when it's used against the giant missile, as previously mentioned any move that does downward knockback on the giant missile, such as Bowser Bomb, will send it a good ways down. This move is no different, bashing the missile a full Bowser down in the air in terms of height, and as it goes, will lift any items on top of it briefly into the air where the missile used to be before falling back down. In that short interval, they will be treated as aerial items, this allows for O'Neill to do things like use his down tilt to shoot under anything that was previously in the way to hit a further off foe, or directly transition into his aerials without the danger of leaving the ground, as he can short hop the move. A slightly different effect happens if O'Neill uses the move on either tip of the missile, as instead of it all shifting downward in the air, it will act like a seesaw. The whole missile will still go down half a Bowser height, but the tip hit will tip the full length there while the other will actually go up in the air, making the missile make a diagonal shape for a second. This will seesaw items on the other end of the missile high into the air, a Ganondorf height before coming back down, and because of the break of being on the missile can let them fall off it or move backwards on it. This can be good for when fighting the foe directly and cover the landing lag, as explosives previously not in place will now move down the missile to land on the foe, as they move closer to them. As the missile is briefly tipped it will also act like a slope as in the up tilt, making items or foes fall off, again helping to cover the landing or end lag if it missed a foe.



O'Neill uses his free arm that isn't holding the M60 to grab forwards, reaching an average range, even if it's not as far as his machine gun's full body. He'll hold the foe close to him like Ganondorf. When grabbed on top of a missile, it will not count for using a move and push a character back, but will once they start doing a throw or when they go for the grab itself. This makes grabs naturally bad when used away from the missile's current direction, as they get pushed back as they perform it, making the range more awkward. This however buffs the opposite, as the character will slide across the missile during their grab. This is even more exaggerated for dash and pivot grabs. O'Neill's pivot grab takes advantage of this too, giving him a great range, also useful when sliding on oil with reduced traction. This makes grabs more of a risky venture when fighting as or against O'Neill as despite the increase in range, sliding forward is also easier to punish and forces a stronger commitment to landing the grab. O'Neill's dash grab isn't as notable as his pivot grab, on normal ground it's pretty bad, about as bad as Ganondorf's because of his dash speed, but gets a great boost on top of the oil or used in the right direction on a giant missile to give extra speed. Again though, this does leave him wide open and can be exploited by other characters too, but gives a good and effective grab usage in the right situations, especially when the foe will be shielding the various explosives in play.


O'Neill finally gets his hands on the foe and wastes no time going for a headbutt, dealing 4% damage, stronger than any pummel in Smash 4, but also the slowest. Apparently bashing his head against the foe isn't too healthy however, as every time he does it, O'Neill's model becomes toned more red each time, stacking up to four times where he then appears pale red. This is the same as when O'Neill takes damage in all his fights, growing more and more raw red as the fight progresses and is purely a visual effect.


O'Neill lifts his machine gun high over his head and slams it down on top of the foe, dealing 14% for a high damage throw and launching foes at a steep diagonal angle, mostly horizontal. The machine gun remains solid for the duration of the throw and will hit characters outside the grab animation for the same damage and powerful knockback, as well as doing a weak "shockwave" effect on any explosives or other items, lifting them into the air for a moment. This throw has a long duration, which actually matters for the sake of the giant missile, as O'Neill can easily end up sliding down or off the missile during the move. This can also lead to a couple of different scenarios because of where he and the foe are positioned. The foe can slide off of the back of the missile while O'Neill is standing on it, but due to the machine gun's range (and forced hitboxes) to hit the foe wherever they end up. If the foe is hit by the tip of the machine gun, they will be dealt the same damage, but instead spiked upwards for a potential Star KO. This has the same power as Mewtwo's up throw, making it a reliable tool if scenario plays out, and can also be achieved by grabbing a foe falling next to O'Neill on a platform, or if O'Neill grabs them on top of his upright barrel, or something to that effect.

The other scenario is where O'Neill falls off the giant missile or other higher ground, hitting the foe from below. The machine gun as a solid will snap against the solidness of whatever the foe is standing on. This causes the foe to take weaker damage and knockback, only 6% as it's more like he's stubbing their toe, but will push the back with strong base knockback along the floor. This can be really useful for the most likely situation where this occurs on a travelling missile, when he's grabbed them and is trying to make them take off on it while jumping off himself. On top of a higher platform or barrel where this happens, the foe will instead trip off it as they hit the ground, leading to a big frame advantage and easy follow ups. The long duration of the move in general also makes it a useful throw simply for stalling a short while, less risky than a pummel at least, to allow for moving explosives like the mine or falling explosives, or the rolling barrel, to hit the foe from outside the grab.


O'Neill shoves his M60 into the foe's stomach for 5% damage then swings the machine gun up into the air, launching the foe up for another 8% damage, largely working as a launching up throw rather than a KO. The base knockback is much stronger than its scaling knockback, letting it KO early off of high platforms, a high giant missile and similar things. At any point in the throw, O'Neill can cancel out of it early if his neutral special isn't on cooldown to shoot out of it. The foe will be launched lower the earlier the input is pressed, as the uppercut is not completed, the second hit dealing 4-7% instead. This is better for juggling, but the bullets largely won't have much use, being fired off in front of where the foe is launched, although their knockback does get pushed slightly more horizontally the earlier the thrown is cancelled. This is not true for when this is triggered at the end of the throw however, as O'Neill shoots up at the foe. They have enough time to react, forcing them to either break left or right, or try to air dodge some of the hits.

This is good for forcing the foe's approach, and doesn't hurt when the foe is falling for O'Neill's back aerial either, being the most direct transition into making that a viable KO move. This is also good for hitting explosives, for example firing the shots at a barrel on an above non-solid platform as the foe is launched at it. The usage of the throw changes drastically on a giant missile, as after the foe is thrown, the projectiles shot out by the machine gun will have the same changes applied to them as if they're shot out of the grab game. This will work in the same way on the bullets as in up tilt, sending them forward or holding them back in the air. This basically cuts the foe off from trying to land in front of O'Neill at all and forces them to DI back or try to air dodge through the bullets, or avoid them through DI, which is very difficult. The earlier this is cancelled into, the more likely O'Neill will be able to directly hit them if they get too close, but is risky as he himself will regain control at the same time as the foe, at least forcing a trade of blows.

Another big change here is the bullets shot straight up will always travel behind the foe, again forcing them to fall in front of them at first before they choose to DI forward, making it much easier for O'Neill to guess their approach. The other possibility, when the giant missile is moving backwards, has the opposite effect of sending the bullets more forward. This has the opposite effect when shot straight up, forcing the foe to get behind O'Neill instead. The bullets fired earlier on will be sent further forward and be more flat against the ground as a pattern, preventing the foe from returning to the stage further in front of O'Neill. This isn't as useful to directly combo into, but can be used by O'Neill as cover to start bombarding the foe.


O'Neill turns the foe around and grabs them around the waist, suplexing them with both hands so that their head hits the floor on the other side, dealing 12% damage and high knockback that KOs decently early for a back throw. The German Suplex will turn the foe's own model into an active hitbox, dealing the same 12% to any other characters or explosives such as O'Neill's mines, barrel or even his giant missile. This is the one move that actually damages a giant missile while standing on it and can potentially explode it if the missile is at low enough HP, stringing the back throw directly into the giant missile's explosion. This will leave O'Neill falling off the giant missile wherever it is however, making it a difficult prospect at times. When on a moving missile, this will either make O'Neill move forward or back. Moving forward, this simply allows for him to brush up against other objects on the missile itself. This can either have the purpose of hitting the foe into the explosive, or either to avoid damaging the missile directly, or because the suplex itself wouldn't do enough damage to trigger the missile's explosion on its own. In a way this makes this one of the best chain reactions in the set because it allows for O'Neill to explode say, a mine, which causes the giant missile to explode, which may trigger a barrel, and the foe largely can't avoid this, but it takes immense set up to reach something that complex. Mostly it just works as a way to either save the giant missile or destroy it.

If used on a giant missile while moving backwards, O'Neill can reach the back of it and dunk the opponent off the back of the missile entirely, as this throw prevents O'Neill from falling off any surface. The foe will take a token 5% from being thrown and fall from half a Ganondorf to 1.5 Ganondorf heights downwards, regaining control and being able to DI or tech earlier the lower their percentage is, and taking damage if they hit the ground. The damage they take ranges from 5% if they fell a Ganondorf to 10% if they fell the 1.5 Ganondorf heights, and this will transition over to anything they hit on the ground. This can allow for O'Neill to dunk the foe off the missile either into the abyss, or into something just as nasty like a damaged barrel, other explosives. Simply hitting the ground as in most scenarios pops the foe back into the air again at a varied amount of knockback depending on their percent which can allow for a direct follow up by O'Neill. They will always regain control after hitting the ground though, so no true frame advantage here, just good positioning. This throw works just as well with all these scenarios just thrown off the edge of a drop through platform or the top of a barrel, but won't work off the edge of the stage. Either that or on top of a barrel, if he's close enough to his edge, he can suplex them directly into it to try and blow it up. If that happens, O'Neill won't just launch the foe, but be shot up himself as described in the down smash. This lets him do an immediate aerial follow up without having to use either of his jumps.


O'Neill stabs his knife into the foe dealing 5% damage then delivers a boot, looking very similar to Ganondorf's forward tilt, dealing an additional 7% damage, launching them at the Sakurai angle as they fall into prone. At low percents this will cause the foe to be hit into anything on the stage that can be triggered by contact, which is a lot of O'Neill's explosives. They can also be hit off of anything solid, such as O'Neill's barrel which can act as a wall, to do a direct tech chase follow up. This is more appealing when O'Neill has a great pivot grab, and the foe's prone body can slide around more on top of oil, or be dragged in different ways if on top of the giant missile. It will either barely move at all, making the tech chase basically as good as Ganondorf's, or it will move a long distance away, making the foe a perfect range for O'Neill's projectiles like his machine gun, missiles and grenades, depending on how far they go.

The foe could also simply be kicked off the missile entirely, working off the same logic as the back throw this will work on drop through platforms, but not the main stage. The foe will immediately be able to DI and regain control if they fall off, but if kicked off the front, which is actually pretty difficult as O'Neill will slide back on the missile as he does this, are liable to get hit by the front of the missile. This can be DI'd to be avoided normally. The one scenario that it is unavoidable is if it's timed perfectly for when the giant missile takes off at a higher speed, going too fast for the foe to DI out of the way as it does this, but the window for this is very very difficult, and more than worth the huge reward if it's achieved.

When the foe is stabbed with the knife, they are given a bleeding effect like the dash attack. This causes them to not just create a puddle in front of them, but instead on any surface they touch for the next five seconds, bleeding it onto the floor. This is most direct when the foe is sent at the Sakurai angle on the ground, covering it in their blood as they slide across, and meaning if they do bump into anything, they come back much faster as they slide across their own blood. If they don't come back, this makes it easier for O'Neill to follow up by buffing the speed of his mines, himself and his rolling barrel. The foe then has to be careful beyond the point when they get up, as the further they run, the more they cover the stage and make things worse for themselves. This can be optimal for O'Neill to if he doesn't want to directly confront them at that time. Either way, it gives O'Neill a subtle control over how the foe acts and gives him a good degree of pressure against the foe.



O'Neill leaps into the air, jumping all the way off the top of the screen as he says one of his five quotes and drops back in his mech, the Rebel Gigant, roughly the same size as the Landmaster but with flipped dimensions. This will last for the same amount of time as the Landmaster until the same effect happens where it self-destructs. It has several powerful moves: it can casually fire giant missiles out of its stomach, it can fire up to 5 RPG missiles at once out of its shoulders, and it has a giant claw that grabs across the entire stage. These can all be performed laglessly and independently of one another. When a foe is grabbed, the mech will hold them in place and squeeze them tightly, dealing 5 hits of 5% damage and high knockback, Allen O'Neill takes this time to laugh in the foe's face. It can also charge two platforms forward turning its whole body into a hitbox dealing 20% and powerful knockback to KO at 70%, and this is boosted by the oil, blood or being on top of a giant missile to deal more damage as the mech goes faster and farther. This can passively create giant missiles fast enough, it's possible to have up to 10 on stage at once if that's all O'Neill does in it, which may not be a bad idea for when the final smash ends. At the end of the final smash, instead of just flashing and dissipating, in true Metal Slug fashion the Rebel Gigant will self-destruct in a glorious explosion. This has twice the range of the Rebel Gigant's size, deals 30% damage and KOs at 50%.
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Smash Lord
Apr 26, 2007
Las Vegas, Nevada
April's Iron MYMer is now over! Got enough entries, it was pretty fun overall, and now what shall we have for May?

Well, this week, the question is...

Are you a Marvel or are you a DC?

With Dawn of Justice out, Suicide Squad coming out and who knows how many Marvel movies this year, not to mention their success recently, the superhero genre's been heated up lately, popular, and now it's a bit of a competition (or would be if DC put out good movies. Suicide Squad, maybe!). So now it's time to decide: Are you a Marvel...or are you a DC?

The challenge is simple: Make a set for a DC or Marvel character. Characters who only appeared in animated DC or Marvel series are fair game. Things like Neil Gaiman's Sandman would count, being technically in the DC universe, DC related and so on. Cameo characters from other franchises who blatantly only are there due to cameos from another series are discarded. Similiarly, stuff like Mickey Mouse doesn't count just because Marvel is owned by Disney. it has to be of the Marvel branding.

BUT, there's a bonus! Normally, you can only submit one Iron MYMer set, but this time you can submit for each side! Not two Marvel sets, ont two DC sets, you can submit up to one Marvel set and one DC set. There's a LOT of options for these two, so I'm sure everyone can find something they like. Ciao!
Nov 24, 2008
The Make Your Move Rooligan Society
"Heroes are necessary evils. Others have to put up with our questionable actions until we defeat the demon lord. It's...kinda great."

----Soul Skyheart--|--

120 Percent Hero

Soul is the hero of Sun World and the very first hero encountered in Mugen Souls, fitting as his entire character is a personification of various JRPG tropes associated with silent protagonists. You know how it's normal for heroes like Link to break into people's houses and throw their vases against walls to get money from them? Well this guy actually does that stuff, and it made Chou-Chou think he was a criminal until Ryuto pointed out that it was perfectly normal for heroes to do stuff like that. He casually brings up RPG terms like level-grinding and has a bikini fetish, and dreams of gathering a party of women dressed in nothing but bikinis. He is brusque and taciturn, a fitting personality for a "silent" protagonist, but has a low tolerance for evil despite seeming indifferent.

Story-wise, Soul is essentially doing whatever he wants and taking advantage of the fact that he's a hero, but he is forced into action after his beloved bikini model Princess Sandy is kidnapped by the Demon Lord. After confronting his fated nemesis, it is soon revealed that Soul is so much stronger than the Demon Lord due to the sheer amount of level-grinding he had done, as he had been holding off the "final boss battle" due to his belief that he would no longer be a hero after defeating the demon lord. Soul is then made into Chou-Chou's peon by being seduced by C.C Sadist in a bikini and joins the team, but claims that he no longer has access to some of his old powers in a possible reference to the fact that he was "starting a new game" by journeying with Chou-Chou's group.



Height: 170cm
Weight: 8.5
Ground Speed: 5.5
Jump: 5
Air Speed: 2
Fall Speed: 8.5
Traction: 9

Soul is largely built for ground-based combat (RPG battles take place on the ground, after all), owing to his excellent traction, tanky heavyweight status and surprisingly decent mobility thanks to running from all those unnecessary random encounters. Oh, and he has a fairly good first jump, as modern JRPGs generally require the protagonist to jump in order to reach places. True RPG magic at work.

Similar to his fellow Hero of Time with his Hylian shield, Soul has a unique mechanic of his own: after picking him on the select screen, the Soul player can click on the portrait of another, well-endowed female character to dress them up in a bikini! Children are too young to wear a bikini, so they instead get a swimsuit. The victim character may appear to be blushing at the prospect of showing more skin, but the other player can remove it anytime by clicking on their character, since Soul has a philosophy of not forcing others to wear bikinis (unless their name is Sandy Sunshine!). If Soul wanted to, he could make an entire party of female characters wearing nothing but bikinis, fulfilling one of his lifelong goals. This also happens if he’s fighting a well-proportioned female opponent clad in a bikini.

"Do we at least get -some- experience from this?"


Neutral Special

"Ever seen a hero go all-out?"
Every JRPG hero has a limit break. Soul's is a generic flashy sword rush with a golden sword after brandishing it, one that covers nearly all of Battlefield and deals 25% and huge that KOs at 95%; launching opponents straight back, straight up or diagonally depending on whether they were hit at the start, middle or end of the rush. This ignores shields, and Soul is invincible during the rush.

Soul must wait 33 seconds before he is allowed to use his limit break, both at the start of the match and after using it. He is allowed to use this move without reaching full charge, but doing so will make it much less effective than usual. To help Soul go all-out more quickly, every attack he lands or receives takes one second off the cooldown timer, and if he KOs an opponent or is KO'ed 4 seconds are taken off. Multi-hitting attacks only count as one move, but pummels and throws count as separate attacks and every 11% the attack did will take off another second. Once Soul has reached full charge, he will burn with a passionate anime-esque aura that fades away if the Limit Break isn't used within 20 seconds, but it carries over between stocks.

Side Special

"Go, spell that casts a large blazing fireball/electric bolt/whirling vortex/freezing air to scorch/shock/blow/freeze a single enemy!"
Soul enters a generic spell-casting animation to target a foe 2 platforms ahead of him, or else this move does nothing. If Soul targeted a foe, he is allowed to proceed with his attack and charge it like a smash, then swipe his hand to cast one of numerous spells indicated by a wave of colored energy flashing out from both Soul and the target. These spells are quite powerful - they need to be when Soul doesn't have a scantily-clad sorceress on his side - but cycle with each use of the move, even if Soul failed to target an opponent.

A very large, fast and powerful fireball that quickly loses speed as it travels towards the target, becoming smaller and weaker right up until it disappears after covering nearly all of Battlefield. Up-close, the fireball deals 19% and very high knockback that KOs at 125%, but farther away it only deals 6% and light hitstun. Charging this move drastically reduces the speed the fireball travels at, allowing it to stay out for much longer so Soul can easily capitalize on it.

A lightning bolt drops down on the target, spiking them strongly for 10-14%. If the bolt hit the ground, it will create a large electrical blast that deals 15-20% and some paralyzer stun followed by upwards knockback that KOs at 140-110%. This is easy to dodge, but can catch foes off-guard.

A platform-wide vortex of wind appears between Soul and the target, dealing 3% and flinching and destroying enemy projectiles when it first manifests. Afterwards, the vortex slowly draws characters and projectiles towards the center, while cutting up enemies for rapid hits of 2.5-4% per second over the 5 seconds it stays out for. Being at the center makes it easier to combo enemies, and slows down their projectiles so they're easier to intercept.

A SBB-wide frost cloud appears over the victim. This deals no knockback or hitstun, but slows victims and halves/quarters the power of their attacks due to the chill. The cloud stays around for 1.5 seconds, and deals a total of 15-20% during that time.

Soul is bathed in a warm light that heals off 25-40% over 5 seconds. This spell doesn't require a target, but if Soul is attacked the rest of his healing will be cut off. Soul appreciates this healing because his recovery is shaky, and if he's clever he can use it to pressure foes into attacking him and counter with ease.

Up Special

"Go, spell that magically returns me safely to the checkpoint!"
Soul takes a moment to place a floating blue crystal in midair - a Save Point - to save his progress. If you use this move again, the crystal will shatter as Soul is instantly teleported to its location while experiencing a moment of invincibility. Though powerful, opponents can shatter the crystal by dealing 32% to it, or 25% if it was placed in midair, though thankfully the crystal is immune to grabs and projectiles. As such, Soul may want to save his Limit Break for recovery purposes, or he may find himself OHKO'ed suddenly - not uncommon in JRPGs - should he fail to maintain the crystal.

Down Special

"Go, spell to raise attack/defense of one ally!"
A thin veil of colored light surrounds Soul as he buffs one of 4 essential stats with a spell, depending on which direction you input during the starting lag:

FORWARD/DEFAULT - ATK: 2x damage and knockback to standard sword-based attacks.

DOWN - DEF: Negate damage, but not knockback or hitstun.
BACK - HIT: Double reach of standard sword-based attacks.
UP - SPD: Doubles speed and jump height; similar to the Bunny Hood.

The buff lasts for 7 seconds, or after 1 "turn" which expires when Soul is struck or after finishing a standard sword-based attack - regardless of whether it hit or missed. Soul can only have 1 buff applied at a time, but he can select up to 3 in quick succession to have them be applied when the previous buff expires. It only takes a few frames for Soul to apply a buff, but afterwards he must wait 5 seconds (10 seconds if multiple buffs were applied) to apply the next buff or else it'll much less effective than usual, or have no effect if applied within 2 seconds.


Jab - Gatling Sword
Soul slashes ahead of himself rapidly while you hold A, delivering multiple hits of 3% while pushing opponents back. If opponents are close to Soul when he starts slashing however, they’ll suffer 9% and be launched on a 50 degree angle for some pretty good knockback that’ll KO at around 170%, keeping them out of his face. This makes for a nice multi-purpose Jab that’s primarily for defense, but can also launch enemies to give Soul set-up time if they get too close. Mashing A instead of holding it will cause Soul to extend his blade quite far over a short period of time as he slashes, potentially trapping enemies from further away and pulling those already caught away from him, but he ends the attack prematurely after a moment.

This move will also reflect projectiles with 2.2-1.5x their speed and power depending on whether you caught them in Soul’s blade at the start or let them hit the edge, giving him a way to deter campers when he’s otherwise not so great against them. Any buffs Soul had on him when reflecting a projectile(s) will be passed onto them as they fly back, whether it makes them absurdly strong, increases their priority (infinite with full DEF buff), makes them bigger or way faster than an opponent can react. This prevents a full buff from being wasted just because an enemy tried to hit Soul with a projectile to extinguish his single “turn”, and if that projectile was strong enough it can even be used as a replacement for what you would have spent that buff on.

Dash Attack - Heroic Charge
Soul slides a SBB forward and throws his blade out ahead of him, extending it slightly to apply some impressive range. The attack drags opponents for multiple hits of 10% before ejecting them on a 80 degree angle for average knockback that'll KO at 160%, which is not especially powerful but very easy to spam. What's especially scary about this attack though is that it has transcendent priority, meaning it won't clash with other hitboxes and can effectively pierce through them, which is deadly given there aren't many melee attacks that can beat out its range. This is Soul's primary approaching move and a good way of pushing opponents across the stage, but slight lag and duration make it possible to punish if abused. It can get quite predictable if used too often, but you can mix it up with a fully-charged Neutral Special to deter shielding opponents. You can also use this move with a distant Save Point to do a bit of hit-and-run with its dragging nature.

F-tilt - Light Thrust
Soul brings his blade before stabbing it forward, a far-reaching attack that deals 10% and sharp mostly-horizontal knockback that KOs at 140% close to Soul, or 7% with some decent pushback near the tip of the sword. This has exceptional reach that nearly covers a platform and isn’t all that laggy for such, but there is still some. The move’s key aspect is to poke on demand and invoke shields, serving as a scary mix-up when Soul has his Neutral Special fully-charged, but the knockback from close-up is also very reliable so long as you’re ready to be punished for whiffing it. This move can be angled and thus can intercept aerial approaches.

U-tilt - Flash
Soul takes up a stance for a split second before performing a swift overhead slash, dealing 12% and some impressive knockback on a high angle that'll KO at 135%. This hits all around Soul and has super armor during the starting lag to boot, making it an excellent counter against those on the offensive, and Soul will not lose a “turn” for his buffs if struck. The only downside is that Soul is rather open to attack from the front if he whiffs, so good timing is important. Use this move to garner space for yourself in a pinch, or send enemies flying for some spacing.

D-tilt - Grass Cutter
Remember those times you cut the grass hoping that money would spill out? Soul does. He emulates such motion by using a regular sword to sweep along the ground for 4% and some very low knockback on a high angle, not using his energy blade for once. This is basically designed to poke safely and defensively, and while it doesn’t have a lot of range or power it's actually dangerous in that it can accumulate many hits for Soul’s NSpec charge due to having almost no knockback scaling. It does not use Soul's buff due to not using the energy blade, instead setting the pace for such an attack - it's too weak to make practical use of any buff.


DEF buffs have a unique application with Soul's Smashes in that they give them super armor during the first few frames, or for most of the attack with a 66% buff. With a 99% buff however, the smashes turn into a counter that see Soul retaliate at full charge and with greater speed if he's struck while charging. This gives opponents something to actually worry about if Soul had a 99% DEF buff, because just being able to tank a hit is not a very good incentive to applying the buff at such high capacity when the other stat buffs are obviously more tempting. Even a 33% DEF buff can turn Soul's Smashes into counters if timed well though, and they can be combined with other buffs like ATK or hit HIT to make the impending attack deadlier.

F-Smash - Soul Edge
Soul does a simple, nonchalant rising sweep with his blade for 8-12% and some very simple knockback that pushes enemies back a short distance ahead of him. If you input the move again, Soul will raise his sword behind his head before stepping forth and swinging it down for a hefty blow that covers 1-2 platforms ahead of him while dealing anywhere between 15-30% and powerful mostly-horizontal knockback that'll KO between 130-70%...or 18-35% that KOs at 115-60% against enemies up-close. The damage difference with charging looks extreme, but that's because both parts of the attack can be charged rather than just the first, the highest numbers being what you get when you fully charge both. An ATK buff makes the blow even scarier while DEF buff gives you 2 chances to pull off a counter, whereas HIT actually gives the relatively fast first hit the power of the second hit's sweetspot...which is arguably scarier than a full-blown attack buff and hurts shields quite a bit. You could even just use a 33% HIT buff to give the first hit a powerful sweetspot up-close and then apply an ATK or DEF buff for deadly results. Maybe even all 3 at once. This move also makes for a killer edge-guard if you can plan in advance, though it's especially telegraphed given you have to go through the first attack first.

U-Smash - Shining Ray
Soul brings his blade close to him and retracts it into a shimmer of light before throwing it up, but it fans out into a multi-hitting energy pulse that covers a good area above him, despite not having a lot of reach. This is a fast smash that lingers for quite a bit, dealing rapid hits that can accumulate 18-25% yet has surprisingly low launch power that won’t KO until 200-170%. Foes close to Soul are also knocked into the attack, and anyone caught near the edge of the fanning gets launched down on a 150 degree angle. The purpose of this move isn’t to KO per se, but rather it’s for intercepting opponents and taking advantage of the low knockback to pile damage on them, something the U-tilt can’t really accomplish. It can juggle or bring opponents to the ground, the latter being Soul’s preference if he has his NSpec charge.

D-Smash - Round Circle Zero
Soul crouches down and holds his blade out behind him before performing two spinning slashes along the ground, which hit in front of him 12-16% and knockback behind him on a 40 degree angle that KOs between 150-120% - or 14-18% that KOs at 130-100% if he hits behind him. The twist is that Soul's blade will extend -slightly- and actually functions as a hitbox behind him while you charge the move, dealing 5% with weak set knockback a short distance in front of Soul that automatically follows into the first hit if you release the smash quickly enough. Hitting with the extended blade pre-charge is especially good since it counts for 2 hits for the Neutral Special, but it's also good for intercepting opponents who get behind Soul, say they try to go after his Save Crystal. The move is also an ideal follow-up to a lightning spell given its duration, being a low attack and how it hits on both sides of Soul, especially if you have a slight DEF buff to counter get-up attacks.


N-air - Spinning Slash
Soul takes out a spare sword and quickly spins around a few times with it outstretched to the side, not using his energy blade like with the D-tilt. This turns Soul’s entire body into a hitbox, dealing 11% and good knockback that KOs at 165% up-close or 3 dragging hits of 4% that end with mild pushback near the tip of the sword. It’s basically a defensive move that either frees up space around Soul or keeps enemies close to him depending on your spacing, possibly dragging enemies down to earth at frame-neutral, and doubles as a set-up move since it’s Soul’s only melee attack that doesn’t use his buffs. The move also reflects projectiles just like the Jab, but it cannot utilize the buff to make them stronger.

F-air - Shining Beam
Soul crosses his blade-wielding hand over his chest before using it to throw out a decisive horizontal slash ahead of him, reaching out inhumanly far at a platform’s length. This deals 10% that KOs at 190% close to Soul and only 8% with okay pushback if the blade hits, but the tip is a sweetspot that delivers a weighty 16% with high mostly-horizontal knockback that KOs at 110%. The attack is surprisingly spammable given its range and doesn’t suffer from landing lag, just that it lacks coverage and thus requires both timing and spacing to use effectively. It’s absolutely killer for finishing offstage opponents if Soul has a Save Crystal to return to, or if Soul had a 99% stat buff: ATK means you can kill opponents at frighteningly early percentages, while HIT turns your entire blade into a powerful hitbox to the point where you can deliver nasty shield damage against opponents closer to you and possibly gain a few frames of advantage. By itself, the move is somewhat refreshing for Soul since most of his moves are stronger when opponents are closer to him, and it also makes a good deterrent against edge-guarding opponents who are trying to attack his Save Crystal if he was close enough to the stage. It can also poke at opponents in a wind vortex or cold field through his Side Special spells.

B-air - Light Revolve
Soul spins around and swings his blade behind him on a slight downwards angle, which deals 10% and decent horizontal knockback that KOs at 170% or 12% with average knockback on a 110 degree angle that KOs at 150% closer to Soul. It’s basically your standard intercepting B-air, but it also turns Soul the other way round from the momentum. This makes the move excellent for air-to-ground combat combined with the low angle it hits on, instantly readying Soul for retaliation if enemies put up their shield. On that note, hitting up-close does some unusually mean damage to a shield, making the attack more dangerous to defend against if the sweetspot was extended. While Soul might not have the most remarkable aerial mobility, turning around automatically means he could follow-up with the sweetspot on his F-air or Neutral Special rush if he still had his second jump.

U-air - Pillar
Soul leans back a little and raises his sword skywards, which extends to the length of a platform. The hitbox even lingers a bit, though it's somewhat thin, and deals anywhere between 6-14% with low-high knockback that KOs between 400-135% depending on how close foes were to Soul, suffering upwards knockback for being hit head-on and knockback that bats them down on a 110 degree angle for colliding with the sides of the blade. It has some ridiculous range and crazy killing potential in the right situations, but it's held back by some starting lag and a good deal of end lag that makes it almost suicidal to use offstage without a Save Crystal. Soul's fall speed offsets the move even more, but some of his end lag is cut if he lands while using it, meaning he can use the tip of the blade to poke and juggle at opponents a good distance above him. The attack can be used to wall off opponents trying to go over Soul, say maybe they want to destroy his Save Crystal or he's cornered them, and it becomes an especially deadly aerial finisher with a 99% HIT buff.

D-air - Piercing Ray
Soul points his sword downwards before having it spontaneously extend a SBB beneath him, the sword widening just a little bit. The attack deals 4 quick hits of 3.2% as Soul continues to move downwards, after which it launches opponents a decent ways on a very steep angle, capable of KO’ing at around 160%. If Soul strikes up-close however, he immediately launches opponents on a low angle for strong-average knockback that KOs between 180-140% depending on how soon he struck. Soul can choose to fastfall or even slow his descent by holding the control stick upwards during the move, and if his sword makes contact with the ground it’ll actually split and travel outwards on both sides, dealing its regular damage and knockback to foes struck. This is a good approaching move, means of clearing a path towards the ground and/or bringing foes up into the air, but it suffers from some ending lag. It could be used as a surprise attack against foes trying to reach an aerial Crystal, and it can potentially set-up for the Side Special lightning attack.


Soul has a typical swordsman grab as he reaches out and holds opponents with his free hand, which is to say it’s fast but not all that reliable in range. His throws aren’t all that powerful either, but they compensate for their unusual effects and not using his sword, meaning he can save any buffs he has on him for later.

Soul's Pummel involves hitting opponents with a jolt of elemental magic in quick succession: fire deals 3%, electric deals 2%, wind deals 1% and ice deals 2.5%. Healing is skipped, and is instead met with a knee for 1%. If you have time, you can throw out a pummel or 2 before throwing so you can cycle to a desirable spell.

F-throw - Slowga
Soul must be a fan of Square Enix games, because with a cry of "Go!" he blasts his opponent with a weak time magic from his palm, indicated by the faint image of a slowed clock. This only deals 4% and average mostly-horizontal knockback with poor scaling, but it also cuts the victim’s movement speed drastically, which gradually reverts to normal after a few seconds. This adds an interesting twist to a keep-away throw, because unlike those with high launching capabilities Soul is still close enough to the victim to strike them with his melee game. Foes can attack, shield or dodge alright to defend themselves, but if they don’t approach they’ll give Soul some much-needed set-up time. Projectiles are the most effective way to deal with Soul during the predicament, yet he can just reflect them back with ease and they’ll be hard for the opponent to dodge due to their cut movement. The throw is also good for a kill set-up if Soul has buffs applied, as the opponent’s options are reduced quite a bit from weaker movement.

B-throw - Star Break
Soul simply tosses the opponent behind him and blasts them with 2 lengthy, colorful blasts that each deal 4%, followed by launching them far out on a 60 degree angle. This is Soul's most straightforward throw, but it's definitely not useless: outside of obvious spacing, it actually counts for 2 hits and slightly stalls for the Neutral Special, usually positioning opponents for it. It also has an interesting application with Save Crystals in that Soul may have likely thrown his opponent in the direction he set it up, so he can just teleport towards them and continue the assault. B-throws see the most use with those wanting to throw opponents off the stage behind them, but sadly this throw won't kill until around 180% and thus Soul must rely on his edge-guarding game to finish enemies off. It's not all bad though, because Soul take advantage of a foe's recovery attempt to get in a buff.

U-throw - Aeroga
Soul tosses the enemy up into the air lightly before he creates a burst of wind magic that deals 5% and low upwards knockback, though it actually scales well enough to KO at 190%. It also creates a thin, infinitely-tall air current around Soul that greatly lowers gravity for the 2.2 seconds it stays out for, which is to say characters inside it jump much higher but fall much more slowly. Floaty characters are much easier to intercept, and at lower percentages Soul can juggle with his U-Smash for some damage racking while at higher percentages he can use the air current to actually pursue. Soul may also want to use the air current to set-up his buffs or even place a Save Crystal high up in the air so it can't be destroyed easily, and if foes try to pursue him with the current they'll be vulnerable to his D-air due to how thin said current is.

D-throw - Magnera
Soul slams the foe into the ground as his hand pulses with bluish electricity, dealing a paltry 3% and typical low knockback on a high angle that can be capitalized on without too much trouble. This also has something of a magnetizing effect on the now-sparking victim: if they’re close to Soul when he starts up a sword attack, they’ll be pushed back a little, but if they’re farther away (within 2 lengths of the sword attack in question) they’ll be drawn in a reasonable distance. Spells are also affected, fireballs and lightning curving towards nearby targets slightly while wind and ice can manifest at their location if within 3 SBBs of Soul. Magnetism lasts for a reasonable 3 seconds, enough time that Soul can ready it to support his buffed blow or even push enemies away before following with a homing spell.


Overwhelming RPG

Soul is best described as an opportunistic mid-range fighter, working towards finding the best situation to use his strongest attacks: Neutral Special, Side Special spells and melee attacks buffed by the Down Special. Being a master swordsman means Soul can easily hold his own in melee combat with a good balance between offense and defense, but he doesn’t have consistent enough power, projectiles or mobility to be truly adept at rushdown, combos or natural finishers. Unless you want spend an unnecessarily long time chipping away at opponents like you would a JRPG boss, you’ll want to make use of Soul’s deadly Specials to finish opponents. He doesn’t have a lot of survival ability beyond his high weight stat due to poor aerial ability and not having a conventional recovery, so he may end up being defeated first if a fight is left to drag out for too long.

Like with any challenging JRPG boss, throwing out that little bit of set-up in the beginning is important, if outright vital to Soul’s success. Save Crystals might not serve for a conventional recovery, but you’ll want to get used to putting them down on regular intervals, because if Soul is caught offstage without one he’ll most likely die unless he had a fully-charged Neutral Special. Soul can also use a wind vortex, healing or SPD buff to boost his recovery a little, but they're all extremely situational.

The other thing usually on a Soul player’s mind in regards to set-up is buffing. You get to choose from 4 different stats and 3 different capacities, which is quite a lot, but you’ll probably want to go with a low capacity since you won’t be killing anyone right away and you get more shots at it. ATK seems like the most obvious stat to raise and probably the one most players would go for, but you’d be surprised at how effective the other buffs can be: DEF makes it easier for Soul to shield-grab and grants him armor for his Smashes, HIT makes nearly all of his standard attacks stronger by extending their sweetspots while SPD lets him rush at opponents more easily.

Soul is generally advantaged from any distance, but he needs to be fighting from mid-range or close-up to do any real damage. That's not to say he doesn't have projectile options though, but they're all very situational. He can reflect projectiles back at attackers, deterring them from using them predictably. He can cast a fireball at the beginning of a match, but it won't do much damage from a range outside of giving Soul ease of set-up. He can also use his Neutral Special at full charge, but it needs time and shouldn't be used needlessly due to being a back-up recovery. In any case, Soul can idle from a distance, but he can't consistently threaten others from afar.

Soul can play offensive and defensive equally well due to his well-rounded melee game. He doesn't have a lot of mobility, but he has attack range. One could play defensively with this in mind, but Soul actually functions better if he at least regularly attempts to pursue and close the gap rather than just sit in one place, simply because of how his Up Special recovery works. If he just waits for opponents to come to him, he risks being launched offstage and having his Save Crystal destroyed more easily, but if he sets up the crystal and then runs after opponents it won't be destroyed as easily. Even if the opponent does a reversal on Soul and knocks him away on the opposite side of the stage, if they don't bother to attend to his Crystal he can just escape and get a free recovery, and maybe a buff if there was enough distance between the fighters. What's more, Soul can use a Save Crystal behind him to get space for himself in regards to set-ups and stave off pressure. He doesn't have to teleport himself too far though; even just a little distance can work wonders for high-ranged moves like his F-air.

Once Soul's built up his Neutral Special or has an opponent's percentage high enough to make lethal use of a 99% stat buff, he becomes a lot more threatening and can potentially take foes down in one hit - even at 0% if he combines them both. Just having a fully-charged Neutral Special can deter foes from shielding since the attack ignores them, even dodging if he had a HIT buff, and he can use the move up-close without worry if he had a DEF buff. In regards to stat buffs alone, some players might get picky about what move they spend it on, but they can't really afford to be indecisive when they have a time limit and foes can end it instantly by successfully hitting Soul with a quick projectile. Thankfully, most of Soul's moves benefit from his more offensive-minded buffs like ATK or HIT, though the Dash Attack is ironically not affected by the latter due to not having a sweetspot, which is a shame because it's probably one of his best moves to pull out if he's in a hurry to capitalize on the buff.

Foes have 2 options when Soul reaches max power: either attack him before he can use it or bait him into wasting it. Buffs will go away as Soul is attacked, while knocking him offstage can force him to use his Neutral Special to return. It goes without saying that opponents with spammable projectiles will have a significantly easier time getting rid of Soul's buffs from a distance, as he has to shield against and maneuver past them to preserve what he has, but watch out: even if the projectiles were weak enough that they wouldn't threaten the opponent even if they were reflected with massive power, Soul actually benefits from getting hit by streams of weaker projectiles because they each take a second off the charge time for his Neutral Special. This makes damage from the projectiles a non-issue, especially given Soul is pretty heavy and can pull off an occasional healing spell.

Outside of the obvious Neutral Special and ATK/HIT buffs, Soul can also use his fireball up-close to score a fairly early KO, which you might want to save until then. He can still fight back perfectly fine if he wastes any of his situational moves, but a foe, with enough pressure, can overwhelm him if they see through his moves, knocking him offstage for an early KO. Soul will especially feel the pressure if opponents were assaulting him after he just used a Save Crystal, which is the one time when he's really vulnerable. Just mindlessly attacking the Save Crystal in hopes of nailing Soul when he re-appears won't work since he has invincibility frames and can retaliate with a Jab, U-tilt, Grab or N-air in midair, but you can attack him if he's trying to set-up another crystal right away and pretty much guarantee his demise with enough power. Gimping can work against opponents if they accidentally let Soul's Neutral Special reach full charge, but it's otherwise an effective tactic.

Overall, Soul really needs to read his opponent so he can take action with his numerous options, especially when under pressure. He has lot going for him - high-ranged attacks, powerful attacks, healing, a versatile melee game and an infinite recovery - but it needs to be handled well or else it'll all be wasted. The last thing Soul wants is to recover using his Crystal, immediately rush in with a fully-charged Neutral Special and then get knocked off the stage, only to use his Side Special as a last resort and come out with healing that wasn't utilized due to there not being a time or place to use it.

----EX Skill--|--

Soul burns with a heroic passion, and his energy blade straight up past the horizon! Don't get in its way, or you'll be skewered and carried up for a KO!

"Blade of light, mow down all who stand in my way!"

Once he's finished extending his blade, Soul swings it around like a madman, cutting up neighboring planets in the process! All foes are slashed apart for unavoidable damage, but not KO'ed, while the planets are carved up into kanji that form a mysterious word. Don't worry, the planets will magically be restored via video game logic!

"-This- is the power of a heroic protagonist."

Entrance Animation
"I'll show you the power of a hero!"
A retro battle menu appears beneath Soul, showing the options FIGHT, MAGIC, ITEM and RUN. The cursor cycles between all the options before choosing FIGHT, and Soul comes to life with a cool pose!

Up Taunt
"Shall we return on a horsebird?...oh wait, wrong game."
Soul cycles through his inventory as a number of pixelated items appear in front of him...but he comes to a realization and puts them away.

Side Taunt
"Get out of the way!"
Soul points his blade aggressively.

Down Taunt
"Do I at least get -some- experience from this?"
Soul does a mild fist pump motion, and the words LV UP! appear in front of him. If you KO an opponent before using this, more words will appear.

Death Cry
"I don't wanna my last save."

Win 1
"Be proud that you were defeated by a hero."
Soul replenishes his stamina with potions! A large number goes down by 3 as he does.

Win 2
"At least I got some experience from this."
Soul swings his blade wildly before raising it in triumph.

Win 3
"That wasn't even a challenge."
Soul retracts his light blade before crossing his arms.

Alternate Costumes

A world of swords and sorcery, blessed with the light of the sun.
Sorantia serves as Soul's home stage, being a very large walk-off stage with a lot of space to roam about. The twist is that the stage curves down to the left at the middle-third, leaving roughly a SBB height difference between the right and left parts of the stage. There's also a wide drop-through platform situated 2 SBBs above approximately 2/3rds of the lower left side of the stage, which gives fighters a total of 3 different horizontal planes to fight on. The stage is otherwise very peaceful and has an open feel to it.

The stage's omega form strangely resembles a park. The floor is made up of tiles instead of grass, and bricks are lined up along the rim along with the occasional lantern and bench.
Nov 24, 2008
The Make Your Move Rooligan Society
"U-Um, did I do that? Maybe I used a bit too much force..."

) Doppelganger Tsukika--

Shrine Maiden Hero

Tsukika is a sweet but shy girl who only recently became aware of her title as hero, so few are aware that one even existed on the peaceful Moon World. One day however, she spoke to a tame monster and discovered that the reason why the world was so peaceful was because the demon lord Shirogane had ordered all of the monsters not to attack humans. Realizing this, little Tsukika developed respect for her world's demon lord and decided to help him, but once she did meet him she got so nervous that she sent him flying with one hit! This happened over and over again right up until the monsters started taking Shirogane for a wimp and ignoring his orders, meaning Tsukika's actions were ironically doing more harm than good. Thankfully Chou-Chou and her merry men came along to conquer Moon World just before the situation could get any worse, where they learned about Tsukika's predicament and eventually helped her make her true intentions known to the demon lord. Thus, Tsukika joined Chou-Chou’s party out of gratitude and without needing to be peoned…as well as to be with her beloved Mister Shirogane.

Tsukika tends to get nervous easily, but she can also be quite astute when the situation demands it. More than that though, she also happens to be incredibly strong - strong enough to lift an entire mountain or even send someone flying halfway across the world with one punch! That being said, Tsukika doesn't exactly like being so strong when it goes against her femininity, and she tends to blow others away by accident when she doesn't keep her strength in check or her emotions get the best of when it comes to Mr. Shirogane. Tsukika also has the ability to tell fortunes because of her Shrine Maiden occupation, be they about finding lost items or love, which are especially popular with the other crew members.

Tsukika may not be the most courageous or experienced hero, but she's definitely one of the strongest! With her strength, she's bound to be one of the most overpowered fighters of all time...

) Stats--


Height: 138cm
Weight: 1
Ground Speed: 9
Jump: 8
Air Speed: 4
Fall Speed: 2
Traction: 7
Wall Jump: 9

Wait, you mean Doppelganger Tsukika is both fast AND strong!? That's so unfair! Indeed, she's a swift and graceful Shrine Maiden with deadly power, but poor endurance and floatiness mean that matches involving her tend to resolve themselves rather quickly. Oh, and did I mention that she's got quite the strong-arm? Whether she wants to or not, Doppelganger Tsukika throws items waaaaaaaay further than normal characters - far enough to throw items across the screen and keep them from coming down for a good 7 seconds! She can even handle barrels and crates like regular items, but she still throws them with the same lag as other characters. Items thrown by Doppelganger Tsukika get a 1-2% damage bonus and have their base knockback increased a bit, but otherwise don't travel any faster or get any stronger than if a normal character threw them. It's definitely a useful ability, but it can also be a liability, like if one accidentally throws their item off the stage or something like that.

On a more cosmetic note, Doppelganger Tsukika always keeps her sword sheathed at her side when she's not using it for an attack, just like in the picture. This looks really cool.

"Calm down, Doppelganger Tsukika."

) Specials--

Neutral Special ~ Wild Ogre Throw
The signature super strength attack, Doppelganger Tsukika tears out a massive boulder from the ground and holds it over her head before tossing it -gently- in a surprisingly fast attack. The boulder is an intimidating 1.25 platform wide hitbox that really packs a punch with 26% and powerful radial knockback that can KO at 88%, but it's actually a bit slow (almost unrealistically so) and can be shattered with a nice, solid attack if it doesn't hit anything first. What's more, the boulder travels too far to be a practical projectile - it goes 14 SBBs before hitting the ground! Thankfully you can hold B to charge the attack, in which case Doppelganger Tsukika will gradually restrain her power and toss the boulder with less force, causing it to land a few paces from her after 2 seconds of charge. Charging actually slows the boulder a bit and makes it weaker (dealing 3.5/5ths its original damage at full charge), but it not only makes hitting with it more possible but also lets it crash into the ground and shatter. Doppelganger Tsukika can turn around mid-charge, just in case you're too close to the edge of the stage or foes get behind you.

When a boulder shatters, 3 smaller rocks are left behind - 2 ordinary-looking pebbles and a bigger stone that functions similarly to a crate. The pebbles only deal 5% with minor radial knockback and disappear on contact, but the stone hits for a solid 18% that KOs at 130% and breaks into 3 smaller rocks upon shattering: 2 pebbles and a sharpened rock which deals 10% and good mostly-horizontal knockback (KOs at 180%) while ripping through all in its path. Super strength means Doppelganger Tsukika can hit foes from the opposite side of the screen using these rocks, but she’ll have to earn them first - and make sure foes don’t use them against her! There’s no limit to how many rocks can be out, but it's not easy to produce a lot of them.

Side Special ~ Tornado Rush
Doppelganger Tsukika takes up a stance and performs a telegraphed horizontal slash that hits for 10%, the force of her spin enveloping her entire body in a small tornado! She then rushes 3 SBBs forward at high speeds, the tornado a high-priority hitbox that tears through weaker projectiles and even picks up items along the way, dragging opponents along for up to 15 hits of 1% before launching them on a high angle for great knockback that KOs at 144%. Sadly, Doppelganger Tsukika will enter helpless afterwards if she started the move in midair.

If you hold B near the end of the attack and were still grounded, Doppelganger Tsukika will wave her sword to make the tornado calm down and keep spinning harmlessly for 5 seconds - either in place or while slowly moving across the stage if you held the control stick forward or backwards. If a character steps inside the tornado, they'll be carried along with it for a free ride, and can either dash or jump out to gain a big boost of double speed for 1.3 SBB's distance or double height on the first jump. If the tornado is attacked, it will split apart and push opponents and items inside/next to it back roughly 0.2-1.1 SBBs depending on the attack's power, but pushes airborne opponents upwards. The tornado can also carry items, and will reflect items thrown to the side of it without changing owners - exceptionally useful with Doppelganger Tsukika's throwing ability when she can hit with a sharp rock twice as it pierces through opponents. Tornado Rush is a quick move that's excellent for approaching and setting-up at the same time, the calmed tornado serving as a way for Doppelganger Tsukika to reach opponents she just launched and likely finish them.

Up Special ~ Moon Slash
Doppelganger Tsukika takes up a ready stance before instantly re-appearing 5 SBBs (2.7 SBBs in midair) ahead of your chosen direction, almost as though she just teleported. She then follows up with a single, lightning-fast spinning slash on the same angle she traveled at that scatters cherry blossoms and creates an ice-blue slash trail. The slash utilizes the Shrine Maiden’s magical abilities by inflicting 16% and nasty ice-based damage if it connects, launching on a high angle for knockback that'll KO at 120%, but there’s also a secret sweetspot at the center of Doppelganger Tsukika’s body which deals 33% and overwhelming radial knockback that KOs at 50%! This is very powerful, but you need very specific spacing and precision to pull it off or else you'll be met with some harsh end lag. Worse yet, the attack puts Doppelganger Tsukika into helpless, where she becomes easy to intercept from high-up due to her low fall speed and below-average air speed. Doppelganger Tsukika won't go offstage if she travels along the ground, but she won't produce a hitbox if she doesn't travel the full distance when using this move.

This move also has another effect in that any ground covered by Doppelganger Tsukika will be frozen for a good 20 seconds, or until thawed with a fire attack. The ice may not seem that useful, but Doppelganger Tsukika can put it to amazing use if she throws her rocks with a Glide Toss, increasing the distance she covers while sliding! Seriously, this actually works in Brawl. This gives Doppelganger Tsukika insane ground mobility that is often more useful than her dash or rolls given she can act out of it quicker, which is not only good for her space-reliant Specials but it also benefits her melee game since she can close in on enemies more efficiently to make use of said Specials. Ice also increases the distance Doppelganger Tsukika slides out of her Side Special, but if you don’t want to go far you simply end the move in midair.

If you hold B when using this move on the ground, Doppelganger Tsukika will delay her rush and re-appear normally, only to move back to where she originally was and perform a weaker version of the Moon Slash without a sweetspot. This has less end lag than the regular version and is better for making icy terrain for the sake of it, but if foes catch onto the delay and predict where Doppelganger Tsukika will initially appear they'll be able to punish her.

Down Special ~ Ogre Spark Smash
Doppelganger Tsukika turns away and calmly grips the hilt of her sword, which sparks with electricity in a 1.5-second charge-and-store move. Once released, Doppelganger Tsukika will swing her blade to release a quick burst of electricity that extends 1-2.2 SBBs ahead of her, a simple move which locks enemies in place for 4-9% and some decent frame-neutral hitstun. This is good for disrupting enemies or just as a panic button, but it can also be used to freeze midair opponents in place as you fall during the end lag in order to pace yourself for an attack (your boulder maybe?). Also, you can actually charge this move for up to 3 seconds and store 2 whole units at once, the highest charge always being used first.

If you smash the input to release a full charge and had an item that was thrown/dropped by you still in play, Doppelganger Tsukika will instead point her sword at it, which flashes yellow as a thin beam of lightning drops down from the top of the screen at the item's location. This beam rips through all in its path and, depending on whether foes were close to the top of the screen or just beneath the very center, inflicts 16-8% and excellent-decent spiking knockback that'll usually KO from their location at 140-200%. This allows Doppelganger Tsukika to make further use of a rock she threw up into the air, and serves as an excellent way to force an enemy you launched up into the air back down to earth, if you can align them with the rock. On the subject of items, if Doppelganger Tsukika was holding one when she achieved a full charge it'll become electrified until it's thrown against something, which makes it a tad stronger and gives it electric properties that make it deal more hitstun. This serves to make rocks more useful, but is rather situational.

) Standards--

Jab ~ 3-Piece Disaster
Doppelganger Tsukika unsheathes her blade for a swift yet gentle diagonal slash that deals 4%, which can be followed into a step forward for another slash that deals 6% and impressive mostly-horizontal knockback that KOs at 150%. And then there's a final blow, a hefty one-handed rising slash which deals an incredible 15% and tremendous knockback on a 40 degree angle that can KO at 96%...but it won't hit because the second slash knocks enemies out of the combo! To land the third strike, you'll have to carefully intercept enemies as they approach you or attack them while they're shielding, but otherwise it's a good scare tactic to keep attackers at bay. Just note that the third hit is more punishable than the second hit, which is perfectly viable on its own anyway.

Because of her super strength, all of Doppelganger Tsukika's physical attacks have a tendency to launch enemies quite far even at lower percentages, no matter how hard she tries to restrain herself. On the flip-side, most of Doppelganger Tsukika's melee hitboxes are very short-lived, generally making them ill-suited for defense while forcing the Shrine Maiden to find the best timing to land them. This applies to all the hits on her Jab combo, making that coveted last hit especially difficult to land.

Dash Attack ~ Dynamite Cutter
Doppelganger Tsukika draws her sword for a swift, clean horizontal slash, which is then followed by 2 frantic diagonal slashes as she starts to panic! The attack is fairly fast and takes Doppelganger Tsukika a platform across the stage, her swings becoming more dynamic with each blow. The first slash deals 10% and mostly-horizontal knockback that unfortunately knocks the foe too far to follow into the rest of the hits, usually KO'ing at 170%. The second slash deals 12% and stronger mostly-horizontal knockback behind Doppelganger Tsukika that KOs at 135%, while the final slash deals 14% and extreme upwards knockback that can KO at 108%!

The attack is more rewarding if you space it and try to land the final blow, but it's more predictable and can be punished by a perfect shield that way. You could also try to land the first blow and won't get punished for it if the opponent shields, maybe even land two hits if the first is spaced well enough. Either way, it's a rushdown attack to be feared. It also makes for a good way to pick up a rock as you travel along the ground, which you can then easily throw at an enemy after launching them with any of the 3 hits.

F-tilt ~ Gentle Blow
Doppelganger Tsukika timidly attempts a half-hearted shove in hopes of holding back, but she still hits hard for 15% and nasty mostly-horizontal knockback that KOs at 105%! This even pushes shielding foes back quite the distance unless they powershielded, and if you clash with another hitbox you’ll get a big shockwave (boulder-sized) that throws outsiders back on a diagonal angle. Sadly, the attack’s poor range makes it predictable up-close due to Doppelganger Tsukika’s other attacks having better reach, and it can be punished with a powershield if the foe sees it coming. It’s a great surprise attack though, and can be utilized offensively if you slide into an enemy by using the glide toss.

The clashing shockwave, for what it’s worth, is useful for keep-away in FFA matches or punishing an opponent trying to capitalize on a projectile or static hitbox.

U-tilt ~ Light Hilt
Apparently Doppelganger Tsukika thinks her sword moves are too rough, because now she's only using the sheath to attack! She spins her sheathed sword around her in a half-circle while raising it slightly, causing the sheath itself to hit behind, above and then diagonally above her while the hilt of the sword barely hits those in front of her. The attack deals 8% and unusually low knockback for a Doppelganger Tsukika attack (but still very good) no matter where it hits, but it won't KO until 300% and inflicts minimal hitstun. Hitting from the front with the hilt launches enemies up on a high angle, hitting behind you launches them in front of you diagonally while those hit from above are knocked forward on a 120 degree angle and can be put into prone if they hit ground.

The attack leaves much to be desired when hitting enemies in front of you, but it's excellent for intercepting enemies behind you and scooping them back up in front of you to continue the offensive. You'd be surprised by how frequently enemies will try to land behind you to avoid your carnage.

D-tilt ~ Unearth
Doppelganger Tsukika sits respectfully as though she were in a Tea Ceremony, being the only party member who can maintain the uncomfortable position due to having sat that way her whole life. For her D-tilt though, she digs a few fingers into the ground and throws up a piece of earth! She looks a bit panicked when doing this. This reaches quite far and hits hard, dealing 12% while popping foes really high up into the air - on a 15 degree angle if they were close to Doppelganger Tsukika or a 30 degree angle if they were further away - and will KO at around 118%. The wreck of rocks even reach half of Doppelganger Tsukika's crouching height before shattering completely, but they only deal 7% and significantly less knockback that doesn't scale nearly as well. A powerful move, it is only offset by some starting lag and a very short duration like with most of Doppelganger Tsukika's moves, but it won't be punished easily if you keep your distance when using it. Definitely your to-go move for launching enemies up into the air from the ground, and a good follow-up if you were able to spike them with the Down Special lightning or an item.

If there was no ground ahead of Doppelganger Tsukika when using this move, don't worry! She'll throw her hands up anyway and fling enemies for identical damage and knockback to hitting up-close with the rock wreckage, only trading range for speed. It's hard to pull off given it's situational, but you might be able to nail a foe on the ledge with good timing.

) Smashes--

F-Smash ~ One-Strike Flying Sword
Doppelganger Tsukika clutches her sheathed blade in preparation for a powerful attack, but she can't stop herself from shaking! Is she afraid of the collateral damage she might cause? Nonetheless, she calms herself and takes a stance before rushing forward exactly 1.1 SBBs, stopping early if she reaches a ledge or bumps into an opponent - in which case she'll send them flying far for 10-14% and knockback that KOs at 150-120%! Clumsy Doppelganger Tsukika does it again!

Once Doppelganger Tsukika finishes her rush, she'll proceed to follow up with an absolutely KILLER horizontal slash with enough power to shake the screen and generate an intense orange slash trail in its wake. If you're hit by this, you'll receive a colossal 28-40% and ridiculous knockback that beats out even the strongest F-Smash, not to mention a ton of damage and pushback against shielding opponents who didn't powershield. You'll need some degree of spacing and precision in order to not connect with the bump and knock enemies away from the slash, but if foes shield against the former they'll end up taking a ton of shield damage from the latter. This is excellent for opening up stubborn enemies since it's bad to shield against the rush, but harsh end lag makes it risky if it fails.

Characters actually slide along icy terrain while charging their F-Smash, which makes this attack a lot less predictable as Doppelganger Tsukika can either close in enough for the slash or close in further to hit with the bump, punishing foes who tried to shield against the former.

U-Smash ~ Blazing Hitokage
Doppelganger Tsukika takes a stance and clutches the hilt of her blade, causing bright, mystical flames to envelop the entirety of her weapon. She then performs not one, but two fiery, spinning slashes on a steep angle while fire spirals around her simultaneously for protection on both sides and above. The slash is the real meat of the attack, hitting foes almost above Doppelganger Tsukika for 19-26% and great knockback on the same angle that KOs between 108-77%, but the second slash is even stronger at 24-31% and really high knockback that KOs between 88-56%! The fiery pillar is no slouch either, trapping enemies for multiple hits that accumulate 17-23% before launching them diagonally or upwards, depending on whether they were hit from the sides or upwards, for knockback that'll KO between 115-87%. You can have quite a bit of fun with this move if you DACUS to go sliding across the stage, and you'll go even further if the stage was icy! Sadly, you'll just go through opponents without launching them unless you hit near the end, since you're moving too fast to drag them along with you. You might be able to time the slide so you hit an airborne opponent with one of the slashes, however.

If there were items near Doppelganger Tsukika while she was attacking, they'll also be enveloped in mystic fire! This gives them a slightly bigger hitbox and makes them a bit stronger, enough so that even the smallest and weakest throwing items like pebbles can become remotely threatening. What's more, the thrown item will produce a 0.5-2 SBB wide trail of fire depending on how fast it was moving, which deals 7-11% and decent-good knockback that pushes enemies away from the trail, but any downwards knockback is instead converted into upwards knockback. The fire trail adds a whole new dimension to your throwing items in that you don't necessarily have to hit with the item head-on, but rather just hit with the trail to wall them off or knock them on a unique trajectory to follow-up in ways you originally couldn't. Items stay ablaze for an indefinite time until they disappear or hit a surface, but you can keep catching them to keep the flames on them. You can use DACUS to set alight multiple items across the stage, even burn up a stone to have all the pebbles it produces be on fire. Just try not to overdo it, because foes can use these fiery items against you!

D-Smash ~ Calamity Quake
Suddenly nervous and flustered from all the enemies surrounding her, Doppelganger Tsukika responds by slamming her foot into the ground with tremendous force! What kind of lightweight female protagonist even does that? This creates a shockwave that spreads out around Doppelganger Tsukika and damages the ground for some high-impact visual, dealing 16-22% and good knockback (though surprisingly weak for Doppelganger Tsukika standards) on a 60 degree angle behind Doppelganger Tsukika that'll KO between 125-95%. There's also a hitbox beneath Doppelganger Tsukika's foot that deals a whopping 28-35% plus extremely high spiking knockback that KOs between 65-32%, but that will never hit unless you somehow have a foe in prone underneath you (maybe by using rocks to bring them towards you...) - this will hit rock chunks you're making contact with and glaciers you're standing on however, which will cause the scattering debris to hit on both sides of Doppelganger Tsukika instead of going directly downwards or upwards.

The shockwave travels out further as the move is charged and maxes out at a platform on each side of Doppelganger Tsukika with full charge, enemies only taking uncharged damage if they're hit near the shockwave's apex. Items within range of the shockwave are knocked up as high as either a normal character would throw them or as far as Doppelganger Tsukika would depending on charge, letting you throw up many items at once and even at lower heights normally impossible for Doppelganger Tsukika given her strength. You can even angle the control stick to make items travel on an angle by up to 30 degrees so you have a bit of variety. Makeshift walls are also knocked up if they get within range of the shockwave, but they only travel half as far.

) Aerials--

N-air ~ Large Revolving Cut
Doppelganger Tsukika raises her sword behind her before curling up and rolling forward in midair to perform a lightning-fast 360 degree slash that completely covers her. It's telegraphed, but hits for some serious power at 13-19% and great diagonal knockback ahead of Doppelganger Tsukika that KOs between 155-110%, delivering maximum damage against foes right up-close. The force behind the attack even creates a strong wind that pulls nearby opponents or objects close to Doppelganger Tsukika right after the hitbox subsides, capable of altering the flight path of items while spurring those that are just falling into action. The wind is a double-edged sword however, because if foes see it coming and move out of the attack's range they can easily use it to their advantage to throw out a quick counterattack against Doppelganger Tsukika. You can use the wind for follow-up attacks against foes who dodge or to re-position them if you read well, but otherwise the move is risky to throw out carelessly despite its power and incredible coverage.

F-air ~ Half-Moon Slash
Doppelganger Tsukika performs a swift rising slash launches enemies on a 30 degree angle, the degree of which based on where you hit: the tip nets you an unusually low 9% with surprisingly low knockback (very rare for Doppelganger Tsukika), the base deals 12% and pretty nice knockback that'll KO at 181% while up-close you inflict a lethal 20% and really high knockback that'll KO at 100%. The attack comes out fast and covers a wide area to boot, making it good for offense, but the hitbox only stays out for a split second and leaves Doppelganger Tsukika slightly open afterwards, so timing is critical. It might seem awkward for a F-air to launch enemies upwards, but Doppelganger Tsukika benefits from having enemies diagonally above her so she can nail them with boulders and intercept them with powerful moves. It's also for balance, given the powerful knockback would be deathly offstage if it could knock enemies horizontally. If you're really skilled, you can use the tip of the sword to juggle enemies and then blow them away with the sheer power of the other hitboxes, or follow-up with another aerial.

B-air ~ Eclipse
Doppelganger Tsukika twists the top half of her body around and performs a broad rising slash behind her, followed by another stronger slash after a short delay. The first slash deals an average 14% that KOs at 150%, but the second slash actually has 3 hitboxes that hit for 3% each before the final one delivers 15% and crazy knockback that can potentially KO at 96%. This is a rare attack that provides Doppelganger Tsukika with a competent defense due to being a multi-attack that covers a wide area, as while the first slash barely stays out the second actually lingers for a bit and can destroy opponents who put their shield down too early. The main point of this move is to intercept and/or scare away opponents behind Doppelganger Tsukika using the deadly second hit, especially those trying to escape from being cornered, and Doppelganger Tsukika is floaty enough that she can short-hop the attack to use against grounded opponents.

U-air ~ Overhead Moon
Doppelganger Tsukika performs an overhead slash above her, though it's angled towards the screen and as such it doesn't cover as much horizontal area as you'd expect. The attack deals 13% with some very strong mostly-horizontal knockback that'll KO at 160%, knocking enemies away at whatever side of Doppelganger Tsukika they were on, but there's also a sweetspot above her which deals 18% and hefty diagonal knockback that'll KO at 115%. The move is very similar to the F-air in terms of lag and how it knocks enemies away on an awkward angle, making it ill-suited to juggling but very good for positioning if you don't want enemies above you. What's more, Doppelganger Tsukika's swing creates a powerful wind right above her that reaches out quite far and blows up not only enemies, but also items. It helps that this move has minimal landing lag and that Doppelganger Tsukika can act before items fall down. Use this wind if you want to keep enemies above you or an item, then perhaps intercept them.

D-air ~ Lunar Cycle
Doppelganger Tsukika swings her down sword 3 times on a low angle. The first hit deals 11% and mostly-upwards knockback that KOs at 140%, the second hit deals 13% and backwards knockback that KOs at 125% while the third hit deals 15% and deadly spiking knockback that can KO at 90%. This is one of Doppelganger Tsukika's very few attacks that actually hits multiple times, but its limited coverage combined with the slightly awkward angle the hitbox comes out on make it easy for wary foes to avoid. Doppelganger Tsukika is very prone to being juggled given her light weight, below-average air speed and the fact that this move doesn't hit directly beneath her, but it does do a good job of scaring enemies and ripping through them should you successfully align your blade with them. This attack gives Doppelganger Tsukika an extra means of pressuring opponents, especially if they were shielding since each hit delivers steady damage and pushback.

) Grab--

Flustered, Doppelganger Tsukika performs a meek scooping motion that lacks speed and reach, but it's one of the strongest in the game given who's performing it! Sadly, it's not a very good out-of-shield option, but it's not bad as an offensive move given Doppelganger Tsukika's high dash speed. This makes her easy to shield-pressure, but it bolsters her already good offensive game.

For her Pummel, Doppelganger Tsukika shakes the foe violently for a nice, quick 2%. That's gotta hurt!

F-throw ~ Human Rocket
You saw this coming: Doppelganger Tsukika winces a bit before sending the victim rocketing with a devastating gut punch! This deals a massive 19% and unbelievably high knockback on a high angle that rivals a swing from the homerun bat, always sending opponents past the top of the screen...but it will never KO that way. It can KO foes when the horizontal knockback scales enough however, KO'ing as early as 95% if you throw them off the edge of the stage. You'll have a ton of time to safely set-up for your Specials after you've shot a victim up, and they'll even take a bit of token damage from falling through the magnifying glass! Indeed, this is not only your ultimate spacer but also one of your most visually-satisfying KO moves, and you deserve it if you can land the grab. KO opponents in the way Doppelganger Tsukika intended! (sort of...)

B-throw ~ Wrecking Ball
Panicking, Doppelganger Tsukika grabs the foe by a limb and effortlessly swings them overhead, smashing them into the ground behind her! Ouch. This delivers a nasty 16% and some pretty mean knockback on a low angle that'll KO at 100%, which is a lot more straightforward than the F-throw and also more convenient at times. The throw even comes with the neat bonus of not only hitting outside opponents for big damage, but also shattering the ground hard enough to spew out a free pebble for Doppelganger Tsukika! While not nearly as good as what comes from a boulder, this guarantees damage on the opponent and can be used on demand, being an alternative to the Neutral Special if you're having trouble pulling it off. It's great for when you already have the floor covered in ice so you can glide toss right away!

U-throw ~ Flash
Doppelganger Tsukika uses a gentle flicking motion to toss the foe a wickedly high distance above her, as you’d expect from her. She then performs a lightning-fast slash in the direction of that foe, which hits for 14% and extreme downwards knockback that bounces them off the ground back up a short distance beneath where they were originally thrown. It’s almost as crazy as the F-throw, and scales to KO at around 115%...maybe earlier if the victim bounced off a platform above Doppelganger Tsukika. Foes can actually tech to save themselves from bouncing off the ground given the way the throw works and the animation gives them enough time to react, but doing so gives Doppelganger Tsukika the rare chance to follow-up with another attack or grab. Still, the throw serves as an exceptional KO move and lets Doppelganger Tsukika pelt the foe with throwing items, hit with lightning or maybe even risk an Up Special.

D-throw ~ Ten-Symbol Cut
Doppelganger Tsukika cuts through to the other side of the opponent in a dark sword attack that launches them reasonably far for 8% and set knockback on a 50 degree angle. Nearly 2 seconds later, the victim will flash purple and a dark, transparent kanji will overlap with them before they receive the aftereffects of the attack, resulting in another slash that deals 6% and minimal disruptive hitstun. The delayed hit is obviously good for pressure and forcing foes to back off, however weak it is, but it also kills the foe's momentum upon connecting and can be used to combo with good timing if you cancel their knockback. Doppelganger Tsukika will slide along the ground a little if she used the throw on an icy surface, which brings her a tiny bit closer to the foe for easier pressuring.

) Playstyle--

Overwhelming Strength

Doppelganger Tsukika is ruthlessly powerful, but also very fragile in that she's one of the lightest characters and her recovery options are rather poor, none of which is helped by her lack of conventional projectiles, poor out-of-shield grab and short-lived attacks. Her moves are best used offensively rather than defensively given their general lack of coverage and duration, yet those same weaknesses make it easy for foes to powershield her attacks should she be too reckless or predictable with them. That being said, Doppelganger Tsukika's attacks have a profound impact given their sheer launching power should they connect, most of them sending foes flying far even at 0%.

Despite being a rushdown character, Doppelganger Tsukika actually likes fighting from a distance given most of her Specials work better from afar - which is good, because she -will- put distance between herself and opponents should she land a solid blow on them. Moon Slash can hit foes from halfway across the stage whereas Wild Ogre Throw is much, much more effective the farther your opponent is and/or the higher up they are, being an extremely effective follow-up if you launched your opponent far, yet while both attacks are very powerful they also tend to be very predictable and easily avoided against wary opponents. That’s not to say you can’t use either attack for the sake of setting-up however, just provided you're careful not to get punished for it: Wild Ogre Throw provides Doppelganger Tsukika with a simple projectile whereas Moon Slash covers the stage in ice and helps with some of her approaches such as the F-Smash, but when used together they grant Doppelganger Tsukika a buffed Glide Toss that lets her rush at opponents or retreat to use her Specials on a whim. These 2 Specials are Doppelganger Tsukika's major set-up moves she can transition to after sending an opponent flying, but she doesn't necessarily need the set-up in order to fight at full capacity, they merely being a bonus. She can also use Tornado Rush and Ogre Spark Smash to set-up, the former to create a tornado in order to chase launched opponents and the latter as something resembling a defensive move or for item interaction, provided she has the time and the situation is right. You could say that Doppelganger Tsukika's Specials are all options she can go into after launching an opponent, yet they all assist her in landing a coveted blow on opponents, making them somewhat self-contradictory.

Doppelganger Tsukika has numerous approaching options, mainly her Side Special, Dash Attack and Up Special/F-Smash if you're feeling risky, but you don't necessarily have to rush at the opponent right from the get-go. Rather, you could sit back, set-up and let them come to you, because although that might sound silly for Doppelganger Tsukika, who has no conventional projectiles or means of zoning, she has enough speed to be able to rush in and catch opponents with an attack should an opportunity present itself, meeting their offense with her own.

Doppelganger Tsukika is at her most dangerous when she launches an opponent far and forces them to prioritize recovery over defense, as this prevents them from punishing the Shrine Maiden's attacks easily and opens up various options to her such as hitting with a boulder or finishing with a Moon Slash, not to mention she is fast enough to catch and intercept opponents without too much difficulty. At the same time however, Doppelganger Tsukika finds it difficult to fight back under pressure, as many of her ground-based moves lack reach or coverage like the F-tilt and her poor grab makes it very difficult to shield grab opponents should she be forced into putting her shield. Doppelganger Tsukika also dislikes being launched and pressured in midair, being especially prone to juggling given her awkward-hitting D-air and overall floatiness, and susceptible to being edge-guarded given her 2 recoveries are generally easy to intercept.

Overall, Doppelganger Tsukika is an extremely powerful character who can destroy opponents should she get some momentum going for her, but if she's not careful she can be defeated just as easily, making her the definition of a glass-cannon. If you want power and speed and don't mind fragility, then Doppelganger Tsukika is just the Mugen Souls character for you.

) EX Skill--

Is it a punch? Is it terraforming? No! It's a mystical, cherry blossom-scattering circling attack ahead of Doppelganger Tsukika that magically freezes the enclosed area! With enemies trapped in a glacier, it looks like the perfect time for Doppelganger Tsukika to finish by cutting through them without interruption...but what's this!? She fails to cut through the glacier! How can this be? Is the glacier really -that- sturdy? Because seriously Doppelganger Tsukika can cut through a sink with a kitchen knife so it would make sense that...okay, I give up. This leaves Doppelganger Tsukika shocked as she starts hacking away at the glacier, but to no avail as she just tires herself out...

"Killing fist!"

So instead, Doppelganger Tsukika punches the glacier so hard that it shatters into pieces! Unfortunately, the impact of the punch is never felt by the foe due to the glacier, but if it did hit them it would be a OHKO for sure. This skill represents Doppelganger Tsukika's desire to distance herself from her strength, only to be forced into utilizing it in the end, much to her dismay. It also represents the transition from Autumn to Winter.

"Maybe a more feminine technique would be better..."

Entrance Animation ~
"Uoooo, I'm nervous!"
Tsukika gracefully descends from a passing stream of cherry blossoms and clutches her sheathed blade at the ready. Her words and actions might contradict each other, but if one looks closely enough, she's actually trembling slightly!

Up Taunt ~
"If this is it, I can win!...probably."
Tsukika raises her sword with a confident look on her face!

Side Taunt ~
"U-Uh, I'll do my best!"
Tsukika stutters for a moment, but then tries to put on a strong face while clutching the sheathe of her blade. How cute!

Down Taunt ~
"I'll try to be gentle."
Tsukika clutches her wrist and looks down in anxiety.

Death Cry ~
"Uhhh...I can't take it anymore."

Win 1 ~
"I'm a hero, uh...sort of."
Tsukika turns away and slowly sheathes her sword in a cool manner, holding that position.

Win 2 ~
"Phew, it's finally over."
Tsukika puts her sword away and wipes her brow in relief.

Win 3 ~
"I wonder if I should have gone easier on them."
Tsukika looks down and covers her mouth with her hand as she murmurs to herself in thought.

Alternate Costumes ~

Nov 24, 2008
The Make Your Move Rooligan Society
"Oh. I sense a presence. Has...she come again?"

mmm[Doppelganger Shirogane]mmm

Fogey Demon Lord

This old guy is the demon lord of Moon World, albeit a rather poor one who keeps getting blasted away by the hero on a regular basis. For a while, Shirogane was deathly afraid of little Tsukika because he thought she had it in for him, but he eventually learned otherwise from Chou-Chou’s group - that she was actually trying to help him, but was always overcome with nervousness during each of their encounters. See, Shirogane is actually a generous man contrary to his rough appearance and title, as not only did he order the monsters not to attack humans but he he also made a shelter for those who lost everything to monster attacks. Just when things were looking good for Moon World duo however, Belleria, Chou-Chou's peoning rival, came along and made Shirogane go berserk through a failed moe kill attempt, causing him to act like a proper demon lord with sinister, destructive tendencies. Thus, Tsukika was forced to do battle against the Demon Lord she so deeply respected, being the hero of Moon World. Once defeated, Chou-Chou quells Shirogane's madness using moe kill and turns him into one of her many peons.

Having cleared the misunderstanding between one another, Shriogane no longer fears Tsukika and in fact treats her like a daughter, making him completely oblivious to the fact that she has feelings for him (much to her dismay). He comes off as a rough yet reliable guy, but he also happens to be a closet masochist: he owns an establishment where insulting the customers is a part of the waitresses' services (something they do by their own volition) and actually enjoys being blasted away by Tsukika, though he refuses to admit such. Sadly, others tend to see Shirogane as more of a lolicon and give him flak for his tastes rather than see him for the hardworking man he is, but then that's what you get for being a man in a Compile Hearts game. Also, Shriogane is actually 29, but he looks much older than that and sees himself as being an old guy, so everyone treats him like he's 70.


Height: 182cm
Weight: 10
Ground Speed: 5
Jump: 5
Air Speed: 5
Fall Speed: 7
Traction: 8
Wall Jump: 5

Needless to say, Doppelganger Shirogane serves as the big guy of Chou-Chou's group, but he's also known for his uncanny regenerative ability that's allowed him to easily recover from Tsukika's beatdowns. Thus, he automatically heals 1% every second, making him just that little bit harder to KO.

"Shall we?"


Doppelganger Shirogane raises his foot and stomps down hard, causing a rugged mountain to erupt from the earth beneath him that damages foes touching it for 12% and good set upwards knockback. This mountain is entirely solid, sloped terrain that's 0.75-3 SBBs tall and wide depending on how long you spent charging (up to 1.3 seconds), but the whole thing will break apart once either the right or left side of the mountain sustain 10-35% damage. This is where things get interesting, as once the mountain is destroyed it'll erupt into chunks of rock that damage any foe standing on it for 5/6ths of the damage and knockback dealt by the attack that destroyed the mountain, meaning you can not only use it as makeshift stage but also as a way of landing attacks that would otherwise be difficult to connect with given Doppelganger Shirogane's heavyweight status. What's also interesting is that all manner of forward knockback taken as a result of the mountain's destruction will send the victim flying away from the side of the mountain they were hit by or vice-versa if they took backwards knockback, allowing you to follow-up in all sorts of different ways depending on your overall positioning. Just be aware that foes can use the mountain against Doppelganger Shirogane if they destroy it first.

It's generally idea if Doppelganger Shirogane raises a full mountain in one go, but that's not to say he can't resume work on a small mountain. In that case, the new segments won't simply add to the mountain but rather counts as a new layer of mountain that will remain even if the surface is destroyed. A full mountain can be split into as many as 4 layers that each sport the same HP the mountain would have at its height, and while this allows Doppelganger Shirogane to destroy the mountain multiple times it does take longer than simply creating a whole one. You can have up to 2 mountains out at once, but you cannot overlap them or place them on parts of the stage with insufficient area to accommodate their length.

If you use this move atop a fully raised mountain, Doppelganger Shirogane's stomping will cause it to crack through to the bottom and be split vertically, allowing you to destroy one side of the mountain without destroying the other and vice-versa. You can make any number of cracks on the same mountain so long as there's a character-width of space between them, and if you use this move where a crack was made the split halves will move a character width away from each other and Doppelganger Shirogane will fall through unless you quickly tap/hold left or right to have him stay on the respective side of the split mountain. Despite the changes, you can still take mountain damage just from being very close to the walls of a mountain, players taking forward knockback from the side of the wall they were facing regardless of which part of a mountain it was split from. You'll be throwing out this move a hell of a lot just to get this splitting effect, but thankfully the splitting and separation of a mountain have almost no lag on Doppelganger Shirogane's part - he can’t very well tend to a mountain forever when he needs to get to fighting foes.

Doppelganger Shirogane performs an overhead slash, his sword glowing a bright crimson as he sends out a tall wave of energy in the shape of a fin. This menacing-looking projectile travels along the ground identically to an Ice Shot and deals 8% plus low knockback on a low angle that'll KO at 200%, disappearing upon having traversed 12 SBBs. It's also capable of traveling over surfaces and is influenced by slopes, traveling twice as fast and dealing twice as much damage and knockback when moving down one and vice-versa when moving up one. This makes the Crimson Wave excellent for defense given its size and potential sluggishness, and you can have up to 2 of them onstage at a time.

A crimson wave will go over your mountains without harming them, but if you use this move in midair or smash the input, Doppelganger Shirogane will instead send out a wholly crescent-shaped projectile that travels 5 SBBs across the stage at rather high speeds while dealing 14% and good knockback that'll KO at 150%. This projectile -will- damage your mountains and as such it can either knock enemies further away from you or even towards you for some punishment depending on which side of the mountain they were on.

Doppelganger Shirogane holds his sword behind him before spinning it around him 1-3 times depending on charge (up to 0.8 seconds), each hit dealing 13% and high mostly upwards knockback that KOs at 135%. This isn't necessarily fast, but as Doppelganger Shirogane slashes he creates a transparent, demonic red cyclone from the magatama symbols on his blade that strongly draws in foes standing within 3 SBBs on either side of him (0.8 SBBs per spin), doing a good number on shields while forcing close-combat should foes insist on keeping their distance. In the air, Doppelganger Shirogane will automatically spin 3 times in a row for a similar recovery to Link's, and while that doesn't seem very good in itself it does momentum-cancel, making Doppelganger Shirogane even more difficult to KO than he already is.

If Doppelganger Shirogane uses this attack right next to a mountain, he’ll cut right through to the other side and split it horizontally, and if he cuts at the same spot again he’ll send the top half of the mountain hurtling 1-3 SBBs into the air based on how large it was, able to aim it as low as 45 degrees by holding the control stick appropriately in which case it will go flying out twice as far. The mountain only goes flying away as soon as Doppelganger Shirogane finishes his attack, where beforehand it will shake about violently to deal mass flinching to foes atop of it so they can’t just casually walk off of it and interrupt Doppelganger Shirogane. The mountain normally deals 6-18% and decent-good knockback that KOs at 200-140% on contact with a foe, but if it crushes them against the ground they'll instead pop out on top of it in their prone state. Throwing around a part of your mountain is especially useful for Doppelganger Shirogane since running around to try and fill the stage with them would be extremely tedious given how slow he is, but he’ll need to aim carefully since the mountain cannot be made to land with any part of it not touching ground or else the whole thing will automatically be destroyed. You can just use this move for splitting a mountain horizontally too, though unlike your other methods of splitting destroying the bottom half of a mountain will also result in the top half being destroyed and consequently dealing mountain damage as though it were whole.

Doppelganger Shirogane raises his sword casually and holds it up, charging it up with intense demon aura before thrusting it into the ground to make a pillar of crimson energy shoot up from around him. This move has a very similar feel to Ike's Eruption and even charges the same, but with a number of noticeable differences. For one, it shoots out a pillar of energy above Doppelganger Shirogane that rivals Pikachu's Thunder in terms of range and deals 9-25% with strong-very high spiking knockback that brings foes towards the old guy. Doppelganger Shirogane gets the same super armor frames Ike does when he throws out the attack, but his version fluctuates in terms of damage, ranging from 10-41% and decent knockback that KOs at 200% to a very high amount that will easily KO at 20%, usually a OHKO. Such a laggy move would normally be very impractical and difficult to hit with, but in Doppelganger Shirogane's case he can use his mountain to extend the attack's hitbox, not to mention he can knock enemies towards him with the energy pillar and cancel his end lag by destroying a mountain to hit enemies once they fall towards him. Definitely a dangerous attack if foes let their guard down.


Doppelganger Shirogane casually spins his sword near his waist so it forms a half-circle hitbox in front of him that deals rapid hits of 1% and radial flinching knockback. This is easily Doppelganger Shirogane's fastest ground move with almost no lag on either end, making it extremely practical for quickly finishing off a mountain or piling up a specific amount of damage on it so that little attack you want to destroy it with gets the job done. This is also a nice way of halting enemy approaches, but it has a hidden offensive side to it: if you mash A instead of holding it like a lazy geezer, Doppelganger Shirogane will step forward and perform a rising diagonal slash that deals 10% and good knockback that KOs at 130% once you stop mashing. This is slightly laggy and can be shielded against even if timed after hitting a foe with the previous attack, but it can deliver a rude awakening to foes who let their guard down because your previous attack wasn't strong.

Wanting to show off just how manly he can be, Doppelganger Shirogane performs a shoulder barge 1 SBB ahead of him, dealing 12% and strong upwards knockback that KOs at 130% if you hit a foe when the move comes out and 10% with good mostly-horizontal knockback that KOs at 160% if you run into them. Much like your SSpec projectile, Doppelganger Shirogane covers twice as much distance twice as quickly and does 1.5x more damage when moving down a slope whereas the opposite occurs if he's moving up one. Speaking of slopes, this attack will never connect with your mountain for obvious reasons, but that just makes it good for attacking and setting-up on one: the stronger damage resulting from moving down the mountain can help Doppelganger Shirogane get around and send enemies flying, whereas the weaker damage from moving up the mountain helps push enemies up to the top at lower damage percentages. Even without a mountain, this move is good for approaching since it gives Doppelganger Shirogane super armor providing he's not moving up a slope.

Doppelganger Shirogane crosses his right arm over his chest and clutches his sword before swinging it horizontally ahead of him using the side of the blade. This does 11% and average horizontal knockback that KOs at 145%, but also good pushback against shields. You can tilt the control stick to angle Shriogane's slash rather specifically with precise aim, up to 45 degrees either up or down, which is not only good for mountain combat but also causes a struck opponent to be knocked away on that same angle; in addition, a diagonal-upwards slash inflicts a bit more base knockback and shield pushback but KOs later whereas the downwards version does less knockback and more shield damage but KOs a bit earlier. This doesn't have the -best- reach of Doppelganger Shirogane's standards and has a bit of start-up lag, but it's good for positioning and for hitting a specific area of your mountain with the aim-able hitbox.

Doppelganger Shirogane crouches down and holds his sword against the ground before performing a one-handed rising slash that finishes with a half-arc at the end. This has a bit of start-up lag, but it has quite a bit of duration to it covers a ton of area in front of and above Doppelganger Shirogane, making for a great anti-air that deals 12% and very good mostly-upwards knockback that KOs at around 125%. With your back to a mountain, this is a demonically good defensive move as the blind spot behind you is eliminated by the mountain (even more so with ravaged ground to prevent foes from rolling around you), but this is also good against a mountain as a powerful launcher that benefits from the majority of its duration canceled out by the ground collapse.

Doppelganger Shirogane heftily swings his sword on 120 degree angle, inflicting 10% and good knockback on a 80 degree angle behind the old guy that won't KO til around 150%. The knockback is rather useful for getting foes on a mountain behind you or sliding them atop of one, especially since Doppelganger Shirogane can poke at foes from a lower elevation with the low angle the attack comes out on, but it's also useful for pulling foes towards you as you destroy one when they were on the opposite side, in which case you can follow-up quite easily at moderate percentages or if you knock them into a new layer of mountain. The latter can be tech’d by advanced players who have good timing, however, not to mention they need to be very close to the mountain's base or else they'll be sent flying over it.


Doppelganger Shirogane tosses his sword into the air and catches it like a badass, gripping it with both hands and raising it directly over his head to charge for this powerful attack. Once released, Shriogane lets out a battle cry and swings the jagged end of his sword down with the heavyweight force you all know and love, the etched magatama symbols resulting in a couple of red streaks being left behind as foes are hit for a fatal 27-33% that can easily KO between 66-33%. This is obviously very laggy, particularly on the end, but Doppelganger Shirogane's sword toss is actually a hitbox that deals 6 hits of 2% and the slightest mostly upwards knockback, letting him place enemies in a position where it's difficult for most to fight back before letting loose. Regardless, this is one of your attacks made more effective when used to destroy a mountain since you get a much bigger hitbox and not to mention all that end lag will be canceled out when the ground beneath you is destroyed.

Clenching his teeth in exasperation, Doppelganger Shirogane gets down on one knee and raises his fist before smashing it into the ground. Have you gone senile, Doppelganger Shirogane? We're not at the D-Smash yet, and this certainly isn't a Ku...oh wait, he just made a stone wall pop out in front of him. Pretty mighty stuff too, as foes who get hit receive 16-22% and good knockback that KOs between 110-80%, mostly horizontal if they were grounded and mostly upwards if they were in midair. The stone wall stands between 1.1-1.3 SBBs tall but is unfortunately a bit jagged at the top and thus can't be stood on, but it does do a good job of, well, walling off foes, requiring 24-36% before finally breaking down. This has surprisingly low start-up lag, especially compared to Doppelganger Shirogane's previous move, but it has a bit of rough ending lag which shouldn't be too much of a problem since you just created a wall. You can have up to 2 walls on the stage at the same time; using this move a third time will still create a wall hitbox, but it'll break apart once the attack ends.

Using this move on the side of a mountain will cause the wall to form on an angle, turning it into a non fall-through platform that is now apart of the mountain. As such, destroying the part of the mountain the wall sprouted from will in turn destroy it and deal damage to foes making contact with it, whereas simply destroying the wall does not affect the mountain itself. Note you can't create a wall on another wall, since that'd be kinda stupid.

Turning to face the screen, Doppelganger Shirogane throws his body back and lifts his leg up as high as he can before stomping down with great intensity. This causes a localized shockwave around the Fogey Demon Lord that deals 14-20% and reliable base knockback on a low angle that won't KO until 150-120%, but it has good range, decent speed and pushes shielding foes quite far which overall helps a good area around you given you can't always assume you'll have a mountain to fulfill the same role. The attack also has a secret hitbox at Doppelganger Shirogane's foot that deals 19-25% and high upwards knockback that KOs between 105-70%, but it only ever hits opponents who are right beneath him, like underneath a platform... or if Doppelganger Shirogane uses this on a mountain to deliver a deceptively powerful launcher. The shockwave also pushes makeshift terrain such as your mountains, stone spikes and U-Smash walls 1-3 SBBs across the stage so you have a way of moving them around, though you cannot push any of these offstage. This particularly is good for widening the space between two vertically-separated mountains if you fell through the gap between them.


Doppelganger Shirogane quickly brings his sword back before thrusting it forward in an attack that deals 15-10% and strong-good knockback that KOs between 140-180% depending on whether it hit close to Doppelganger Shirogane or from father away, only dealing 8% and hitstun at the very tip. Additionally, this has sex-kick properties and deals 7% with negligible non-KO'ing upwards knockback that helps keep enemies in midair as you fall through them. Boasting speed and high range, this is your most ideal move for hitting enemies in front of you on demand in the event where you're falling through the air after having destroyed a mountain and a foe is close to you, but it also makes for a good poking move or a means of anti-juggling. You're actually going to be using this quite a lot despite the lack of coverage around Doppelganger Shirogane.

Doppelganger Shirogane winds up his sword behind him before swinging it in a rather lengthy rising attack that covers a wide area in front of him. This deals 11-16% and good-strong knockback on a low angle behind or in front of Doppelganger Shirogane depending on whether closer to the tip or the base of his sword, KO'ing between 220-150%, capable of KO'ing between 175-130%. The attack hits as low as 170 degrees to Doppelganger Shirogane and comes out decently fast, but the swing has a long duration that makes the whole thing laggy - one of your generic uses for the move would be to simply hit with the tipped portion of the move to destroy the top of a mountain and knock enemies towards you so they're hit by the rest of the slash, but that's not the most practical way to use a mountain in midair, really depending on the situation you're in. At the very least, this aerial has a good chunk of power going for it should you feel daring when falling towards a foe after having destroyed a mountain, but it's also a reliable way to get enemies behind you and on a mountain from midair if the D-tilt doesn't work for you.

Doppelganger Shirogane turns around and kicks behind him with one foot in what is one of his faster attacks, dealing 12% and good mostly-horizontal knockback that KOs at 164%. In addition, if you press A again while making contact with a wall, Doppelganger Shirogane will actually kick off it as though he just used his midair jump, a skill that can be used in the stead of a footstool jump (up to 4 times per midair trip). You can use this to kick off a mountain, but it becomes a lot more interesting if you actually destroy the mountain and send a foe on the same side as you flying at the same time since you can simply wall jump towards them and be in range to follow up with another aerial.

Doppelganger Shirogane holds his sword at his side before swinging it above him in an arc (starting in front of him), dealing 17% and high mostly upwards knockback that can KO as early as 137%. This has a bit of lag on both ends, but it's an absolutely brutal launcher should it connect, making for a good finisher or means of knocking your opponent far enough to do a bit of set-up or charge up a powerful attack to use against your mountain. This can be a bit risky to use on a mountain given you'll land quickly, but if you have part of a mountain resting on a platform or thrown into the air by your Up Special you can use this to deliver some heavy damage to anyone standing on it.

Doppelganger Shirogane thrusts his sword downwards and begins spinning it like a drill, a moderately-fast attack that reaches quite far beneath the old guy. Doppelganger Shirogane's spinning dishes out 7 hits over a reasonably short duration, dealing 5% apiece and low mostly-horizontal knockback if he hits from the side (KOs between 300%-150 depending on whether you hit near the tip or at the base) and 3% apiece that follows into a final hit that deals 5% and decent high-angled knockback that KOs at 165%. That's not all either; at the start of the move, the upper-third of Doppelganger Shirogane's sword possesses a sweetspot that inflicts a hefty 23% and a very powerful spike on par with Ganon's D-air as the sword bursts with demon energy, and if this hits freeze-frames will occur and the attack will end early, skipping over the drilling motion. Hitting an opponent with the sweetspot might not be the easiest thing in the world, but it's another story with your mountain, a completely stationary target that makes hitting foes a hell of a lot easier - and quite scary, too. Short-hopping this move is your easiest and safest ways to destroy a mountain while dealing satisfying damage since you don't have to worry about being on it if an enemy destroys it before you.

Even without the deadly sweetspot, the sword's spinning is good for walling off foes from the sides and also mowing through them so you can get to your mountain if they're trying to juggle you, not to mention it can pin a grounded foe if you hit them dead-center. Doppelganger Shirogane goes through landing lag if he himself hits the ground while spinning, ending the attack prematurely but also creating a shockwave very close to him that pushes nearby foes back a bit - this lets you follow into a 1v1 ground game with the foe if you time the attack so that Doppelganger Shirogane lands before he finishes his attack.

Time for Doppelganger Shirogane to get strict! The old guy puts on a stern look as he reaches out with one hand, handling his opponents in different ways depending on their height. If the opponent is at least 152cm tall, Doppelganger Shirogane will hold them by the collar roughly, but if the opponent is shorter than that he'll instead hold them off the ground by the scruff of their neck as he sighs, which is especially hilarious since characters like the Little Missy Chou-Chou will flail their limbs and shout angrily, not wanting to be treated like a little kid. If Doppelganger Shirogane grabs Tsukika however, he'll yell "C'mere!" and forcefully hold her wrist, treating her like a disobedient child! Poor Tsukika.

Doppelganger Shirogane has a slow pummel that deals 3% per hit. Taller characters receive a headbutt, shorter characters are shook violently whereas Tsukika gets a good punch to the face...

Wait, did you just PUNCH Tsukika? You're horrible, Mister Doppelganger Shirogane! I'd have lost all respect for you if Tsukika were not able to handle those punches. Talk about tough love.

Doppelganger Shirogane rams into his foe for 11% and travels a platform's distance with them before sending them flying for good horizontal knockback that scales well, KO'ing at 115%. If Doppelganger Shirogane runs into anyone along the way, they'll take the same damage and knockback as well, and if he runs into an obstruction his opponent will be shot behind him for an extra 4% but otherwise take the same amount of knockback. Foes sent flying by this move deal 12% and good diagonal knockback that KOs at 130% to whatever they make contact with, including a mountain, and they'll take that damage if the mountain is destroyed as a result. If the throw ends with Doppelganger Shirogane standing on a mountain and facing it, he'll knock his victim into it as soon as they're launched, and while they can tech the throw with very good timing to stop the mountain from being damaged it'll only result in being put into frame-neutral right next to Doppelganger Shirogane, not to mention they already took damage from the throw. Easily your most reliable throw if you want to keep foes horizontally level to you, with one of its more basic uses being to use them to destroy a small mountain from a distance so you can be rid of it and create a new one.

Doppelganger Shirogane swings the side of his sword into the foe and quickly spins them around 3 times before tossing them away for a solid 12% plus some rather high base knockback on a 40 degree angle that can KO at around 130%. The knockback sends enemies flying high and far enough that you can use the move to generically throw enemies towards a mountain behind you that you've stepped off, say if you've been forced to approach them out of necessity to protect your mountain from their projectiles, they not being able to simply outright dominate it before you reach it due to being thrown up into the air. Additionally, a foe Doppelganger Shirogane swings around functions as a hitbox that deals 5% and good knockback that KOs at 150% to anyone hit while they take 4% each time they hit someone, a trait that can be used to pile up damage on both a mountain and the foe regardless of which side you're facing, potentially destroying the latter. Oddly enough, if you swing a foe into a mountain and it's not destroyed before you throw them into it, they'll be launched right through to the side opposite to Doppelganger Shirogane and take some very low knockback that doesn't KO until 999%. A solid way to position foes on the opposite side of a mountain if you're facing away from it.

Doppelganger Shirogane swings his foe around once before slamming them into the ground as they bounce off on a high angle for 8%. This doesn't deal much knockback nor does it scale well even at higher percentages, but it's refreshing for a Doppelganger Shirogane attack given most his others knock foes a fair distance from him and as such allows him to follow-up more easily with an attack. In addition, any part of a mountain you slam a foe into takes 10% and will always be left with 1HP if it had 10 or less, making this a useful way to drop a mountain into killing range while simultaneously positioning foes in case you're being pressured by them. All the better if you throw an enemy up a mountain, where they're dangerously close to landing and Doppelganger Shirogane is left facing his mountain to hit with the brunt of his attacks.

Doppelganger Shirogane gets a somewhat aggravated expression as he holds his foe behind him before violently throwing them against the ground, inflicting 12% and strong diagonal downwards knockback through the dirt that KOs at 200% and leaves victims in prone if they don't slide off the stage. You can score a bit of set-up time with this throw while possibly breaking a mountain foes landed on.



Doppelganger Shirogane is the heavyweight fighter among Chou-Chou's party, having the high power, stamina, reach and low speed that the big guys are commonly associated with. What makes Doppelganger Shirogane different however is that he's not a heavyweight male antagonist, and has the means to exert stage control that compensates for his lack of speed. His mountains, so to speak.

Mountains are deadly not for what they offer as makeshift terrain, but rather the fact that they serve to extend the hitbox of the attack responsible for destroying them AND cancel a grounded attacker's lag by putting them into the air. This makes some of Doppelganger Shirogane's otherwise slow attacks much safer and easier to use, with his normally impractically slow F-Smash becoming an absolute terror when its hitbox now covers 3 SBBs of ground around him and is unable to be punished. Indeed, facing Doppelganger Shirogane on his own turf is very scary, especially when the ground beneath you can become a powerful hitbox at a moment's notice.

Doppelganger Shirogane's mountain, combined with his lack of mobility, often lends him to play a very defensive game, and he has the means to back this up with his basic Side Special projectile. His mountain even makes it difficult for opponents to pick at him with their projectiles, but that's not to say it's a flawless tactic as said projectiles will just pile damage on the mountain and slowly destroy it - while not necessarily consequential with weaker projectiles, Doppelganger Shirogane should be wary of stronger projectiles that can take advantage of his mountain's damaging properties. Depending on the foe, Doppelganger Shirogane may sometimes have to do some approaching of his own and create a mountain closer to the center of the stage so he can go on the offensive and protect his mountain, with moves like the Jab, Dash Attack, U-Smash N-air, D-air and even Side Special being useful for sponging incoming disjointed attacks.

It could be said that Doppelganger Shirogane's game becomes most interesting when two players engage in combat over a mountain. Player positions mean little when the entire ground can turn into a hitbox at a moment's notice, so defensive maneuvers like rolling are ill-advised when it gives the enemy an opportunity to strike. One should also take a mountain's HP into account too, as while Doppelganger Shirogane has some strong moves that can blow it away quickly, said moves are slow and give the opponent the chance to retaliate. Taking to the air is certainly a safe option that'll prevent you from taking mountain damage and lets you poke at the mountain without risk of taking mountain damage if a foe suddenly destroys it before you, but any player who hangs in there and risks their own hide to destroy the mountain is rewarded by having the end lag on their attack that would otherwise put them at risk cancelled, allowing them to engage their opponent in midair combat immediately. Doppelganger Shirogane, despite being a heavyweight, actually has aerials that work well for intercepting foes with their good range and power, namely his N-air and D-air, while his other moves back quite a bit of punch to compensate for their lag.

While foes can indeed damage Doppelganger Shirogane with his own mountain, they can also choose to ignore it and just knock him off of it instead. This is a rather scary prospect for Doppelganger Shirogane, as foes can now "claim" his mountain as their own territory and use it against him in the same way a Doppelganger Shirogane player would if they resorted to playing a campy defensive game. Doppelganger Shirogane can of course fight back against enemies who decide to use his own defensive tactic against him, using moves like his Dash Attack to approach and Side Special to hit them while they're on the mountain, even knock them towards/away from him if he uses the smash variation. It's easy for any foe with a competent melee game to utilize Doppelganger Shirogane's mountain as well as he can, minus how he can split it with his Specials, with faster foes being able to destroy mountains much more quickly, giving Doppelganger Shirogane a reason to proceed with caution when traversing one. Of course, Doppelganger Shirogane could also just raise another mountain and utilize that, providing he hadn't already created one prior to losing one to the foe. Without a mountain, however, Doppelganger Shirogane can be juggled and knocked around without too much difficulty - his air game has blind spots to it and doesn't fare well against pressure when his N-air and D-air only go out in one direction and are somewhat lengthy, not to mention his recovery is weak enough that he can be gimped fairly easily.

Overall, Doppelganger Shirogane has a lot more presence on the stage than other close-ranged heavyweights, but he runs the risk of having it used against him if he fails to subjugate foes with it. Keep a steady foot on the ground and a sharp eye on the opponent, however, and Doppelganger Shirogane can beast anyone who tries to step into his ring.

Doppelganger Shirogane throws his sword up into the air, and another comes crashing down with it! Dust is thrown up, and Doppelganger Shirogane lets loose a massive wave of demon energy that causes his body to be engulfed in a red aura.

With that, Doppelganger Shirogane leaps towards the foe and slams his swords into the ground, the impact so great that it splits the earth ahead of him! Enemies are thrown up by the force, after which Doppelganger Shirogane leaps up and swings his swords around to create 3 massive vortexes of demon energy, one after the other. With that, Doppelganger Shirogane lands and stands proud, his head held high. Can't have him be outdone by Tsukika, now can we? The man's plenty strong as he is, but unfortunately he will always be overshadowed by the hero when it comes to power...

"Huh, this power is my right."

"Alright. Let me show you how it's done."
His back facing the screen on an angle, Shirogane exhales a deep breath of smoke from his pipe. He then turns around with a cool look on his face and casually pockets the pipe. Guy's got a pipe collection, ya know?

[UP TAUNT ]-[ ]
"Hey, don't go looking somewhere else."
Slightly annoyed, Shirogane makes a quick gesture to himself to get his opponent's attention. Old people don't like being kept waiting.

"Well now, shall we go all-out?"
Shirogane cracks his neck, winds his shoulders and then cracks his knuckles, before finishing with an almost-scary smile. Don't mess with this old man!

"Combat is a man's stage."
Shirogane raises a clenched fist as he speaks calmly and bluntly.

[Death Cry ]-[ ]
"Dammit...I can't die like a weak fool."

[WIN 1 ]-[ ]
"If you want to pick a fight, you chose the right man."
His sword planted on a slight angle behind him, Shirogane rests on it in a cool pose and takes a lengthy, well-deserved smoke from his pipe. He sure has a "wise" feel to him in this pose, no?

[WIN 2 ]-[ ]
"Get off my lawn."
No, really, he actually says that in the game.

[WIN 3 ]-[ ]
"That was a nice rumble."
Shirogane makes a triumphant, badass pose, his hands crossed and a broad grin across his face. It's, almost...scary.

"Even I can win if I try!"

"Ohhh noooo! I did it again!"


Nov 24, 2008
The Make Your Move Rooligan Society
"Let us celebrate! You have passed the prerequisites needed to earn my love. Come, let us move on to the next step!"


Narcissist Hero

Looking for the hero of Fire World? Looking for someone to love you? Look no further, for the handsomely GORGEOUS Elka has come for you, ladies! He'll talk up a storm, and even come to your aid should your cry reach his ear, but don't expect him to actually be useful in combat. Indeed, it is said that the woman favors the man who shows mercy, but if Elka has to settle the score with fisticuffs he will!... at his own expense.

In short, Elka is a loser of a demon who can't fight to save his own life, and happens to be hated by nearly everyone around him - especially the citizens of his own world - for his narcissism, playboy approach to girls and hostility towards any man yet to put him in his place. There's nothing even remotely heroic about him, quite the opposite as he is a massive wuss who will use any excuse to get out of fighting, but Chou-Chou had to bring him along anyway because he's technically the chosen hero and not doing so wouldn't count as proper subjugation of Fire World in her eyes.

Everyone later learns that Elka is actually a really kickass pilot and mechanic who puts poor Ryuto to even further shame, the only reason he isn't the No.1 loser on G-Castle, and once owned an airship until it was trashed in a tussle with the Undisputed God. Does this mean Elka will fight using machines and small airships in his place? Goodness gracious no! Elka is a gorgeous emissary of love, not some dirty slob who sullies his hands with the blackness of oil! Tinkering with machines would ruin his perfect, handsome image. Ah well, his funeral...

Seriously, he has absolutely no chance of winning. Except against Bubbles and the Keroro Platoon, I guess. Somebody go make a new Top 26 Most Underpowered Sets NOW.


Height: 178cm
Weight: 6
Ground Speed: 5
Jump: 9
Air Speed: 10
Fall Speed: 1
Traction: 1
Gorgeousness: 15

Wanna know more about the daring Elka? Simply know that he's capable of taking in more than you'd expect his slender frame to handle, and his sexy legs can when he needs to run away! Above all however, Elka's aerial ability is a magnificent sight to behold, matched only by the beauty of the women he sets his sights on; one jump covers an average amount of height as Elka strikes an extravagantly flamboyant pose, knees bent and pointing to the stars above, but his somewhat hidden wings allow 2 more jumps of this kind. Throw in top-notch air control and falling grace of a pure miko and you have a gallant man who takes to the skies for anyone! (women only) That's handsome Elka for you.

Also, if you're wondering why he has such low traction, it's because he feels the need to pose and slide across the stage to feel stylish. Just one look at Wegee and you'll know that this is a bad trait rather than a good trait.

"I need to lay low so they don't target me."


Neutral Special ~ Spear of Absolute Elegance
Elka turns away and strikes a GORGEOUS pose, one hand held over his face while his other arm is fully stretched above him. He then summons his red-rose spear in the raise hand, before twisting back round suddenly and tossing it straight ahead of him, like the arrow of a cupid! It's magic, it travels 1 platform before dispersing into lovely rose petals and deals 5% to those struck by it...but no flinching!? I see you like leaving yourself open to punishment, Mr. Elka! Maybe you shouldn't have even bothered to use the attack...

But what's this!? The spear, upon hitting a target, remains stuck through the victim's torso afterwards! Now now ladies, no need to look away: there's no blood, because the spear works under anime JRPG logic! Foes may ignore the spear for the time being, but come 5 seconds and they shall pay for their ignorance: they fail to realize the spear blooming like a flower and bursting into a dazzling pink explosion! An opponent can resist this, but should they let their pretty guard down they'll be hit for 7% and be sent flying a little ways in whichever direction you chose when throwing the spear (capable of KO'ing at 200%), making it difficult or even dangerous to DI against when Elka's sting of love has no set wavelength. Elka may imbue as many of his lovely spears into his chosen sweetheart, but if one blast would go off when the victim is in the middle of hitstun it will instead active a moment after they've recovered. Elka may also choose to charge this attack (max: 1 sec), in which case his spear will gain a gorgeous red tint that delays the blast by up to 15 seconds - chain these blasts together, and you'll have a remarkable string of attacks dazzling your foe into submission!

Side Special ~ Entangled Love
Stepping back and crossing his left hand over his chest in style, Elka throws out his left hand gorgeously and sends the thorns wrapped around his arm spiraling in front of him, like the prickly grasp of love! Indeed, the thorns on Elka's arms are not just for show, but are also a grab hitbox that extends a platform forward in hopes of ensnaring a target by their waist, serving as a tether that deals rapid hits of 5% for each second it is maintained - either from the thorn's prickles or the sheer annoyance of being pestered by Elka. Despite being described as a tether, Elka cannot move or attack while maintaining such and is at the mercy of being dragged around by his target until they decide to break the tether by sending him flying past its length. But worry not! Elka has access to a few options during the tether as to ensure that he is not left as helpless as a baby:

Forward: Elka rolls forward and pulls his target a battlefield forward without interrupting them.
Backwards: Elka rolls back and unravels the tether, spinning the foe the other way round for a non-flinching 5% while dragging them a small distance forward. If the opponent was dashing at the time they'll hilariously trip on their backside. Also, despite being a roll, this can be done in midair due to Elka's wings.
Up: Elka bends down and leaps gorgeously into the air as though he performed a footstool jump, dragging the foe into the air with him! This is slightly telegraphed and can be blocked with a power-shield or by simply dodging.
Down: Elka releases the foe early, dealing 7% and flinching as a result of reeling his thorns in harshly.

All the above actions unravel the tether, meaning Elka will rarely get mileage out of the thorn's damaging properties unless he can stall the foe with the delayed blasts from his NSpec... oh, who am I kidding, he's not even supposed to even be able to utilize the thorn damage anyway!

Up Special ~ Last Dance of Grace
Bending down and twisting his body, Elka takes off like a majestic bird in a spiraling rush! This propels Elka with the same speed and grace as that disgusting pig-of-a garlic-munching-fatman's corkscrew, only with few differences to the Narcissistic Hero's name: Elka can only move straight up, though he travels further at 4 SBBs height and drags foes above him (and only directly above him, the rest of his body has no hitbox) for rapid hits that accumulate 14% before knocking them on a 30 degree angle for low knockback that won't KO until 300%. Furthermore, once Elka reaches the peak of his ascent, he'll spread his lovely wings and hover in place as though he were walking on the clouds, able to move back and forth for up to one second before his body gives out-err, gets tired of it, and he enters helpless. The float can be cancelled with a bit of lag if the Up Special is used again however, in which case Elka won't enter helpless, but obviously cannot use this move again until his feet gracefully descend to earth.

Super awesome tip: Elka only spirals up for for as long as you hold B, and if released early he'll knock enemies away prematurely and transition into his float, gaining an extra 0.7 seconds on it for every SBB he would have traveled otherwise. This, combined with Elka's aerial prowess, grant him a surprisingly amazing recovery, though it's not like it'll do him any good if he has crappy attacks. He's better off using that float to stall and be a coward.

Down Special ~ Shining Narcissism
Elka shines! The handsome devil poses extravagantly and throws out a narcissistic line (Something along the likes of "Listen to my lovely voice!", "Have you been hypnotized by my charms?" or "I've been a full-fledged hero since the day I was born."), a brilliant light radiating from his very being for a radius and duration that rival Jigglypuff's Sing... is he actually using his gorgeous looks as a weapon? This deals 10% over some very rapid and inescapable hits that generically keep foes in place before pushing them away for reverse-radial flinching knockback that never KOs. Not the safest move to pull out given Elka has absolutely no defense against projectiles, but if he's not interrupted when using it, he'll get a neat little reward: the light will radiate out of him and expand a lengthy 1.1 platforms around him, continuing to shine around him until his narcissistic streak is broken as a result of being sent flying, or by taunting. This light shines so bright, it obscures everything it covers save for opponents, forcing foes to heed nothing but Elka! The obscurity even extends to projectiles and spears embedded in foes, so if they're too close to Elka they'll lose any visual indication of the latter right up until the spear blooms for forewarning. Elka's narcissism can be blinding to him too however, as it can stop him from seeing enemy traps, projectiles, minions or even an item that just might have spawned near him. And let's not get started on stage hazards, should you be playing on those kinds of stages. Still, the fact that area is obscured wherever Elka goes means he can actually obscure parts of the stage, making it difficult for foes to find their footing near the ledge or on platforms.


Jab ~ Teasing Steps
Stepping forward, Elka slaps like the sissy feminist he is, dealing 2% and flinching, followed by backhand with his prickly, thorn-covered left hand for 3% and low knockback on a 70 degree angle that actually scales decently... at higher percentages, KO'ing at 250%. As a bonus, using this move a third time causes Elka to roll behind his foe with superior speed and coverage compared to his norm, rivaling Lucario's, as a means of playing around with a foe and getting behind them. At lower percentages, the foe will still be close to Elka with a slight frame-advantage, but at higher percentages you can pursue them with your back facing them with the option of being able to charge forth with a B-air. This move has pretty good range and does a decent job at being a panic button, or just screwing with the opponent.

Dash Attack ~ Prince of Dance
Elka performs the most graceful of pirouettes that takes him 3 SBBs forward over the course of 1.5 seconds, finishing the action with a gesture not unlike proposing to the love of one's life. The spin has a slight suction effect and deals 15 rapid hits of 0.5% that trap and drag foes along before Elka's final gesture deals an additional 3% and okay knockback ahead of him that'll KO at about... 250%? Landing the attack is very rewarding for Elka since it keeps foes in his thrall for a very long time when you consider the duration behind the hitlag of all his connecting hits, not to mention it drags them where Elka pleases and puts them in a position that makes this move easy to spam. That being said, you'll believe me when I say that THIS ATTACK IS TERRIBLE. It has zero priority; the actual hitbox is near the center of Elka's body, and as the outer perimeter of his body has no hitbox, able to be outclassed by even the weakest and shortest-reaching attacks. Elka doesn't move particularly fast either, so he's basically asking his opponent to charge up a smash attack and hit him square in the face. As such, this move has no approaching potential unlike most Dash attacks. The only feasible way to land this attack on a competent foe is to go right up to their face, and we all know how dangerous that is for poor Elka. Pull it off, however, and you reap the rewards. That's the way Elka rolls.

F-tilt ~ Inviting Roses, a Token of My Love!
Elka spins around and brandishes a rose before chucking it forward as a fast-moving projectile that travels half of Battlefield, only to repeat the same motion twice more! Such generosity. Each rose deals 3% with almost no hitstun on contact with a foe, though the second rose inflicts weak knockback in the direction it was traveling that KOs at 250% while the third does slightly more knockback -towards- Elka, but only KOing at 340%. Worry not! You can angle the toss of a rose by up to 45 degrees as to decide whether a specific one will pierce the enemy's heart or not, and if you throw one against the floor it will act as a special trap that stays out for 1.5 seconds and detonates into a burst of roses on contact with an enemy, dealing a bit more damage (5%) but not much else. Angling a rose, however, makes it travel a shorter distance and caps out at 1/3rd its normal distance on a 45 degree angle, so you can't snipe or gimp aerial foes as well as you'd hope. With the right set-up and level of damage however, you can toss enemies back and forth in your pit of love, teasing them as to whether you'll bombard them all at once or leave something in front of them to look forward to.

U-tilt ~ Hip Motion
Elka performs an elegant flipkick that leaves behind a trail of roses, lengthy enough to rival an U-air flipkick performed at half speed. Elka's legs deal 4% and decent upwards knockback that KOs at 220% while his foot deals 6% and surprisingly good radial knockback that won't KO until 250%. What can I say? Elka at least deserves a little something to launch foes right away, but the move's long duration will come back to bite him in the butt if he fails to connect early on. This can also be used to intercept foes rolling behind you, though given this move has a long duration and Elka sucks that tends to only happen by chance.

D-tilt ~ Have You Fallen For Me?
Elka goes for the low blow by sweeping his leg along the ground, a daring attack that's sure to sweep foes off their feet! Literally too, as it deals 3% and okay horizontal flinching knockback that always trips, but never KOs. The attack's speed and range are sexy, just like Elka, but its power is not.


F-Smash ~ Wild Love
Deciding to show off just how cool he can be, Elka actually summons his spear for once, in his left hand, holding it behind him while crossing one leg over the other as though preparing to bust out a killer dance move. Afterwards, he tosses his spear ahead of him stylishly, only for it to disperse into harmless rose petals upon fully extending from him. Tipped, the spear deals 9-13% and alright knockback on a 120 degree angle that puts victims into prone if they don't slide off the stage, but if it hits closer to Elka it'll instead deal 13-17% and solid mostly-horizontal knockback capable of KO'ing between 220-190% as the spear imbues itself in the victim instead of dispersing. Immediately afterwards, Elka poses, placing a hand over his face and another ahead of him as though politely turning down someone, causing the spear to burst beautifully with identical properties to one from the Neutral Special, right down to being able to choose which direction it sends enemies flying. This gives the move a ton of option, letting Elka knock enemies far away from him, into the air, into prone or even towards him for more melee action, and with no way to tell which direction they'll be sent flying foes will have to be careful when DI'ing or else they might end up helping Elka! A very good move if it hits, but it has a bit of start-up lag, a very short duration and leaves Elka open to attack if it misses.

U-Smash ~ Burning Rotation
Elka gets down on one knee and takes a bow, once again brandishing his spear. This time, however, he stylishly spins his spear in front of him for nearly one second, creating a slight suction effect and dealing 10 hits 1-1.3% before finishing off with a powerful thrust on a high angle that deals 9-12% and good knockback on a low angle capable of KO'ing between 175-145%, or on a high angle if the opponent was trapped at the top of the spear. This has a long duration and only covers the front of Elka, along with an area diagonally above him, but it's good for stalling, is actually fairly powerful for an Elka move and deals a surprisingly high amount of damage against shields. You can also use this to approach a guarding opponent just by using this out of a dash, though Elka will quickly lose his momentum shortly into the attack, or even a DACUS, but he can only cancel out of the start of his Dash Attack and doesn't go that much further. It's remotely possible for Elka to break a shield using this attack by timing it so the delayed hitboxes on his Neutral Special go off while the foe is stuck in it, and when the opponent is stunned Elka will have enough time to throw out 1, 2 or even 3 spears to use for a future attack plan. Also, this attack has high end lag, so try not to miss with it.

D-Smash ~ These Roses Have Thorns!
Elka faces the screen and makes a Jojo pose before spinning around and chucking several rosebuds towards the ground beneath him to form a 0.5 SBB-wide bed of untainted flowers. Step over them, however, and they'll bloom vibrantly for half a second before exploding gorgeously! This deals 12-16% and surprisingly good knockback that KOs between 160-130%, on a 110 degree angle if the victim was at the garden's edge or vertically if they were in the middle - damaging all except the handsome Elka. Elka can place up to 2 of these beauties onstage at any given time, but they crave attention and will disappear after 6 seconds if not cared for, so luring opponents to their resting spot is a must!


N-air ~ Sexy Kick
As the attack name implies, Elka performs a sexy sex kick that sees him spread his body out as though he was an emperor pimp'in on a couch. This attack deals 11% and good radial knockback that KOs at 220% when you hit at the start and 8% with decent knockback later on, making for a fairly versatile, all-around aerial attack that acts differently based on which angle you hit from. Unfortunately, the hitbox does not cover Elka's entire body, only a paper-thin portion of his horizontally-spread hurtbox, making it fairly easy to charge through if he tries to gimp someone by floating over them. The attack also loses a bit of its hitbox near the end and leaves Elka vulnerable to attack with his body spread out, exposing him for the loser he is.

F-air ~ Carnal Desire
Elka curls up before throwing out a dynamic pelvic thrust! It may not look like much, but this is one deadly act, dealing 12% and good mostly-horizontal knockback capable of KO'ing at 140%...but only to females. Against men, animals and monstars, it instead deals 9% and slightly less knockback that'll KO at 180%. This risque act has relatively low start-up lag and rather forgiving end lag, but it requires Elka to get reeeeeeeal close to his enemy to pull off, just the way he wants it. Also, if you land this attack while being as close to the enemy as possible, right at the center of their hitbox, you'll hit them with Elka's inner power! The enemy, no matter who they are, goes through a hefty dose of impact stall accompanied by a *KREEEEEEE* sound-byte, taking 15% and high knockback that'll KO at 120%. If Elka hits a woman with this, he'll look pretty darn satisfied with himself, but if he hits a man he'll get a disgusted look on his face and suffer huge ending lag, even if his attack was other words, expect to eat a Falcon Punch to the face for whiffing this. This is the closest thing Elka has to a killer joke move, and perhaps the only reason why he can win at all.

B-air ~ Tthrow It All Out
Elka walks-the-walk with this magnificent combo attack. Spinning around several times, Elka roundhouse kicks behind him with one foot, then does the same with the other foot on the next rotation, followed by pimp slap with his right hand and then a dismissive backhand with his left, prickling enemies with his thorns in the process! This deals 2%, 2%, 3% and 4% respectively before launching foes for decent mostly-horizontal knockback that KOs at 200%, the multiple hits being good for pressure or moving through shielding opponents. Unfortunately, the attack has a very long duration that'll screw over Elka if foes bypass him.

U-air ~ Honeymoon Dive
Wanting to show off how cool he can be with his wings, Elka braces himself before performing a shuttle loop with enough space in the middle for Kirby to fit. Man, Ryuto and Elka must really think that stealing a broken move from a top-tier Brawler will also make them top-tier. But it won't. Elka's body and horns becomes a hitbox for this move: if the former connects, it deals 6% and decent diagonal knockback that KOs at 250%, and if the horns connect they'll deal 8% and sharp upwards knockback that can KO at 200%. Regardless, both hitboxes cause freeze-frames upon connecting, and if the player presses A when that occurs something special will happen: Elka will cancel out of the rest of his flight and position himself where he struck his target! This is more useful than you'd think since the move temporarily kills Elka's momentum until it ends and lets him resume his float if he was in the middle of it, letting him hit foes from a good area above him and juggle them by continuously spamming this move. That being said, it doesn't come out super-fast, the hitboxes are awkward to hit with and if Elka misses he'll be plagued with a bit of ending lag as he regains his composure from his flight, making him an easy target. The angle the sourspot knocks foes away at makes it fairly easy to follow into other aerials upon a successful hit, but it can also be used for spacing if Elka chooses not to cancel his flight, say if he wants to chance aiming an NSpec spear as his opponents falls ahead of him.

This move can also be used as a recovery if Elka has his back towards the stage and can't make it to the ledge as a result of trying to gimp his opponent.

D-air ~ Rain of Roses
Smiling confidently, Elka stylishly brandishes a rose before tossing it down on a 150 degree angle, inviting his beloved to dance among the stars with him! The rose travels at high-speeds, cloaked in a rosy aura that leaves a trail as it goes, when then wears off after traveling 1.5 SBBs before scattering into petals after traveling another 1.5 SBBs. Foes hit by an aura-imbued rose receive 9% and decent 60 degree knockback towards Elka that can KO at 220%, while getting hit without the aura instead deals 6% and okay knockback in the opposite direction the rose flew, only KO'ing at 300%. While not fast, and maybe a bit unsafe on the landing lag, it's a beautiful way to pester grounded foes and bring them into the air with Elka, or to counter juggling opponents and invite them to Elka-topia, a fan-favorite being to follow-up using the B-air. Another hilarious use is to throw a rose at a foe trying to recover and stagespike them, bouncing them off the stage and down into the blast zone!


Striking the gorgeous pose seen in the opening image, Elka shows that the thorns wrapped around his left arm are more than just style as he sends them spiraling forth to ensnare his target! Indeed, Elka's terrible traction is of benefit in this type of grab; it comes out with little warning and covers a 2 SBB area in front of the playboy, but should it miss he'll be left hugely open to punishment, not unlike the lovely unmasked Samus's dash grab. Once Elka ensnares someone, he'll reel them towards him and treat them differently based on their gender; men are held indifferently whereas women are held romantically. Regardless foes take 4 hits of 1% every second they're held by Elka, either through the thorns ensnaring them or maybe the sheer annoyance of the one whose holding them.

Spears imbued in grabbed foes do not explode until they're released.

F-throw ~ Majestic Departure
Cowardice-err, pragmatism overcomes Elka, causing him to leap back either 1 or 3 platforms - depending on whether you tapped or smashed the control stick - without doing his lovebird any harm. But what's this? Elka just left a small rose where he was previously standing! This rose detonates within 0.4 seconds or when stepped over and deals 10% with radial knockback that KOs at 200%, hitting foes even if they didn't move an inch. The throw helps Elka space himself and slow enemies down like any normal F-throw, only through less conventional means given our poor man doesn't have a lot of physical strength in his name.

If Elka crashes into a wall while leaping back, he'll receive comical damage of 10% and be stuck in the wall for a moment before flopping out like a fallen poster, leaving him very open to attack if there are attackers nearby.

B-throw ~ Romantic Reversal
Elka grabs the foe by the hand and spins them around twice as though they were his dance partner, only to slam them into the ground for 8% as they're bounced along for good mostly-horizontal knockback that won't KO until 230%. It's a little lacking and simple, but naturally the type of move you're going to use for knocking enemies off the stage in the common situation where your back is to the edge of the stage and you want opponents on the opposite side of you. The victim also acts as a bludgeoning hitbox that deals the same damage and knockback they'll receive to foes on the outside, mainly to assure that Elka is able to have some private time with his chosen and that others do not interfere. Can't have that, now can we?

U-throw ~ Take off to Heaven!
Elka crouches down, then flies up into the air along with his love interest foe and tosses them diagonally above him for 6% and okay knockback that won't KO until 400%. Elka covers a lengthy 4 SBBs with his flight and is not just limited to flying straight up, but in any direction you chose as low as a 80 degree angle. Flying lower causes Elka to cover less distance however, half if he flies as low as possible, but this is still very good for getting foes into the air to start gimping them romantically!

D-throw ~ Dance All Night
Elka spins around with his foe, spinning so fast he actually makes a miniature tornado around his body! This results in a staggering 25% and a massive 3 seconds worth of stalling, all while allowing Elka to move him and his foe across the stage at a very slow pace. Unfortunately, all that spinning makes Elka dizzy in the end and leaves him completely open to being attacked by the victim! Unless you can move foes into a D-Smash trap or have an NSpec spear set off in time, you can bet your roses that 20%, stalling and free positioning are NOT worth leaving yourself open to a Smash attack that will potentially kill you. Don't show off with this move unless you have the means to back your balls.


Overwhelming Narcissism ~ Dance All Night
If you couldn't tell already, Elka sucks big-time. Why, you may ask? Well, he's floaty, has poor traction, no conventional projectiles, poor damage output, no safe means of approaching, easily punished and hits like a sissy. Oh, and did I mention that the majority of his attacks aren't disjointed? (Which is really bad in Mugen Souls because most characters fight with weapons, by the way) Heck, Elka's so bad that if he were in Smash he'd probably have his own tier!

That's not to say winning with Elka is outright impossible however, as even Falcon and Ganon can win matches if played well or the opponent is a brain-dead idiot. Elka is all about getting close to enemies and staying close, like he would when going after his next victim-err, lover. Getting too close is dangerous, while not getting close at all bears no fruit - for Elka, he'll want to tease and prod his opponent from a slight distance using moves like his Neutral Special, F-tilt and D-air. The former plays an important role in Elka's moveset simply because it helps put foes on the defense when the delayed hitbox kicks in and gives the Narcissistic Hero a chance to land attacks that would otherwise be too dangerous or difficult to do normally, in turn working together with his need to stay close to an enemy.

Simply attacking the enemy normally won't do for Elka, however, as with his low damage output and lack of KO moves he'll easily fall a stock or two behind his more competent opponents. Rather, Elka will need to get dangerous and take the fight offstage, using his amazing aerial prowess and the delayed hitbox on his spears to gimp opponents. With the right combination of a spiking spear blast, F-air/N-air induced walls-of-pain and overall good timing, Elka can knock enemies away from the stage and down into the blast zone much earlier than he'd normally be able to KO. This always feels incredibly good to pull off, though it does require a lot of commitment from the player, showcasing Elka as someone who needs to work hard for his KOs.

It's also worth noting that Elka is very, very good at stalling, which makes a lot of sense for him character-wise given he talks big and once used it as a "weapon" to buy time for his sweetheart. And also because it's a tactic that makes sense for someone so weak. The stalling comes from many of Elka's attacks that drag out for a long time, like his Down Special, Dash Attack and D-throw, a little from his D-Smash and F-throw but also from his aerial prowess and Up Special that can be used to stall in midair for an excessive amount of time. But who plays timed-matches? And would Elka ever get into a situation where he'll take the lead and can just drag out the clock so he'll win? Sure, you can do that if you're playing Online or a simple 2-minute KO Fest, and people will probably hate you for it. But it also serves a more obvious purpose in Elka's moveset for stalling for the delayed hitboxes on his Neutral Special, if anything, assuring that you'll be at the right time and place to take advantage of their pre-determined knockback. And don't be afraid to use ya Down Special to obscure your spears and roses to lull foes into a false sense of security, if they'll take the bait.

Overall, Elka is very weak, but he does have merits that make him a different experience from the other G-Castle members, like if you just want to pick a character to screw with your opponent for the hell of it. And maybe you'll even win, with enough dedication and persistence.

|EX Skill~~|

Elka, uhhh...somehow got the Smash Ball! His opponents must have been insanely generous to let that happen.

"Elegant Requiem!"

Rushing forward, Elka launches his target up into the air, then warps to their location and starts planting red spears in their body from different directions! With that, he warps back down to earth and harpoons a giant green spear into the suspended victim's body, these spears resembling a rose that explodes gorgeously! A shower of rose petals follow, and Elka finishes by taking on a narcissistic pose. Whether he is actually capable of performing this attack canonically still remains a mystery...

"Yes! I'm strong...and beautiful!"

Entrance Animation ~ D
"Hmhm, you're all able to see my beauty, right?"
Elka walks in like a celebrity, scattering rose petals as he does. It's a bad habit of his on the G-Castle, but I guess it helps hide his fears...for now.

Up Taunt ~ D
"Hmhm, you're all able to see my beauty, right?"
Elka spreads his hands out in an embracing gesture and looks ahead confidently. Sadly, looks never stopped anyone from being beaten up in a fighting game. Why, just look at Pichu for example...

Side Taunt ~ D
"Yeugh, what an ugly mob."
Elka places one hand on his hip and puts on a mildly disgusted look. It's fun to use this when you're sitting on the sidelines in a FFA Match, but anyone who does that will get what's coming to them...

Down Taunt ~ D
"M-My tummy kind of hurts today, so..."
Elka doubles over and clutches his stomach, pretending to have a tummy ache. If you somehow beat an opponent after using this taunt, it'd probably be the biggest insult ever...considering who's doing it.

KO Cry ~ D
"I told you I suck at fighting!"

Win 1 ~ D
"Ugh, I hate physical labor!"
How the hell did this happen!? In any case, a rather annoyed Elka attempts to pat himself down continuously while appearing somewhat tired, seemingly unsatisfied with his victory.

Win 2 ~ D
"Huh, if you fall for me you'll get burned."
Elka makes a flamboyant gesture! He'll usually do this upon winning against a female character, but that's unlikely to happen.

Win 3 ~ D
"This victory was so graceful!"
Elka spins on his heel a couple of times before bowing majestically towards the screen! Your reward, if you can somehow curbstomp an enemy.

Win against Chou-Chou ~ D
"Transform into that beautiful woman! Now!"

Win against Ryuto ~ D
"Hmph. That young man will be stuck in his position until the day he dies."

Win against Soul ~ D
"No hero is as strong or handsome as myself!"

Win against Sandy ~ D
"Perhaps you would like the aid of a guardian knight? One who would attend to your every carnal desire?"

Alternate Costumes ~ D

Covered with lava and odd plants. Many demons call this world home.
Now this is a dangerous stage. Margis is a medium-sized walk-off enclosed by 2 tall crags peeking out from the horizontal blast zones, the one on the left being 2 SBBs tall while the one on the right is 4 SBBs tall. Both crags have ledges and a bit of walking space on top of them, the left crag having a small horn-shaped platform that helps players reach the top. There's also a 4 SBB-wide, circular stone platform situated off the ground at the center of the stage, a bit higher than the top platform of Battlefield. It has 70HP and will not respawn for 10 seconds once destroyed.

The stage's gimmick comes from the lava that seeps out from a small volcano in the background. This lava usually remains a safe distance from fighters, but every 10-20 seconds the volcano will erupt spontaneously and more lava will pour out, covering 2/3rds of the main enclosed stage in that hot substance for roughly 3-5 seconds before it cools down. Anyone who touches this lava will be shot up for high knockback that'll KO at 140%, similar to Brinstar lava, but this lava also has the effect of destroying any items or makeshift traps it comes across, so make sure you don't leave anything behind. Sometimes lava will even splatter onto either the top of or the side of one of the crags instead, maybe even cover them completely. Every 30-60 minutes, the lava will cover 2 parts of the stage, and every 2 minutes it'll cover 3 parts of the stage, making it very difficult to move around. The floating platform will never be covered in lava, but players can destroy it if they don't want anyone being entirely safe from the lava - or to ruin their set-up if they were doing it there to keep it safe from the lava.

Nov 24, 2008
The Make Your Move Rooligan Society
"Oh, that's lovely! This is the first time anyone's wanted to join in on my beloved hobby!"

----/Marina Cannonvale\---(l)

Clumsy Explorer

Marina is the hero of Water World who spends most of her time exploring vast ruins blanketed beneath snow, and welcomes anyone eager to join her - like Chou-Chou's group, for example! Bright, upbeat and very responsible, Marina is a big-sisterly character who seems like a perfect leader, except that she happens to be very, very klutzy. So klutzy, in fact, that she'll get lost when looking at a detailed map and even break the laws of physics! Marina also takes up magic and enjoys experimenting with it, but unfortunately most spells end up blowing up in her face or going awry in some way, thanks to her klutziness.

Marina ultimately joins Chou-Chou's group without needing to be peoned, jumping at the chance to explore other worlds when she had finished exploring her own. She acts as a motherly figure to some of the younger female members with her approachable nature, but she tends to make a mess of simple tasks thanks to her clumsiness - in other words, you shouldn't ask her to cook or handle any of the chores!


Height: 166cm
Weight: 4
Ground Speed: 1.5
Jump: 4
Air Speed: 2
Fall Speed: 4
Traction: 5

Marina is your typical mage-type character who trades mobility for ranged attacks, though she actually admits to not being very good at running. Also, she wears glasses in battle despite never doing so in cutscenes or artwork, except in the true ending.

"Okay, um, hold on."


Neutral Special Y Magic Experiment
Saying "Here goes!" half-confidently, Marina holds her staff upright in focus until you shield, dash or press B again. This doesn't seem to do anything or look flashy, but by inputting any other magic-based attack during the stance Marina will channel power through her staff to create a transparent sphere inside the golden ring at the tip, which quickly fills up with a color associated with the element of the spell in-question. The exact color is always the same as the color of the Y symbol included between the input name and attack name in a move header, with those colored white not contributing anything. To channel an aerial spell, tap the jump button (X or Y) instead of pressing A. It doesn't take long for Marina to fully channel one spell (within 0.05-0.25 seconds depending on whether it was a Standard, Aerial or Special/Smash), and once she's done she can then throw out another input, which in turn fills up the sphere with another color that swirls around with the existing one, right up until the orb is swirling around with several different colors as a result of throwing in all sorts of different spells. You can even throw in the same spell again, which causes its color to take up an appropriate percentage of the orb and glow brighter for visual indication.

Mixing at least 2 attacks together creates a brand new spell that Marina can throw out anytime by holding B. Here, Marina will hold her staff out firmly as the orb on the end shines in its many different colors, a moderately laggy animation - regardless of the spell's contents - that can be charged if the first spell applied was a smash attack. The makeup of this new spell is determined by which spells you threw into the formula as well as which order, the first spell generally being the most important, and Marina is perfectly capable of channeling the same spell multiple times in which case its hitbox will manifest multiple times in quick succession unless otherwise stated. You can hold the control stick up or down when casting a spell to angle it slightly.

Marina is limited to the number of spells she can channel into her staff, which has an invisible threshold of “12”. Each type of spell contributes a numerical portion to the experiment - Standards: 1, Specials/Aerials: 2 and Smashes: 3 - that darkens the orb as it reaches the limit, and if Marina goes over that limit the orb will comically explode in her face! This unfortunately leaves Marina open for a while and wipes her slate clean, but you can do the latter in a more productive manner by using the Down Taunt.

Side Special Y Magic Absorption
Marina holds her staff out confidently in a quick stance that can be exited via jumping, dashing or shielding, the tip of her staff generating a glowing, distorting suction effect. Energy projectiles that get near Marina’s staff are absorbed into it, where they can then be fired out and angled slightly with some basic projectile lag. Marina can absorb her own projectiles using this move, and is able to specifically fire off enemy projectiles by pressing A or her own projectiles by pressing B, able to choose whether to fire off the most recent projectile or the oldest by holding forward or backwards respectively. You can hold the input to charge the projectile like a smash attack in order to make it 1.1-1.4x stronger, and if you mash the input right after firing off a projectile Marina will fire more copies of that projectile if she had them stored up, albeit with a slight delay between each for stronger projectiles. This can be used to flush out many copies of a single projectile.

When Marina absorbs a projectile, her staff gains a faint rainbow outline that thickens slightly with more projectiles, the effect more significant with stronger projectiles. Marina can only have 120% damage’s worth of projectiles stored in her staff, which will start blinking red for danger should she absorb 105% worth - go over the limit, and you’ll get an explosion not unlike that from the Neutral Special! It’s unlikely you’ll go over this limit with enemy projectiles, but it’s more significant with Marina’s experimental spells as the combined damage output of the hitbox and those to come will contribute towards the threshold. Marina can wipe off 60% worth of damage on her stored projectiles by using the Side Taunt, which is a good deal quicker than firing off projectiles just for the sake of doing so.


Yes, Marina can add stored enemy projectiles to her spell! A forward input will add the most recent projectile while a backwards input adds the oldest, the projectile contributing a numerical value based off the input used to create it. Projectiles made in any other ways will contribute 1-3 based off their power.

Up Special Y "Lost Child"
Marina holds her staff upright close to her and closes her eyes before casting teleportation magic that warps her 3 SBBs upwards and anywhere between 0.5-2 platforms horizontally…the latter being decided at complete random! This makes for a risky recovery since it can move Marina away from the stage, but it has almost no lag and doesn’t put her into helpless afterwards. You can charge this move for up to 1.3 seconds to increase the chances of being teleported in a chosen horizontal direction, that being 100% with full charge, but Marina will continue to fall as she does so in midair. You can choose to teleport downwards instead of upwards by flicking the control stick down while charging, good for teleporting sideways along the ground or reaching ground, and Marina will thankfully not go offstage if there was ground beneath her within warping range.

If there were opponents or objects close to Marina when she teleported, they’ll be teleported with her as well! This scrambles everyone most of the time and delivers frame-neutral flinching to opponents, but normally puts them at mid-range in midair or at a distance on the ground where it’s convenient for Marina. Smashing the input will only teleport nearby foes and objects, if any exist.


Channeling this spell first will cause the hitbox that comes after to appear 0.5-4 SBBs ahead of Marina at random - or 1.8 SBBs above/beneath the space ahead of her if you angled the attack. If channeled after a spell with a hitbox, that spell will be split off from the rest to come and become an extra hitbox that appears randomly. This allows Marina to create multiple hitboxes at once upon using the Neutral Special, but these randomly-manifesting hitboxes can be unreliable at times and prevent Marina from doing anything grand with the spell given the cost to the threshold. Still, Marina can cover a good deal of area ahead of her by splitting off as many spells as possible, that being 4 Standard spells, provided she doesn’t mind the lack of longevity.

Down Special Y Magic Stone
Marina takes out a jagged, dark-purple magic stone that acts as a simple throwing item dealing 2% on contact. If this move is used during a magic experiment, Marina will channel the contents of her staff into the magic stone at twice the speed it takes to fill her staff, starting from the earliest spell applied. This allows Marina to empty her staff of unwanted spells, and causes the magic stone to take on the color of the earliest spell transferred to it. The stone now takes on the properties of the spell's hitbox when it hits a surface when thrown or upon traveling 2 platforms, before cycling to the next spell in-line until all the spells have been used up. If this move is used without any spells in the stone, it can be charged like a smash to have Marina transfer magic into the stone to increase its power to deal 14% once. If used again with a spell in the stone, Marina will hold the stone forward and use the current spell in line.


Jab Y Starf Out
Marina clutches her staff near the front and juts it out, blinking star magic at the tip delivering 5% with flinching. You can then hold A to have Marina move her staff out further and wave it up and down for an additional 2% per hit, good for walling off opponents, and/or tap A again for a magic-imbued staff poke that deals 7% and good knockback that KOs at 170%. The stars spawned by this attack will reflect any of Marina’s projectiles that make contact with them.


A small star is created directly in front of Marina, which deals 5%, flinching and reflects all projectiles, not just Marina’s. It’s not much, but the star lingers for a moment and can be used to reflect oncoming projectiles and set-up for the next part of the spell, for what it’s worth. You could also make a spell consisting of several blinking stars in a row as a small trap to disrupt nearby foes, if you wanted.

Dash Attack Y Fanservice
By the pervy powers that be, Marina trips face-first into the stage! She then slides a SBB across the ground before rolling back onto her feet in record time, dealing 10% and reliable knockback that KOs at 165% if she falls on top of someone. If she slides into someone, however, she'll knock them down against her massive boobs and drag them along for 7 hits of 1% before they're knocked back weakly on a diagonal angle that leaves them in prone onstage, KO'ing at 250%. This is Marina's only attack that can't be used in a magic experiment, but it’s great for getting some space or knocking enemies ahead of you in order to follow-up with a spell, being a common move to use out of the NSpec or SSpec when enemies get too close.

Though the moment only lasts a split second, you can actually see certain victims react to being crushed against Marina's bazoongas:
Chou-Chou becomes pissed and tries to push Marina's boobs off of her, but to no avail!

Altis turns away and rolls her eyes in annoyance.
Ryuto covers his nose in shock and succumb to a nosebleed when he goes flying.
Soul turns his head away and imagine Marina in a bikini.
Sandy puts on an awkward smile.
Tsukika becomes overly flustered and becomes unable to fight back with her monstrous strength.
Shirogane turns his head away stubbornly, refusing to be caught dead in such a lewd positon.
Elka actually looks proud and makes an arrogant gesture, given he just scored a hot babe.
Alys looks jealous. Somebody else's breasts stand out more than hers!
Marina looks surprised for some reason.
Welsh plays with Marina's boobs!
Sharuru stares with dismay and envy.
Dees facepalms, possibly due to Marina tripping in the first place.
Belleria doesn't seem to care.

F-tilt Y Fireball
Marina shoots a fireball from her staff that can be angled and travels 2 platforms before fizzling out, starting out fast but slowing down a quarter of the way until it moves at a crawl near the end of its lifespan. The fireballs deals 12-6% and good-low knockback that KOs between 160-320% depending on how fast it was moving, making it a decent zoning tool that’s powerful up-close but good at disrupting from farther away.


Once the fireball hits someone or expires, the next spell in-line will manifest from it immediately or after a one-second delay if the fireball struck an opponent, except if clashed or shielded against in which case the entire spell is rendered null. This applies to all projectiles involved in a magic experiment.

The fireball will actually travel backwards if you made a back tilt input when initially applying the spell, making it possible to create a pseudo-trap that moves back and forth. On that note, Marina can only have 3 spell-induced projectiles onscreen at the same time, the oldest one disappearing if she makes any more.

U-tilt Y Rising Storm
Marina raises her staff to have a thin-yet-tall lightning bolt shoot up from the ground in front of her to the height of 2 Ganons, which can be angled slightly. The bolt deals 9% and good knockback on a 30 degree angle that KOs at 180% if it hits head-on or 7% with okay mostly-upwards knockback if it hits at the side, being a relatively fast, long-ranged move that can juggle opponents to some degree. Lightning is another projectile Marina can add to experiment-induced projectile chain, and can be used to manipulate its position beyond moving horizontally.

D-tilt Y Coldfall
A wave along the floor conjures a capsule-sized icicle that pokes victims for 8% and decent upwards knockback that KOs at 200%, the icicle a frail trap that damages foes who land on it. Icicles can be absorbed via the Side Special and sent out as semi-spammable projectiles that cover 2 platforms before disappearing, and can be teleported into the air via the Up Special to reveal that they are actually double-sided hitboxes that also damage foes they hit on their way down. Icicles are destroyed with one attack or upon hitting someone, and stay out for 5 seconds.


Icicles count as falling projectiles that “expire” upon hitting the ground, which combined with the fireball and lightning allow Marina to create a projectile chain capable of moving in one of 4 directions.


F-Smash Y Magic Blast
Marina crosses her staff over her chest and gathers magical energy in front of her, only to swing her staff out forcefully and create a large explosion in front of her! This powerful attack delivers 14-20% and high radial knockback that KOs at 120-90%, but if you hit at the epicenter it’ll instead deal 22-30% and massive knockback capable of KO’ing at 68-36%! That's only natural, given JRPG mages are known for the sheer firepower behind their attacks. The explosion covers a lot of area, but the lag is unforgiving and the hitbox only exists for a split-second, making it important to time your attack.

This attack can be angled upwards to double the blast’s height and halve its width or vice-versa for the opposite effect, which will actually cause Marina to get hit by part of the explosion! She receives 8% and is launched back on a 60 degree angle for knockback that scales to KO past 200%, not only protecting her from punishment but also good for retreating given her preference for ranged combat.


The blast releases all projectiles that come right after it at the same time, sending them out in a slight spread if there were multiple projectiles coming out on the same angle. Applying the blast after a projectile in the formula will make it glow a volatile red and explode on contact for half the usual efficiency of an uncharged blast, the sweetspot normally hitting by default for 11% that KOs at 136%. You can create a custom bullet hell by applying a bunch of projectiles after the blast, even apply another blast later in the formula and then another set of projectiles so the initial projectiles all explode individually and each send out those next projectiles, but you can only do so much when applying one smash attack let alone two leaves little room for other spells.

U-Smash Y Colossify
Marina holds her staff upright next to her and thrusts it upwards forcefully, standing on her tippy-toes for max reach! A quick attack with good reach, anyone hit by the rising staff - above or right in front of Marina - is punted up for 11-15% and respectable base knockback that KOs at 165-135%. The staff releases a greenish pulse at the tip once fully raised, and anyone struck by it becomes giant! This seem bad for you, but it's actually a golden opportunity for juggling and easy projectile hits as foes are put in a difficult position where they will likely suffer extended landing lag if they try to fight back. Better yet, they become easy targets for your D-tilt ice traps! Victims remain giant for 2-4 seconds, and unfortunately you can't reset their timer by hitting them again - instead, doing so will just make them bigger!


This applies increases the size and power of the next hitbox in-line, making it 1.4x bigger and 1.25x stronger. This can stack on any hitbox with multiple U-Smashes, but Marina suffers added end lag to balance out the increased size of the hitbox. The only hitbox that doesn't grow in size is the Jab star's, which instead applies the growth effect to the target as their size slowly increases over 2 seconds before suddenly returning to normal after another 2 seconds. With 3 U-Smashes applied, the target becomes giant immediately.

D-Smash Y Ground Circle Zero
Marina turns towards the screen and points her staff down on an angle, creating a magic circle that bursts into existence around her. This is a fairly powerful attack that comes out rather quickly for 17-23% and solid diagonal backwards knockback that'll KO between 120-90%. Overall, it's a good, solid keep-away move with better range and a much shorter duration than the tornado, not to mention the nature of the knockback makes it very possible to knock an enemy towards hitboxes you may have set-up whilst approaching.

This move can be inputted again to have Marina keep the magic circle out for 3-7 seconds. Magic circles do nothing on their own, but if Marina performs a spell atop of it that spell will be "stored" in the circle, signified by a glowing orb at the center in the same color the spell represented. If a foe steps on the circle, it will glow for one second before releasing the hitbox of that spell, a projectile moving towards a foe's direction. The magic circle then enters a one-second cooldown period, but it can be destroyed by an opponent upon taking 15-20%. Marina can trigger her own magic circles by stepping them on again in which case projectiles get sent in the direction she was moving, or the direction she would be facing if she moved over them by rolling, making for a good defensive maneuver. Despite being grounded, Marina can implant an aerial spell into a circle simply by landing on it during the attack, the specifics of which will be explained during each attack if possible. Marina can create circles in midair anyway using her Down Special or through a custom NSpec spell anyway, letting you have some fun through lining them up vertically so you fall through and set off a bunch of projectile traps at once. Just note that you can only have 3 magic circles out at once and only one spell per circle, extra attempts causing the current spell to be overwritten. Marina can implant a custom NSpec spell into a magic circle, but doing so counts as having that spell out (remember the 3-limit) and only one such hitbox can exist onstage from the same circle at a time. Magic circles with a custom spell implanted in them will show by having the orb alternate in color based on the color of the spells.

Applying a magic circle first in a magic experiment is comparable to implanting the rest of that custom spell into a circle, but serves as a way of saving time, especially if it was placed in midair. Applying a magic circle afterwards keeps it blank and able to be filled up, one possibility being to F-Smash > projectile x 3 > D-Smash to create all 3 magic circles at once. In either case, the circle still gets its hitbox when used in a custom spell, and it should go without saying that you can implant a D-Smash spell into a circle, which will cause the circle to automatically reset its timer whenever stepped on.


N-air Y Makeshift Time
Marina swings her staff around her twice, leaving a trail of neon green magic around her as she does. Up-close, this deals 11% and good upwards knockback that KOs at 165%, but near the end of the staff it instead deals 9% and decent knockback on a 60 degree angle that KOs at 220%. One of Marina's faster attacks and one that covers both sides of her, it serves as a natural response against foes who end up close to her as a result of her teleportation magic or as simple defense in midair.

If you hold A at the end of the attack or when you lag, Marina will create a light greenish, transparent field around her with a radius spanning the area her staff covered on both sides, which lasts for 7 seconds. This field's effect is simple - yet brings smiles to everyone's faces - as it temporarily doubles the speed of all non-players who occupy it, -slightly- increasing the power of projectiles all the while (though barely noticeable at 0.05x). If you held backwards on the control stick when activating this effect however, the field will instead take a darker tone and halve the speed of all non-player occupants while slightly weakening projectiles. Marina can absorb this field using her Side Special and save it for later if there was nothing else to absorb inside of it, naturally being able to apply it to a magic experiment to crazy extent with enough creativity. These areas are capable of stacking their effects if they overlap with one another, but Marina can only create 2 using this move at once.

Applying this spell before projectiles in a magic experiment will of course increase or decrease their base speed accordingly, letting you hit an opponent on demand or take further advantage of their static hitboxes. You can speed up or slow down a projectile(s) to insane extents by stacking this move over and over, or cancel the effects of one spell for projectiles later on by applying the opposite speed. If you really wanted to, you could speed up or slow down 1 or 2 projectile up to 5 times (given the magic limits imposed by the Neutral Special).

F-air Y Gathering Burst
Marina holds her staff out and releases 4 small, pinkish explosions from the ring's center in quick succession, somewhat similar to Samus's F-air, each blast dealing 4.5% before the final one weakly knocks enemies on a low angle, inwards near the edge of the blast or outwards for decent knockback near the center. The knockback on both hitboxes starts off weak, but actually scales quite well, the sourspot KO'ing opponents at 200% while the sweetspot can KO as early as 145%. Having less air speed than Samus (who has a 7) means Marina can't tear through enemies as easily, but it does make connecting all the hits easier, making this good as a defensive aerial or a way to pressure opponents in the midst of all your projectiles. The sweetspot also inflicts unusually good damage against shielding opponents, but nothing incredibly major.

If you're holding A at the end of the attack or when you land, Marina will, with a bit of lag, create a small pink vortex at the tip of her staff that faces outwards on an angle. This serves as a simple creation with 11HP that can be destroyed, but it doesn't really do anything harmful to them: rather, it draws in Marina's projectiles and absorbs them, keeping their speed consistent (in turn preventing fireballs from weakening due to slowing down) while ignoring their distance cap as they're drawn in, which is good for some of Marina's projectiles. This is different from absorbing projectiles with the Side Special in that everything absorbed by the vortex contributes to a single powerful projectile, gradually causing it to darken as it takes on more and more projectiles. Once the vortex has absorbed 40% worth of projectiles, it'll shine for half a second before firing out a thin yet powerful laser across the screen that deals 16% and high knockback that KOs at 120% before the vortex fizzles out. Marina can have no more than 2 vortexes out at the same time, and if one fails to absorb any of her projectiles for 5 seconds it'll fizzle out along with its contents. If Marina fires a projectile while a vortex exists onstage, it'll travel on its usual path for a SBB before having its trajectory altered accordingly, and if a vortex is destroyed while projectiles are being drawn to it they'll return to their normal flight path and have their distance cap applied again.

Outside of being a very powerful KO tool, Marina can have a lot of fun with both vortexes and lasers alike when you take the Side Special into account: she can absorb the laser, absorb the vortex (which always counts as 20% worth of damage), create a vortex to draw in the laser another is going to fire and then absorb it, or even create a vortex to draw in lingering projectiles and absorb them all at once! The nature of this move as a melee attack also means you can use it to create a vortex near opponents so they're hit by your projectiles, creating a bullet hell situation that goes hand-in-hand with the pressure applied by the attack beforehand. Needless to say, there are a lot of possibilities here.

Using this spell in a magic experiment causes every projectile spell applied afterwards to fill up the vortex automatically when it's thrown out, effectively giving you the laser projectile flat-out instead of having to build it up manually if you threw in enough projectiles (usually best to to throw in 4 F-tilt fireballs). If the vortex spell is applied at the end of a projectile chain, it'll appear at the end, and if applied before or after a non-projectile it will appear normally. You can also throw in lasers you've absorbed into a magic experiment for even more fun, though they're not that good put onto the start of a projectile chain given they do not have distance caps, but you're free to place them on at the end without any problem.

Using this spell over a magic circle will cause the circle to temporarily become a vortex for one second upon being stepped on, making for some tricky projectile manipulation. Projectiles can be absorbed this way, resetting the circle's timer each time it gets one, and if it somehow reaches max charge the laser will be triggered when the circle is stepped on.

B-air Y Meteor Crash
Marina twists the upper-half of her body and thrusts her staff behind her, its tip crackling with a strange, magical energy. This comes out fast and reaches out very far, the tip functioning as a sweetspot that deals 16% and holds enemies in place for impact stall before they're shot away for electric damage and relatively high knockback on a 70 degree angle that'll KO at 125%. Sadly, the huge range also means the sweetspot requires very demanding spacing to pull off, and the damage, base knockback and scaling are all inferior to other sweetspotting moves, which is made worse by the fact that it's very easy to DI because of the impact stall. This is more than made up for by the sweetspot's secondary effect, however: when the attack connects, it builds up energy that forms a miniature spacey portal that in turn sends out a Kirby-sized meteor after one second, diagonally downwards by default or diagonally upwards if the control stick was angled in that direction. This meteor travels across the screen at a moderately fast pace and explodes upon colliding with a target or the ground, dealing 12% and good knockback that KOs at 155% plus 4% with flinching in splash damage to others right next to the blast.

Melee-wise, this is one of Marina's most reliable moves for taking advantage of a foe's reaction to her bullet hell, namely because it hits behind her, but also because it packs punch and gives foes something else to worry about with the token projectile. This is also one of Marina's best moves for taking advantage of static hurtboxes -because- of the projectile it creates by connecting with it, even being able to use it on her F-air vortex if she doesn't need it anymore. Of course, if you just want the meteor projectile, you simply need to include the move in a magic experiment, in which case it serves as yet another projectile in Marina's arsenal, giving her something that comes out diagonally for more variety.

Using this spell over a magic circle will create the melee hitbox that can harm foes upon being stepped on.

U-air Y Space Vibe
Marina pokes her staff above her with both hands, generating a miniature galaxy at the tip which deals 10% and decent radial knockback that KOs at 200%. This only hits above Marina and isn't super fast, but it's got good range, no landing lag and a decent duration that make juggling foes fairly easy, making it possible to wall them off if they're trying to escape to one side of you. To top this all off, the miniature galaxy has a weird, unexpected effect on projectiles: it rewinds them, making them replay everything they did before in reverse unless of course something like a vortex interrupts them. It only gets crazier with projectile chains, as once a single projectile is fully reset whatever came before it will play, even non-projectiles like F-Smash blasts! You can then hit that same projectile again to have it play through normally, potentially creating an endless loop so long as you attend to it, which will of course be awkward given the angle this move hits on unless it's in midair. To top this all off, holding A at the end of the attack will have Marina set the galaxy as a trap that rewinds the first projectile that comes into contact with it within 1 second.

Implementing this move first thing in a magic experiment has Marina create the galaxy hitbox ahead of her, which she can keep out as a "trap" by holding B. Implementing it later on in a formula will rewind all the hitboxes you implemented beforehand, effectively letting you cheat the whole magic limit and get double out of your spell. This is an obvious spell to put at the end of a formula, but if you place it between two hitboxes in a chain, like a projectile chain, the one that comes before will be rewinded while the one that comes after will be thrown out as though it had been released by the previous hitbox, allowing you to keep both out at the same time. Rewinding is also good for simple uses, like sending out a fireball or two and rewinding them with such timing that they hit the foe from behind and bring them towards Marina for some punishment.

D-air Y Curve Balls
Marina rotates her staff 90 degrees and thrusts it beneath her forcefully, the tip glowing a bright green as it does. The tip of the staff is a sweetspot dealing 11% and average spiking knockback on a slight angle (KOs at 150%), while the rest of the staff deals 8% and okay mostly-upwards knockback (KO'ing at around 225%). This isn't especially strong compared to other spiking moves, but it does come with a secondary effect: by holding A when Marina thrusts her staff, the tip will glow brighter as Marina focuses and channels magic through the staff, briefly defying gravity. Afterwards, Marina fires off a green Pokeball-sized energy ball that deals 12% that KOs at 160% on contact. Upon being fired, the ball immediately splits into 2 smaller Pokeball-sized energy balls that fly down in a V-formation away from each other, but upon traveling 1.2 Ganons they curve back towards each other and reunite after going another 1.2 Ganons, where they fuse back into their original hitbox for a split-second before disappearing. These smaller balls deal 5%, but little shield stun. By smashing the input, you can make the balls go twice as far. If the energy balls land while moving away from each other, they will bounce up off the ground and immediately attempt to reunite with each other - a chance to absorb them via the SSpec. The projectile portion has some noticeable lag on both ends and is telegraphed given the glow from the staff, but with the right positioning this can be used from high up and potentially deter grounded approaches to give Marina some space. If Marina hits with the sweetspot of her staff and fires off the projectiles, the excess lag is cut and the balls will converge at the point where the victim finished receiving their knockback. If the victim was spiked off the ground, the projectiles will actually be fired upwards, and can make the victim slightly more predictable.

Applying this spell to the NSpec essentially gives you the D-air in horizontal form, hitbox and all except the knockback from the sweetspot is diagonal. Used from the ground, one of the balls travels in a straight line while the other goes in an arch arc, while used in midair they both curve. If this is applied before a single projectile, you get the D-air hitbox and then that projectile is split to curve into 2 smaller projectiles that are only 0.65x the usual strength and size, but if they hit upon converging they deal 1.3x as much damage.


Not a rough or violent person, Marina reaches out with her left hand for sub-par grab range and holds the opponent by the shoulder, as though trying to get their attention. Her Pummel is a simple smack over the head with her staff that deals a slow 3%.

Special Pummel Y High Heal
Being a mage and a motherly person, it's only natural for Marina to tend to her allies when they're injured, especially the smaller ones. This heals 4% per tap.

F-throw Y Test Out
Marina brings her staff back before jutting her foe in the gut for 6% and low knockback on an 85 degree angle that won't even KO at 999%, though it at least keeps foes close if you want to assault them more with your ground game. You can have a bit more fun with this throw by holding the control stick forward at the end, which causes Marina to release a stored projectile ahead of her as though she were using her Side Special, only here the projectile is guaranteed to hit the foe providing it's not ludicrously slow or their damage percentage isn't super high. This gives the move a fair bit more option and the potential to become quite threatening depending on what projectile comes out, the most blatant option being the F-air laser which'll cause this throw to deal 22% and high knockback that'll KO at 120%. Your options only increase with chain projectiles that send out more projectiles when they hit an opponent, and you could even just send out a vortex ahead of you to act as a projectile magnet for those still lingering onscreen.

B-throw Y Distort Release
Marina holds the foe in place with a distortion effect similar to the Side Special before turning around and swinging her staff backwards, tossing them behind her for 10% and moderate base knockback that KOs quite well, at around 130%. The knockback is horizontal by default, but you have a bit of time to angle the toss by up to 30 degrees, up slightly increasing the base knockback while down decreases it but puts foes in prone afterwards. By holding the control stick at the end of the throw, like with the F-throw, Marina will aim her staff at the opponent, but instead of firing out a projectile she's stored she'll create a distortion effect behind them at the point where they stop flying. Whenever Marina would fire out a projectile with her Side Special, it'll be fired out from where the distortion is instead, which is quite beneficial since that projectile will travel towards Marina and give her the chance to absorb it again so it can be fired in an endless loop. The distortion disappears if hit by one of Marina's melee attacks or not used for 4 seconds.

U-throw Y Upper-Breeze
Raising her staff vigorously, Marina uses a wind spell to blow her opponent up into the air for 11% and high base knockback but low scaling, only KO'ing at 155%. This does a nice job of getting enemies out of your face and in position for an Up Special teleport (or to have a spell appear from that point if such an effect is applied to it) while still being quick, making this hard to DI against. By holding the control stick up at the end of the throw, Marina will take some time to amplify her wind and create a giant, platform-wide funnel of wind that extends to the top of the screen, creating an intense "low-gravity" setting identical to the wind from SSE The Swamp level - this is very difficult to fall against, and if you lose your momentum for a moment you'll be blown upwards, though thankfully it'll never result in a star KO on its own. The force of the wind also redirects projectiles upwards, in turn making life pretty hard for foes stuck in the wind. If anything, foes can move out of the funnel's path as Marina goes through the lag of creating it, and it only lasts for 4 seconds before disappearing, the old one disappearing if a new one is somehow made by using this throw on another foe before then. Projectiles will still be attracted to a vortex if it still exists onstage, and if Marina places one in a lower area of the funnel those projectiles will be stuck in midair until the wind expires, giving you something of another way to delay those projectiles and use them as pseudo-traps.

D-throw Y Mis-blast
Marina points her staff ahead in an attempt to cast a powerful spell, but she fails, instead being met with an explosion! This deals 10% and good diagonal knockback to foes that KOs at 200% and pushes Marina back slightly, but if she had a magic formula saved or some projectiles stored (at least 40% worth) it'll instead deal as much as 14% and high knockback that KOs at 155%. If you have both however, the move will instead deal as much as 18% and very high knockback that KOs at 110%, making it one of Marina's strongest. The only downside is that this completely wipes away Marina's slate for her Neutral and Side Specials, forcing her to start all over again. That being said, this can be very practical for starting fresh instead of taunting twice, especially when foes are too close for comfort - with all the spacing Marina gets from the knockback, she'll have more than enough time to set-up an entirely new formula and/or intercept stray projectiles to absorb anew.


Overwhelming Experimentation Y Science of Magic
Most of the fun behind Marina comes from being able to mess around with the many different effects on her magic attacks and discover new combinations, much like how the Clumsy Explorer loves exploring ruins. That being said, it's perfectly possible to use Marina without so much as even touching the Neutral Special, but in doing so she's left with projectiles that are either unimpressive on their own or are awkward to pull off, while the majority of her melee game suffers from being on the slow side. To use Marina to her full potential, one should understand the potency of magic experiments and what each move has to offer in one, along with how the order they're implemented changes the result of the spell. This arguably makes Marina one of the most difficult Mugen Souls characters to master, and maybe a bit difficult to pick up.

It goes without saying that most players would be overwhelmed by the sheer complexity behind a magic experiment, with the choices being near infinite, but not exactly so. A good place to start is with Marina's Standards, as the tilts each fire a projectile in the direction you point the control stick in and thus it's pretty easy to remember what they do, with most the other inputs doing weird things and being very demanding on the memory. Creating a spell out of multiple tilt projectiles is not only the most basic command for the Neutral Special, it's also central to Marina's playstyle, as by themselves these projectiles don't travel out that far, whereas here you can make them go off the screen or even move back and forth as a pseudo trap for stage control. An intermediate Marina player can easily get by only with this level of experimentation.

A rookie mistake when using Marina is to spend the first few seconds of the match creating a fully elaborate spell and then trying to focus solely on landing that one spell, thinking it to be a winning combination. This really makes Marina quite predictable given none of her other Specials can be used to attack, and even if foes couldn't keep track of all the colors on Marina's staff and what spell they represent they'll quickly get used to the attack once they've seen its true nature. It can be especially painful for Marina if the player refuses to let go of their hard-earned spell and now want to try again, which is especially understandable given it takes a good 2 seconds to fill in all those inputs, and that's assuming you're a superhuman who is able to make all the precise commands without stopping to think about the consequences of each input and what would work best in the current situation.

Perhaps what I'm trying to say is that it's often best to play conservatively with Marina. It'd be immensely difficult, if not outright impossible, for a player to take advantage of any one specific situation with a single elaborate spell inputted on the fly, let alone have the time or perfect understanding to do such. You don't have to conduct a magic experiment first thing in a match either - you can fill in the formula bit-by-bit as the match goes on, giving your opponent some sense of expectation, only to fill out the rest when you've got a clear vision for what you want, and the time. For example, you could build up a spell involving several thunderbolts to become dangerous from below, only to throw in an ice spike at the last minute to make your spell less predictable among other things.

----/EX Skill\---(l)

Raising her staff, Marina jumps up and rides on her staff, tracing a massive, squiggly circle in the sky that forms a large glowing circle.

"Huh? Something's wrong...again!?"

The circle flashes, and from it emerges...some weird blow-up sex doll cat that wobbles. No really, I have no idea what it's supposed to be. Anyway, after hanging there for a bit, the cat thing plummets straight down and blows up, causing a large explosion engulfs opponents ahead of her as Marina looks back in confusion. Will she ever get the spell right, I wonder?

"Well, it worked out in the end, right?"

Entrance Animation Y
"Huh? How did I get here?"
Marina holds a map with a puzzled look on her face, then tosses it behind her and draws her weapon.

Up Taunt Y
"Yes, leave it to me!"
Marina raises a fist into the air cheerfully!

Side Taunt Y
"Sorry, but you're the new guinea pig for my magic."
Marina holds her staff ahead of her, which spits out elements based on what she currently has stored on her staff. The last element explodes slightly, which spooks Marina a bit.

Down Taunt Y
"Hey, geez. You sure work people hard."
Marina faces the screen on an angle with a mild, uncharacteristically annoyed look on her face, holding her hands on her hip. Is she breaking the fourth wall? No, she's actually talking about Chou-Chou.

Death Cry Y
"Ooow...that's it for me."

Win 1 Y
"Yeah, I won!"
Marina raises a fist into the air cheerfully! She then brings it down in a fist pump motion, and puts on a cheerful face. I think she's more excited to win than anyone else.

Win 2 Y
"These weren't so bad."
Marina holds her staff upright and looks at the tip, which cycles through a spell combination used to win.

Win 3 Y
"I'm a hero! As it were."
Marina holds her hand over the back of her head and smiles bashfully. She can actually get embarrassed pretty easily.

Lose Against Alys Y
"Pleh, just you watch. Soon, I'll..."

Alternate Costumes Y

Last edited:
Nov 24, 2008
The Make Your Move Rooligan Society
"Wowzers! You're all real strong!"

{=Doppelganger Welsh=}

Newbie Hero

Who could this little boy be? It's Welsh , the hero of Tree World! Though she may not look it, Doppelganger Welsh is an aspiring hero who spends every day training with her demon lord sister Sharuru in hopes that one day she may become a true hero, but she doesn't exactly know how to train properly. It was only when Chou-Chou's group arrived that Doppelganger Welsh received the tutoring of her dreams from the likes of Soul, Tsukika and Marina, causing her to undergo radical improvement and become a force to be reckoned with despite her young age, largely because of her own talent.

Doppelganger Welsh is a cute, optimistic bundle of energy who acts her age and likes to give others cute-sounding nicknames (Chouey for Chou-Chou, for example). She's simple-minded, but not stupid - on the contrary, she's dexterous and intelligent enough to pick up skills quickly enough to put poor Ryuto out of any job, whether it's helping with airship maintenance or cleaning the hotsprings. Doppelganger Welsh is also the fastest party member, which might be a superpower or simply a result of playing around in the jungle a lot, but it's also worth noting that her animal ears are actually real and that she might be an animal hybrid creature.


Height: 124cm
Weight: 2
Ground Speed: 10
Jumps: 5
Air Speed: 10
Fall Speed: 7
Traction: 5
Wall Jump: 7
Crawl: 10

Though she may be young, Doppelganger Welsh is nimble and fully of energy! She also has an absolutely amazing crawl that makes her get low to the ground and skitter around at impressive speeds, which combined with her small size and incredible speed make her rather difficult to hit. Who says playing in the jungle is a waste of time?

"I'll do my best!"


Neutral Special -- Tree World
Doppelganger Welsh takes out a small brown seed that can be thrown for 1% or planted on a surface, instantly breaking if attacked by opponents. Nothing happens when the seed is first planted, but let it flourish for 1.3 seconds and it'll become a thin tree that shoots up to stand 4 SBBs tall, carrying players with it while dealing 10% and good set upwards knockback to opponents. The tree is a non-solid with 28HP at the base and 22HP elsewhere, and houses 2 branches that extend to either side to form a platform-wide platform at the top for players to stand on, a small cluster of leaves allowing small items and characters with good crouches to hide from view. What's more, you can plant a seed on the side of a tree to make a branch grow out, which has 15HP and functions exactly like a Battlefield platform. Doppelganger Welsh can have up to 2 trees out at a time and can make one branch grow out from each side of a tree.

This move gets some other uses if you press B while standing over certain parts of your tree. If you press B at the base of a tree, Doppelganger Welsh will crouch down and poke through to discover a small opening that reveals that the tree is actually hollow (no wonder it's frail). Especially small characters like Doppelganger Welsh can enter this opening like a Subspace door (tap up on the control stick) and climb their way up to the top of the tree through another hidden opening, though it's not immediately apparent that they've reached the top given the leaves obscuring them. This allows small characters to scale the tree much faster than other characters, the speed in which they do being determined by a combination of how fast they move through the air, whether they can wall jump but most importantly how small they are. Doppelganger Welsh is able to climb up to the top her tree almost instantly, much quicker than if she just used her jumps.

If Doppelganger Welsh uses this move over a bush (be it a branch or the top of a tree), she'll discover a hidden fruit that was growing inside of it, the likes of which suddenly plops out and is left to hang from an unusually long stem. This fruit acts as a simple throwing item that can be claimed either through a midair tech (air dodge or use an aerial) or by hitting the branch/top of the tree with any attack to make the fruit fall. Alternatively, you can hit any part of the tree with an attack that deals medium knockback or more to make all the fruit fall off. The actual fruit that comes out ranges from a mango, apple, watermelon, chestnut or even a coconut depending on how long Doppelganger Welsh spent searching (up to 0.8 seconds), dealing 2-15% plus weak-high upwards knockback that'll KO beween 500-150% when smash-thrown and 0.6x that much when it hits someone as soon as it starts falling. The first 3 fruits splatter on contact with anything and can be eaten with a tap of A to heal 0.5-2%, whereas the stronger fruits plop off whatever they hit and can be used continuously. Fruit cannot be used to damage a tree or branch (much like how items can't damage breakable terrain in Brawl), and you can only have one fruit growing out of any part of a tree, and one for each side of a tree.

Fruits hves a rather unique function as throwing items in that it becomes deadlier when dropped from greater heights, much like a coconut in real life. Fruits become 0.2x more powerful for every SBB they fall from to the point where they'll deal even more damage they if they were simply thrown upon covering 3 SBBs, which is excellent given you can drop them from incredible heights with a little help from your trees. The damage on a fruit caps at nearly twice the damage it would have dealt from being thrown.

Side Special -- Circus
Doppelganger Welsh throws her hands out for a short-ranged, yet insanely fast grab that doesn't interrupt her momentum, and is in fact automatically angled in whichever direction she was moving. If Doppelganger Welsh gets someone, she'll latch onto them and swing around them as though they were a pole before launching them up into the air for 3% and okay upwards knockback that won't KO until 300%, also launching herself into the air 1.5x father than she sent her foe flying. Extra momentum from dashing, jumping, moving through the air or falling gets transferred into Welsh 's leap and thus allows her to cover some extra distance, so don't worry about not flying far enough just because the foe had a low damage percentage! This is an especially good juggler that can potentially be used to juggle an opponent forever, but you need to be especially close to the opponent to pull it off, so if you're not careful you can easily get punished for it despite the non-existent lag.

If Doppelganger Welsh makes contact with any wall or the side of a tree during this move, she'll cling to it for a moment before leaping off of it! This somewhat acts like a wall jump, except Doppelganger Welsh is able to jump off on almost any angle (between 20-160 degrees) and carries over whatever momentum she had beforehand, making this especially fun to use between two tall trees. Also, if Doppelganger Welsh makes contact with a branch, she'll swing over and perch herself atop of it, OR swing on and use the momentum to propel herself vertically using her remaining momentum if you press up or down with good timing.

Finally, this move can be used to tech items as though it were an aerial attack. This is not only incredibly effective, but it also lets Doppelganger Welsh do so even if she was already holding an item, in which case she'll drop it in favor of the new one. This can lead into all sorts of tricks when you take seeds and the falling physics of fruits into account.

Up Special -- Vine Swing
Doppelganger Welsh takes out a long vine that's 3 SBBs long and whips it diagonally above her. This acts as a simple tether recovery on contact with a ledge, but if the vine makes contact with any thin piece of terrain such as a platform or part of a tree/branch it'll wrap itself around it and hang down by a length equal to the distance there was between it and Welsh , the rest of the vine fully wrapped around the structure. Pressing B right after wrapping a vine around something allows Doppelganger Welsh to swing back and forth on it like a monkey with the momentum provided by gravity kicking in afterwards - this is especially cool since Doppelganger Welsh can do anything she normally could in midair while swinging, though certain moves that require her hands will automatically cause her to let go of the vine, such as the Down Special post-charge. If Doppelganger Welsh lands on any part of a stage during her swing she'll automatically let go of the vine and stop swinging, meaning she has to make sure she isn't too low to the ground when tethering a vine or else her ride will be awkwardly interrupted.

If Doppelganger Welsh does nothing while hanging on the vine, her momentum will gradually be reduced to a standstill, but if you hold the control stick in the same direction Doppelganger Welsh is swinging she'll instead build up momentum, enough so that her swings will eventually cover broad, half-circle areas. Aside from just being plain fun, building up momentum is useful because it can then be transferred to Welsh 's midair jump that she can cancel the swing into, potentially propelling her quadruple as far at high speeds if done out of max momentum and at the peak of Welsh 's swing. You can also perform a fast-fall input at the bottom of a vine to fall off it normally if you don't want to jump, but if Doppelganger Welsh still had some momentum from her swinging she'll be propelled forward as she starts to fall.

There's no limit to how long a vine can stay wrapped around something nor how many can be around a tree, but you can only wrap one around each non-makeshift stage structure. The only way for foes to get rid of a vine is to deal 15-30% to the area it's wrapped around, its HP dependent on how much of the vine is wrapped around the structure. Any character can use a vine by pressing A on contact with it, but they'll have to build up momentum by themselves by swinging on it if they didn't have any beforehand since momentum is automatically transferred to swinging upon doing so - heavier characters have a more difficult time building up momentum if come to a standstill more easily, but otherwise the vine is somehow able to support those whose weight is no greater than a 10 without instantly snapping off and putting the character into pratfall. Thankfully Doppelganger Welsh can very easily build up momentum using her Down Special (instantly maxing out her swinging momentum if she fully charges the move) and can even charge it up again and fire off while swinging to gain a ludicrous speed boost, if somewhat held back by Doppelganger Welsh losing a bit of swinging momentum as a result of charging. The ridiculous horizontal momentum can be put to good use by using the Side Special to jump off trees instead of letting Doppelganger Welsh leap offstage to her death.

Finally, if you use the Neutral Special while hanging onto a vine and are holding an item, Doppelganger Welsh will tie it to a portion of vine beneath her. This turns the item into a momentum-powered hitbox that deals 0.7-1.1x of its usual damage on contact with a foe, continuing to act as a hitbox even when Doppelganger Welsh jumps off the vine! You can also hit non-perishable items like the chestnut or a coconut to have the vine swing back and forth as a means of quickly imbuing it with momentum, but this can be used against you by foes if you're not careful. The tied items can be removed by picking them up, and if Doppelganger Welsh does this through her Side Special while already holding an item she'll tie that item in the place of the old one.

Down Special -- Tiger Ignition
Showing the fruits of her training, Doppelganger Welsh crouches down on all fours and gains a small yet fierce orange aura around her before performing a wild leaping slash that takes her 2-8 SBBs forward depending on how long the move was charged for (up to 1.4 seconds). This is very fast and can be angled by up to 30 degrees using the control stick, the slash hitting right at the start of the move as a short-ranged yet powerful attack that deals 10-25% and good to high mostly-upwards knockback that can KO between 180-100%, leaving behind a large, orange slash trail for some cool visual. The hitbox only comes out at the start, but immediately after that Doppelganger Welsh is allowed to use all her aerials while leaping forth except she can't alter or cancel her momentum until the last quarter of her movement. This is quite a powerful movement/recovery tool, though it's best not abused near the edge of the stage since it can put Doppelganger Welsh in danger. Ideally used in conjunction with the Side Special and Up Special


Jab -- Cat Claws
Doppelganger Welsh swipes ahead of her playfully! The attack has virtually no range due to Welsh 's small stature and only deals a flinching 1% per hit, but it's so insanely fast that it comes out on the first frame and is almost impossible to punish unless out-ranged, able to be maintained for as long as you hold A. By tapping A instead however, Welsh 's third swipe will be a horizontal slash that deals 4% and okay knockback that KOs at 200%, giving her a means of knocking foes away if she needs breathing room. This is a nifty move for opening up foes very close to you without fear of being punished for it, and furthermore Doppelganger Welsh will take a small step forward each time she makes a swipe, helping her to close the gap a bit.

Dash Attack -- Wild Sawblade
Hopping into the air, Doppelganger Welsh starts spinning at such high speeds that she becomes a living buzzsaw! This occurs in one quick motion that carries Doppelganger Welsh a platform across the stage in the blink of an eye, dealing 10% and decent diagonal knockback to enemies next to her at the start of the move (KO'ing at 150%) or 6% plus low reverse-radial knockback any other time, only KO'ing at 350%. Scary fast and covers a lot of distance, but it suffers from low-priority and thus isn't the safest Dash Attack. That being said, it's a rather neat set-up move that can knock enemies towards a seed that's about to sprout, knocking enemies to where fruit will fall or simply for reaching fruit in record time. Also, if you use this move while you're making contact with a vine, Doppelganger Welsh will grab onto it and somehow spin at the same time, giving her a bit of a head-start in momentum while allowing her to hit midair enemies with the move's hitbox, either of which follow quite well into a vine-game.

F-tilt -- Acrobat Kick
The classic flipkick in tilt form! This is a nifty little attack that hits in front of and above Welsh , dealing 4% and low knockback if it hits at the tip and 8% plus decent upwards knockback elsewhere, capable of KO'ing at 200%. The move even provides freeze-frames no matter where you hit, and if you tap A during that time Doppelganger Welsh will actually kick off her enemy and propel herself back a platform's distance almost instantly. This is a nice spacer for teasing opponents, but it also helps for gathering a quick burst of momentum to utilize on a vine you just retreated towards. This is made even more helpful by the fact that you can use a tree to activate this effect instead of having to rely on a foe.

U-tilt -- Bone Carnival
Doppelganger Welsh casually tosses her bone upwards and lets it spin above her head for a moment while before it comes back down, dealing 5 hits of 2% followed by some good upwards knockback that KOs at 250%, making for a good anti-air and juggling move. This will also hit enemies very close to Doppelganger Welsh at the start and end of the move for 3% and low knockback that'll KO at 400%, knocking enemies into the main attack if they're hit before it starts. Doppelganger Welsh will also bounce away friendly items in the opposite direction they hit her bone, even if they were tied to a vine, which for what it's worth can be used to knock them away on a different trajectory or to hit foes with them immediately if they're in range.

D-tilt -- Claw Tapper
Doppelganger Welsh thrusts her bone along the ground as far as she can for an attack that deals 8% and decent mostly-upwards knockback that scales well, KO'ing at around 180%, but otherwise only deals 5% and rather weak diagonal knockback at the tip. A good poking and set-up move that makes use of Welsh 's stellar crouch and crawl, not to mention it can serve as a neat little surprise attack when inside of a bush given Welsh 's entire body will be obscured. It's also your most direct way to knock fruit out of a tree and from a branch, providing you don't mind taking off half its health in the process.


F-Smash -- Bone Slam
Doppelganger Welsh raises her bone overhead and slams it down with speed and range comparable to the Icies' F-Smash, dealing 13-19% and rather high base knockback on a 60 degree angle that KOs between 160-125%. Great if you need enemies out of your face to do some set-up, it's also a nice edge-guarding tool atop of a branch and one of Welsh 's few ways of knock enemies horizontally, setting-up nicely for the likes of Tiger Ignition.

If Doppelganger Welsh smacks the base of a tree with her bone, she'll indent the whole thing and cause it to slant back on a 15-45 degree angle, essentially turning it into a giant slope providing you charged the attack at least halfway. The slanted tree functions as a branch for all moves intended to interact with one and provides a nice, big runway for Doppelganger Welsh to make further use of her ground-game together with her aerials. It does, however, block off part of the stage for when Doppelganger Welsh wants to swing on a vine or use Tiger Ignition and thus can be harmful to her, though you can easily destroy the tree given it already took damage from this move in the first place. Slanting a tree should generally be considered a situational tactic for when the downsides of doing so won't bother you.

U-Smash -- Acrobat
Doppelganger Welsh crouches down on all fours before performing a deadly-swift flipkick that makes up for its lack of range with speed and power, dealing 13-21% together with strong mostly-vertical knockback behind Doppelganger Welsh that can KO between 140-115%! This is an ideal move for destroying a tree, knocking a chestnut/coconut tied to a vine or simply launching foes on demand, but that's not all: if Doppelganger Welsh uses this on any drop-through platform like a tree branch or with her back to a ledge, she'll drop through and hang from it as she charges the move before throwing herself up to perform the attack like she usually would. This doesn't seem that useful at first, but it's actually a very, very good counter that lets Doppelganger Welsh easily dodge oncoming attacks and retaliate with deadly power, even being able to scoop up underneath her when she releases the attack. This move also kicks stationary/friendly items upwards as though you strong-smash threw it at the cost of a few telegraphed freeze frames, which is not only good if you've got your hands full with another fruit but also for kicking up fruit hanging from a tree as you hang down from the underside. Finally, this move has DACUS properties where are made more interesting on a branch since Doppelganger Welsh will slide forward as she hangs from the underside, though it's not all that practical what with the lack of space unless you're using it on a slanted tree.

D-Smash -- Bone Drive
Doppelganger Welsh gets down on one knee and eagerly clutches her bone with both hands. Afterwards, she leaps a SBB off the ground, does a flip in midair and then immediately comes back down with her bone thrust beneath her, slamming it into the earth headfirst, all of which comes out much quicker than I described it. The bone is a rather powerful hitbox that deals 16-22% plus good knockback that'll KO enemies between 155-120%, and it also creates a small shockwave around Doppelganger Welsh that deals 6-9% and passable upwards knockback that KOs between 220-190% - while it might sound difficult to hit enemies with the bone, Doppelganger Welsh is able to move horizontally in midair so she can trample on a target that's next to her. Doppelganger Welsh is in fact able to leap off-stage and will do enough damage to branches to destroy them in one hit, making her attack 1.14x more powerful for every SBB she descends from right up until she lands, whereby the shockwaves she emits become pseudo-projectiles that travel out as far as Doppelganger Welsh fell, scaling any actual walls they come across. This essentially makes the attack a stall-then-fall when you use it atop of branches, rewarding tree-climbing and punishing foes who are closer to the ground. If Doppelganger Welsh comes across a platform she can't/doesn't destroy as she's falling, you can hold down on the control stick to make her go through it so they don't get in your way.


N-air -- Wild Fang
Doppelganger Welsh turns halfway towards the screen and performs a fierce cross-slash around her with a rather intense slash visual, coming out instantly and having just a bit of end lag. Unfortunately, it has almost no range or duration either, dealing 5% and rather low reverse-radial knockback that won't KO until 350% in which serves to switch Doppelganger Welsh and her opponent around if you can land it. This does, however, have a sweetspot at the center of Welsh 's body, dealing anywhere between 15-24% with moderately high knockback that scales well enough to KO between 130-80%! More momentum means more damage in what can be one of Welsh 's most powerful attacks, the attack sending foes flying in the direction she was traveling at the cost of drastically cutting any momentum she had for better or worse. You'll have plenty of chances to utilize the sweetspot given Doppelganger Welsh likes to rush past opponents, but it's a bit risky to pull off simply because she can easily be intercepted before she comes into contact. You can also use this move on a tree to easily destroy it and/or cut down your momentum. Furthermore, the move makes for a surprisingly good approach since it gives Doppelganger Welsh 10% heavy armor during the attacking frames, which becomes complete super armor when backed with a lot of momentum. That armor is something Doppelganger Welsh will appreciate for letting her weather attacks that would otherwise break her predictable momentum train.

F-air -- Cat Swipe
Doppelganger Welsh does a cute diagonal swipe ahead of her! This is similar to the Jab in that it has almost no range, but is crazy fast (rivaling Meta Knightey's U-air!) and deals 7% with negligible knockback that KOs at 300%. That sheer speed can be used to keep foes close to Welsh , and if you hit the foe once while swinging forth on a vine you can trap them for several hits and juggle them all the way to the apex of your swing for some neat damage. While not the most powerful move, if Doppelganger Welsh is being propelled forward by some strong momentum, such as from a max charged Tiger Ignition, her swipe will become much more powerful and deal 12% with high knockback that can KO at 145%, capable of finishing enemies earlier than they'd expect. A relatively basic attack, but an important one in the Newbie Hero's arsenal.

B-air -- Two-Fold Kick
Doppelganger Welsh gleefully kicks behind her with both feet! This does 12% and great mostly-horizontal knockback that can KO at 170% if Doppelganger Welsh hits with her feet or 5% plus negligible knockback elsewhere, and while the knockback-scaling is unusually weak for a sweetspot-orientated aerial it's way quicker than most and doesn't suffer from landing lag. Furthermore, if you hold A while in contact with a ledge or any part of a branch, Doppelganger Welsh will wrap her feet around it and hang upside-down. While hanging, Doppelganger Welsh is allowed to slowly shuffle back and forth if there's room for her to do so and is able to use any of her aerial attacks, save for those involving her feet - in the case of this move, Doppelganger Welsh will simply use her F-air in the place of the B-air. Hanging might seem a bit redundant considering Doppelganger Welsh has her vine to swing around on, but camping on the underside of a branch protects the Newbie Hero from airborne attacks while also letting her poke at the enemy with aerial attacks and thrown items, like a more drawn-out version of the U-Smash. You can let go of a branch by fast-falling, jumping or tapping up to climb back up onto the chosen post.

U-air -- Kitty-Cross Departure
Doppelganger Welsh brings out her aerial finisher! This prompts our Newbie Hero to face the screen and perform a swift overhead slash using both hands to deal 10% and some decent knockback that'll KO at 200%, your most basic means of juggling opponents and KO'ing them off the top of the screen. In addition, if Welsh 's hands make contact with a branch she'll swing around it much like she does in the Side Special, only this time with more force as she straightens out her entire body and becomes a hitbox that deals a meaty 10-18% plus good vertical knockback that'll KO between 175-120% based on how much momentum she had before. Doppelganger Welsh then swings around the branch 3-5 more times to kill off her remaining momentum before she lets go of the branch and starts falling normally, a reliable finisher and means of intercepting a falling foe thanks to its decent duration.

Doppelganger Welsh will slash beneath her if she's hanging upside-down using her B-air, yet the move will still deal upwards knockback despite the angle being inverse.

D-air -- Claw Down
Doppelganger Welsh turns upside-down and rapidly swipes beneath her 4 times in succession, a very fast 'screw kick' attack that deals 4% apiece before spiking enemies similarly to how Nessie's D-air works; high base knockback, but poor scaling that prevents the move from KO'ing onstage any earlier than 160%. This can be used for launching grounded enemies if your timing is good, but it's also useful for cutting through midair enemies when you need to return to the ground after using your Side Special and/or going crazy with your momentum, even spiking enemies if you want to follow-up by dropping fruit on them. You can also press A in the middle of the attack when a friendly item is beneath Doppelganger Welsh to have her pick it up, namely if you want to pick up an item while you're swinging along the ground on a vine or take something wrapped on a portion of vine directly beneath you. Speaking of vines, Welsh 's swipes will automatically cut off any portion of vine directly beneath her, which seems useless aside from tied items being dropped at the same time. Cutting off a portion of vine is rarely a hassle for Doppelganger Welsh since she can easily throw out another.


Knowing her arms are too short to have practical reach, Doppelganger Welsh hopes forth and attempts to latch onto bigger opponents while grabbing characters her size by the collar, namely anyone who can climb through the hole of a tree. Her Pummel is a headbutt that deals 2%.

F-throw -- Hyper Spinner
Doppelganger Welsh slams her bone into the side of her opponent and spins them around once before sending them flying for 10% and good knockback that tends to KO at around 240%. This launches enemies horizontally by default, but you can angle the control stick up or down to send them flying diagonally, the former producing more base knockback and KO'ing quicker whereas the latter does the opposite. In any case, Welsh 's spinning will hit outside foes that come in contact with her club or the victim, taking a rather painful 16% along with high upwards knockback that'll KO at around 130% - this isn't too relevant outside of FFAs unless you swing the opponent into a chestnut/coconut hanging from a vine in which case it becomes a great set-up into full-throttle momentum, and if you angle the throw just right you can knock them into the swinging fruit to dish out a nasty bit of extra damage. This also damages and can undesirably destroy a tree if you're next to one, really only serving as a way to knock multiple fruits down for a potential chain reaction or if you just want to destroy the tree so you can create another one.

B-throw -- Wrestler Dive
Doppelganger Welsh backflips with her foe and slams them into the ground 2 character spaces where she was before, a blow that deals 7% and a guaranteed knockdown that allows for easy follow-ups. This can be particularly useful for pinning an opponent against ground where a tree is about to grow if they were trying to destroy the seed, but it also has another use: Doppelganger Welsh can and will dive off the stage if there's no ground behind her, and if she hits solid ground her opponent will take an extra 1.5% for every 0.5 SBBs they descended along with strong mostly horizontal knockback starting at 1 SBB which can KO at 200% - the base knockback improves with every SBB's descent and KOs 12% earlier for every 0.5 SBBs, overall maxing out at 19% and rather high knockback that KOs at 128% at 4 SBBs (the maximum height of a tree). This is a neato way to make use of a tree's height against enemies who'd otherwise be difficult to juggle/star KO, and if Doppelganger Welsh has found a hole in a tree she can just use that to instantly get back to the top or go for an off-stage KO.

U-throw -- Jungle Climb
Doppelganger Welsh hurls the enemy 1.5 SBBs into the air with all her might before leaping towards them and dragging them back down to earth in a violent tumble, landing on top of the foe as they crash into the ground for a rather painful 12% plus strong knockback that KOs at 165%. This throw is a lot faster than it sounds and positions Doppelganger Welsh high-up when she uses it, allowing her to scale a tree while simultaneously damaging a foe for some easy positioning. This is particularly useful for getting foes into the air if their damage is low or they're a fast-falling heavyweight, not to mention it sets-up quite nicely for an item you threw above you prior to grabbing the foe should you somehow manage that. Unfortunately, this throw damages any tree you crash into and will destroy a branch that's taken at least 3%, but that just helps for spacing given Welsh 's high falling speed, like in-case she wants to set-up a bit - it's easy enough to snipe at a foe using throwing items as well as replace the destroyed branch, both of which you can do at your own leisure.

D-throw -- Trampoline
Bouncey! Doppelganger Welsh pounces on her opponent and uses them as a springboard to bounce up into the air, dealing 5% and some pretty strong hitstun. Doppelganger Welsh normally leaps as high as her first jump takes her, but if you tap the control stick in any direction she'll jump in that direction, and if you do a smash input she'll perform a footstool jump! This is nice for FFAs or just setting-up how you please, giving Doppelganger Welsh a directional speed boost exclusive to this move. While Doppelganger Welsh normally cannot bounce downwards, she is able to do so on platforms and can use the move as a means of getting down to earth in a heartbeat.


Overwhelming Vigor

Doppelganger Welsh is a fast-paced, momentum-based juggler of an aerial character, though she's also surprisingly setup-orientated for someone who just wants to get in the action right away. Patience is a virtue however, and Doppelganger Welsh still has a lot of growing up to do!

Doppelganger Welsh stands out among the G-Castle members for her incredible attack speed that trumps all else and rarely leaves her open to attack. Her power and range leave much to be desired however, with the latter trait being the weakest among everyone, not being helped by her shortage of disjointed hitboxes compared to most of the others who typically fight using weapons. You can have all the speed in the world, but it doesn't mean a thing against foes who can out-range and overpower you before you close the gap. Unlike our top-tier friend Meta Knightey, most of Welsh 's hitboxes are apart of her body, have low priority and even then still have worse range, so you can probably imagine that kind of character would have a pretty difficult time safely approaching a foe playing defensively.

That being said, Doppelganger Welsh is not just some generic rushdown character - she has a way to bypass the majority of her weaknesses, and that's through the tending of trees, branches, vines and fruit. Trees create a unique, customizable playground for Doppelganger Welsh to bounce around as she pleases, and by adding some branches she can make a whole bunch of platforms to jump around on for a whole bunch of different reasons, like mining for fruit to use as projectile weapons. It's best not to camp on a branch for too long however, since trees don't have too much HP and are easily destroyed by foes, though at best you'll get some fruit out of it that can damage foes as it falls, then be used as throwing items by you later.

Doppelganger Welsh ideally wants to juggle foes up to the top of the screen in order to earn her KOs, which in turn takes advantage of a tree's height. Doppelganger Welsh has many, many moves in her arsenal that can be used for juggling or launching, with her two best ones arguably being her Side Special, which can launch from any angle, and her fruit that can drag foes up to where she is. Bringing foes up to your branches makes it more difficult for them to outright destroy your tree and lets Doppelganger Welsh utilize her aerial game more effectively, not to mention her deadly U-Smash. With a tree's total height, her fruit and the momentum she can gain from swinging on a vine, Doppelganger Welsh has no trouble juggling foes no matter how high up in the air they are, allowing her to chase foes and finish them off instead of waiting for them to come back down to her, though she can also resort to that as a safer option. Even if the foe is far from Welsh , she can easily chase them through a vine jump or Tiger Ignition before very easily transitioning into a launch or upwards momentum using her trusty Side Special. All that vertical movement Doppelganger Welsh gets from swinging off of foes is made all the better when she can use it to flow into the landing or creation of a new tree branch, where she can discover new fruits one at a time to set-up for the next stock or if foes survive and come back down.

{=EX Skill=}

Taking after the other heroes, Doppelganger Welsh gets a fiery aura around her and squats before suddenly blitzing forward, scraping against the ground and letting sparks fly behind her. After a short moment however, Doppelganger Welsh starts to fly forward at incredible speeds and leaves behind a wide orange slash mark where she goes, darting back and forth across the screen until she's done this 4 times. She then comes to a stop where she started the Skill and makes a slashing gesture, as a massive slash mark cuts across the screen diagonally before Doppelganger Welsh jumps joyously to celebrate her succees. Getting hit by Doppelganger Welsh anytime she rushes results in 10% and being trapped in place for the rest of the attack, the final slash mark dealing 20% and high vertical knockback that KOs at 80%. This doesn't harm Welsh 's trees in any way, but if you're worried about foes using the platforms on one to avoid your attack you can aim the control stick up and down to adjust where Doppelganger Welsh comes from as she blitzes back onscreen, making for a wildly unpredictable attack that's difficult to avoid, but not the most devastating EX Skill in terms of damage or knockback.

Entrance Animation --
"The hero appears!"
Welsh swings down from a vine ands lands triumphantly!

Up Taunt --
Welsh jumps up onto her bone and spins on it!

Side Taunt --
"Everyone, let's do our best!"
Welsh takes on a boxer's stance and throws out a few jabs!

Down Taunt --
"Yeah, leave it to me!"
Welsh points to herself, as though boasting!

Death Cry --
"Sharuru, I'm sorry."

Win 1 --
"How was that? Was I hero-like?"
Welsh throws out a few agile backflips before holding her hands behind her back and leaning forward, a big adorable grin plastered across her face. D'awww.

Win 2 --
"We are the champions!"
Crouching down, Welsh throws her hands into the air in an overly-triumphant pose!

Win 3 --
"Yay! I won I won!"
Welsh jumps for joy several times, going higher and higher each time!

Lose Against Soul --
"You've improved significantly."

Lose Against Elka --
"Hmm. Obedient, energetic, talented and you don't despise my very soul. Given the necessary maturation period..."

Alternate Costumes --