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Make Your Move 18 - Top Fifty Is Posted!


Smash Champion
Aug 24, 2008
Laughing at you
"Traitor! How could you betray us like this? We could have ruled this land together!"

"Sylvanas has greater strength than you know, brother. I'll take my chances with her."


Varimathras is a member of the Dreadlord brother trio that ruled over Lordareon with Detheroc and Balnazzar. They expected great things to come to them, but they were off camera and didn’t realize their all powerful leader had been defeated. They attempt to scavenge what’s left of the Burning Legion and chase Arthas out of the area, but are instead defeated by Sylvanas.

Varimathras is a coward and an idiot who agrees to team up with Sylvanas upon being defeated, and goes on to help her kill Detheroc in exchange for sparing his own life. If Varimathras re-betrayed Sylvanas at any time when fighting his other two brothers, Sylvanas would easily be killed. Instead, he waits until WoW to betray her on his lonesome in a predictable failure. Varimathras is a weakling compared to his two brothers, with his stupid betrayal being his defining character trait. The only thing that makes much sense is Varimathras wanted his brothers dead to seize more power for himself, with theories having to be made up to justify his insane actions. Balnazzar magically comes back in WoW despite being publicly executed by Varimathras. If Varimathras somehow spared Balnazzar to enable his WoW reappearance, it makes his motivations make even less sense when Detheroc is killed for absolutely no reason.

Varimathras is a conniving character who makes extensive plans, those plans are just not necessarily very good. He claims his betrayal in WoW took "years of planning" to actually happen, as he slowly manages to somehow convince several Undeads to side with him to be the new leader of the Forsaken over Sylvanas, as if the Undead were having some kind of bizarre political election. Eventually, he ambushes Sylvanas when she is in the middle of fighting someone else with his army of undead minions, but of course fails due to leaving everything up to his most trusted minion. He takes over the capital of the undercity for all of 5 minutes, hiding behind waves of minions and only fighting when absolutely necessary after the dozens of Pit Lords (Yes, Pit Lords) he has sent through the portals are defeated. He is apparently serving directly under Sargeras himself, whom is greatly disappointed with Varimathras' complete and utter failure.

To add insult to injury, the WoW quest that was the much needed conclusion to his betrayal was removed for generic continuity reasons, such as Thrall not being the warchief anymore. A vague version of the events presumably still happened, but considering this plot thread a cliffnote when it's the primary conflict within the Forsaken faction certainly shows Blizzard's priorities.

  • Arthas: Attempted to assassinate him and hired Sylvanas to ambush him.
  • The Undead Scourge: By proxy of betraying Arthas.
  • Sylvanas: When she did not agree to serve him, attempted to send his army of undead to kill her.
  • Detheroc: Snuck Sylvanas into his base while he was asleep and killed him for largely no reason.
  • The Burning Legion: By proxy of betraying Detheroc. Rejoined at some point before WoW, apparently.
  • Garithos: Couldn't even remember his name, killed him when he was no longer useful.
  • The Alliance: By proxy of betraying Garithos.
  • Balnazzar: Forced by Sylvanas to execute him directly as a test of "loyalty".
  • Sylvanas (again): Took over the Undercity and seized control of the Forsaken.
  • The Forsaken: By proxy of betraying Sylvanas.
  • Thrall: By proxy of Thrall being allied to Sylvanas, Thrall helped her to try to retake the Undercity.
  • The Horde: By proxy of betraying Thrall.


Size: 10
Jumps: 8
Weight: 7.5
Aerial Speed: 6
Traction: 5
Ground Movement: 4.5
Falling Speed: 3.5
Aerial Control: 3

Varimathras has similar statistics to his brother, Detheroc - his body is the size of Ganondorf, while his wings extend his hurtbox's width to be that of Bowser's, despite him barely using them throughout the moveset. Unlike Detheroc, Varimathras actually attempts to fly with his wings with 3 additional midair jumps. These jumps do not actually give Varimathras any net height gain whatsoever, simply stalling in place and giving him better use out of his aerials due to his wings not being functional enough for real flight.



Varimathras casts Doom on the enemy in front of him. This is a fairly fast move and has decent range in front of Varimathras, though ending lag prevents it from being spammable. If it hits, the enemy will be knocked away with weak set knockback and stun just enough to cover the ending lag, and the enemy will be "doomed" for the next 8 seconds. Doomed characters take 1% per second for 8 seconds, at which point Doom expires.

Doom will also "silence" the foe and greatly limit the use of the most recent move they hit with for the duration of the 8 seconds. The silenced move is not fully banned and can still be used, but any hitboxes on it will not function. This means the foe's recovery and set-up moves cannot be truly banned, but any set-up generated will not have hitboxes on it until the 8 seconds expire. The game checks for the most recent move in the foe's stales move list rather than what they input most recently, so Varimathras may well want to voluntarily get hit by the foe's annoying spammable projectile before dooming them, and foes may want to pepper in some more useless moves specifically to get those silenced instead. Varimathras cannot doom a foe who is already doomed. If the foe has made an input but has not actually hit with any moves in the match yet to make them enter the stale moves list, that move will be silenced.

If the foe dies while Doomed, a Doom Guard will use their corpse as a portal to enter into the world. This translates to the Doom Guard showing up on the respawn platform behind the foe, or just spawning alone if it was that foe's last stock. This makes the foe unavoidably be hit by the Doom Guard stomping them to the ground for 15% and set forceful knockback that leaves the foe in prone, though this can be teched. The foe will keep their respawn invincibility, but this stomp will go through said respawn invincibility and the timer will still tick down during it.

The Doom Guard himself will stick around as a minion afterwards for 13 seconds before the magical energy allowing him to stay in this world sends him back to where he came from. He can be defeated before then if the foe insists, but he has 85 HP and the weight of Bowser at 30%. He does take hitstun to enable him to be interrupted out of attacks, but he only takes half the hitstun of a regular character so locking him in combos will prove difficult for foes despite his massive weight. The Doom Guard is 1.25X the size of Ganondorf, not counting his wings which are not a hurtbox or used in any of his attacks. Doom Guards will pursue foes relentlessly, though they lumber about at a speed slower than Jigglypuff's dash. They will not walk within a Mario width of ledges, waiting for the foe to return to the stage, making them harder to bait off stage.

Doom Guard can attack with a quick punch that deals 8% and knockback that kills at 130%, a laggy sword swing that deals 16% and knockback that kills at 95%, and a laggy stomp that deals 12% and a weak spike. The stomp will cause the ground a Bowser width of either side of the Doom Guard to shake for around 45 frames, a hitbox half as powerful as the main attack. Doom Guards can cast Cripple on foes which has a hitbox much like Doom's, and if hit will double the starting and ending lag of the most recent attack in the foe's stale moves list for 8 seconds. Doom Guards also have access to Rain of Fire and Dispel Magic, which are identical to Varimathras' usmash and utilt, and will be detailed under those moves.

Varimathras can cast Doom on Doom Guards to try to replace the Doom Guard with a new one. Given the durability of Doom Guards, this provides more incentive for foes to ignore them if possible. Given he's such a compulsive betrayer, Varimathras can hit all of his minions with all of his own attacks. Even within Warcraft 3, Doom Guards are so powerful that it can sometimes be worth casting it on one of your own frail/low health units to get the Doom Guard as soon as possible. That said, Varimathras cannot casually damage rack the minion to death without any resistance.

While minions normally cannot hit Varimathras with their hitboxes and will ignore him, if Varimathras hits the minion with an attack that does 10% or more or deals 15% to them over the course of a second, the minion will betray him. The minion will still remain hostile to the foe and allied to your other minions, but it will become willing and able to attack Varimathras. As such, Varimathras has to put some actual planning into his betrayals like his betrayal of Sylvanas, trying to get the last hit on a minion so that it can't betray him back. If Varimathras goes on a betrayal spree by damage racking his own minions to Doom them (Especially impractical in the case of a durable minion like a Doom Guard), the foes can potentially take advantage of his own "set-up" before it finishes. Varimathras will want foes to help him damage rack his minions and to betray them at the last possible moment.

If a Doom Guard's 13 second duration expires while they are Doomed, they will not spawn a Doom Guard. Minions that die to Doom will spawn the Doom Guard where they died, rather than on the respawn platform. The Doom Guard will not spawn instantly from the minion's corpse when their HP hits 0, taking a brief while, giving the corpse time to takes its final knockback. This means if the final attack on the minion knocked it at all far off stage, the Doom Guard will simply fall to its death as soon as it spawns due to the patented Burning Legion useless wings. This is the primary way foes will actually prevent Doom Guards from helping Varimathras.

Note that the fact that Doom silences one move of the target still applies to minions, and they will never use silenced moves. This is not actually a bad thing, as it can enable you to ban the most useless attack to control the minion's behavior. In the Doom Guard's case, you'd want to ban them from using either the sword slash or the stomp due to them being laggy, and it doesn't really need two laggy powerful moves, as that just gives the AI more likelihood to choose a laggy move.

For the sake of balance, Varimathras cannot Doom enemy minions unless they fully count as a playable character. Varimathras is much too obsessed with betraying his own minions to even think of something like using his most powerful spell on an enemy.

This is Varimathras' signature ability, so it gets to be put on a Special rather than on a bair. Speaking of Illidan, Varimathras really deserves the title of "The Betrayer" a lot more than him when it is 90% of his character.


Varimathras opens a large purple portal, enters it, then opens a new one a decent ways away before coming out of it. This is a comparable recovery to Zelda's, with the animation of going into and coming out of a portal surprisingly not taking Varimathras very long - he's quite used to running away from people. As used to it as he is, Varimathras will still enter helpless if he ends in the air, briefly draining his mana. Varimathras can charge the move slightly to increase the distance he recovers by up to 1.4X Zelda's recovery.

The primary difference from Zelda's recovery and this move has is that it doesn't actually have a hitbox. Instead, a minion comes out of the portal and will immediately attack. If the move is input normally, the minion will come out of the first portal Varimathras uses to leave. If the move is smashed, the minion will come out of the second portal Varimathras uses to re-enter the fray. As a clone of Zelda's recovery, Varimathras can just choose to reappear in place if he wants to do nothing but spawn the minion.

Varimathras can charge the move in order to summon more powerful minions. With no charge, he summons an Imp slightly smaller than Mario. Imps can headbutt foes with their oversized horns for 5% and knockback that kills at 200% for their most practical attack, being very fast and the move they will first use when they come out of the portal. Alternatively, they can leap forwards a Bowser width and attempt to latch onto the foe. Latching onto the foe will cause them to deal 1% per half second to them, though they will be knocked off with any attack that does knockback.

Imps have a mere 15 HP, which is very, very good for purposes of betraying them with Doom, making them by far your most summoned minion type. Their HP is so low that it's very rare that they'll ever have the chance to realize they've been betrayed. Unfortunately, Imps are pitifully light, as light as Jigglypuff at 120% as well as taking hitstun, making them much harder to spawn Doom Guards with than if they had even slightly higher weight. Varimathras is almost required to kill imps himself in order to get a Doom Guard. That said, if the Imp takes vertical knockback when it dies, the Doom Guard is still capable of dropping back down to the stage unless the knockback was so strong as to send it past the top blast zone. Imps pursue foes at Mario's dashing speed, and are stupid enough to chase foes off the stage. Also note that when you are primarily spawning Imps in order to doom them, you are inevitably going to be silencing one of their grand total of 2 attacks, and can thus more directly choose their behavior.

Charging the move for 8 extra frames beyond the default gets you a Blood Imp rather than a regular Imp, which are identical in nearly all respects, but with a few new features. Their primary notable trait is invisibility, and when they are first spawned from the portal, they will remain invisible until the first frame of the hitbox of the headbutt actually comes out, appearing in a puff of black smoke. If nobody is in range to be immediately hit by the headbutt, they will not bother performing it and will simply stay invisible. Given Varimathras can choose which portal the Imp comes out of, this provides some mindgame potential if the amount of charging for the Up Special was on the borderline to summon a regular Imp or the next minion in line.

Blood Imps will remain invisible until they hit a foe with the headbutt attack or are hit. Once they enter invisibility, it will wear off in 3 seconds, and 2 seconds after that they will laglessly re-enter invisibility again. If they latch onto the foe, this will not actually make them visible, but the foe should notice their existence due to the passive damage they are taking. If the foe is taking damage over time from other sources like Doom, this is significantly harder to notice. The primary purpose of the stealth of Blood Imps is to make them harder for foes to track down when they are Doomed, though when they are constantly heading straight towards foes it's hard to get that confused. Varimathras will not know exactly where the Blood Imp is either in several cases, but he can betray it with a large stage covering move or actually let the DOT of Doom do its job.

Charging the move for 17 frames beyond the default summons a Imp Boss. Imp Bosses are slightly larger than regular ones at the size of Mario. They have 22 HP and the weight of Jigglypuff at 60%, which is a very respectable trade-off as far as Dooming them is concerned. They have the same AI and movement regardless of their bulkier frames, though they will not chase foes off-stage. They only have access to the headbutt as their only real attack, which is slightly slower but deals 8% and knockback that kills at 160%. Their primary trait is that whenever they are hit with an attack that does 6% or more, they will spawn a regular Imp as it poofs into existence next to them in a cloud of black smoke as the Imp Boss yells angrily. Like with Doom, the Imp Boss spawns the Imp a bit after he's taken his knockback, so if he's knocked off stage the spawned Imp will just die with him. The Imp Boss will also not spawn any Imps if the attack in question kills him. Imp Bosses are one of the best minions for Varimathras to try to betray, potentially getting 3 imps and a Doom Guard all out of one minion.

The Imp Boss' alternative "attack" to the headbutt is commanding the other imps. He will tell them to not go off-stage. He will tell them to not headbutt the foe when they are grabbed or are in lag that will last for longer than 14 frames if Varimathras or a powerful minion is within a platform of them. Instead, the Imps will just latch on, which will not interrupt them out of their stun state. They will also be ordered to delay their attack if the foe is coming out of a dodge, enabling them to competently punish dodges. The Imp Boss himself will follow his own advice on not attacking foes in stun, but is too clumsy to actually punish dodges.

How these "orders" work is all Imps/Blood Imps will passively have this behavior as an upgrade so long as there's currently an Imp Boss in existence who's not in hitstun or lag. Whenever the Imp would do one of these acts of competence, the Imp Boss will turn to face the Imp in question and start talking in gibberish, giving himself 20 frames of lag during which he can't tell any other Imps to not do something stupid.

If Varimathras betrays an Imp Boss, the Imp Boss will regularly order Imps that are still loyal to Varimathras to attack him. The Imp in question will only attack Varimathras once without being directly betrayed itself or being continually ordered by the Imp Boss. Imp Bosses in this scenario always prefer to order Blood Imps over regular Imps, which can provide more uncertainty over their location and more likely to be Doomed. If a Blood Imp latches onto Varimathras, it may be worth taking the damage just to ensure it actually gets doomed, protecting it from the foe.

All of the Imp Boss' orders counts as an attack that can be silenced by Doom, with the only alternative being the headbutt. If the headbutt is silenced and the Imp Boss becomes unable to directly defend itself, his AI will change to go out of his way to run away from the foe, which can make it a lot more difficult for foes to knock him off the stage. If Varimathras betrays the Imp Boss, it will also run away from him if his headbutt is silenced, enabling him to herd it about the stage and more directly keep it from the foe. If there are no other Imps out, the Imp boss becomes nothing other than a hurtbox with which to spawn other minions, which is not all that bad of a thing. Alternatively, Varimathras can silence the Imp Boss' commands to enable it to keep attacking directly while making it unable to verbally object to his betrayal.

After 30 frames of charge beyond the already lengthy process of performing Zelda's Up Special, you will summon an Imp Mother out of the portal. Imp Mothers are the size of Bowser and weigh as much as him at 20% with 50 HP, still taking regular hitstun and being very combo vulnerable. If summoned on the ground, they will lazily walk towards the nearest foe at the speed of Ganondorf's walk, and will wait at the edge of the stage if the foe goes off it.

Their fastest ground attack has them summon a geyser of lava to sprout out from underneath the foe's position, though the foe must be within a platform's range of this. This attack comes out quick, but still has bad ending lag for the Imp Mother. On contact, the foe will be shot directly up with 3 hits that add up to 10%, the last hit dealing vertical knockback that kills at 130%.

Their alternative ground attack has them breathe poisonous gas in front of themselves in a hitbox slightly less large than Bowser. This attack has lots of starting lag, and deals multiple hits that add up to 16% with the last hit doing knockback that kills at 150% due to poor angling. While the move can damage rack, what justifies the lag is the fact this move will create two Imps - a regular Imp and a Blood Imp. Imp Mothers will never use this attack for the sole purpose of creating Imps and will only use it if a foe is in range. It is very preferable for the foe to interrupt this attack if she starts it to prevent the Imps from being summoned. If the Imp Mother is doomed and at low health, this can of course be more annoying to do.

If the Imp Mother is summoned in the air, she will drop to the ground very quickly at the speed of Bowser's Down Special. She will immediately deal 16% and vertical knockback that kills at 120%, and for each Ganondorf she falls she will deal 3% more and lower the KO percentage by 15%. If the Imp Mother is knocked into the air, this is the only attack she can perform and she will do so if she gets on top of a foe. That said, she's so heavy that she will rarely be able to pass the starting lag of this attack when not summoned in the air by Varimathras.

If the Imp Mother hits the ground without being interrupted, she will "pitfall" herself into the stage, forever. This prevents the Imp Mother from moving or taking knockback, but she can still attack and take hitstun. This makes the Imp Mother a punching bag that's easy to combo to death. Varimathras is absolutely willing to betray his own mother, and if he dooms her the foe will largely have to protect her for the 8 seconds if they don't want to deal with the Doom Guard. Their alternative to this is to play king of the hill with the pitfalled Imp Mother and just combo her to death before Varimathras can doom her in the first place.

When dooming Imp Mothers, you absolutely want to make sure they keep access to their poison breath attack. Silencing the geyser (Their immediate attack when summoned on land) can force them into using the imp creating attack more. If you want to actually enable the Imp Mother to better defend herself, you'll want to silence the falling attack. She can only actually use the falling attack one time due to pitfalling herself, and you can force her to use it in order to silence it by summoning her in the air after she's already got all the mileage out of it she can anyway.

If Varimathras betrays his mother, any Imps she specifically created will also betray him alongside the mother. They will specifically chase after Varimathras rather than the foe for the next 2 seconds, though after that they will have equal preference between them. This can be useful in order to manipulate AI behavior to prevent them from rushing towards the foe if they're doomed. Imp Bosses that are still loyal to Varimathras can convince Imps to betray their mother and rejoin the betrayer. They can make the two basic Imp types rejoin for any reason, for that matter.

Varimathras may want to intentionally betray a mother without intent to kill her in order to force her to have Imp children. While these children will all grow up to want to exact their vengeance upon Varimathras, the primary use of the lowly Imps is Doom anyway, so this is not a large issue. This is the most reliable and fastest way to get lots of Imps, but requires the foe to be heavily ignoring you and has limited use since they're unallied. While Imp Bosses can slowly convert the Imps back to your side, that's even more set-up.

Keep in mind that it takes 80 frames for Zelda's Up Special to complete. While Varimathras massively enjoys having tons of minions to hide behind, for some reason they're not very eager to join his cause. That said, Varimathras is invulnerable for a sizable portion of this move as he vanishes into the portal, and is able to flee all the way across the stage. Varimathras can mix in this laggy move into his game through extensive cowardice planning and making use of the various attacks of the minions as they come out from the portal.


Varimathras extends out a beam of ghastly green spectral energy from himself. The beam shoots out the distance of a platform, and if it doesn't hit anything it simply vanishes. On contact with a foe or minion, Varimathras will "tether" himself to that minion as he drains the life force out of the target in question. This deals 1.5% per second to that enemy while healing Varimathras for the same amount. The only way to break the tether is to move more than 1.5 platforms away from Varimathras. The "tether" does not actually inhibit movement in any way and is simply a visual effect, with Varimathras able to attack and move normally once Life Drain is up.

If Varimathras attempts to get up a second Life Drain tether, it will not work unless it is done on a different target besides the first. In addition, if Varimathras attempts to Life Drain a third target, he will actually have to channel the tether and remain in lag while doing so, though he can cancel out of this extra tether with minimal lag. Varimathras is allowed to be draining the same target with Life Drain twice if he wants. Varimathras can only Life Drain from 2 targets while still being free to do other actions.

Using this on minions lets you kill them somewhat faster in tandem with Doom, but lets you get mileage out of every potential juicy bit of HP that minion has, especially since you want their HP to go down anyway. Imps are so inevitably going to die they make a good target, though their low weight makes them even easier for foes to knock out of Life Drain's range. Used on a heavy Doom Guard or Imp Mother, foes will largely have to knock Varimathras out of the tether's range rather than the minion, and will literally have no choice in the case of a pitfalled Imp Mother.

Used on a foe, this can potentially present the foe with even more of a dilemma in the context of Doom and minions. If you're betraying a minion to Doom them by knocking them away from the foe, the foe may end up forfeiting that Doomed minion to you if they run off to the side in order to try to remove the Life Drain tether. The damage/healing done by Life Drain is very small, so a competent foe will generally always opt to knock the minion off stage in this situation. If you can accurately predict such behavior, you can manipulate the foe into getting free damage/healing.


Varimathras generates a ball of shadow energy in his hands which is trapping a horde of bugs inside of it. This is a storable charge move with identical size, speed, and charge time to Mewtwo's Neutral Special. Aside from the orb getting bigger, the amount of bugs contained within it obviously increases as the input is held, swarming about inside angrily. When Varimathras throws the projectile, it will burst on contact with anything and release the bugs inside. The bugs will deal anywhere from 7-24% over several flinching hits as they explode, with the final hit dealing knockback that kills at 210-100%.

The shadow prison containing the bugs will burst if the projectile travels 2 platforms without hitting anything, or on contact with anything and release the bugs, who are the actual hitbox. The bugs will automatically chase anything within a Wario width of them at Ganondorf's dashing speed when they are released from their prison, and if the orb containing the bugs hits a target, the character in question will always get hit by the bugs.

If the orb detonates on something that it can't damage/of its own accord and there is no target within a Wario width, the bugs will specifically hunt down the smell of blood. What this means is that bugs will go out of their way to home in on the most damaged target. In the case of deciding between which minion is more "damaged", it will take into account the percentage of its maximum health that it has left, so a Imp with 1/15 HP is more "damaged" than a Imp Mother with 20/50 HP. As far as how foes factor in, their "max health" is treated as 0% and they are treated as if they are at "0 health" when they are at 100%, so if the foe has 100% or more the bugs will always home in on them regardless of how low health any minions are. The bugs will explode after flying about for 3 seconds if they haven't found a damaged target to explode on yet.

The bugs are willing to betray Varimathras for having kept them inside the shadow orb prison, but there is some small bias in his favor, as he is only considered as having "0 health" at 125% rather than 100%. This provides Varimathras more incentive to heal with Life Drain and other moves. Even if he is behind in percentage, this can be usable if you just hit the foe with the projectile directly like the traditional Neutral Specials of Mewtwo and Samus, and unless you're literally at 125% you can generally get a Imp at lower health than you. Having the bugs home in on you itself can even be potentially advantageous to better manipulate their flight path, because they will still hit anything else that's in the way on their way back to you, and you're going out of your way to shoot them away from yourself at the start of the move.

Bugs specifically hunting down low health minions is very, very good for purposes of Doom. The fact this is multihit means that unless the minion is killed by the final hit, their corpse will stay right where it was, making the Doom Guard have a safe landing when it arrives. It is ideal for a Carrion Swarm to not have to use all of the bugs on killing a minion, as any leftover bugs will then be able to go on to the character with the next lowest health.



Varimathras has a standard issue melee grab with high speed and bad range, though his dashing grab trades those statistics around to give him the best of both worlds. Varimathras is capable of grabbing his minions, though he's capable of hitting them with all attacks so this shouldn't come as much surprise.


Varimathras takes a huge, juicy, bloody bite out of the foe, dealing 2% and healing himself of 1%. This pummel is fairly fast and one of the best in the game for net damage gain/speed ratio. This is obviously faster than using Life Drain, but leaves Varimathras defenseless to any foes. Allied minions will not try to break out of Varimathras' grab unless he passes his usual quota to make them betray him.


Varimathras casts a spell on the foe, knocking them away with 5% and knockback in front of him that kills at 200%. This causes the foe to glow with an aura of darkness that gets increasingly darker over the course of 6 seconds. Every second, the foe's damage output on all of their moves is buffed by 1.15x. After 5 seconds, the foe will have 1.75x their regular damage output, which is truly scary. During these first 5 seconds, the foe unavoidably takes 2% per second to make the throw always deal at least 15%, making it a decent trade-off for a high damage throw on the foe. The most damaging throws in SSB4 do 13%, though, so a mere 2% gain over the best throws is really not worth this trade-off by itself.

On the 6th and final second, the darkness will become too much for the foe to bear as it causes them to explode in a hitbox of darkness, dealing 12% and vertical knockback that kills at 100%. While this is very powerful for a throw, this can be dodged, and the 5 seconds of powering up the foe can very easily make this move be a net loss in damage for Varimathras.

The foe's knockback is not buffed, meaning that this will not hurt any of their combo potential against Varimathras. Not buffing their knockback means that they will deplete the HP of minions more quickly while not knocking them any further, though, which is useful in the context of Doom. Even the slightest poke can end up killing an Imp in most cases, which means they may have to commit to a laggier move to do actual knockback to them.

Minions will not take knockback from the actual throw part of the move and take no damage from this other than the explosion at the end. Used on a Imp, Blood Imp, or Imp Boss, this will cause them to gain engorged muscles rather than a darkness effect, increasing their size steadily over time. This will buff their damage in the same way, and when they explode they will be a hitbox as powerful as the main explosion. This still counts as the minion dying for the purposes of Doom, so buffing them to do heavy damage before they die is a great combination of effects for Varimathras.

Imps/Blood Imps will actually be big enough to slow the foe slightly when they latch onto them now, slowing their movement by 0.9X. While latched on, they also have superarmor against attacks that deal 2-8% or less depending on how big their muscles have become. This can help save them from being knocked off, and them latching on is a much bigger threat when they are now ticking time bombs.

Imp Bosses are now able to issue orders while in hitstun and while performing their headbutt attack.

Imp Mothers and Doom Guards will not die from Power Overwhelming, unfortunately. In the case of a Doom Guard, they will just get the darkness effect and be unsummoned at the end like if their regular 13 second timer ran out. If they only have 6 seconds left to help you anyway, there's no reason to not use this on them, though, so if you get the time you can potentially make your Doom Guard be a very powerful monster.

Imp Mothers just take the 12% and knockback at the end of the status effect like a foe without dying. They specifically bloat up to be fatter (somehow), making them even more of immovable objects as their weight increases to be up to that of Bowser's at 0%. This does not increase the power of their poison breath or lava geyser attacks, but increases the damage of their falling attack by 1.2X per second rather than 1.15X.

If Varimathras casts Power Overwhelming on an Imp Mother that's already at max weight (It does nothing to cast this in the middle of the spell's effect), she will spontaneously explode. This creates a hitbox double Bowser's size that deals 20% and knockback that kills at 70%. This hitbox automatically hits Varimathras and kills the Imp Mother immediately. With Doom taken into account, this is a favorable trade if you can somehow hit the foe with this hitbox alongside Varimathras. That said, this is very high risk if it misses, requires you to wait 6 seconds, and puts you in lag at two intervals in the match beyond summoning the Imp Mother. This cannot be used as a casual suicide set-up to get a Doom Guard if you are at a high percentage on the next stock, as Varimathras loses all of his minions when he dies.


Varimathras casts a spell on the foe, knocking them away with 5% and knockback behind him that kills at 200%. After 6 seconds, the foe will be hit by an explosive green hitbox. By default, all this hitbox does is 1% and flinching, which is very unimpressive. For every 8% the foe manages to take during the 6 seconds Implosion is active, though, they will take an additional 3% from the explosion hitbox and an Imp will be created out of it. If the foe is hit by the move's hitbox, any and all Imps created by this move will be latched onto the foe automatically. Every third Imp created by this move will be a Blood Imp rather than a regular Imp.

This move should only be used on foes if Varimathras is actually ready to go on the offensive, as otherwise it is a tremendous waste. This move does give Varimathras the option of attaining set-up through offense, though having minions already out will help him a lot more with preparing a gigantic Implosion.

If used on a minion, the actual throw part won't happen which means they won't take any damage from it, which is not actually a good thing. You will not get the benefits of Implosion if the minion dies before the actual explosion happens. This means it doesn't synergize with Doom as well as some other effects, but so long as you're just damage racking the minion and not killing them it can still be helpful.

Imps/Blood Imps trigger an additional Imp to be created out of Implosion for every 4 damage they take, and 5 damage for Imp Bosses. Considering Imp Bosses also naturally generate Imps every time they're hit by an attack that does 6% or more, you can potentially create up to 7 Imps out of an Imp Boss, and potentially a Doom Guard at the end for good measure. In the case of these minions, foes will frantically want to kill them before the Implosion occurs, which presents an obvious conflict if you have managed to cast both Doom and Implosion on the same minion.

Imp Mothers generate a single Imp for every 8% they take, like a foe. They have much more HP than the lower minions, but their weight means they are feasible to combo to death before the Implosion actually occurs. Alternatively, the foe can simply pressure Varimathras directly to keep him away from the Imp Mother during this time so he can't damage her.

You can theoretically get 10 Imps out of a Doom Guard if you are really determined, but sacrificing a Doom Guard for Imps is rather silly, especially when you're going to be beating on it for so long and it only takes half the regular hitstun of a character. What makes this otherwise undesirable "trade" worth it is replacing the Doom Guard at the end like nothing happened by casting Doom on it. Keep in mind, though, that casting this on a Doom Guard after the first 7 seconds of their existence is completely pointless, as if you do it in their final 6 seconds they will vanish before Implosion can actually take effect. You have a very strict time table to do this, and you'll need a ridiculous amount of undisturbed time to fight your own Doom Guard.


Varimathras performs his Up Special portal move, but takes the foe in with him and doesn't create any minions. He will always do the move as high into the air as possible, though while he's vanished you can input left or right to make him show up to 1.5 Bowser widths in either direction. At the end of the move, Varimathras slashes the foe up out of the portal before jumping out himself, dealing 7% and knockback that kills at 130%. The knockback is actually fairly poor, but the move has a decent kill percentage due to the set distance the foe is taken into the air before taking that knockback. At low percentages this is a combo throw, but it also provides unique followups you wouldn't get otherwise because of placing Varimathras in the air.

If there are any minions or extra characters within a Wario width of the portal as it is created, they will get sucked into it with a suction hitbox. Varimathras' slash at the end will hit everything that was sucked in with the exception of Imps/Blood Imps, who will be latched on to the primary victim of the throw when they come out on the other side.

If the foe is at too high of a percentage to be comboed by Varimathras, it is possible to combo the foe with an Imp Boss due to their low weight. Their weight is not so low they will just be killed by this attack, but they will typically get out of hitstun before the foe and potentially combo out of the throw into their headbutt attack. What's also noteworthy is this attack will do 7% to the Imp Boss, which is enough to cause it to generate an Imp.

If the foe is at a lower percentage, the real most powerful threat here is the foe being comboed by a Doom Guard or Imp Mother. These minions are so heavy that they will not be knocked up very far of course, though the Doom Guard is tall enough it is more likely he will remain in range of the foe to pull off an attack. The Doom Guard's fast options he will use in this scenario are the punch and Cripple, both very respectable.

The Imp Mother will of course go to crush the foe under her weight as soon as she gets out of hitstun from the uthrow. The foe has to be at a rather specific percentage to actually combo into her falling around 25% or so depending on their own weight. If their percentage is too low, this is still useful, as the foe is immediately forced to dodge. This percentage is low enough for Varimathras to still be able to hit the foe with a move of his own guaranteed, though doing so would also hit the Imp Mother. Varimathras can potentially land a more powerful attack if he doesn't do his combo and instead punishes the foe's dodge, though.

If the primary target of this move is a minion, everything happens as normal. This isn't that useful in most cases, but if the foe is trying to punish you for using a different throw on the minion this can function as a good self defense as you suck the foe in. If a foe is sucked into the portal, the rest of the move will behave as if the throw was performed with them as the primary target rather than the minion.

Without any intention to hit the foe with the portal itself, this is only useful on Imp Mothers. This is able to unpitfall an Imp Mother to enable them to use their crushing attack again, and gets them high into the air to make the hitbox very powerful. Varimathras can interrupt the Imp Mother falling by attacking her with any move, and so long as she's still allied to Varimathras this is pretty easy. This is very powerful to delay and redirect this powerful hitbox since her only attack in the air is to start up the stall then fall again, making it significantly harder to predict.

Varimathras has more time to get ready to do this than when creating an Imp Mother considering that they will briefly be in hitstun at the start, giving Varimathras time to move around. He has to be careful to choose an attack to redirect the Imp Mother that does 7% or less, though, or else 15% will have been dealt in a single second and the Imp Mother will betray him. Note that damage from effects like Doom and Life Drain still count for this, which can give you even less leeway. If Varimathras' mother disowns him, though, it's not the end of the world, seeing as he'll have just knocked her away and won't be crushed by her.


Varimathras casts Sleep on the foe before slamming them against the ground, dealing 9% and floor bouncing knockback that kills at 170%, sending the foe at a 45 degree angle. The foe does not fall asleep immediately, but is immediately put into a drowsy state. This will cause the foe to lose a very small amount of movement speed per second, 5% of their default movement speed, as well as add 1 frame of starting lag on their dodge. On the fifth second, instead of losing movement/dodge speed, the foe will fall asleep (effect/duration the same as Jigglypuff's sing) in a dodgeable hitbox. If successfully dodged, the foe will regain all their movement speed as they snap themselves awake and the process will repeat one more time before the foe is completely cured of their drowsiness. Using this throw on an already drowsy foe will just add on an extra 10 seconds of duration.

In actual Smash Bros, enemies cannot fall asleep in the air, and that applies here. Instead of timing a specific dodge, foes can simply stay in the air, which is a lot more manageable, and will also enable the foe to ignore the nerf to their movement speed anyway. Encouraging the foe to go the air enables Varimathras to better dominate the group with his minions, as well as enabling him to do aerial combat better by getting the foe into position to drop Imp Mothers on.

While this throw will rarely be your first choice on a foe, it should be noted that with the addition of Sleep, Varimathras has 3 "time bomb" throws. With all of these on the foe simultaneously, it becomes difficult for the foe to get much of anything done with how much they'll have to be dodging. Sleep is particularly notable in the context of having so many time bombs because it refreshes itself once for free, giving the foe a second instance of something to dodge, even if it can be nullified by being in the air. The added lag on the dodge will very rarely make one of these time bombs hit when they would've been otherwise avoided, but gives Varimathras more time to capitalize on the foe's forced dodge.

If Varimathras puts a minion to sleep, they will take no damage and instantly fall asleep on the spot. They will sleep 20 seconds, essentially forever, if not woken up by outside characters. Any attack will wake them up as normal, but they will become much like a typical "creep mob" in WC3 or WoW. When woken up, they will pursue their attacker (even if it's Varimathras) for the distance of 1.3 platforms, attacking them if within range. If the enemy goes out of their range to attack from there, though, they will go back to where they originally were asleep and fall asleep again. If they are still within 1.3 platforms of their sleeping location, they will attack anyone who attacks them on their way back. However, if the minion is knocked more than 1.3 platforms away from their sleeping location, they will not attack foes at all until they are within 1.3 platforms as they are determined to get back to sleep.

This enables you to "leash" minions to a specific location, and if you've already betrayed them it makes them more biased towards foes so long as you can avoid hitting them. If you're content with the minion betraying you, doing this enables you to heavily beat up on the minion as you knock it away from its original location then casually infinite it as it keeps walking into your attacks.



Varimathras opens up a portal on the floor in front of him, stretching out a Bowser width. The portal opens up to reveal green bubbling lava. The bubbling makes the hitbox stretch up off the ground slightly to expand the size of the hitbox, so foes don't have to be actively standing on the ground to be hit. The lava deals 15-21% and vertical knockback that kills at 150-110% before Varimathras takes the time to close the portal. The portion of lava that's still exposed as the portal is closing is still a hitbox, and while this does take some time there is no ending lag beyond this, so once starting lag is bypassed the move will always technically have a hitbox.

Imp Bosses and smaller will drown in the lava on contact, instantly killing them. Doom Guards are too big to drown in it, but can be hit by it. Imp Mothers are essentially immune to it.

Any minions sacrificed for this attack will increase the damage of the attack by 4% and lower the KO percentage by 10%. The fact this instantly kills the weak minions is obviously appealing, but this has a big catch as far as Doom is concerned. While Doom Guards are normally too big to fit, if a Doomed minion dies while in the Sacrifical Pit, the Doom Guard will be trapped inside of the pit and will also die, too big to be able to get out. That said, the sacrificed Doom Guard will still power up the dsmash, so it's not a totally lost cause.

Imp Mothers cannot be hurt by the lava, but will get stuck in it and be unable to get out due to being so fat. This prevents Varimathras from closing the portal, which frees him from his usual ending lag. This pitfalls the Imp Mother for all intents and purposes. If the Imp Mother specifically does her crushing attack into the lava pit, she will splash the lava out to either side, just as powerful as the dsmash's usual hitbox, and still able to dissolve minions to power it up. The minimum distance the lava will splash out is a Wario width/Mario height to either side. For each Ganondorf the Imp Mother fell on her way to the Sacrifical Pit, it will splash an additional Wario Width and an additional Pokeball height. If the Imp Mother was bloated due to Power Overwhelming, the lava will be splashed as if the Imp Mother fell an additional 2 Ganondorf heights.

While the Imp Mother is submerged in the lava, her lava geyser attack will use the lava from the Sacrifical Pit. This means that any boosts the Sacrifical Pit gained from killing minions will apply to her attack as well. The base strength of her lava geyser is weaker than the base strength of the dsmash damage-wise, dealing a total of 10% and knockback that kills at 130%, but it still makes the attack very threatening for how fast it is. Her lava geyser will not hit other minions, and anyone she kills with it will power up the Sacrifical Pit strength. That said, she will not actively aim for other minions, so they have to either be hot on the foe's trail or latched onto them or something.

If an Imp Mother in a Sacrifical Pit is forcibly removed by portal uthrow or dies, the pit underneath her willl close automatically, regaining its original hitbox briefly as it does so. In the case of her death, her corpse will be used to power up the pit like any other minion.

Any minions thrown into the Sacrifical Pit will be turned into a Shade. They will still be trapped in the portal, though, and will only be summoned whenever Varimathras next uses Up Special, dsmash, or Uthrow. All Shades that currently exist will come out of the portal alongside whatever minion would naturally be created by that use of the portal move in question. In the case of Uthrow, only one Shade will come out of the portal rather than all of them.

Shades have a mere 6 HP, don't take knockback or hitstun, and cannot be targeted by Doom. Shades are the one minion Varimathras cannot do friendly fire on given their ghostly form. Given how frail they are, this is a good thing, as he'd otherwise kill them accidentally on a regular basis. He's already betrayed them more than well enough to force them into this sorry state.

Shades patrol the stage back and forth at Ganondorf's dashing speed. They are slightly smaller than Mario and technically have no "attack", but if their entire body overlaps an enemy, they will possess them, leaving most of the work to Varimathras to knock the foe into them. How the game actually checks for this if it the center of the Shade's hurtbox is in contact with the center of the foe's hurtbox, so Shades still can possess foes smaller than them.

Being possessed by a Shade will cause the foe to deal 0.9x regular knockback on their attacks so long as the Shade remains in their body. This will stack with multiple Shades, though it caps at half their normal strength so that foes can't just infinite you in place with a move that does no knockback. These moves will still deal full damage, meaning they can assist Varimathras in killing his minions without knocking them off the stage, hopefully. Shades will last for 0.7 seconds for every 10% the foe has with a minimum duration of 2 seconds before being forcefully exorcised out of them and knocked away a set platform's distance. Foes take 1% per half second they have a Shade in their body.

Aside from making it harder for foe to prevent you from getting Doom Guards, artifically becoming heavier by weakening the foe's knockback power is pretty nice. Varimathras loses all his minions whenever he dies, so making use of his healing and knockback reduction is one of the more feasible ways to ensure he sticks around long enough to truly get rolling. His set-up isn't too permanent when his Doom Guards don't last forever, though, and his playstyle consists of constant set-up directly interwoven with fighting the foe simultaneously.

If multiple Shades come out of a Up Special/dsmash portal, they will not all be overlapping and will instead patrol the stage in a single file line with a Pokeball's distance between them. Getting hit through a large line of Shades can heavily weaken a move. For all the potential these minions have, they are not easy to create and only have 6 HP.

Shades will possess minions they come in contact with who have betrayed Varimathras to make them rejoin him as if nothing happened - at this point the Shades are just happy to have a body again. Varimathras is not beyond betraying those he has already killed, and can rebetray the minion if he wants. If he burns a possessed minion in the Sacrifical Pit, he will get 2 Shades out of it - the possessed minion's corpse and the original Shade.

If Uthrow is used on a foe when you have a Shade available, only one Shade will come out and it will automatically possess the foe at the end of the throw, without ever giving the foe the chance to shred through its token 6 HP. Outside Shades unfortunately cannot be sucked up by the Uthrow due to being immune to Varimathras' hitboxes.


Varimathras channels Rain of Fire, causing fireballs to appear a Kirby height above him and rain down in a cone shape on top of him. The hitbox reaches out around a Pokeball width to either side of Varimathras, while also covering a sizable vertical space. Regardless of the visual effect of this move being several individual fireballs, the move is just a singular hitbox as in WC3. This move comes out very fast and traps the foe in several hits that total up to 14-19% and knockback that kills at 160-125% on the final hit, along with the foe burning to take 1% a second for 6 seconds. This move is surprisingly easy for foes to DI out of, but Varimathras has the ability to actually redirect the rain of fire slightly during this attack at a very, very slow speed. Over the move's lengthy duration, he can potentially move it up to a platform in one direction if he holds left/right the entire time rather than having the hitbox cover his hurtbox. If the foe wants to specifically DI out to one side to avoid minions/traps, this can rather directly force them to DI out on the other side instead. The move has bad ending lag to compensate for the long duration of Varimathras covering his hurtbox.

If the move is fully charged, this move's hitbox will spawn above the foe furthest away from Varimathras rather than over himself. Minions are not treated as "foes" for the purpose of this, only actual characters. Varimathras can still move the hitbox about as usual, potentially moving it towards himself to block off his hurtbox while still using this move to aggressively camp.

Minions will not directly be trying to DI out of this, simply DIing in the direction of where their natural patrol route would take them. Most of the time, this means they'll be DIing towards the foe. This move will deal enough damage over the course of itself to make minions betray Varimathras single handedly, even at minimum charge due to the burning damage. With slightly more charge, they will be betrayed before Rain of Fire is completely finished. If Varimathras is closer to the minion than the foe (very likely if the move was not fully charged), this means they will change their DI in the middle of the move's duration to come towards Varimathras. While minions could otherwise often get out of the move, this change will generally make them come back in to get hit by the full thing. Sadly, no individual hit of this does 6% or more to trigger Imp Bosses' Imp generating effect besides the final one. Alternatively, Varimathras can completely control the direction a minion will DI during this with Sleep.

This move's area of effect nature makes it very good for simultaneously killing foes and minions. If the minion was a bulky one that would actually survive, or if this kills a Doomed minion, the bulky minion/new Doom Guard should be able to occupy the foe when they DI out of the move to keep Varimathras safe. Imps latching onto the foe makes them a very convenient target to hit with this move, as they're all clustered together.

As stated way back in the introduction of the Doom Guards, they have access to this move as one of their attacks. They will fully charge the usmash if the foe is a significant distance away from them, such as if they've gone off-stage, and will always attempt to move the channeling of the Rain of Fire directly towards the foe.

If Doom Guards are not in lag when Varimathras inputs usmash, they will also use Rain of Fire, charging for an identical amount of time to Varimathras. They will specifically move their Rain of Fire so that it borders up against Varimathras', moving alongside it to increase the range rather than overlapping the hitbox to increase the damage. If there are multiple Doom Guards, they will simply move alongside the nearest Rain of Fire, enabling you to reach out the range even further. If you want damage output rather than range, fully charging it will force the Doom Guards to overlap their Rain of Fire with yours for devastating potential damage, and they will mirror your horizontal movement with it perfectly. That said, the burning effect which provides some of this attack's normal great damage output will not stack.

Varimathras is immune to the Rain of Fire of his Doom Guards so long as they're allied, and Doom Guards are immune to their own Rain of Fire. Like all of Varimathras' other moves, Doom Guards are still not immune to Varimathras' personal Rain of Fire, though. As powerful as cooperation with the Doom Guards can be, foes can manipulate the fully charged version to hit a Doom Guard and get rid of their part of the hitbox while making them betray Varimathras. The fact this puts both Varimathras and the Doom Guards in lag presents a huge risk for all of the potential provided stage control and power.


Varimathras points forwards with a single finger, then fires a red laser out of it at a 45 degree angle towards the ground in front of him in a quite laggy move, with extensive lag on either end of it. Should it hit somebody, the move's duration will be extended as Varimathras channels the beam for 10 frames, during which time it is impossible for the victim to escape as they are in constant hitstun and there is strong suction that applies only to the hit foe to keep them in the hitbox. This deals 21-29% over the 10 frames as the foe spasms about in pain as Varimathras tries to literally turn them inside out, and their voice clip from being star KO'd is played. On the final hit, the foe is sent flying off at a 45 degree angle that kills at 110-65%.

Once somebody is trapped in the 10 frame duration, they and only they can be hit by the hitbox, it is turned off against everyone else as Varimathras channels the pain directly into that foe. During these 10 frames, the foe will be in such pain that they will be more vulnerable to all other forms of pain, meaning they take double damage from all outside sources during those 10 frames other than this move. The foe has superarmor against all other attacks during this time, so this will not knock them out of the move either. If there's a minion remotely nearby, this can rack up absolutely fantastic damage.

This move's knockback has the potential to kill much, much earlier anyway, but if the foe reaches 200% during this move, Varimathras will succeed in turning them inside out, causing them to combust in a gore filled explosion for an instant kill. This is a hitbox to outside characters that deals 16% and knockback that kills at 125% in a hitbox 1.5X the size of the blown up character.

This move is much too laggy to really be worth the time investment to kill plain Imps. Imp Bosses will specifically be left with 1 HP if this is uncharged, which can let you get an Imp and a Doom Guard theoretically, but is still not the primary purpose of the move. If you want to kill a fresh Imp Boss, a very brief charge beyond zero charge will increase it enough to do so. Imp Mothers and Doom Guards have enough HP to consider killing them with this, and it is one of the primary ways to shred through a Doom Guard's insanely high HP in 13 seconds. The key to killing with this move effectively, though, is to get the foe to help you to kill the minion during those 10 frames where they take double damage. Even a weak attack is a pretty tremendous help during those circumstances.

The minion will explode like when a foe hits 200% if they die during this attack, which means if the foe does the finishing blow they will automatically be hit by the corpse explosion. This property is also useful if you're aiming at a foe who has an Imp latched onto them, as you can explode the Imp off of their shoulders to hit them if they dodge the attack.



This jab skips straight to the repeating part, with Varimathras waving his hands to make fireballs slightly smaller than Mario's. The fireballs will float about in a ring in front of Varimathras as they rotate in a circle, with each one dealing 1.6% and radial knockback that kills at 260%. There are 10 fireballs in the circle, but Varimathras does not form all 10 instantly. When the repeating portion is going, he will form them 1 by 1 as he spins the fireballs about in a circle, forming one every 4 frames to send into the rotation. As fireballs are used up in the rotation due to hitting something, Varimathras will replace that fireball when the rotation comes back around in front of him where the missing fireball is.

The jab finisher has all of the fireballs converge into the middle, dealing the combined damage of all of them and dealing knockback that kills at 260 - 15% for each fireball that converged, so 135% with all 10 fireballs. The ring of fire covers a space around the size of Bowser by default, with enough space for characters Mario sized and smaller to fit in the middle. Aside from the jab finisher itself being potentially very powerful, foes can potentially bounce around inside of the Ring of Fire if they manage to get caught due to a poorly placed air dodge, and will specifically have to DI out through the gaps. This move doesn't do direct stun, but is one of your better ways to occupy a foe for a status effect to happen or for a minion with a longer range attack to hit the foe during it. As useful as this can be, keep in mind it takes 40 frames of the repeating jab before you actually get 10 fireballs though, you'll often have to make due with less.

The radius of the ring of fire can be increased if Varimathras holds up on the control stick during the repeating portion of the jab. He can potentially make the radius be double the default size to give this move massive range, but this will massively spread out the fireballs, as he can still only have 10, making bigger gaps for foes to get through. If you predict the foe coming in, you can of course make use of the jab finisher, but if the radius of the fireballs is increased, this increases the lag involved in the jab finisher as the fireballs have further to travel in order to converge at the center. Holding down on the control stick will condense the ring at the same speed Varimathras can increase it, and if a foe is bouncing around on the inside erratic use of this can make it harder for the foe to DI out.

This move is a good way to kill an Imp Mother as they bounce around on the inside. On Imp Bosses and lower, this will take too long to start-up to really be worth the time when you could dispose of their lower HP in other ways. As the Imp Mother bounces around inside, you can let up the repeating jab or expand the ring of fire so that she doesn't get hit and begins her crushing attack to try to kill a passing foe, enabling you to drop her down on a foe interrupting you from killing her. Even if not trying to kill the Imp Mother, this combination is very scary as you attempt to end the jab at a point where the foe will collide with the Imp Mother's massive girth. As powerful as this sounds, the crushing attack isn't instant and has some starting lag, so you would still want to threaten the foe with the actual fireballs as well to have much chance of hitting with the Imp Mother. The fireballs can also be used to protect immobile minions, most obviously the Imp Mother, before closing it in to do the previously described strategy when the foe passes.


Varimathras attempts to glide forwards with his massive wings in an animation like Charizard's dash. His claws are extended out in front of him as he does so, hitboxes that deal 11% and knockback that kills at 130% in a fairly powerful hitbox. Varimathras cannot keep this up for at all long with the awkward nature of his wings, though, and faceplants at the end of the move. Wanting an animation more dignified and intimidating than a clumsy Dedede dashing attack flop, Varimathras makes a portal at the end of the ground where he would land, diving into it at the end and sealing it behind himself. The ending lag is Varimathras making a portal to come out at the point where he originally started the dashing attack.

The ending lag is quite long, though Varimathras is invulnerable for most of it anyway and it shifts his hurtbox backwards a significant distance. There still is a bit of ending lag where Varimathras is vulnerable, though, so if a foe shields/spot dodges the dashing attack they can potentially time a laggy attack to hit him as he comes out.

Any minions smaller than a Doom Guard can fall into the portal on the floor when it's created, and it is created a significant distance before Varimathras actually arrives there. The minion will come out alongside Varimathras at the end of the dashing attack and will do their usual attack as if they had been summoned by Up Special. If the minion falls into the portal but Varimathras is interrupted out of the move before the ending lag portion, then the minion will come out the next time Varimathras uses Up Special (In addition to whatever minion would be naturally summoned) or completes Dashing Attack.

If Varimathras has any Shades ready to come out of portals, this is yet another move that can summon them. Rather than coming out of the ending lag portal, though, they come out of the portal summoned at the start of the move. They will come out of the portal summoned on the floor and walk in the direction Varimathras is coming from. When the ending lag is passed and the portal is summoned that Varimathras comes out of, the Shades will walk back into that portal at the end, ready to be resummoned again by another move.

This is very useful to use the Shades in a more active, controlled way rather than relying on their pitiful 6 HP as minions. Varimathras can knock foes into the Shades with the melee hitbox on the move, or can hopefully keep them safe at the end of the move before using them for something else. Note that if Varimathras is interrupted out of the move before he forms the second portal, the Shades will stay out on the stage as if they were summoned with any other portal move, very vulnerable to attack, and even if they go back in their paltry 6 HP can still be depleted normally during their brief exposure to the outside world.


Varimathras' hand enlarges slightly (Like Bowser's) as he stabs forwards with his oversized claws. His hand is not actually a hitbox, only the claws, so while the range is respectable it has a blind spot at point blank range. The move deals 5% and low knockback that kills at 200% with base knockback that's too high to combo into anything, though it is a decent spacer considering the speed of the move.

If Varimathras hits an enemy's back with this attack, he will get a few freeze frames as a satisfying slice sound effect is played and the enemy starts bleeding. This doubles the damage output of the move, as the foe will bleed for 5 seconds and take 1% per second while doing so. This version's hitbox does not have the higher base knockback, so it can combo at low percentages as an added bonus. Arguably the most important effect of the bleeding, any attacks that hit the bleeding source will cause Varimathras to lifesteal half of the damage with his vampiric nature. If the attack in question hits any other part of the foe's hurtbox first, this will not count, though if the attack both overlaps the bleeding area and another part of the foe's hurtbox simultaneously it will still register. This does stack with moves that already lifesteal. Backstabbing a foe that's already bleeding will just reset the duration.

Varimathras doesn't really have much in the way of gimmick moves to enable him to specifically aim at the foe's back rather than their front, more being nice when it does happen, and as simple as the regular version of the move is it still has its own uses. The primary thing in Varimathras' playstyle that flows into lots of backstabbing action is simply surrounding the foe with minions on either side to occupy them and make them turn their back to you more often/at predictable intervals. In tandem with Life Drain, you can punish the foe for doing several actions potentially - while playing Varimathras requires a lot of planning, if played well the foe will also have tons to keep track of.

Minions can lifesteal from bleeding foes just as well as Varimathras can. In the case of Imps, their only real purpose is to die so this isn't terribly useful. Imp Bosses can potentially shed more Imps with additional health, though, and Imp Mothers can use more HP to be batted around in the air by Varimathras before dropping on the foe with their crush move, or simply to last a long time when keeping a Sacrifical Pit open with their massive girth.

Used on minions, this enables you to leech health from them faster than any other method. The catch is that when the foe isn't the source of bleeding, they too can benefit from it, as -any- attack done on a bleeding character will heal the attacker. This makes it even more of a contest to fight over who gets to kill a minion if it wasn't already, but if you manage to get off Doom the foe will largely just have to suck it up.

The fact this move does half the damage in a status effect over time means that this move ironically will not actually cause minions to feel betrayed - Varimathras is such a skilled traitor that even with the most obvious betrayal in the book, he can still come across as a trustworthy ally.

Bleeding characters will be prioritized more heavily by Carrion Swarm, as if they had 25% more damage/25% less of their max health. With this move, Varimathras can Carrion Swarm home in on the foe even if he's 50% behind, and this move itself provides Varimathras with more opportunities to heal anyway.


A disruptive wave of purple energy spreads out from Varimathras' body as he waves his hands, dealing 4% and knockback that kills at 230% in another quick, weak move with base knockback too high to combo. The knockback is radial away from Varimathras, but will always send enemies upwards slightly in at least a 10 degree angle. As such, the move is more of a defensive one to get enemies out of your face than a spacer, though it's a very good one.

If the target has any sort of negative status effect on them, this will remove the status effect and boost the power of the move's knockback. Each second remaining on the status effect's duration will lower the KO percentage of this move by 4%. If the status effect lasted forever (which none of Varimathras' do), it will lower the KO percentage by 40%.

  • Doom: 8 seconds (32%)
  • Doom Guard - Cripple: 8 seconds (32%)
  • Fthrow - Power Overwhelming: 6 seconds (24%)
  • Bthrow - Implosion: 6 seconds (24%)
  • Dthrow - Sleep: 10 seconds (40%)
  • Usmash/Doom Guard - Rain of Fire (burning): 6 seconds (24%)
  • Ftilt - Backstab (bleeding): 5 seconds (20%)
  • Theoretical Total: 196% (Utilt kills at 34%)

With every status effect in Varimathras' set that counts for this applied and at max duration, this move would kill at 34%. Getting all of them on at once with max duration is literally impossible, though, and while the kill percentage can still get very low, it's very hard and has an extremely strict time table on it. What's more, if you've miscalculated and failed to kill with this, you've cured tons of status effects for next to no payoff.

Doom Guards have access to this attack, but it is their most rarely used attack - they will only use it in a scenario where it will kill the foe outright, never at any other time, so you don't have to worry about them getting rid of status effects you want to actually keep. The size of this hitbox scales with the size of the Doom Guard, so it makes foes have to avoid them heavily when they have lots of status effects and/or are at a high percentage. Doom Guards will largely need to help to get this up to acceptable levels to kill in the first place, seeing they have access to Cripple and Rain of Fire.

While this move's damage is terrible, any damage a status effect would've dealt over a set duration will instantly apply to the foe. This applies to Doom, Backstab bleeding, Rain of Fire burning, and Power Overwhelming's damage over time, making the move theoretically deal up to an extra 29%, though that damage would've been dealt to the foe eventually anyway if you hadn't bothered with this move.

Sleep has the longest duration of anything in Varimthras' set and is one of the best candidates if seriously trying to kill with this move. Power Overwhelming is the main reason Varimathras will use the move when it's not going to kill anyone, as it can turn the fthrow into a casual damage racking throw which does 15% for free if you can hit with the easily landed utilt. It is also very useful to Dispel Power Overwhelming on Minions, as this will save them from taking the final hit (Which effectivelly kills Doom Guards, Imps, and Blood Imps instantly) while enabling them to briefly enjoy the benefits of the power up.

While the move does have positives, it definitely is a pretty big elephant in the room that this will destroy a lot of status effects you don't want destroyed. As such, a lot of the time Varimathras will specifically want to avoid using this move, which can be a pain when it's such a good panic button. That said, the nature of this move gives Varimathras some extra defense when he has no status effects on the foe, enabling him to only use it to its full defensive power while he's still trying to get some form of set-up.


Varimathras turns to face the fore/background and extends out his arms to either side before proceeding to dig his claws into the ground and sweep them inwards. This deals 6% and knockback towards Varimathras that kills at 175%. Note that unless the foe is at a rather low percentage, this will send foes sliding past Varimathras to his other side and potentially well beyond. Essentially, this move will do knockback to knock foes to the other side of Varimathras, though at low percentages there are definitely combo possibilities. The main one is his grab, but this is a very good way to set up foes for a backstab if they're not currently facing you as well.

Your two heavy minions will always be sucked in towards Varimathras with this move rather than shot out to the sides, potentially enabling them to assist in your combo once you bring the foe to the middle. Under normal circumstances, it's rare you will have an Imp Mother or a Doom Guard when the foe is at a low percentage. This will mainly actually happen after you've killed the foe and they respawn, in which case you can put any Doom Guard that was on their respawn platform with them to good use.



Varimathras extends out all of his limbs as an aura of red energy extends out from his body. This move has excellent range around Varimathras, but is somewhat laggy, especially on the duration. The move deals 9% and radial knockback that kills at 165%, and can only be used defensively for the most part if the range is abused. While 9% to the foe is not especially worth it, this move will heal Varimathras of 4% for each target it hits. With lots of minions, this move can potentially outheal what you normally get from Life Drain, as it enables you to lifesteal from as many targets as you can fit in the move's hitbox. This move also does the magic number of 9%, as much damage as possible to do to your minions in one hit without making them betray you. Compared to your pummel, you can also better defend yourself during this move since you can actually hit the foe with the move's hitbox.


Varimathras generates five small black etheral skulls in front of him slightly smaller than Mario's head. Maybe they're the spirits of Imps he's previously betrayed? After forming, the middle skull will go straight forwards, the adjacent skulls to the middle will go outward at 22.5 degree angles, and the outer skulls will go out at 45 degree angles to make a large spread of the projectiles in front of Varimathras. The skulls will travel 1.4 platforms before vanishing, and travel at a rather fast rate at Mario's dashing speed.

Each skull deals 3% and knockback that kills at 165% in the direction the skull is going. They are all clustered together when first fired before they spread out as they travel at their unique angles, so it is possible to shotgun blast the projectiles at close range to hit with all of them for a very damaging attack. The hurtbox of Imps is unfortunately too small to be hit by all of them to be killed instantly, with only Mario sized characters and above being able to cover the whole distance.

Varimathras is in lag for the entire time that the Shadow Bolts are out. While the Shadow Bolts will not phase out of existence if Varimathras is interrupted from landing lag or something, it means he is not looking good if this misses. Aside from hitting with this in close range rewarding Varimathras with damage output, it will free Varimathras from lag if all of the projectiles vanish early due to hitting something, or simply by hitting the ground.

Even if it's not a minion Varimathras intends to kill, he'll want a minion behind any foe he's aiming for with this attack to try to get out of lag more quickly if possible. If a foe has Imps latched onto them, this will expand their effective hurtbox to make it more likely for all 5 to hit, especially in the event the foe is playing as a tiny character. Aside from that scenario, Varimathras will want a large minion behind the foe to ensure that their fat hurtbox will easily cover everything. If the minion in question was one Varimathras wanted to kill/damage anyway, all the better.

If you want this sort of context without any minions, shorthop this and use this as an anti-air while only attempting to hit the foe with the upper 3 or 4 projectiles, while the lower ones go into the ground. If the stage has platforms, you can get rid of the upper 2 by aiming them into the bottom of them as well, which would only really require you to hit with the one that goes straight forwards.


While his wings are much too weak to fly, Varimathras bothers to use them for an attack for once in this move. With a broad flap of his wings, he attempts to crush anybody who was standing behind him with said wings, dealing 9% and knockback at a 45 degree upward angle behind Varimathras that kills around 140%. This attack is a bit slow to start for the only average power it has, but during that starting lag Varimathras' wings are not a hurtbox as they are spread out into the background/foreground planes, gaining brief intangibility. If his wings are hit during the actual hitbox by another physical hitbox, the foe will still also get hit anyway due to the nature of aerial priority.

Considering the fact that Varimathras' wings make up over half his hurtbox, this is a pretty big deal, and enables him to "counter" moves that would have otherwise easily hit him, and it's only a couple of frames before their hitbox is removed after the move is input. This move can punish the foe for spacing "correctly" with their moves on a regular basis, and the mere threat of having it can make the foe play much more cautiously if you turn your back to them for whatever reason.

The move has a slight wind hitbox push on it much weaker than Mr Game. & Watch's up aerial, but sending foes horizontally behind Varimathras. It only pushes foes about a Mario width back, but a casual push like that is still extensive when Varimathras is making the back of his hitbox vanish. The hitbox is located behind Varimathras' wings, meaning if you get by the primary physical hitbox you will not be hit by the wind hitbox.

This attack is useful to bait and switch on foes who think they are going to hit both you and a minion, when in actuality they're only going to hit the minion since half your hurtbox is gone. If the foe doesn't directly take the bait, you can then push the minion at the foe a variable distance depending on which hitbox you hit them with. Hitting with the physical hitbox is useful to deal damage to the minion of course, but keep in mind that the wind hitbox won't interrupt the minion's attack and can be used to more directly launch the minion into the foe.


Varimathras spins around as a vortex of fire forms around his body in an animation much like Mach Tornado, slowing his descent during the move's duration. The move deals several hits of flinching that add up to 17% and tiny, tiny vertical knockback over the course of it. The move has horizontal suction on it, but no vertical suction, meaning foes will slowly get pushed out of the top of the vortex over the course of the move from the miniscule hits. While the vortex is wider on top and thus easier to hit foes with, this move is actually better to hit foes below Varimathras with because they will be more guaranteed to stay in the vortex for the move's complete duration. The move's final hit does knockback that kills at 110% in a rather impressive display of power, and contains 6% of the move's 17% damage.

This move is faster than it sounds, the issue is foes getting shot out of the top before the move is finished. The tiny vertical knockback from the first few hits is not actually set knockback either and will scale with the foe's percentage, so it is easier to keep them contained if you hit them higher up at a low percentage. Even at 120% or so, it's possible to keep a heavyweight contained if you scoop them up from the bottom at the start of the move, though that gives you a very specific range to be able to actually KO with this move. That said, it's still entirely possible to intentionally use up some of the move's duration before you actually scoop up the foe in this move's hitbox, though this would effectively be adding starting lag to the move which makes it become much more average and less appealing.

This is one of the primary ways to scoop up and drag an Imp Mother around with you before dropping her on somebody. Her massive weight means you can keep her inside the vortex for the maximum duration if you need to horizontally reposition her, then you can throw her out the top to make her crush the foe. Note that it is also entirely possible for Varimathras to release minions early if he wants by starting a fastfall, which is the primary quick method to actually drop an Imp Mother rather than waiting for the move to complete.

If you get an Imp Mother and a foe with this simultaneously, this won't ever combo into the foe getting crushed like with the portal uthrow, but provides an extra layer of defense. Imps are so light they will get shot out of this move very quickly, so this does not work as a good damage racking move on them.


Varimathras forms an Orb of Fire above his head, holding it in both hands, then throws it downwards below himself in a quick move. It is not immediately a hitbox when raised above his head, only once it is thrown. The projectile travels downwards at a speed slightly faster than Ganondorf's dash, but it vanishes out of existence after traveling the distance of Marth's height below where Varimathras first used the move. On contact, the Orb of Fire deals 10% and radial knockback that kills at 150%.

If the Orb of Fire hits something it can damage or the ground before it expires, it will split into two orbs half the size of the original. These two orbs will spread out horizontally from where the first one landed, one directly to the left and one to the right. These only have half the power of the original, but travel at double the speed of the original, and will go forwards double the distance of Marth's height from where the projectile separated. Unfortunately, these additional projectiles cannot damage whatever they hit that caused them to split in the first place, so if you hit a foe with the main projectile you will not just automatically hit them with the smaller ones the instant they're created.

The Orb of Fire can potentially split up to 3 times, dealing as little as 1.25%, but still an annoying flinch to foes. Every time the orb splits, the new orbs will travel in the opposite horizontal/vertical directions as they previously were. With lots of minions, this can make a significant amount of projectile clutter around the stage with one use of dair if you can map out just where all the orbs are going to actually go. In addition, whenever they split, only the most recent foe hit is immune to the pair of new orbs that are created.

The foe can only be hit up to twice by this move and the move gets very weak as it splits, but with enough minions clustered around the foe it's doubtful the foe will not get hit by something and take some hitstun for you to land a move on them with some actual reward involved. The amount of damage this can do to a crowd can also be seen as a good thing, what with how often Varimathras wants his minions to die. Imp latched onto the foe are particularly useful, as if it hits them the foe will be vulnerable to the two orbs that split from it, which will be spawning inside of their hurtbox.


Varimathras attempts to play dead for a counter hitbox on his Final Smash. If you were expecting a regular one, then you are just too simple minded to appreciate Varimathras' brilliant plan.

If the counter connects, Varimathras will pretend to have been horribly injured by the foe's attack (He will have taken no damage) and say "Spare my life, I beg you! I can be of service, I swear it!" The foe will for some reason agree because Varimathras is apparently very trustworthy, and can make even the most racist and intolerant of people agree with him.

This will cause the foe to ally Varimathras for 10 seconds. Varimathras only verbally agrees, though, as all of his hitboxes are perfectly capable of hitting the foe. If he hits the foe with so much as one hitbox, they will be smart enough to unally him immediately. Varimathras' minions will not actively attempt to attack the foe, but they are included in this contract unless they're unallied to Varimathras, so if a minion hits them the peace treaty is broken.

Varimathras can obviously be very picky with what he hits the foe with, given he has 10 seconds to try to hit the foe with some kind of powerful move. The primary thing to do is just to spam set-up for 10 seconds for your great future partnership with the foe, but the fact that minions attack as they come out of the portal is actually a bad thing here, as if the foe manages to get hit by the attack they will unally Varimathras.

If Varimathras currently has multiple opponents in a FFA setting, then anybody who agrees to ally Varimathras will do so for a whopping 30 seconds. Varimathras will truly ally with the foe in this case, with his hitboxes being unable to hurt that foe. This directly forces FFA politics, and forces foes to team up with you to kill the unlucky person who's not in the alliance. If the foe who has allied you becomes the only remaining foe before the Final Smash is over, it will end early.

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Smash Champion
Jun 30, 2012
No one is quite sure what Hood Sickle is. Some have speculated that he's a type of Grim Reaper in Skylands, while others presume he is the embodiment of fear itself. Whatever he truly is, there is one well known fact about this hooded monster - He loves to scare people.

And when you're armed with a massive war scythe and teleportation powers, how can you not go around scaring people? Hood Sickle mostly sees it as a job, taking it very seriously. His serious attitude and general frightening visage caused many throughout Skylands to label him as a villain, even the Trap Masters, who later imprisoned him in Cloudcracker Prison.

Master Eon, however, could see there was more to Hood Sickle than just his threatening appearance, and in a move every called him crazy for, decided to talk with the executioner creature. After some negotiation, the two struck a deal; Hood Sickle would be freed from prison, but must teach new Sylanders at the academy in return.

He agreed, and now teaches Sentinel class Skylanders. No students slack off in his class, or else.​

"My skills are clearly on the cutting edge!"

Size - 10
Weight - 10
Jump - 4
Ground Speed - 2
Aerial Movement - 4
As a note, like Bowser in Smash 4, Hood Sickle has armor that prevents him from flinching against weaker attacks, like Megaman's pellets, or Fox's lasers.

Side Special - Dark Dislocation


Hood Sickle steps forward, and disappears into a puff of dark smoke, before reappearing 2/3rds of a Battlefield platform forward in another puff of smoke. The difference now is that Hood Sickle has a small, dark orb floating around him. The orb circles Hood Sickle when he stands still, and trails behind him as he moves.

Hood Sickle can have 4 of these orbs active at once, and they have no time limit on them before they vanish or some nonsense, they're here until Hood Sickle lets out an attack. They orbs grant Hood Sickle a 1.25x boost to attack speed, and a 1.10x boost power, but only during attacks. Hood Sickle remains as slow as normal during his normal animations. Certain attacks have special effects when an orb is used with them. Grabs are also not affected by them.

Using an attack with an orb out will cause the orb to fly into his war scythe, causing both ends to glow a light green during the animation. After the attack is finished, the glow will disappear, signalling that the orb has been used.
The teleport dash itself is relatively quick, taking only a few frames for the vanish, and the reappearance. Of course, its short distance can wind up being a problem, and there is a bit of lag before you can use it again, but Hood Sickle can make the most of it.

The dash itself also manages to be a hitbox, but only when Hood Sickle reappears in the puff of smoke It has virtually no knockback, and only causes 5% damage, making it Hood Sickle's weakest attack, but it isn't exactly meant to be used as an attack in the long run.​

Neutral Special - Scythesplosion

"Your time is up."
Hood Sickle pulls his scythe back, and then jabs it forward, in a very laggy animation. Normally, this would result in a rather weak move, causing 8% damage with only a light push for knockback, but with the addition of the dark orbs, this becomes one of Hood Sickle's premier KO moves.

As mentioned, each dark orb gives a boost to attacks, but this is one of the few with a special interaction. Using the attack will create a large explosion from the end of the scythe. Its strength and damage depending on how many dark orbs you have out. With one, it can cause 12% damage with average knockback, while with four it can deal 30% damage, with high knockback that can KO at 100%.

However, this attack does not gain a speed boost, meaning it has the exact same horribly laggy speed as the normal version. It also uses up all of the dark orbs you have in reserve as well, meaning you'll have to get more of them.
Luckily, it does have rather decent range, due to the length of the war scythe. It reaches about as far as a fully charged Laser Sword. Scythesplosion should be used cautiously, and only at the exact right moment, or else you'll wind up on death row.​

Down Special - Gravity Well
"Feel the shadows."

Hood Sickle points towards the ground in front of him, causing a vortex of dark energy to appear 1.5 SBB away from him. The vortex only takes up one Battlefield platform in size, and has a rather weak suction effect that only activates when an opponent is 2 Battlefield platforms away from it. The vortex stays on stage for around 7 seconds, and Hood Sickle can have only 1 of them on stage at a time.

The suction effect is weak enough for opponents to be able to just run away from, but strong enough to pull while not moving, or during a jump. It is strong enough to pull during a full run on mid-to-slower speed characters, however. If the opponent gets sucked into the vortex completely, they will begin taking 2% damage ever third of a second, but again, they can easily escape by just... moving away from it.

So, what is the point of the gravity well? Well, the well, when well thought out, can be used as a distraction for the opponent as Hood Sickle closes in on them. This can be especially effective when a dark orb is used, as it will give the gravity well a stronger suction, making it harder for opponents to escape, even the faster ones.

Oh yeah, forgot to mention, if you dash through a dark vortex/Gravity Well, the length of the dash will improve dramatically, boosting the short distance to around 1.5 SBB. But this will only activate when you dash through a Gravity Well specifically.

It's best to usually have a gravity well out near the start of matches, as they can easily help dole out some early damages.​

Up Special - Death From Above
"Heads up!"
Hood Sickle leaps high into the air, around 4.5 SBB, holding his scythe out, and then quickly crashes down in an arcing motion. The crash causes a small shockwave around Hood Sickle, which is less a dislocated hitbox, and more an actual wave of dark energy that surrounds him, giving the attack, which already has decent melee range due to how large Hood Sickle is, even more range.

The slam is incredibly powerful, being able to deal upwards of 18% damage, and even more with the help of a dark orb, but the attack is also incredibly obvious, and punishable. Once Hood Sickle reaches his apex, he'll stall in the air a bit before the slam activates, and there's also a hefty amount of lag after the slam as well. This can be rectified a bit with a dark orb, which lowers the lag of both of those by a small amount, but a miss can still be a risk.

There's also the fact that if you miss a platform with the attack while trying to recover, you'll fly off into the abyss, but I feel like that's obvious at this point.

So yeah, this is mainly a way to make up for Hood Sickle's really just plain awful jumps. If want to try, it can be used as a really powerful, flashy finisher, but there are tons of risks that come with that.

Jab - Dark Scythe Combo

"The slice is nice!"

Hood Sickle performs a three hit combo with his scythe, pretty standard stuff for a jab. The first hit is a simple sweep that deals 5% damage, the second is another sweep, this time in the opposite direction from the first, and deals 5% damage. The final hit is an overhead slam with the scythe, which deals 5% damage. So yes, this jab totals in at 15% damage. Told you Hood Sickle was powerful. And yes, that does mean he does 20% damage with the help of a dark orb.

Of course, there has to be some downside, right? Indeed, the attack is incredibly slow, perhaps the slowest in the entire game. The lag at the start of the move alone is enough telegraphing for an opponent to get out of the way.

If it sounds useless, it really isn't, trust me. The range and damage of the attack more than makes up for its slow speed, especially when you pull off Hood Sickle's gameplan appropriately, and lock the opponent in a corner.​

Forward Tilt - Dark Stinger
"Cutting through."
Hood Sickle lets go of the scythe with one of his hands, and then swings it forward, the back side of it reaching out for the hitbox. Like most of Hood Sickle's attacks, this has a good range to it due to the scythe's massive size. It also has relatively decent knockback, and deals 10% damage. It actually has very minimal knockback, actively keeping opponents in place despite its high damage.

Dark Stinger is mostly advised to be used when an opponent is just close enough to use it, as it has very minimal start and ending lag, and can be used to catch up with them.​

Up Tilt - Scythe Trick
"Darkness rises."
Hood Sickle tosses his scythe into the air, where it spins around with the assistance of dark energies. It spins around for a rather long time before falling back into Hood Sickle's hands. The scythe can easily deal out 5 hits of 2% damage if used right, especially since the actual upwards toss counts as a hitbox.

It also has rather decent knockback if it manages to get most of the hits in, and can be used as a rather late KO move if you want to play a bit risky. The attack's main use is to prevent aerial attacks, as it has a rather quick startup, even with some ending lag. Hood Sickle, being a slow, big guy, is in need of some ground-to-air defense.​

Down Tilt - Darkness Sweeping

"You aren't cut out for this!"
Hood Sickle lowers the front end of his scythe to the ground, and then spins it around in a surprisingly laggy animation. The spin covers all around Hood Sickle, but again, its rather slow, especially for one of these attacks. Again, this can be helped with a dark orb, but even then, it's still very slow.

It is powerful though, causing 7% damage with good knockback, and of course, the range on it is good. The attack can be used as a safer KO move, and ultimately as a decent sweeping move to clear out surrounding opponents.​

Dash Attack - Scythenado
"I'm a cut above!"
During his rather slow dash, Hood Sickle sticks out his scythe, holding it close to the other blade. The spin adds a small suction effect, not as strong as the vortexes, but noticeable. It has a massive range to it, and can easily cause 3-5 hits from the start of the animation, each of them dealing 3% damage. The end of the attack also has high knockback, but it suffers from really bad end lag.

While the dash does give Hood Sickle a small boost in distance and speed, but not a substantial amount, which is kind of made up by the massive range. As a note, the dark orb only increases the speed of the spin itself, and not the speed of the dash, which gives it a few more chances to hit.

This is Hood Sickle's defacto chase move, one of the best in his arsenal due to its mobility, and only dropped due to its still rather bad speed, and the ending lag.​

Forward Smash - Shadow Smash

"I reap what I sow!"
Hood Sickle raises his scythe above his head, and then slams it down into the ground. It's a rather heavy hitter, as you might be able to tell from the rest of the set, and causes 15% damage at lowest charge, to 22% damage at full charge. It's one of Hood Sickle's go to KO moves, due to its power and decent range.

A second use of the attack can become apparent when used with a dark orb, which will cause the attack to create a wave of shadow energy that travels across the ground. As a projectile, it sucks, moving slow and only travelling about 2.0 SBB, but it can deal an extra 7% damage, and has a bit of a pop when it hits, allowing Hood Sickle an opportunity to move in.​

Up Smash - Double Slash
"A real cut up!"

Hood Sickle slices upwards once, and then again, this time slashing to the opposite direction. The first slash doesn't cause any knockback, while the second one does. Unfortunately, there's a bit of lag between both slices, which could potentially give opponents a means to escape, but it's very unlikely. It also can cause upwards of 18% damage at lowest charge, and 23% damage at full charge.

Along with the damage, it has incredible knockback, making this Hood Sickle's main KO move. That isn't a throw, anyway. It has decent range, and the only real downside is how laggy the move is in every way.

Down Smash - Gravity Well Detonation
"Pulled the hood over your eyes!"

Hood Sickle turns to face the screen, and slams the head of his scythe into the ground, creating a burst of dark energy around him. The dark burst acts as a rather weak hitbox, but also as the only hitbox in the attack, dealing a rather okay 12% damage at lowest charge, and 18% damage at highest charge.

It also has very, very little range to it, barely reaching from Hood Sickle's still rather large body. The knockback is also rather pitiful, only causing what amounts to a slight bump. Overall, compared to the other Smashes, it's... very underwhelming.

That's where the secondary effect comes in. See, the attack is one of Hood Sickle's fastest, in fact, it's so fast that the dark orb's speed boost doesn't actually effect it. This plays into the secondary ability, where as soon as the dark energy pulses, all of the gravity wells on the stage will explode.

The explosions are rather large, cause 15% damage, have high knockback, and still keep the suction effect, making them ridiculously powerful. This is THE tool for Hood Sickle's gameplan. The explosions can knock opponents directly into one of Hood Sickle's attacks, which can easily help to the eventual KO.

Neutral Aerial - Crescent Slice

"Cut from above!"

Hood Sickle swings his scythe downwards in a crescent shape. This actually functions as a hitbox all around Hood Sickle, due to the blades on both sides of the scythe. It gives it a rather decent range as well, as per most of Hood Sickle's attacks. If the opponent gets hit by the slash going downwards, there will actually be a meteor smash effect to it. The attack has decent knockback, and causes 10% damage.

Forward Aerial - Sickle Slicer
"Cut it out."

Hood Sickle performs a complete 360 degree spinning slice, with a good amount of starting lag to it. The attack is slow, but extremely powerful, having great knockback, as well as causing 12% damage. The lag is incredibly bad, though, as the hitbox won't even activate if you do a single jump and use it. That kind of slow. But even with the extreme slowness, it can be useful if timed right.

Up Aerial - Into Darkness
"In the end, there is only darkness."

Hood Sickle thrusts his scythe upwards, where it creates a large explosion of dark energy. The attack is relatively fast, but has some bad ending lag. It does have good upwards knockback and causes 11% damage, but aerial combat, as you might be able to tell by this point, isn't exactly Hood Sickle's priority. The attack does have good upwards reach, though, and can be shorthopped, making it the best choice for an anti-air aerial.

Back Aerial - Scythe Spin
"Cutting in!"

Hood Sickle gradually turns around, and unleashes a heavy swing with his scythe. The attack has relatively good range, great knockback, causes 14% damage, and of course has absolutely awful starting lag. This would be one of Hood Sickle's best aerials without it however, and the dark orbs can definitely help with that, but on its own it becomes a very tough move to actually pull off well.

Down Aerial - Death's Landing
"Say your prayers."

Like you didn't see this one coming. Hood Sickle raises his scythe above his head, and then quickly brings it down in a drop slam. The drop, of course, has a meteor smash effect, and causes 13% damage. If the scythe hits the ground, it will create a burst of dark energy that covers Hood's entire model, and a bit farther than it as well, which is actually a separate hitbox that causes very minimal knockback, and 8% damage. It also causes a very, very brief stun effect, which lasts long enough for Hood Sickle to go through the ending animation.

Grab Game
Grab & Pummel - Death's Grasp

"Your time is up."

Hood Sickle reaches forward, with a single hand. The only range of this grab comes from, of course, Hood Sickle's size. When the grab hits, Hood Sickle lifts the opponent up by their head. The pummel has Hood Sickle shock the opponent with dark energy, causing 4% damage. Due to this higher damage, it's a lot slower than most pummels.

Forward Throw - Reaper's Bat
"Soul shiver."

Hood Sickle throws the opponent upwards, and then swings the dull end of his scythe at them as they come down, causing 9% damage and launching them off. As you'll find, all of Hood Sickle's throws are good KO options, as they all have high knockback and damage output.

Up Throw - Darkness Inside
"Feel the power of the dark."

Hood Sickle tosses the opponent upwards, and then points his hand at them, quickly clasping it. An explosion of dark energies then envelops the opponent, launching them off upwards, and causing 12% damage.

Back Throw - From What Remains
"You're finished."

Hood Sickle lets out a laugh, and then tosses the opponent behind him, knocking them off with the back of his scythe. This knocks them away with good knockback, as stated above, and causing 10% damage.

Down Throw - Eat the Boot
"I'm hood to go!"

Hood Sickle slams the opponent into his ground, and then raises his foot, and crushes them with his boot a 3 times. He finishes by kicking the opponent away. Each hit causes 3% damage, resulting in 15% damage. This is arguably the best of Hood Sickle's throws, due to high damage and knockback.

Final Smash
Scythe Scycle

"May the void have mercy on you!"

Hood Sickle extends his scythe outwards, and begins spinning around. He turns into what basically amounts to a dark tornado as dark energy surrounds him. During this time, he moves at 3x his normal speed, and his scythe's range is even increased massively. He shoots three dark orbs, actually damaging ones, every half a second. They cause 10% damage, and fly off in an upward diagonal angle.

The scythe is of course also a hitbox, with a suction effect, which can also basically trap opponents in it if it sucks them in all the way. It is a constantly hitting hitbox that causes 4% with each hit, which can get to ridiculous, basically-an-instant-KO deals. The attack only lasts 7 seconds, but a lot of damage can be done in that time.

"Darkness consumes all."


Entrance - Hood Sickle appears in a burst of black energy, looking down at his scythe on the ground. It lifts up into his hand as he looks up, and says his catchphrase.

Boxing Ring Title - The Reaper's Apprentice

Up Taunt - Hood Sickle lifts his scythe up and down a few times like a weight.
Side Taunt - Hood Sickle holds his scythe in one hand, and places it against the ground. He then holds out his other hand, which a small ghost appears it. He then crushes it, and says "You don't have a chance."
Down Taunt - Hood Sickle lets out a bit of a roar and raises his arms, as he's surrounded by dark energy.

Victory Pose A - Hood Sickle teleports around the screen, and then appears directly in your face during the freeze frame, where he says "Peekaboo." It then zooms out as he slams his scythe against the ground.
Victory Pose B - Hood Sickle stands still until he catches sight of the camera. He throws his scythe just as the freeze frame hits, which then hits the camera and causes it to fall, Hood Sickle laughing.
Victory Pose C - Instead of waiting for the camera, Hood Sickle nearly instantly knocking it to the ground, which he places his foot against during the freeze frame. He finishes by saying "Any last words?" to it.
Losing Pose - Hood Sickle does a simple clap with his massive gloved hands... but every so often he pulls his finger across his neck.

1 - The Hood Old Classic
- Hood Sickle's standard colors.
2 - Face of Death - Hood Sickle's outfit, aside from his hood, turns shades of browns, greens and reds, while he gains a blue skull mark on his hood.
3 - Lobbin' Hood - Hood Sickle's outfit turns shades of dark greens, while his hood turns brown.
4 - Death's Hand-Me-Downs - Hood Sickle's outfit becomes mostly black, with white and grey highlights.
5 - Un-un-undead - Hood Sickle's black parts turn a dull grey, while his arms and legs turn a darker grey.
6 - Death Dream - Hood Sickle's outfit turns baby blue, his hood turning red, and his arms and legs turning pinkish-purple.
7 - Lessons from the Dead - Hood Sickle's outfit turns shades of black and dark grey, with gold highlights.
8 - Dark, Like My Soul - Hood Sickle's outfit turns shades of light and dark purple.

Death Approaches

Hood Sickle is an unstoppable force for the most part, as he is a being representing death and fear. Of course, much like death itself, Hood Sickle approaches slowly, and while you can avoid him easily, it's tough to evade him forever due to all of his ways to get in close. Most of these, like the Gravity Wells, act as a way to pull opponents in for a heavy attack, while moves like Dark Dislocation can be used by themselves to get a lead in.

Of course, another problem with this comes down to Smash's very core, that being the concept of knockback, which keeps opponents away from the reaper. With this, Hood Sickle will need to land a massive hit in before resuming the chase, and he definitely has enough in his arsenal to deal massive hits on a regular basis, especially when you include the dark orbs.

In fact, he might be one of the strongest non-boss characters (At least, I'm assuming). His strength and slow speed are only rivaled by Ganondorf in the actual game, which isn't amazing, but again, Hood Sickle has far more than Ganon does in order to manipulate opponents.

Hood Sickle requires a smart play, despite his heavyweight appearance. A pure brute force strategy is entirely viable, but much less when you get down to the core of the set.

Happy Halloween!
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Smash Daddy

Smash Master
Apr 29, 2007
K Rool Avenue

Jecht is a major character in Final Fantasy X, at times a protagonist and others a humongous world-destroying whale, this set will focus on the human side of Jecht. In relation to FFX, he's the missing father of main character Tidus and his story is told gradually through flashbacks and from those who knew him in the past. Jecht ruined Tidus' childhood by disappearing and before that bullying his son because he was an alcoholic and egomaniac. He was a wildly successful blitzball player, a sport played in a giant floating water sphere, this made him incredibly famous in Zanarkand but most of his relation to the game's story comes when he accidentally ends up in the whole different world of Spira.

Jecht's story truly begins when he goes out to sea and encounters the monster Sin, this causes him to be transported to the world of Spira. This is 10 years and 3 months ago from the events of FFX. After a few unfortunate events that landed him in jail, Jecht was approached by High Summoner Braska, currently on a pilgrimage to destroy Sin. Braska takes pity on Jecht and humbly requests that he work for him as a Guardian. Jecht takes up this role of bodyguard to get out of jail and because there's nothing else for him in Spira and thinks this huge journey may lead him back to Zanarkand to live the high life again. Auron is against Jecht joining the group from the beginning and until much later on has a strong hated of Jecht because of his incompetence and alcoholism.

Tidus would later embark on the very same pilgrimage 10 years and 3 months later and at first can't stop telling everyone about his hatred for his abandoning father Jecht, who is somehow just as famous in Spira as he was at home. Tidus does eventually come to learn that his father was actually a good man who loved his son and made the ultimate sacrifice for the good of Spira. It wasn't just the fame and fortune of Zanarkand he missed, but also his family. The father and son do get a moment of reconciliation, and at the end of the game share a friendly high five before passing on with Auron to the next life. Jecht's set in Dissidia, a spin-off Final Fantasy fighting game, is largely derived from his final boss fight in FFX. Practically all his attacks are heavy hitting charge moves, typecasting him as a heavyweight bruiser, and he has many powerful rushdown combos as special attacks that make use of his massive sword.

Jecht is the same size as Marth, though a little taller and the same weight as Cloud. Jecht's movement speed on the ground is also the same as Cloud, an athletic walk and run. This is nothing compared to Jecht's air speed that challenges Yoshi for the top spot because of his experience playing a sport suspended in midair. Jecht's fall speed is very high, as presumably they never taught him how to fall when he's used to floating in midair, among the highest in the game. Again due to Jecht's chosen sport, his jumps and traction are excellent, his first jump greater than Falco's in height and his second jump isn't bad either, comparable to one of Snake's 'clunky' looking jumps. Jecht overall has great statistics, only let down by high falling speed that makes his tall frame vulnerable to combos and he's piled on some pounds over the years, his weight not helping him in that respect.

Jecht has one special quality to his movement that comes whenever he touches a non-hitbox body of water. Jecht will never drown in water and on top of that, has an actual swimming animation. This isn't the dorky breaststroke every NPC has in FFX but a cool free style that shows off Jecht's experience in the pool. It lets Jecht retain his amazing aerial movement in water and lets him refresh his jumps and recovery whenever he enters water to boot! At any time he can jump out of the water with his amazing jumps, which can now be DI'd effectively due to the lowered gravity so he can weave around the water as easily as if he became a giant whale. On top of this, Jecht can use any of his aerials or specials in the water. Of course all this means for now is that Jecht is a hell of a match up on Delfino Plaza and Pirate Ship, but he also has some ways to create his own water that we'll get to later in the set. Jecht is always carrying around the massive sword in his art, comparable in size to Shulk's Monado.

Neutral Special: Blitzball

Jecht near laglessly takes out a blitzball, roughly the size of a football. He then tosses it forward! This all takes about the same time to do as Link shooting an arrow. The blitzball thrown can be charged up like a smash and will travel from two battlefield platforms up to Final Destination's width in distance if it doesn't hit anything before stopping and doing a turnaround before heading back in Jecht's direction. At all times other than when it's turning around, the blitzball is an active hitbox that deals 5-10% damage and knockback that can KO at 185-180%, surprisingly powerful for a ball! The blitzball will deal the same damage and knockback on the return path as well, making it doubly dangerous as a combo tool as well as it can hit the foe into Jecht's attacks, when it's first thrown it instead acts as a zoning tool, giving it quite a bit of use just form the throw.

Jecht can alter the ball's trajectory similarly to how Pit's arrows work. As Jecht goes to throw, the blitzball can be angled up or down to give it a curve, which can vary from slight to severe, and this affects the blitzball's path when it comes time for it to return to Jecht. An overhead ball may hit the foe into the ground for a stage spike or rebound them into the air, or hit them from below to pop them up and away or towards Jecht, whose able body can move around the returning blitzball to get any desired effect. A blitzball can get stuck on its way, such as if it hits a foe while returning to Jecht or hits a wall on the way back and dissipates as fast as an item does when it sits doing nothing for a while. A foe can attack the blitzball out of the air, taking knockback like Jigglypuff at 50%, but it will never damage Jecht and so long as it's in motion, it won't dissipate. Jecht can also always create a new one fairly quickly so it's best for the foe to not feed the beast and hit the blitzball out of play.

When the ball returns to Jecht he'll quickly catch it like any good blitzball player would and it dissipates, basically giving Jecht a tiny bit of lag instead of doing any damage. Jecht can press neutral special during this lag to very quickly throw the blitzball at the same speed he received it in the opposite direction, foregoing the usual charge and start up time! So foes really don't want to launch the blitzball back at Jecht if he has remotely good reaction time. Jecht can hit blitzball already on the stage with newer blitzballs and this works as you'd expect, knocking the other blitzball as if it was a football in the opposite direction and cancelling the knockback of the thrown blitzball. This has a surprising effect, the blitzball that was knocked away will turn around and home back in on Jecht as if he threw it! This can lead to all types of mix ups. As a side note, Jecht can dodge or roll to cover the lag of catching the blitzball, working into his animations naturally and letting him avoid any punishment at all by the foe, but is obviously very telegraphed.

Up Special: Jecht Shot

Jecht leaps into the air in a fairly quick animation that gets him three Ganondorfs up, but gives no ledge grab protection making it easy to gimp. The foe will be swept up in front of Jecht if they’re hit and dealt 6% damage. At this point Jecht can press the input again to punch any foe forward with very little lag, but can then press the input again to do another punch and then a final laggy spin and kick that deal 4%, 4% and 12% respectively, the last hit being massively powerful but taking a huge amount of time to come out. This requires that Jecht hit the foe repeatedly into a wall or has the blitzball to hit the foe back into him at the precise timing and spacing required of the move, and he can skip right to the laggy spin and kick by holding the input rather than pressing it. Jecht will fall after rising at a slightly reduced fall speed while he kicks and punches, but after the final hit will enter a free fall until he hits the ground or grabs the ledge. He won’t enter free fall just from the initial leap however, but is still limited to one use per air trip.

The blitzball will be pulled up alongside Jecht at the start of the move if it’s nearby and launched into the area to be kicked around by him. The punches will send it forward at its normal speed, but if it comes back or sticks around for the kick, it will be launched at its max speed and damage at a downward angle. The ball can even rebound off of foes directly in front of Jecht to be hit back at him to do the following one or two hits. A foe has to DI up or downwards to avoid being caught in the combo, and if they’re too close, will inevitably end up getting hit by all of it due to histun. The final hit is largely too laggy to always combo into unless the foe is at low percents or excessively close, but is useful for its 45 degree angle knockback. This will almost always cause the blitzball to rebound on stage to hit from below against the foe, or hit off the side of the stage to go in the opposite direction to help gimp foes behind Jecht off stage. This all takes a good while, but not too long if Jecht already has the blitzball in range at the start of the move.

Jecht will turn upside down in midair if no input is pressed after the initial leap and over the course of 15 frames will turn completely the other way around by the end. This can be interrupted and will end if he hits any solid ground or the ledge. In the air while he is turned upside down, Jecht gains access to his entire set still, including his second, third and fourth hit of the up special just upside down. Usually these moves will deal semi-spike forward knockback for the two punches, and a downward spike at a 45 degree angle, but this will be flipped while upside down to instead send the foe upwards at a 45 degree angle with the kick, the punches remaining unchanged. In this way, all hitboxes are flipped upside down, having their knockback flipped to be the reverse of its original angle. Jecht will stop being upside down once he reaches the ground or uses up special again, but is free to use the whole rest of his set from this stance to fight the foe upside down. He will still fall the same speed so he doesn’t have long to use this just yet.

Side Special: Waterga

Jecht puts out a hand and holds that arm with his free hand, channelling a huge orb of water in the air in front of him, growing from the size of Kirby to the size of Bowser over the course of a smash charge, then lets it go! The water orb will travel forward at the pace of Mario’s walk and lasts for 10-14 seconds, dealing no damage, but not being able to be destroyed either. This can be angled up to make it not move at all, or down to make it go in reverse, moving backwards and immediately enveloping Jecht as it comes into existence.

The orb can be swum in midair by any characters, and uses entirely different mechanics from in Brawl or Smash 4 where water immediately causes a character to start drowning. So much for that unique movement mechanic! There is one thing that doesn’t change and it’s a fairly big deal, any character who swims in it for too long who isn’t Jecht, or the Jecht who made the Waterga ball, will drown in it after swimming for too long without coming out for breaths and will lose a stock, at the normal rate it takes to drown in Smash 4. This is a fairly long time, but should be taken into account as Jecht can create a new Waterga whenever he wants and has no limit on how many he has out. The foe does have plenty of ways to counter this however, as the timer for drowning will stop going down once they leave the water for any reason or are at the surface.

In the Waterga, any character can use all their aerials and specials as if they’re in te air, but they are played at 2/3rds speed, gravity is reduced to only 40% their normal statistic. Any foe who enters the water or is hit in it will take only 2/3rds of the knockback from the attacks. This goes for any projectiles such as Jecht’s blitzball too, delaying it until it leaves the sphere. This may take longer or shorter a time depending on if it’s travelling in the same direction as the Waterga or not. The slowed fall speed greatly helps Jecht who can use his infinite jumps in bodies of water to keep afloat and any character in the Waterga is pulled forward by it naturally anyway, so he can attack the foe from the Waterga without having to worry too much. Jecht can only create one Waterga per air trip as well to keep it from getting too silly with the stalling and a Waterga off stage only lasts for a few seconds before it bursts into a bunch of water and dissipates. The water naturally has other effects, such as weakening fire attacks to 0.75x power, electric attacks pass through all of the water at once and wind hitboxes now have a bubble aesthetic.

Water based moves will now deal 1.5x the damage and knockback when used in water and take on more of a “current” aesthetic due to being already inside a body of water. The Waterga will not just dissipate into nothing, as it travels or stands in place it will drip water onto the stage, creating a puddle half as wide as the Waterga on the floor. The puddle will reduce traction of all character who stand on it to half and lasts for 1 full second after they leave the puddle too, and this mostly just helps Jecht further due to his great run speed on the ground, and of course if he runs forward and up specials into his Waterga, he can go upside down with much delayed falling to do whatever too, he has a great number of options. At the end of the Waterga’s duration on or off stage, it will explode and send a torrent of water down that has the same pushing effect as the FLUDD, at medium charge. This can be used to gimp off stage but will also affect anyone still inside of it in case the drowning wasn’t enough to seal their fate, acting as a great gimp move for Jecht if he can trap the foe in the Waterga just as it starts to die. This can be avoided by jumping out of the Waterga first, but is risky as the foe’s recovery is not given back by being in the Waterga, as it deals no damage.

When the Waterga sphere hits a solid wall or object, or a hitbox, it will cause part of it to be splashed off and lose an appropriate amount of mass. When it just travels into a wall, it will leave it dripping wet and slippery for 6 seconds, and as long as it travels into the wall will keep refreshing the duration until it’s all hit against the surface. The same goes for any attacks dealt in water, as long as the attack isn’t entirely within the water with its hitbox, any parts that hit out of it will carry some water along with it, adding a slippery effect to the move and dripping water everywhere below it. The slippery effect will cause water to come off the attack in the angle it was performed as an extra hitbox that deals 0.2x the damage and knockback what the original hitbox did. This isn’t a particularly long range, but does make every attack disjointed, comparable to Marth and allows for some combos that otherwise wouldn’t be possible due to the lower damage and knockback. Jecht will keep this effect for 5 seconds after he leaves Waterga too, so he can keep up his aggression.

Down Special: Ultimate Jecht Shot

Jecht raises his arms up as a meteor appears out of a portal a Ganondorf away and 45 degrees up from Jecht, shooting towards him and taking into account his natural fall speed if in the air to land on his arms. The meteorite is the size of a crate and will deal 12% damage and high knockback to KO at 135% 45 degrees down and towards Jecht, the opposite of the direction it travels in, exploding into smaller debris and dissipating once it hits anything. It goes at a quick pace of Fox’s dash speed, but the act of summoning it is not fast, taking 15 frames for the meteorite to become an active hitbox that far away from Jecht.

The meteorite will be grabbed by Jecht if it makes it to him and he will effortlessly hold it up in his hands for a brief moment before tossing it forward, up or 45 degrees up and forward in a diagonal. The boulder-shaped meteorite will travel two platform in the airs before giving in to gravity and plummetting towards the ground, it deals 14% and high knockback that will KO at 120%. The act of throwing the meteorite is also slow, it will take a full second after starting the move to throw it in the chosen angled direction, but after that has fairly minimal ending lag. When the meteorite breaks into debris, it creates a hitbox like Charizard’s Rock Smash that deals 5% and light knockback in a small area. The main hitbox and debris will break an opponent’s shield if all hits connect at close range.

Jecht's speed will allow him to catch up to the meteor, as though it travels at a faster dash speed than his, it travels at a diagonal so only goes at 0.7x Fox's dash speed horizontally, let alone his incredibly good air speed. The meteor can be stood on by Jecht like a platform though the foe can destroy it with an attack dealing 20% or more, or depleting its 30HP. This is largely not viable without considerable risk to themselves especially if they don't have lots of projectiles or disjointed hitboxes. At this point, the meteor will still break into debris as well to create another hitbox. The meteorite can be used to refresh Jecht's jumps but as it travels down is largely suicidal when facing towards the stage, leaving him very open to gimps unless he's too far off stage to hit and will take him further down forcing him to recover under the stage using his easily gimped up special.

The meteorite can miss Jecht if he's hit out of the stance by an opponent or he cancels the move by pressing the shield button, he can roll, dodge or shield out of the way like many storable neutral specials. The meteor will continue on its path for a total of 3 battlefield platforms before it breaks up naturally or when it breaks on anything solid. Jecht has to wait for the meteor to be destroyed or go through an extra 10 frames of start lag as the meteor goes through a portal back to where Jecht currently is, so when off stage this is fairly risky as when it misses, the move becomes extremely slow.

Jecht can use the move when he's upside down to instead summon the meteor from below and behind him, reversing its angle but maintaining all other properties, letting him use it against opponents nearer the ground and then becoming an anti-air rather than a gimp or meteor smash hitbox. This can be used to recover if Jecht can land on the meteorite, but given his high fall speed is very difficult, though is consistent. This will work far better as a recovery and can be used to recover easily but the foe only has to watch for him to go through the animation while upside down to know when to seriously gimp him, as he has to invest his up special first. This will further off stage just let him create a water sphere to get further to the stage and get back jumps yet again. During this time, it's obviously a good idea to send a pay load of blitzballs at the stage.

The meteor can be caught up in a Water Sphere and will be slowed down to a halt, not dissipating until it's released at the end of the water's lifespan. Being on the meteor won't refresh the use of the Water Sphere in midair and the meteor itself counts as a fire attack within the Water Sphere. The meteor remains solid within the water and can be stood on to let characters inside use their ground set in the air, but can still be depleted. The meteor breaking will still create the same hitbox, but otherwise remains stationary and harmless. At the end of the Water Sphere's duration, it will shoot down the meteor along with anything else inside of it, turning it back into a hitbox that deals 12% and downwards spiking knockback, refreshing its max distance to three platforms. The meteor is solid and can be used as a wall to hit the blitzball back in the opposite direction within the water, or otherwise, but this makes it much easier.

Upside down, the meteor can simply be caught and thrown as normal, reversing its angles to straight down, the default of forward or 45 degrees behind and down at a diagonal. When used away from the stage, this can allow the move to be a powerful gimping move, but has massive lag and is very telegraphed. More useful is just hitting a foe with the meteor hitbox, but until very high percents will actually help them to recover when low off stage. Upside down, Jecht can cancel the meteor and as when he's up right, land on the meteor as it passes him, letting him stand upside down on the meteor as it charges upward. This gives Jecht access to his ground set when upside down and keeps him in his upside down stance until the meteor breaks up, or he jumps into the air and refreshes the time it takes to turn back around unless he lands on the ground or is hit. The same can be done on the bottom of platforms, but not the main stage, limiting it per stage.

Forward Smash: Jecht Blade

Jecht holds out his sword as it glows red with flames and then launches forward with a barrage of 3 sword strikes, leaping forward half a battlefield platform for each strike. The foe is knocked forward with Jecht's movement in a set combo that rarely ever misses, potentially bringing them to the edge of the stage. This has the same range as Cloud's forward smash, but has a longer duration and deals greater damage: the first two hits deal 3% and the final hit deals 10-14% damage. The knockback is also a little weaker compared to Cloud, able to KO uncharged at 105% at centre stage because it hits the foe into the ground at the end to send them at 45 degrees. When next to the edge of the stage or a platform the move will cease to move Jecht, this is the same if Jecht is running into a wall or into/on top of his Ultimate Jecht Shot meteor. Its weakness as a diagonal angled attack becomes a great strength if used when upside down as it becomes a spike, this will also extend the amount of time Jecht would stay upside down if he was about to run out to until the end of the attack. At the very edge of the stage this will also spike the foe.

A foe shielding will be dealt a good deal of shield pushback by the move, pushed half the normal distance Jecht goes for each strike, resulting in 0.75 battlefield platforms of pushback. This helps if Jecht wants to get the foe next to the ledge but leaves Jecht open for a grab or punish. One way to avoid this is with the blitzball, as if it's in play and boomeranging back on the other side of the foe at the right time it will keep them in shield or hit them as they try to grab, or go past them if they try to dodge and be hit back into them by the next hit of Jecht Blade. Likewise, this can be possible with a meteor from UJS coming down, but is very predictable and easy to punish without a blitzball in play too. A combo between the UJS and Jecht Blade should always break shield when achieved though, so might be worth the risk.

The flames on the sword will have create a burning status effect on the foe, blitzball and the Water Sphere, as well as dealing a passive 2.5% to the foe over 3 seconds. The flames from the blade will not dissolve in the water, instead they will create a lingering steam hitbox in Jecht's wake that deals half the damage of his strikes and last for an extra 30 frames after the initial hitbox is out. These will deal reduced knockback too, so are mostly just good for catching out foes that try to roll behind Jecht or dodge within the water Sphere when it's next to the ground. On foes in the air and Jecht on the ground however, this becomes a lot more powerful, especially when Jecht is not moving like when he's up against a wall or against the ledge. The 3 steam hitboxes will stack on top of each other if Jecht did not move for up to 10% damage and decent enough knockback, able to KO at 135%. These hitboxes physically resemble Cloud’s Cross Slash, The attack is slowed down in the Water Sphere as any other attack is however, which means it's both far more easy to punish and harder to dodge, and this makes rolling difficult too, so the best option may be to shield if the foe wasn't quick on the mark to do their own counter attack.

The blitzball will catch aflame the same way that Jecht Blade does to Jecht's sword, the blitzball will remain on fire for 3 seconds. This adds another 3% damage to the blitzball and will pass on the flames to a foe for 3 seconds, dealing the same passive 3% over 5 seconds, overall dealing an extra 6% damage. The foe will then cause their own effect if inside the Water Sphere. Their width worth of water at the top of the Water Sphere will become volatile and steamy, this entire vertical area above the foe will now no longer follow the rules of reducing gravity or attacks, giving Jecht a short opportunity to jump in on the foe and land a devastating aerial that will surely beat out the foe's slowed attacks, essentially forcing them to try and run out of the Water Sphere or stall for 3 seconds. The blitzball has a similar, if reduced effect on the Water Sphere when it's on fire, only causing this effect to last for 1 second wherever it is thrown within the Water Sphere and this one applies for both Jecht and the foe. This can be helpful in its own right for juggling the foe inside the water sphere.

Up Smash: Jecht Beam

Jecht leans back and then forward, shooting a laser that fires 2/3rds the length of Palutena's up smash to deal 14-20% damage and knockback that will KO from 120-114%, at the opposite angle to where the beam was fired. This is a very long range attack and has average start up, but has terrible end lag on par with Palutena's up smash. The beam will not fire straight up either, only reach about 75 degrees and leaning downward to fire straight forward at the end of the attack, making it a poor anti-air. On the positive side, this makes it into a fantastic up smash out of dash due to its great range, so long as the foe doesn't get directly above Jecht to punish. On the meteor especially, or upside down, this can be vital as an approaching tool, or when a foe is slowed down in the Water Sphere so that they can't quite punish the end lag as hard.

The beam is technically electric, and as a result will have a unique effect on the Water Sphere. If it touches any part of one, it will have a ripple effect as the electrical current travels out from the hitbox at Fox's dash speed until it reaches the edge of the water sphere. The actual hitbox is the same size as Tabuu's Wing attack in Brawl's SSE. This deals just enough hitstun to stop the foe from counter-attacking Jecht during his end lag, and deals 5% damage but as with the Tabuu attack this can be air or spot dodged. This is yet another opportunity to hit the foe using the blitzball to stop them being able to dodge both hitboxes. This is also much harder to dodge as the attack progresses. There will always only be one current at a time, but as the attack goes on the currents' hitboxes becomes delayed to match laser's path, so it's easy to dodge too early or late when in front of Jecht, and easier when above.

The electrical effect will be passed on to the blitzball if it's hit by the attack, covering the blitzball in electrical currents for 3 seconds. It's worth noting that the blitzball can stack the fire effect and this effect. As it travels through the Water Sphere, the blitzball will create its own weaker current that expands out at the same speed, but has a much smaller hitbox than Tabuu's Wing, and when it hits will only deal 3% damage and a small flinch. The blitzball itself will deal 4% extra damage, and before dealing its buffed knockback will cause the foe to be stunned in place for as long as the minimum charge Dragon Fang Shot. This stun could lead into a punish if Jecht is already close range. The blitzball and the up smash can create these currents independently if in the same Water Sphere, making it practically impossible to dodge them all. This has the same effect on puddles.

There is a unique cancel when the attack is used on the blitzball, by pressing the standard input again, Jecht will stagger backward a battlefield platform and the attack backfires, causing a small explosion. This deals 5% self damage but means there is technically greatly reduced end lag, cancelling the attack. This has the positive effect of giving Jecht's sword an eletrical effect that will be used on his next attack in the next 3 seconds, making it deal 4% more damage and 1.5x the hitstun as with normal electrical attacks in Smash Bros, as well as creating a current like his up smash does in water and passing on the weaker effect to blitzballs. At the cost of a little self damage you get great range on the next move, and it's much easier to string together moves due to the hitstun, both big pluses for Jecht's playstyle.

Down Smash: Jecht Block

Jecht puts out his non-sword wielding hand and conjures up a massive ephereal shield covering his front and slightly taller than his height, and charges power into his sword in his other hand. While he must go through the start up unprotected, the entire charge will be super armoured and reflect any projectiles that are thrown at Jecht. This has a long window, so is definitely easier to land than Ness' forward smash. This is one of the slowest reflectors in the game, comparable to Mewtwo's Confusion, multiplying the projectile's power by the same 1.4x multiplier. Once the charge is over, Jecht will slam down his sword in an overhead arc and shatter his shield for 13-18% damage and high knockback, able to KO uncharged at 130%. This has longer start up than either forward or up smash but much faster end lag. At the end of the attack, the button can be pressed again to do a second slash behind Jecht, slashing the air for 12% damage and knockback that will KO at 140% with speed, after the long start lag the move's speed is comparable to Ike's down smash.

The shield won't just reflect enemy projectiles, but will reflect Jecht's own projectiles and give them the same 1.4x multiplier. This will be especially useful for when the foe is trying to attack Jecht from the front and a blitzball is coming back, forcing them to play defensive instead. Jecht can be hit out of the move if he's attacked from above or behind. To mirror the source but maintain some logic, the move has super armour from the back too, but only if Jecht does the second hit and lasts for the duration of that attack. Either strike can still hit the blitzball around, so this move can be used to both attack and hit around the blitzball in another direction, though this is mostly useful for teams or FFAs.

Water spheres and meteors react uniquely here. The water will collect on the shield, either on the back or front depending on which direction it's going, and at the end of the move will create a huge splash as the shield is destroyed. This has a Dedede-sized hitbox around the pre-existing hitbox and deals 7-11% damage with medium knockback, dealing more damage as more water is gathered. The water comes back down shortly after the attack to push any characters in the air down before forming into a puddle, this can lead into a combo if the foe doesn't DI correctly. A meteor on the shield will explode into debris as if it hit something solid, but by pressing the button again will make Jecht shunt his shield forward at the meteor. This causes the explosion of debris to shoot forward over a battlefield platform range and deals 8% with medium knockback. This also cancels the attack for low end lag.

The initial strike where Jecht breaks the ephereal shield will also do 10% more damage to shields if the foe shielded within the very close range shield aesthetic that Jecht creates. This can be made easier by using the Water Sphere to slow down the foe or try and influence them towards Jecht as he goes into the move, but also is aided by the blitzball or meteor if the foe tries to shield them. This helps to dissuade the shield that otherwise is a great way to nullify Jecht's blitzball, and if it hits them in shield will likely combo into a down smash if used just beforehand. Inside of the Water Sphere, the natural effects it has of creating flicks of water to extend its hitbox help, as the first hit will extend forward potentially into a Water Sphere in front to dowse the sword, then if attacking backwards will gain the water hitbox to extend the range.

Jab: Jecht Rush

Jecht punches, kicks and finally slashes his sword forward, dealing 3%, 4% and finally 6% damage and medium knockback, comparable to Ike's jab. The first will deal tiny amounts of knockback at a semi spike, not relevant until the foe is at super high percents. The move comes out decently fast for a jab, although a little slower than Ike's, and has decent range. For its great speed it’s one of Jecht’s core melee moves at close range, and deals very good damage for a jab. The first two hits will always combo, while the second will send the foe slightly into the air for the final sword strike to send them back down and meteor smash them off the ground. This can potentially KO, but only starting at 180%, the second hit will KO vertically around the same time on floaty characters, giving a nice secondary option. The second hit can be useful however: hit the foe when upside down to send them into the ground or as a gimp.

The move works as a great way to reset the blitzball and send it flying again, by bring it to a halt with the jab that comes out fast, then hitting it into the air with the second hit. It’s not wrong to do the last hit to smash it off the ground or off the stage, and this can even work off the ledge to hit foes below. The second hit of the jab can then easily set up into anything as the blitzball falls to Jecht. On a meteor, this can be a good way to reset the blitzball to not get carried away or bounce off it uselessly, throwing it into the air so it’ll fall off as it passes, and likewise is a good way to get the blitzball into a floating Water Sphere above Jecht. At any point if it’s simply getting the ball rolling forward at a slow pace that’s wanted, the first hit can also be used to slow things down a notch. As the first hit does much less damage than the second, it can be useful to hit the foe or blitzball first then vice versa, and the final strike can of course play into this dynamic too depending on what Jecht wants to accomplish.

Dash Attack: Ganondorf Shoulder Tackle

To borrow a move from another abusive patriatch, Jecht braces himself as he rushes forward with his shoulder out doing the archetypal shoulder barge for 10.5% damage. This naturally has super armour for the duration of its hitbox being active and will push Jecht forward, but slightly greater distance than Ganondorf as a trade for the lower damage, moving Jecht 1.3x as far. This will KO at around 125%, a powerful move, but is easily punished by shield.

The dashing here more than the forward smash directly plays into the puddles from the Water Sphere, as it will let Jecht go a massive two battlefield platforms when used on top of one, letting him slide across the stage. The attack will push foe that much more when they shield on top of the puddle too, making the end lag hard to punish. The attack’s knockback angle, sending the foe upward the same as Ganondorf’s, makes it great to knock the foe up into the blitzball, meteor or Water Sphere as well, and getting far away at the same time can be useful to start up a camping position as the foe literally treads water.

The mobility of the attack makes it great for when upside down and grounded too, specifically when about to fall off the platform or meteor. This will cause Jecht to be flung forward in the air, past any nearby foe, and he can cancel the dash attack this way and even go for an aerial, making it far harder to punish and even combo into itself. As it’s upside down, the upwards knockback will now send the foe off the stage and let Jecht hit them with an aerial on the way or follow them into the air to go for a juggle. After turning the right way up, he could even go for an up smash or down special.

At low percents, the attack can even combo into the up special. This works by landing the move right at the end before its end lag begins, this gives enough of a window to go for an up special and give a frame neutral position for the foe to react, but will have to have read the up special. Jecht himself can vary up the up special in numerous ways, by cancelling to the final hit for example, or turning upside down immediately, so it’s difficult to completely predict. At higher percents, this won’t combo into anything too easily, but will set up well for a down special used in the air below the foe.

Forward Tilt: Blade Blitz

Jecht takes his sword and sweeps it in front of him, mirroring Ike’s forward tilt for range and speed, but at a lower 11% damage. This is inspired by one of Jecht’s more generic attacks as Braska’s Final Aeons, named only in the game files. As an upside this can deal great amounts of extra pushback if used inside of a Water Sphere, as the sweeping motion will cause a huge amount of water to splash because of the even wider size of the hitbox than Ike’s forward tilt due to the massive sword. This can help to make it very safe, and can give it a double hit property if the foe is close enough to get hit by it in the first few frames.

Jecht will do his share of running around the stage and doing turnaround forward tilts, this is like Ike’s one of the best in the game for its speed, giving a great read and punish off a dash. This also really helps in managing the blitzball as Jecht can rely on this move to get ahead of the blitzball and hit it back without having a slower option here. This is more relevant when puddles and water are in play that emphasize traction. For example you can rush out of a water sphere and splash the water backwards, and the tilt can be angled to launch the water in three directions, making it hard to predict.

The move can be angled forward, down or up, this gives some further options for how to return the blitzball. The tilt can be angled down to give it a slight dip at the end to make it deal down tilt-like knockback at the very tip, sending the foe off the stage upward for the same knockback and a boosted 13% damage. Forward is self-explanatory, but down will launch the blitzball up in the air, much like the second hit of the jab. The up angle will deal 11% damage and hit the blitzball at a sharp 15 degrees, which makes it into a great anti-air against any foes trying to jump in front of Jecht. The angle makes it great to hit into a Water Sphere in the air too, or a descending meteor to make the blitzball rebound and come back, giving three viable options for Jecht to hit the blitzball in most situations.

Down Tilt: Jecht Bomber

Jecht sticks his sword into the groumd, impaling it and any foes for 5%, then causes a small explosion that deals another 5% and strong upward knockback, a little stronger than Samus’ down tilt though the move’s not quite as fast to come out. The impale will attach to any platform or meteor, and the hitbox of the explosion will track its way with the sword if it does move, before returning to Jecht at the end of the attack. This gives the explosion surprisingly great range in that specific situation. The tiny amount of stun when the foe is impaled will also stall for a little while, which can be helpful for trying to time the various elements of Jecht’s moveset.

The explosion that is created will cause a very strong suction effect on any foes nearby, especially ones that are above the explosion, below if upside down. This has twice the power of King Dedede’s Inhale suction and lasts for only half a second. The suction will pull in any blitzball in the air before launching it with powerful knockback upwards, but the suction can also pull in blitzballs without nullifying them, hitting the impaled foe with the blitzball’s power if timed correctly to hit the foe for the blitzball’s attack instead. This can be used to do more damage and KO earlier, or simply to juggle and combo the foe easier using a weak blitzball or at low percents. On top of a water sphere, this will cause a FLUDD-like explosion of water to burst out of the ground as big as Bowser, dealing 8% and strong pushback with some flinching, getting the foe high into the air or gimping them when used upside down and off stage.

Up Tilt: Sword Toss

Jecht lobs his sword up in the air, resembling Ike’s up special only at half the height, causing it to spin in place for a moment before falling down and being caught by him, dealing 4 hits of 2% and a final 5% hit to send the foe upward for strong knockback. This is inspired by one of Jecht’s regular attacks in Dissidia. This has surprisingly good start up, only losing out to jab in terms of speed, and has great range. Its downside is it has bad end lag and a long duration, but this can be cancelled into any attack if the sword hits something, rebounding back to Jecht. This could be his blitzball or Water Sphere or the foe, once the sword hits something solid, it will give Jecht IASA frames to act out of immediately. The downside is that if the foe DIs or dodges it this leaves Jecht painfully open.

The sword lingers for a little while in the air if Jecht doesn’t cancel it to do its final 5% hitbox and if it is cancelled before then, the move will only do up to 8%, and at high percents it’s hard to combo. As low percents, this can easily be combo’d into an up special or up smash, or juggle the foe further in the air. Jecht can hold the foe in place and not want to deal them greater knockback with the last hit, choosing to cancel it earlier. The fourth hit will launch the foe weakly, while all hits before only juggle them a pitiful distance, making it great for a further onslaught. If it lands against a meteor, it will grind the rocks away from it causing a small stream of Pokeball sized rocks to fall that each deal 2% and flinching, creating up to 5 that fall with some randomness to their exact positioning, these can be batted around by either player to gain ownership and dissipate after 3 seconds of not being hit. These will fall with gravity, so can be manipulated to fall at a delayed time if the meteor is hit on top or the sides.

Up tilt will keep the blitzball stuck where it was hit like a foe, not releasing it until the end of the attack. Jecht can time when he cancels the up tilt early, and will uniquely send the bitzball in whatever direction the sword was turning as the uptilt was cancelled. This can help to forge unique combos and rushdown on the foe, from any position, but does require a lot of commitment. This is another attack that really gains from a blitzball in play, as it will easily sweep up any ball in the air and force it into play. This is also a nice way to move the blitzball when it has been charged with the up smash laser first. In water, the sword's slowed down to give even more of a delay and turn it into a bigger commitment, but this can be helpful to keep the sword for longer as an active hitbox.

Neutral Aerial: Palm Thrust

Jecht strikes forward with his palm to deal 8% damage and low knockback, but in a very fast animation. This looks similar to Ryu's nair and Ganondorf’s jab, and has a the same capability to reset situations as the latter move. Its speed is great and it deals strong base knockback. This move will send the foe at a 45 degree angle down (or up when upside down) to potentially meteor smash them off the stage or anything else solid, and this goes the same for blitzballs, making it the best move to rain down on the stage from above. It has very low end lag for an aerial and can be used twice in a single short hop, elevating it to one of Jecht's most important combo moves when it meteor smashes or a greater spacer when Jecht's in the air.

The move has a special use in the Water Sphere, as it will shoot out a spout of water out of the opposite side of the Water Sphere. This creates a FLUDD-like effect over a Luigi-sized area, dealing 5% damage and strong pushback to any foes just outside of the Water Sphere. This can be used to gimp a foe just out of range of the Water Sphere. There is a delay for when this happens, the wind hitbox can be seen travelling through the Water Sphere and goes at Fox’s dash speed, so will take a while to go across an entire Water Sphere, but at close range can combo from the hit itself into the water hitbox to forcibly eject the foe from a Water Sphere. The wind hitbox inside of the water sphere has a weak pushing effect but causes no damage, it is remotely difficult to contend with when speed is reduced. A blitzball so it can be smacked out of and then launched powerfully out of a Water Sphere, letting it bypass some of the inherent slowness of being in water.

The move is unique in that it has a slight difference when used in the middle of the up special where Jecht turns around, but not all the way upside down. He will do the same motion as before, but will dynamically change where he's pointing his palm depending on what angle he is currently facing. This will affect the move's knockback a little, knocking the foe more in that direction for a more specific combo, but has a greater effect on the Water Sphere. This sends out the wind hitbox within the water, and the splash of water outside of the sphere, in the original direction. This can be very useful when Jecht has just entered a Water Sphere from below using his up special, and has almost unlimited options for where he can attack using his neutral aerial. If he has a blitzball, he can also essentially hit it in any direction too.

Forward Aerial: Double Dunk

Jecht swings his sword up in a quick motion, dealing 10% damage and strong knockback, then in a slightly clumsy animation swings his sword back down, dealing 12% and slightly stronger knockback in a spike, both hits will KO from around 130% on stage as a meteor smash. The move has a longer than average duration for a forward aerial, but has two points where it can be cancelled during landing, just after the first hit and before the second hit, both points letting Jecht transition quickly into his ground game. This can be true if he lands on his meteor or a platform, and of course when he's upside down. When upside down, the hits are reversed so that the slightly stronger 12% hitbox hits upward, and uninhibited by the stage will KO earlier, but as it comes out later has effectively very long start up lag.

The move has a unique use, in that the upward beginning of the move can get stuck in the ceiling when it's used too close to it. The same goes for meteors or the bottom side of solid platforms such as those on Skyworld's stage. This puts Jecht in long lag as he clumsily removes the sword where it was impaled, but does give him a nice window of stalling in the air, and on a meteor will actually move him upward, but can only be done once per air trip. Upside down this can't be done normally, but now the reverse is true where the downwards hitbox that now comes out later will get stuck. This will make Jecht quickly turn the right side up and pull the sword out. This is the more important aspect of the move, as it lets Jecht get out of his upside down immediately, with some lag, without having to wait out the timer for it, or land. In mid-air, this can also let him juggle the foe upside down then right himself to finish the job with an up air or up special towards them.

Up Aerial: Crescent Slash
Jecht slashes his sword overhead in the archetypal crescent or flip kick hitbox, slashing from front to back and dealing 11% damage and weak knockback best for juggling. He then somersaults in midair, actually travelling upward half Ganondorf’s height before dipping back down so gaining so actual height, before returning to his normal aerial or ground stance, all in all comparable to Marth's up aerial. The jump can be angled 50 degrees left or right, but won’t affect the attack’s hitbox. This is a good anti-air due to its wide arc and range, it can also be cancelled during landing if done before the somersault. Jecht can easily combo from his up throw or down throw into the move if the foe is at a low percent or used in a Water Sphere to reduce its knockback. This move will never KO unless the foe is hit at the tip of the hitbox that deals 15% and will KO at 160%, still not powerful enough to make up for its poor viability. It is however easier to land higher in the air as Jecht. This sweetspot does at least make for a good mix up, especially when you can hit around blitzballs weakly or strongly depending on what hitbox connects

The move can be cancelled at other parts in its animation. It can be cancelled by pressing up when Jecht is upside down during his somersault on the bottom side of a platform or his meteor, standing on it the same way he does in his up special, only with a shorter timer of only a second before he falls off. This can as a result combo into his upside down grab game, such as throwing his blade down with his up tilt or simply doing a jab combo if they are hit high enough for it, he can even plant his sword in the ground with his down tilt to try and pull them in if they were a little too far away. He can also simply tech the wall to cancel the move outright, requiring precise timing to do, but this will cause Jecht to simply jump off the ceiling and transition into his aerials which most of the time is more of a direct way to chase down the foe.

Jecht may also cancel the move during the somersault by teching when his feet are touching the sides of the stage, a platform or his meteor, this happens at the beginning of the somersault for in front and for behind near the end. Jumping will let Jecht perform one small wall jump. This means he can specifically time the cancel early on after the attack or later in the animation, although largely can’t be picky when he’ll only have one side to choose. If he cancels early, he can go for a more aggressive approach, while cancelling late will simply give Jecht slightly less lag and keep him airborne for slightly longer, aggressively more suited for if the foe is trying to make it back to stage. As he can do this on his meteors while in motion, the latter can be more preferable as it will pull him slightly into the direction it’s going before he properly techs. Both of these techs can only be performed once per air trip to prevent an infinite stall, the meteor or Water Sphere not counting for this timer.

Back Aerial: Heat Riser
Jecht stabs his massive sword behind him dealing 7% damage and low knockback, holding out the sword for a sex kick. The sword will build up flames over time and will actually get stronger over time rather than weaker as is the norm for sex kicks. It will deal up to 12% damage once it gets to the end of its duration, a little long by sex kick standards, where it will be able to KO at 135%. This only lingers for a moment however and the move has worse landing laf than end lag, with Jecht also being a fairly fast faller. The move can be utilized well inside the Water Sphere where Jecht’s descent is slowed, and the move’s unique sex kick properties are helped by dragging the move out longer.

The flaming sword will have the same effect on water that other fire in the set does, causing it to lose its slowing properties above itself, and making it easier to combo foes in water. This makes it easier to combo the move into itself at low percents by hitting with the hilt of the sword, or into a wall, to then hit with the stronger portion of the hitbox. The sword can be impaled onto a wall or solid object too, cancelling the move and causing some end lag where Jecht pulls the sword out. This causes Jecht to turn around in midair and delays his fall once, but can actually help to combo into the back aerial again as his back is now facing away from the wall.

Down Aerial: Blitz King

Jecht turns to face down and begins to stab his sword downwards, a typical stall-then-fall that has the same properties as Toon Link’s down aerial, this deals 15% damage and high knockback. It forces him to fall downward, so he can use it to get back to stage from high. When the sword hits the ground, it has the same laggy landing as Link’s move where Jecht has to take it out of the ground, but the move will end of its own accord too, which is helped by using it on top of the Water Sphere as it slows down Jecht’s descent. The stall-then-fall is turned upside down and will let Jecht fall upwards in a water sphere, but will be immediately forced out of his upside down state if he was already past its normal duration. Otherwise, the move upside down more resembles Link’s, where the attack is affected by Jecht’s aerial momentum. This is of course a great move to use to hit blitzballs down at the opponent too as it, Jecht’s sword is a big hitbox.

When Jecht uses this move to hit one of his meteors, he will embed his sword in them for a moment and create a freeze frame, the same way Wolf’s forward tilt did in Brawl. He can press the standard input a second time during this moment to do another attack, also signified by a glint on Jecht’s sword. This will make Jecht leap into the air and quickly jump back down on top of the blade, causing it to crack the meteor. Jecht can then end the move. The next attack that hits the meteor that deals over 8% damage will now cause it to explode into four equally sized rock chunks, a quarter the size of the meteor which is the size of a crate, and shoot in the direction of the knockback it took in a cone-shaped hitbox the size of Porky’s pincer attacks in the Brawl SSE. Each rock chunk will deal 5% damage and medium knockback, being hit by multiple will add up to huge knockback. One chunk will KO at 145%, and each additional chunk lowers that by 5%, with four able to KO at 130%. This requires a precise spacing from the meteor for the foe, so is hard to achieve, but does force them to avoid it at all costs.

Jecht can continue the move however instead of stopping after making the meteor crack, pressing the button again will make Jecht jump down on the sword once more, causing it to explode into the same four chunks covered in fire. They will fan out to half a battlefield platform on either side of Jecht, spaced a little ways apart vertically too, then all converge on the centre below Jecht as seen in the image. Each now deals 6% damage, has a 1.25x bigger hitbox and will KO from 140%, each chunk now reducing the KO percent by 6%, so four fiery chunks will KO at 122%. Jecht can do either upside down too, sending the chunks upwards. Each jump that Jecht performs takes the same time as a fast aerial, making it a huge commitment to go through with all of this, but can be a powerful ranged attack.

Jecht can catch a foe on top of a meteor for a similar effect. If he down airs a foe standing on or low enough in the air above a meteor that they’d be hit into the meteor, he will impale the sword in them through the meteor and do the same animation. This time, he will deal the foe 4% damage each time he jumps on the sword, and has the same effect on the meteor. If he ends it before the last jump, the foe will be hit off the meteor as a literal meteor smash. He can destroy the meteor in the same way, and as the foe is shot down, they have to carefully DI through the middle of the meteors towards Jecht to avoid being hit by them all, which they will if they don’t DI at all. Jecht can of course take a huge advantage of this forced positioning but the foe will be able to try and air dodge him on the way up too. Off stage this is pretty much death as the foe won’t bounce off the ground. This actually deals slightly less knockback than the normal down aerial, the second jump deals low knockback. This is then a trade of 4-8% damage for a lower chance of successfully spiking the foe.

Gran & Pummel: Triumphant Grasp

Jecht grabs the foe and holds them in the typical Flame Choke villainous way above his head, high enough in the air they can get chipped by a falling meteor or blitzball and making the most out of a meat shield against any incoming attacks. This has above average range for a grab, deceptive for its melee animation, but is on the slow side, though perfectly viable. The range is decent enough it can grab foes out of the air close to Jecht which is important given his Water Spheres.

The grab can be performed upside down, at which point the foe is themselves grabbed and turned upside down. If at any point the footing is lost, by Jecht’s timer running out and being forced off, or if the platform or meteor is destroyed and doesn’t just hit the foe out of the grab this will cause both characters to fall at a frame neutral position in midair. When a throw is being performed, it will finish and ignore the timer being worn down by Jecht, but will cancel early if the footing itself is destroyed or moves from under Jecht. This essentially turns Jecht’s throws upside down if he can manage to grab from this position.

The pummel is fairly complex, a very long winded explosion. Once the pummel is pressed, it will cause a 4 second animation of the explosion to start, at the end this will go off and cause 8% damage with strong upward knockback (downward if the foe was upside down). This can stack on top of throws if timed correctly, otherwise just adding to the foe’s percent if they’re already at high enough percent to be grabbed for four seconds. Pressing the pummel again will make Jecht flinch his arm and cause a near instant burst of energy to speed up the animation by 1 second but reduce the damage by 1%. This can be done 3 times to reduce the damage to 5% over basically a 1 second pummel, now very low albeit a powerful pummel. The foe can grab escape at the wrong time to take some knockback from this explosion, which Jecht can attempt to time. This will KO at only 200% when it deals 5%, but scales incredibly well to KO at 170% if he manages to land the 8% damage hitbox.

The pummel explosion can last until beyond the throws, if there is enough time, and potentially go off when the foe is no longer grabbed. This essentially makes the pummel into a time bomb. The foe can avoid it by dodging or shielding, but dodging requires careful timing to dodge the whole thing, and shielding will result in lots of shield stun if the whole blast is shielded, so there’s no good way of dealing with it under pressure. The explosion will have an effect on outside elements of course, for example it can hit the blitzball away. This can be useful too considering Jecht has his down smash to reflect it back and make use of the foe’s time bomb. The downside of this is the pummel could also do no damage if timed wrong or the foe reads it correctly.

Forward Throw: Explosive Grasp

Jecht leans back then charges forward with the foe in a chokehold, creating a trail of fire behind him as he charges 1.5 battlefield platforms forward and holds the foe up, before causing an explosion that launches them away. The charging part does constant 1% damage for 5%, while the explosion at the end deals 8%. At the end of the attack the opponent will be sent into the air at a high angle, making it hard to KO until 200% or higher where other throws KO earlier. When there's a meteor or other solid object, or blitzball above Jecht, particularly the one he can set up in his up smash, it's more prudent to try and hit the foe into that to spike them below the stage. Jecht will stop at the edge when the move is used on the main stage so he can space it easily to coordinate the various aspect of his moveset. When on a platform or meteor, Jecht ignores the edge and will charge into the air before ending the throw, launching the foe and leaving Jecht in the air. This is very useful when Jecht has such good air control and can fall into his Water Sphere to get back his recovery.

The fire trail will leave behind a temporary wall of flames, and damage any other characters in the way for the same damage while dragging them along to take the explosion at the end. The flames are as tall as Jecht and linger for 3 seconds after the throw is over and deals the same 1% damage a second and are very powerful due to constant histun it deals along with the damage. This is mostly useless as the foe will be thrown in the opposite direction to where the flames are unless they are rebounded off the meteor or a blitzball. This can be easier to achieve by timing the pummel's explosion at the right time, if it goes off at the end of the throw during the explosion, it will add to the damage and knockback of that, potentially making this his strongest KO throw.

When the explosion goes off during the charge, half of its damage, 2.5-4% will be dealt in self damage to Jecht as he's pushed back and the foe is released early. This will cause the foe to be released up in the air with light knockback up and towards Jecht, but forced into a free fall until they get back to the ground. Jecht is in too much lag to take advantage of directly, the important part here is that the foe will end up having to DI from the part of the stage Jecht just covered in flames, either choosing to DI far away from Jecht, possibly off stage to the ledge, or towards Jecht if earlier on in the charge to avoid the fire. They can try to land in the fire itself the fastest, though will have to incur at least 1% damage and minor hitstun before they land and have to get up. Ultimately this can deal very little damage and blow up badly for Jecht, at the right time though can be a great segue into destroying the foe.

Inside of the Waterga Sphere, the charge is slowed down as all movement usually is, and if the explosion goes off in it will reduce its knockback, generally resulting before high percents in the foe ending up above Jecht in the water. This can be followed up on by Jecht using his up special or up smash (remember the move deals advantageous diagonal knockback, so they're not directly above Jecht). The fire will have the same effect on water as it did in the forward smash, causing it to lose its fall and attack speed reductions so that Jecht can catch the foe as they fall. This will not leave any flame trails, however. If the foe tries to DI out of the water, Jecht can use his extra water splash hitboxes to hit them more reliably as well. Jecht can also charge in and out during the throw to blast the foe out and give himself a great defensive area to camp in that is hard to penetrate.

Up Throw: Volleyball
Jecht throws the opponent overhead and then slashes them with his sword two times for 3%, before hitting them with a final powerful slash for 6%, dealing medium knockback and 12% overall. The throw animation resembles Link’s up smash, but without the grunting, instead Jecht seems to be having a lot of fun juggling the opponent in the air. This won’t KO until 230%, basically irrelevant for a KO throw.

Jecht can catch a blitzball during the throw and will start to volley it in the air too. He will knock the blitzball into the foe, causing them an extra 2% damage, this can happen twice for up to 16% damage. Each time the blitzball hits the foe it will knock them away to the edge of the up throw hitbox, while the blitzball is on the opposite side of Jecht. When Jecht next hits them up, he’ll knock the foe and blitzball into each other in midair, causing them to return to opposite sides. He can angle this mid-throw to instead send the foe down and the blitzball directly above them before he slashes them the final time to hit them into the blitzball, causing them to fall back down and hit of the ground. Upside down this will spike off stage.

That is what happens when pressing down, but Jecht can choose to angle the move anywhere in a 120 degree radius to send the foe that direction if he has a blitzball to manipulate them, bouncing them into place before the final hit. The angled direction makes it very easy to hit the foe into the meteor or another blitzball on the stage, or into a Water Sphere. The juggling is also more effective in water due to the lowered gravity and knockback so that Jecht can do his obligatory up throw follow up using his aerials, up smash and up special. At any point, the pummel may go off to do much higher knockback, and this is another fairly long throw for that to go off.

Down Throw: I Fight For My Fiends
Jecht holds up his sword in both hands, the sword burning with fire, then impales the foe through the ground with it, dealing 10% damage and knockback at the Sakurai angle, perfect for a follow up at low percents. The fire will expunge water in a water sphere the same as in other moves, making the foe go a shorter distance but having lower gravity for an easier aerial combo, while on the ground they won’t go as far so Jecht can easier chase them down. If this is timed with the pummel, it turns into one of the most powerful KO throws in Jecht’s arsenal. If the pummel goes off too early, it will simply send the foe at normal damage and knockback, cancelling the throw for no self damage. Jecht will still go through with the animation.

The attack will naturally hit away blitzballs, it also will have the same impact on top of the meteor as the down aerial does, skipping from cracking the meteor to just outright blowing it up! The meteor destroyed will cause the foe to be sent downwards instead, at which point this move becomes a powerful spike off stage, or can vertically KO upside down. When above the stage, it will cause the same rain of ground chunks to hit against the ground, except not in such a uniform pattern. Instead the ground chunks will rebound off the stage if it hits it, and come back into the air, getting higher the closer to the stage they were. These chunks have a few seconds to be hit around to try and use them as projectiles, and can be very useful if Jecht can hit them with his blitzball.

Back Throw: Foul

Jecht reels up his arm that's grabbing the foe, turns around and slams them into the ground with just one hand, dealing 10% damage and strong knockback that KOs at 150%. This is Jecht's most powerful throw, the long duration as well as its timing make it a good combination after the pummel to land both the explosion and throw together. The throw won't throw foes off the side of the main stage, but will send them down off of the side of platforms, meteors or other makeshift platforms on the stage. This can let Jecht get vertical KOs with his back throw when upside down, but more importantly lets him KO from off stage on top of his meteor with a spiking throw. The fact he has to do it with his back to the side of the platform or meteor makes it fairly predictable. It's easier to land when on a moving platform, such as his meteor, to then grab a foe out of the air rather than try and grab them on the ground. A pivot grab and on top of a puddle especially will also help to grab the foe and drag them to the ledge, as doing a standing grab when your back faces the ledge is too predictable to be viable.

The pummel's explosion may interrupt the throw's animation before it can finish. Jecht will not release the foe early however, and will keep hold of the foe. This deals Jecht 2.5-4% damage, half of what the foe takes, but pushes him back a set battlefield platform, before he continues the throw's animation. This will almost always play into the KO potential of the throw by pushing Jecht backward mid-animation, either landing him closer to that side of the stage for the knockback to more likely KO the foe, or pushing him back on his meteor all the way so he can spike the foe off the side of it. The explosion will stop Jecht in his tracks for a moment, if only for hitlag, and this will further delay the throw's animation, giving Jecht further stalling time if he needs to wait for his blitzball to return or his Water Sphere to move into place. Timed correctly, the explosion will turn the foe's current position in the throw into a lightning rod that blasts the blitzball or anything else in the opposite direction, which can help if just below a meteor or on the other side of a solid wall.

GOAL! Braska's Final Aeon

Jecht is surrounded by pyreflies as he makes his transformation into Braska's Final Aeon, as seen in many of the attack animations throughout the set. This abomination is the size of Tabuu and will go behind the stage as some SSE bosses do, to go right into its overdrive. This is Ultimate Jecht Shot, the original version. It will cast a spell to make the entire background of the stage dissipate and take the stage into outer space. In space, Jecht catches a meteor in his giant hands and then spins upwards in a triumphant almost athletic pose, for his enormous size. He then tosses the meteor at the stage. This is defaulted to the centre of the stage, but this can be angled to throw it to the left or right most side of the main stage or to one of the platforms by angling it in that direction away from Jecht.

when the meteor hits the stage, it deals a massive 50% damage and KOs at 30%, but is easily dodged. What's not so easy to dodge is a massive explosion that has the same range as a fully-exploded Smart Bomb around where the meteor hit. This does 20 hits of between 5-15% damage and anything from strong to OHKO knockback, depending on what part of the explosion is caught in. Some of these can be perfect shielded or dodged, but all go through shields, and a foe can only hope to dodge so much if they are in that area, unavoidably taking at least 45% damage before the final smash ends. Jecht transforms back into his human form and holds his head, as if all that just happened was a drunken nightmare.
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Smash Rookie
Jun 16, 2009

RARE made the best games, and this is my personal favorite of the bunch! Conker's Bad Fur Day is a rude, lurid assault on all the senses and while it doesn't age the best - that'd be Banjo-Kazooie - it has a unique charm to it that has not been matched in any games since! The game stars anthropomorphic squrrel, Conker, on his quest to find his way back home. Along the way he meets a few... interesting characters. This project I've been cooking up over the past little while should cover most of the cast, and lets get to them right away!

- First up there is Conker the Squirrel, the potty-mouthed star of our game! He's got a million deadly weapons stored in the nether regions. His chainsaw is the most fatal of all, but he has to be very crafty to land this awesome KO special. Good thing his set is full of projectiles to nudge the foe closer and closer towards their shockingly gruesome death!
- Theeeen theeeere's the GREAT MIGHTY POO~ - he looooves to throooow his s#%@ at yooooou~! Heeee's aaaaall about the poooo and he loooooves to get around the stage toooo! Don't judge a book by its brown cooooover~!
- The creepiest of them all, THE EXPERIMENT and LITTLE GIRL are a tag team of a big abominable monster and a disturbing puppet girl! They are the strongest, slowest and least mobile of the characters, Great Mighty Poo is faster for crying out loud! Their strength lies in their many powerful devices they can use and the ability to come back at any moment because of their great power and range that can dominate the whole stage!
- The villain of the game Panther King - or is he? He's your typical brutish villain who loves to cripple his enemies in battle using his hulking strength, speed and overall he's got the clearest balance of all his statistics... boring? No, he's got plenty of tricks and eccentricities! He'll fly into a rage and use his minions or other cheats to win.
- Finally, the great Professor von Kripplespac, creator of the Tediz, the brains behind Panther King, he may have invented The Experiment and Little Girl! He's a strategic character who plants traps in the form of his Tediz that he can later blow up in a chain reaction explosion so foes won't be able to predict their downfall. He's got the best potential and ceiling for a competitive game of all the characters but his moves can be long-winded and he'll get blown over easily if he isn't played smart.

Please enjoy!
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Smash Rookie
Jun 16, 2009



The main character of Conker's Bad Fur Day (and Live & Reloaded), Conker is a foul-mouthed and egotistical squirrel who finds himself on a grand adventure after a night of heavy drinking at the bar. Conker isn't the typical furry protagonist you'd expect in a platformer let alone a Rare game as he's always swearing, firing real guns and being abusive towards the other characters. He's not afraid to tell all the annoying side characters where to stick it. Along the way Conker finds a love interest in a sexy squirrel named Berri who is a hot babe. He also meets some other characters who help him that have the usual Rare squiggly eyes and bombastic personalities. He's always out for himself and greedy for money without caring about what damage he does in the process. Eventually Conker takes over the kingdom which is a clever pun on his first name (Conker, Conquer) but is less than happy about it and ventures off the next night in another drunken stupor to find the new Conker game... which never happened because of low sales, adult themes and Microsoft. In short, Conker fans got f$%&ed by the publishers. Consider this whole project a big f&%$ you at Microsoft. F%&%ing Project Spark.

Height - :4sonic:
Width - :4diddy:
Weight - :4ness:
Jumps - :4wario2:
Walk Speed - :4diddy:
Dash Speed - :4kirby:
Air Speed - :4sonic:
Fall Speed - :4diddy:

Conker has a special hover where he spins his tails around as a propeller. This lasts for 3 seconds.


Down Special - Dynamite

A stick of dynamite is taken out and thrown on the stage! KABOOM! It's a very small rectangle. The dynamite will explode in a Bob-Omb explosion sized hitbox and 15% damage and strong knockback when down b is pressed again/a fire hitbox hits the dynamite/Conker charges the down special. Up to two dynamite sticks can be placed at a time but holding the special will make Conker take out the TNT box and push down the lever to cause all dynamite on the stage to explode! This is a very slow and easy to punish, not least because Conker taunts the f%&# out of the enemy as he does it. He's just as vulnerable to the knockback and this is the first time kids who find Conker cute are going to be r&#$% playing this character. This does mean Conker may put down a dynamite behind him and be blasted forward - momentum!

The dynamite can be stuck to an enemy if they’re close like in Brawl for Snake’s down b and works the same way. It’ll still explode when hit by fire moves or whatever too, making it highly effective and Conker will even laugh to himself if he manages to detonate it on an enemy. Dynamite sticks can be launched by any character and are very light. This isn't f&#% stupid of course, the dynamite sticks will explode once dealt 15% damage but will pause for half a second first and flash. You'll want to use this to hit the dynamite into the enemy weasels or whoever the hell else Sakurai has added, probably a lightweight anime character who will die in one hit. Conker can blow himself up... literally! Drop a stick of dynamite off stage and immediately detonate to recover, but don't go killing yourself ******.

Up Special - Franky the Pitchfork

Franky appears below Conker who jumps on him like a pogo stick making him go the height of battlefield’s top platform upwards and he is Marth's height. The spiky bottom of the pitchfork is a powerful hitbox that does 10% and a spike when Franky first appears – perfect for off stage! The move can be angled to instead send Franky horizontally to poke at the enemy but from the side for the same damage and strong knockback. Franky is one of Conker’s many (annoying) sidekicks that helps in the first boss fight.

On the ground the pitchfork will send Conker the same distance but won't hit when facing up. The pitchfork will pierce into the ground and stick around on stage. Conker will leave him be for now – think Sonic’s Spring, MegaMan’s Rush up b. Conker has no up b until Franky f%&#s off after around the same amount of time those two do. Franky will be a solid wall but will be destroyed if he's dealt 35% and disappears for 10 seconds that lets the foe easily gimp Conker. Frank can be commanded to do the horizontal pitchfork stab in Conker's direction by pressing up special that causes Conker to shout at him to do anything useful and this isn't too slow to let the two attack together.

Franky's fork can pierce through solid objects including the dynamite! Yes Conker is this uncaring about the stupid f&%$. The dynamite stick will attach to the fork until Franky disappears. The dynamite can explode! KABOOM and sends Franky up to twice its normal height. This can be abused by Conker to get very high on the stage OR to recover from a great low height off stage but requires preparation. Set up Franky to attack and set the dynamite off at the same time or hit the enemy at Franky and set off the dynamite, plenty of combinations, and we're just getting started!

Neutral Special - GUNS

Conker takes out a couple of machine guns, hell yeah! He fires four bullets a second and deals 2.5% for each shot that lands and a bit of flinch. This will fire as far as Falco's laser and will stun the foe in place for 10% and roughly 1 second at a time but is slow to come out. After shooting for that long, Conker finds the gun has run out of ammo and drops it on the floor in disgust. This will happen even if he stopped using the gun in the middle. He then equips another gun in his arsenal - this takes half a second.

The revolver! Conker takes out this smaller gun and fires one shot a second - very slow but each bullet will deal 5% and powerful knockback also firing at infinite range. This deals twice the damage to shields and travels slow enough it's hard to dodge. The revolver will fire 6 times before Conker abandons it too and leaves it in the dust for a new gun - cycling through in this set order. This gun will fire powerful enough shots that it causes the enemy to bleed for 1% a second that lasts for 5 seconds.

Flamethrower! This is in all ways that matter a clone of Bowser's flame breath and does the same damage over the same range for the same amount of time but can be cancelled faster and once it dies down is abandoned the same as the previous two guns. The flamethrower, and all the other guns will cause the dynamite to explode. The bullets will bounce off of the metallic Franky to be reflected in the opposite direction. The flames instead will leave a trail of fire on the floor that lingers for 3 seconds and deals 1% 3 times a second and minor flinch. This move change how Conker plays depending on what gun he has equipped but is slow and very slow when it runs out of ammo leaving Conker open to punishment.

Side Special - Chainsaw Massacre

A chainsaw is taken out and revs up before ripping away at anything in front it dealing 5 hits of 1% and a final hit of 20% damage! F&%&ing awesome. The chainsaw has a big hitbox that extends a good distance to hit anyone away despite being a melee move and will destroy shields if all the hits land. The attack has a long duration and start but ends faster than you’d expect. This will injure any enemy that's hit by it causing their movement to be hampered by a quarter for the next 5 seconds. They were just hit by a chainsaw after all. The chainsaw will cause all their blood or other fluids to hit all over the stage around them in a Smart Bomb explosion sized hitbox and decrease traction in this area by half for everyone! This helps for Conker's mobility - lasts for 10 seconds.

The chainsaw can cut through many things and that includes the dynamite sticks. The dynamite will cut in half and now you have two sticks of dynamite… s#$% no, the dynamite explodes – of course! The extra range the chainsaw gives Conker gives a good cover to not get hit by the explosion. The chainsaw can go through platforms and non-solid walls – Villager’s Tree, Gordos – and will cut them in half if they had less than the attack's damage in health. This helps to make sure you can hit the dynamite when it’s on a high platform or hidden behind anything including Franky who will keel over and die after being cut in half. His body being cut in half will create 10 Pikachu Jolt sized hitboxes to spread out evenly and shoot out to deal 2% each and a little hitstun. At close range this is a massive damage dealer!

The enemy better beware as once they reach a certain percentage instead of being only cut up, Conker shreds them to f%&#ing pieces! Yes that’s right, they’re cut in half by the chainsaw and die on the spot. They'll respawn a moment later as usual. The percentage they need is just 60% - this only gives Conker a narrow window to get 'em with the chainsaw. That number is for Jigglypuff - heavier characters need extra percent for the first time - Bowser at 120% and Mario at 70% but every 50% after will trigger it again. When an enemy reaches the percentage that is needed to kill them a lightbulb will appear for 2 seconds over Conker's head the same way it does in the game for using context sensitive weapons. When the lightbulb goes away Conker must deal another 50% again, but this gives many opportunities to go for an early KO! Cut in half those awful newcomers Sakurai added over K. Rool!


Up Smash – Brick Smash

Two bricks are taken out and hold over Conker’s head until he smashes them together to deal 15-21% damage and very high knockback! The foe will be squished between them and the bricks extend far out to cover a large anti-air range. You’ll get even more range out of the move exploding forward out of dynamite and using up smash out of Conker’s already good dash speed. The bricks will freeze the enemy in place for a frame. The bricks deal huge shield damage too. The brick smash will send any loose weapons high, high into the air – think the top blast zone on Final Destination b before they fall back down. Use this on dynamite that you throw around to hit the foe into the explosion.

The bricks smash together if nothing is hit by them – this breaks off part of the bricks the same size Samus suit pieces are for Zamus. When they come out they will shoot up and to the sides at a 45 degree angle to deal 10-14% damage and high knockback so sometimes missing will actually land a hit? There are between 1-3 pieces of brick the more you charge, the more you get and these will deal 5% damage when thrown by Conker or any character but serve as foundational (get it?) projectile items to toss around for Conker when he can make them at will using his up smash on nothing. The pieces of brick can be hit back into the air by the up smash too creating a loop of falling brick pieces that will create a danger zone for the enemies in the match.

Down Smash - Rareware

The gold standard for video games, Rare - Conker takes out the logo very quick and shoves it into the ground after admiring it for a second to deal 20-28% damage! This is a powerful KO and will be great to hit enemies at the ledge or with a small golden shockwave that extends out a short distance for an extra 5%, hitting behind Conker too. The Rare logo is a little taller than Conker and the same as the company, is flawless. It will reflect any projectiles that come its way and this goes for Conker's own projectiles too so you can set up a loop if you plant Franky on the other side of an enemy.

Rare's logo can reflect projectiles at a different angle when it comes out - at first facing up and facing towards the ground just before it's planted down and can be charged to delay it. Bullets that hit the floor will ricochet off at the opposite angle and can keep going for their max distance so you can poke at foes from below or above! This applies to the brick pieces that fall down too so you can launch it forward or at the ground by hitting the brick at a different timing. The logo will do big shield damage - able to break a shield at max charge and breaking it at middle charge if the shockwave also hits to lead into an amazing punish! Hint: this is what Conker is all about.

Forward Smash – Bomb (like the Xbox One)

A massive bomb is taken out the same shape and size as Wario for Conker to drop on an enemy, dealing 8% then exploding for 15-21% and huge upwards knockback! This won’t hit both sides unfortunately – this leaves Conker fairly explosed from behind, but makes the move good to use boosting off the dynamite explosion to slide away from rollers and the like. The bomb’s explosion will carry the enemy up into the air and deal damage over a moment of freeze frame for effect – similar to the fsmash. The explosion will naturally explode any dynamite lying around and blow up nearby projectiles too, sending them across the stage if they were sat next to Conker likely to the side blast zone.

The bomb will pitfall the enemy for a moment before it explodes on them – think Villager’s down smash, the bowling ball fsmash and the explosive fireworks usmash all in one! The bomb can be dropped off stage or platforms when next to them – again you only need to think of how Villager’s fsmash works to get this one. The bomb will drop like a rock and explode after 1 second of falling or when it hits anything. This can combo when you drop other projectiles off stage before hand that falls slower, like the dynamite, to create a huge explosion all in one. This helps to edge guard and camp from above, but most of all is incredibly powerful as a top blast zone KO.

The bomb will sit in place for a second when used and no one is there to not explode right away. Any attack will knock it around using Bowser’s weight and stats for knockback. This will work like any of Conker’s other projectiles he can knock around but will explode early if any fire attacks are used on it. An enemy may try to hit it back, but they’re stupid f&%#s because you can put out the Rare logo to make that plan blow up in their face quite literally. The bomb won’t hurt Conker anyway. When the bomb hits during the explosion Conker will look away but open his fingers to watch through them and laugh in joy at the sight he sees.


Jab – Frying Pan

Conker’s most basic weapon in the game! The frying pan will hit two times, each dealing 5% and combo into each other before launching an enemy at low knockback. At the tip of the pan the enemy will be turned around as a sweetspot, and the move will do this to any projectiles it hits working like Mario’s cape. The foe turnaround has a 1 second cooldown to prevent its spam abuse. The frying pan has decent range comparable to the average sword in the game but is slow for a jab making it the most useful when used to escape from bad situations. This is faster than the down b just about so you have reason to use it over that but obviously won’t have the same defensive capabilities.

The jab has an original effect on Franky when he’s planted in the ground. The pan will cause even him to turn around! This happens by Franky turning in the ground and looking away, before angrily looking back the way he was before. This moves Franky towards Conker each time and turns his bottom fork into a low hitting attack hitbox that deals 6% damage and will trip foes who stand next to it, otherwise will launch them lightly and makes for a great combo starter. This will refresh Franky staying out on the stage too and is an awesome pressure move to use when an enemy is backed up against Franky but dodges the pan, then is hit by Franky’s fork!

Dash – Whack!

A running whack with the frying pan that deals 9% damage and high knockback! One of the strongest standard moves at Conker’s disposal and greatly enhanced by exploding dynamite giving a momentum boost! The frying pan has intangibility as it comes out but a slow ending lag like most dash attacks. The range is very good and the start is above average so it’s definitely a useful move. The frying pan will have the same effect on projectiles, foes and Franky with one change – Franky will turn away from Conker when he’s hit instead of towards, moving backwards! This has its own uses and can be helpful if the normal effect is no longer working too well. At the right time, it's devastating to turn the foe around and then land the Chainsaw!

Ftilt – Baseball Bat

A swing of the baseball bat! This deals 7% damage and good knockback though nothing to write home about, a little below average for a ftilt that’s able to KO. The baseball bat will launch any spare items or projectiles forwards as if they were hit by the homerun bat and makes a great pitch if you hit the brick pieces into the air after up smash and are waiting for them to come back down – same for the bomb or the dynamite sticks. The bat has great range too but does have a long wind down ending that makes it easy to punish.

The bat will hit against Franky in an odd way, causing him to bounce back staying stuck in the ground and hitting the other side, then bouncing back and hitting the front side where Conker is to deal 8% damage and low knockback – pitfalling for a moment any character closeby. The bulles that bounce off Franky can now go towards the ground or into the air at 45 degrees and richochet off the floor so Conker can hit the low side or high side of an enemy reflecting bullets. Franky is Marth’s height and therefore will hit the ground on both sides that same distance both ways as a hitbox and is a hitbox swingin in the middle – launching enemies any angle that depends on where they’re hit by Franky, for a bunch of possibilities. This lets Conker not get so punished if the enemy is backed up against Franky and he uses his ftilt, instead Franky comes to the rescue! Sort of.

Dtilt – Katana

A katana the size of Marth’s sword is taken out and slashed at the ground to deal 9% damage and launches enemies into the air! This is great to poke shielding enemies and will be a good combo starter at low percents. The katana will cut the foe to make them bleed – the exact same effect as the bleeding in the neutral special and will extend any bleeding the foe already had.

The katana will make any dynamite it touches to explode but more important will knock a bomb into the air –or a brick piece – at a low knockback but is good to get the projectiles and items at a low height to start knocking around the stage. The bomb can be knocked off stage by this by hitting it at the edge of the hitbox and will work great because the enemy can be effectively edge guarded by the katana’s long range. The enemy will find it hard to recover on the ledge when the bomb and dtilt are used at a close range.

Utilt - Slash

A half circle slash above Conker that deals 8% and good knockback, this is a great combo starter when the enemy is at 0% to get on a free 2-3 hits depending on their stats – similar to Mario’s utilt. The slash will send any objects back into the air so is perfect to follow up on an up smash that sends up a brick piece. Anything that is hit back up will be sent up at the center of Conker’s attack so he can reposition it slightly, or will go at 45 degrees if hit by the side of the hitbox. Conker can use both hitboxes to mix what happens with the projectiles or other stuff he hits and this move is perfect as well for getting the bomb into the air.

The katana is long enough to hit an enemy from relative safety and is fast, but has a slow end that makes it another easy to punish move. The slash has the same bleeding effect the down tilt does. An enemy already bleeding will boosts the attack to deal 15% and much higher knockback! Then the move will KO at a little below the percent the up smash does for reference – a powerful edge! Enemies better watch out as if they've been pegged in a dynamite stick they'll easily off the top after this one at a moderately high percent.


Nair – Context Sensitive

Conker spins his last used weapon around him to deal 7/8/9% and low-medium knockback – the weapons he can use are the frying pan/baseball bat/katana. They have slower speeds but greater range each time and great damage/knockback – you may not want the extra damage/knockback early on though if you want to do a combo. They all have their old mechanics and effects from the standards but now in the air so you can reflect, turn around or cut up anything you wish. The coverage is very good as it goes all around Conker – the one downside being it’s a long duration but the ending is pretty fast.

The move won’t hit the enemy away but will hit them in the direction the weapon was hitting when it landed – you can hit foes in any 360 degree angle. This works wonders when you can hit the brick pieces, bombs or what have you at the same time to follow them or have a slight change to the angle to land in front or behind to make it harder to read. This is easier to do creatively when the hover is there too as training wheels for Conker to not worry about the positioning as much. The different weapons have a strong effect on how this turns out when they come out slower or faster too.

Fair - Slingshot

The slingshot is taken out and Conker fires a, well, conker! This goes 2/3rds the distance that Villager’s fair does but deals 10% - it’s stronger for damage and knockback! To mirror the game the slingshot fair can be angled – it goes at a small downward or upward angle, the same Bayonetta’s neutral b. The conker bounces off the ground, walls and Franky to make it more versatile. The conker’s a little bigger than Villager’s slingshot as well but not by much and the same speed so it’s not the hardest attack to spam.

Bair – Firecracker

A flipped version of the fair but a slight twist on it – the conker is replaced by a small firecracker as in the game there are multiple types of ammo. The firecracker is the same size but will deal a stronger 12% damage and blow up any explosive like the dynamite or bomb when it lands. This will take longer to start, Conker spends a moment of time pulling back the slingshot extra careful. This can be angled the same way that the fair can be and will bounce off the ground instead of a ricochet. The bounce will make it go a small amount above Franky’s height and can get over the top of him too from a good angle. Earlier bounces will launch the firecracker higher! This gives some room to hit the firecracker after the move’s lag is over, just for a second, giving a cool other projectile to use.

Uair - Shotgun

The shotgun is taken out and fired up in a small cone shaped hitbox – the closer the foe was the more damage as it deals anywhere from 5-12% and weak or powerful knockback. This is unique! The shotgun can juggle from afar or it can KO from closeby and is perfect to use into the dynamite if Conker managed to stick one on the foe. The downtime of the end is slow but it comes out fast. This will bounce up your projectiles – the brick pieces, conkers – but will blow up explosives – the dynamite, firecrackers, bombs.

The shotgun will push Conker down every time it’s used, this makes it dangerous to use from off stage without Franky to jump off like Yoshi. This is good above the stage however as it lets Conker get back to the stage more quickly and start to throw down dynamite sticks, break bricks and other stuff. This helps for defence too! A foe may not get hit by the move but won’t be able to hit Conker in punishment if Conker moves out of the way and makes the move all around great as this helps with the move’s slow ending.

Dair – Kitchen Knives

A small kitchen knife is thrown down and deals 8% damage, weak but fast! The knife will travel the distance of MegaMan’s dair and will come out and end fairly quick, and even sticks in the ground for a second! The knife will deal 2% damage and a flinch to any enemies that touch it and can be knocked out of the ground by any attack Conker does – it becomes a hitbox again for a second making it great for a combo. Throw the knife at the ground maybe into nair to knock it towards the enemy and combine it with all your other stuff! Or throw it next to dynamite and launch it in any direction – create a win-win situation where the foe can’t avoid damage. Don’t forget to rain down the knives on the enemy using Conker’s hover.



Average grab that compares to Diddy Kong's for range and speed. Conker will smack the foe with his last equipped weapon that he would naturally use for neutral aerial, dealing 1/1.5/2% at fast/medium/slow speed if that is a pan/bat/katana. The bat and katana have the same effect on the foe for bleeding and when Franky is close enough to deal extra damage but if they aren't the pan will easily do the most damage. Pummel is extra important because Conker can time for his chainsaw by pummelling over and over - the timer for the Chainsaw to be active won't start until the grab or throw is over so you can't go over what you need!


Conker takes out his neutral special weapon and laughs - firing it at the foe who takes 5/10/15% if it was the machine gun/flamethrower/revolver. This deals more knockback the more damage it deals and the revolver will KO powerfully after Conker shoots the foe carefully - aiming for their head or some other f&%$ed up place on their body. This would be in the top 30/15/5 strongest throws in Smash 4. The machine gun will leave the foe bleeding for the same time it does in the neutral special and ends up doing more damage over time after the throw's done to make up for its low knockback - not that it's not good to have a low knockback throw for combos! The damage and low knockback make it great if Conker plans to use his chainsaw quickly to get a KO but nothing in the grab game hit confirms into the chainsaw or anything dumb.

The flamethrower deserves more explanation as it will set the foe on fire but also cause the dynamite to explode if they near it or other explosions, ending the throw early! This will push the foe back a good distance too making it great for pushing the foe into the dynamite on the stage that will explode from the burning foe or to hit them into other enemies in the match to deal the same damage and carry them along to take the final knockback. Think of Mewtwo's fthrow. This is really good in FFA or teams because the players caught by the attack will be pushed back together and can be exploded together! This throw will ignore the reloading mechanic and reload the weapon automatically - Conker may want to time his grab and fthrow around this to get the most agreeable lag.


Conker grabs the enemy by the arm and tosses them backwards for 9% and high knockback. The angle is steeply horizontal and very powerful as a result - one of the ten strongest throws in Smash 4! Important throw to get the best mid-long range that Conker likes for his set full of projectiles and to make room for him to make more projectiles. The angle makes it easy to gun down the foe in the air by firing the neutral b guns - depending on their percent the enemy will be thrown at a good angle for any of the guns. Low percents will help to land the flamethrower and do great damage racking, mid-range will help land the machine gun and deal damage and good knockback/bleeding and the revolver will hit the foe at any range. The revolver may KO the enemy from near the blast zone!


A shishkebab! The enemy is thrown over Conker's head and he equips the frying pan/baseball bat/katana to aim it at them and land their body on his weapon to deal 5/7/10% damage, laughing all the while! This sends the foe at weak/medium/strong knockback that at strongest will be in the top 10 strongest throws in Smash 4. The katana will cut the foe too making them bleed again on top of an already powerful throw. This deals enough knockback Conker will never be able to follow it with a combo out of the grab game and is not very useful besides the higher damage at low percents. The duller baseball bat is a good range at most percents to then try and land an up aerial or up smash but may require Franky to reach the enemy at mid-high percents.

The frying pan may not seem the greatest at first glance but Conker can angle the pan slightly to give a unique spin on the pan to send the enemy at a slight angle rather than right up. Right up isn't bad however - you can still go for an up aerial at most percents and landing an up tilt isn't out of the question. The frying pan when angled will live up to the idea of using a f&%#ing frying pan as a weapon and give a "blunt" sound off when it lands to deal 2% and barely any default knockback. The enemy seems to kinda slip off the pan and fall toward the ground, leading to great combo potential! Why not always do this? It's dangerous when the enemy can attack Conker and it can no longer leads into aerial combos at the lowest of percents, instead more for the grounded attacks.


A kitchen knife is grabbed from the down aerial and used to stab the enemy repeatedly for 10% and makes the foe bleed again for the same effect as before. The enemy is then kicked across the floor a short distance on their face - to recover from the stabbing? The blood that enemies bleed will be wiped across the floor they're kicked across and at higher percents will go further to drench the floor for the same effect seen in the side special. This makes it easy for Conker to run up and catch them for a re-grab after a second has passed or do another similar combo/land them on top of dynamite or send them into Franky to come back faster because they slide back over their own blood they created.

Conker finds it easier to land his Chainsaw as a tech chase when the enemy has to get out of a prone state but he can do plenty of other things too. He can try to land one of his many projectiles while the foe tries to get up or set up his projectiles if he wants to second guess the foe just sitting there calling his bluff. Franky is useful here because he can cause the foe to be walled in with Conker who can then use his dash attack or down tilt to move Franky away or towards Conker. Why move Franky away? Reflection of course! Now he's not as near the projectiles will take longer to come back off of Franky and hit the enemy out of a dodge or roll with different timing. The enemy better be careful too as all that extra damage piling up from the bleeding may lead to them getting caught by the Chainsaw if they wait too long, as long as Conker is keeping count.


Drunk Squirrel

Conker drinks his weight in booze and gets drunk over an obnoxious cutscene that plays where he drinks for the same amount of time Kirby cooks in his final smash. This heals Conker for 20% but he will lose it over the next 10 seconds. He is immune to hitstun for these 10 seconds and will constantly get the lightbulb over his head to perform his down special at random times. Don't ask how, the developer of this moveset must have left in this bug. At the end he'll shake his head and look around to say "Where the hell am I?"
Last edited:


Smash Rookie
Jun 16, 2009



Greaty Mighty Poo is going to shove you up his butt! Boss of the Sloprano chapter and guardian of Poo Mountain GMP is a giant blob of crap that rules over the area. Conker the Squirrel feeds him delicious sweetcorn – not realising that it’s being fed to the evil lump of crap! Emerging out of the depths GMP sings in his glorious operatic voice that he is the Great Mighty Poo and he’s going to take a s#%& on you. GMP kills the Dung Beetles that roam the area too and wants to murder Conker by shoving him up his chocolate starfish. Among the poop he wears a crown and now he’ll paint the whole game brown!

A massive slow moving target and GMP has bad jumps - but not sloppy movement in the air! Walk speed is not the worst and fall speed is not the crappiest. The GMP is not the giant he is in Bad Fur Day but is huge when placed next to other characters already in the game. And yes his height is DK using the cargo throw on Diddy – perfect!

Height - :4dk: + :4diddy:
Width - :4bowser: + :4olimar:
Weight - :4bowser:
Jumps - :4ganondorf:
Walk Speed - :4bowser:
Dash Speed - :4jigglypuff:
Air Speed - :4pacman:
Fall Speed - :4bowser:


Neutral Special - ♪ Slo-prano ♫

Sucking up the air around his body the Great Mighty Poo bellows out a beautiful “AAAAAAAAH~” to damage enemies closeby because his voice is that good! GMP’s singing voice does 1% a second to enemies in a Smart Bomb explosion hitbox radius and makes them flinch once a second too to interrupt attacks. The damage will rack up because GMP can hold out the note and keep singing for 1% damage the next second and the next and continuing on for a whole melody. In short, enemies take gradually more damage! If they listened to GMP for 2 seconds they take 2% damage that second, 3% damage on the third second, and this goes up to 10% if GMP can manage to hold the move for that long! This isn’t likely but the foe will have a dizzy visual effect for 5 seconds after the move ends that lets GMP continue the song from the point the enemy was listening to before so they won’t lose their place!

I say song because there’s a few things GMP can do to change the move! GMP can tap neutral b repeatedly to instead scream a “lalalala~” for 0.5% every half a second but no flinch. This stacks the same as the other version but will let GMP build up to the max of 10% a second in only 5 seconds of continuous on-off use. This is slower to start but faster to end and is a good way to warm up GMP’s singing voice for his main song! Both attacks have a weak wind hitbox that will push foes away for the first hit to give time for GMP to avoid the incoming punishment for his obsessive singing voice!

GMP will eat up any projectiles or loose attacks in his way when he’s got his mouth wide open to sing. This has the same mechanics of Wario’s Chomp or King Dedede’s Inhale and for the most part is a big negative because it gives GMP lag out of the move that’s much worse than it is at normal use. The move has a secret use too – on shields this singing will shatter the glass-like shield doing twice the normal damage! This mirrors the way GMP breaks glass with his operatic voice in the game and makes GMP dangerous to shield against when the enemy’s already listened to him long enough and transfers their… appreciation to their poor shield.

Side Special - ♫ Crap-py Projec-tile ♫♫

A big ole piece of poop is grabbed out of GMP's mass and pulled out to form a ball of dung! GMP throws this medium sized projectile in a lob, the poo will deal 10% damage and high knockback! This has Samus' max charged shot power but is 1) slow 2) goes in a lobbing arc first and takes a second to hit the ground after that 3) this power won't last long. You see when GMP takes out the crap from his mass this has an effect on his stats. GMP gradually gets smaller until he's only the height of DK and width of Bowser - looking much less of a proud turd - and importantly loses weight. GMP will go down to the weight of Samus once he's thrown 5 poops.

That's not the end of it! The poop gradually weakens too because of there being less mass to take the poo from - going down 1% every projectile thrown until it deals 5% damage and has low power, but does come out much faster and can be spammed! At the maximum pooiness GMP has a powerful projectile but it's not that good unless he comes back after death and the enemy has high percent. The pressure you get throwing the poop and doing the Slo-Prano is immense! Throw a dookie, go into song and the enemy is put in a precarious spot! Of course only those who have the most high skill and taste will appreciate the power of throwing s#$%.

The poo won't hit the ground and do nothing - it sticks around! The poo will form a Kirby sized lump on the ground that slows by half enemies that try and walk, run, dash or jump through it, but they can destroy it by damaging for 20-15%! The poo can be picked up easily by GMP walking over it and absorbing it back into his mass to get back his old size and weight that he lost throwing the poo. The slowing poopoo doesn't hurt to have around though! GMP is slow and wants the enemy to be stuck treading in his crap. It's hard to cover all the stage in poo.

In the air the poo projectile will leave a trail of brown poo to rain down below it the same way the Kamek effect does on NSMBU’s stage. The poo will rain down much faster however and hit the stage in no time at all, slopping over enemies and covering the foe in poop! This will give GMP back his mass if he stands there and can give a little extra poo back into the cycle this way. It will buff poo based attacks too to charge them up twice as fast but this only lasts a scant few seconds before all the s#%& is gone!

Down Special - ♫ ♪ Toil-et Pap-er ♫

A shake of the beautiful old body and GMP gets rid of excess s#%$ that's hanging on and importantly - a roll of toilet the paper! The toilet paper rolls on its side - think of a barrel - and is fairly large. In fact, not much smaller than a barrel! It rolls forward and deals 5-9% and low-medium knockback and builds up ♪ Mo-mentum ♫ as it goes down the hills and valleys of poo, or other things (do they exist?) in the match. Toilet paper will get stronger when it passes any hitboxes GMP creates - extending his projectile poo he threw in side b. The TP will gain 1% damage constantly as it rolls over poo and gains up to 4% just in one second if it's rolling over a pile of sludgy crap.

The TP can be knocked around by any attack to make it deal extra damage and gets harder to destroy when it's covered in the good old stuff. Every 1% it goes up adds to its base 10% health and this maxes at 20% - this means too that the max damage rolling TP can cause is 19% at a max speed and max size! The TP gets slightly bigger too but GMP can only have one on stage at a time. The move instead can absorb back in any TP that GMP shook off when TP is on the stage and any poo that was on the TP will be reabsorbed into GMP's mass. The best this can do is give back GMP two max sized poo projectiles that he may create on the side b. The enemy had better try and destroy the TP because it doesn't take away the health of his pooey leftovers and can help to get GMP back to healthy levels of s#$% in no time!

Up Special - ♫ ♫ Tele-Porting Poo~ ♪

Where'd he go? The poo goes poof and clenches up into nothing! He disappears into the ground and appears a distance away on the stage to deal 12% damage and high power. All this only needs to be compared to Zelda's up b Teleport for an idea of the distance and knockback. This is on the stage - GMP can hold the button to appear in the closest, or holding the opposite direction the furthest - poo pile on the stage! This increases the size of the hitbox by the size of the poo in question. GMP appears triumphantly on the other end and even gets a bit of super armour to top it all off! Stupendous.

In the air this move is kind of crap. The move can teleport up any raining poo into the air at the top of the poo projectile trail- inexplicably channelling his crap magic. He will get super armour when he does this and can use this to get into the air very very fast considering how crap he usually is to jump. Otherwise he makes a leap for the skies... and it's nothing special, very crap recovery that ranks down there with Little Mac. The leap goes around half the distance of Falcon's up b and does 9% damage when GMP phases through and stuns an enemy briefly and this does get better when GMP is smaller to buff its distance covered to double making it not a completely s#%$ aerial recovery. The move is very very fast on the ground or teleporting to crap directly and can be used to chain together attacks because of the low lag but is fairly predictable. You can teleport to poop in the air too! (How'd that get there?) The more poop on stage, the stronger it gets!


Forward Smash – ♫ Mud-dy Hill ♪

A strong powerful smash at the ground that causes a tidal wave of brown liquid/semi-solids to go forward the same distance MegaMan’s fsmash does to deal high damage and knockback! The first hit where GMP smacks the ground with both arms deals 20-28% and has great power but is slow, this is one of his fastest/strongest moves that doesn’t have much range, think of DK’s fsmash for comparison. The tidal wave is Diddy’s height and the width of Snake from Brawl and travels the same distance MegaMan’s charge buster fsmash does from uncharged to full charge. The tidal wave deals 10-14% and will trip enemies on the ground at low percents but deal good knockback. It will hit shielded enemies multiple times as it passes through or will hit them if they drop shield and can hit enemies on the ledge or in the air to deal upward angled knockback.

The tidal wave knocks up anything on the ground that GMP may have set. The toilet paper will roll at max speed for the time it’s carried by the tidal wave of poo. The toilet paper will get covered in poo very quickly too giving it the same buffs it gets when covering over GMP’s hitboxes. The poo that sits on the ground will be pulled together and become a hitbox of its own at front of the tidal wave – this deals anything from 10-25% and can deal powerful knockback the same as the first hit of the fsmash at max! This is impressive but needs a lot of poo to be gathered up together – the equivalent of two max sized poo balls to give the maximum power. Enemies are dragged away for enough time to get in one or two neutral b hits too. At the end of the tidal wave poop will be walled up together in big columns.

The tidal wave has other uses too as GMP can jump in front of it or roll there – it’s a slow poo to come out – and will be carried forward at a faster rate, automatically pushed forward and made to go very fast when you compare to his normal walk, run or dash speed. The GMP can use this to do his own attacks in movement and when he runs into his poo he can even get a boost! He’ll get the same super armour boost from absorbing the poo in up b when he is pushed into his own poo stockpile – this gives all his moves a potential super armour and potential for movement too! What a fast poop.

Up Smash - ♫ Pot-ty Hu-mour ♫

GMP raises the ground in front of him in a pose like he’s taking a huge s#%& and causes a giant hand of poo to come out of the ground in front of him! The hand deals 15-23% and high upward knockback the same in many ways to Bayonetta’s usmash but has a wider rather than taller hitbox and higher knockback to compensate. The poo hand acts as a wall to reverse the toilet paper and to block attacks the foe might launch at GMP from afar but is too slow to end to have any strong role as that. The poo hand has transcendent priority that helps to stem the flow of enemy attacks such as campers or projectile users but will fail if an attack damages the smelly poopy creation for half or more of its own damage.

The poo hand does more than just lend a hand for defensive purposes – the poo hand will launch any grounded items that it touches into the air a great distance! This will do a good deal of poo coverage on the TP to buff its power but launch it high into the air too before it comes back down and lands on an enemy’s head or to be re-hit by GMP to launch at a nearby enemy or for any other reason. The poo that has been laid down by GMP in the side special will be launched up as its own projectile again and take its glorious form once more that it took when originally released! This can combo from the first hit if the foe is caught out and deal considerable upward angled knockback to an enemy in the wrong place at the right time.

The hand does an interesting thing if it manages to catch flung poo from the side special – possible if GMP can manage to use his up b quickly to get to the other end and do usmash before the poo touches the ground! The hand will catch the poo and after a brief pause, launch it forwards at the ground at a low angle. This deals 10-14% damage and medium knockback but takes a brief pause that the enemy can use to their advantage to destroy the hand. At the worst this is a nice distraction and lets GMP get a couple of projectiles going at once – not bad for a fairly s#%&tily slow guy.

Down Smash – FLUUUUSH~ ♪

A re-enactment – or dramatisation of the GMP’s unfortunate death and untimely demise, the GMP spins around after a constipated charge pose and deals rapid hits that will hit for 14-20% and deal good horizontal angled knockback! Think of Bowser for the hitbox size and the exact power. This is fast to start if slow to end – still the hitbox range and size makes it a great one to use out of the up b and snag an unexpecting enemy! GMP gets smaller and this move’s hitboxes get smaller but for compensation the move’s end lag gets heavily reduced… until it’s all practically been flushed away! This makes the move very good and definitely worth the use.

The spinning will spin around the TP and crap piles for different results! The TP will spin around GMP’s body and spins 1-3 times, changing on charge, and will build up speed as it goes around until it hits full speed after 1 full rotated becoming a hitbox of its own. At the end of the spin the TP will roll off in the direction it was facing and roll on its own to go forward or backward away from GMP – an easy way to combo into what he next does! The poo clumps instead get absorbed in the attack and buff the damage of the attack by 1% up to 5% - the bigger the clump the higher the extra damage! This makes the attack deal better knockback too.

The move changes if the charge is done all the way! GMP is really flushed down into the stage… or so it seems. This does the max amount of damage/knockback as per usual but GMP will disappear from the stage for a moment, then pop up in the same place or slightly left/right if you angle it and deals 15% damage and high upward knockback! This is worse than the up special – unless you have TP or poop around! This will flush them down the toilet of the stage too and then when GMP pops back out he’ll launch the TP and poop upwards as projectiles! Place those valuables around the stage any way you like.


Jab - ♪ Mud Flaps ♪

A sloppy hit against the ground that makes poo spread around for 3%! The poo will go in an average sized hitbox where GMP hits on the ground and will combo for the same time as any other jab but is stronger against foes nearer to the ground and forces them to go into the air to avoid further damage. This can hit up to 5 times in a row at very low percents but at higher ones the enemy will escape in 2/3 at most. This can be made harder to escape if GMP times it right for the falling poo from the up smash or toilet paper to fall on the foes head in the middle of the move - either damaging them and dealing good knockback or knocking them back into the jab! At specific percents the knockback is just right to combo into up b but that is difficult to get right.

The attack gets weaker as GMP gets smaller and has less poo to throw around - it now deals 2% but is much faster! At its weakest the jab is one of the fastest jab in Smash 4 and s#%$s all over an enemy's defenses. The faster the move gets the easier it is to chain into another idea like using the neutral b after backing away into pooier areas to keep the enemy ticking down from hearing GMP's beautiful voice. As well you can jab the foe in place for longer overall to get them hit by incoming thrown poo or other crap that GMP can set up previously if he can land the move out of his up b. It's scary to see GMP approach flinging s#%& all around on the front of a tidal wave of more s#%&.

The mud flinging can keep the toilet paper in place and cover it in poo very quickly after a couple seconds to max it out but leaves GMP completely open in the mean time as the toilet paper is not a hitbox until the move is released. The TP is buffed in strength in the jab too when it rolls off at the end of the jab but GMP has to make a difficult choice - the stronger jab will in its higher damage make the toilet paper stronger but the faster jab will make it durable by covering it in more poo. The jab gradually reduces the poo clumps created in side b and as a result will buff the damage deals to 5% a pop and greater range! Good s#%&.

Dash – ♪ Skid Marks ♪

A collapsing dashing attack! GMP leaps into the ground and deals 5 hits for 15% and strong knockback - the same power as Ganondorf! This goes down for every downsize GMP has undertaken because of his side b. The end lag of the move is very slow but can be improved by getting rid of excess poo! It goes from a slow Dedede punishing end to very hard to punish when GMP is smaller and takes less time to reform, but will deal 1-3% less damage. The move can go through enemies and get to the other end - a good mix up to get the foe on the other side of poo lumps, toilet paper and other things. Good on enemy shields too - GMP leaps through the shielded enemy to the other side dealing great shield damage and the move can maybe hit them out of shield too due to the low hitting hitbox of the attack!

The enemy can escape from the dash attack easier if toilet paper or a poo clump is not on the other side - mixing up the enemy to leap through them and get on the other side where these things are makes it harder for them to escape because they're being pushed against the poo or other object. Another thing - when GMP starts the dashing attack running into poo clumps or toilet rolls he will pull them along until the end of the attack. The toilet paper's aid is simply that it shields against enemies and will get up to max momentum at the end of the attack. The poo will be destroyed and reabsorbed into GMP's mass but will leave a large skid mark along the ground that deals 5-10% and high upward knockback! This will stay for a brief moment once the move ends to make it an even better mix-up - land behind the enemy and force them to get hit by the skid mark or roll/shield it for an easy read!


A slap of the air for a weak 7%! The slap will slice the air left-to-right and has good speed - at any size - and is hard to punish but has bad range compared to GMP's other attacks or in specific his standard section. The slice has other purposes - you can slice the poo right out of the air from side b and send it forward if you catch it out of the lobbing arc, redirecting it forward - this is very helpful! The same thing can be done on poo that is falling after being knocked into the air by the up smash or toilet paper the same. The slice can do the same on poo clumps - slicing off the top layer and sending half of it forward as the projectile! This will do half the damage the clump would have done on its own. The move does low knokcback but enough at any percent to move the enemy a decent ways and get them off GMP's butt.

Dtilt – ♫ Poo-ey Man-hole ♫

This one's a real doozy - GMP creates a fake manhole out of solidified poo on the ground and causes it to rattle around like a coin that's been spun around, dealing 8% damage to enemies and medium knockback! Now we're in the gutter! It has the same range and speed that GameWatch's dtilt does. The manhole is a solid surface while around but won't affect enemies because it's always a hitbox, but on the poo or toilet paper will have a profound effect! The TP will be jaunted around the manhole left and right and keep any power it had before coming on the manhole in the first place. The TP will then be knocked forward or back at the end - changes if it was on earlier or later and GMP can move out of the way to let it continue on its path.

The fun really starts when GMP manages to get poo on the top of the manhole the manhole's hitbox will be extended to all the overencumbering poo! The poo can be big or it can be small but the size of the manhole is always the same. The poo can be piled up to greatly extend the range of the move but will add some slowness to the end for the excessive amounts of poo and the smaller amounts won't add much range anyway. You can do a combo of moves when you do a manhole under the usmash hand or the fsmash tidal wave as the poo will be lifted off the ground altering the nature of those attacks! The hand will throw at a new angle and its hitbox will be extended higher. A poo hand will be rustled around the manhole before poking up and any poo in the same area will be rolled up under the hand to make it bigger and part of a massive hitbox. You better hope you have TP for that manhole because it'll easily get totally covered in s#%&.

Utilt - ♫ Mid-dle Fin-ger ♫

GMP gives the finger! It's bigger than usual - like a big pooey foam glove you'd wear at a ball game - and has above average range for a utilt and deal 12%! it does high knockback to make it a good combo starter at low percents but can KO when the enemy is at a higher percent too - not different from most utilts, but the animation fits the s#%&ty personality of GMP. The middle finger will knock TP back into the air but can be timed and angled to send it forward - hit the pinky to send it forward or the thumb to hit it backwards and because it's high above GMP his body won't block it. The GMP is big enough at his biggest to hit through the bottom of platforms on Battlefield just barely to hit foes on there but if he decreases in size, he loses that ability.

The utilt gets a buff when it collides with falling poo or poo on higher platforms as it absorbs the poo into the middle finger! The middle finger grows to twice its normal size and deals 17% and stronger knockback! Now it can net a kill at 100% damage and gives super armour to GMP. At the end of the middle finger the poo will be reabsorbed into GMP so he only gets one chance to land the attack but this has its own bonuses, the one downside is it increases the end lag because GMP has to reabsorb the poo through the finger to make it easy to punish. The move does help in a general sense to keep the enemy juggled or high in the air as this helps for landing the beautiful singing voice once or even twice - there's far more room to keep the enemy in the range for neutral b in the air rather than on the ground!


Nair – Mi-mi-mi-mi-mi~ ♫ ♫ ♪

Not a common aerial combatant, GMP does the best thing he knows how - sing! This beautiful singing voice creates a ripple of soundwaves in a circle around GMP and extends out the same range as the average NAir does to deal 5 hits for 10%. The ripple doesn't get smaller when GMP does so will do even better coverage for his fat pooey body when he needs the defense most. The soundwaves won't have any affect on the neutral b singing timer or that effect but will help to keep the foe at a good range to then perhaps land the neutral b - on the negative side, the soundwave can be easily air dodged (like Tabuu's wings) and will leave GMP wide open due to its long and slow end animation.

The soundwaves are strong enough to do other things, most obvious is that it will direct the TP away from GMP - and because of the circular hitbox, can do so in any direction! The poo in the air works the same way when falling and gives a hard to predict spin on the usual crap GMP likes to do. The soundwaves will create a little barrier free of poop around GMP's tidal wave - as if he's parting the seas - but on both sides creates a powerful hitbox that does 10-14% and high away knockback! The poo looks like dust clouds on either side of GMP - it makes sense when he's got that angelic singing voice and is descending to the stage.

The soundwaves do interesting stuff to poo on the ground or piled up - so the usmash poo hand or poo that happens to be piled together which can easily be done by fsmashing poo into a hand among other things. The nair will cause the poo to shake and fall over! The falling poo deals 14-20% and very high knockback - a Timber of poop! This is predictable but can work when the enemy's at high pressure from the neutral b's ticking time bomb, their shield is low or GMP has corned them between a ball of poo and TP. It will help to make the ending of the move less obvious too.

Fair - ♪ Sweet-corn ♪

He exposes his... less than pearly whites and bites forward to deal 12% and high forward knockback! The sweetcorn teeth glimmer at the end to deal an extra 3% and higher knockback! The bite will hit away the poo at the majority of its hitbox but at the closest range, will absorb the poo or GMP's TP and after a burping sound send them below GMP has a falling hitbox, or can be send behind him if they were hit by the 3% hitbox! GMP can use this slight difference to get the most out of the move's telegraphed nature to send the poo and TP in unusual directions. This does great damage and knockback to shields to make it a good finisher when it has a fast start as well.

This aerial can be short hopped and will continue when GMP hits the ground. GMP takes a big bite into the stage and gets embedded for a moment - think of Luigi's side b when it hits the side of the stage and embeds one of his many sweetcorns into the stage! This will now deal 5% and light up angled knockback to any enemy that passes it by and can be destroyed when dealt 10%, or when GMP walks over it. This can be used to make getting up on the ledge harder but setting this up is hard when GMP can be easily GiMPed. The sweetcorn can be moved around on top of all the other poo that helps greatly for pressuring the edge or for giving that little bit of extra range on utilt or usmash.


A big fart that deals 8% and blows GMP forwards in the air like Corrin's bair! This deals good strong knockback and has a large hitbox but has a long start and slow end to make it less than spammable. The move will have a weak wind hitbox that lands if the foe is close to the fart to get an extra bit of knockback on top of the normal knockback. This will naturally blow away TP and poo in the opposite direction - the momentum boost it gives GMP helps to get the jump on enemies and really helps when you can teleport around. Sometimes GMP will teleport with his back to the enemy and this is when the move is fastest to used at out of short hop.

Uair - Torna-do ♫ ♪

A beautiful ballad upwards that ripples up the air and creates a small hurricane effect that deals the same damage and has the same range of MegaMan's uair! This goes half as far but is twice as wide - this means the attack won't KO the enemy off the top very early but will be better for combos and is good for keeping the foe in a close enough range to land the neutral b or land the other aerials, or to do a teleport KO! This is perfect to teleport to aerial poo and then score a uair to try and tackle the enemy in the air above GMP and land a few solid sings on them too.

The tornado will pull up nearby TPs and swirl them around like in a toilet bowl before launching them up again! Easy to keep them in play this way. Poo won't be affected by this and fall through it except it will get slightly smaller and will power up the tornado - giving a gross brown color to the tornado of singing. It now does go the full distance that MegaMan's move goes and does an extra 4% damage at the cost of losing your poo power.

Dair – Cork-screw ♫

GMP spins around and faces downwards to go faster towards the stage and deals rapid hits to deal up to 20%! This is hard to land with all the hits because of how separated the hitboxes are and how fast they come out, but is easier when GMP is smaller and there's not as much of him at the cost of range. GMP can pass through enemies - like his dash attack, this is a great mix-up to get below the enemy to land a uair or use his up b to get an advantage!

The attack normally has slow ending but will have a different effect if it hits the ground where GMP will splat against it, dealing 10% to either sides and strong knockback, even to shields (but can be spot dodged) and is good to absorb back anything over a long wide range, twice the normal width of GMP. The GMP will pull in any TP in the air, spin it around his body and launch it similar to how his dsmash works. The TP will be not as covered in poo for the power up though.



Sticking his grubby pooey hand forward GMP’s grab is fairly average in speed but has great range. It helps that GMP can get smaller to get the enemy while not being as big a target but the range becomes disjointed and not reduced to his new size. The enemy is easier to grab of course in the poo as well because of their reduced capacity to jump and move away and grabbing the enemy in the poo will make it easier to do a combo off of the throw because it will reduce the knockback they take, but no silly chain grabs, this isn’t Brawl! The pummel is GMP singing directly into the enemy’s ear causing 1% damage at a slow rate but is buffed if the foe has the neutral b status effect active – taking up to 3% a hit if they are about take 10% from the next neutral b hit and increases in decimals/fractions if it can’t in whole numbers.


You knew it was coming. GMP grabs the enemy and shoves them up his butt – or into his rear end to be accurate as GMP doesn’t have an obvious butt or buttocks to speak of – and clenches tight before shooting the enemy off in a high arc! This deals 5 hits all together to deal 14% and high knockback at a diagonal! It’s not the strongest KO throw but has a few caveats. At a larger size the GMP will shoot the enemy further because of his larger hitboxes but when smaller will shoot them at a straighter angle to KO earlier – basically when larger, this move throws the enemy in a lobbing arc that makes it easy to land a side b or start a combo. It’s helped by poo on the stage greatly to confirm into other attacks.

When the GMP starts the throw he will shove anything around the stage up his chocolate starfish too. This means poo, TP or any spare items that happen to be lying around. The enemy will be shot out first but in the same arc they were shot, a moment later GMP will launch all the other objects he shoved up his rear in opposite order to when they were shot – GMP can angle them to come out slightly left or right too to read the enemy’s landing! The poo will retain its same shape/power/size and all that. You can do this with the sweetcorn from Fair too. It may not work to hit the enemy directly but definitely can be used to try and pressure them.


GMP throws the enemy into the air and into his mouth like a snack – he eats them up and after a moment, he squints and they shoot out of his backside for 11%! This does good knockback as you’d expect on a bthrow and will cover the foe in poop! This means that the enemy will have a brown color for the next 10 seconds and will attract flies to their character for this time period. The poop aura means that at any time GMP will be able to teleport to the enemy’s location that he bthrow – but the time it takes to teleport means that 1) wherever the enemy if they move quickly they will avoid the teleport’s hitbox and 2) this is highly telegraphed.

The real threat comes when the GMP can attempt to pressure the enemy and during their lag or hitstun/flinch will teleport in their face – they may get prepared but that doesn’t mean GMP can’t get the slip on them and do a powerful read into a combo at a close range! It is very important to use neutral b when the enemy is at their crappiest to score a flinch into a teleport. The enemy will be extra afraid to get close on the fear that you can teleport right into their face for the double hit teleport! Ludicrous damage and auto-combos await the greatest and mightiest Poo mains.

The poop has another effect – the enemy covered in it will let GMP gain back his size if he’s touching them at half the rate of absorbing the smallest piece of poop possible twice a second. In layman’s terms the poo will start to build up in GMP’s mass whenever he touches an enemy bthrow’d and this goes for when he has them grabbed to – you can get smaller then bthrow, and for the next seconds use the disjointed grab to get a safer grab then pummel and throw for a long animation to get back all that lost s#$%!


GMP tosses the enemy into the air lets loose a loud “AAAAAAH!~” as he does in the neutral b to damage them for 10% and knock them high into the air! This won’t KO until very late due to low power but will add an extra three ticks of the neutral b to the enemy no matter what, but won’t get any extra damage for its own. This has obvious uses but won’t work if the enemy hasn’t been hit by the neutral b at least once before. This spawns a new status effect visual on the enemy that puts in an extra bunch of stars circling their heads in the middle of the old stars and only lasts for 3 seconds before these stars go away and will hit the old max of dealing 10% damage when you use neutral b.

A TP caught by this singing will be knocked up in the air to the exact point where it will fall on top of the enemy if they don’t DI away! This lets the GMP have a little control over the enemy’s exact movements once the throw’s coming to a close as they have to move out of the way and he can use this to his advantage to get into a good position. At higher percents the TP will hit the enemy on the head as they’re launched by the throw’s knockback and this only boosts the damage and knockback of the move by a set 2-5% and makes it a powerful up throw KO! This requires a nearby TP to work however.


The enemy is grabbed around the waist/other area and squeezed tightly by the GMP to deal constant hits for 10% overall when cracking/otherwise sounds are head – the enemy crumpled up and collapses into their prone state! This is very bad for an enemy who was on the top of slowing poo because they now have to get up and get out of the poo with slowed movement after that. The poo will also make it hard for most characters to see out of it much and GMP can always move it and the foe along if he does a quick fsmash or one of his many poo-moving attacks to shift along the poo in various ways – a wonderfully crappy tech chase!

The throw does more than make a mess for the enemy when in poo – their traction is greatly reduced to almost nothing as when they try to turn another cracking/otherwise sound is heard! They will take a lot longer to turn and won’t be able to stop themselves from running into or turning around to avoid the poo onslaught from GMP. The slipping around and inability to turn makes life easy for the GMP who can force the enemy into uncomfortable positions – his normally slow telegraphed attacks now created easy read situations and lead into hard punishes for the enemy! This effect lasts for 8 seconds. The throw deals down to 7% and lasts only 5 seconds when GMP has allowed himself to become the smallest possible crap.

GMP can benefit from neutral b directly here – enemies that are dizzied and are taking extra neutral b damage will find the cracking sound of their bones or other body parts when they try to stop momentum or turn half as annoying no, beautiful as GMP’s voice! The cracking sound will add on half of a neutral b – the same as lalalalala~ every time the enemy tries to do either action in the effect’s duration. For this jumping is used too – can’t get into the air without using those ligaments! This raises the odds even further and makes it hard for them to try and camp GMP when they can’t easily turn to start firing back projectiles or whatever else in defense.


Solooooooo ♫

GMP takes in a deep breath and bellows to his heart's content. This starts a rhythm game the same as DK's final smash, only far more powerful. This will blow around s#%@ piles in... odd ways that you wouldn't expect. it doesn't follow any logic as all the poop flies around nonsensically and it is created out of thin air. The better the player stays in rhythm the greater chaos GMP creates. At the end of the final smash GMP will pull a lever that flushes any enemies down a toilet made in the stage if they were on the ground and it will wait over the top of them in the air for 5 seconds too, this is an instant KO.


Smash Rookie
Jun 16, 2009

A terrifying, disturbing creation of the Tediz army! The Experiment is a monster of scientific experimentation to make a super weapon. The Exerpiment faces off against Conker at the end of the War chapter and may be the strongest adversary that Conker faces in the entire game. He’s a giant and in Bad Fur Day has to be killed with a tank but gets a slight downgrade in size for Smash Bros. A huge character and realistically he’d be nearly the bigness of Giga Bowser but that couldn’t work very well. The way the size isn’t completely out of control is his mechanical spider legs are bunched up under him more than in the image. He is slightly bigger than the given stats.

The Little Girl is the brains of the operation – The Experiment holds onto her like a sock puppet as she talks for him because his mouth was sewn up amid all the experimentation. She’s the one who orders him around and The Experiment is lost without her guidance. Big E is practically a victim for Professor von Kripplespac’s experiments. The Experiment does have fun attacking Conker and using his big arsenal of weapons to kill the weasel so it's not all bad! Conker blows him the f#%& up in his tank and everyone forgot about this abomination’s existence – until this moveset!

Weight - :4bowser:
Jumps - :4ganondorf:
Walk Speed:4rob:
Dash Speed:4dedede:
Air Speed - :4bowser:
Fall Speed - :4charizard:


Down Special - Robo-Spiders

Experiment leans back and would guffaw if his lips weren't sewn shut - a Robo-Spider a little wider and a little shorter than the Mechakoopa crawls out of his back and around the front and starts to patrol forward. It largely works the same way as the Mechakoopa does but with a couple of important differences - the move can be angled and the Robo-Spider has to grab the enemy first before it explodes! This takes a good second for it to latch on fully then deals 15% and high knockback! This means it can be even easier to shield. More kick than the Mechakoopa but harder to land and walks slower - plus Experiment is equally limited to just one. The angling for now doesn't make too much difference - it causes the Robo-Spider to lean 45 degrees back or forward as it walks and it's only twice Mechakoopa's width - not a big one! At the end of a patrol the same distance as Mechakoopa the Robo-Spider will explode in an identical explosion.

When there's already a Robo-Spider out Experiment and Little Girl won't open their Robo-Spider flap and do nothing because well, that's f#%&ing stupid... no instead the pragmatic Little Girl will press a button on a big dial she takes out to cause a crosshairs to appear over the Robo-Spider and this will cause any projectiles that Experiment has out on the stage to stop what they're doing and head towards the Robo-Spider! The Robo-Spider will now be open to friendly fire from these projectiles and may even end up blowing up to deal extra damage at the end of this. This has the same long lag the move does normally so it’s easy to punish. Projectiles that don't explode on contact will be reflected off the back of the Robo-Spider and go up, 45 degrees up and left/right depending on how the Robo-Spider was angled. The only rule is that the bullets, lasers or missiles (among anything else) had to be in a range of a smart bomb explosion hitbox to the Robo-Spider to activate this!

Up Special – The Experiment Jump

He jumps up the same distance King Dedede does and with the same properties, crashing down and dealing 15% and a weak pitfall to anyone on the ground! Sure to shatter shields too because of an extra orb of green energy created out of Experiment’s bottom full of energy. No s#%&, he lands and this causes the King Dedede star size green orb (same color as his áss) to come out either side on the ground around Experiment that deals an extra 10%, and can smash off the stage to KO at lower percents! Experiment is slightly bigger than Dedede and his cratering body covers greater distance than the penguin king.

In the middle of the move Experiment can cancel the second part without penalty – this does mean that Experiment can’t use the move to grab the ledge the same way King Dedede does in Smash 4. But this does mean Experiment can hit the foe upward and then use an aerial or special when they’re in the air with him, but he gets no frame advantage! However, Experiment is such a fat f#%&er that he keeps the super armour from the attack for the next half a second! You can take damage still but any move will break through the foe’s attack in this brief window.

The up b can be used again after cancelling the normal up b to do another attack instead! Experiment takes out the chainsaw he has on his arm and slashes around him! This deals an extra 5% damage and power you’d see from ROB’s side b but is slower to finish. This will give Experiment doubled air speed and half his fall speed while it’s going on to help move in the air. After that he really will go helpless in midair and he only gains a little horizontal lift. One thing that’s nice is this reflects projectiles to boot! Charge up the move to do extra damage like a smash attack and send projectiles back at that smash modifier’s extra damage and this will result in higher speed too! Charge the up special on the ground to do the ROB side b version instead. The first target to reflect should be those orbs you created if you just landed a regular up b.

Neutral Special – Laser!

The laser cannons come out and start to charge red with energy! They shoot out a ROB laser from both cannons and is automatically angled downwards – Bayonetta’s neutral b but downward for the angle. The laser will deal rapid 1% and high hitstun to the enemy as it passes through, the laser will rebound off walls and can keep a foe stunned for up to 1 second when they are caught in front of a wall at the wrong time. The laser has ROB’s thickness and will recharge over time using the same mechanic – laziness! This is a carbon copy but will be fired out of the two cannons for flipped start and end lag – Experiment has to recharge a little after this one.

The laser will of course rebound off the Robo-Spider’s back and go in the new direction that the back was facing and this can help to hit the foe trying to jump over the Robo-Spider. The Experiment can send the laser right to the Robo-Spider if he uses down b and redirect the laser left, up or right to catch out enemies. He can keep doing this while the Robo-Spider moves to make it harder for enemies trying to get around it and force them to come to him or s#%& themselves in fear.

The laser can be spammed but has a long end to make it easy to punish – see a pattern developing here? The laser is fun to use on the Robo-Spider because it can be used to repeatedly hit it over and over before The Experiment forces it to explode in their face! It won’t wear out despite hitting the Robo-Spider because of how it’s structured. Experiment’s not out of the woods though – he’s got to worry about the long time it takes to redirect the laser if that’s the plan. When the enemy has been tagged by the up special it becomes very risky to stay away when a laser can be homed in on their direction at any time and make it harder for them to dodge the ending explosion and laser.

Side Special – Little Girl

She goes flying! Little Girl is tossed forward hanged on to by a chain by The Experiment. Little Girl will grab onto the ledge and The Experiment reels in the same way Samus does. This can be useful to not get gimped by the enemy – The Experiment is an easy target when he’s that big and awkward in the air, but it has the downside of not having great range. On the bright side the range compares to Olimar’s Brawl up b when it has the maximum six Pikmins and that makes for a great range! This all happens when the ledge is in range and the up b has another effect when it’s not.

When the ledge is not in range, the move becomes an attack and is always one when used from the ground. Little Girl instead will latch on to any enemy that comes in close and will grab them then pull back to The Experiment. The Experiment can flail Little Girl around and has a big amount of freedom – like Sheik’s side b in Melee – to fling the enemy off in any direction! This deals 5-10% - more when the enemy is closer range. The enemy will take more powerful knockback flung close to The Experiment to make up for that but the angle is harder to influence. The enemy can escape with half grab difficulty mashing before they get reeled in and The Experiment grabs them in a unique grab if they reach him.

The Experiment will force a ticking time bomb onto the enemy in some way or another! He then uses his arm chainsaw to knock the foe for 8% in a quick throw animation. It works the same way a Robo-Spider does – the bomb flashes red every second for 5 seconds then it becomes rapid and an explosion happens on their hurtbox for 15% and high knockback! During all this The Experiment can press his down special to make a reticule appear on the enemy to make all projectiles target them until their bomb goes off. The enemy isn’t completely f#$%ed because they can shield the explosion the same they can Crash Bomber and it can be just barely dodged too but requires precision. The Experiment will hold them in place and Little Girl will do an evil laugh if he grabs them again when they already have an explosion on them and does the chainsaw attack but makes the bomb explode at the same time! He can fling the enemy away too during the reeling part to send them up then the explosion will go off to surely KO them off the top!

A reeled in enemy can be hit by anything on the stage - knocking them out of the reeling Little Girl but taking all the brunt of whatever they touched! Pull them into the Robo-Spiders, lasers on the stage or throw them for another attack coming up soon. The Experiment can hold the input to be pulled into the enemy's location instead - but too d&@% fat to go all the way and pulls himself halfway instead! Enemies and Experiment end up right next to each other but no one has the advantage... but has its uses! Fire off a laser or one of the many disjoints that Experiment has in his arsenal. When the enemy has a bomb on them any fire hitbox will make them explode and deal the damage and power of both attacks at once so maybe it's time to go for the kill. They should be s#%&ting themselves.


Down Smash – Laser Powered

The laser comes out and the puppet comes off! Well not exactly, the lasers come out again and Experiment fires a high-powered blast at the ground at an angle to hit a fair distance forward and deal 15-20% and high knockback for a fsmash! The move will cause a segment of the ground to glow red in hotness and deal 5% and up angled knockback to hit the foe into the air at a weak launch! This hits slightly behind Experiment too and will expand out slightly further at higher charge to give the move amazing range – think Robin down smash but all at once, at the cost of higher start lag. The neutral b laser will be charged up into the smash at the start of the move if it’s near Experiment – it adds a small or large amount of charge to the smash, more if the laser was a bigger one.

Neutral b can uniquely combine with the down smash and it depends on the order that you do it - you can use neutral b and cancel into down smash or use neutral b after down smash. When the neutral b is fired first, the down smash will cause it to take on its powerful hitbox until it moves out of range for a full second! This makes for a powerful and much faster laser that can act as a KO by itself, but will loser its rebounding properties. When the down smash is fired first, the laser will instead rebound off the ground and maintains its properties and fire around the stage using that damage/power, but will not heat up the ground below Experiment making it much worse as a basic down smash. The laser will go up in a diagonal arc off the ground making it a good anti-air projectile. This will of course use up the neutral b laser and reduce its power down.

There’s an intriguing combo you can do if you use the move directly after summoning Robo-Spider - as it’s created the laser will be used on the Robo-Spider! It will fire off at the reflected angle first for the attack part and can angle the laser up and behind Experiment diagonally or upward or forward and up diagonally. This won’t damage it but will keep it in place for the laser - on the contrary this makes it stronger! The usually white Robo-Spider will glow red because of heat and will now deal 5% to foes that touch it and a lot of flinching knockback when they come in contact so that it no longer needs to do the grab to be effective. The heat will damage any foe that tries to attack it as well if it was a close range move that used their hurtbox. This will last for 5-8 seconds – longer if the down smash was charged longer!

Forward Smash – Little Girl’s Ballistics

Experiment takes out the big guns – literally! The guns are miniguns mounted on his sides that churn up on the start up charge and will shoot out many many little bullets as a swarm of projectiles that deals 12-16% and high knockback! Highly comparable to the Mii Gunner’s forward smash for range and power, great stuff. This deals an extra 5% up close and super high knockback the same as MegaMan’s nair and ftilt making it the strongest KO in Experiment’s set up to this point. The enemy is kept in place for a moment when they’re shot by the guns and will be replete for another attack to land and f#%& ‘em up good and proper! This has high start up though and this makes it hard to combine with the other powerful weapons we’ve seen up ‘til now.

The swarm of bullets can be redirected of course by the down special onto the Robo-Spiders or the enemy if they were tagged by the up special. The swarm of bullets will redirect and home in and reflect off the Robo-Spider in a new direction but if they hit a wall, an enemy or anything that is solid the bullets will ricochet off and be destroyed! This happens when they home in on the enemy especially because they have a slow home turnaround in the air and are far from the perfect rebounding projectile as is the laser. Little Girl won’t be happy. Good fortune though for The Experiment as these random ricochets still do damage to any enemies around – 10-15 tiny sparks that each deal 1% and minor flinch knockback, the enemy’s not safe if they dodge and the bullets hit the ground!

At the move’s beginning Experiment can throw out a Robo-Spider and will direct his fire at it instead! The Robo-Spider will be the new attention of Experiment’s attack and will cause the bullet stream to fire up, left or right for the angle of the Robo-Spider’s back. The bullet stream will have the same power but its knockback will be angled in the new direction! This changes if you have a Robo-Spider already and down b targetting it – Experiment will aim his gunfire at its current location! This lets Experiment aim his big gun anywhere he chooses to but won’t make extra range to hit the Robo-Spider. When the Robo-Spider has been heated up by a laser, the bullets will gain a bit of the heat and deal half more damage and knockback after hitting the spider. This leaves a short fire trail behind the bullets that will deal half the damage for half a second after the bullet is gone to make it hard to dodge.

Up Smash - Missiles!

Another weapon is taken out - the missile launcher pads! Experiment takes them out at the same speed he does the other weapons and points them UP. This is the same as Snake's up smash in Brawl and shoots out 2-6 missiles that each deal 3/5ths the damage of Snake's but are double the quantity. The missiles deal slightly more damage and have greater power than Snake when they all hit and have considerable stun to make sure if the first hits the others will. The move is a margin slower than Snake's move however, and the missiles won't come back down. That's not all bad though! The missiles will travel up vertically the same height the Pikachu Cloud appears for Thunder and because of the constant stream of missiles is a great way to do an anti-air on the enemy. At the end of that the missile will explode in an average sized explosion hitbox and deal the same damage - when you can have up to six, this will keep the area highly dangerous for a good number of seconds after Experiment's done with the move. He's not best equipped to use that death zone, but you can always throw in a side special or up special or laser.

The missiles come back down later when the enemy or the Robo-Spiders have been tagged by The Experiment & Little Girl's reticule. The missiles will instead of exploding come back down and come in on wherever the enemy is at the same homing strength of Samus' homing missile - think of that move for the speed and stuff too, but will stick around for around twice the time to make sure they get a good chance to hit the target before they explode. It's not too bad if they do explode - they will create 2-6 explosions, powerful ones at that, in that area! This is much more fun to... experiment with, on the ground. The missiles will deal self damage to Robo-Spiders too and can cause them to explode too for true carnage! The enemy will have to avoid them by dodging, rolling, running away like a little b@&%# or if they have a reflector. The missiles will stop going up and home in early if the target comes in close range when they're going up.

The missiles are big enough to reflect the lasers and to be a wall to ricochet off the fsmash bullets to keep the swarm going forward or downwards, for the most part. The missiles can be caused to fall down at the end of their ascent by doing a follow up button press! The most unimpressive follow up in history - Little Girl takes out a controller and presses a button with no hitbox! For this though the missiles will now come back down at the end and head toward the ground where the move started and doesn't care if the enemy or Robo-Spiders are homing targets. This csan be used easily to your advantage. Did I mention you can grab missiles out of the air with side special? You can then peg a bomb to a missile and toss it forward, up or back. It will deal around 20% and have insane power! It only takes second to do this and all you have to do then is hit the bomb on the missile with a fire attack - a laser, the bullets - to make both explode! Good luck dodging that one, inferior products. It's nice too to grab a missile and reel it in if you miss the enemy and clash the missile with the foe - it's very dangerous!


Jab - Chainsaw

The Experiment takes out his chainsaw and cuts the air for the same damage the Koopalings do on their dash attack, only slightly reduced damage and power. The move is fairly fast - one of the fastest for The Experiment and will push the enemy a good distance. The chainsaw will cut through the Robo-Spiders if they're in front of The Experiment and cause them to fall in halves, then explode. This can lead to a chain reaction if there are other explosions around. More fun is that this lets The Experiment cut up missiles, they will explode normally but if caught at the right time they will be cut in half, fall a small bit apart and cause a half-strong explosion in a smaller area. This is done when the jab is timed extra carefully as it goes through a few anglings from straight to vertical and everywhere inbetween - catch a missile when its head is matching the angle of the saw to cut it in half for this special little trick. More ways to punish the enemy up close despite the slowness and awkwardness.

The laser has some interesting options here too! The saw will reflect it off in the opposite direction to its angle and this can be anything from 90 degrees if vertical to 45 degrees forward if the saw is pointed horizontally - Experiment can reflect the laser in any direction! This can be used at the same time Experiment cuts up his Robo-Spider or the missiles to create a whole hell load of damage areas around his body that are impossible to dodge or withstand all at once. This can be combined with his side special too and grab the opponent out of their roll or dodge and force them to face their troubles head on. There's nothing stopping Experiment hitting the foe with the jab and hitting a laser at the same time to try and hit them with both and do incredible damage! This is one of Experiment's fastest attacks and it has plenty of uses.

Dash - Brace for Impact

Woah nelly, Experiment skids to a stop and retracts the spider legs to collapse on the ground and skid forward a small amount for an astonishing 13% and high power! One of the most powerful moves in his set but at the cost of great speed - think King Dedede's dash attack, although it has much better range and higher knockback, and Experiment's entire body is a hitbox. He even gets a bit of superarmour when the hitbox is active to crash through the enemy's offences but takes a good amount of time to be active making it highly telegraphed but no less a great counter when enemies are trying to be slow. Another even more powerful hitbox exists if an enemy is small enough - most likely if they are crouching - and end up below Experiment. They are crushed by his fat bottom and dealt 18% and very knockback on the side they were closest to or in the middle behind Experiment. This works if the foe's in prone too and will even work if they try and attack because of the super armour, or when they're trying to get up from the ledge, making it much riskier to use certain get-up and ledge options. It's very slow but so are the applicable options it covers.

Experiment can catch other things with this attack. When a Robo-Spider is caught under him - excessively easy to do when it's so small - the Robo-Spider will be destroyed and shoot two medium sized metal projectiles the same distance that King Dedede's stars go after the Super Dedede Jump to deal 5% and make the end of the move harder to punish. These can be further reflected to give them an extra boost by any attack that Experiment does to give one more use for the Robo-Spider's corpse, but that's the limit - not bad for a usually super slow move. The missiles as well can be crushed and will shoot out an explosion on both sides of Experiment when he crashes down to deal 2% for every missiles he crushed and an average sized explosion hitbox. This can add to the dash attack's own power for truly insane range and power when done right.

Experiment is a fatso right, and he's skidding forward on the ground? This of course has some effect. The Robo-Spiders will be pulled along when he dashes across the floor on his bottom and they usually crawl under him but won't anymore - now they'll be pulled along and can even be tossed off stage if next to the ledge! They will try and grab enemies but won't affect their movement, instead they try to explode as normal in the same parameters. Experiment doesn't go that fast or anything, but it can help to give a boost to his missiles that are lagging behind the enemy - resembling a giant truck trying to run down a platformer mascot like a rolling boulder. Experiment can catch up on his laser or bullets too although he will quickly fall behind at the end because of the slow end. Hit at the start of the attack Robo-Spiders will be tossed forward the same distance Snake's grenades go - Experiment is that f#%&ing heavy!

Ftilt - Your Got Zapped!

Little Lady grabs Experiment's arm and turns it into a gun that shoots forward the same range and damage that Mii Gunner's does! This has a distinctly green, Experiment-tinted color to it and is a great projectile to add to his mix of disjointed and projectile attacks. The laser can be aimed up or down to hit the floor or hit into the air instead and at the close range its muzzle range will deal extra damage - like MegaMan's NAir - to become a KO move! This helps greatly for hitting around the up b projectile orbs that hang around and the dash attack Robo-Spider corpses that remain for a bit - able to hit them into the air too with the up aimed ftilt or make it roll for longer if he hits it down aimed instead. Not just that - the Robo-Spider can be used to angle the down aimed or other versions to go in the reflected opposite direction. This will reflect of any surfaces and refresh the move's range again to go in the new direction! Works off the bottom of platforms too so that it the up aimed version isn't left out.

Dtilt - Earthshake

After raising up his giant spider legs Experiment drops them down on the ground in front of him and deals 12% and high knockback - a great way to KO at the ledge when the enemy's off stage or when on a higher platform to lower enemies, but works just as well when they're on the same ground. On top of the normal hitbox, the move will do earthshaking away from Experiment on both sides for 5% damage a good platform away but no knockback, only a hint of hitstun that knocks them out of anything they do but doesn't give Experiment any advantage. This will hit the enemy into the air if they're in front and on the closer side of the hitbox but aside from that won't deal any real knockback. On the other hand, this will knock some of Experiment's other stuff into the air - his missiles, the up b orbs and the Robo-Spiders. This will launch them all up Experiment's own height in the air to be knocked forward by Experiment in any way he wants and is thus a very, very multipurpose attack to throw out with all your stuff on the stage.

The Robo-Spider in particular deserves some extra notes. It will be launched like a bettle with its back always facing to wherever the earthshake came from - Experiment's direction! The back will remain a reflective surface that fires back lasers, the ftilt and bullets. This is important because this will make it hard for the enemy to avoid being hit by attacks by dodging them as they come back anyway, and makes for fun set ups like hitting an ftilt off the ground, missing the enemy but then reflecting off the back of the Robo-Spider to come back. It has more depth than you'd think because the Robo-Spider is still angled up or down and now is angled to reflect any projectiles 45 degrees up or down when it's turned on its side, to reflect projectiles into the air or downwards instead of straight back. You could even create a stream of infinite lasers or bullets if you time it right - a loop of death!

Utilt - Chainsaw Mk. II

The saw is pulled out again and this time is aimed in the air as a buzzsaw that deals 12% and high knockback - uses a satisfying metallic sound heard somewhere in Bowser's set (I forget where, up b?). The saw will launch enemies on the ground into the air at a straight angle and because of this is perfect to use after a cancelled usmash to force them to hit the falling missiles and has the same power King Dedede's utilt had in Brawl, but for worse range forward, decent range up. The fact Experiment is fairly tall gives this a long upward reach but is very hard to hit low enemies, but may ever poke through platforms and trade enemies lower in the air.

The saw has the same effect on dropping missiles that it did in the jab and will cut them in half and make them fall on either side in a half-sized explosion for half the damage and power. This can hit all six missiles that can drop down at once in one utilt and will cause the equivalent of 6 missiles to drop on either side of The Experiment to punish anyone standing there or off stage when close to the ledge. This will effect Robo-Spiders in the same way too and can be used when quickly running under Robo-Spiders thrown into the air by the down tilt. The laser can be reflected up by the saw too and the consistency – always sending it up – is really helpful.



An explosion occurs at the end of The Experiment’s arm that has transformed into a mini-missile launcher and he causes an explosion all around himself – think of Samus’ up smash. This hits all around Experiment’s fat body, and will deal hits of 5% and can hit up to three times. The enemy will be pulled in and carried further at lower percents to take up to 10 hits but each will degrade until the last deals 1% without adding to the move’s staleness – the most this move can do when not stale is 20% when the opponent’s caught right above The Experiment but if they aren’t at a low percent will not get hit by all of it.

What the f#%& does it all mean? Well at any point The Experiment can cancel the move early by pressing the button again to cause a bigger explosion that deals 5% and sends the enemy at much higher knockback – usually only light enough to knock the enemy at the average ftilt’s power.

Experiment can… experiment to pull in the enemy at one part of his body and then launch them behind him but if he isn’t careful they can get out early, take almost no knockback from a 1% hit and be in a good position to punish the move’s awful end lag. It’s not so bad on a landing though. When he hits the ground, he can fire off one final hit from the gun that is the same as his ftilt, but in the direction he was firing at the end of the nair. This can even fire off the ground – fire right down in fact to then reflect it off the ground and hit upward for 10%! This is very slow and telegraphed to do by itself but does have low start lag – takes a long time to finish and is surprising in its end speed being good.

The explosions won’t pull in only enemies but will pull in stray projectiles and the Robo-Spiders/missiles too. It will then pull them around Experiment’s orbit and be spat out at the end or at any point when the move is cancelled. This can be used to defend by holding the Robo-Spider in place to be a meatshield AND at the same time, have a bunch of reflective angles to abuse too!


A double attack! The Experiment saws his chainsaw arm forward and Little Lady brandishes a large kitchen knife out of nowhere, doing 14% in a powerful move that will KO early for an aerial! After a moment passes Little Lady and The Experiment will go up and down respectively and slash in opposite direction - this will send the enemy down or up if they were closer to either side and were hit late in the move - sort of a sourspot or sex kick effect. The saw will naturally cut up the things, Robo-Spiders, missiles - do I really need to f&%#ing repeat myself again? This time it's always forwards, the opposite of the utilt in function. This will split the Robo-Spiders and the like up with one half being shot up a small distance then falling back down, the other falling down immediately - great for enemies above or below Experiment!

That's not all the attack does, in fact when there are any projectiles in reach they will be pulled into the attack! The projectile will be separated and by angling up or down, they will be sent in the opposite direction! This is independent of hte knockback the enemy takes and can lead to fun options - send the homing projectiles down to follow the foe from underneath, drop the enemy and have the projectiles land on their heads from a short distance above the ground, or the most obvious, send both the same way and hope they collide! This attack does have a very slow ending and the start isn't exactly fast - one of the slowest aerials, and it will cancel upon landing on the ground! That's tough but it has far enough range to make up for its shortcoming in speed.


Another double attack! Little Girl brandishes the same knife you read about in fair and Experiment takes up his chainsaw again, they clap their weapons together in the middle! Little Girl's knife deals only 7% but is much faster to arrive in the middle, giving the move great speed from behind, while Experiment is slow but deals 12% for great power. This has good power and will KO early for a uair, the slowness made up for in slightly better coverage on his side. The coverage generally is great! This is an important move to hit all around The Experiment's big body in the same way the nair helps. The middle point where the two characters meet together creates a powerful sweetspot that deals 15% and high knockback - the same as Knee of Justice but up and only lingers for the time you'd expect a sweetspot to linger.

Either attack can redirect projectiles and lasers - as I've said many times already, but what's not to like? The laser will be sent in the opposite angle the weapon is currently going, but will force Little Girl out of her portion of the attack. Don't worry, she'll get to show off her personality in the throw game - she's not all weak! the middle point will deal incredible power to projectiles to send them upward and off the top blast zone. Well good job moron, you sent the projectile off screen! But that's actually not all bad - they'll fall back down on their own later on, in a few seconds when the enemy isn't expecting it to happen. This can even happy to Robo-Spiders. Missiles aren't as good because when they pass back over the blast zone they have the same lifespan as they did before and will die fairly quickly without messing with their homing properties.


One for the Little Girl! No, this is not Smash 4's K. Rool-missing roster, but an attack just for Little Girl - taking out that kitchen knife and stabbing several times and slashing in a craze for 5 hits of 2.5% and high knockback! This has the same range and, well, basically is cloned from MegaMan's bair in Smash 4, because that's fun. The slashing will uniquely keep an enemy in place for a moment because of the hitstun and will continue through a landing to force an enemy onto ground projectiles, Robo-Spiders and anything else, almost like a jab that can't be DI'd. This should be a good move though - Experiment is very vulnerable from behind because of his large stature and will be using this a ton if the enemy gets behind him in the air. It is particularly fast also, but lasts too long for it to not be a problem and is fairly slow to end. It will be auto-cancelled when Experiment hits the ground.


Experiment looks down and makes his spider legs come together and deal 12% and a strong spike! It's just a little weaker than Ganondorf's in Smash 4 but has far better range and is slightly slower. The spider legs can send the enemy inwards too if they're closer to the middle. This is one of the faster aerials and has very little end lag in the air, but longer lag if Experiment lands during the move because he has to take his spiders legs out of the ground - the same as Link. This will make the legs solid for the move and will be able to scrape together missiles, Robo-Spiders, lasers, all sorts - treating Experiment's legs as though he's a big dome ceiling on objects that come beneath his legs. This makes it an excellent gimp move too! The enemy has to be very stupid to get below you anyway and if you didn't build up to this the enemy can avoid the move and practically guarantee a KO off stage against this lumbering giant so it's not a fair amount of risk too.

The middle of the hitboxes, the center of the spider legs, a grab hitbox will occur after a long pause for the legs to clamp together and only exists for a brief period of time - but is easy to set up for because of its massive and telegraphed hitbox for The Experiment. Any enemy caught at this sweetspot will be grabbed in place and held as The Experiment goes down at a stall then fall rate - he goes the same fall that Link goes before releasing an enemy and dealing 8% and weak knockback. However if Experiment hits the ground, he will crush the enemy against it! F#&% yeah! This will deal 15% and high up angled knockback to KO at the same time his forward smash does fully charge - very powerful! This can hit the stage or it can hit Robo-Spiders or a missile for the same powerful effect. Grabbing the enemy for a little while helps too - recharge the laser and wait out the enemy's bomb.

Experiment can grab a missile or Robo-Spider out of the air too and will drop with them in the air, doing 15% again or 5% on top of the missile's explosion damage to the enemy and high knockback. At any point during his fall, Experiment can cancel the fall and let go of the enemy or whatever he grabbed early but will enter into a longer ending animation as punishment for his indecisiveness! Little Girl is none too happy. However the benefits can outweight the costs of cancelling early as it drops whatever was being dragged along early and Experiment can go left or right in the air or use other moves, and this lag will be cancelled if he hits the ground. This can have crazy results - Experiment grabbing his Robo-Spider to use as a reflector on a stream of bullets going up for example, or dropping a missile on the foe when they have a bomb tagged to them already for absolute carnage.



A grab using the extra big claw that Experiment has normally for a change! This grab has excellent range but is on the slow side. It's handy to land any grab because this will help to recharge the laser among other elements of Experiment's specials or wait for the Robo-Spider to approach. He can grab the enemy when the Robo-Spider has latched on or just before and will add the explosion to the throw's power. Experiment will not pummel the foe himself because he's doing the grab, leaving it to Little Lady to do instead by stabbing rapidly to deal hits of 1% - a fast pummel. The enemy can take a hell of amount of abuse all at once if they're grabbed in the middle of the explosion in side b, the Robo-Spider and mass pummels but that is super hard to set up.


The Experiment tosses the enemy forward for 5% and Little Girl readies up to attack! She takes out the kitchen knife and then The Experiment throws his arm forward to make the chain seen in side b launch out Little girl at the enemy and catch them in midair to deal another 5% and reel them forward on the tip of the knife for a good fthrow distance, at the end dealing 3% and knocking the foe forward again at a slight downward angle, to dump 'em off stage if close to the ledge. Little Girl will pull the enemy across the whole battlefield and let any Robo-Spiders follow her but they won't grab the foe until the end, any bombs on the enemy can go off and knock the enemy out of the throw early making it very powerful. The throw can be angled - unique on a throw - to send the enemy at half the normal range up diagonal or down diagonal to ping off the stage for a decent bounce to help follow into aerials or specials on a foe on the same level as Experiment's weapons, but will never KO.

The throw changes if you hold the input! The amount of pummels you landed gets in real f#%&ing deep in the foe's body and makes them bleed out - now the knife in the fthrow will dig in deeper and let Little Girl hang on the enemy longer. Holding the fthrow at the end will make her twang back and hold the knife in the enemy to deal the same damage but pull the enemy back in The Experiment's direction. The amount it launches them at Experiment depends on the pummels that she landed and at 5 pummels will land them right at his feet - from middle, above or below because of how the throw works. Won't give Experiment the advantage but the enemy will have to get up out of prone if they hit the ground or react from their aerials if left in the air while speeidng toward The Experiment. When the enemy has the bomb on them or a Robo-Spider it will then send them higher into the air - perfect to land an up smash or to launch into any falling missiles or an up b cancelled into an aerial move.


As he's too much of a fat f#&% to turn around on his own for the bthrow, he gives the job to Little Girl as she grabs the enemy and chuckles evilly to herself before dropping the foe for Experiment to swing around and deliver a powerful haymaker using his grabbing hand to deal 12% and high knockback. This will leave Experiment facing the enemy after the throw. However this isn't a normal turnaround as it turns Experiment around on his spider legs so that at the end of the move, he is facing backwards, but keeps his front facing attacks to fire backwards. This will last until Experiment tries to turn towards the right direction to turn his body back around the right away - it's fairly instant because I know some players are going to kill themselves if it isn't, and would be ridiculously easy to gimp otherwise!

Turning around like the Exorcist is not random, Little Girl does this trick herself at one point and that's why I chose it for bthrow, but more importantly the Experiment when turned around will be able to move forward while doing his set. The controls are reversed to go back to go forward and this reverses the ftilt and fsmash to hit “backward.” Importantly he can use his dash attack now to fall backwards as he runs from the enemy or fire his up smash while the enemy is in front to launch them into the air and still hit them in a hit-and-run as Experiment passes by. The side special will turn around Experiment too if he's the wrong side of the stage to instantly grab the ledge and save Experiment from death off stage by being turned around. Take it or leave it. It's useful in general for all moves, as Experiment can hit the foe then run away, or run into them and past them then hit them, and so on. It's not useful enough to be a special, but this is the kind of fun Little Girl likes to have experimenting on The Experiment.

An important change because of this comes in the aerials because now they will have the reversed effects for Little Girl and Experiment's position, putting Little girl primarily in the driving seat by throwing her out in front. The moves on the ground will turn Experiment around but aerials moves won't and this means that Little Girl when... facing the enemy will end up throwing out the nearest hitbox instead in the up aerial and forward aerial, though the back aerial is swapped with the forward aerial that's the only real change. Time for some Smash 4, er, girl power! As you can turnaround the bair is very appetizing to throw out, keep the enemy jabbed in place then use the instant turnaround to take advantage once Experiment lands! See, Little Girl(s) can be useful too!


The enemy is swung around on the grabbing arm in a circle and then thrown up into the air a good distance for 8% and a strong uthrow. The Experiment then follows this by shooting a giant laser, missile or rain of bullets at them in the air. This depends on which one The Experiment used last and will at the start of a match be the laser. The enemy can dodge these but the difficulty varies and everything else and will depend on their percent for how easy it is to dodge each one. The base throw on its own won’t KO until very high percents. This is the slowest of all the throws and the enemy can DI early so it isn’t good to use super early without a good weapon to ensure a hit or to pressure the enemy for certain.

The laser will create a thick laser that is Pikachu’s width and the height of Diddy Kong that shoots up the quickest of the three varieties and deals 6%. This is easiest to hit at low percents as it travels at the same speed Falco’s uthrow does but will find it harder when the enemy is at a higher percent and is thrown further at the start. It will deal decent knockback to KO at below average for a uthrow, but nothing impressive. The missile is a cluster of 3 missiles that are close together and start out slow but speed up halfway through the same as Power Missiles to chase down enemies at a long range at high percents to deal 3% each. The highest damage of the lot but only slighter better power than the laser and won’t hit when the enemy is close because of its slowness and mid range enemies will have enough time to dodge it because it travels too slow. Lastly the bullets will be fired after a start of charging the guns and then fire in a Fox laser speed rain of bullets that are around the size of Robin’s Thoron and deals rapid hits to deal 10% - huge damage, the most power, but these can miss a smaller enemy and it’s too slow to hit near foes, best for mid range.

These can have the homing applied you put on the enemy in the down b to track them down to greater success. They all act the same way they do in the neutral b, usmash and fsmash and will help to continue the pressure of camping on the enemy if they have a tracking device and bomb on them when grabbed to give another reason to not wait out the bomb but go for an offensive approach. Want to f#%& the enemy harder, do this under a cancelled up smash or when the bomb or Robo-Spider is about to go off on them to make it that much tougher to dodge everything. It’s hard to keep track of the weapons at times but every version has some positives to it and the throw itself deals 8% and is not bad on its own if the weapon does miss.


Experiment throws the enemy to the ground and charges over them to impale them with his spider legs for 6 hits of 2% or 12% in all. Experiment will end up on the opposite side of the enemy a little ahead and the enemy’s put in prone. A re-grab after a bthrow would mean they end up right in front of you technically but that’s ill-advised unless you love your grabs as doing a reverse grab is not easy – The Experiment will grab “backward” but throw the enemy “forward” when he’s in this mode and run them over leaving his face facing them. Mostly though, Experiment will have to turn around to take advantage of this but that doesn’t mean there aren’t many ways to s#%& all over the enemy in prone!

For one thing the dash attack – dash at the enemy in prone and collapse on them as they try to get up or roll away, it’s a great attack. The projectiles all can be used to take advantage but you do need to commit to one of them and they’re all fairly slow and easy to punish if you screw them up. Most of the standards and the aerials are worth it. Another thing that’s good is if there’s Robo-Spiders on the stage where the enemy is trying to get up making it harder for them to get up on their own without some form of punishment. Don’t forget the side b bomb too that will go off if the enemy tries to use the immunity to their advantage! This puts the ball firmly in Experiment’s course.


Big Girl

Little Girl has a growth spurt and jumps off of The Experiment hand. She looks at her body as she grows to the size of Giga Bowser! It's right that the female character gets to be the big one for a change, don't you think? Big Girl will stomp around the stage doing 15% to enemies she hits and The Experiment is immune to all the damage. If he uses the moves that would normally use her, it instead makes her perform the move in her giant form. At the end of 12 seconds the final smash ends, and a disappointed Little Girl reduces in size and pops back onto The Experiment's hand, who is grateful to have her back, almost to the point of being creepy.


Smash Rookie
Jun 16, 2009

The king of the Panther Kingdom in Conker's Bad Fur Day and Conker: Live & Reloaded - he's the main antagonist of the game until the very end. He's a %@$&ing %#$#%£ and as a king forces his subjects to dedicate their time fetching milk for his drinking addition or fetching a red squirrel to replace the missing table leg for his milk. He spends most of the game sitting on his fat &$$ and suffice to say nobody cared when he died. He's an imposing authority figure who reigns with an iron fist over the strange world of Conker and may be a parody of other Rare characters - including King K. Rool who should be in Smash 4. Panther King doesn't fight but is built like a ton of bricks and does plenty of things in the game! This set uses the original Conker's Bad Fur day appearance because reasons about Capital B's remake.

Height - :4ganondorf:
Width - :4dk:
Weight - :4roy:
Jumps - :4dk:
Walk Speed - :4ganondorf:
Dash Speed - :4dk:
Air Speed - :4rob:
Fall Speed - :4ryu:


Side Special - Fix My F$%#ing Table!

The fabled three-legged table is slammed against the ground! The table deals 15% damage and strong knockback - a great attack near the ledge. The table is the width of a crate and the height of Olimar. The table is not all solid as the underneath can be attacked under using low attacks but this is mostly so it doesn't clank.

The table is famously missing a table leg and will droop down on one side that makes it into a ramp. This isn't exactly the table seen in the image or the $%!&&Y Live & Reloaded table but this is one that slumps close to the ground - this table has seen some s#!%. When a character goes down they go faster, when they walk down they go slower by a quarter both ways. A character that races up one side when they dash will skip the small gap between the table and ground. Panther King does this by running fast and you no longer lose speed as any character! The other side of the table acts as a wall. You can knock around the table but very weakly, it's a very heavy table, vintage mahogany.

This table ain't very strong however, after all it's on three legs. After taking 30% damage its legs will collapse and break. Any attack that hits a character into the table that deals more than the remaining health of the table will break it and send the poor victim vertically plus half more knockback and damage, think up down throws and Kirby's up throw. Panther King doesn't take it lightly having his f$%#ing precious table broken and will have his Rage increased to its max to give a a massive knockback boost! He grows red with anger and buffs his damage and speed by half for 5 seconds. He doesn't care if he broke the table either it's not his fault! Panther King won't get the buff from his own attacks besides his throws or when he hits a move into the table so he's not all wrong. It's not all good news though - Panther King only has one table per life and neutral special takes 15 seconds before he can make another.

Up Special - Angry Pounce

A leap up and forward that will grab and flash anyone in the way for 10% damage and high knockback to refresh the move. This has the same lag, speed and everything to Falcon's up special and is not a great recovery. When Panther King is quicker, he will extend the amount he can jump forwards by up to twice its usual. The move can be used after dashing to go a lower height but twice the distance to go over attacks and grab an opponent in lag. It's great off of the fabled table to jump over the ramp above or below.

Neutral Special - Milk

Panther King takes out a goblet of milk and downs it in a slow gulp. This heals Panther King by 10% and the cool delicious milk relaxes his sense... this reduces his Rage to zero. If you know Smash 4, you know this isn't all bad, combos are easier but getting a KO is harder. Take a drink when the foe is KO'd to fight them easier at a new stock. This is a trade for the heal and worse KO power when Panther King is not able to combo. Panther King instead tosses the goblet forward in Yoshi's up special arc by holding the neutral b at the end of drinking up his milk. The goblet will shatter and deal 12% and high knockback - that's what you get for interrupting my milk session!

Other characters don't have to sit by and watch. Panther King won't have any milk to drink when the milk is hit out of his claws! The milk goblet shatters and Panther King gets angry again. Don't f&$# with his milk! The same effect: his Rage increased to its max to give a a massive knockback boost. He grows red with anger and buffs his damage and speed by half for 5 seconds. When you drink the milk however it will get rid of the knockback boost but not the damage or speed to make him a massive threat.

It takes 30 seconds for Panther King to get his new milk goblet. He gets a very slow, very powerful Panther Lunge for the meantime for neutral b. He will rage in anger and strike forward in full super armour. This deals Warlock Punch's damage and knockback. It doesn't hurt to have an option here when there's no milk and Panther King is rightfully f&$#ing angry!

Down Special - Don Weaso

A big wad of cash is taken out for half a second. Don Weaso appears and takes the money, he is the same as Wild Gunman in Duck Hunt Dog, he tanks up to 15% damage and will block attacks for his pay. Don Weaso is the size of Wario and will attack provided he isn't attacked for the 15% or interrupted the same as Wild Gunman. Don Weaso attacks by holstering a handgun and firing three bullets forward - tiny projectiles that each deal 4% damage and minor hitstun. These have infinite range. This is not all the bullets do! The shooting victim will splatter blood in a cartoonishly graphic way where they were shot to pour all over the stage. When you bleed, you take 1% a second - Panther King can open up the wound again landing any attack, this lasts 5 seconds after the final bullet. The damage is nothing too great, but will build up over time when Panther King keeps up the offensive. More reason not to attack his f&$#ing table or milk and get him angry!

You can hold down b to give more and more wads to Don Weaso, the greedy b@$%#&#! This takes a further half a second each time and changes what Don Weaso does. Two wads will make Don Weaso chase after the foe and place a bomb on them if he gets close, but can be beaten back for 15% - he does have super armour. He will when successful return to give Panther King a remote control and disappear. When he next presses down b, Panther King will press the remote control and cause the victim to explode for 14% damage and high upward knockback - based on Snake's C4. This is good when the table and other elements send them up high into the air.

Three wads makes Don Weaso take out a tommy gun and fire at the nearest enemy character for 2.5 seconds! This will fire a Fox laser 3 times a second each dealing 2% damage, light hitstun and make them bleed. The bullets are once again infinite and tiny sized. This is a massive pressure move and helps to give Panther King an ungodly approach to the foe! Time to beat the $#!% out of them and make them into table tops.


Forward Smash - Poisoned Chalice

A claw is held out behind and is shown to glow a strange green of all colors for a moment at the claw tip. Panther King strikes forward from behind to in front, very fast from behind, dealing 20-28% damage! This has the same knockback as Marth's fsmash and in many respects is a slower version of that move. This has great range and if not the same speed as the move I referenced is still one of the fastest moves in the set. The enemy will be knocked in the opposite direction and this makes it good for coverage behind or above Panther King too! An all-around greatly useful attack. This attack can be cancelled early by hitting Don Weaso or the table but will knock them away and damage them and largely wastes Don Weaso being around.

What, that's not it? Yeah, that foreshadowing wasn't for nothing - enemies hit by this move will be poisoned for the next 5-7 seconds. They have an off feel to their animations and a slight poison aura. This will make any attacks deal an extra 1% damage and it doesn't care about the nature of hitboxes or any of that philosophy. This means the bleeding that Don Weaso incurs will deal double the damage and multihit attacks get a huge buff. As if that wasn't enough, any victim of this poisoning will find their shield depletes twice as fast. Why not go for a shield break? This effect is not going to work on shields of course. Time this one for when Panther King gets angry and get ready to see fireworks... or nothing if the player sucks.

Up Smash - Scratch the Surface of my Greatness

A huge scratching, slashing uppercut that deals 18-25% damage and high upward knockback! This has amazing range - Panther King's size is exaggerated like other smash attacks and will extend to almost half more his normal height to make it great for scooping foes off of tables or in the air for an amazing anti-air. The downside is terrible up smash, one of the slowest endings of any smash attacks in existence. An enemy will be scooped up and for a moment stuck in a kinda flashy animation as they're pulled into the end of the move and knocked up that makes it a prime combo with Don Weaso to do a ton of damage and delay for a spell.

This move has enough knockback to effectively pick up the table unlike all of Panther King's other attacks and will treat it the same way as an enemy - pulling it up into the air and blocking from the enemy's attacks like a shield. Any attacks that break the table will still also make Panther King angry so it's a win-win situation. The table will become a hitbox of its own dealing half the damage and knockback that makes the move into a great combo starter and has wider range than normal. The table is more valuable than Don Weaso so Panther King can use this on him too and block the enemy's attack without putting his precious table in jeopardy.

Down Smash - Blood Money

Panther King takes out a wad of cash and holds it up for the charge. The wad is terrified and screaming for its f%$@ing life too! At the end of charging Panther King smashes the wad of cash against the ground and deals 18-25% damage and high knockback to foes along with a satisfying "splat" and death cry from the cash. Not the slowest of his smash attacks but not fast either, it's the midway of the two. The cash will send off sparks of its poor pathetic life in the form of paper, single dollar notes that will fly around the area and deal a paltry 1% and light flinching knockback. This begins at 5 random notes flying around and becomes 10 at the maximum charge time. What a waste of good money!

This will pay off when used on to or next to a table. You can't repair the fourth leg, of course f%&$ing not, but you can increase the size of the table by splattering the money next to the table. Let me explain: when using the move next to a table at the low end, Panther King will splat the cash on the ground and bridge together the stage and the table. Now any character can simply walk up the table and doesn't have to dash and this opens up many of Panther King's own attacks to being useful because they no longer need to be used during OR after a dash! This only lasts 10 seconds though and it's not as though the moves not requiring Blood Money aren't extra useful for not requiring money down.

The money goes a long way on the stage too making a lump of money on the ground that will get to be the size of Jigglypuff's crouch after smushing three poor cash wads in one place. Characters can stand on top of the money to get extra height and it will be destroyed when dealt 10% damage for every wad used. When it's hit the notes will fly around and damage any enemies of Panther King! There's only a few and it's a little random, but consistent for every hitbox. Now that's some insurance. Too bad it can't pay for the f%$&ing table.



Not much to see here - Panther King slashes at the foe left and right rapidly for 2% damage apiece then finishes with a strong slash using both claws for 4% damage and strong knockback. The infinite part of the jab will hold the foe in place to be hit by Don Weaso and help to refresh their bleeding so that's useful. The move has great reach and as it can be used infinitely in the middle, can be very powerful when going down the three-legged table - the enemy character will DI away but when falling down the table they'll be unable to escape and take massive damage. The same is true up against the table or a normal wall. Enemies can escape but are forced to DI over the top of Panther King. This isn't bad either - Panther King can hit them with his up/down smash when read well.


A lunge forward and slash to deal 15% damage - both fast and powerful able to get KO very early. Panther King will jump through the air (and climb up trees) and leap his width on the ground - stopping to slash at anyone who gets in his kingly way! This is the same strength as the normal fsmash. When you compare it to up special it's not much different as a leap but is not a grab hitbox and makes the two into a varied approach. The leap gets a bigger boost jumping off the table - jumping off a table Panther King leaps three times the normal distance! He won't jump off stage, no worries about self-regicide. Leaping down a table won't go further but makes Panther King skirt the surface and dodge high attacks.

The leap distance gets even bigger as Panther King gets angrier after having his milk or table f&%#ed with by the enemy. He jumps half further than normal and does half more damage and knockback so it becomes an incredibly powerful KO. The leap can be done off the money in dsmash to get the same table boost and attack the foe from on high. The table and money are good pressure points around the stage for this attack. This all and the up special makes it harder for the foe to guess the approach Panther King may take.


A quick swipe of the claw that does 9% and strong base knockback and will KO around the average for ftilt. Panther King will shred shields as this move does extra damage to them - dealing an extra half of damage and will move Panther King forwards. Panther King moves forward further when he's enraged and can go past shielding foes to attack them from the back! F&$@ers won't be expecting that. This is improved on a table further by making Panther King go an extra few spaces forward. Enemies will be sent back into the air if they were hit while in the air - think Jigglypuff's Pound - to keep them away from precious tables and milk goblets/make space for Don Weaso to shoot them in the air OR detonate Don Weaso's explosive charge.


His two massive claws are raised in the air in triumph! Then, Panther King smashes them down against the ground and deals 14% damage - a slow but very powerful dtilt that is his strongest by a mile. The attack will even pitfall enemies at super close range for a short while to make them a sitting duck/weasel. Use it on dsmash money lumps to make it safe. This will treat the fabled table as if it was a catapult - striking against the higher side will make it launch anyone on the table in the opposite direction and deal the attack's damage/knockback! This can turn the move into a horizontal KO. This is a good anti-air when Panther King the giant bit of RARE villain he is and will launch foes into his table to surely break them and make him f%$&ing pissed for getting in his way!

The enemy characters aren't the limit of what can be catapulted by this move, you can do it to Don Weaso too. No you can't do it to Panther King if you're thinking that you're a f&@$ing r£#@$% - it does set you up nicely however to approach when the table is turned towards Panther King at the end! This is way safer than the normal table neutral b and will only get faster when Panther King is angrier to redirect the table and wall of the foe rather than vice versa. Panther King can now leap at the foe and rip them to shreds OR block off their approach. A foe whose pitfalled through the table unsurprisingly will break it even at full health and this will go very poorly for them, Panther King is sure to f&$! them up with a smash.


He demands an applause! Panther King does DK's up smash in essence and claps his giant claws together above him for 12% damage! High upward knockback and holds the enemy in place for a long duration. This is prime to hold down the foe as Don Weaso fires at them or to stall out the milk or table's return. This will scoop enemies off the ground and works very good against higher foes on platforms - or standing on the table! Panther King can slide over the table after a dash and catch a foe when the table is in the way to keep them from countering in any way. This move gets much, much faster and stronger when Panther King is angry and makes it one of the best tilts in the game - great range, power and now speed!

The move has a ton of utility too! At low percents and low rage it's a fantastic combo starter as it deals low base knockback and when that greedy b@$#&!% Don Weaso is out will all but assure the next attack lands - be it aerial or the up special. This makes it a great approach when Panther King has swigged down his delicious milk and has no rage anymore OR just as good when the foe counters and attacks it out of his claws to piss him off - becoming a powerful KO instead! The Don Weaso explosive is fantastic here too and will KO up at low percents when the move is charged and/or Panther King is angry. Not related to gameplay but at times when this move is used and he is winning massively the Smash audience will begin to clap afraid that Panther King will take his angry out on them next.



A quick spin around with his arms extended - like Spinning Kong - deals 11% damage. Average speed for an aerial but has the longest-lasting hitbox and lowest ending speed. The short hopping becomes even more powerful using the move when you can jump off both the table and money lumps from dsmash to get a boost to hit the foe higher up. The move combos well off when short hopped and becomes a powerful tool when Panther King is enraged. This can KO when enraged at early percentages and given its good speed may be one of Panther King's best KO options when the enemy is around the 125% mark and he has been enraged. On the other hand he can drink his milk or begin a new stock with no rage and benefit from the combo aspect greatly too.


A horizontal slash of Panther King's claws that will deal 12% damage and hits on both sides - incredibly fast behind Panther King! This is a bit like fsmash only in the air and differs greatly from that move as the enemy won't be dealt knockback in the opposite direction, but when they are hit by the behind hitbox will be dragged through to the front and launched. This makes the move a great one to use to command control of space on the stage and to to maintenance of the king's table, Don Weaso and money. This easily leads into combos if the enemy is hit into the table, the money lumps, Don Weaso and etc because of it's a semi spike. When it gets super fast it's a fantastic approach option because Panther King can short hop it over an enemy and catch them on either side, out of dodge or roll.


An overhead slash that deals 8% and low knockback, great for combos in midair and great range above Panther King. The knockback increases to KO when Panther King is enraged and will be a good choice to use when the foe is launched off a broken table to get the damage/knockback bonus from the new rage. On top of that the obvious combo is into the Don Weaso explosive to get the foe high up and then hit down special to explode them off the top. From a short hop it's also good for attacking enemies trying to take advantage of platforms and tables and so on - that's the king's property! The speed of the move - enraged or not - is a great way to keep the foe reeling from their bleeding and help to keep the poison ticking away for each further hit.


Five quick slashes behind Panther King each dealing 3% and good knockback stronger when all hits connect. This is hard to do as the hits need to be perfectly positioned and not hit the ground before the long duration ends, but is easier against the table or when Don Weaso is hitting the foe at the same time. All those hits will deal a huge amount of damage to an enemy when they're bleeding and makes it one of the best moves in unison with Don Weaso and poison. The extra damage will only add to the knockback at the end of the move. This is an excellent move when Panther King is enraged too - the hits are grouped closer together and the move ends more quickly making it much easier to land them all. When enraged this is more viable out of short hop and normally is the best move to use when higher in the air.


A stomp downwards that deals 12% and strong downwards spiking knockback - very comparable to Ganondorf's dair. The move is perfect for destroying tables - the foe shouldn't have gotten in the way of your dair in the first place! This will then launch the foe back into the air and the enraged Panther King can use the dair again for a meteor smash off the stage, his bair, nair, fair or uair - basically go for any other aerial to launch into a combo or KO depending on the situation. The move starts to get insane when Panther King is enraged and in a way this makes the move best to use when not angry but becoming angry immediately to again work into the table breaking - Panther King sends the foe at a low health table, it breaks and sends them back up, but not enough that they shoot out of range of a repeat dair. When Panther King has fallen further too in the mean time this makes it a prime combo into a meteor smash and vertical KO on low ceiling stages. (Aerials are f$£%ing boring sometimes huh?)



An average grab that seizes an enemy by the throat and lifts them off the ground in an imposing grab state. The pummel is a fairly fast - Panther King punches them in the gut for 2%! This matters more than usual as Panther King's poison and bleeding can activate to make his grab deal a huge amount of damage.


A huge messy ball of cash screaming in horror is taken out by Panther King who then smashes it against the enemy before reeling back his claw and delivering a devastating punch for 13%! This will send the foe at a diagonal for powerful knockback, the best of his throws but weakened a bit by the angle. When the enemy is punched all the money will spread out around them as 20 dollar bills that will then float down to the ground air. These will deal 1% and flinching knockback as usual to other enemies when not in a singles match. This only lasts for a few seconds.

Don Weaso will remain in the area where dollar bills are falling down for up to an half extra when he's summoned in the middle of falling dollars - the dollar bills disappearing and picked up by Don Weaso passively. What a greedy f&%#er. This will happen when Don Weaso is out or when he's put out and will extend his offence a great deal to approach or camp the foe a longer period. KO or drink milk and create a safe space for yourself. The down smash and down special both take half the amount of charge time too for Panther King! Time to go on a spending spree.


A german suplex! Panther King must have learned it from Kriplespac. Panther King grabs the enemy from their back and jumps backward a good distance to bash their head against the ground for 12% and high knockback! This is the perfect way to hit them into the precious table and if it does break will launch the foe upwards to finish them off with an enraged up aerial, up special or follow them into the air to land another aerial. Landing on a lump sum of money will make it extra easy to KO as it will launch the foe from that much higher and the table when it doesn't break is great for this too! You can stack money on it to make it a higher table and use this move to get an earlier KO than usual. Usually the angle is at an angle so it's always more powerful to launch them from a higher platform.


A slash upwards that deals 9% damage. Panther King will be able to combo from the first hit at low damage but the throw will start to KO when the enemy is high damage and will only get stronger when he's enraged by his milk or table being spoiled. Panther King may also drink his milk to lower his rage again to deal the lower knockback to force it into a combo when he's normally at a high rage level, for example if he KOs the enemy and has high natural rage. Don't forget you can stand on lump sums of money and tables to elevate the KO potential even on a flat stage! Of course this will lead into aerials and up special but will easily combo into up tilt or up smash at low damage as well.


The dreaded duct tape! The enemy is wrapped around in duct tape and squeezed tightly for 9% damage. Panther King enjoys this greatly and uncoils the duct tape which sends the enemy twirling off in the other direction for a further 3%! The duct tape will not fully uncoil - Panther King will stamp his side of it on the ground to make a tether. The tether has to be dealt 15% or will go away after 3 seconds. When it's stuck to the stage a character won't be able to move beyond the reach of the average tether grab (how fitting) and makes them easy prey. The tether won't interfere with any attacks and may as well not exist for hitboxes so don't worry about that. There's no escape for the f&%$ing cowards who dared to fight the great king!

The duct tape can be stuck to many things as you might expect. The table largely is the same as the stage but can be dragged along by heavier characters - midweights pull it mildly, but greatly reduces their mobility and heavyweights can pull it around without too much trouble. On the down side heavier, slower characters are the most screwed by this when their mobility is already low - essentially putting every character on the same footing. It makes it awkward to hit the duct tape and not hit the table as well, plus the tether gets shorter when the enemy has been twirled off it and the table is higher in the air than them. The table may even drag the enemy into the air if they're light enough, making them replete for an aerial r&*%.

Duct tape has even more uses! Don Weaso will take the duct tape off of the Panther King's hands when nearby and hold it for him - this will make him leave when the duct tape expires but Panther King can try to resummon him to cancel it early and destroy the duct tape on his own terms. The duct tape can be stuck to money on the ground too and when the enemy pulls at it, will cause the dollar bills to scatter to cause the usual 1% damage and minor flinch knockback. Fat a$$ enemies get their comeuppance for pulling around the table with relative ease as more dollar bills will be pulled out ranging anywhere from 5-10 if they're thin or fat as s#!%.


Fixed My F$%#ing Table!

Panther King uses up the all magical powers of the smash ball... and it's not an attack? What a disappointment and letdown. However in its place a giant, FIXED, MOTHERF#%@ING TABLE drops down from high above Panther King on the stage! It's half the size of Final Destination and where it drops its massive legs will deal 30% and super high knockback. Panther King will heal 5% a second from merely being in its presence and when he attacks on it, underneath it, anywhere near the magnificient table, it will buff all his attacks by a half extra damage/knockback. This glorious final smash of the fixed table must sadly come to an end after 15 seconds.
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Smash Rookie
Jun 16, 2009

The disturbed and mad scientist of the Tediz, Kripplespac! He’s an evil weasel that flies around on a pod of his own creation, he’s the genius creator for the Tediz and he’s the one behind all of the gruesome characters from The Experiment to Boiler to Haybot, you can bet it was all Kripplespac’s idea! He’s seen throughout the game as, well, Panther King’s b&#%$ but it’s all an act. He makes no mystery of the fact he hates Panther King’s guts when in private and is doing all he can to overthrow him. He is not fought in the game but his Tediz are, The Experiment is, and The Alien, the final boss, is controlled by Professor von Kripplespac. It’s no question, he’s the main villain, not Panther King who also doesn’t fight, and what a main villain!

Kripplespac and his Tediz are a super obvious reference to the Nazis, and Kripplespac himself is similar to Adolf Hitler. He refers to his Tediz as his “beautiful children” and wants to wipe out the squirrelsgame. This is a kid’s game! Kripplespac is brought under the rule of Panther King by pure force and strength. He rules over everyone with an iron fist, he’s unfortunately a flummoxing idiot who infuriates Kripplespac to the point he has to commit regicide. Yeah, this was the Rare game where things got weird and it’s a sight to behold.

In the beginning Kripplespac was not the decrepit scientist he is in Conker’s Bad Fur Day, but the Weasel King and led the weasels to great victories over the squirrels. He’s seen in flashbacks fighting in a WW2-like war against the squirrel armies and he loses his legs because of an unintended explosion going off. He’s crippled for the rest of his life but builds himself a wonderful flying contraption, a hovering chair to be exact, that carries him around, he’s a genius inventor! In Smash 4 this works like the Clown Car, he’s always off the ground and has the same mechanics if they are not directly said. Kripplespac’s not the most impressive physical specimen, needless to say – don’t worry, he more than makes up for it in his inventive creativity.

Weight - :4ganondorf:
Jumps - :4rob:
Walk Speed:4samus:
Dash Speed:4jigglypuff:
Air Speed - :4rob:
Fall Speed - :4gaw:


Neutral Special - Tediz

A teddy bear is thrown in front of Kripplespac and has the same lag and size of the Mechakoopa as it’s folded down and not functional, then it comes to life like a zombie reaching up from its slumber and starts to wander forward at Mario’s walk speed. Tediz are the size of Diddy Kong and have no jumps, stop at the edge and share the mediocre stats of Olimar in the air and on the ground outside their uniform travel speed. A Tedi will not be dangerous until he’s walking around but if his body is destroyed by dealing it 20%, it’ll explode in a Bob-Omb explosion sized hitbox for 10% damage is very powerful. Compared to the Mechakoopa the Tedi is not as good at first because it won’t explode on contact but it won’t be able to be picked up by any player that isn’t Kripplespac.

What does a Tedi do then? If an enemy gets in the way, it will take out a big ole machine gun that you see pictured and start shooting it, at the same pace Fox shoots his blaster, each shot will do 2% damage and a tiny bit of hitstun. A Tedi can only keep up their offensive for a 5 shots, running out of bullets, this takes only a second of firing and the enemy has enough time to dodge, roll or shield the Tedi’s bullets in-between being hit by them. This means Kripplespac can’t just sit back and camp at an enemy who has intelligence above that of a f%#@ing squirrel! Once the Tediz’s ammunition is shot, it’ll take a second to reload before it carries on unless the enemy moved out of its range – a little further than its gun’s range that is as far as MegaMan’s mega buster attacks, a decent ways!

Perhaps the real, devilish purpose of the Tediz is that when they take 15% they will explode in the same way they do at the start of the move. This can be triggered by the enemy’s attacks but Kripplespac’s too. Kripplespac isn’t vulnerable to their explosions so it’s rare he’ll lose much from their death, just create another one! He can only have one out at a time, if there is one already he’ll pull out a big remote with a single red button and push it. This causes the Tedi to go bearserk and glow red every other second, charging forward at Mario’s dash speed. After 5 seconds they will stop in place, look very sad and explode in the same way they do normally, but any attack that hits them during this period will make them explode no matter what. Kripplespac is free to summon a new Tediz when he puts the old one into its blitzkrieg mode. This is super important because he can have multiple out at the same time, and they will box in the last one, and you can have multiple blitzkrieg Tediz out at once given they take 5 seconds to explode. It’s a chain reaction of exploding nazi bears!

Down Special – Mein, Mein, Mein!

A shovel comes out of Kripplespac’s chair and tries digging up the stage, but will fail in the air, instead it does a pathetic 2% damage and good stun to any enemy it hits in a small and difficult-to-land hitbox. On the ground this digs up a small patch and buries a massive mine underground – not your Snake down smash mine, this one is the width of Ganondorf and the height of Kirby! This humongous mine is then swept away underground. An enemy better not hit Kripplespac during the mine’s creation or else they will cause it to explode early, this deals 20% damage and extremely powerful knockback, the same that Snake’s forward smash did max charge in Brawl. It’s slow to come out and put away though, and it can be grabbed to cancel it, so the enemy only has to be a little patient.

When it’s under the ground, the mine will be very visible. Its big head pokes through the floor into the stage but won’t affect the terrain. Anything that walks over the mine will trigger a countdown, flashing red (it’s so big you can see it through the ground!) every time something walks over it, and after 5 unique characters walk over it, a huge explosion happens! This is a Ganondorf height off the ground and as wide as the mine was in the first place, it deals 20% and the same knockback.

Whenever a character is standing on the mine it will count down slowly, but the more characters are on it the faster it will tick down, 1 character it will take 5 seconds to explode, while 5 characters only 1 second. This counts for Tediz too, and you can have a few of those at once, so you do the math. When the mine is in the ground, Kripplespac can press the button again to summon it. It will raise out of the ground and hover above the ground a Ganondorf height above, becoming a solid platform like on Skyworld! This is a platform, however, that explodes after it takes 25% and will do 20% damage, so it’s not the most fun platform for Kripplespac’s enemies. If he is KO’d it will disappear, and he can only have one at a time so he’ll have to try and destroy it if he wants another.

This floating platform of explosiveness will give a camping platform for him or his Tediz, be sure not to f%#@ it up because if it explodes as Kripplespac is on it he’ll fall off and get up in horrible lag that anyone in the game could punish. A final important note is that once it’s out of the ground, Kripplespac can control the aerial mine with the aerial speed and controls of ROB’s uspec. This mine will only lasts for 5 seconds when Kripplespac is on top of the mine. This will move it in any direction and can be used to block or forced enemies into uncompromising experimental positions. Zis vill be ze end of zem!

Neutral Special – Sample

A huge contain is leaned forward by Kripplespac that does no damage but will absorb any projectiles into it using the same mechanics as G&W's bucket - it glows an ominous green color the more it fills up on projectiles. It can store up to three before it is fully charged and primed to go! The container will do what G&W's bucket does - largely, anyway. An important difference is that explosions can be stored too including those made when the Tediz or the mine explode, giving one projectile count to the container. Instead of a wonky 2D sprite of the Bucket, the samples will produce a real vat of acid! This will be launched out of the container at the same size and shape of the hitbox of G&W's Bucket and has 3/5ths damage and knockback but it will then sit on the stage after - the width Falco's laser.

The acid will melt away on top of the stage and become a pool of damaging passive acid for the next 10 seconds. Enemies standing on it will take constant 1% every second and a flinch every 2 seconds. This will peel off the ground on top of a Mein, Mein Mein! and reveal its metallic exterior - this damages the mine for the same it damages enemies. Any character who is slammed into the acid or the newly exposed mine - it will remain that way until it's destroyed or Kripplespac dies (in a blaze of glory) - will take 1.5x extra damage and knockback. This goes for meteor smashes, throws into the stage, anything that hits the foe into the stage!

Tediz don't have a good time on the acid. When they walk over it they lose their balance and look shocked, the acid will burn away their fake skin and force them to collapse on their upper body and shut down. This takes a second and will burn away the Tediz legs and make it crawl on the floor instead. It will be dealt damage too for standing on the acid and can explode at any point and still be put in bearserk mode. They crawl at Ganondorf's walk speed but this is doubled for bearserk mode. Now, the Tediz operate the exact same way a Mechakoopa does, explode on contact with enemies and now they're a torso, they can't shoot their gun! They now can be picked up and thrown by enemies - this will now damage Kripplespac but he can use this move to absorb their explosion into another sample.

Up Special – Abandon ze Ship!

The chair is left behind as a comical spring appears that shoots Kripplespac a far distance, the distance of MegaMan's Rush Jet, into the air and a new chair pops up in his place. He can't be gimped as easy as the Koopa Kids because his chair will appear early if he performs any aerial but if he does whilst trying to recover, he'll likely miss the ledge, completely fail and drop to his f#%$ing death. He loses a little weight and hasn't got any protection when he recovers though, so all in all not a great recovery move. The old chair will glow red and a moment later, explode dealing 10% in a powerful explosion! This can hurt Kripplespac's Tediz and his mine. This is particularly effective as Kripplespac can eject himself from a group of Tediz and be safely away for when they all explode in a massive chain reaction explosion!

The chair can instead be rigged to explode holding the input, and this is not safe for Kripplespac but leads to fun stuff. Kripplespac's chair will glow red and over 5 seconds, begin to explode, finally exploding for 10% and sending Kripplespac half greater distance, but will deal him the damage if he didn't press uspec again in that period to eject properly. This can be used to try and grab the enemy or attack at the same time. Ejecting will leave the chair travelling forward pacing across the stage at Kripplespac's dash speed. It won't turn around so this is the best way to box in Tediz at one part of the stage before the explosion and Kripplespac can always drop another chair on them if he wants.


Forward Smash - Mutant Tedi Surgeon

A Mutant Tedi Surgeon the size of Luigi pops out in front of Kripplespac after the charge and lunges forward with a needle! This deals 14-19% damage and is powerful but has an important extra effect - it does more damage to shields like Marth's nspec, able to break them fully at full charge! There is a moment of stun for all players when the move hits because the Tedi Surgeon will inject the enemy with its needle, filling them up with poison! This does a bonus 1% for another 5 seconds, once a second, and will cause their shield's health to both not heal and to deplete twice as fast when it's put out. This is significant to Kripplespac when his explosions will be easy to shield. The way the Tedi Surgeon works is based off of Pac-Man's ghosts - they come out the same distance away and operate as a normal smash attack despite being a summon.

The Tedi Surgeon will not only inject the enemy, but if they run into a normal Tedi will inject them too! The Tedi will start to take 1% a second but this doesn't last for 5 seconds... instead it lasts until they die! This will do 1% until the Tedi reaches 0% and then they explode as they normally do, putting a time limit on their lifespan and auotmatically making them die after a set amount of seconds if nothing touches them. A Tedi can be injected a second time for an explosive new effect! The amount of poison is too much for them to handle and this causes the Tedi to explode into a chemical, purple smokey explosion! This is an explosion the size of Bowser and deals 10-14% damage and will kill vertically fairly early. This leaves behind a purple chemical smoke cloud the size of Bowser that floats up at the fast speed of Fox's fast fall speed. This will go off the top blast zone, but anything it touches it deals 5% a second and high amounts of hitstun AND it greatly reduces their falling and aerial speed, making them a sitting weasel!

The move can be improved when Kripplespac has stored a sample – he can press B during the move to have the surgeon replace their normal poison with his acid. This will deal an extra 1-10% damage – this depends on what s#&% Kripplespac managed to collect in his sample already – and will cause the enemy to leak out acid everywhere they go for the next 1-5 seconds – this again will change if there was more or less stored. The acid will be the same width the character is and lasts for the same 10 seconds. When there’s no enemy in range for the needle it instead shoots out the acid as a projectile that goes 1-2 battlefield platforms and deals 5-15% and has low or high power – many variables here. Either way, you’re going to be using up whatever you stored if you do this, it’s a risky gamble.

Up Smash - Tedifunking u47 Intercontilental Ballistic Missile

After the charge, an opening appears out of the top of Kripplespac's chair that shoots out a missile. This shoots upward half greater distance than Snake's mortar fire usmash did in Brawl and deals 15% damage with strong upward knockback, it explodes in place and won't come back down... unless you charge it more! At half charge, the missile will be upgraded to fall to the ground the same way that Snake's mortar does, turning around and falling to the ground at the same speed. This will stick around on the stage for longer because of the fact it is fired further up in the air first - this does an excellent job of making the missiles fall back down and explode on the Tediz, mine and so on, but at the same time can be stored as a Sample by Kripplespac's nspec now too. It's not all good news - the extra time it takes to fall does leave Kripplespac extra easy to punish.

At full charge, Kripplespac will instead shoot out a SUZIE-9PMM, a sentient, Bullet Bill sized missile that will lock in on the nearest enemy's last location, and travel at it at the speed of a Power Missile! This deals 18% damage and is more powerful, the same power as Snake's semi-fully charged fsmash by comparison. This explosion can be stored by the Sample too. The missile will charge forward the same speed that Falcon runs and will go the length of Final Destination before it explodes, so the foe will find it hard to escape. If it hits the ground it will explode, or if it comes to the point where the enemy was at first, and this is a Bob-Omb explosion sized explosion. The predictability works in Kripplespac's favour however, as he can predict when to store the missile for his nspec.

Down Smash - Tedi General

The same as his fsmash, Kripplespac summons his Tedi General, a summon, for his dsmash in the same manner as Pac-Man's ghosts. He's the same size as Captain Falcon but half more bulky because of his muscular figure. He will appear in front of Kripplespac and hold his arms over his head, then hit the floor with them, causing a big earthquake! The Tedi General itself deals 20-28% damage and is extremely powerful, the same knockback you get from Bowser's fsmash. This and the fsmash both have slow endings so they can't be thrown out whenever you want, however, so be careful. The shockwave it creates will go the same distance as Robin's down smash, hitting earlier in front and a bit later behind Kripplespac for 10-14% damage and medium knockback that won't get the kill until higher percents.

Kripplespac will make the Tedi General do another attack if he does a follow up button press right after! The Tedi General will rip out a chunk of the ground over his head and toss it forward that deals 15% and very powerful knockback - this is an unGodly amount of lag rivalling a Falcon Punch to perform. The ground chunk is half the size of a battlefield platform and will pick up any Tediz or enemies on top of it. The ground chunk is chucked the same distance that MegaMan's charge buster fsmash does, depending on the charge of the move too, and will explode if it hits an enemy or the stage, though it can't be saved as it's not a real explosion. The chunk is tossed at the speed of a crate being thrown.

This stuns anyone if they were caught on top of it as he picks the chunk out of the ground and tosses it forward. They are able to move off it after being thrown, but not before being thrown! This won't edit the stage, simply filling itself in after the move is over. The Tedi General will even do this move when over a mine from the dspec. He'll pick up the entire mine, very f#@$ing heavy it may be, and then tosses that in the same way! This will damage the mine for the 15% at the same time it damages anything it hits so more than possible to make it explode on contact and letting Kripplespac absorb the explosion too. This move lets you rip out a chunk of stage with Tediz, acid or a mine and toss it all at the enemy. It's very slow and easy to see coming, but it may not really matter if the enemy isn't prepared.


Jab - Remote

A remote control with a electric rod on the end of it is taken out and Kripplespac presses it emphatically – electricity jumps out of the remote’s end and deals 2% damage in as slow jab that the enemy must DI out of. The remote has average range for this jab type – think Koopalings’ jab – and it will force the enemy to DI back instead of up to make them hit into the Tediz around the stage.

The remote has another effect on the mine or the Tediz nearby! The electrical output of the remote will have a huge range – half the range of an exploded Smart Bomb radius – that doesn’t do anything to enemies, but on the mine and the Tediz will tick down one counter on their explosion. They will tick down as if one person stood on the mine, bringing it to the next stage each press of the jab, and the Tediz will lose 1HP per jab too! This is shown by the mine or Tediz taking an electrical hit. Kripplespac can really f#@$ the stage up if he’s got tons of Tediz and/or the mines out this will force the ones low on health to explode.

He can play around by holding the jab or rapidly pressing it, he’ll charge up the remote control taser and do up to 5% but have a slow ending, this can bring down the health of the Tediz by up to 5HP and reduce the timer on the mine by 3 counts instead of one, this shows greater electricity on the mine or the Tediz when it happens. It’s much slower than the normal jab so don’t use it too often.

Dash Attack – Turncoat

A swivel of the chair, making it spin around as it goes forward and deals 9% damage – a high amount for a dash attack – and strong knockback, but this is a slow, slow attack, it won’t often land. The spinning chair will turn around the Tediz and the missiles, and any other projectiles that Kripplespac has out. Shockingly the Mechakoopa can be reflected in Smash 4, but that does help for this move, as just see how that works and apply that to the way Tediz work. This will keep going if it hits one, two, whatever number of Tediz so Kripplespac can turn around a big group all at once.

The chair is a big hitbox, the same size of Kripplespac, and will hit enemies high in the air. The chair itself has super armour for the duration of the move and can be used to hit foes in the air or trying to use low hitting moves on Kripplespac. When he’s on a mine in the air the move the dash attack can bring Kripplespac off the side of it and let him go into the air at the end, this cancels the move’s hefty ending lag. This makes it into almost an aerial. This can let it easier reverse the direction of missiles, ground chunks or other projectiles in the air and not on the ground.

Forward Tilt – Squirrel Shooter

Kripplespac takes out a small pistol and shoots it forward; it has the same speed and range of the MegaBuster ftilt, and deals 6%. It is not a normal bullet; it’s a special electric bullet! It deals more histstun than usual. The bullet will reflect off walls and can be absorbed for a Sample if it gets back to Kripplespac. This will stop a Tediz dead in its tracks and delay its movement for another second before it starts again, and even will stop it when it’s about to explode. This can be done on the upper body-only Tedi by using a down angled ftilt, and can hit them above Kripplespac when he does the up angled version. This goes the same for the mine, it will stop it for 1 second from whatever action it takes.

The acid will splash around when shot – usually this would be done by using the down angled gun. This will splash up in a small sized hitbox for 5% and is helpful to hit the enemy when they go for a dodge or roll away and the move has a hard to read animation making it tougher, the up angled version adds to this making it hard for an enemy to escape the move when Kripplespac is playing smart. The low angled version will do the most damage and knockback by far if it hits a grounded enemy on acid because it will meteor smash them off the ground to deal 9% and powerful knockback.

When a Tedi or a mine is electrified and stopped for a second the jab can be used for a special interaction. The jab will not only damage these now but will keep them frozen until 1 second after the jab ends. You could freeze them there forever or keep them frozen until the right moment! This will help for when the Tediz are in bearserk mode too – bring them to the brink of exploding then stop them and summon more, rinse and repeat, the stage won’t have any room left if the enemy is stupid! It probably is a squirrel or panther.

Up Tilt – Lightning Storm

The lever on the side of the chair is pressed forward and this makes the rod on top of the chair light up with electricity. This has the same range and less slow than MegaMan’s usmash, it deals 11% but does come out slow. This will cause a current of electricity to pass on to near Tediz within a character width of Kripplespac – a line of electricity will stream off and be magnetized to the Tedi or mine directly from the electricity burst, the size of MegaMan’s usmash. The line will deal 4% damage and light knockback but more than make up for any of the slowness at the end of the move.

The electricity will create a current on the floor too – if there’s acid there. It’s a liquid that channels electricity in particular. The electricity will light up the acid for 1 second after the move is over and deals the same 4% the line of electricity deals and will hit the entire acid on the ground. It will hit acid within half of a Smart Bomb explosion in the air it will connect to that too so it can hit mines in the air covered by acid and spread out over the whole acid surface. Ftilt will freeze the Tediz or mine in place to make the spacing for this move really simple.

Down Tilt – Chair Crush

The chair raises in the air and crushes down in front of it on a G&W Manhole sized hitbox that will deal 8% or 12% if the enemy was on the acid. This will have medium speed on both sides – hard to punish unless it is predicted but leads into no other attacks. This will splash the acid on either side of Kripplespac and deals 5% in a small hitbox – think Dedede’s stars in his uspec. This will crush Tediz against the ground and will speed up them losing their legs to double the normal speed when used at the right time.

On a mine this will buck the trend and be used to act as though a character has stood on it – this brings the counter down by one, and is important because it lets Kripplespac lower the time himself without using his jab. This move will pitfall Tediz that are on normal ground for 2 seconds before they move again and this will delay any explosion they were about to do until they get out. This is a handy effect as this will make it easier to use the dsmash to lob the Tedi on top of the chunk of ground if it’s not able to walk off it.

Doing the move on the ground will make a crack in the ground. This lasts for 10 seconds and if a Tedi General is summoned he will throw the ground chunk, but that part of the chunk will break off. It will deal anything from a half to three-quarters the normal damage and knockback depending on what part of the chunk was cracked at the start. The effect this has on the angle of the chunk and where it lands depends on its size – a small chunk will deal less damage but fall off further behind, but cut in half the chunks will come apart equally and fall leaving a gap in the middle. Room for a little invention!


Nair – Electric Chair

The chair rotates and creates an electric circuit around it that will pull in the enemy and deal 3 weak hits of 4%. This won’t get a KO until higher percentages. It has a faster start but a slower ending and range is good. Around Kripplespac the electric current pulls in missiles that went stray and will rotate them around him for the move’s duration, able to hit behind and in front. He can angle this move to make whatever orbits him go at a diagonal or vertical instead of horizontal, but this means that you can’t DI all that much in the middle of the move.

This will pull in the cloud that you can make out of a fsmash and buff the attack! It will buff it by 1-3% - more the bigger the cloud was in the first place – and will now deal bonus 2.5% poison damage over 5 seconds once the move is over. This will use up the cloud. You can press A repeatedly to keep the nair going for a bit longer and this will not use up the cloud, it will instead rotate it around Kripplespac for the move’s length and spit out in the opposite direction he spins, he can redirect it anywhere.

Near the ground the current will make the acid on the ground orbit Kripplespac and become a splashing hitbox that deals 5% in a big orb of liquid, this can splash against other solids and make a puddle. This can splash against the mine in the air – damaging it for the same amount as the attack – or onto the ledge or other parts of the stage to make patches where the enemy won’t want to stand around. This can be even more useful when the Tedi General can pick up and toss these parts of the stage around. This will even pull in chunks of the ground that were broken up in the dtilt and rotate them, only a half of one or smaller though, doing 5-10% and low-medium knockback. At the end these are shot out a platform away and deal the same damage to make it very safe.

Fair – Squirrel Gas

A device that blows gas is taken out – think of the G&W jab instrument – and used to blow purple, poisonous gas forward the same distance of MegaMan’s nair, but over a greater distance, this deals 6% and low knockback and always pushes the enemy at least the length of Bowser away from Kripplespac. This is because it has a weak wind hitbox at close range – not a good enough distance away to gimp recoveries though unless Kripplespac is practically touching an enemy and as a result, not a good idea to take off stage, plus it has very bad ending and start lag for a fair.

The blown air will pick up any poison gas already in the air from the fsmash and push it in that direction, this will push only the second as big as the hitbox itself and leave the rest in place. An enemy hit by this will be pushed alongside the gas so they don’t get to miss out on any of the fun here. On the same note, the missiles can be blown away in the same manner. This can help out when a homing missile or falling missile that was fully or semi-fully charged is coming down and about to completely miss its target. This is a great move to use out of a short hop because its landing is far faster than using it in the air, and who doesn’t want to blow some poisonous gas into those f#@%ing ugly squirrels and other non-weasels.

Uair – Magnetic Pole

The chair electrifies up on top and makes a hitbox of electricity that deals 6% and high hitstun but low knockback, perfect to juggle the foe! This will pull in any stray missiles and will literally pull in any nearby Tediz to be closer to Kripplespac – the same strength as Dedede’s suction and it works on the Tedi torsos too. It will pull in the mine too but only when it’s very close or by a very small amount, this is still important as a tiny change can drag an enemy on it closer or a Tedi close enough to attack the enemy and other factors.

This works as a reflector too, but only on projectiles that are weaker than the 6% the move does. This will apply to such weak projectiles as Fox’s blaster, Falco’s blaster, a Samus missile, not the strongest. This will give them an electric aura too. This will mean that until they go away, Kripplespac can manipulate them with his other electricity moves – the nair, the utilt and the jab, although the last one there isn’t going to come up much, unless you’re fighting another Kripplespac maybe? It’s a big deal to be able to delay the enemy’s own projectiles. It’s harder to escape this move in a juggle when in a poison gas cloud, take note, it’s a scary move to be facing in the air.

Bair – Exhaust Pipe Fire

Kripplespac fires up his chair’s internal engines and unleashes a powerful explosion out of the back of his chair pointing it backwards. This does the same damage that ROB’s bair does and the animation is very similar too, and it packs just as much of a punch making it Kripplespac’s most powerful aerial. The speed of the move and its length is comparable too. The explosion is important because it will be able to set off the Tediz and other chain reactions, including the mine and the missiles. This will turn around Kripplespac in the air because and this will help him to then abuse the enemy’s destruction using other attacks.

The exhaust fire will push Kripplespac forward a little bit and because it turns him around, forward means backward! This will make him be able to use front-facing moves but be going backward as he does them for a good camping tool. He can even do a grounded move on a platform and be blown off the side of it afterwards to make it impossible to punish! This is a hard thing to do under pressure and if the enemy reads it you will be in a tough spot trying to rush forward, it can… blow up in your face if you don’t use it carefully.

Bair – Blast Off

Again copying ROB the robot, Kripplespac fires his thrusters on his chair downward, dealing the same damage, range and a comparable speed to that of ROB’s dair. This will launch any poison gas down too in the same manner it is in the fair and will cause an explosive reaction on a missile and will damage the mine and the Tediz a good deal to bring them closer to death. What may be the most important aspect of the move is that it is one of the most powerful options that Kripplespac has to meteor smash the enemy off the ground where there is acid to boost the move’s power by 1.5x. This is like bair one of Kripplespac’s most powerful aerials.

The move can be reliable to blast down other objects – the missiles, Tediz in the air, rock chunks from the dsmash and will even blow down poison gas back to the stage. If it manages to hit the stage the flames will cause a chemical reaction in the gas making it degrade back to becoming a liquid, but only for half the strength it had before and lasting for 5 seconds. It is no less of a great boost to have be able to turn back into its liquid form and will deal good damage when the enemy tries to get past it, making the stage a less friendly place to them.


Grab – Scientific Experiment Pliers

An overly large and cartoony set of pliers are thrown out by Kripplespac in lag and range identical to that of the Koopalings. This grab has good range but not the best speed. Importantly, Kripplespac can grab his Tediz but he always prioritizes grabbing the enemy first. The grab is Kripplespac headbutting the enemy in the stomach which will be more relevant very soon. This deals 2% in an average speed pummel for good grab damage. On a Tedi this will bring it closer to exploding and they can be let out of the grab early to keep them on their old path or used as a shield against incoming attacks.

Dthrow – Alien

Kripplespac takes out something gross and wriggly and shoves it into the enemy – either down their throat if they have one, if not he shoves it in that general area and makes them gulp it down, or not, depends on if the enemy is a biological human or not. This deals 2% damage and then Kripplespac hits the enemy away with his chair for a weak 3%, a set up throw! This will not ever KO but will put the enemy into prone. This can be punished by a read if Kripplespac has an acid puddle around or a mine because every second they spend lying on it will bring down the counter, a prone by itself isn’t bad for Kripplespac, but that’s not why we’re here.

Over 10 seconds, the enemy will start to have a red/other fitting color show up around their stomach/respective body part that seem to bulge out of them. This will deal 1% damage but no knockback each second unless the enemy shields to instead send the damage to their shield. After 10 seconds the alien will burst out of the enemy’s body! This deals 15% damage and is utterly powerful, it does a bit more knockback than Ness’ bthrow in the direction the alien pops out.

This powerful ticking bomb can be prevented though, the enemy only has to shield when the alien is coming out to make it cause a perfect shield sound effect and let out a death cry as it fails to come out. This is so slow to come out that any enemy after maybe the first time will see it coming a mile away. Now that the enemy is caring for two, however, this will change a few things in the other parts of Kripplespac’s moveset…

The baby alien will count for two when the enemy is on a mine, making it tick down twice for them, more likely to blow up when they’re on it. When the enemy has the fsmash landed on their body, it will act as a nurturing ooze to the alien inside them, making the alien bigger and stronger so when it pops out, it will deal an extra 1% damage for each second of time it spend on the enemy’s inside in the acid. The nspec’s acid when inserted in an enemy will do the same but add up to 3% for how many stacks there were, so at max this might do a ridiculous 45% if the enemy is not even trying and gets grabbed right after a maxed out Sample is landed via a fsmash. That isn’t going to happen, but you should try.

The alien when it comes out acts as another minion for Kripplespac. It has the weight of Diddy Kong after getting a metal box and moves at the speed of Fox, falls at the same speed and goes the same speed in the air too. He only has two attacks – a clawing attack for 5% and a rushing dash attack where he bites for 6%. These can splash around the acid and he can tank heavily for Kripplespac, all the more to make sure that the enemy shields when the alien is about to come out to abort the little b#%$@.

He only has 20% health and nothing long ranged, and will be outprioritized by nearly everything so it’s not the worst thing to have to deal with. Keep in mind this can be used on the Tediz and they can’t shield which turns them into a top priority to kill for enemies, this however takes 15 seconds on them so the enemy has plenty of time to whittle down their health. If the alien isn’t given a proper pregnancy, it isn’t going to be fully formed, just being a pathetic stillborn that cries out and dies immediately. Kripplespac can help along this process by pummelling the foe to deal 1% directly to the alien, half the usual amount, the throws also do half damage to the baby alien. Why do this? When the alien is forced out after taking 20% damage, it will deal half of its normal attack, even if it’s not alive. This baby may not make it to the third trimester, but he’ll be remembered fondly for his sacrifice.

When you use this throw when the alien’s already in the enemy, it will instead make the enemy have a refreshed alien countdown for another 10 seconds. There is a cap of 45% damage as seen before for just how powerful the alien can grow inside of an enemy but this will help the runts of the litter grow to be mighty and fine specimens in their own right. There’s always the appearance of the alien’s progress on the enemy’s stomach area so they’ll know just when they can expect their little bundle of joy.

Fthrow – Drill

A drill comes out of the bottom of the chair and drills into the enemy dealing 3 hits of 2% and a final 3% for high damage. This won’t be powerful enough to get a KO until the enemy is at super high percents but will put them in the air making them perfect bait for the aerial mine, the fsmash poison gas, the ground chunk and the many projectiles that can be created by Kripplespac. The drill will deal the same damage to the Tedi and will forcibly separate them into their upper body and legs as happens when they’re on top of acid and their limbs too, leaving a pile of body parts. There’s the head, the two arms and legs and the body itself, these all can be thrown around for 5% and a small explosion. These explosions are great to absorb but for this Kripplespac would have to throw at the ground or something and these will damage him, making it a bad idea.

An enemy who has an alien inside of them is dealt an extra 5% and the alien is shaken up enough that it will now come out in the opposite direction. Normally the alien will come out the front side of the enemy and this will make them be launched their forward, now it will come out of their back and launch them backward. This is a small change but is more useful on a Tedi to give it a special position that takes advantage of where the alien comes out and will launch their body as a projectile too. They will deal 5% as launched and go for a long distance, half that of Final Destination. This may hit the enemy in the air too or make the Tedi’s body go off stage. It will launch them for stronger damage and power, up to 15%, when the alien was stronger – dealing one-third of the damage/power of the alien’s attack when it spawns out of an enemy or Tedi.

Uthrow – Dynamite

Kripplespac takes out dynamite and shove it into the enemy then uses the scientific pliers to launch them up for 5% and the dynamite explodes for 9%, doing strong upward knockback. This won’t juggle as a uthrow typically does but will KO at a good percent for a uthrow. The explosion will damage anyone in range of the Bob-Omb explosion sized explosion hitbox for 9%, and this will help to bring down the health of the mine or to try and kill the baby. It is important because if the alien comes out as the enemy’s in the air it can in some cases help to KO earlier if they are near the top blast zone, as the knockback it deals does come at a small angle, not all horizontal.

The dynamite explosion can be absorbed but only if the recipient of the dynamite is hit into a solid wall – the ground chunk will suffice – or if they are hit into the poison cloud that will hit them back down. The sample is then very easy to take, and if they are hit off the ground will take double the knockback to speedily put them back in the air. The explosion will of course work well when there’s a Tedi grabbed to throw them in the air as a hitbox if the enemy is in the air. This is a good way of forcing the enemy to recover on the stage around Kripplespac rather than directly on top of him but will largely waste a Tedi because of the big damage output. This is not without its uses – damage a Tedi 14% and a few pummels to put them on the verge of death from full health, it’s one of the best ways to bring their health down super low and can launch them from a high up spot if the alien comes out of their body, one way or another!

Bthrow – Hot Wheels

The enemy is thrown behind Kripplespac for 2% and he turns up the heat on his boosters, burning the enemy for 6% damage and sending them for high knockback, a strong throw that is the best to directly KO. This has strong knockback at its base too, so it will push back the Tediz a fair distance. The fire will keep on flaming on the enemy for another 5 seconds and deals 1% a second all that time. When they talk over acid it will be caused to bubble and heat up, producing a weaker version of the fsmash poison gas cloud. This will make it harder for them to stay in the air and keep them grounded and that is easier going for Kripplespac’s moveset.

An enemy that has an alien in them already will have it baked like an oven to heat up the alien. This will make it come out all red and hot and make it so wherever it goes will make acid steam up and create poison gas clouds, and will make any contact with the alien deal 1% a second to enemies. This goes for ones that burst out of the Tediz too. The alien isn’t likely to come into play if the enemy can shield it correctly and this is easy to predict, but if they do this is a strong bonus!

When the enemy has acid in them from the fsmash this will heat it up and instead of the 1% a second for 5%, will blow them up in a chemical explosion immediately! This deals 10-15% instead of the 8% the throw does and has the same knockback of Ness’ bthrow and then some depending on what was in the sample. It’s a very powerful reward for the acid. The explosion will spread around acid in that area too and will deal the damage to outsiders like the Tediz or the mine – extending to if Kripplespac grabbed the enemy on top of the mine. This is good for a Tedi too to make them into a super powerful explosive at the right time. This explosion lasts for a while before it goes away so it can be extremely good when the enemy is trying to avoid it with anything that’s not shield.



Professor von Kripplespac gets out a massive buttoned remote control from somewhere on his chair and after some hestiation, he presses it, this causes a massive bunker to appear out of the ground that Kripplespac gets in. This bunker is the same as the ones you seen on the one Metroid stage when the lava is coming towards the stage from the foreground and can be accessed from both sides in identical ways. The catch is that Kripplespac automatically starts in it and can use it anywhere so the enemies have to chase him down. After 7 seconds, an ever louder sound of a nuclear bomb dropping intensifies, and then a massive nuke falls in the middle of the stage, creating a mushroom cloud and explosion the size of the entire stage. This does 40% and massive knockback - this will KO at 80%. Any enemies who survive take 1% every second for the rest of their stock and are colored green. The one bad part is that this can happen to Kripplespac too if he's not in his bunker.
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Smash Daddy

Smash Master
Apr 29, 2007
K Rool Avenue

Goronu is a boss from the CD-I Zelda game, Faces of Evil. This is the game starring Link rather than Zelda and this matters a great deal for Goronu’s character. During the events of Faces of Evil, Princess Zelda is kidnapped and Link sets out to rescue her from Ganon’s forces. One of Goronu’s abilities is shapeshifting and he manages to trick Link into thinking he is the real Princess Zelda before one of his fights. Besides this, Goronu is seen to enchant skeletons, that he calls “sleepy bones,” out of coffins and has several comical lines (what you expect from a CD-I game) about how he is “hideous” but Link will get “beg to join him” after a century of being frozen.

The CD-I games are infamous in their cheese, bad game design and over-the-top animation/voice acting work. This compounds the fact Goronu despite having his fair share of abilities compared to other bosses shown in cutscenes is a… barebones boss fight. He simply throws fireballs and is defeated in a matter of seconds by competent players. Despite his dialogue about “freezing” Link he never actually uses an ice spell, but it can be inferred that he’s talking about the item he drops, a bell that temporarily stops time that he never uses and is never brought up again. Considering he has a time stop and turns into Zelda, it should be all too easy to defeat Link, especially CD-I Link, but Goronu is killed. Not once, but twice, as Goronu is fought two times. This is unexplained and especially weird given his death animation of burning to a crisp. Taken at fake value, this would suggest Goronu has some form of reincarnation or is extremely durable, but is obviously just an oversight by the CD-I developers.


Size: Robin
Weight: Marth
Ground Speed: Zelda
Air Speed: Robin
Fall Speed: Zelda

A fairly average, not very squishy wizard, Goronu has no impressive stats but does have a magic-imbued couple of jumps to give him a good recovery. His traction and gravity is just about average too, and his dash is much faster than his normal run or walk speed to give a Mewtwo-like feel to his gameplay. He’s unsurprisingly very comparable to Zelda due to his ground and fall speed, but is slightly heavier and has slightly worse air speed, but is a touch heavier. It’s largely a trade off that makes Goronu more ground based than Zelda.


Neutral Special: Let Me Chime In

Goronu takes out the bell from Faces of Evil, that he never uses but references as if he does, and rings it while holding it delicately between his thumb and pointing finger, this takes 25 frames. This can be interrupted and has some end lag as the bell is put away. The bell will cause all of Goronu's projectiles on stage to permanently stop in place until he next rings the bell, their duration stopped until it's next rung. The projectile will follow the same rules if a foe is hit into it of dissipating if it would normally, otherwise it will stick around potentially forever or until Goronu is KO'd. When new projectiles are created they will not be paused until the bell is rung again but this will cause the then paused projectiles to start up again so that there are both active and inactive projectiles on the stage at once.

Goronu can press a direction while ringing the bell to cause a different effect. Forward will cause all projectiles to instead speed up 2x, increasing their speed but decreasing their longevity. This is called a Fast Forward. Pressing backward will cause the opposite effect, slowing the projectiles by half and doubling their duration. This is called a Rewind. These two time effects can be stacked on top of each other to get up to 4x as slow or fast and slowing a sped up projectile will bring it down to its previous level so that you can have very different speeds going on at once. When the projectiles are paused, all of these effects can be used and they will then have the effects applied once they re-activate. Also important is that any time one of these effects is activated, the ownership of Goronu's projectiles returns to him, meaning he only has to use this move that has a third a second of lag to regain ownership of any and all projectiles stolen from him on stage.

Down will cause all active projectiles to reset their pattern as if they were just fired at that location, but does not reset their duration. This is called a Reset. When stacked twice, this will cause the projectile to instead return to exactly where it was first launched, but takes a second to disappear and re-appear in its original spot ready to be fired, but again does not reset its duration. Up will cause all projectiles on the field to disappear for 1 second and re-appear where they naturally would have ended up at the end of their current arc. This is caused a Skip. They will go past any natural barriers such as walls or other solid constructs, and deal 1.5x the damage and knockback for the first 10 frames that it re-appears. This has the 90s-style visual effect of clocks circling the projectile as it has this stronger hitbox. This can be stacked twice as well by using it as the projectile has disappeared, which causes the projectile to disappear for another 1 second and re-appear dealing 2x the damage and knockback than normal. Each effect causes a unique and suitably over the top visual and audio effect you'd expect out of CD-i Zelda, such as a boing sound and giant forward arrow for the fast forward effect.

Side Special: A Spineless Master

Goronu waves his wand and at times will say his catchphrase, "wake up, sleep bones!" as he summons forth a stalfos by shooting lightning out of his horns at the ground or at thin air off stage to cause a skeleton to get up out of their slumber and join the fight. The stalfos has 40HP, is the size of Roy, the jumps of Ganondorf and walks the slow speed of Jigglypuff's walk and has an average fall speed. The skeleton will patrol the entire stage until a foe comes in range of one of its attacks. The summoning of the skeleton is a long, flowery animation that takes 40 frames to complete, though it can't be interrupted past 25 frames as the skeleton is already fully summoned. If the animation isn't fully completed however the skeleton will not have its full roman armour that gives it greater durability. Goronu’s skeletons are at risk of friendly fire by Goronu, but can’t attack their master to whom they’re eternally loyal.

The skeleton has several attacks. The most commonly used one is a long-range sword stab that mimics the animation of Marth’s shieldbreaker, only without the finesse, and deals 6% damage and medium knockback, only enough to KO at 170% but has decent range and low end lag, with high start lag. The next most commonly used is a slash that resembles Ike’s forward tilt, only again looking much shabbier on the skeleton, this deals 8% and a little higher knockback than the other sword move, but only will KO at 160% and has worse lag, but not much worse range, and is prioritized when the foe is closer. When the skeleton has no sword, it will instead use an awkward punch that resembles G&W’s moves in how stilted its animation looks, this also hits above the skeleton and is prioritized with a sword if the foe is above them, dealing 4% and low knockback. This has a similar range and lag to DK’s up tilt. Finally the skeleton has a stomp for when the foe is super close that deals 5% and low knockback, but will send the foe into the air albeit weakly when on the ground.

There’s a limit of 1 skeleton at a time, when the move is used again the old skeleton will explode into bones and the sword if the skeleton was wearing that. These can be destroyed by any attack that deals 5% or over by a foe, or 7% for the sword. The bones aren’t just a visual effect, whenever a skeleton dies from stamina it will also collapse into a pile of bones that scatter across the floor with the beauty of physics. There can only be one set of bones or skeleton at a time. This is largely random but they will be sent in the opposite direction if the attack that killed the skeleton was in one direction, scattering away from the attack. The bones can be used as weapons or thrown and are fairly small, comparable to if you compare to Roy's size. When any bone is thrown it counts as a projectile and can be manipulated after being thrown by Goronu, but if the foe picks it up and throws it back he can no longer manipulate it, how could his masterful plan backfire? For the sake of readability, these weapons' throws are the smash throw and deal 3x more damage when throw than jabbed, 1.4x that damage for the ftilt and 1.6x for the forward smash. Bones when thrown by other characters do not count as projectiles, but when Goronu throws anything he surrounds it in needless clock magic, making it turn into a projectile until it hits anything.

The first type of bone that can be picked up is the humerus, and it is no joke. This arm bone is the most general and is the size of the skeleton’s upper arm, obviously, this can be tossed forward for 15% damage as the baseline and is used as a weapon in a similar way to a bat, though not the home run, decently fast for a weapon. Unique for the humerus is that it will ignore gravity and travel forward forever, and as it can be manipulated can create an infinitely looping horizontal stretch of stage when kept in play. This is shown by magic sparkles of CDi around the bone. It’s thrown at the speed of Mario’s fireball. Two humeruses are scattered every time a skeleton dies. The next type of bone, before we get ahead of ourselves, is the cranium. It’s about the size of a Bob-Omb and is thrown at a downwards arc, bouncing once off the ground in the same arc as Mario’s fireball before going a small distance and dissipating, the skull having cracked when it hit the ground and deals 20%. This can be reversed as a fairly strong projectile, especially when thrown down off the ledge. This is one of the more powerful bones to pick when a delayed Skip effect is applied twice, . As a weapon, it’s a lot faster than the humerus, but only deals 5% and weak knockback.

The next are the ribs, 1.5x Mr. Saturn-sized and fairly big and meaty bone that is thrown twice the distance of the cranium before breaking against the floor or any hard surface. The rib deals 16% when thrown and higher flinching knockback than normal due to the piercing rib cage, but will deal 22% and high knockback that will KO at 130% when it collapses against any hard surface in the form of a mini-explosion of bones. This can be abused naturally through the right timing and can even happen if it is hit against an enemy attack that deals over 16%, or hitting a foe with it using the laggy forward smash to do a homerun bat-style attack. Its weapon usage is limited due to being slow to hit with and deals 5.5%, but will break and deal its usual 13% on the third hit as it slowly wears down over time.

Lastly there is the tibia, and this is not the sole bone you get here, as it comes with the entire bone structure of the foot too! This when thrown will go at the fast speed of Falcon's dash due to the momentum it gains from the foot being attached and deals 9% with decent knockback able to KO at 160%. It has a unique battering animation, similar to when Captain Falcon uses a weapon, as the leg is swung and then the foot follows in a different animation. The leg deals 14% in the forward smash and the foot will deal 20%, but the other attacks' damage is based on the weaker leg hitbox, and is as a result fairly weak. What do you expect swinging someone's boney leg? The leg will not go forever like the humerus, but will go a respectable 2 platforms before hitting the ground and breaking due to its age.

The sword when dropped will have the same size as a laser sword only a bit shorter, having the same animations but dealing only 0.7x the damage and knockback the laser sword does because it's only a normal sword, not earning Sakurai's admiration like the prequels. The armour is purely an aesthetic to show the skeleton is more bulky.

There is a random chance, the same as getting a Waddle Doo rather than a Dee, that Goronu will instead summon a stalfos closer resembling the one from the CD-I games. This has two swords, summoning the wooden one in place of the armour if not interrupted. The second sword will give another couple of moves, able to dual wield the swords to do a unique two-hit forward smash for up to 1.5x the damage if both connect. The other is a spinning attack that mimics Link’s up special on the ground, dealing the same damage and knockback. This is largely an easter egg but can come be useful for a bit of variety.

Up Special: Caught in the Crossfire

Goronu throws up his hand and erupts into flames, his whole body catching fire and dissipating over the same lag as Farore's Wind/Zelda's Up Special. It has slightly greater distance than Zelda's move, going 1.2x as far, but having a smaller hitbox that mostly is only the same range directly below Goronu at the start of the move and above Goronu at the end. This deals 7% damage and will knock the foe upward, as Goronu did not in fact die, but teleported upward! When he re-appears he will deal 10% downwards, the opposite to Zelda's Up Special but the same knockback, making it much harder to KO on stage unless at super high percents, but a great gimping turnaround move if the foe follows Goronu off stage and gets caught by the move. This puts Goronu into helpless at the end.

Goronu can use the teleport to perform a number of advanced techniques available to Zelda through the use of platforms, but here apply to skeletons. The top of their heads can be used to footstool, as they’re on the ground this instead puts them in a small amount of lag as Goronu jumps off them into the air. This enables him to do a double teleport as he teleports on top of the skeleton and then teleports again, to then fall off their head and do a teleport in the opposite direction, and to cancel the ending lag with landing lag and then fall off the skeleton with the footstool animation. This lets him go immediately into his aerials. Other character can do this, but it is guaranteed if Goronu can teleport on top of his minion. This is actually slower than Zelda simply ledge cancelling her teleport or off the side of the platform due to the footstool part, but will leave Goronu in the air above the opponent if he hits them letting him follow up immediately.

Down Special: The Faces of Evil

Goronu makes the hideous transformation into Zelda. This has the same mechanics it did pre-Smash 4 when you switched between Zelda and Sheik, but this move has some slight changes for the sake of balance. The move has a little start lag that can be interrupted, and will take as long as the engine requires to make the switch, but once it’s past the point of being interruptible, the first 15 frames of the swap gives Goronu super and anti-grab armour to stop it being punished, so any punishment has to come before the transformation happens. This would be a somewhat OP exploit to abuse, but Goronu loses the 15 frames of protection if he swaps again within the next 15 seconds, so you have to commit to either form for at least that long to get the same benefit.

As Zelda, Goronu is much smaller, slightly bigger than Toon Link. His ground speed is increased to Marth’s, his fall speed is increased to Little Mac’s, his aerial speed is decreased to Zelda’s and weight is reduced to Fox’s at 79, falling 11 points. Jumps are now slightly worse too, resembling Toon Link’s as two fairly regular jumps, awkward looking to mirror everything about playing CD-I Zelda. In many ways this is an improvement, notably the speed, but loses out in weight and becomes more easily combo’d due to the higher fall speed. This new set of statistics also doesn’t go too well with his other moves as he can no longer survive long enough due to his weaker recovery. Instead, this form exists ironically as Zelda to rush in on the foe after already setting up projectiles, the skeletons and everything else in the set, favouring the aggressive. The set remains entirely the same although with some differences due to the statistics. The sword is roughly the same size as Goronu’s wand and mimics all his animations in moves that used the wand. Zelda carries around a shield that has the identical mechanics of Link’s Hylian Shield, making her ironically an effective anti-projectile character for the ditto match up.


Forward Smash: Time to Make a Point

Goronu takes out a version of Zelda's Sword from Wand of Gamelon and levitates it in midair, pleased with himself for being able to duplicate/steal such a rare item, and then causes it to slash forward in the same arc for Marth's forward smash, without the tipper. This deals 12-16% damage and medium knockback able to KO at 165% uncharged, this is a powerful disjointed hitbox. This is a small distance in front of Goronu and due to the arc, has great reach overhead, but won't cover Goronu as it's out in front of him. Due to the reach and disjointedness, it's possible to use the attack to hit the foe with the move when it comes as when behind a skeleton, as the attack is transcendent. It will damage them at the same time, so it's possible to hit the foe, kill the skeleton at the same time and explode their bones across the stage. This makes it a very important move for attacking alongside the skeletons in a basic way.

The move changes depending on charge, at half charge it will create a sparkly effect around the circular outside of the sword slash that deals an additional 5% on top of the normal sword attack. The Power Sword is only around 2/3rds the size of Marth's sword and this extra magic will give it an effective tipper that will KO 5% earlier due to damage, at max this will now KO at around 140% because of stronger knockback scaling if the tipper lands. The move is now even more effective to use behind skeletons. The move can be angled, and now will not hit across the ground but more of a downwards slash or aerial slash. This is mostly just for the angle, but if in this version of the move an bone on a skeleton is hit, the effect of the tipper will pass onto them for their next attack. This will surround that bone with the same sparkle effect that adds 5% onto the power of their next attack, bringing down the KO percent by 5% and adding the same range to the move as is added here.

This sparkle effect on the skeleton is unique in that while it can be paused, it can only be unpaused and this will just make the skeleton not use its relevant attacks, the other effects have totally different effects. Rewinding with this effect will make the sparkle effect stretch backwards for 1.5x its range in that direction while detracting it from the front, fast forwarding has the same effect but in reverse, stretching out the hitbox in front while reducing it at the back. This can be used effectively depending on which skeleton this is used on. This can even be used on upgrade skeletons to specifically help increase the range of a move in one direction. By using Skip, the skeleton will instead be commanded to immediately skip in a glitchy CDI fashion to use its attack using that bone. When an upgraded skeleton is hit by this move, this will prioritize hitting their bigger bone and give it a nice boost.

At the max charge, the move will conjure fire up around the Fire Sword resembling Roy's neutral special, this will instead change the move to cause a massive explosion at the end that deals an extra 10% damage and will KO at 130% uncharged, but at the cost of great end lag. It also shoots a small thin fireball forward the same size, but half as long as Mario’s fireball that deals 5% and travels forward for 1.5 battlefield platforms. This has a significant hitstun in the form of a freeze frame like Wolf's forward tilt in Brawl, but is effectively hitstun as Goronu can act during it, though will be in lag. This version no longer has the tipper effect that can be passed on, but is very useful to use on skeletons regardless. The powerful explosion will easily kill the skeleton and is so powerful it will spread all their bones forward as projectiles, a dangerous move for opponents to contend with. When a bone has been enchanted by the previous "orbiting tipper" effect, it will not be blown away by this and instead skips to its attack first without the rest of the body, then the tipper is dispelled and the bone is launched forward. This can be used to for example, use the freeze frame to stop the foe, hit all the bones at them, and bring a giant bone arm crashing down on them too for a OHKO if all timed perfectly.

Up Smash: Blast from the Past

Goronu takes out the bomb seen in his game, used 10 times to blow up a single rock, and throws it up in the air to deal 15-21% damage and high knockback. It will then fall back down and is able to pitfall the foe for a short time the same way that Villager’s down smash does only using the bowling ball aesthetic. The bomb will then sit on the stage for another second before exploding for 10% damage and high knockback, slightly higher than that of the bomb being dropped. It’s a fairly large bomb, the same size as Villager’s bowling ball so it can do some damage and also be dropped off stage, going off after travelling a Ganondorf height, but will deal upwards knockback. If it hits anything it will explode a moment later, but won’t combo, fairly useless on its own. It is surrounded by those MS Paint 90s clocks though!

The bomb is affected by time, and can be reset back to where it was originally let off, but this will mean Goronu can’t use his up smash again or he will get rid of the old bomb, due to a time paradox. He can effectively levitate the bomb back into the air by reversing time, or fast forward it again to make it drop back onto the floor. So long as he doesn’t let it get to the point that it would explode, it could potentially be used for an infinite amount of time like this, but Goronu does actually have a match to win. If the foe wants to let him do that, go for it!

The bomb will blow apart any skeleton if it depletes its HP in a spectacular fashion, spreading their bones away with the power of physics. This will blast them all forward, back, from on top or below depending on the bomb’s position before it went off. As it can be manipulated, this can be useful to detonate the skeleton as an attack from anywhere. The bomb can even be set to Skip forward past the skeleton so it doesn’t get stuck on it, and as long as it’s motion can be batted around by any character, but will explode after being dealt 15% damage. This won’t hurt Goronu of course, so don’t worry about bombing your chances.

Down Smash: Pick Your Brains

Goronu does a hand motion toward the ground, causing a magical light to come out of the ground as a trap that resembles Snake’s down smash in Brawl. This will deal 10-14% damage to anyone who steps on it and medium-high knockback, but will only KO around the 160% mark, not a powerful attack. Only one of these can be out on stage at a time and an outright trap like this is very powerful to have in the arsenal. The problem is that like Snake, it can be triggered by Goronu. Any character who steps on it will cause an explosion of magic that has the same effect as Snake’s down smash. The skeleton minions are immune to this, but not to its explosion. This can be useful as it means the skeleton can be destroyed and have its bones launched around the stage at an unsuspecting foe.

When the trap is being made, the magical light will randomly show the different bones of the skeleton within its aura. This can be changed by pressing left or right on the control stick as the move goes through its charge to set it to one of the bones, be it the cranium, tibia, humerus, ribs, and even applies to the sword! Whatever it’s set to, now any skeleton minion, or if any of their respective bones/sword is within the trap, it will be used up to transform them into a new creation! The same rules apply as a normal skeleton, but these changes are fairly substantial, and the charge has powerful effects on their new attacks. This can be done simply by holding the bone and creating its emblem within the dsmash, immediately summoning the new monster.

Goronu has another, fairly huge interaction he can pull off with a bone if he picks it up after enlarging it. He can press side special to animate whatever it is and build his skeleton warrior around that piece. This will disintegrate any other skeleton soldier on the stage as normal. What this does exactly differs for every object. Once the edited object is used to create a skeleton, Goronu can then use his effects to have an effect on the skeleton, as technically a projectile has been lodged inside its body. This will slow it down, which mostly seems useless but actually doubles or quadruples the amount of time the hitboxes are out so is best to use when the skeleton’s in the middle of an attack, speeds them up having obvious advantages, or to blimp them out of existence to buff them when they come back if they were doing an attack. Instead of making a projectile appear further along in its pattern, the skeleton’s AI will appear and do whatever it would have done in that time period instead, and this can be crucial if an opponent was in range of an attack to cancel the much higher start lag on the new attacks they gain.

The most non-descript change is the armour, this makes the skeleton warrior have an extra 20HP, move 0.75x as fast and weigh as much as Ganondorf, as well as giving them far greater gravity so get almost no height out of their jumps. This will also make the armour far too big for them as the armoured vest or skirt, pointing out a whole Kirby width forward and bag like hand-me-down pants. If the armour alone is hit, this will whittle down its own 20HP, and can destroy it completely, but leaves the skeleton intact without that piece of armour, making them far harder to kill.

The sword is the next least direct. It will change the skeleton’s set, and now it walks as it drags the massive sword behind it that’s as wide as Cloud’s and a little longer, resembling the sword from Kirby’s final smash. The skeleton gets the same statistic changes as if he wore the armour, but this changes his moves too. He now has one big overarching slash that reaches two platforms and deals 15% damage and high knockback, but has massive end lag on par with Warlock Punch. This will also leave the sword open, and it can be dealt 25HP to destroy it, leaving the skeleton bare. The other attack it has is a wide arcing overhead shot to hit aerial enemies, a similar arc to King Dedede’s up smash. This deals 14% and high knockback, both new attacks will KO around 115%, but this has equally bad end lag. In both cases, the skeleton only gets only shot at this move they get at this before becoming mostly useless.

The biggest changes come when the bones themselves are used to construct the skeleton around, as this changes their model completely. The most innocuous change is the humerus, a skeleton will now have one hugely deformed arm triple its normal size and gains access to a new attack where they slam the giant arm against the ground in front of themselves, having a battlefield platform of range and dealing the same damage and knockback as Dedede’s uncharged forward smash. The other attack is a jab similar to Ganondorf’s where the skeleton strikes forward, having full super armour and dealing 12% and strong knockback, able to KO at 125%. This will cause the skeleton to move much slower than normal, at Ganondorf’s ground speed, but gives an extra 15HP.

The cranium will make a big-headed skeleton, he seems in constant pain but otherwise has the same attacks. When it is attacked it will be knocked backwards and then seem to lose its balance due to its giant head, falling over forward if not attacked again for 15% to knock them backwards. This forces the foe to attack them over and over to not get punished as a falling big-headed skeleton deals the same damage and knockback of Dedede’s dash attack, and has the same lag. This can be abused easily by cancelling out the skeleton when first attacked by the foe using neutral special so they can’t force them back, and simply make the foe leave that area in fear. The other attack they gain is a close range headbutt that has a similar animation to Dedede’s up tilt, dealing the same damage and knockback as it did in Brawl. This is powerful for a minion’s attack, but has much worse start lag. The head adds 10HP, but the head part of the skeleton now has 5% passive armour, all attacks dealing 3% less that hit that part of the skeleton’s hurtbox.

The ribs will make the skeleton more deformed in a similar way to the humerus, as their upper body is now tripled in size and this gives them 6% passive armour resistance against basically all attacks, while not giving any actual HP increase, makes them the bulkiest of all the magical improvements. They now resemble a skeletal gorilla and walk as slow as DK to boot, but have a far more pained animation when they move. They just wanted peace in death but Goronu doesn’t care. They a body slam that resembles a moving version of Dedede’s neutral aerial, moving half a platform forward and dealing 11% and medium knockback, but not enough to KO, this has full super armour. They are bigger than even in this form, bigger than Bowser, so this has great range. The other move they can do now is a double armed pound against the ground like DK’s down special, this uses their upper body too, and deals 12% but has an earthshaking hitbox that extends the same distance as DK’s down special that deals 5% and will pop enemies up into the air.

Lastly, the giant tibia will make the skeleton walk with a limp, but half the time will make them 1.5x as tall when walking, and when standing still will be twice as tall, truly massive. This gives 6% passive armour on any hit against the leg, but will only work when idle or moving forward on that leg. The leg will give a new move: a super powerful kick that takes 50 frames to come out, but deals 15% damage over a platform wide distance. The other attack is simply an additional stomp, but will do twice the damage and only use the enhanced leg, of course, as well as pitfalling foes with the same strength as Villager’s down smash. This can be lengthy as high percentages, especially when it comes from a minion, but has the same lag as Villager’s down smash to hit behind him, making it very telegraphed.


Jab: Raise the Dead

Goronu smacks the air in front of him with his sword or wandsword, dealing rapid hits of 2% in a disconnected jab combo that will combo into plenty of hits on its own but never truly combo beyond that. The jab can be used to stop the foe getting any momentum at close range anyway, as its reach is decent and comes out fast, but it has below average end lag. The damage is also fairly poor. When Goronu has a bone in his hand, he can charge the jab, otherwise doing nothing special, and he will charge energy into the bone in his hand having a distinct effect upon it.

First of all, this will cause the bone/weapon to grow in size up to 3x its normal size, and deal up to 1.5x its normal damage, but as it gains size will grow heavier. This ultimately makes them all slow down the character who carries them in varying degrees, the sword behaving the same way as crates. This also makes all their attacks up to 1.5x slower in lag due to their more awkward size, but is lessened on characters such as DK or Bowser who can chuck around barrels and heavier items more easily.

This upgrade only lasts for one attack or for 3 seconds after creating the weapon, as it will then automatically size back down. This is alleviated a little by a weak psychic throw Goronu can perform at the end of the move that tosses it 45 degrees down and left or right at the end, having a little more end lag, but is mostly painless. The throw will deal around 5% and weak knockback, as the object lands only a short distance from Goronu on the ground. He can try to do this just before the buff wears out to throw the more powerful bone but he likely won’t be able to throw it very far.

Dash Attack: Book of Kori-die

Goronu takes out the Book of Koridai, or a fake he has created, and makes a magical hitbox of wonder at the end of his hands that deals 8% damage and medium knockback at the Sakurai angle. This can be useful at low percents to keep the foe or skeleton grounded but push them forward. On skeletons, if they die to it, it will make their bones be launched at an extremely low angle across the floor due to the weirdness of the angle so it's good for checking the ledge or from a platform to hit foes further away, giving amazing coverage. The move has bad end lag as you'd expect out of a dash attack, but has decent start up.

Goronu will absorb any projectiles he runs into while doing this move and magically downsized it until it disappears into the ancient book. The projectile will then re-appear as if by magic when the dash attack is next used, only facing forward, independent of what way it was facing before. This will also reset any projectile that was paused, being rewinded or fast forwarded, but otherwise maintains any other effects that were active before it was absorbed. This will actually absorb the bones, sword and bomb too, pretty much any one thing that Goronu can create, and launch it out as if it was smash thrown when the move is next used. The only downside to this is that it has longer start up, making the move as slow as King Dedede's dash attack overall now and easily shielded.

Forward Tilt: The Flames of Time

Goronu holds up his staff in a fairly swift animation and builds up fire energy at its end before firing off a fireball that deals 7% damage and able to KO at 150%. This has a good bit of end lag but in terms of speed, the projectile travels at the speed of Falco’s laser for 1.5 platforms, giving plenty of time for Goronu to use his neutral special to manipulate it because of its slow speed. The fireball starts off the same size seen pictured but fired just above the ground and in a downwards arc to hit even the lowest crouching foes and is the size of Mario's fireball. The projectile is transcendent too so that it can’t be interrupted and due to its slow speed and short length it travels, it’s difficult to effectively reflect.

The fireball can be paused in midair and will stop being as powerful, instead dealing 5% damage and low knockback, but can be used as a wall before it dies out. The fireball will grow smaller each time a foe is hit into it when paused and will go down to being as small as 1/5th its normal size. Every time a foe is hit into the fireball, it halves its damage and once it reaches 1% or lower will extinguish the next time. The fireball will grow in size again if another fireball is launched into it and time is paused as they overlap, creating a newly-refreshed fireball, and this can be deadly if the foe was hit by a fireball while standing in front of a paused fireball. The fireball will gain back its power when it’s unpaused, rewound or fast forwarded, but will disappear upon hitting a foe when in motion. Goronu can use his rewind and fast forward to read a foe's reaction and hit them several times by pausing and unpausing to stop the fireball being used up.

The fireball will change properties when paused for a long length of time, its flames of life burning out but igniting a new property altogether. After 3 seconds of standing still, the fireball glows blue and now deals 1.5x less damage and knockback, but 1.15x the hitstun. This can make doing a combo off it much easier. After a further 3 seconds, it will turn green, and this denotes that it has truly come to its end, and will start to create aesthetic-only pulses around itself, eventually for twice its size that deals twice its normal damage and knockback as strong as it would be when it is travelling forward. Skip can be used once the fireball turns green by and will get past the pulses and force it right to the explosion.

Any skeletons that pass through the fireball will be dealt damage by it but won’t reduce its size when it’s stationary, they will simply walk through it not taking knockback. Skeletons that pass through it when it’s blue or green, this will affect them too and colour their body. They will deal 1.5x less damage and knockback when it’s blue but 1.5x the hitstun, making them far more effective at 2v1 combat with Goronu. When green, they will explode and send their body parts in a set pattern after 3 seconds, each becoming active hitboxes again for 1 second after the skeleton explodes that deals the same damage they did when they’re thrown as projectiles, the same sized explosion as stated before at twice the fireball's size. The two arms and legs will explode left and right, the rib and cranium explode upward and the sword explode forwards, all for two platforms before falling back to the ground. This is quite effective and spreads the body parts around the stage, but will use up the skeleton. They are out of commission for the last second too, as they grab their cranium in pain for a flashier explosion animation.

At any point, any other projectile that passes through these paused blue and green forward tilts will take on their properties, besides solid ones like the bones, sword in side special. The green effect ignoring time stop means a mistimed forward tilt and time stop can spread like a virus to other projectiles, but then that can be useful if the foe is trying to outcamp you to send a bunch of powerful explosives in their direction. The explosions outside of the forward smash itself are uniformly 2x the size of their projectile and deal 1.5x their damage and power. This is great if you can get a bunch of projectiles out at once, then this can become an amazing pay off.

Up Tilt: Blazing Through Time

Goronu channels his fire into his hands and releases it upwards in a very similar fashion to Din's Fire, causing a fireball to fire upwards in a very controlled fashion that will build up its size and power from 5-15% over up to two seconds and will reach the top blast zone of Final Destination after its max of two seconds, it has exceptional acceleration. This is the size of Mario’s fireball. It will KO from 200-130% and has a distinct 90s visual effect of clocks orbiting the fireball. The clocks will deal 2% and light knockback, simply expanding out the size of the fireball to be as 1.2x as big as Mario’s fireball. These clocks will continue along their path until the end and ignore whatever happens to the unruly fireball itself, so that the move does have an “outline” of a fireball firing upward until the end.

Unlike Goronu's other projectiles, this one is special, it can be revived! When Goronu reverses time, this projectile will come back to life and retrace its steps to where Goronu originally used the move. At any point it can then be paused and have other effects applied by the neutral special. If it reaches its origin point, it implodes and can then only be resummoned by fast forwarding time, but in a sense is always in reserve once used. Only one up tilt can be stored in this way on stage at a time, and will be used up when it hits a foe. Goronu will get rid of the old one if he tries to make a new one, but can do this at a specific timing to hit with the new and old at the same time, alongside his time manipulation this can lead to a very powerful combo that will surely explode the foe’s percent.

Down Tilt: Pillory The Opponent

Goronu points his wand up in the air! A pillar of fire is created in front of Goronu that largely is cloned from Palutena’s up smash in terms of size and lag, dealing 12% damage and knockback that will KO vertically from 120% uncharged. This is great to use when there’s an up special in play to create a large dead zone of space where the up special fireball is lingering and beneath or above it where the foe is trying to get past, but the move has fairly bad end lag the same as the move it’s based on. This cannot be paused as it only lasts for as long as Goronu is in lag. The skeletons if killed by this move will have all their body parts shot up into the air two Ganondorfs and deal 5-10% depending on their size, the sword being the strongest, and deal weak knockback, but will help to flood the stage with these parts. As they fall, they are no longer hitboxes but can be picked up or manipulated as projectiles, making this a fairly important move for manipulating the remains of a skeleton.

The huge pillar of flames will power up the forward tilt over time as long as both hitboxes overlap, and the pillar will change to be blue or green if the forward tilt overlapping it was either colour. This combo can let the forward tilt continue to combo the foe multiple times if they are caught by the up tilt at the same time, but will be able to DI out after being hit by both once, though it’s far more powerful to land an up tilt after the foe is hit by the forward tilt to get the full power of the vertical knockback. Against a fireball actually in motion and not paused, the pillar will act as a reflector wall and send the fireball back in the opposite direction. This is not usually very plausible, but becomes possible if it the fireball is paused. This combo can be used to force foes out of the area altogether rather than try to dodge a fireball, wall and reflected fireball by dodging, rolling or shielding, becoming a very dangerous area.

A pillar that is either blue or green because of the forward tilt takes on different properties. A blue pillar will flare up for a moment before dissipating, cancelling the move quickly while keeping Goronu in lag. This pillar will become slightly, just above 1.2x as big, and lasts for only 30 extra frames before petering out, but before that happens will cause a powerful fiery smoke effect around it as it dissipates to push out any projectiles and skeletons a battlefield platform if they were within a Smart Bomb explosion radius. This will even cause forward tilts that are active to be pushed forward and let you hit foes that tried to dodge the projectile. In general this only helps to fake out foes and force them to try fighting the slow onslaught of skeletons and fireballs coming at them, as they are only half as affected by the smoke’s push. The extra wind on the foe can be useful though to gimp or get a star KO if just a little extra knockback was needed.

The green pillar acts the same at first glance, but will dissipate quickly if any skeleton overlaps it at any point. For another 3 seconds, all seems fine, until the skeleton goes into its animation from when it would explode back in the forward tilt. At this point, they will explode, but instead of an explosion, another down tilt will appear where they were at that point. This is significant as not only does it create a walking time bomb in the skeleton, but now the pillar can be manipulated by the time stop. It will however not be able to be absorbed again by another skeleton, and largely acts the same way as a normal flame pillar. This is also cancelled if the skeleton is destroyed by the foe first, and they flash green all this time to make it obvious. When a skeleton is strong enough that the pillar’s damage would not destroy it, taking into account the passive armour given by the enhanced bones, the pillar will not kill the skeleton. Instead the pillar will come out the next time the skeleton is on the ground at the centre point of its extra durable bone. This can be in the middle for the rib or cranium, behind for the dragging giant humerus, or in front or behind for the tibia, but during attacks this can hit the foe at the same time for incredible amounts of damage and knockback.


Grab: Fond of Gamelon

Goronu takes out another wand, the Wand of Gamelon in all its majesty! He uses it to conjure a powerful imprisonment enchantment, having a similar animation to Robin’s Nosferatu, but it has good range if on the slow side. This will cause the foe to be grabbed, as you might have guessed. Don’t worry: the wand is a fake that he has created from the real one, the sacred item’s dignity remains intact. This move that can’t be time manipulated in any way.

Pummel: 5 o’clock Shadow

Goronu holds the foe in place and puts out his hands, waving it around as dark magic bursts all over their body, dealing 2% in an average speed pummel. This animation resembles Mewtwo’s jab. This will not hit skeletons or other characters outside of the grab game for a change, which makes it a good combo if a skeleton is preparing a particularly strong attack and would benefit from the damage, both for the extra knockback and to hit at the same time to boost the knockback multiplier.

Forward Throw: In a Bind

Goronu throws out rope that wraps around the foe, then swings them around his body using magic to levitate as he lacks any muscle mass to swing them around. He releases them after 3 spins in front of him for 10% damage and medium knockback, only able to KO at very high percents. The foe will be hit into any skeletons or active hitboxes that would naturally hit them as a hurtbox when spun around, but also deal damage, dealing 5%+0.1% for every weight unit they weigh, and low-high knockback, this can KO in FFAs if the grabbed character was Bowser and the other enemies are around 120%.

The rope will burn if it’s hold out over any flames and within a full spin around Goronu, will burn away completely. This will launch the foe earlier in the animation for the same damage, but the knockback will change depending on what part of the spin it was and what part of the rope. The closer to Goronu the rope is burned, the more knockback the throw does at the end, making it KO now at 165% if it was burned right next to Goronu. At the end of the rope nearer the foe, this will do less knockback and either launch the foe at a lower angle, or will meteor smash them off the ground at the very end of the rope. The part of the spin will determine if the foe goes in front or behind Goronu, potentially turning it into more of a back throw. Grabbed next to rope, this will basically put the foe right back where they were, which puts Goronu and them at a frame neutral position plus 10% damage on the foe. This is good for when Goronu wants to hit the foe with something already on stage like a strong skeleton or projectile that is near when he grabs the foe, as it has much less invulnerability than a simple grab release.

Up Throw: Throw the Book

Goronu takes out the (fake?) Book of Koridai and quickly opens it to have the foe pulled into the book, looking about as funky as G&W’s bizarre up throw for how it sizes them down in the animation. After that, he closes the book and points it upward, opening it again and shooting the foe out for 8% damage and medium knockback. This won’t KO until very high percents, around 230%, and has a longer than average duration because of the flashiness of the animation. This will make the foe invulnerable for as long as they’re in the book, so can potentially help to get them past other characters in an FFA. In a singles match, this is simply good if you want to juggle the foe, or reserve for something stronger.

As an example of something potentially stronger, the book is the same one used in the dash attack, and will send the projectile sucked up, if there was one, after the foe in the air after the up throw is mostly over. This projectile will be pointed directly upwards, and will fire at the projectile’s speed carried over from when it was absorbed by the dash attack. This can be the forward tilt, the up tilt, the pillar can even erupt from the book for a massive hitbox, and if you wait a long enough time it’s easy enough to condition the foe with the normal throw so they don’t DI from something that has a specific hitbox like the pillar, and as they have variations it’s easy to catch them out.

The book works both ways as it can absorb projectiles that are falling on top of it during the ending of the throw. This tends to be such projectiles as the up tilt coming back down, but nothing else comes too naturally. The book actually creates an apparent suction effect when used at the end of the throw however, this will suck in any nearby projectiles and if they come within touching distance of the book, the first to hit it will be absorbed. If not, they will continue on a new path towards Goronu at the end of the throw. This can mess up projectile set ups a bit, but one way to prevent this is to simply pause, and having them come towards Goronu after doing a juggling up throw isn’t the worst thing in the world. This makes doing up throw into another up throw very appealing to keep using and absorbing nearby projectiles for extra damage.

Back Throw: Bunker Mentality

Goronu enchants the foe so that they walk backwards in a jaunted fashion, looking awkward and wooden, walking backwards past him and taking constant 1%, before snapping backwards like Snake’s down throw did in Brawl, and being launched for 5% damage, overall doing 10% damage and high knockback. This will KO at 160%, easily Goronu’s strongest throw, and will make the foe walk half a battlefield platform behind Goronu to take the knockback! They are surrounded by clocks going counter-clockwise around their model for the duration of the fairly long throw animation.

The clock will continue to surround the foe for 5 seconds after the throw ends, instead they go in a clockwise direction until they come to a stop after doing several full rotations. This is actually a status effect. The foe has been put back in time. As time catches up over these 5 seconds, any damage or knockback they take will also be stacked at the same time at the end of the 5 seconds. A giant clock appears over their body and makes a loud “BONG” noise to tackily announce the effect is happening, cueing them in to shield it. If they don’t, all the combined damage and he knockback they took in those five seconds is applied all at once. Any projectiles or damage the foe took as they were being thrown at the start will be added to this counter already so they have to shield at least that. No clock or effect will appear if they took no damage or knockback at all. When knockback is in different directions, it will be subtracted, but hitstun specifically caps out low so that it won't stack if the knockback ends up not moving the foe much at all.

Down Throw: Chain of Events

As it is written, Goronu does what the wand does in its game, and surrounds the foe in many chains, squeezing them with 4 separate chains for 4 hits of 2% damage! This pops the foe lightly into the air for a good combo throw. The chains will not disappear after the throw, the foe will keep these chains until they hit them off, each having 5HP and having 5% passive resistance to attack, so that attacks that do 10% now only do 5%. The foe's hurtbox overlaps the chains, which simply appear bigger than they are due to CDi graphics. This means not just any weak tilt will be able to break them off, and they have to be broken off one at a time. They artificially increase the foe’s weight by 5 weight units per chain, and will increase their falling speed by 10 units per chain too, as well as significantly impairing their traction, reducing it to 0.9x of its previous amount each time, until it hits the floor of half its normal rate. Goronu can try to combo with the chains and then land a KO move as the chains come off and the foe is lighter.

The chains can be hit off after some resistance, and will lie on the ground for 5 seconds before they dissipate, or if they take a further 10% damage. If a skeleton walks over the chains, they will rise up and surround their body the same way they do a foe, without doing any damage to them. This will give them the same weight and fall speed, but no passive resistance or bonus HP. Instead, this give them a new attack of swinging the chain around them and forward over a battlefield platform long tether attack, dealing 5% damage and low knockback. If they hit a another solid weapon/object/item, such as the sword, they will get attached to the end of the chain and extend the length of the chain, as well as dealing the damage of the attached weapon at the end of the chain.

On upgraded skeletons that have upsized bones, it will wrap around that part of their body, depending on what kind they are, homing in and wrapping around whatever bone was enlarged in the animation. The chain will be flung around with the physics of Sheik’s Whip in Melee, and will do 5% damage with varying knockback depending on what move was used to flick it in any given direction. As with the other version, any weapons can be picked up by the chain, but not just the end now but every other part of it, and will be flung around at the same time. This extends to the sword and other bones. This can even be used on other enlarged bones, so long as they’re not skeletons to break the limit on skeletons, just one per Goronu.


Neutral Aerial: Lamp Shade

Goronu summons a lantern into his hands, putting it in the air and causing it to flare up, surrounding him with hot flames that deal 8 hits of 1% and a final hit of 4% damage over a long duration. This covers Goronu's entire body, and while it has the same lag, the form that Goronu has taken - himself or Zelda - has a large impact on the move's utility. As his normal self, floaty and with good aerial speed and low fall speed, he can use the move defensively due to its great coverage and ability to better DI into the aerial. As a faster falling Zelda clone, he'll find it easier to use it aggressively as he falls on top of foes and then transition into a grounded move, or to gimp off stage when he has a stock lead using the move's light hitstun and long duration, working more like Mewtwo's neutral aerial.

The lantern will have an effect on any fire attacks that Goronu has out, extending to all his tilts and his max charged Flame Sword. If any of these are within half a battlefield platform of Goronu during the attack, they will flare up to 1.2x their previous size for as long as the lantern's flames are an active hitbox, dealing 3% damage and radial knockback. This can help to force the foe into the fires, or vice versa if they are next to a fire that would push them towards Goronu's hitbox. As these flames can be paused, skipped or fast forward and reversed, this can be fairly expansive in how Goronu conjures up his flames. The cost of this is that the fire hitboxes buffed will recede to 0.8x their normal size for 1 second after the neutral air ends, obviously far longer than the time they flare up.

The effect on the fire, and the negative effect afterwards, will persist after the move with time manipulation. It will naturally occur when it did if time is reversed, or again if it's then fast forwarded, with the weaker hitbox following after or before depending on what way time is being flowed. The weaker hitbox can be useful in its own right for combos, and this can be further added to by repeated uses of the neutral aerial to overwrite parts of the string of the flames being flared up or down. By creating new projectiles, or using his dash attack to store one projectile, Goronu can make patterns of projectiles with distinctly different shapes, sizes and damage/knockback to make a unique challenge for any foe.

Forward Aerial: Cairo Jack

Goronu takes out his lamp oil in the lamp shown, and flicks it forward, causing a splash of oil to come out in a decent sized disjointed hitbox, dealing 5% and low knockback. The very closest range of the move is a sweetspot that deals 8% and strong knockback, the ‘sharp’ end of the lamp, this will ever KO, but only at around 155%. The lamp oil has the same hitbox as G&W’s Bucket when it’s fully charge stored, and actually has many similarities to G&W’s Turtle aerial too, as it has a massive hitbox, lower than usual knockback, but has good coverage for Goronu to use it out of any situation.

In the Goronu form, as a floatier character this more resembles how it works for G&W with his Turtle move actually, throwing out to defensively jab at the foe from a good distance, only not on all sides and only in front. The move is fairly safe save for the ending lag which is bad for an aerial, though the landing lag is less punishing, making it a good move to short hop but not as good in aerial combat. In the Zelda form as a fast faller and with less air speed, he will want to try using this out of a short hop all the time. Try picking away at the foe’s defences, as using it defensively, the hitbox is too front-loaded, literally, to be too useful.

When the oil hits any fire, it will burn up immediately and deal 1.5x the normal damage and knockback, lingering for an extra 15 frames after the move is over too. This will then combo into any other aerial or other move Goronu throws out due to hitstun, but more likely will simply force back the foe. After being burned up, the oil will create a half battlefield platform wide oily steam effect; this is as tall as Ganondorf and hovers up in the air Fox’s fall speed. This will quickly go off the top, but befoe it does acts as a wind hitbox, pushing up any foes, or anything else loose in the air. It counts as a projectile, though making use of it is difficult. Goronu can try and go for a powerful wind hitbox by redirecting it with his up throw and then dash attack to absorb/redirect it, maybe, making it even better than FLUDD as a gimp. By reversing it this will push anything inside of the smoke down, making it great for juggling or combos and only affects the foe and skeletons.

Up Aerial: Burning the Midnight Oil

Goronu erupts into flames as seen in his death animation, which is seen twice, but in reverse because he doesn’t like to do things straightforward – this turns the top of his hands and his hurtbox into a hitbox that deals 6% and weak upwards knockback, but is a sex kick that will get stronger as it reaches its end point as the fire goes stronger. At the end, when Goronu’s body is mostly covered in flames, the rest of the body will deal 6% and radial knockback while the top/hands deals 10% and strong upwards knockback that will KO at 130%. This is of course of Goronu’s most powerful moves, let alone when he can do it in unison with his skeletal teleport cancel.

As Zelda, this move is a lot better to use when passing a foe. This is great to use when slipping past them with the higher fall speed, and if you are hit, Zelda is lightweight enough that a trade will leave both characters high in the air where Zelda can continue on the aggressive. This move does have long ending and landing lag, with a slightly better landing lag, but it is easily punished in both cases with the type of end lag you’d expect out of a down aerial rather than up aerial. There is always the ability to use it out of the up special though using skeletons, where it can combo off the teleport itself to be impossible to punish. In normal play it’s a fairly risky gamble, unless the foe is directly above and it lands, then it’s perfectly safe.

Down Aerial: Look in the Mirror

Goronu pulls out the reflecting shield that Zelda uses and aims it down, shunting it a decent ways for 8% damage and low knockback, though with enough knockback to gimp any recovery he catches that isn’t on the strong side. This has okay range but not nearly enough to gimp properly unless he’s the faster falling Zelda form or he gets up super close, this can be achieved more easily at the ledge using the advanced technique of Zelda’s teleport up special. This advanced technique is Goronu can teleport to the ledge he can immediately use an aerial without lag, and this can punish foes trying to camp on the ledge and gambling with their invulnerability.

The shield gives Goronu super armour against attacks that deal less than 6% damage, making him immune to weaker juggling moves or pathetic projectiles attacks like the Mega Buster or Mario’s fireballs, or the blaster shots of Fox or Falco’s up throw. This will not only shield against projectiles however, it lives up to its name and reflects them! For Goronu’s own projectiles, at any point during the shield being out he will reflect his projectiles down and for 20 frames they will have 1.4x stronger damage and knockback. For enemy projectiles it’s trickier, it requires hitting them during the first part of the attack portion of the shield being out, otherwise it’s simply not reflected, so requires some finesse to properly utilize.

This won’t reflect some things, like the smoke created in the forward aerial or the pillar, things that aren’t strictly projectiles in the sense they move around freely in the air, or aren’t solid. The shield will actually give Goronu ownership over the foe’s projectiles that he reflects, which means he can now time manipulate them too. On the down aerial, this isn’t the greatest place to start doing this, it puts a massive impediment on how effective this is unless the foe doesn’t respect it at all, which is where most of the successful reflections will happen. Some foes don’t even have projectiles making this a moot point anyway. When it’s down aerial too, and the move has any lag on the end, it’s hard to abuse too much when it’s so telegraphed.

Back Aerial: Playing with Power

Goronu equips the power glove and does a punch behind him using its mighty power, dealing 6% and medium knockback, enough to get the enemy off his hands. There is a second hitbox sweetspot that is on the wrist of the glove, this instead deals 10% and strong knockback that will KO at 130%. The move has comparable lag to Ganondorf's back aerial, and has bad landing lag, making it better as an aerial approach move. The attack will vary in its use depending on whether Goronu or Zelda is being played. Goronu's floatiness and slow falling means the move can be thrown out to trade effectively and easier to space into with his other moves, while Zelda finds it easier to land the sweetspot and makes it into a core KO move, while it's also a good combo move for when not going for the sweetspotted attack. This is a great attack either way to throw in after a cancelled up special, footstooling off a skeleton then performing a back aerial to do massive damage and the foe is behind Goronu.

The power glove has a unique effect on any stationary items on the stage, dealing proportionally 3x the normal knockback to them when hit by the attack. This isn't too harmful to other characters who use set up as it's still not a great amount in the first place at 6%, but more importantly will let Goronu launch around his many spare parts like his bones and sword from his skeleton, or his bomb. It will knock the skeleton back on the ground a full battlefield platform and if it kills them, will blow them up and send their bones flying in the opposite direction as if smash thrown. At the right range, this is a very good way to condition the foe to roll, as they will roll past all the fast moving bones but leave themselves vulnerable. This itself makes it easier to read however, and if the foe tries to shield or dodge Goronu can always go for one of his many long range projectiles if he reads that correctly.


End of Stock: End of Match

Goronu takes out his bell for only the second time in the whole set and makes it ring extra loudly. This will stun in place anyone within 1.5 battlefield platforms whatever they were doing, moving onto the next stage of the final smash, if it misses the final smash fails. After landing the move, the foe is frozen in time, Goronu laughs and a reverse of the Olimar final smash happens. Goronu is seen teleporting away above the stage and laughing as he does in the video, while on stage the camera stays focused as the foe becomes frozen in ice and time actively seems to pass in centuries, millenia, and so on. The stage becomes covered in autumn leaves, then the trees die on a stage from Animal Crossing. All the villagers leave home and it becomes a ghost town. On a stage like New Pork City, the buildings collapse or explode as stray fighter jets fly into them with a massive banana logo on the side.

Eventually the stage is stormed by many Stalfos skeletons from Goronu's sets, a random batch of mutated and upsized minions. These will crowd in on the foe(s) and beat them in a big dust cloud, obscuring the exact action, but causing constant damage for 40% to them as they're frozen. At the end of the final smash, after 10 seconds of this, the camera pans up. Goronu has returned and he's riding a giant cranium bone! It looks like a giant ape or crocodile. Goronu laughs again and rides the skull back down to the stage in much the same way as Olimar comes crashing down in his very own UFO. This deals another 20% and extremely powerful knockback to the foe, who is stuck in place for the duration of the final smash if hit, this will KO from 50%, an almost assured end to their stock and possibly the match itself.
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Banned via Administration
Dec 3, 2007



The main character of Conker's Bad Fur Day (and Live & Reloaded), Conker is a foul-mouthed and egotistical squirrel who finds himself on a grand adventure after a night of heavy drinking at the bar. Conker isn't the typical furry protagonist you'd expect in a platformer let alone a Rare game as he's always swearing, firing real guns and being abusive towards the other characters. He's not afraid to tell all the annoying side characters where to stick it.
Uhh excuse me this isn't true.

Conker actually very rarely, if ever, swears in his game. The idea is that he's a "nice" squirrel lost in a world of foul-mouthed idiots and scoundrels. Although he does say "b*tch" once or twice in the game, this is only because of the movies he was parodying at the time. Chris Seavor has gone on record saying that he wanted Conker to be a nice boy and that he is the only character in his world who DOESN'T have a potty mouth. It's even stated in his bio in the instruction manual for the game:

When he was young Conker's parents had always said to him: "Look lad, if you want to get anywhere in life, don't touch alcohol, don't be materialistic, never curse or swear, and never, never ever urinate in a public place."

"Oh well," he would say to his buddies. "At least I never swear." Conker's parents were, to say the least, a bit disappointed.
Also, his Final Smash should be "Enter the Vertex" where he puts on his Neo Conker costume and starts shooting his enemies with twin uzis and crazy Matrix-like acrobatics before blowing them away with a bazooka.
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Smash Champion
Aug 24, 2008
Laughing at you
Uhh excuse me this isn't true.

Conker actually very rarely, if ever, swears in his game. The idea is that he's a "nice" squirrel lost in a world of foul-mouthed idiots and scoundrels. Although he does say "b*tch" once or twice in the game, this is only because of the movies he was parodying at the time. Chris Seavor has gone on record saying that he wanted Conker to be a nice boy and that he is the only character in his world who DOESN'T have a potty mouth. It's even stated in his bio in the instruction manual for the game:
It's been forever since I've played or seen footage of the game, but Conker is generally not a nice guy, at all. He hates just about everyone around him, and only does things because he is forced to, commenting on how everything is a generic fetch quest. He has zero issue if just about anybody comes to harm, and is incredibly, incredibly edgy throughout the entire title with his obsessively violent nature. The set captures these elements quite well if you ask me. The constant cursing, whether or not Conker does it, is still extremely representative of his game rather than just the character himself.

Also, his Final Smash should be "Enter the Vertex" where he puts on his Neo Conker costume and starts shooting his enemies with twin uzis and crazy Matrix-like acrobatics before blowing them away with a bazooka.
The Matrix parody sections were in my opinion among the worse aging sections, given, you know, the Matrix itself kind of aged.


The writing style of all of these sets is really something to behold. The constant jabs at Microsoft are hilarious, and the big censored red cursing like in the game was a real stroke of genius. I laughed regularly throughout these sets, most prominently Panther King and Great Mighty Poo. The Conker set specifically does a good job of joking about the edginess of the character, being essentially a mix of a serial killer and a prop spamming cartoon mascot, which is very accurate. I want to say the Rare logo is going too far in terms of jokeyness, but with the ridiculously fourth wall breaking nature of the game and how it's parodying everything I can't even say it's that wrong.

I like what you did with the nair, pummel, fthrow, and uthrow changing the prop based off his most recently used on in some other moves, though they could've used more to differentiate in some cases. The projectile manipulation throughout the set is certainly some legitimate playstyle this early in your career, though is obviously handled much better in your other sets, whom are much easier to make focused playstyles for as opposed to a prop spamming mascot. The use of Franky the pitchfork was pretty good, and seeing him get so utterly destroyed throughout the set would be pretty hilarious in actual gameplay.

I will say that it is a thing that a massive amount of moves in this set reflect and redirect projectiles without much differentiation leading to redundancy. There are a few unique ways of going about it, and I like that the properties can be carried over to other moves with the ones that use specific props. Still, when you have something like the Rare Logo dsmash, it kind of trivializes having all of these other reflectors, for example. It's also a bit arbitrary which moves do and don't interact with Franky.

Conker's Neutral Special said:
Conker takes out a couple of machine guns, hell yeah! He fires four bullets a second and deals 1% for each shot that lands and a bit of flinch. This will fire as far as Falco's laser and will stun the foe in place for 10% and roughly 2-and-a-half seconds but is slow to come out. After shooting for that long, Conker finds the gun has run out of ammo and drops it on the floor in disgust.
2.5 seconds is far too long of a stun and needs to be edited out. Perhaps some kind of typo? This portion of the move is also quite confusing given you say he fires 4 bullets for 1% per second, but the move somehow "does 10%".

I am not a big fan of a KO mechanic like the chainsaw. It wouldn't be that bad for gameplay, but it is rather arbitrary when it can kill without much logic flowing behind it. If it was a set percentage, it would be more acceptable, but it's bizarrely at a super specific percentage where the foe instantly dies. Conker must kill them before the status effect wears off in a couple seconds without much semblance of logic. This isn't that big of a part of his playstyle anyway, mostly just the projectile manipulation, so it was kind of offputting for me.


The characterization of Panther King is absolutely hysterical. He really deserves to be mocked as much as he is in this set. He never fights and seems really incompetent, making it questionable how he is even a king. The primary element of his character is being obsessed over his broken table with a missing leg, when both he and Kripplespac are too stupid to figure out what's wrong with it or how to fix it. It becomes the primary plot thread of his character to fix the table, becoming his sole character motivation. Making it the playstyle centerpiece that it so badly deserves to be is great. Moreso than the other sets, the censored curses are really hilariously placed as it mocks Panther King for being unable to fix his table. The writing style may as well be in first person at times as it mocks foes who ever dare to touch his beloved table, and stating that Don Weaso is less valuable than the precious all important mahogany god table.

Getting buffs over the foe attacking the table and knocking the milk out of his hand is a really great way to handle characterization for these kinds of characters, because the characterization only works on the character in question without assuming anything about the foe. Actually using Smash Bros "rage" is a pretty hilarious interpretation of him becoming enraged, too. Pitfalling enemies through the table and using it to launch foes in the dtilt is pretty great. While pitfalls are generally frowned upon, it is at least a laggy move.

Rare mocked the fact that everything has googly eyes and is alive in their games within Conker's Bad Fur Day a lot, and that is used here well. Panther King uses the cash in great ways throughout the set, and that you bring up that it's screaming for its life is pretty hilarious. It is the main other playstyle element beyond the table, and I like the ability it has to expand your slopes, manipulate Don Weaso, and the cool interaction with the duct tape in the throws.

Using the broken table as a slope is a good interpretation of such a low potential object for some basic flow to spice up his inevitably simpler attacks, since this guy doesn't ever fight on camera. One criticism I will say is that some moves behave differently if used on the table, but should blatantly apply to all slopes, and should specify what happens when they are used downhill and uphill. There were definitely some blander moves in the set, and while the character is very low potential, better could have been done on some moves, since we're largely assuming he has super strength anyway. Perhaps giving him some sort of more specific buffs from his rage on individual moves, or allowing him to better play off of the ones he gets? Not to toot my own horn, but my Galf and Morgan sets are more direct examples of what can be done with these kind of concepts, as they are very similar characters to Panther King.


This set is a much more extensive projectile manipulator than Conker. While the Experiment has even more moves dedicated to reflecting projectiles that means more redundant territory, the Experiment does it in much more interesting and less tacky ways. Specifically using the mecha spider as a source to reflect stuff off of is pretty great, along with locking onto it and mocking it about during several moves. While you don't want to make parts of the character solid too often because of gimping, one of my favorite moves was scraping together the mecha spider and projectiles under your legs with dair and/or crushing them upon landing, with the dtilt and dashing attack as some other favorites.

While the set suffers from some redundancy problems, some of the more interesting moves were founder later on like in the throws. The fthrow is a pretty interesting take on combo potential as you actually reel them back closer to yourself at higher percentages (because you can get more pummels), while the bthrow provides interesting new set-ups by turning the Experiment around. While bthrow is cool, it is rather random that he is required to grab the foe before he can enter this new state, and it would be better off on another kind of move. It doesn't necessarily have to be a special or anything and could potentially be on an attacking move, but there's no reason he should have to grab the foe first to do it.

Experiment still has a humorous writing style, though he is the most serious of the bunch of characters. At times it can get confusing what's going on in some of these moves - you could better detail what's actually happening in some cases. KO percentages would generally be appreciated over generic knockback statements too. Experiment is mostly mocking SSB4 of all things, what with the lack of K. Rool and mass female newcomers, and I got some good laughs out of it. I mean, as a hyper Rare fan, I'd hope you'd be as passionate about the issue as you are! Smash Daddy, Forward Arrow and I share very similar opinions on the roster. We specifically read Panther King over a Skype call and it was a total riot. You've put some really genuine effort into these sets and we'd love to have you in the MYM chat. I look forward to reading Great Mighty Poo and Kripplespac greatly, but figured you really deserved some more immediate feedback for this project.


Smash Lord
Apr 26, 2007
Las Vegas, Nevada
Switch FC
The End Date for Make Your Move 18

To be specific, the ending date is 11:59 PM PST of November 30th, with some excepting (If you post a set at 12:05 AM December 1st, we're not gonna be so anal we won't allow it). Please get your sets out before that time!

And, seeing as it is essentially the first of the month, it is time for the new Iron Memer: Do remember you can get a spare Halloween entry in the next week, unless you had one before! As for this month? Well, seeing as it is the final month, I suppose...

This one is pretty simple, moreso than a theme, this is about Franchises and the contest ending. First off, everyone will get an Iron Memer bonus JUST for posting a set at the end, period, using it up if it does not meet the criteria of the theme. This is limited to one set. So, what's the secret criteria I got here? Well, it is simple:

Make a set for a franchise you've made in your history! You get one set per franchise. For example, in my history, I have made sets for: Touhou, Warcraft, RWBY, Pokemon, Digimon, Yu-Gi-Oh, Star Wars, Final Fantasy, Diablo, Mario, The Legend of Zelda, Mega Man, Defense of the Ancients 2, Dark Souls / Demon Souls, Shin Megami Tensei, Real Life, The World Ends With You, League of Legends, Kingdom Hearts, Magic the Gathering and Soul Eater. So I could make one set for each of those and they'd all count. But making a second, say, Dark Souls set wouldn't count, only the first one.

This might be a bit biased towards oldcomers, yes? Well, for those who have made 7 or less total franchises, they can instead opt to make a set for any franchises made this contest, with the same once-per-franchise rule applying. This also can apply if, say, you have 8 franchises, but multiple of them are simply awful to do with this challenge. Just ask me if you're unsure or need this exemption in differing circumstances!

For further questions, just ask, and I hope to see an active final month from you all!


Smash Ace
Apr 7, 2014
Looking for those who like Mighty No 9
Nearing the end of the contest already? I'll kick things into high gear then. Including Violet, I have 3 half completed sets that I think I can reasonably complete. The other two are involved in DLC for their games, both of which are spiritual successor for popular 90's platformers.


Smash Cadet
Aug 28, 2016

I think I'm gonna need that "7 or under" rule if I'm going to participate in this one. Assuming I get anything done in time.
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Smash Lord
Nov 24, 2008
The Make Your Move Rooligan Society
It's that time already? Man, I'd better go and finish up some of my sets before Pokemon Sun and Moon come out.

For those whom the "under 7 rule" concerns, here are the following franchises you can make sets for:

League of Legends
Real Life
Yo-Kai Watch
Xenoblade Chronicles
Kinnikuman/Ultimate Muscle
Ace Attorney
Animal Crossing
Dark Souls
Excite Bike
Legend of Zelda
Defense of the Ancients
One Piece
World of Warcraft
Metal Slug
Mugen Souls
Sonic the Hedgehog
Shin Megami Tensei/Persona
Mega Man
Dragon Quest
Golden Sun
Chibi Robo
Azure Gunvolt
Original Character
Crash Bandicoot
Mystery Skulls
Van Helsing
Professor Layton
Steven Universe
Fist of the North Star/Hokuto no Shinken
Final Fantasy
Conker's Bad Fur Day

With all those franchise to chooses from, it'll be hard not to find something you like! Especially if you've already made a moveset from one of the franchises, AKA actually posted a moveset in this contest.


Smash Lord
Apr 26, 2007
Las Vegas, Nevada
Switch FC

I think I'm gonna need that "7 or under" rule if I'm going to participate in this one. Assuming I get anything done in time.
You obv. count for the 7 or under rule, given you don't have 7 franchises, so dw. Kat posted a helpful list of contest franchises!

Skapokon Roll

Smash Rookie
Aug 24, 2016
It's been a while since I posted my last moveset, so here we have another one!:
SASH LILAC saves the planet!

Who is she?
Sash Lilac is the protagonist of the Indie Platformer "Freedom Planet", a game heavily inspired by Sonic the Hedgehog's 2D games and other Sega Genesis classics like Ristar or Sparkster. Lilac is a dragon girl who, along with her friends Carol Tea, Milla Basset and Commander Torque, must stop an evil Alien called Lord Brevon who plans to destroy the world. Being the protagonist of her soon-to-be series as well as my favourite character to use in the game, I've decided to make a moveset for her. I recommend you to check her sprite sheet as I'll reference the game a lot.

Lilac is a very fast character, obviously. With her game being inspired by Sonic the Hedgehog's original games, her speed is almost as high as the Blue Blur's. Another of Lilac's strengths is her air mobility, with great recovery attacks and decent aerial attacks, despite not having good jumps. However, she isn't a very powerful character. Her attacks are somewhat weak, having to rack up the opponent's damage to be able to kill them with those attacks. Lilac doesn't have moves that can deal a lot of percentage, but she compensates this flaw with the fact that most of her attacks give the opponents a lot of constant damage, being able to set their percentage very high.

Lilac is one of those characters that one could call “annoying”, since being fast, able to recover and someone that has very quick and constant attacks can grind almost everyone's gears, but at the same time Lilac doesn't have moves that can kill early, which makes both playing as her AND against her a fair struggle.

Overall, Lilac is a character that can be played in two ways: You can either play her as a “Hit and Run” kind of character, where you'll have to run/fly away from the opponent as much as you'll have to attack (the fact she only has a projectile doesn't help), or you can play her as a more agressive, combo based character, constantly chasing the opponent to deal them as much damage as possible so you can then finish them off with her limited amout of kill moves.

Size: Sonic
Weight: Mario
Ground Speed: Captain Falcon
Air Speed: Sonic
Fall Speed: Mewtwo

Ground Attacks:
Jab Combo: Hair Whip

Based on Lilac's regular attack in the game, she grabs one of her ponytails and uses it as a whip. Afterwards she grabs the other one and does the same. The second one comes almost immediately after the first one, giving Lilac a good method to start a combo. In a similar way to Villager's boxing gloves, Lilac can continue whiping with her ponytails as long as you keep pressing A in a continuous way. The range of the move is on par with its range in Freedom Planet.
DMG: 3% (first hit), 4% (Second hit)

Dash Attack: Dragon Roll

Lilac does a rolling move much like how she uses does when going though tubes in her game. This move functions in a very similar way to Sonic's Dash Attack in Brawl, dealing constant damage during the roll and being more damaged if you get hit by Lilac when she starts.
DMG: 4% (Sweetspot), 2% (Each hit of her rolling)

Side Tilt: Spin Kick

Lilac does a spinning kick, much like her dash attack in Freedom Planet. Since it's a spinning kick, Lilac can hit opponents that are behind her, but hitting opponents in front of her deal more damage and knockback.
DMG: 5% (front), 3% (Behind)

Up Tilt: Whipping Headbutt
Lilac headbutts in a very normal way. However, this move has two hitboxes: Lilac's head and her ponytails. In a similar fashion to Marth's tip, the tip of her ponytails does more damage than the ponytails themselves. Her head is the attack's weakest point.
DMG: 4% (head), 5% (Ponytail), 7% (Sweetspot)

Down Tilt: Low Kick

Based on her crouch attack from Freedom Planet, Lilac will do a simple kick while crouching. This move is kind of strong as far as down tilts go, but has a significant ending lag.
DMG: 7%

Smash Attacks:
Side Smash: Wild Kick

Taken from her friend Carol Tea, Lilac will do a series of fast kicks before finishing off this attack wih a more powerful kick. Charging up this attack won't increase its total damage, but rather the amount of kicks that Lilac do, and this attack has a small sucking hitbox (comparable to Ganondorf's Up Tilt) which will attract opponents that are near Lilac but not enough to be hit by her legs themselves.
DMG: 2% (kicks), 10% (Final kick)

Up Smash: Rising Slash

Lilac's stronger finishing move, which can be performed in her original game by looking up and pressing the attack button. Lilac will uppercut while holding one of her ponytails on her hand. Much like her Up Tilt, this attack is stronger on the tip of the ponytail, though it'll also be stronger if the opponent is hit right when Lilac starts this attack, like most uppercuts in Smash. When this attack finishes, Lilac will be in the air, which will help her start up air combos.
DMG: 19% (Sweetspot), 10% (sourspot)

Down Smash: Roll Attack

Lilac will roll in place similarly to how she charges up her Side B. This move is similar to Sonic's Down Smash in Brawl, only Lilac doesn't move while she's rolling. This move isn't one of Lilac's best, but it can be used to trick opponents since her Side B has the same animation.
DMG: 3% (first couple of hits), 7% (final hit)

Neutral Aerial: Pangu Star

A small star like the ones found in the level Pangu Lagoon will appear and spin around Lilac twice before disappearing. This attack isn't very good by itself, but it has a special property not usually found on Aerials. While the star is spinning around Lilac, she can perform other attacks, and those would be buffed. The star won't even disappear if Lilac touches the ground, only if it goes around her twice. Her Specials will have even more significant changes which will be explained later.
DMG: 1%

Forward Aerial: Kick Thrust
Lilac kicks forwards in a similar fashion to her Down Tilt, only in mid air. Even if you are not moving, performing this attack will make Lilac move in that direction, which will help for her recovery.
DMG: 7%

Back Aerial: Air Spin Kick
Much like how her Forward Aerial is similar to her Down Tilt, this move is similar to her Side Tilt, with the exact same properties, only a bit stronger.
DMG: 7% (Front), 5% (back)

Up Aerial: Flip Kick
Lilac does a Flip Kick, similar to other characters' Up Aerial (Mario, Pac-Man, ZSS...). Depending on where you were hit, the damage will vary.
DMG: 6%

Down Aerial: Drop Kick

Lilac rolls like a ball and dives downwards while kicking. This move can be used to Meteor Smash if the opponent gets kicked when Lilac has just used this attack. The move can be cancelled by using any other attack once Lilac is diving, just to avoid possible self destructions.
DMG: 2% (each hit of the rolling part), 4% (kick), 8% (Sweetspot)

Lilac grabs the opponent with her hands in a very normal way.

Pummel: Kick
Lilac kicks the grabbed opponent.
DMG: 2%

Forward Throw: Cube Throw

Another attack from one of her friends, this time Milla. Lilac will hold the opponent over her head and toss them forwards.
DMG: 9%

Back Throw: Backwards Cube Throw
Same as before, only backwards and stronger.
DMG: 12%

Up Throw: Raising Finisher
Lilac throws the opponent upwards and will uppercut them like with her Up Smash.
DMG: 10%

Down Throw: Drop Finisher
Lilac will jump and kick her opponent with a move similar to her Down Air.
DMG: 8%

Neutral Special: Wind Wave

Lilac will kick in a similar way to her Side Tilt or Back Air, but this time the kick will create a projectile which has a similar range to Samus' Uncharged Plasma Beam. The projectile disappears if it touches somebody. Unlike most projectiles, this one is more effective the closer the opponent is, since Lilac's kick also has a hitbox. You can only shoot one projectile at time, so if a projectile is already out and you use your Neutral B, Lilac will just do a regular kick. With the Pangu Star, this projectile goes further and it has a multi-damage hitbox comparable to the Drill item. And no, this improved version of the projectile doesn't disappear if it touches somebody.
DMG: 4% (kick), 6% (Projectile), 2% (multihit with the Pangu Star)

Side Special: Dragon Boost

Lilac's special attack from her origin game. Lilac will curl in a ball and spin in place for about half a second, and then she'll launch herself on a direction. This is a multi hit attack, kind of like Mario's Super Jump Punch. She goes as far as a fully charged Green Missile, she can only go on diagonals, and if she hits a wall or any solid structure she'll bounce off like how she does it in the game. If you use this attack and end up in midair, Lilac won't be able to use it again until she hits the ground. With the Pangu Star, Lilac will glow blue as she boosts. She'll go further, she'll be able to go on horizontal and vertical directions, and the attack will be stronger
DMG: 1% (Multihit, roll), 10% (boost), 4% (Multihit, Pangu Star boost)

Up Special: Cyclone

This move could be performed in Freedom Planet by crouching and attacking while running, or as a double jump. Lilac will spin around as she shouts “Cyclone!” while stretching her arms and with her hair spinning along with her. On the ground, she can move around while she's spinning, while in mid-air she'll do a short hop as she spins, and then she'll fall slower than usual. After the spin, Lilac will enter a helpless state. The hitbox on her ponytails is quite big, but it's the only hitbox she has, and the move is lackluster as a recovery in comparison to her Side B. Speaking of which, you won't be able to use this move if you use the Dragon Boost and end up in mid-air as long as you don't touch the ground. This move will increase its height in midair if Lilac has the Pangu Star.
DMG: 3% (Multihit)

Down Special: Shield Crystals
One out of six crystal shields can appear, and Lilac will kick it, giving her a shield which will make her immune to any attacks for two hits, though she'll still recieve knockback. This shields can also be broken if Lilac presses Down B while having one. When they broke, Lilac will have to wait 10 seconds before using another one. They also have special abilities:

-Earth Shield: Lilac will have a small magnetic hitbox which will attract items. In coin battles, you'll attract coins too.

-Fire Shield: The shield will deal damage if opponents are close to Lilac. It cannot be broken with Fire Attacks.
DMG: 1%

-Metal Shield: Her knockback is reduced. It cannot be broken with electric or metal attacks.

-Water Shield: It allows her to deflect projectiles, and she cannot drown while she has it.

-Wood Shield: The attacks that you recieve before breaking the shield will heal you.

-Invincibility: Exactly the same as the Starman. It's the rarest of the crystals.

Final Smash: Holodragon

The Holodragon will appear and Lilac will jump on it before it leaves the screen and shows up from either the left or the right part of the screen. Lilac can move it upwards and downwards, and it has 2 attacks. With A, the Dragon will spit fireballs and with B, the Dragon will shoot a giant beam. The fireballs can be shot anytime, but the beam has a 2 second cool down each time you use it. Touching the dragon itself will deal damage too. After about 10 seconds, the Dragon will drop Lilac wherever she started using the Final Smash.

Up Taunt: Her dancing animation from the Fortune Night level.
Side Taunt: Lilac looks at the camera and says "Hey, come on!"
Down Taunt: Lilac stretches her arms while holding and then releasing her ponytails, similar to one of her idle animations.

Victory Poses:
Option 1: Salutes at the camera, like in her trial complete animation.
Option 2: Joyfully jumps twice and then smiles at the camera, like in her victory animation from the game.
Option 3: Dragon Boosts to the results screen and then does a V-sign.
Losing Pose: Claps

I hope you enjoyed it!
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Banned via Administration
Dec 3, 2007
It's been forever since I've played or seen footage of the game, but Conker is generally not a nice guy, at all. He hates just about everyone around him, and only does things because he is forced to, commenting on how everything is a generic fetch quest. He has zero issue if just about anybody comes to harm, and is incredibly, incredibly edgy throughout the entire title with his obsessively violent nature. The set captures these elements quite well if you ask me. The constant cursing, whether or not Conker does it, is still extremely representative of his game rather than just the character himself.
But the character himself doesn't curse. So it's completely wrong and out of character for him and doesn't represent his game at all. It's like arguing for Mario being a bloodthirsty psychopath who collects human entrails because all he ever does in his games is "murder" koopas and goombas, and therefore is perfectly represantative of his games as a psycho. No, it's not. The character isn't like that at all.


Smash Master
Nov 18, 2014
Charleston, South Carolina
Switch FC
Make Your Move now has a Discord chat! Click the link to join: https://discord.gg/cTDCmYN

We already have a Skype chat, but since it's invite-only and Skype requires a bit of setup, it's not really ideal for getting everyone together into one place (including newer MYMers). In the Discord chat, anyone can join with no download required and hop right into the discussion! You can chat about moveset ideas, ask for critique, hook up with others to play some Smash, or talk about stuff unrelated to MYM.

Discord is a chat service geared towards gaming, and it's more fit for big groups like this than Skype is – making it a perfect fit for Make Your Move! If you're unfamiliar with Discord, don't worry – upon joining, you'll find a link to a guide which will give you an overview of Discord in general. To access Discord after closing it, simply go to http://discordapp.com and then click "Open Discord."

Enjoy! :)


Smash Journeyman
Aug 17, 2011
I want to clarify a bit on the Make Your Move Discord, as while I do recommend using it if you are new and seeking some help, it is not the main MYM chat. For a lot of the discussion that takes place in the community Discord is suboptimal and many members, such as myself, are opposed to using it. If you find you've been getting pretty involved in the community, I strongly recommend getting Skype and joining the Skype chat.

Further Edit: If you're new, it is good to use the Discord chat, and it would be good to have senior members spend some amount of time there(I'll try and do something myself). That said, we've had massive problems arise from a chat split before. I'd ask that we all be careful and make sure to not let this create a rift in the community.

And I will have comments on all the Halloween sets out in a couple days. I'm currently drowning in school work but I will be able to give proper feedback afterwards, though I want to thank Brostulip for his amazing and sudden showing.
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Smash Daddy

Smash Master
Apr 29, 2007
K Rool Avenue

Tian Xuefang is a minor antagonist from Souten no Ken, the prequel to Hokuto no Ken/Fist of the North Star. The series is set in WW2 era China and Tian Xuefang is a mafia boss leader, the number 3 of his group that is an adversary to the protagonist clan. In the time that Kenshiro Kasumi had left Shanghai, it was taken over by a far more immoral and evil mafia gang than his own. Kappa-- err, Tian was not a particularly important figure in the group, he was a bottom feeder who worked his way up to the top. Once he's there, it's only for a short while as Kenshiro Kasumi shows up and takes down the entirety of Kappa-- I mean, Tian's group over a short period of time. As this is a prequel to Hokuto no Ken, he of course gets an ironic death as Kasumi uses pressure points to make his arms and legs go limp in a sauna and because of a certain... something on his head, he is weighed down and drowns.

The most notable element of Tian and why he has the nickname Kappa, is a very noticeable bald patch. This makes him a big laughing stock and the butt of many jokes when he is lower down on the totem pole of power. His entire character for the most part is based around the complex of covering up his baldness with an obvious, tacky toupee, in the manga an iron wig, but in the anime and this moveset a golden toupeee. This makes it hard for Kappa to maintain balance as he's always crashing into priceless vases and fish tanks by accident. Despite how blatantly obvious it is he's wearing the toupee, he refuses to believe that anyone could figure out that he's wearing it, taking it so far as to blow up his own minions when Kenshiro bluntly derides the toupee in front of them. As with all the Hónghuá Huì, Kappa had to have extensive surgery because in the past when Kasumi was around he beat him almost to death. For this reason he has metallic hands. For better or worse, but entirely for himself, Kappa boldly enters the brawl... but just to correct the record, this is a Smash 4 set.


Size: Captain Falcon
Weight: Ganondorf (111)
Ground Speed: Robin
Fall Speed: Dr. Mario
Air Speed: Ganondorf

These stats belie a key issue that Kappa has as a character… his toupee makes it hard for him to keep his footing and makes him lumbering and difficult to control in the air. His traction is awful as he can barely stop himself falling over. The trade off is that he weighs a decent amount for a normal human being, most of possibly coming from the golden toupee’s weight. The other stats all suffer as a result of Kappa’s vanity. As this is Fist of the North Star, Kappa does have any muscle mass to resemble Falcon beyond the general size. His jumps are fairly average. The one key difference is, but of course, his golden toupee itself that sits on top of his crown and makes his head as big as a Mr. Saturn. What a target!

However, the golden toupee does hide another positive for Kappa. This is a canon trait of the toupee that is used countless times. When any projectile hits the toupee, it will be nullified in the same way as Link’s shield! This is much harder to make use of because of the fact it’s on Kappa’s head rather than directly in front of him, but does have a much longer hitbox from behind and has a generously large hurtbox. This can reflect projectiles that either reflect normally (ROB's laser) or solid projectiles such as Link's arrows or Villager's slingshot, but only ones that deal 5% or less on enemy projectiles. The toupee will reflect at either a straight horizontal angle forward or another angle if the head is tilted during a move, which will be discussed where relevant. On top of this, the toupee will clank against any attack that deals 12% or less and leaves Kappa without any damage or lag, as well as reducing all damage done to it passively by 4%. Believe me it’s one hell of a toupee! Kappa does have a simple crouch that lets him more easily get his toupee into the correct range and this is a great defence.


Down Special: Mafia Thug

Kappa snaps his fingers as a gangster appears. They take out a machine gun as seen in the picture and fire it in a blitz of bullets, dealing 12% and high knockback in the same hitbox as Mii Gunner's fsmash, dealing slightly lower knockback and having much higher start lag. Kappa Tian can command the gangster to not shoot by holding the input longer, causing the gangster to holster his gun in a prepared stance, but only firing it the next time Kappa Tian presses the button. Within the 12% damage the thug does, there are 12 tiny bullet projectiles. Kappa Tian can damage his own minion, but will not take any damage from their attacks. However, he can reflect their bullets simply by crouching down, or using another move to deflect their bullets with the iron wig! As the gangster can be commanded to not shoot until later, it can be easy to get on the other side of the foe and initiate a twin-pronged attack. The bullets normally only go as far as Mii Gunner's fsmash allows, but will go an extra battlefield platform if they are reflected, and can be reflected up to 3 times. Kappa can charge in and use his tremendous brain!

Gangsters are in FotNS fashion quite tall, a bit taller than Kappa Tian, but when they duck to shoot are short enough that any projectiles that go over their head will connect with the iron wig. The thugs take knockback the same as Jigglypuff at 40% and have a set 20HP. The snapping fingers take 15 frames and can be interrupted, and the gangster takes an additional 30 frames to show up giving ample time for the foe to prepare a smash to send them packing immediately. It's preferred to have the gangster die rather than try summoning a new one as it will take an extra 10 frames to de-summon an existing thug and summon a new one while they're out.

The gangsters have 3 more moves largely cloned from Ganondorf and Mii Brawler. The first two are Ganondorf’s forward tilt and dash attack. The forward tilt does only 5% damage and comparatively lower knockback, and has slightly higher lag on both ends, but is still able to KO at 130%. This is performed if the foe is in very close range as a GTFO move. The dash attack deals a reduced 7% damage and will KO at 120%, this has again slightly higher lag on both ends and is performed if the foe is the set distance the move goes with a little wiggle room for hitting the foe near the end of the dash. This has no super armour. Finally the last move is the Mii Brawler’s fsmash, a slow punch, but this is actually much worse as it doesn’t have the pronounced hitbox the Mii Brawler’s move has and compares more to a move such as Falcon’s jab for range. The punch deals 14-19% damage and will KO uncharged at 115%, and it can be charged and angled up or down. This will be used only if the foe is in stun and will be charged only to the point when the foe would come out of stun, so is basically a guaranteed KO if the foe gets a shield break and is low enough for the KO to work just as an example.

The gangsters won't usually move but can be ordered to follow Kappa around like Nana by repeatedly tapping the down special, this will make them not do their attack and instead follow at Link's ground speed (a much faster speed than Kappa can go himself) and has 2 very bad jumps to move around the stage, though cannot grab the ledge. As the thug takes friendly fire, he can be used as an effective meat shield. When hit during its gunfire, the mafia thug will be cancelled out of its attack and will take 10 frames to start firing again. This can work to Kappa's interest too. He can interrupt the minion before it finishes firing all it bullets and then time his attacks to start at the right time to combo the next shots, just be careful not to kill your very loyal thugs outright. When the thug is near to Kappa, arrows will appear from their eyes to the golden toupee as a purely visual effect.

Up Special: Pull the Rug Out

Kappa pulls his wig off, which looks very painful as it was bolted onto his skull, and throws it downwards, revealing his infamous bald spot! Thankfully he won't lose all his dignity most of the time as once he hits the ledge, a new toupee will appear. The toupee throwing will launch Kappa upward a small amount, the same as Ganondorf's up special, so not the best recovery. This will give him super armour for the entirety of his ascension and turns his body into a weak hitbox dealing 9% damage, so it's not all bad. As the toupee falls off, it will continue going infinitely downward at the slow pace of a falling Mr. Saturn and deal an astonishing 12% damage and high, spiking knockback! The toupee is around half the size of a Mr. Saturn too. When it's that slow to fall however, it will take a set up to actually land the move or to punish with this, making it less than super useful as a gimp. It may be more useful on stage where it can meteor smash the foe or deal considerable shield damage and shield stun as it passes through opponents.

The toupee can be lost if Kappa has to recover over the ledge. He'll have to not use any attacks or shield/dodge/roll for 20 frames in a fairly long animation for putting on another toupee, although he can run away and his attacks and shoulder buttons simply put off the toupee being put back on. When the toupee isn't on, this will considerably change Kappa's set of stats, and not all for the worst. It will reduce his weight down to Roy's at 95 weight units, increase his ground speed to Mario's which is fairly average and buffs his air speed up to Ike's, a decent buff. This will last for as long as the toupee isn't on, but he will throw another toupee if he has to use up special again, just only once per air trip. For moves that make use of the toupee, they will now deal 0.7x the damage and knockback, as well as get rid of any benefits the toupee gave the attack such as super armour or its projectile shielding capability. The toupee will sit on the ground for as long as a normal item before dissipating after no interaction for a long time, Kappa can pick it up again to put it back on as fast as he picks up any item.

The toupee can be picked up by Kappa once he puts on a new toupee and can be tossed around. The thrown toupee dealing 12% can be used to formulate how much damage other moves would deal as an item, with the same formula as Mr. Saturn, the 12% throw being the smash throw. It’s not that powerful of an item, but has another effect. For anyone carrying the toupee around, it will shield the part of their body that is holding the toupee in the same way that the toupee normally shields Kappa’s head from projectiles and weak attacks. This is however much weaker, as it only works when the toupee is being used as part of an attack or when thrown, and it replaces the usual held weapon moves with generic swings and a throw, largely resembling Mr. Saturn for all of these inputs. Nonetheless, this can be a great boon to anyone who picks it up, including Kappa when he can put on a new toupee. There are some ways to do sick toupee dropping combos in Smash 4, but I'll leave that up to the professionals. Playing King of the Hill with the old toupee can be a big deal in jockeying for position on the stage.

If a gangster walks over a toupee on the ground, they will put it on with great pride and an anxious smile. The wig disappears along with the gangster when they die or dissipate, but until then will give them the same toupee abilities of shielding projectiles or reflecting them forward. It will reduce damage in the same way it does for Kappa. This makes it easier to bash around the thug if Kappa doesn't want to play truly conservative, as all attacks that deal less than 12% will do no damage, and deal 4% less to the thug. And now the secret of his toupee is out, he's more likely to want to silence his minions from telling the world. To put on the toupee takes the same 30 frames it does for Kappa. This gives the obvious bonus of having projectiles reflect off another toupee, but all together requires a good amount of set up, plus this is only limited as there's only one mafia thug allowed at a time.

Neutral Special: Brace Yourselves

Over a short amount of lag, Kappa Tian adjusts a part of his body, at default his neck. This will create an iron neck brace over his neck as seen in the image, but in all takes 40 frames to put on. This will add an additional 10 weight units to Kappa Tian's weight, bringing him up to 121 weight units, just under Donkey Kong. At the same time, as it does in the manga... to an extent anyway, the neck brace will help Kappa to maintain his balance, increasing his traction to be average. This comes at great expense, it makes Kappa go at 0.9x his normal ground and air speed, and makes his jumps, already just average, go 0.8x as high. On the plus side, now the neck area will block attacks lower than 8% damage and passively reduce damage by 3%, and this is a much larger area of coverage than the toupee on top of some specific projectile reflection. This still only applies to solid projectiles dealing 5% or less, but will work on all his own projectiles. However if Kappa Tian is ever hit off stage or combo'd at all, he'll pay dearly for his extreme vanity.

There are a few other "upgrades" that can be made too. A direction can be pressed during the start up of the move to put on other brace-like additions to Kappa's body. Down will cause Kappa to put on metal leg braces, this will add another 8 weight units and increase his traction by the same amount as the neck brace. Left or right will apply a metal arm brace there, adding 6 weight units a-piece and the same traction increase. Each of these will now give the passive damage reduction and shield projectiles so that practically Kappa's entire body is covered like a massive suit of armour. But, and this is a big but, these will all reduce Kappa's ground and air speed, and his jumps by the same amount as the neck brace, each. So on one hand, you can get up to 141 weight units, weighing 11 more weight unit than Bowser, at the cost of having by far the worst jumps, ground speed and air speed in the game.

Kappa Tian can force his thugs to put on his braces, perhaps to experiment for his own use. He can press the neutral special button as he summons a minion and will grab them immediately, putting the brace on their leg, neck or arms, inputting the direction after that. This has a little less lag than putting it on himself to compensate for the time it takes to summon the thug, so overall it's not horrendously slow. This will give identical changes to the thug's weight and speed. This gives the same damage reduction, projectile shielding and stops projectiles like Link's shield too, giving them huge buffs but potentially making them insanely slow. He can put on multiple "upgrades" all at once on the minion when they're summoned by continuously pressing in a direction that correlates to a piece of armour he has yet to put on, in this case up counts for the neck brace. When the minion dies, their braces will fall to the ground, continuing their legacy.

Surrounded in this incredibly slowing crap, they will sluggishly follow Kappa if they are commanded to move, but foes will have to dedicate a decently powerful attack or combo to get rid of them when covered in the armour. Inevitably all those who follow Kappa will end up being weighed down by his baggage and wearing a toupee! One straight up advantage of the individual “upgrades” is that they will give super armour to the thugs’ moves. The neck brace will buff their dash attack to have super armour and deal 10%, able to KO at 90%, but will go only half the distance and have higher end lag as they almost trip, and will trip in a laggy animation if hit during the end lag. The arms will buff the punch to have full super armour and instead deal 18-25% and KO uncharged at 100%, again though it has greater end lag and can be tripped if hit. The leg brace will buff their forward tilt kick to deal 10% and the same knockback as Ganondorf’s tilt. Either Kappa Tian can stack all the upgrades at once on the thug, or choose between them for whatever match up or purpose he desires.

Kappa Tian can readjust his own iron neck, leg or arms braces by pressing the button and then the direction where the brace is, the same direction applying as for putting them on. This takes 20 frames and causes a clicking noise. After 2 seconds, that piece of armour will de-attach and fall to the ground where it dissipates. This can be sped up to happen instantly by doing it again to the same armour piece. If that body part takes 10% damage during the 2 seconds, the brace will break early and in a more dramatic way. It shatters due to how rusty and old it is, creating a large circular hitbox that covers around that body part for 8% damage and good knockback with high hitstun to any foe who gets in the way, giving the advantage back to Kappa Tian, and he can do this on multiple body parts, if he equipped them. This helps to get around the foe's inevitable combo attempts, as these hitboxes can technically happen while Kappa Tian is in hitstun. At the same time, they help his inherent slowness too for going on the offensive, as they can also go off during lag. This can work as a way to dissuade the foe from making certain attacks on his character that he would then turn into a counter attack when they’re on the offensive.

Side Special: Bigger Fish

Kappa takes out a massive, tacky fish tank, around twice the width of Pac-Man’s hydrant and 1.5x as tall, then smashes it against the ground in front of himself, this deals 13% damage and high knockback able to KO at 140%. This has as much start lag as a Falcon Punch, but the fish tank is so massive it will completely cover the front side of the attack. In the air, the fish tank will be thrown down like the hydrant but has the same high start lag and worse end lag. The fish tank can be destroyed during start up by depleting its 30HP, and in that almighty lag, this isn’t too hard to accomplish. However, the fish tank isn’t just destroyed all at once. Whatever part of the fish tank’s glass was hit by the final attack will cause it to shatter and cause a flood of water and piranhas to fall out of that part of the fish tank. The wave of water will rush over the stage at the same speed Mario’s max charged FLUDD goes, pushing foes forward, as piranhas swim along with the stream. There is one element that changes here: as the water pushes along the ground, weight plays a much bigger part here; heavier characters will find it much easier to push against the tide and not get swept away. This makes it very easy for Kappa to not get gimped by his own fishes, heavy as he is even without a brace.

The fish tank is basically two (glass) walls on either side. A foe can be hit into them and combo’d as against a normal wall, but all knockback they take into the wall will damage it for 0.75x the damage they took from the attack that launched them into the wall. However, as it is a wall, a foe can tech it. This is most beneficial for Kappa in most match ups, as he lacks any really fast moves on his own to take advantage and otherwise would be at a disadvantage pushed up against the fish tank walls. The fish tank will stay out on stage if the move is finished, but only if the end lag is reached, and if the tank is destroyed or Kappa is grabbed or hit out of the move the fish tank will dissipate immediately, so it’s much harder to get out than the given example of the hydrant.

A piranha will grab on to any character, including Kappa, and will deal 1% a second until they’re hit off like a yellow Pikmin. This has a cartoonish biting sound each time. There are 10 piranhas in the tank and they are equally stacked within the tank. This matters, as depending on where the tank was hit, the water will only partially come out and leave water and fish above the part of the glass that shattered. This also means more water will come out of the tank, the tank is full of enough water that if the very bottom was shattered, water will flood out of the tank for twice as long as Mario’s fully charged FLUDD being shot. This should gimp basically anyone next to the ledge. They can defend against this however by shielding and this causes the water to go right through them although piranhas can grab at them if their shield has weakened enough to reveal their hurtbox.

The fish tank will stick around on stage, but Kappa can only have one out at a time. After smashing it into the ground, the glass at the bottom of the tank is smashed. The bottom of the tank being broken causes water to slowly seep out at a rate of 1 piranha, or 5% of all the water every second. In theory this would go on for 20 seconds but after 5 seconds the fish tank will shatter all at once, making it into somewhat of a time bomb. As water seeps out in this way, the tank’s structure also weakens, so that for each second it’s on stage its health decreases automatically by 4%, so just before it breaks it will only have 14HP. Kappa Tian can shatter the tank himself, perhaps even inadvertently, so he can take advantage of this to cause a flood either left or right on the stage. The slowly seeping water, as weak as it is, still pushes foes at one-third the strength of Pac-Man’s hydrant water but will not work as well against heavier characters, those over 120 weight units barely affected at all by this push.

Certain piercing attacks, such as the mafia thug gunshots or Marth’s shield breaker, uniquely piercing the fish tank’s glass, dealing it damage and creating a hole in the tank without breaking it completely. This will cause a weak spurt of water, as strong as the weakest FLUDD charge, to come out of that part of the tank. This can be done twice with a gun if the bullet reaches the entire width of the tank, as it will pierce one side and come out the next. This will drain out the tank a tiny amount, but can basically go on for the entire lifespan of the fish tank. Kappa Tian can have his thugs make the tank into swiss cheese if he wants, causing lots of small streams of water to shoot out that he can largely ignore given his bulky weight.

Characters who attack the fish tank with non-disjointed melee attacks will find that the piranhas are very hungry. Up to 5 piranhas will immediately bite onto that part of the foe’s hurtbox and start to deal damage, and if the foe was close enough to punish they can easily stop their opponent from hitting the piranhas off immediately, making it a riskier venture. This is especially true against other heavyweights who would otherwise benefit more from not being pushed by the water and have more melee moves, although to an extent this is true for Kappa Tian as well. He is just as vulnerable to being bitten by the piranhas. Compared to other characters, he has a trump card. If the piranhas bit a part of his body that had armour on it from the neutral special and that piece of armour shatters, this will blast away the piranha too! The piranha will be hit away as if they had Jigglypuff’s stats at 100% and deal 3% each, either grabbing on to any foes they hit or dealing 8% worth of shield damage as they pass a shielding foe. Kappa Tian can stack multiple piranhas for this very purpose on an armoured body part. He can further use this to game those characters who would like to combo him as he stacks armour he’s prepped to shatter in their face and a bunch of piranhas, and he of all characters doesn’t care that much about his own percent too.

The fish tank has a unique top side, which is as a reminder twice the width of the Hydrant. The top is open and has no ceiling. This means that anyone who drops in to the tank from up there will start swimming with the fishes! They can get bitten by the piranhas but this is far more random compared to the other ways you get bitten as the piranhas are visually mapped out within the fish tank. Bigger characters are more likely to get bitten, for example Bowser will likely get bitten by all of them if he fell straight to the bottom, but some prancer like Greninja will get bitten by only 5 just falling to the bottom. Any character that does enter the water will swim around as normal but can now descend into the water by falling and can use their aerials while swimming, unless they hit the bottom of the tank/the ground and then can use their ground game. A problem with that is that all characters, including Kappa Tian, can drown. This takes the same amount of time as in Brawl. Fortunately for these drowning characters, all they need to do to escape is break the side of the fish tank with their attacks. However this is made harder by the fact that all movement including attacks inside the tank are reduced to 2/3rds of their normal speed. Gravity is reduced by 2/3rds too, so it’s easy for someone to drop in and attack from above. Any knockback dealt inside the water is reduced to 2/3rds as well, making it particularly dangerous for Kappa tian.

Kappa Tian has the unique ability to reverse-pitfall an opponent, or his thug, inside of the fish tank by using the move right next to them, within almost touching range so that they are at the centre of both walls. This will shatter the bottom of the tank over the character, causing them 14% damage and high knockback, but at a steep angle. This causes them to bounce off the sides of the fish tank and end up DIing in the middle of the water! This makes them prime piranha bait but also means they end up having to either destroy the fish tank with Kappa Tian watching their every move or try and swim out, again making them heavily predictable. Kappa Tian will find it harder to escape the water due to his toupee let alone if he’s wearing other armour from his neutral special, due to his reduced jumps. This can play to his advantage if he manages to get a thug and foe in together, as the thug will end up being a meat shield on one side of the tank, making it harder for the foe to break out that way, or could end up above them and block them from that route of escape. A thug can be ordered to attack still, but will ignore order and try to swim out as they take half as long to drown inside the fish tank. Their attacks are limited to only their gunfire and besides that, have to land on ground to use their three other attacks, making them very easy pickings in the water.


Forward Smash: Gun Em Down

Kappa Tian equips his own machine gun, resembling the ones used by his thugs, and shoots a burst of gunfire forward. This has the same range as Mii Gunner's fsmash and does 14-19% damage, with strong knockback. This has short lag but a punishably long duration. The gun fires 14-19 bullets, each dealing 1% damage and small knockback that will stack up as it hits the foe with enough hitstun to ensure it's all linked together, so that it looks seamless like Mii Gunner's fsmash. The major difference is of course that all these individual projectiles can be reflected by the toupee or iron braces that Kappa Tian or his minions wear. The bullets will go through the fish tank due to their piercing nature. This gives it a few useful functions, it goes through the fish tank to hit foes on the other side or inside the tank and it will pierce the tank. Like the thugs, the bullets only have the short range of Gunner's fsmash (comparatively short for a projectile) but if they reflect off anything, they will be able to travel a further battlefield platform and can reflect up to 3 times.

The machine gun will kill any piranhas that it shoots in the fish tank, causing them to keel over and die in the water. This is possible with the other gun moves or any attack that hits the piranhas, but this is by far the best way Kappa Tian has to achieve this in his set. The piranhas when they die in this way will cause a small amount of blood to cover a Kirby-sized area of the fish tank, and if more than a few piranhas die at once, this will cloud most of the fish tank in blood. The blood will remain and replace the water, eventually turning the closest half of its blood-clouded water into blood. Due to the higher viscosity - or thickness of blood, the liquid will now push foes at a 1.5x stronger push, which before was as powerful as Mario's FLUDD at max charge. This makes the move especially dangerous if it manages to kill piranhas during its long duration, then with the final hits breaks the fish tank. This will flood the fish tank with blood, replacing the water during the long duration, then have it flood out to hit the foe or pull them along into Kappa Tian. In a pure numbers sense, the blood essentially ignores another 20 weight units, so that only Bowser and Donkey Kong in Smash 4 wouldn't be dragged along by a full bloody fish tank.

The move can be angled up or down, Kappa shooting down at the ground or 45 degrees into the air for the same damage and knockback. This will reflect the bullets off the ground automatically, technically giving a slight range increase to the move overall but now won't hit directly in front of Kappa Tian besides at extremely close range. Angled up, the bullets won't reflect off the ground automatically, but if a thug is stood in front of Kappa Tian and has a toupee or at very close range, a neck brace this can be used to immediately reflect the bullets! This will cause them to be shot in the opposite direction, angled backward at 45 degrees behind Kappa Tian. This is not all that useful, except for if the thug is currently drowning in a fish tank and has a reflector brace on. This will give the move tremendous range and depending on what part of the thug is hit, will reflect the bullets in a different direction. For example hitting the legs from below will make the bullets reflect underneath the thug, while hitting their arms at their side will make the bullets go horizontally instead.

The truly greatest part of the move, and this is true, is that it can be angled in the middle of firing the gun. By angling up or down, Kappa Tian will tilt the gun slowly in that direction, letting him fire anywhere in a 180 degree radius! This can even fire the gun almost straight down or up, and these are all individual bullets of course. The expense of doing this is that for how much Kappa moves his gun during the move, the more the move gains in extra end lag. If he continuously moves the machine gun throughout the forward smash's duration, it will end up having a very bad and exploitable end lag. This may be worth it however for how it can cover jumps, the foe's rolls through reflection and result in a truly humongous range if there is anything around Kappa to reflect the bullets off. This is also the best way to shoot tons of holes in the fish tank all at once, while not completely destroying the tank. A foe who has their back to the tank might yet get punished by the water that will stream out along with the piranhas.

Up Smash: Hand Grenades

Kappa pulls out one, two and finally three hand grenades in his hands, more grenades if the move is charged more, and then tosses then in an upwards arc the same as Yoshi’s Egg Toss. The hand grenades are fairly small, but have proximity detectors that cause them to explode if they come within a Mario distance of an enemy. Each grenade deals 15% and high knockback, while it is possible to combo them, it’s fairly impossible to land all three at once due to the strong knockback. That is unless the foe is hit off of walls or the thugs are abused to keep the opponent in place, which is more possible in the context of the fish tank and the fact Kappa can become nigh unmovable. The hand grenades will also be rebounded off of any solid object, including the toupee or braces, as it is technically a solid projectile.

The hand grenades will come back down to hit the ground just as they explode, not being too useful to manipulate except when Kappa jumps to meet them. He can hit around the hand grenades but if they are dealt more than 10% damage, they will explode early. This is easier done with the braces and toupee moves, as they will always reflect the hand grenade even when a hitbox isn’t active, for example during end lag, so that the grenades aren’t damaged and go off accidentally. The hand grenades do have a limited lifespan however, and they will kill any thugs due to friendly fire.

When a hand grenade is thrown into the fish tank’s water, or water pours on it at any point, this will cause it to have a delayed explosion, taking an extra 3 seconds to explode. This can be easily manipulated with the fish tank’s various water streams, or simply by throwing the hand grenade into the tank as it’s tall enough that the grenade won’t touch the ground before it lands. When a hand grenade explodes inside of a fish tank, it will deal it 5% damage no matter where it is in the tank and has a unique interaction if it or any other explosion gets the last hit on the fish tank. This will cause the glass to explode outwards a short distance, deal 5%, high hitstun and medium knockback. This combined range can cover as much space as Palutena's up smash on both sides. This will force any foes or thugs out of the fish tank of course, or save the thugs or Kappa’s allies if they were about to drown.

Kappa can take advantage of his hand grenade being in the fish tank by using his aimable moves, such as his fsmash, to go after the grenade as it falls during the 5 second delay. He can even throw in a few more as he has more than enough time to just flood the fish tank, but all this is a lot of set up. Once he’s satisfied, he can let loose with a spray of gunfire to ignite all the hand grenades at once. Better yet, he can actually try to avoid hitting the hand grenades, which isn’t too difficult as they fall 2/3rds slower than Yoshi’s eggs do in the water. If he instead damages or shatters the fish tank, anything inside it, including the hand grenades, will come flushing out on whatever side it was closest too, which can then tangle up on the foe or make it easy to snipe and hit them as it passes over them. This will largely force the foe into the air, but before this happens, will give a great deal of pressure to Kappa.

Down Smash: Priceless Vase

Kappa takes out a priceless vase he has undoubtedly stolen from someone’s house in his life as a thug, holding it out in one hand and admiring himself (his hair) in the reflection. He then holds it over his head and smashes it against the ground, causing a hitbox of shattered vase on either side of him half as wide as a battlefield platform that deals 10-14% damage and medium knockback. This largely will never KO until it’s at the edge, but it's surprisingly fast for hitting both sides at once and as it is thrown slightly in front of Kappa despite hitting both sides, will be able to hit foes at the ledge like Villager's fsmash. As it’s being held, it is vulnerable to attack and if it takes 10% damage will shatter to create the hitbox early. This can be manipulated with the thugs to have them shoot the vase to trigger the hitbox early.

When Kappa is attacked during the attack, or by pressing the button again during start up, the vase is instead tossed into the air. This is a very long-winded attack at this point if Kappa wasn’t just attacked, but the vase is now thrown up a Ganondorf in the air above Kappa and will come back down after a full second to hit the ground in front of him. If Kappa charged for longer, the vase can be thrown a slightly longer distance up and for less lag. The vase has 10HP and will shatter for 10% damage and the same knockback in the air, or when it shatters on the ground. The vase can be battered around as a solid object passively with the toupee and braces too. The vase will reflect bullets and other similar items unless it was destroyed by them, so it is very important for an aerial way to reflect around bullets for Kappa.

The vase can like the hand grenades get stuck in the fish tank, at this point it essentially becomes a complete dud until it’s destroyed. However if the tank is drained, and the vase is forced to come out with the water tide, it will smash for its powerful hitbox as it travels forward. This doesn’t even have to be the foe or a thug, Kappa can do this simply by standing in its way and won’t take any damage from it smashing, so the foe can’t just dodge in place if Kappa is around them. Kappa can also go out of his way to shoot the vase to cause it to shatter inside the fish tank, thus causing the vase to shatter and damage the fish tank itself, and with any hand grenades in there, only lends to further chain reaction explosions of priceless vases and hand grenades.

When a vase is dunked into the fish tank and manages to not be destroyed, it can drain some of the swampy water and even piranhas if they come into contact. The vase when it comes out of the fish tank will now weigh as much as a barrel to carry and has the same physics, and deals an extra 1-5% depending on how long it spend soaking up the water. This is improved to 1.5-7.5% extra damage if any of the water was instead blood. When it hits a foe, or Kappa Tian if the foe threw it, it will explode and release the water in the logical direction, mostly in the direction the vase was thrown. This liquid will push for a half-charged FLUDD amount of pushback on top of the now greater knockback, making it extremely powerful. Likewise, a vase can have a hand grenade land in it from above too which will automatically smash it when it explodes later, combining the two hitboxes for up to 25% damage. This is still owned by Kappa Tian however until the foe either reflects or picks up the vase, but picking it up is like picking up a hot potato, and Kappa Tian can still reflect around the vase easily.


Jab: Mafia CQC

Kappa Tian punches forward, punches again with his other fist and then delivers a... headbutt! This deals 3%, 3% and finally 8% damage with the toupee in a powerful jab finisher! This will just barely combo as a proper jab but has no infinite part as most Smash 4 jabs do. This will KO a little sooner than Robin's jab finisher. When not wearing a toupee, Kappa Tian opts not to use his head, and instead does a simple kick forward that deals 4% and low knockback, comparable to Snake's jab finisher in Brawl for the angle, though with less range and end lag.

The move goes through some changes if braces are applied to the arms and legs. The first two hits have super armour and deal 5% each, while the kick deals 7% and does great knockback. This is very strong, but as a trade off the move has incrementally worse end lag for each additional brace that has been aded to the legs or arms. Each brace adds 3 frames of end lag, at max the 9 frames of extra end lag make the move long winded and easy to punish.

The toupee is largely always preferable due to higher knockback but does have slightly less range than the kick. The toupee will also let Kappa Tian move some of his hurtbox into the background or foreground and acts as a good defensive move. The kick by comparison has none of this protection, but will KO sooner horizontally.

The arms can be independently given braces of course, and this can lead to different applications of their super armour. For example just giving super armour to one arm or the other will mean the first or second hit is unprotected and does less knockback, while the final kick may be too. This can benefit Kappa Tian to just do more damage with the fists and not knock the foe further away if they'd not be KO'd anyway and reduce the end lag. Just one arm brace may be the preferable option here.

Dash Attack: Good Brain

Kappa charges forward with his head, dealing 12% and having super armour for the duration of the move! This deals high knockback as you’d expect out of a dash attack such as this, and likewise has high end lag that is punishable, low start up, but will move Kappa forward around the same distance as Ganondorf, though a little shorter. This is all worse when Kappa is not wearing the toupee. He no longer has super armour for the move, he will only deal 8%, but as a trade off he will be able to end the move earlier without the usual atrocious end lag of a dash attack, so it’s not all bad. This move works great when running against a water stream created by the fish tank due to the distance it goes, ignoring the effects of the water and approaching any grounded foe with super armour is a surprisingly powerful for a guy like Kappa!

This is of course a great move for reflections as it puts the iron toupee forward as Kappa is running, so he can both reflect forward or at other angles depending on what part of the head is touched. If projectiles hit the low or high ends, they’ll go at an opposite angle, while the front sends them forward. This is also the perfect range for when the thugs shoot their machine gun, as it will be right on the same horizontal line as them. As the move has super armour too, any knockback that might’ve been done against the toupee is largely ignored for some forward movement, making it a fantastic approach move! So long as Kappa didn’t lose his wig at some point.

When Kappa rushes into a fish tank with this attack with the toupee on, his head will get stuck in the side of the tank and become impaled through it into the water! Kappa will then pull his head out of the fish tank the same way that Luigi has to pull his head out of the stage when he does a Luigi Missile into it. The difference here is that Kappa’s iron toupee is so heavy, simply pulling it out of the fish tank is a weak attack that does 4% and low knockback. As it comes out of the fish tank, if there was water on the other side it will splash around Kappa in a Bowser-sized hitbox that deals only 1% but some flinching as well to make it very hard to punish, if the foe waited too long. This will leave a sizable hole in the fish tank that causes a large stream of water to come out, half the power of FLUDD and coming out only half as strongly as when the fish tank fully collapses due to the sizable hole left by the iron toupee.

Forward Tilt: Stump

Kappa Tian kicks forward, the kick looking stilted and wooden, this deals 7% damage and medium knockback, but will miss characters doing a short crawl or crouch. This comes out decently fast, but has just average end lag. The kick can be improved with the leg brace to deal 11% and high knockback able to KO at 130%, along with the normal super armour. The kick will deal knockback at the Sakurai angle and this makes it perfect to use against the thugs to knock them across the ground or on the foe to hit them off the walls of the fish tank for a natural tech chase.

The kick can be angled down or up like most ftilts. The down angled ftilt will kick those foes who can crouch or crawl under the move normally and will not deal the same knockback. It will instead meteor smash foes off the ground and will KO much later, at 150% with a leg brace, but the lower knockback makes it perfect for follow up especially at low percents. If this can be used inside the fish tank at the bottom, this is also a pretty devastating combo. While that is largely a pipe dream, this is more than possible when water is flowing and pushing a foe towards Kappa Tian, this will push low percent foes across the floor but the water will largely keep them in place. This is made more difficult by the fact this variant of the move has lower range.

The upwards kick will be angled 35 degrees up and is mostly just good as an anti-air due to its better range and the super armour that comes from having the leg brace on. This will send foes at the same 35 degree angle when hit, and usually is bad for any further attacks, but against the fish tank wall will result in the foe being directly above Kappa Tian, or at least tech the wall so that they fall right in front of him. This move in general is also very nice for attacking the fish tank to get the piranhas to bite the leg, then use the variants and the extra hitbox of the piranhas being flung off to catch out foes. Against the toupee or other braces, Kappa Tian will be pushed back if he hasn't got a leg brace on, letting him space defensively. A leg brace on will instead budge the object forward the same distance as the range of the kick, letting him space aggressively. When a foe is also stood in the way, this can force them to jump over the toupee or pick it up to not stall the match because of the solid toupee blocking their advance.

Down Tilt: Head in the Sand

Kappa braces himself as he rears his head back, then he headbutts near to the ground, dealing 13% damage when he has the toupee on, 8% when he doesn’t. When he does have the toupee, the move has full super armour, except for the end lag that is fairly punishing as Kappa has to get himself back up on his feet. When he doesn’t have the toupee, this lag doesn’t exist, but neither does the super armour. This largely mimics the animation DK has for his side special. It has great range for a melee move and can even gimp foes on the ledge if their hurtbox isn’t notably small, like Ganondorf.

As the move uses the toupee, it’s also a great reflection move as it will lob anything that touches it forward. Bullets will simply be reflected as usual, but solid items like the hand grenade or vase, if they aren’t broken, will be launched forward. The vase can avoid being broken due to a sour spot at the end of the move’s animation that deals only 9%. This will bring the vase’s HP down to 1HP, which is useful in of itself as then any attack that deals any damage will cause it to smash and create its usual hitbox.

When Kappa lands this on a foe at a very close range, it will do a weak pitfalling effect. This has the same strength as WFT’s jab pitfall, a very weak one that is basically impossible to combo. At the same time, he can also pitfall his own thugs, who will find it much harder to come out of the pitfall. This will let Kappa use any toupee they have high on their body as a reflection point, and at the same time he can pitfall them and then throw a fish tank on top of them, resulting in them being released from the pitfall at the bottom of the tank. This will put them in a good place to act as a meat shield against the foe, inside the glass tank and also at the bottom where they can also fire directly forward at a foe on the other side, or be turned to face Kappa and do the same.

Kappa can also bury his toupee or other bits of armour, as well as any hand grenades that fell in the fish tank and came up to him later during the move. These will remain in the ground indefinitely unless a foe or thug is pitfalled there again, and will take 5% and upward knockback enough to pop them into a combo close to Kappa as a reward for the effort. If water manages to make its way into this pitfall, the item will be flushed out automatically. The hand grenade is very important for this, as when buried it will not go off unless a foe walks over it, essentially becoming a mine, but if water pours into the pitfall it will raise up out of it and become active again, taking another three seconds to explode.

Up Tilt: Emperor Penguin Header

Kappa Tian performs essentially the Dedede utilt without the hammer to keep him in place and deals 12% with strong knockback, or 7% without the toupee and low knockback. The toupee version will KO at 120%, one of the best KO moves on standards for Kappa. This is held back by the fact the move has limited range, greater than the underpowered penguin. This is is one of Kappa Tian’s best combo starters without a toupee due to its low knockback, more in line with the Smash 4 Dedede utilt, while the toupee version resembles the glory years of Dedede’s utilt in Brawl.

That he doesn’t have the hammer is an important note, as Kappa Tian will lose his balance slightly when doing the toupee version, giving slightly worse end lag than Dedede’s utilt. This does give the animation a unique quality, as Kappa Tian will stumble forward during the end lag with his head forward. The toupee is no longer a hitbox, but it will as always remain a reflector. This can allow for Kappa Tian to immediately transition from hitting the foe into the air, and using his head to reflect the bullet, vase, grenade or whatever else into the air directly toward the foe. The foe can DI away but this will practically force them into a predictable DI pattern, and the closer the projectile was before being reflected, the harder it is to DI. Timed perfectly, it’s a guaranteed combo, with a lenient window to guarantee the hit. This is obviously easier with certain faster projectiles like the bullets rather than the vase or hand grenade.


Neutral Aerial: Shooting Star of the Orient

Kappa Tian turns his body more towards the screen and throws out both arms and legs in a hitbox similar to King Dedede's neutral aerial, dealing 8% damage and awkward end lag, but comes out slightly faster. This will deal low knockback but has very good coverage as a GTFO aerial. Kappa Tian has to compose himself after such a show of strength! This move is especially nice used in the fish tank as it hits all around Kappa Tian so can be used from above or below and when he falls, so it's great for doing a trade if the foe tries to use a melee hitbox as well. This will naturally make the toupee when held in hand by Kappa be put in front of him with his toupee-carrying hand, making it the go-to move for that purpose in the air.

The limbs can all be covered in the brace armour of course, as well as the toupee and neck brace. The limbs will all independently be able to deal 12% instead and high knockback able to KO at 120%, but at a 45 degee angle in the direction of that limb. For example the arm pointing more upward and to the right will deal knockback in that direction. It will reflect projectiles in that direction too, giving potentially four options to reflect anything in the set. This will also give superarmour to that limb as part of Kappa Tian's hurtbox, but not the others. A nice bonus that comes from the effects of the stacked braces, the lower jumps, means that the move is easier to use out of a short hop on a grounded foe. The move has good landing lag as well, making it a much better move with braces than Dedede's tremendously useless nair.

This move is especially useful for setting up a footstool off a foe or the thug. This is because of the positioning on top of the foe, making it a far safer move and made easier by the significantly reduced jumps when wearing extra braces. This makes it a very powerful move to use from above. When footstooling off a foe or thug wearing the leg braces, this will only send Kappa Tian half the usual distance up due to his brace, but will send the victim a set Kirby height downward as pure knockback and deal 5% due to being stomped on by the iron leg brace. This can be a great way to start bouncing the foe off the side of a fish tank as well.

Forward Aerial: Send My Regards

Kappa takes out a simple handgun and shoots it forward, dealing 7% and low knockback, but able to KO at around 145%. The shot is a small bullet, the same size as the ones shot by the thug or in Kappa’s own fsmash, and will be reflected the same way. The gun shot is useful as a much faster and less punishable way to shoot through the fish tank or simply do some reflecting off of the thugs when they have the toupee or braces on, as well as anything else on the stage. This has the same range as Mii Gunner’s fair and follows the same logic as the other guns, gaining an extra battlefield platform in range once it reflects but limited to 3 reflections before it dissipates on contact.

The gun can be angled up or down off of many reflectors in Kappa Tian’s set and these have some unique purposes in the context of Kappa’s set. When he’s thrown his toupee on the ground, he can then shoot it to make the bullet be reflected back and off the ground at a steep diagonal that would shoot behind Kappa where he was in the air. This is if he’s right in front of the toupee although is the most likely outcome, standing closer to the toupee instead hits its top and will cause the toupee to reflect the shot straight upwards. A little forward from that causes the toupee to send it at a complete opposite angle to the first one, a steep angle directly away from Kappa. It’s also possible to throw the toupee forward in the air then shoot the gun, and depending on where the toupee is facing it will reflect in up to 8 directions. The top of the toupee will reflect radially, while the inside will reflect at a 45 degree angle towards the centre, both sides having a very useful purpose.

Up Aerial: Hell Toupee

Kappa does a simple uppercut with his forward hand that is given extra strength by his naturally metallic hands, dealing 12% and high knockback able to KO at 135%. This has super armour only on Kappa’s hurtbox around his arm doing the uppercut. The tilt has good range upward and works as a good anti-air, but won’t hit certain small, crouching foes on the ground. This does work well as both a reflector move and in the context of the fish tank however, as it can reflect using the hand by raising it higher in the air where a bullet will be coming towards, which is extremely useful. This still only reflects solid projectiles that deal 5% or less, but will reflect any of Kappa Tian's own projectiles. This is his most passive way of accomplishing that without set up. When a foe is in the fish tank and is about to smash it, the move’s super armour is great to use as a trade against the foe’s attack that they’re using to break the fish tank, so they will fall out with the water and get hit by Kappa.

The move has a specific interaction on thugs wearing Kappa’s toupee. He’ll knock off their toupee using his metal hands and he more than anyone knows how to take off a toupee fast! The toupee will be launched at a steep angle behind the thug and for a battlefield platform of travel, will become a hitbox that deals 7% and light knockback. This can be a useful way to have extra range for the anti air, but the toupee is also launched at a high enough angle that it can be hit over the top of the fish tank and land inside of it. This is especially relevant in the air, or when the thug is inside the fish tank, this could even save their life. Kappa Tian wishes someone saved him with this up aerial! The foe will have to hit it away or risk it landing on them. Inside the fish tank, a stray iron wig can be a nuisance to deal with as it will clank off attacks and generally get in the way of anyone below it due to the limited space.

Back Aerial: Punching Down

Kappa Tian punches behind himself with his back hand and deals 10% damage with high knockback. When there's an arm brace on that arm it instead deals 16% damage and will KO at 120%, this insanely high damage is actually the same as Ganondorf’s back aerial in Smash 4 and the move has largely the same lag. The key difference here is that it lacks the oddly vertical hitbox of Ganondorf’s back aerial and has much more useful horizontal range, but trades this for the inability to ground cancel the move. This in essence means it can be used effectively to short hop and poke at foes in the air, but Kappa Tian will suffer bad end or landing lag once the move is over. There are several ways to alleviate this however, such as landing in a fish tank, grabbing the ledge, footstooling, among other cowardly tactics that Kappa Tian absolutely endorses.

This is one of the key moves to use as a melee hitbox to impale the side of a fish tank and get piranhas to bite onto Kappa Tian’s hand. This will still deal him the same damage as normal, but as they are on his hands, he can make better use of them because he has limited use of his metallic hands, so will keep them on his person for a long time without accidentally throwing them off. He may even want to do this to get his percent very high on purpose so that his abnormally high weight won’t get him combo’d to death when stacking multiple braces at the same time. This attack also has super armour for the metallic hand itself, making it plausible to approach using it in the air, but don’t dream of any Wall of Pain.

Down Aerial: Concrete Shoes

Kappa Tian turns upside down and flies headfirst toward the ground or blastzone, dealing 8% in the air and 8% when hitting the ground and these two hits can combo against a grounded foe, this will pitfall for as long as Mii Brawler’s Head-On Assault down special. This also goes roughly the same speed, if a touch faster. On top of that, a small shockwave erupts around Kappa Tian’s toupee as he hits the ground causing 5% and light knockback, enough to cover his ending lag where he awkwardly gets to his feet after such a risky move! Kappa Tian will instead deal only 5% and won’t pitfall or create a shockwave without a toupee on, but as one small benefit this will make the move have decent landing lag compared to the normal version. This move will cancel itself in the air only after falling for as long as G&W’s down aerial, which at such a speed means pretty certain suicide off stage.

The move gets stronger as Kappa Tian gets heavier by putting on more and more braces. For every brace put on, the move will deal 2% extra damage per hit, capping out at 16% a hit or a monstrous 32% against a grounded foe, though won’t increase the time they’re pitfalled. This may sound very powerful, but keep in mind at this point how bad Kappa Tian’s jumps will be and getting above the foe, let alone when they’re grounded is a very difficult task in a singles match. Of course against a foe in the air off stage, this is a very powerful but extremely risky gimping move. When its power is increased through the braces, this will also start to meteor smash KO off the stage, KOing at 110% when the move reaches its maximum of 16% damage. Any way you look at it, one of Kappa Tian’s most powerful but risky moves.

One way to make it less risky is for Kappa Tian to do this into a fish tank. This can let Kappa Tian escape the foe by falling down through the water faster than any of their moves can follow. At the same time, at 2/3rds their normal movement speed they’ll find it harder to avoid the headbutt in the first place. This can meteor smash the foe against the ground and back into the air, either able to KO them at high percents, or leaving Kappa Tian safely at the bottom where he’s safe for the long end or landing lag, making it into a win/win if it lands. He can also use the move to precisely hit the glass side of the fish tank straight on. This will create the same shockwave against the top of the fish tank, hitting foes that try to approach to punish, then Kappa Tian can enter the water or exit the tank, trading aerials or specials with the foe as he chooses. This is because the glass wall can’t be stood on due to being very thin, but is still a solid.

Kappa Tian can use this move to bounce off against other solid items that are deflectable and launch those downards, while triggering his ending lag in the air without going any further. This of course works on thugs too, naturally this will keep Tian from doing a suicide off stage if he lines it up correctly, but more difficultly he can use this on toupees or other braces in the air. An easy way to get around this is if his braces, toupees or vases are in water. They will fall pretty fast, but as he would be on top of them in the first place to ostensibly drop them, he can them dair immediately into them. The item that is launched will be treated as if it was smash thrown downwards. Without a toupee, instead of launching the other toupee or object, Kappa Tian himself will be launched upward and take strong knockback as well as 5% self damage with a loud CLACK sound. This can actually be helpful to get further into the air in the first place to do an aerial follow up at the cost of self damage, and being able to place toupees all over, or even in water, makes this ever worthwhile. This has very little actual hitstun so, especially in water, Kappa Tian can hit foes with attacks as he ascends through water or as he’s launched back up into the air, turning his aerials into makeshift auto-link attacks.


Grab: Chinese Chokehold

Kappa Tian grabs in a low range, but fast grab that grabs the foe by the scruff of their shirt if they have one, a very angry looking animation. This is improved as a pivot which is useful if there’s a stream of water pushing Kappa Tian faster forward or back for the pivot. Likewise, the dash grab has better range and this again helps when running on top of water going in the same direction. One important note is that when the water is pushing against Kappa Tian, whoever’s weight is greater of him or the foe will be counted. This is good and bad, but mostly means he will pummel or throw more from the position he grabbed the foe if he was heavier, rather than being pushed along during the grab animation. Kappa clenches his metallic fist on the foe and deals 2.5% damage in a slow pummel.

Forward Throw: Pressure Point

Kappa Tian uses his toupee'd head to headbutt the foe in the stomach, dealing 10% damage and medium knockback, this won't KO until well over 200%. This sends the foe at a high angle, the main reason it's not a great KO move, but this can be adjusted slightly by water or blood during the knockback to push the foe to a slightly more upward angle and KO 10/20% earlier depending on if it's water or blood and the maximum amount of water flowing against the foe's knockback. The opposite is true if the water is running in the same direction, letting it KO 10/20% earlier as a horizontal KO throw.

Kappa Tian will use his good brain and not do a headbutt if he's not wearing his toupee, instead he simply shoves the foe forward from his grab animation and deal 5% damage. The foe is sent at the Sakurai angle, causing them to be pushed along the stage at low percents or into the air at high ones. This puts them in a good position for the fsmash but little else. The foe will trip if there is any solid object such as the toupee on the floor in their way, dealing another 2%.

Kappa Tian will instead of the shove opt to use any body part that has a brace on it. The neck brace will make him perform a shoulder charge, dealing 7% damage and high knockback at a 75 degree angle. This will KO at 190%. This is very good at the edge to set up for a hand grenade up smash if the foe recovers over the ledge or a vase for if they recover low. This also is good for trying to force a foe into the fish tank or rebound off its wall, or force them to tech, all leading to good follow up attacks.

Kappa Tian may also perform a more generic punch or kick, these deal 7% and 8% respectively and will hit the foe away at a low angle that basically never KOs, but is the best way to simply get the foe away from Kappa Tian for a follow up. The low knockback and angle can be helped either way by the fish tank water as always. When both arms have a brace on them, Kappa will perform a Mongolian Chop-like attack as he claps together both hands on the foe, dealing 13% damage, one of his most damaging throws. This will send the foe at a semi-spike and KO at 180%, one of his best KO throws, and if not outright KO will be able to effectively KO characters with bad recoveries if they're close to the ledge.

Up Throw: Gun Fire Rises

Kappa Tian hoists the foe overhead and tosses them at only a slight angle upward, dealing 5% damage, then takes out his machine gun and opens fire with 7 shots, firing them equally over a 35 degree arc travelling upward a Ganondorf at Falco's laser speed. Each shot deals 1.5% damage, but even the largest foe won't get hit by all of them. The shots each deal another tick of knockback, comparable to Fox's up throw in Smash 4 and will also deal lot of hitstun to be able to ensure that multiple bullets will hit at once. The bullets can all potentially fire into the fish tank, which can result in a cascade of water out of the fish tank if it's at low enough health or simply weaken it for later. The foe will want to DI either left or right, anything but centre to avoid the hail of gunfire, this works well if Kappa Tian can read their left or right movement to land a hand grenade or one of his aerials.

Firing bullets directly upward is very unhelpful for Kappa Tian's grounded playstyle, but has surprising utility with any kind of reflector item in hand, i.e. a spare toupee or brace that has fallen off. Before the move is over, he can just toss up this object and will reflect any bullet hit in another direction, refreshing its lifespan by a battlefield platform in the new direction. He doesn't have long or many ways to manipulate this after the throw is over, but he can throw it fast enough to just catch the bullets after moving a very small distance left or right too. The toupee especially opens up a ton of options with how it uniquely reflects projectiles in many directions. The bullets can then be reflected easily be the golden toupee if Kappa Tian jumps into the way, though it's awkwardly to get so high without using the up special in the first place so is best to follow up on with other braces and up special throwing away the toupee.

Back Throw: Waterboard

Kappa Tian throws the foe at the floor, dealing 4% damage, then stomps on them dealing 2/4% damage (more if wearing a leg brace) then kicks them backwards, dealing a final 4/6%, overall dealing 10/14% damage, one of his most damaging throws when wearing a leg brace. The foe will be sled across the floor in prone, although this is still only a part of the animation. After being sled a battlefield platform across the floor, the foe will actually be put into prone, and normally this will never lead to any kind of combo after the throw. However, if the foe is hit into a wall, such as the fish tank, they will be stopped in place and end the throw early, this will still leave both Kappa Tian and the foe at a frame neutral state, but lets him continue his offensive.

The foe will be dealt further damage if they're hit into any heavy items on the floor, such as a Bonsly, a toupee or brace piece, dealing them 2% and stopping them in place to also make it easier for Kappa Tian to follow up on the throw. The same happens if hit into a thug, though it won't deal any damage, unless that thug was wearing leg braces. The foe will then take 2% damage as they hit into the metal leg brace on top of being stopped mid-throw. This throw will send a foe off the ledge during the actual throw animation, but will only KO at 180/170% near the ledge.

The foe will be sped up taking their knockback from the skid if they go over water that is going in the same direction they are, water/blood speeding them up to go 1.25/1.5x as fast, respectively. This will also keep pushing them as they are in prone, forcing them to get up or possibly be pulled off stage. As the water will then pour off stage and start to pull them away and down to the blast zone, they have very little time to act. They will be let out of the knockback as soon as they go off stage so they won't ever get outright KO'd by the move unless they do nothing. By contrast, if the foe is kicked towards water flowing against them, they will be brought to a halt then slowly pulled back towards Kappa Tian. When they come to a stop, they will technically be put in prone and be able to use any get up option. However, this give Kappa Tian a clear advantage as he can react to the foe being pulled in his direction and if he has any braces or toupee, has many super armoured options to trade if they do a get up attack, or go for a long-ranged attack like his fsmash if they try and roll away.

Down Throw: Shanghai Banzai

Kappa Tian holds the foe down and collapses on top of them, dealing 10% damage and pitfalling the foe for the end lag of the move, leaving the foe and Kappa in a frame neutral position when they get out of the pitfall. This is reduced to 8% and simply deals low knockback at a slight angle to foes without a toupee. Every further brace that Kappa Tian wears will make the move deal an additional 2% damage, capping at 18% damage when wearing every brace possible and the toupee. This will pitfall the foe for an additional 2 frames for each brace, at most giving Kappa Tian 8 frames to get out a move. With how slow most of his moves are, the best he will get out is one of standards besides his dash attack.

Kappa Tian can't take huge advantage of the foe's pitfall, but the thug can if they are in range at the start of the grab. This is the perfect time for the thug to try and land a charged fsmash on the foe and this is even more powerful of course when they have an arm brace on at the same time. The longer the pitfall goes on, the more they can charge the fsmash, or they can go for an ftilt or dash attack if the pitfall is too short. This can be preferable for the different angle and knockback these moves do, and happen to be more conducive for Kappa Tian when he's without extra braces as he can then jump higher and move faster to follow up himself with aerials or his long-ranged smashes.

When Kappa Tian has 2 or more toupee/braces on, this will also create a shockwave when he hits the ground that lasts for 1.5x as long as Bowser Bomb's shockwave and deals 5-10% damage with medium-high upward knockback. This is mostly useful for FFA or teams, but will hit up anything on the ground into the air, including water, blood, toupees or piranhas. The objects will come back down and can be picked up to be used by Kappa Tian or the foe naturally. The water or blood will hit upward 1-1.5x Ganondorfs. Depending on when the foe escapes the pitfall, this can either pull the foe further into the air, or pull them back towards the ground. This can be very powerful to pull the foe back toward the ground after being pitfalled and then hit them with a smash or other KO move, even more powerful with super armoured brace moves.


Toupee Grabber: Big League Mafia

Kappa Tian throws off his toupee if he was wearing one and the camera zooms in on his head as he looks up with glee at his hair as the power of the Smash Ball causes a beautiful head of golden blond hair to grow! This lasts for 15 seconds before Kappa Tian grabs his hair in shock as he does in the image. For this 15 seconds, the blond hair will glow brightly and give Kappa Tian full invincibility, as well as any buffs he would get from super armoured attacks. On top of that, his movement speed on the ground is increased to Captain Falcon's, he has perfect traction, Falco's jumps and Yoshi's air speed for the duration of the final smash. Any thugs he has out or creates will no longer take friendly fire damage and all their attacks will deal 2x the damage as they are inspired by the head of golden locks.

There is some silver (or golden?) lining to the end of the final smash, as for the next 10 seconds Kappa Tian's severe disappointment gives him a different buff. His rage will be increased to how much it'd be at 140%, and if he already has rage this will stack to 1.5x the rage buff on top of that. There is one downside to this however, as at the end of these 10 seconds Kappa Tian will cry out in despair, having a forced half a second of lag when the foe can finally get their revenge. The next fish tank that Kappa Tian creates, regardless of if he's still in his final smash, will spawn different fish. Rather than piranhas, they will be goldfish the size of Pikmin that have 20HP and deal 5% passively rather than biting the foe, and this can stack up to 5 times - there are 5 of these goldfish. Rare goldfish such as these also won't take any friendly fire and will stay on the stage flapping around like Goldeen if they're hit out of the fish tank. This deals 3% a hit and flinching knockback, and the goldfish must be put out of its misery or hit off stage to stop it. There's sure to be some long continuity to these rare goldfish!
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Smash Champion
Aug 24, 2008
Laughing at you

(Click above for playlist)

Grunty is the main villain of the Banjo Kazooie franchise, and embodies most of the generic stereotypes you'd expect of the stock witch. While she owns the majority of territory in the series, that isn't enough, as she wants to be rid of her old body and become attractive. Despite this, Grunty's taste is still deeply rooted in gross things, and she is rather sickened by all of the cute Jinjos that surround her domain. Her wish to be "rid of her body" technically comes true in later games, but is horribly corrupted. She is resurrected as a skeleton, a ghost, and even has her soul/skeletal head put into various robotic bodies.

Grunty prefers to speak in rhyme whenever possible, and has a rather silly obsession with trivia questions. Despite this, she can get serious at times and is rightfully feared. She beats up Klungo whenever he fails, and when she is resurrected from the dead by her sisters she later goes on to kill them because, of all possible reasons, they failed to beat Banjo and Kazooie in her quiz show.

Her quizzes are set up in such fashion to kill anybody who gets a wrong answer, and have questions that would be realistically impossible to figure out as they are personal questions about herself that nobody other than her could even know. She is so obsessed with this whole gimmick, that she will even pause one of her final boss battles to ask questions of Banjo and Kazooie before using an easier/more difficult attack pattern depending on if they get the question right or wrong.

Grunty rightfully is seeking revenge in most games after the first one. She outright dies in the first game and stays dead for a few years before she is revived. In the second game, after her defeat her still sentient skull head is played with as a soccer ball and kicked around by the various protagonists. She swears she will get her revenge in Banjo Threeie, which later turned out to be the terrible Nuts and Bolts.

Grunty, as nothing but a sentient skull, was digging through a gigantic tunnel for years. When she finally is free, she is given a robotic body to fight Banjo and Kazooie with, but is forbidden from killing them by L.O.G. (AKA Bill Gates) because the platformer space is too dominated by "the Italian gentleman" and the portly turtle. Instead, she is forced to make a gimmicky car to do tacky races with the gruesome twosome. After losing, L.O.G. forces Grunty to work in Microsoft's game factory forever. She decides this isn't all bad, and plans to make her own game where she kills Banjo. However, given what became of Rare at Microsoft as they were forced to make Kinect games, this would undoubtedly be rejected by L.O.G.

Aerial Speed: 10
Size: 9.5
Weight: 9 (117 units)
Aerial Control: 6.5
Jumps: 6
Traction: 4
Falling Speed: 3
Ground Movement: 0.8 (1.09 units)

Grunty is hideously slow on the ground with her stubby legs, beating out the air balloon with googly eyes and the anime magician for slowest dashing speed. Like the sentient air balloon, this is made up for by high air speed and low falling speed. While the low falling speed is less extreme than the pink pocket monster, Grunty has superior air speed, enabling her to zip around through the skies for amazing horizontal recovery without even using her recovery move. Grunty is as wide as the eagle king, the widest character in SSB4, though is slightly shorter than him for gameplay purposes given her pointy witch hat does not count as a hurtbox.

Non stop online flaming, all because of you people fat shaming!



Grunty casually summons a cauldron in front of her as wide as she is, but a tad shorter. The cauldron seems to do little by itself, though summoning a second cauldron will turn this into a “portal recovery". Grunty and other characters can enter the pot and be warped between them if they "fall in", having no effect if they pass by it from the side.

If summoned in the air, the pot will be a hitbox as it falls to the ground as fast as the turtle dinosaur's Down Special, dealing 12% and vertical 45 degree angle knockback that kills at 125% as it falls. The pot will even "stall" in the air briefly through the powers of Grunty's magic before it falls. The pot's lid is closed when summoned in the air, only coming off when it hits the ground from the force and exposing its goop to be used as a "portal". If Grunty presses B a second time when the pot is first summoned during the stall, though, she will take off the pot lid and enter the pot to "Stop 'n' Swop" to the other one if it exists, during which time the goop on the aerial pot is still not a hitbox to outside foes.

If summoned on the ground, the move is much faster with little lag involved, given it doesn't have a hitbox. Summoning a third pot gets rid of the oldest one, though it is a good bit laggier to replace a pot rather than making a new one.

The pots are sentient like the majority of objects within Rare's classic games, complete with faces and little legs to hobble about on. For the most part, they will stand in place, content to do nothing. If Grunty presses Shield Special with a pot already out, though, the pots will bow down briefly to make their goopy contents face towards the nearest foe or projectile, potentially enabling a foe to run right into one. This gives no lag to Grunty but cannot be done while she is in lag/hitstun, unlike the troll dog's Neutral Special.

The pots can absorb projectiles so long as they hit the goop inside of them, whether they are from Grunty or the foe. Whenever Grunty next commands the pots to bend over, the one closest to a foe will shoot out the absorbed projectile directly aimed towards that foe. This does not change the ownership of the projectile in question. Projectiles can potentially last forever inside of the pots, and they will only expire if the foe can get it to the point where Grunty has no pots. Pots summoned in the air to drop on foes do not count as projectiles that can be absorbed into a pot.

All projectiles that enter a pot will be combined together into one ultimate projectile. All unique attributes from all projectiles will be copied, and the statistics of the projectile will be chosen from the best of each projectile - these statistics include damage, knockback, size, movement speed, and duration. Spamming a million space animal lasers will still only cause one laser to come out, not improving the projectile in any way. That said, it is possible to have a projectile that goes at the speed of the laser while having the power of the psychic pocket monster's fully charged Shadow Ball.

If multiple characters are shooting projectiles into the pot, then whoever has fired the most projectiles into the pot will own the projectile that is shot out of it. This includes irrelevant duplicate projectiles that don't improve the end product, so space furries may actually want to spam those lasers into the pot in order to take ownership of it. If the person with the most projectiles in the pot doesn't have at least 2 more projectiles in it than anyone else, the projectile will be hostile to everyone, unless that character is the only one to have put any projectiles in it.

If somebody enters the pot to warp when projectiles are hostile to them, when they are warped to the other pot they will get hit by all of the effects of the combined projectile, using it up. While Grunty is the only one who can tell the pots to release the projectile, foes can still force Grunty into her own pot to get hit by it directly. When the projectile is used up in this way, the knockback angle of the projectile is overwritten with whatever direction the pot is currently facing. This is upwards by default, but Grunty can still use Shield Special to make the pots fire out the foe/herself horizontally.

Pots have infinite HP, but can take knockback and stun, being as heavy as an overweight turtle at 30%. Projectiles like green dinosaur eggs that can be lobbed can be aimed to go into Grunty's pots when they're facing upwards, but some characters may not have such easy options to get the projectiles in the pot if Grunty doesn't want to order the pots to bend down. In order to get projectiles aimed straight forwards to go in, foes will have to tip the pot over. To do this, foes must hit the pot with an attack that will do enough knockback to send the pot half a platform's distance, with the pot only getting up after not being in hitstun for 1.2 seconds. If the pot is knocked 1.2 platforms, it will be destroyed and the goopy contents within it will pour out at the ends of its knockback path. The goop splatters about in a smelly fat man sized patch on the ground, and has all the effects it usually has for the remaining 3 seconds before it evaporates. The goop will only become a hitbox once it hits the ground.

This just in, new discovery! Not on Up Special is this moveset's portal recovery!


Grunty places one of two tiles on the floor based off whether the input was smashed or not. The tile is the width of the farting italian man, and when the foe steps on it, they will have to do trivia or complete a challenge because of Grunty's obsession with game shows.

With a regular input, Grunty places a skull tile. When the foe steps on it, a small text box will appear above the foe's head displaying the question, along with the usual avatar of Grunty's talking head next to it as her signature gibberish speaking sound plays briefly. The question the foe is being asked here is "What move did you use 3 move ago?" If the foe uses any move other than that, stands on the tile for a second without doing anything, or leaves the tile, they'll have answered incorrectly.

If the foe does the wrong move or sits on the tile and does nothing, it will very quickly emit a flame jet the size of Mr. Miyamoto's turtle that deals 22% and vertical knockback that kills at 70% with a lingering hitbox that lasts a second (This does not count as a "projectile") before the tile is used up. If the foe steps off of the tile without answering the question, then the next time they step back on it the hitbox will be triggered. Like some other traps like the mines of that character cut from SSB4, this can still be triggered by rolling past it, and there still is enough time to shield the flame jet even if it's just a few frames. It still does heavy shield damage, though, and requires the foe to have a nearly perfect shield to have it not get broken. If the foe answers the question correctly, the tile is destroyed.

The game is checking from the foe's stale moves list, so moves that haven't hit anything don't count for this. If only 1/2 entries in the stale moves list exist, the oldest one will be used. If none exist, the tile simply won't do anything until at least 1 entry is made. Considering Grunty can only have out one of each tile at a time, destroying the tile is a pretty big deal for the foe, especially with how powerful the flame jet hitbox is. They will want to answer correctly if at all possible.

This can potentially bait the foe into using a projectile you want in the pot. More commonly, you'll want the move the foe is being asked to perform to be laggy, of course. If the move in question was a pummel or throw, "grab" will be accepted as a correct answer. If the questions are rigged to be too slow for a foe to want to perform them, foes can be free to not have to answer tough questions by simply triggering the trap after it's created.

I never truly avoid the question, you just have an unhealthy obsession!

If the attack is input as a smash, Grunty will instead place a stopwatch panel. In the game, this forces Banjo and Kazooie to play a minigame rather than answer trivia, completing it within a certain time to avoid the fiery furnace. Some of the "mini games" were to defeat groups of enemies and bosses, and that's what happens in Smash Bros is when a foe steps on the tile.

With a regular input, the tile summons 3 Flibbits when it is stepped on, poisonous yellow frogs the size of a cut aquatic starter turtle. If the foe defeats them all within 7 seconds, the stopwatch tile is destroyed, with the timer being shown above the tile once it starts. If they fail to do so, the stopwatch tile becomes a flame jet trap the same as the skull tile as the Flibbits just vanish.

Flibbits hop about the stage in arcs, going up into the air about an Italian gentleman height as they move, not being able to do so just by walking. They do not pursue foes and will just patrol the stage aimlessly. They will split up after being first summoned, which makes them harder to defeat in the 7 seconds. They have weight comparable to a cutesy rat at 75%, along with 16 HP if that is easier for the foe to defeat somehow. While hopping, Flibbits are hitboxes that deal 4% and radial knockback that kills at 200%. They take a decent breather between hops where they aren't hitboxes where they are vulnerable.

As poisonous frogs, Flibbits deal poison damage on contact. Every second a foe is in contact with a Flibbit, they will take 1% per second. The main way this actually stacks is if the Flibbits are close to each other, which is quite rare, but they spawn together when summoned on the tile the foe stepped on, meaning the foe will take 3% by default. In such a scenario, the foe would take the 3% over 3 seconds rather than 3% instantly, as it counts as a poison status effect. Any contact with the frogs causes this, including attacking them, so foes will ideally want to hit them with a strong hit rather than several weak hits, which should leave them more vulnerable to punishment from Grunty. Alternatively, the foe can simply use projectiles to avoid contacting the Flibbits at all, which can encourage the foe to use their projectiles for Grunty to actually get them into her pot.

If a foe is a platform away from a Flibbit, no more or less, they will vomit up a very small acidic projectile targeted at that point. This attack has a fair bit of lag on it and the frog targets that point rather than the foe, so it is quite easily dodged, though this does not interrupt the frog from jumping about as usual, which can alter the trajectory of the projectile significantly. The projectile does 5% and flinching while causing the foe to become stuck to the ground for a single second, unable to move but still able to use attacks/dodge/anything else that doesn't require movement. If the foe was in the air, they will be covered in said slime for a second which doesn't do anything unless they touch the ground during that second, at which point they'll be stuck for the slime's remaining duration.

Sticking the foe to the ground for a second may seem a bit weak, but this is from 3 minions without requiring any lag investment on Grunty's part, and most of Grunty's moveset is pretty long ranged and projectile filled to naturally take advantage of this effect. If the Flibbit's acid projectile goes into the pot, the effect of the acid will of course carry over. If the projectile is fused with larger ones in the pot, then the amount of ground that remains sticky will be as large as that projectile's width. This can potentially stick a foe to a skull tile to force them to actually answer a question, as the brief one second duration is actually relevant there.

People want to play as a generic toad? What a complete and utter load!

If the attack is charged, the effects of the tiles will change, but you can only have one skull tile and one stopwatch tile regardless of how much they are charged. Charging a skull tile for 10 frames changes the quiz to an alternative question, "What move did I use 3 moves ago?" While the foe doesn't have Grunty's moveset obviously, they simply have to perform the corresponding input that Grunty used. This gives Grunty a fair bit more strategic control into trying to bait the foe into a laggier move - if fighting the king of evil, she'll certainly be more inclined to hit him with her utilt, for example. Aside from that, this can more directly encourage use of projectiles Grunty wants for the pot, of course. Minion attacks will make Side Special enter the list, as does the fire jet trap. Much like the baby turtle's minions, despite entering the stale moves list, this will not actually weaken the power of the Side Special at all, essentially being a free slot.

Whenever the custom pot projectile hits the foe, it causes one instance of every projectile that was put into it to enter Grunty's stale moves list, and does not make Down Special itself enter the list, which can only be achieved by hitting foes with the aerial falling cauldron hitbox. The order the moves enter the list is the order that the projectiles were put into the pot, so the first move will be entered first and pushed down to the bottom of the list faster. Putting multiple of the same projectile into the pot does not make the move enter the stale moves list multiple times, but will make it the most recent move put into the pot again. Grunty's moves will not get stale if the foe's projectiles enter the pot and she hits with it, though if the foe claims ownership, their moves will stale in the same way.

This is rather unimportant information outside of the context of the Skull Tiles. Aside from simply making it harder to track which move the foe needs to do, this enables Grunty to enter multiple moves into her stale moves list all at once. This enables her to specifically get a move she wants into the 3rd slot, and she can potentially put in a "filler move" fast projectile into the pot to change the order. If done correctly, she can hit the foe with other moves during that time, as whenever the projectile hits, she can specifically choose what move is in slot 3 for the quiz. Nearly every character has some terrible awkward move that can potentially be demanded of them.

I'll pick the questions that I want, but sadly, I can't make the answer be a taunt!

If the stopwatch tile is charged for 10 frames, you get Boss Boom Box instead of the 3 Flibbits, who also must be defeated within 7 seconds in order to avoid creating a flame jet trap. Boss Boom Box is the size of a crate, and slowly hops about towards the foe. He can hop up to a microgame maker width towards the foe, but can only hop once every 25 frames, so it is far slower than even Grunty can dash. Boss Boom Box can bite foes for 14% and knockback that kills at 110%, but this attack is very laggy and has tiny range.

Boss Boom Box will take hitstun and knockback comparable to the prince of all turtles at 30/65/100/160%. If an attack does 8/6/4% or more or would knock him 1/0.65/0.4x a platform's distance, he will split into two smaller boxes two thirds of his previous size. This process will repeat two more times after the first split before the smallest boxes will die for good and stop splitting. The smallest boxes will die when hit by any attack that does knockback or hitstun. His biting attack powers down to 10/7/4% and knockback that kills at 140/170/200% as he splits into smaller boxes, but the attack becomes faster. Having a mix of fast weak attacks and stronger slower ones is ideal. The boxes will always move faster as they get smaller, hopping every 20/15/10 frames as they decrease in size.

The primary way to stop the madness is just to knock Boss Boom Box off-stage. This will still count as killing him and pass the test. If the tile was spawned in the center of the stage, though, this can prove annoying to knock him all the way there without making him split much, and luring him there is also annoying due to how obnoxiously slow he is.

Boss Boom Box will evaporate inside of a pot, catching on fire due to his wooden nature. This will kill him without causing him to split. While it might not sound like a good idea to let pots exist if foes can use it to casually kill Boss Boom Box, his splitting properties will be carried over to the projectile inside of the pot. The projectile will split whenever it would naturally expire/hit a target, causing two projectiles with two thirds of all of the statistics of the original ones to be created.

The projectiles will split outwards from the path of where the original ones was going - for example, if it was going horizontally forwards, the split projectiles would shoot out upwards and downwards. However many times the box had left to split is how many times the projectile will split. Note that if the projectile damaged something, whatever the projectile hit will be immune to the newly created projectiles for a single second so that they aren't just immediately hit by them as soon as they're generated. Boss Boom Box will not generate any projectile out of the portal himself if he's the only thing that's been absorbed. If you're worried about your big ultimate projectile of death being casually dodged or reflected, this certainly makes it a more lingering threat.

Foes may choose to directly avoid knocking Boss Boom Box into the pot because of how scary the splitting effect on a powerful projectile can be. If there's a pot on either side of the edge to effectively block them off, this can get annoying and force the foe to fight the boxes directly - all without knocking the smaller ones into the pots. Grunty cannot hit Boss Boom Box, so she cannot force him to split.

Boss Boom Box is always compared to a crate, Stage Builder Blocks are second rate!


Grunty summons her trusty broomstick underneath herself, giving her 3.5 seconds of free flight. She cannot attack while riding her broom, but unlike Sakurai's angel's Brawl recovery, this has a hitbox on it. Grunty builds up momentum as she rockets forwards through the air, starting at the speed of the king of evil's dash, but potentially going as fast as the manly captain's dash after having traveled the width of Final Destination. At minimum speed, she only deals 3% and radial knockback that kills at 300%, but at top speed she will deal up to 17% and knockback in the direction she's going that kills at 125%.

If Grunty stays on the broom the whole time, it will start making sounds like a dying car as Grunty pounds on it angrily to try to make it work, shaking her head in disbelief. The animation will start doing this shortly before it actually expires during which it functions normally, but after that it vanishes and Grunty enters helpless. Grunty can cancel out of the recovery at any time by just jumping off the broom, somewhat comparable to the Side Special of peasant. If Grunty dismounts, the broom will start slowing down, keeping any hitbox it has as it does so. Without Grunty's massive weight on top of the broom, though, it is only half as powerful and obviously a much smaller hitbox.

The broom will hover in place after it loses all momentum. Inputting Up Special while dismounted on the broom will cause Grunty to order it to rocket towards her current location, automatically scooping her up on contact. Grunty's flight time of 3.5 seconds will not reset from this. If Grunty inputs the move as a smash, the old broom will spontaneously combust into flames, dying horribly, and she'll summon a new one. Grunty cannot summon a new broom without touching the ground first. If Grunty is dealt hitstun/knockback while on her broom, she will be knocked off it but the broom will continue going forwards as if she had jumped off voluntarily.

The broom counts as a projectile so long as Grunty is not mounted on it, able to be absorbed into the pot. When combined with other projectiles, it will still start at the highest base movement speed/power possible, but will still accelerate up to the potential cap of the broom in those departments if the broom's cap is above that of the other projectiles.

More importantly, Grunty can still input Up Special to mount the projectile and/or command it to come to her. Increasing the duration of the projectile will not prevent it from being destroyed after Grunty rides it for 3.5 seconds, and if she summons another broom the projectile will still be destroyed (Unless she doesn't own the projectile). Mounting the projectile does not power up the momentum hitbox like when it's a broom, but this enables Grunty to very easily redirect the projectile in any direction she wants. If the foe owns the projectile, she can't mount it, but she can still command it to come towards her if she wants.

If the projectile has been split due to Boss Boom Box properties but also has broomstick properties, all of the projectiles will still respond to the Up Special command to come towards Grunty. She cannot mount the projectiles unless they are at least as large as the original broomstick, however, and all of these split projectiles will still be destroyed whenever Grunty summons a new broom.

Lousy old broomstick! How can you not carry a beautiful spring chick?


Grunty fires a ghastly transcendant projectile that will phase through solid objects. If it hits the foe, their model will turn skeletal for 5 seconds, much like what she did to Mumbo Jumbo, greatly reducing their weight by 10 units (minimum weight the foe can have is 10) along with dealing 10% and knockback that kills at 160%. The knockback is dealt to the foe before taking their new lower weight into account.

Any attack a skeletal foe does that created no projectiles will now launch a bone projectile in addition to the move's normal hitbox. The bone has the weight of a pink puffball pocket monster at 70% and is placed right in front of the foe before it gets hit by the attack in question, becoming a hitbox with identical effects to the foe's primary hitbox. If the move did no knockback, like a grab, the bone won't be created.

While the foe owns their own bones, it is very easy for Grunty to turn this newfound advantage the foe has against them. The bones have the negatives of two of the worst characters in the game - the sentient clown mobile and the gluttonous penguin. The bones are items and can be casually picked up out of the air like a toy turtle to be thrown back at the foe while they are still in the lag of their own attack. In addition, the bones can be reflected by any attack that would reflect one of the fat king's spiked cannonballs, so basically anything besides one of the rocky man's jab lemons, and they will be reflected with the same wacky physics.

This gives the foe access to more projectiles to spam into Grunty's pot to try to claim the ultimate projectile as their own, but also lets Grunty apply the on hit effects of any of the foe's moves to the projectile contained within. This means she can't copy a move's speed or actual hitbox, but this is useful regardless. Her skull tiles can also coerce the foe into potentially using moves she wants for her pot. Note that the negative item/spiked sentient cannonball properties of the bones will -not- be carried over to the pot.

If this is combined with a Flibbit projectile, it will not expire when it hits the ground due to this projectile phasing through solid objects, such as the ground. This ensures the foe will always be hit by the effect rather than creating a trap that may well go unused when it only lasts one second. Even if the foe doesn't touch the ground during that second, it can encourage them to stay in the air when they might not otherwise have wanted to.

It is possible for Grunty to turn herself skeletal if this move's original projectile goes in the pot and the foe throws in enough projectiles to claim ownership of it or make it neutral. Most of her moves are already projectiles anyway, and none of her specials make other bones. This can still potentially provide some use, though is more of taking advantage of a bad thing in case the projectile is turned against her somehow.

Once you're turned into a pile of dust and bone, my minions will make you into my throne!



Grunty shoots out a white swirling vortex of a projectile at the enemy, dealing 18-25% and knockback that kills at 140-95%. It initially spawns in front of Grunty and can be used quite well as a melee hitbox, though a very laggy one. After being created, the spell will start to home in on the enemy. It starts at the very slow speed of the waddling penguin's walk, but increases incrementally over the duration of the projectile with no cap on the movement speed it can attain. It takes a very long time to speed up, 5 seconds to reach the dashing speed of the futuristic racecar driver, but it can potentially go even faster from there. The projectile will linger for a very lengthy 6 seconds if it somehow doesn't hit anything before that.

Ideally, the homing nature of this projectile would require the foe to eventually be hit or shield it like in the game to be rid of it. If the projectile overshoots the foe, it will have to turn around in a wide arc that becomes wider based off the current speed of the projectile. Aside from annoyingly taking some time, this projectile will still vanish when it hits the ground, like a large portion of projectiles in Smash, and this wide arc will often mean the projectile will just hit the ground uselessly after Grunty's expensive lag investment.

This projectile is powerful, lasts a very long time, and homes, making it a very desirable one to get into your pot. The very low base movement speed of the projectile can be overwritten with anything else, and the projectile will continue speeding up beyond that base movement speed with no cap in sight. If combined with the broom, the projectile will accelerate to the top speed of the broom at the rate the broom normally would, then accelerate at the magnet spell's speed beyond that.

The Neutral Special projectile has the property of being able to phase through solid objects, including the stage, and combined with the Magnet Spell it can't be destroyed by touching the ground. Looping inside of the stage if anything is largely a positive, as it will essentially be "invisible" while clipping inside of the stage and make it harder for the foe to avoid it if they're standing on the ground.

If the Magnet Spell splits from Boss Boom Box, it can obviously be annoying to have 2 projectiles to avoid/shield/block with the ground as they home in on you. What can arguably be even more threatening is if the foe avoids the two hitboxes long enough that they start to overlap due to their homing trajectory. While the projectiles will individually have two thirds of the power of the original one, if they overlap and hit the foe simultaneously that's more damage than you'd have got out of the default one. Even if you're looking to finish the foe off and don't terribly want more damage, this is more shield damage than you would normally get, leading to a shield break more easily, which is blatantly better than killing the foe on a character with as much set-up available as Grunty.

If the projectile's duration expires, it will still split. 6 seconds with 3 splits is very long to the point it may as well be forever. Note that duration is one of the statistics that is cut by a third whenever the projectile splits, though, so it's not a full 24 seconds.

If Grunty fuses a Magnet Spell and a broom and mounts it, she will still have full control over it during the time she has mounted it. This enables her to redirect it as she wants before enabling it to resume its usual homing trajectory, and she can also redirect it just by calling it to her with Up Special. If she hasn't made it able to phase through things, this is also needed to keep it from hitting the ground. This can potentially let Grunty fly at much higher speeds than she could normally for otherwise impossible aerial combos.

Run and run, try to escape, it makes you look like a big dumb ape!


Grunty holds her hands over her head as forming a fireball that rapidly grows in size as the move is charged. It starts at the size of the world devouring pink puffball, but expands to be up to 1.25x the size of the turtle with questionable marital status. This is the biggest projectile available in Grunty's set for purposes of combining it with other entities. When the charge is released, the fireball becomes a hitbox as she throws it down to the ground in front of her. On contact with a foe/the ground, the main projectile deals 10% and a flinch regardless of charge, but erupts into a pillar of flame similar to the Side Special fire of the boy with a physically impossible head, but 1.1-1.6X the size. This pillar of flame will deal 8-11% over 3 flinching hits, with the final one dealing knockback that kills at 180-150%.

This power is unimpressive for a heavyweight smash, but the attack has very quick starting lag. The fireball is formed during the charging and is a hitbox after only a few frames for a powerful anti-air. Throwing the fireball down and forward is simply the attack's duration, during which Grunty is still in lag. She can certainly still hit enemies in front of her with this, though doing so is only slightly faster than the sluggish fsmash. If Grunty fires this off-stage, the projectile will continue downwards, much like the peasant's bowling ball fsmash. While not relevant outside of this scenario, the projectile travels at the dashing speed of the plumber with an inferiority complex, and lasts for 3 seconds if it hasn't hit something by then.

If the projectile hits something early, Grunty will be released from lag early, and if it goes a longer distance than usual due to being fired off-stage or something she won't have to continue to remain in lag. Given the goop of pots faces upwards normally, this is one of the quickest spells to throw into a pot. While applying this spell to a pot is useful for set-up alone, using it next to a pot is a legitimate tactic for fighting the foe directly with it just to make the move a lot safer on a miss.

Fused in the pot, this will cause any projectile to generate the fire pillar when it hits something. While the initial fireball's power is very weak, that can easily be overwritten by something else, while carrying over the flame pillar to stack on its damage. The flame pillar's flinch will unfortunately knock the foe out of whatever other knockback they were going to take from the projectile before they are hit by the projectile's final knockback, but it is possible for Grunty to take advantage of this stun to hit the foe out of it with another move like a grab, much like the psychic large brained child. The stun is not long enough to hit with a laggier move like her fsmash, though.

Behold my giant flame pillar! Unlike the Mother's child, this one isn't filler!


Grunty turns to face the fore/background and extends her arms out to either side as small balls of green sludge are generated in her palms, about the size of those used to enslave yellow rats. She will shoot them outwards from herself, traveling a underrepresented gorilla width, dealing 10-14% and knockback that kills at 155-110%. After the projectiles travel this distance, they will turn around in an arc and come back towards Grunty to meet in the middle. When they meet, they will combine into a projectile the size of a ball used at parties. Grunty will catch the large orb of sludge and slam it into the ground afterwards, with 1.6X the power of either of the small orbs.

The smaller orbs of sludge always deal knockback in the direction they are currently going, so if Grunty manages to hit the foe with one of the orbs as it's going inwards, they can ideally get hit into the other one. This deals more damage to the foe than hitting with the combined larger orb, though is much worse at killing of course.

This attack's duration is disgustingly long if Grunty doesn't hit anybody with any part of it. If Grunty hits the foe with one of the small orbs as they're going outwards, though, she won't bother calling the other one inwards and will just end the attack there. If one of the orbs hits something when it's coming inwards and she still has the other one somehow, the move will cut short before the part she'd combine the two projectiles, given she only has one. Given this move's great coverage, you'd have to use it very poorly to not make it a viable move in terms of lag efficiency, though the possibility of a huge punish is there if the foe has excellent prediction.

Copying one of the small projectiles in the pot will cause the projectile to turn around whenever it has flown its maximum range/duration, essentially doubling the range, giving the projectile good coverage, and potentially enabling it to just get reabsorbed into the pot it came out of with minimal effort on Grunty's part. If the projectile had infinite range already from the Magnet Spell or something, this won't have any effect.

When fused into the pot, this will give the resulting projectile that comes out of it the ability to combine with any other projectiles completely identical to itself. This additional fusion cannot occur within the pot, only once the projectile is out with an active hitbox. When fused, the projectile will gain 1.6x the power like in the dsmash, and increase its size to a pinata ball if it wasn't already at least that big.

Recreating a remotely complicated projectile with more than just a few properties in it, much less while one is out and about, is very difficult for Grunty, and will only really occur if it's a very simple combination of 2 or 3 spells.

If Grunty combines the dsmash with Boss Boom Box, when the projectile dies it will split into a pair of identical projectiles that can be fused together. Getting them to come together to actually fuse can be done by making them overlap eventually by homing in on a foe with fsmash, or by summoning them to come to you with Up Special. The resulting projectile fusion will be 1.6X two thirds of the original projectile's power, which is a small net gain in the original projectile's power and can let you prolong its life. When the projectiles fuse in this way, effects from a projectile "being used up" like the usmash flame pillar or splitting from Boss Boom Box will not occur. Fusing the projectile will also not refresh how many times it can split, so there is still a cap on how powerful the projectile can get.

Split up the spell and fuse it again! Off it goes, after those sexist men!



Grunty generates a magic barrier around herself for a defensive nair that hits all around her, dealing 6% and radial knockback that kills at 200%. This shield will specifically deflect projectiles outwards at whatever angle they hit the shield, enabling Grunty to change a projectile's trajectory to whatever she wants based off where she bumps into them with her shield. This will work on enemy projectiles and actually change ownership to Grunty.

While the move is normally very fast, if it hits a projectile there are a good several freeze frames during which the shield flashes before the projectile is actually reflected, trapped in the freeze frames along with Grunty during this time. The amount of freeze frames depends on the power of the projectile in question, 1 frame per 1% the move would normally deal. If Grunty is hit in the freeze frames, the projectile will remain hostile to her and instantly hit her as the shield is knocked down, so it's poor for using it for standard reflecting purposes. If the projectile belonged to an enemy, its speed will increase by 1.3X, the duration will be refreshed, and the power will increase by 1.15X. If Grunty owned the projectile she was trying to deflect, she will not get any kind of bonus, but the amount of freeze frames is only a third of the normal amount to enable her to get on with the move faster.

For the next 4 seconds after Grunty blocks something, the shield will stay up without its normal hitbox. While the shield is up, inputting nair will not effect other projectiles. However, if Grunty is hit with that projectile again and it's hostile, the shield will automatically deflect it without interrupting anything Grunty is doing. The spell shield can only be blocking one kind of projectile at a time. If the foe's projectile is remotely spammable and/or multihit, though, Grunty can't abuse this too much, as the shield will be broken early after 3 duplicates of the projectile it originally blocked hit it.

If Grunty deflects her own projectile with this, it will still be saved to the automatic deflection in the event she loses ownership of it somehow. This can be very useful to outclass a foe's reflector with confidence as you approach alongside the projectile, but can also be used against Grunty as it means she can't use this on her own projectiles without losing the ability to potentially block a foe's most spammable one for free.

If Grunty has made the foe skeletal, all bones they generate are considered unique projectiles rather than just one for the purposes of this move. What's scarier is that if Grunty successfully spell shields a bone, she will be immune to whatever attack generated it for 4 seconds.

If Grunty spell shields any projectile, it's put in the pot, and she is hit during those 4 seconds by the fused projectile, it will carry over the property of her automatically blocking it. This will rarely come up unless the foe has invested a lot into Grunty's pot or has their own reflector, but those 4 seconds of immunity to an all-powerful projectile can certainly help.

Projectile absorbed by the big brained boy? Not with this in my deploy!


Grunty conjures up a small tornado in front of herself, rapidly sweeping her arms in front of herself like she's spinning it into existence with her hands. The tornado is only about half the size of the neutral special of the puffball who's too ashamed to show his face. Once it's formed, she will push it out forwards a platform's width at a speed slightly slower than the dash of the king with the grandma hair. The tornado deals several hits that add up to 10%, with the last hit doing vertical knockback that kills at 165%.

The tornado has a suction effect on it to ensure people are carried along for the ride once they're actually hit. The suction effect barely reaches out from the projectile's natural hitbox, but there is an additional one that reaches out towards projectiles that has a much greater radius, comparable to 1.5x that of Tortoise Sr. The pull is strong enough to pull in any projectile that is not going at the speed of captain manly's dash or higher all the way from the edge of the radius, which will only apply to her projectiles that build momentum like the Magnet Spell and broom anyway. Projectiles are not launched out of the top at the end, and simply resume their normal trajectory once the tornado vanishes.

This move has unfortunate start-up lag, but little to no end lag to enable Grunty to actually fire a projectile into the tornado's suction if she wants. Aside from putting this in the pot, using the basic tornado on the pot projectile can be useful to briefly redirect it somewhere before allowing it to resume its usual path, and can also make a pot projectile with the dsmash/Boss Boom Box combo refuse together quite easily. Put in the pot, this will give the projectile the ability to make other projectiles orbit around itself.

The position of the center of the suction hitbox where projectiles get sucked towards shifts to the left and right of the tornado rather than remaining static at the center, giving the appearance of the projectiles "spinning" about in the tornado and shifting their hitboxes around. While when this is used by itself it's just a brief redirection, a pot projectile enables Grunty to make a much longer lingering source of suction to make a trail of projectiles. While it is doubtful they will all hit, they can all hit if the foe chooses to shield them and potentially break said shield, and spot dodging/air dodging becomes nigh impossible. When the center of the tornado's suction shifts to move the sucked in projectiles in front of itself, it's also possible for it to use those projectile as a "shield" of sorts, meaning the foe will dodge the weak ones and get hit by the primary one actually using the pot.

If you have just Boss Boom Box and a fair tornado in the pot without the dsmash to just refuse them, the split projectiles will be sucking themselves in towards each other. This effectively turns the pair of projectiles into a trap unless they get high enough movement speed to escape their own suction by building momentum with fsmash/Up Special, letting you make a large aerial danger zone. The two tornados will be covering quite a respectable space here, as they won't simply be overlapping but will be effectively dancing as they pass each other in the middle regularly due to the shifting sources of their suction hitboxes moving back and forth. Note that while this suction will effect enemy projectiles, Grunty does not take ownership of them with this, so even if foes can't invest anything into the pot they can still make the zone unsafe for Grunty as well.

Rare's modern reception is at best lukewarm, never again to take the world by storm!


Grunty waves her hand in front of her to generate some sort of pink magic gas. The gas is specifically made behind her and suspiciously looks like it's coming from her tuckus, but it's magic, really, I assure you. This attack starts up and ends quickly, but has a long duration as several hits of multihit gas are generated behind her and long landing lag if she interrupts the move that way as she falls on her rump. This attack will deal 16% in all over the flinching hits, with the final hit killing at 250%. Note that foes can DI out before the bair completes, much like the dair of the horse saddled dinosaur.

The gas will linger for a while after it's created, slowly drifting down to the ground at a quarter of the speed a sentient balloon falls, lingering for 2 seconds. The gas passively deals 1% per second without flinching anybody in it, and will cause foes to take 1% per second for the amount of time they remained within the gas. This will stack with the bair's primary hitbox by default to deal 18% (1% directly and 1% poison damage over time). The lingering gas created by this attack can be spread out about the stage significantly by moving during the attack, and Grunty's superb aerial movement enables her to casually sprinkle the stage with the stuff.

The lingering gas can be made part of the pot projectile and be much more threatening given Grunty is not in lag to produce it - the projectile will generate a trail of gas wherever it goes as if Grunty was using the bair. A lot of space will have to be covered by the projectile to make this a threat, and this is the main scenario where Grunty will ever use her bair directly to create gas to try to get this effect, just to close the gaps. While normally not possible without the pot, multiple instances of the gas will also stack with each other, making a split Boss Boom Box projectile generating gas + Grunty's bair effectively deal 6% a second when combined (3% directly and 3% poison damage the next second).

The final hit on the melee version of the bair KOs earlier than normal if the foe is poisoned. Each second the foe was poisoned for causes the foe to be KO'd 25% earlier. This will not come up too often and should rarely be sought out, but it's a good option if a projectile has managed to spread this out for you. Even if the foe will die to it, keep in mind the move can be DI'd out of though - it's not totally free. This applies to any source of poison damage, including Grunty's Flibbits.

The gas is transcendant as you'd expect from its aesthetic, though because the pot projectile just makes the trail rather than directly getting any of the properties of the bair itself, it does not make the pot projectile transcendant.

Endless unemployed toxic players, paid for by you taxpayers!


Grunty does a tossing motion above her head that summons a small meteor slightly larger than a plumber's fireballs. The move comes out fast and deals 7% and knockback that kills at 160% in the direction the meteor is going. It travels upwards a very small distance as it loses its momentum from Grunty's toss as it stalls in place briefly before it begins falling down to the ground at the slow speed of a balloon with bad vocal cords. The meteor will expire after traveling the width of Final Destination, giving it very good downward range. When it hits the ground or the foe, the projectile will detonate in an explosion 1.5x its regular size, though this is no more powerful than its regular hitbox.

This move gives minimal lag on Grunty's part with no strings attached while creating a projectile with very slow movement speed. While fast projectiles are nice, having access to slow ones to use as psuedo "traps" due to how long they last gives you the best of both worlds. This will be one of Grunty's most spammed moves to toss into the middle of something else casually as additional coverage, nevermind that it functions perfectly fine as a melee range uair.

Unfortunately, using uair will specifically destroy any previously created meteors, so you cannot rain these down on enemies by spamming the move. Note that when the meteor is destroyed, it will explode like if it hit the ground and have the hitbox from that point, enabling you to stretch out the move's hitbox if needed.

This is the only notable property this projectile will give a pot - if one of these is in the pot projectile, using uair will cause it to explode in a hitbox 1.5X its normal size. Pot projectiles can be much bigger than the uair meteors to expand out, so this can be a pretty big deal, and can be used if Grunty just wants to destroy the pot projectile for the sake of on-death properties. If she has multiple of these projectiles from them splitting or something, using uair will cause all of them to detonate. That all said, for the possibilities having the uair in the pot projectile can open up, it prevents Grunty from being able to use her uair for its actual primary hitbox without invalidating the pot projectile, so this shouldn't be put into the pot without actual intent to use its properties.

After having a nice meteor shower, the foe will surely be losing their power!


Grunty does a stall then fall with no stall involved, attempting to crush enemies with her oversized rump as she falls as fast as the Eagle King Up's Special, dealing 18% and a spike just as powerful. Upon landing, she falls over in an overly comical animation comparable to the penguin when he cancels his recovery right against the floor - truly atrocious landing lag to pay for the quick start-up lag.

This landing lag can be avoided by canceling it into warping in the pot, getting picked up by a broom/broom projectile that you commanded to come to you previously, or just by grabbing the ledge like the omnipresent turtle's Down Special. Grunty is very adept at fighting around her pots, which is good when she wants to spend a lot of time around them for set-up purposes anyway. This is a direct attack that doubles as a way to flee as Grunty warps into another pot with largely no lag, canceling out of the dair once being warped to the other pot. Trading with this attack with aerial priority to knock Grunty out of it is very undesirable due to its power, leaving the main option for foes being knocking the pot itself away and/or claiming dominance of the projectile in the pot with their own. Either of these options will leave Grunty punished for attempting to drop on the pot.

Grunty cannot normally be picked up by her broom if in lag or stun, but if in her aerial state from the dair specifically it is still allowed to pick her up. It still cannot interrupt the landing lag of this move, so Grunty must time her fall so that it picks her up before she hits the stage. This technique also lets her actually use this very powerful move offensively off-stage for gimping, where no heavyweight would normally be able to consider it. Obviously, she has to be picked up before she kills herself, so she can't go off too far.

The aerial version of the Down Special can provide an interesting combination with this move. Grunty can drop a pot before falling down after the foe herself, giving the foe two "stall then falls" to avoid to make it obnoxious to dodge. If Grunty drops after the pot, the potlid should hopefully hit the ground and open up its potlid, enabling her to enter into it and warp to the other one. This is a powerful technique for its power, difficulty to dodge, but more notably its extreme difficulty in punishing. If a foe predicts it, it still can be punished by attacking the other pot and/or the space Grunty's hurtbox will be when she comes out.

You think I'm fat? Always the pessimist. You should try being a feminist!



This jab skips straight to the repeating part, with Grunty waving her hands to make fireballs slightly smaller than the corporate Italian's. The fireballs will float about in a ring in front of Grunty as they rotate in a circle, with each one dealing 1.2% and radial knockback that kills at 260%. There are 10 fireballs in the circle, but Grunty does not form all 10 instantly. When the repeating portion is going, she will form them 1 by 1 as she spins the fireballs about in a circle, forming one every 4 frames to send into the rotation. As fireballs are used up in the rotation due to hitting something, Grunty will replace that fireball when the rotation comes back around in front of her where the missing fireball is.

The jab finisher has all of the fireballs converge into the middle, dealing the combined damage of all of them and dealing knockback that kills at 175 - 5% for each fireball that converged, so 130% with all 10 fireballs. The ring of fire covers a space around the size of a villainous tortoise by default, with enough space for italians with dwarfism and smaller to fit in the middle. Aside from the jab finisher itself being potentially powerful, it's possible for foes to bounce around inside of the ring of fire if they manage to get caught due to a poorly placed air dodge, and will specifically have to DI out through the gaps. This move doesn't do direct stun, but is one of your better ways to occupy a foe for a stray projectile to hit the foe. As useful as this can be, keep in mind it takes 40 frames of the repeating jab before you actually get 10 fireballs though, you'll often have to make due with less.

The radius of the ring of fire can be increased if Grunty holds up on the control stick during the repeating portion of the jab. She can potentially make the radius be double the default size to give this move massive range, but this will massively spread out the fireballs, as she can still only have 10, making bigger gaps for foes to get through. If you predict the foe coming in, you can of course make use of the jab finisher, but if the radius of the fireballs is increased, this increases the lag involved in the jab finisher as the fireballs have further to travel in order to converge at the center. Holding down on the control stick will condense the ring at the same speed Grunty can increase it, and if a foe is bouncing around on the inside erratic use of this can make it harder for the foe to DI out.

This is Grunty's fastest projectile to spam into the pot collectathon style if she just wants to claim ownership of the combined projectile. If Grunty currently has no jab fireballs out and attempts to do the jab finisher, she will just cancel out of the stance with just 3 frames of lag since she can't perform it. Expanding and retracting the fireballs is quite powerful for this reason, as you can use the move's rather unique coverage against the foe while sending any unwanted fireballs into the pot. Surrounding the pot (Or any other trap) with fireballs can be a good way to try to knock the foe into it depending on where the gaps in the fireballs are, and you can make those gaps on demand by tightening the ring to send a couple fireballs into the pot, which also passively benefits Grunty.

When put into the pot, this projectile does not have the ability to combine like the dsmash, as this is considered a unique property of the jab finisher. If Grunty inputs jab, though, the projectile in question will be the location of where the ring of fire is created. The pot projectile will count as one of the 10 fireballs, and it will continue on its normal trajectory as it drags the other jab fireballs along with it. Grunty can hold up or down to expand and retract the ring as usual, including the pot projectile. When the jab finisher is input, the pot projectile will go towards the center with the other fireballs, overriding its normal trajectory. It will fuse with the other fireballs in the middle, and assuming the pot projectile was more powerful than the default jab finisher, the hitbox will be the pot projectile's + 1.2% per fireball and KOing 5% earlier per fireball, using up the pot projectile. If the projectile splits due to Boss Boom Box, this boost in power will not be transferred to those two projectiles, being a one time deal for the jab finisher.

Out of the pan and into the fire, Rare employees up for hire!


From her pathetic waddle of a dash, Grunty brings her hands together and thrusts them forwards to create a very sizable projectile the length of a platform, but only the height of a rat containment ball. Any portion of the projectile directly in front of Grunty, as it's first created, deals 12% and high knockback that kills at 115%. As the projectile travels out further and further, it gets slower and weaker to the point it does nothing. It starts out at the speed of an edgy masked swordsman's dash, then travels 2.75 platforms before disappearing as it slowly powers down to nothing before vanishing entirely.

As in the picture from the Tooie Intro where she (very slowly) attempts to chase Mumbo with this, this will not end Grunty's dash. As slow as the projectile gets, Grunty can potentially catch up to it even without going to the air, and the majority of the distance the projectile travels happens in the first half of the move before it lingers awkwardly in the second half. If Grunty fires a duplicate of this projectile into itself, an explosion will occur in-between the two projectiles. This explosion is the size of a gorilla who is not owned by Rare, and is powerful as the move's main hitbox. In addition, this will cause both dashing attack projectiles to be reflected to either side, renewing their durations. This means one of the two projectiles will be coming back towards Grunty, and it will spend a sizable amount of time with a strong hitbox.

While far from a quick move, once one of these is out the second one will get you a sizable amount of bang for your buck in terms of safety and stage control. In order to get one out, you can put this in the pot projectile, in which case if you fire dashing attack projectiles at the pot projectile the large explosion hitbox will happen and both projectiles will be reflected away from each other, getting full speed. The slowing/powering down of the projectile won't be saved if it's combined with anything else, as this is a negative property. This has comparable size to the usmash and can sometimes be a preferable projectile hitbox to it, though with them both in the pot usmash will override it.

If this is combined with the dsmash/Boss Boom Box combo, then fusing will override the reflection hitbox. If this is combined with just Boss Boom Box spliting, though, when the projectiles split the reflection will occur, greatly and quickly spreading them out while making a hitbox as powerful as the dashing attack's initial one in the middle. While having them overlap and/or refuse is nice, this can enable you to actually use the two projectiles as different entities much better given they'll now be spread out and better cover space.

Can you blame me for being so slow? I'm not in a rush to get my next Rare cameo!


Grunty generates spectral green energy out of her hands, generating a projectile half as long as a platform while being as tall as a collectible monster ball. The projectile will travel forwards 1.15 waddle king widths before it loops around back towards Grunty, traveling as fast as the ninja of contested gender, and will speed up to be as fast as even the hedgehog regularly copied by fans by the end. The projectile travels in a circular arc, leaving more than enough room for the fattest of the fat to fit inside, before looping back to its original position. From here, the projectile will travel forwards an additional platform width before finally expiring. Grunty is in lag for the entire duration of the projectile's flight.

The move initially does a weak 3% and knockback that kills at 260%, but Grunty will at least have the luxury of being released from lag earlier than normal if it hits at the start of the move. By the end, the move will deal 15% and knockback that kills at 100%. The move has an additional wind hitbox on it in the space in the middle of where the projectile loops around, which lightly pushes enemies backwards about a garlic obsessed man width, but like other wind effects is quite hard to approach through while it's out. This can give Grunty some degree of defense if she wants to hit with the projectile when it's more powerful, giving it some time to loop around. The wind hitbox will also boost the speed of projectiles that pass through it by 1.35X if they're going in same direction, slowing them down by that much if going in the opposite direction. This speed alteration is very short lived given the fact that it will return to its regular speed over a second.

No properties can actually be taken from the ftilt, given pot projectiles do not copy the arcs of projectiles. Rather than this giving the projectile the ability to accelerate, the pot projectile will just copy whatever the ftilt's current power and speed was. If the foe will give Grunty the time, she can get the max power version of this into her pot as she builds momentum with the loop de loop, though if Grunty is hit out of this move before the projectile hits something it will poof out of existence given she's channeling it. Grunty can get more powerful moves than this into her pot with less effort, the reason of course is to get the speed.

It fits them inside no matter how much they weigh? Still won't cover that ugly toupee!


Grunty causes a geyser of green lava to erupt from underneath her with surprising speed for the range on this move, roughly the size of a space giantess. The move deals 8% and knockback upwards that kills at 190%. Grunty will ride the lava geyser up to the top of it as she summons it, meaning her hurtbox is above the hitbox and making it very dangerous to use as anti-air, but the move comes out so quickly it's still viable if you catch a foe off-guard.

After Grunty reaches the top of the lava geyser, it disperses and she falls to the ground on her buttocks, gaining superarmor and dealing 13% and vertical knockback that kills at 120%. This portion of the move passes very quickly, but can let Grunty sort of use the move as a weird counter if she wants against grounded foes as her hurtbox is moved and she gains superarmor. If all of this fails, the move has quite bad ending lag to be punished, of course.

At the top of the lava geyser, Grunty can cancel out of the attack by jumping to avoid the part where she falls. This lets her transition directly into her powerful air-game, and at low percentages the foe will take little enough knockback that the boost Grunty is given by this move can open up some basic comboing ability like the uair. The lava does not count as a projectile to be absorbed, though is obviously a disjointed hitbox.

You think I look like an imp mother? Surely, you must have me confused with another!


Grunty takes out her sentient broomstick and sweeps the floor with it for a simplistic attack that deals 5% and knockback at the sakurai angle that KOs at 190%, tripping foes at very low percentages, though with enough ending lag it's not that useful anyway. If the sentient broomstick was already out for this attack, she will use a generic broom instead of her sentient one.

If this is used in front of the pot, Grunty will stick her broom in said pot and stir it around like she was cooking a stew, removing the dtilt's hitbox. This will cause the end of her broomstick to get covered in the pot's goop. This will erase all of the contents of saved projectiles inside of the pot and transfer it to the broom. If Grunty doesn't own the projectile in the pot, though, the broom will just get burned up instantly. Grunty can also sweep up spilled goop from the pot to transfer the effect to the broom, saving it from expiring a few seconds later.

Once Grunty has the goop on her broomstick, she can use dtilt to spread it out onto the stage again. This will put the goop on the stage with identical properties to when it spills out of a pot, including the fact that it expires in 3 seconds unless swept up with her broom again. If the goop is specifically on her sentient broom, she can also use the collected goop with Up Special. When Up Special is used with goop, it will fall downwards off of the broomstick through the air behind her, similar to when Grunty uses her bair. There is a farting italian's worth of goop to spread, which can cover a bit more distance if Grunty is moving and was high up when she used the move so it drops to the ground.

Actual goop that has not been interacted with by dtilt will just warp foes between the two pots, not to the dtilt goop, and the dtilt goop will specifically warp foes towards the opposite pot of the one Grunty collected the goop from. This means even with the ability to make the goop an active hitbox off-stage, you cannot warp the foe -to- a position off-stage, only -from- a position off stage. In any case, if Grunty can go without using her recovery a while this gives her access to warping the foe to her pots in the air on demand, potentially. If Grunty wants to retain full use of her recovery, she can collect the goop with a generic broom so that it will only come out when she uses the dtilt, which will also warp the foe on hit.

This can enable Grunty to turn the dtilt/Up Special into powerful KO moves as well as they steal the power of the stored projectile in question with the goop they're moving about, though this is riskier when it's more of a one-shot hitbox compared to how long Grunty can keep them around in projectile form.

Brooms aren't mops, and furthermore, they're not props!



Grunty reaches out to physically grab the foe with her hand in a rare move to not use magic. The only way Grunty does anything impressive without magic is by throwing her weight around, and as such this move is poor in terms of both range and speed, on par with the terrible grab of the villain who covets wind. Her grab can be improved to something more average if she does a dashing grab, but dashing with Grunty is quite a commitment when she dashes even more slowly than the previously mentioned villain.

Grabbing foes is exceedingly useful if you can manage it with her potentially long lingering projectiles. In SSB4, foes are superarmored during all throws, so if a projectile is coming to hit the foe you can start-up a throw to make them take the damage of the projectile without even knocking them out of your grab. If you want to kill the foe outright with the projectile, just don't do a throw and all will be well. In order to make this realistically happen, Grunty will want to call the projectile to her with Up Special or have it be homing in on the foe with fsmash. This gives Grunty quite a luxurious kill confirm if she can manage it, or just a way to pile on heaps of damage. Her grab is quite predictable in this scenario, of course, and is plenty punishable if she just spams it to desperately try to make this happen.

Ancient MYM made lots of grab-games without a throw, MYM has many sets that really blow!


Grunty attempts to drain her opponent of life, dealing 1% and healing herself of 1% per pummel. With each pummel, they start to turn a sickly green and rot all over, while Grunty starts to turn skinnier and younger. Each pummel increases Grunty's dashing speed by .15 units, while decreasing her weight by 2 units. The foe will be treated as if all of their moves in the stale moves list were one more use stale with each pummel, while the power of Grunty's damage on all her magic attacks will be boosted by 0.5% while proportionately boosting the knockback from having more damage due to how Smash calculates knockback. The pummel itself and the jab fireballs will not be boosted in power, though the jab finisher will. After 10 pummels (the cap), Grunty will fully have her model from the Banjo Kazooie game over screen, though with her usual outfit from her normal form. 10 pummels gives her the weight of a green italian (97 units) and dashing speed just slightly slower than the manly captain at 2.29 units. The loss of weight can be mitigated if the foe's vital KO moves are in the stale moves list, making foes have to save them for actually KOing.

The effects of the pummel last for 7 seconds after the foe is thrown/grab released before Grunty becomes old and fat once again. If Grunty pummels them again while a pummel's effect is ongoing, this will stack with the previous pummel while refreshing the duration. Grunty has an outright terrible standing grab, but her dashing grab is mostly just bad because her dash is so slow. Increasing her absolutely awful dashing speed can make landing more grabs to chain this effect more feasible. The increased dashing speed is also very generous to her dashing attack, enabling her to keep up with the projectile fired at the start to be able to just reflect it quickly with another dashing attack at the more middle ground speeds, while being able to outrun it at top speed in order to use it as coverage behind herself.

After 5 pummels, Grunty's dair changes to a move cloned from the suitless bounty hunter's Down Special, given she's not fat enough to collapse on people anymore. The only difference is this version will not pitfall enemies - if she was going to do that, she would've done it when she was fat, not skinny. If Grunty hits an allied projectile with it, she will kick off of it with magic as if she had hit a foe, enabling her to use other objects to cancel her dair rather than just the pot.

The power boost can be saved to be used long after Grunty loses her young form by putting any projectiles with boosted power into the pot. Your fsmash is the most powerful move in your set, so foes will have to do their best to keep you from getting it in with the power boost.

My body goes through quite the conversion, pretty villains are the hot new subversion!


Grunty blasts the foe into the air with set vertical knockback and 4% damage, then jumps up into the air to crush them with her weight. When she lands on them, the foe will be dealt 8% and diagonal knockback at a 45 degree angle that kills at 145%. Grunty will of course fall to the ground, giving her some very slight ending lag and removing any kind of combo possibility. Like with dair, Grunty can cancel out of this by landing into a pot, potentially sending her ahead of where the foe will take their knockback and enable a combo.

If Grunty has used the pummel at least 6 times, she will just do a kick that has the same power as the hip drop. The mechanical difference is that Grunty is no longer crashing to the ground, leaving her in the air and able to follow up on the move much better and being able to use her great air speed. The move still has any degree of ending lag of course, but the primary regular ending lag of falling to the ground is removed.

Once you get a taste of my hip drop, you'll practically beg for me to stop!


Grunty brings up several thorns from the ground to entangle the foe. The last one is brought up underneath the foe to send them flying backwards with 9% and knockback behind Grunty that can KO at 130%. The foe will be entangled in the thorns for 5 seconds, during which time any attack they perform will deal 1/10th of its damage to themselves. In addition, that move will enter the stale moves list, further confusing the foe for the skull tile quiz. Hitting her pots and Boss Boom Box also of course causes moves to enter the list, for that matter.

If any fire hitbox hits the foe while they are entangled in vines, the damage will be boosted by 5% and the status effect will end early. Grunty has a lot of fire based projectiles to start with, but any projectile can be considered one when fused with a real fire move in the pot.

After you're having your damage returned, I'll then make you feel the Bern!


Grunty hits the foe with a blast of magic, turning them into a Flibbit from the Side Special. This was intended to be in the ending cutscene of her original boss battle, but was removed due to time constraints. The blast of magic deals 7% and vertical knockback that kills the Italian gentleman at 200%, being very unimpressive on its own in terms of power.

The foe will remain a Flibbit for as long as the natural hitstun of this move would last, which doesn't stun any longer than any other traditional uthrow. Being a Flibbit changes the foe's hurtbox, and more importantly makes them a balloon weight, as light as the character who named that weight tier, while having the same small falling speed to reduce their resistance to the vertical kill power of this move even further. Characters heavier than the Italian gentleman will retain a bit of their weight and falling speed as a Flibbit, with the hotel owning turtle still keeping 15 weight units over the pink balloon. This does not stack with the foe's weight loss from being skeletal. The foe will be light for the knockback of this throw, meaning it KOs significantly earlier than its low knockback would imply, KOing balloon weight foes at around 150%.

So long as the foe remains in hitstun after the uthrow is performed, they will remain in their lightweight frog form, and this applies to hitstun from any move, not just the uthrow's. If you can hit the foe with an outside projectile during this time, it can potentially kill foes much earlier than normal. Note that the foe will be superarmored during the actual throw itself and the throw animation is very, very fast, so this isn't as easy as it sounds to actually exploit the foe's weight loss. Grunty will specifically have to have a projectile above her to knock the foe into for this to work. She can make projectiles come to her/the foe with fsmash/Up Special, but if they're coming from the side they will generally not make it in time. This requires some decent set-up in order to actually get the bonus of this throw.

Whenever the foe gets out of hitstun, they will be poisoned like when they contact Grunty's Flibbit minions. For every 15 frames they remained a Flibbit they will be poisoned for 1 second, with a minimum of 1 second. This provides a bit of relevance when fighting already very light characters and if the foe isn't at a high enough percentage to KO.

After the heavies are turned into a toad, off the blast zone they go, surely KOed!


Grunty kicks the foe with her stubby leg, dealing 4% and knockback the foe back with terrible knockback that kills at 210%. The reason she is bothering to use her leg is to keep her hands free to channel a spell. This causes Grunty's jab fireballs to appear around the foe, all 10 of them. This enables Grunty to channel the jab with it centered on the foe's position, with the fireballs moving along with them, similar to how they can be synched to a pot projectile. They will always start with enough room for the foe's model to fit in the middle so that that aren't just automatically comboed by the fireballs, giving them the ability to dodge them.

If Grunty does not hold A after performing the throw, she will just automatically do the jab finisher which can of course be dodged. If she holds it, she can keep the fireballs going for a while. The fireballs will always move fast enough to keep their same distance from the foe, though can be made to close/be farther away from the foe by holding down/up as usual to make it more difficult to predict when the foe needs to dodge or shield. Grunty cannot generate any more fireballs here beyond the first 10, unlike the real jab. When the jab finisher starts, it will not remain synched to the foe's position once it begins doing so, while enclosing the fireballs will but won't have any killing potential in the knockback.

This move is even stronger than my breath, it's as bad as the 360's red ring of death!


L.O.G. appears and is disgusted with how Grunty has chosen to antagonize the foe, it's so yesteryear and unpopular with the cool kids of today! L.O.G. takes away her ability to use magic and summons a gigantic vehicle for her to use instead. The vehicle uses the MYM 12 moveset for Garbage Man, which L.O.G. would probably unironically think is a better moveset than Grunty's regular one.

Grunty gets inside of the garbage truck, which itself suggests it is powerful enough to be a 3v1 boss, and has access to all of its broken glory for 12 seconds before it vanishes. All of the garbage in the truck is replaced with N64 Cartridges of Banjo Kazooie and Banjo Tooie, with googly eyes of course. Grunty should make use of Garbage Man's dair to dump all of the awful video games on the foe, since she only has 12 seconds to use the moveset anyway.

Bird and bear, once a famous pair, never to be seen again in a good game from Rare!

  • Nov 8: Posted Moveset
  • Nov 8: Made Neutral Special not carry over mechakoopa/gordo properties to pot
  • Nov 10: Various minor fixes from Roy's reading
  • Nov 11: Added Flibbits and alternate Skull tile quiz to Side Special. Replaced Uthrow. Brief mentions of Flibbits on bair and Neutral Special. On the quiz, if the answer is a throw or pummel, grab is now accepted.
  • Nov 11: Clarification/animation change to directly show question text to quizzed enemies.
  • Dec 27 2017: Reuploaded images to imgur after the death of photobucket.
Last edited:


Smash Rookie
Nov 11, 2016

Every time Absol appears before people, it is followed by a disaster such as an earthquake or a tidal wave. As a result, it came to be known as the disaster Pokémon.

Absol is a dark type Pokémon introduced in Gen 3. It is a very rare sight. In the games, it's incredibly frail, and a bit slow. It makes up for that with it's massive base 130 attack, and with the ability Super Luck, it can get powerful attacks with an increased critical hit chance!

In Smash, Absol uses a large variety of Dark type moves, like in the games. It also learns a Psychic type move, in Psycho Cut, which he'll carry into Smash as well. This set is for Sm4sh.


Weight: 4/10 Same as Peach
Height: 5/10 Stands a little smaller then Mario.
Width: 8/10 Being on all fours makes you a lengthy hurtbox. Around DK's width.
Walk Speed: 8/10 Around Sonic's walk speed.
Running Speed: 6/10 Above average run speed. Same as Toon Link's.
Traction: 8/10 Around Fox level, making him not slide around much.
Jump Height: 6/10 Above average jump.
Double Jump: 6/10 Also above average.
Air Speed: 4/10 Around Marth and Lucina's air speed. Slightly below average.
Fall Speed: 7/10 Falls at the same speed as Meta Knight.
Recovery: 6/10 Amazing recovery move, but Fall speed hinders it.
Priority: 8/10 It's hard to out-prioritize Absol, but not impossible.

Woah, those are some incredible stats! Nearly every stat is above average, except for a few. Well, the fall speed is a good thing, but a bad thing too, since it can hinder his recovery and make him easy to be combo. He is a bit on the lighter side, but isn't a featherweight. His height is OK, but his width can make him a big target. He also has below average air speed, and when mixed with his fall speed, it really hinders his off-stage game. He has good speed, good jumps, and excellent priority, so when on the ground, he's a strong fighter, but isn't as powerful in the air without solid ground beneath him.


Disaster approaching!

When Absol's at 100% or above, he'll become cautious, changing some of his animations ( see below ) While this effect is active, his Walk and run speed are reduced to 4/10, but in return, if an oppotnet tries to use an attack that will K.O, time will slow down ( they go at half speed) for one second, and allow Absol to dodge out of the way. However, every time this effect is active, the length of them slowing down will be halved, if it reaches only a quarter of a second, then time will no longer slow down.
This allows Absol to avoid incredibly powerful attacks last moment, yet the effect lasts shorter every time, and can only activate thrice before doing nothing. Also, his speed is reduced, making him play more defensively when his percent is high. Time will not slow down if you're mid-roll or shielding. This requires fast instincts when you've activated it more then once, only having half or a quarter of a second to roll out of the way.


Idle: Absol stands patiently, glaring forward. If Disaster approaching is active, he pants and glares at the foe, waiting for their move.
Idle Animation 1: Absol clenches the ground hard while glaring intensely.
Idle Animation 2: Absol pokes at the ground with his paw. While disaster aproaching in active, he looks upwards, glaring above him.
Walk: Simply steps forward.
Run: Simply runs forward.
Jump: He crouches down and jumps up. Low jump squat.
Double Jump: He flips in the air.
Crouch: He quickly gets low, glaring forward. When crouching, he becomes a good amount smaller.
Shield: He closes his eyes and focuses, making the bubble appear.
Roll: He jumps in the direction inputted. Very fast dodge, even faster in Disaster approaching.
Spotdodge: He quickly steps into the Z-axis, nothing special.
Dizzy: He stands in place, trying to gather focus, but stumbles around.
Sleep: He kneels down with his eyes closed, sleeping peacefully. In Disaster approaching, he has a serious look when sleeping.



Absol scratches down, followed by scratching up. The final hit is a slash with his horn downwards.The range is OK, and it's rather quick.
2%, 2%, 4%

Dash Attack
Absol leaps into the air and scratches down. He bends down in the attack, giving the horn a hitbox as well. Decent damage and good knockback. Low lag, claw part can K.O Mario at about 170%, horn part can K.O Mario at about 160%.
6% claw, 8% horn


F-Tilt: Hex

Absol's eyes turn purple, creating a small vortex infont of him. The vortex has a vaccum effect, drawing foes into the multiple hits. Hits 4 times and the final hit has good knockback. Starts KOing Maro at 155%. Moderate start-up, but low end lag.
2%, 2%, 2%, 4%

Absol uses his horn and slices upwards, high range and works as a great anti-air thanks to it's amazing priority. It doesn't work well aginst grounded foes, however. Low startup and ending lag, alongside low knockback, lets it work well in combos.

D-Tilt: Magic Coat
Absol surround himself in a purple barrier, dealing damage to anyone who run into it. Any projectile that runs into it will dissapear, and it has excellent priority. The attack has good knockback, but horrible knockback growth, overall making this attack bad for combos and damage. Very quick start-up, but some ending lag. Hits the foe upwards with a slight horizantal knockback.


A baisc spin in the air. Low knockback and knockback growth, letting it function well for combos. Short landing lag, and rather quick. Knockback hits them in a diagonal up angle.

Absol cuts forward with his horn. Nice range and priority, mediocre knockback, but good growth. Decent landing lag, quick startup, but some ending lag. Horizantal knockback slightly angled up. K.Os Mario at about 130%.

Bair-Shadow Claw
Absol's claw gets cloaked in a shadowy aura, and he stabs behing him. Pretty good damage and knockback, but the knockback growth is quite high, allowing it to K.O Mario ( All of these will be on Mario BTW ) at about 85%, being a great K.O move. this move has good range, about the width of Gannon, and good priority, but it has a good amount of startup, and some ending lag as well, and some landing lag as well, making it one of Absol's laggiest moves., making it usually the only air attack he performs in the air.

Uair-Zen Headbutt
Absol's head gets cloaked in a pink aura, and he headbutts upwards. It has high damage, and more hitstun then a normal attack. It has low knockback, but a fair amount of knockback growth. Not very much ending or startup lag, but has a bit of landing lag. K.Os at about 125%.

Absol reels his paw up, and then slams it down with incredible force. A powerful spike,but has allot of startup, ending, and landing lag. Good knockback. K.Os at about 145%. The spike can K.O as early as 50%.


F-Smash-Play Rough
While charging, Absol looks satesfied glaring with an evil smile. He then performs multiple scratches, with large hitboxes and amazing priority. This attack hits 5 times, and the last hit deals high knockback, KOing at about 115%. this has quick startup, but considerable ending lag, so be careful when using it!
3%, 3%, 3%, 3%, 6%\

While charging, Absol crouches low, glaring into the sky. Absol's horn becomes green and extends and he pokes it in a diagonol up angle. A quick smash that has low startup, but a bit of ending lag. It's angle can be hard to hit too, but the tip deals extra damage and knockback. This is a good smash, and if timed right, can do great things! KOs at about 140% without tip, and 110% with tip.
16%, 21% tip

While charging, Absol has a serious face and has a red aura surrounding him. He then does two mighty scratches on both sides of him. This attack is incredibly powerful, KOing at about 105%. This attack has some startup lag, but high ending lag. If you attack a foe and send them flying, Absol's damage and knockback are reduced to 0.8, and damage and knockback dealt to him is increased by 1.2. This effect lasts for 6 seconds, but the massive damage and knockback can be worth it.

Grabs and Throws

Bites forward, low range, but is rather quick, and hard to punish. Absol holds the foe in his mouth with a serious face.

Absol bites harder on the foe, still keeping his serious expression. About as fast as Corrin's pummel.

Absol lets go of the foe and headbutts them, set knockback which sends them forward. Nothing too amazing, but it's an OK get away from me option.

Absol tosses the foe behind him. Decent damage, and can K.O Maio at about 180%. Nothing very interesting.

Absol quickly tosses the foe upwards, very low knockback and knockback growth, making it good for combos.

Absol claws become green and he slashes in a X shape, dealing good vertical Knockback, KOing at about 130%. Good damage as well, used as a damaging throw or KO throw.


Neutral- Psycho Cut
Absol's horn glows purple and he sends a purple object, looking near identical to Cloud's neutral special. The projectile has OK priority, and travels about half of final destination long. A special property of this attack is the fact that it will power through two projectiles before getting canceled out, allowing it to be used as a projectile shield. It travels a little faster then Clouds neutral special. This attack has low startup and ending lag, but not very much knockback.

Side-Sucker Punch
A very important move in Absol's moveset. It lasts 90 frames, but in the 3rd frame, if any of your foes have a hitbox up, Absol will dash at the foe at incredible speeds. He can travel about 3 stage builder blocks up and down, and this attack has incredible priority, one of the highest in the game. This does good knockback and damage, but, if there wasn't a hitbox, Absol will stumble around for a long time, being very vurneable. His fall speed is halved though, so it has a niche use in aiding his recovery. However, knockback and damage he take when in these frames is 1.2.
The amount of lag this attack has if failed is pretty bad, but if you succeed in it, it will be very rewarding. It requires allot of predicting, but it can be an incredible move. You can use the attack very quick. This attack KOs at about 110%.

Absol leaps up 5 stage builder blocks high, and can be angled to go 2 stage builder blocks horizontal at the cost of having one less stage builder block high. After use, you can use any attack except for Pursuit until you land. If the foe is in the recovery range, he dashes towards them and strikes them down with his claws, working as a meteor, KOing at about 90%, and boosts him 2 stage builder blocks high afterwards if he hits them.

Down-Super Luck
Absol leans down with his eyes closed as an orange aura builds around him. This attack takes 2 seconds to complete. When the animation is completed, the next atack Absol uses has 1.2 damage and knockback, this effect lasts for 12 seconds, but when one of Absol's attacks hit, the effect ends. This attack isn't very safe, so you almost have to have your foe off-stage to use the attack. This can certainly help nail a K.O, and an attack like Shadow Claw can KO as early as 65%, and deal 15.5%!

Final Smash-Mega Absol
Absol mega evolves into Mega Absol, having a near identical animation to Lucario's. This Final Smash lasts for 12 seconds. He is immune to flinching and knockback, but it's duration is shortened when hit. While active, Absol's damage and knockback is increased by 1.2, and Absol has 5 jumps thanks to his wings. His jump height is as high as Luigi's now, and runs as fast as Little Mac. If Super Luck is used during this, his damage and knockback is increased by 1.5 instead of 1.2, giving his back air monstrous damage and knockback, dealing 19.5 damage and can K.O as early as 40%! And for good measures, it can KO Jigglypuff at 35%!

Absol likes playing offensively right from the start. People who try to keep themselves at a distance behind a wall of projectiles can be dealt with by using Psycho Cut. Absol doesn't like fighting in the air when there is't solid ground beneath him, due to his poor air speed and high fall speed, but likes being in the air with the stage beneath him. He has excellent air attacks, Nair can be comboed into any of his other air attacks, except for Bair and Dair sometimes.
He can use Super Luck when the foe is off stage, to go into a strong finisher, such as Superpower or Shadow Claw. His recovery is good with Pursuit, but sometimes he just won't make it if he goes very far off stage.
Anyways, you should send a few Psycho Cuts to get in close, and then try to rushdown. Sucker Punch can be used when in a tough spot to deal out some quick damage. Superpower is an excellent finisher and damage dealer, especialy with super luck, but the fact that his attack and defenses are lowered afterwards, makes it a risky attack.
After Disaster Approaching is activated, he plays a bit of a punish game. He uses his attacks to sap them up, and if he gets into a close call, he can avoid the attack. It gets harder and harder over time, and after using laggy moves may still result in them KOing. You have to try and preserve your disaster approaching uses, and sapping them up over time.

Taunts and Victory Poses

Side Taunt
Absol yawns.

Up Taunt
Absol glares into the sky.

Down Taunt
Absol gets a confident smile.

Victory Pose 1
Absol looks at the screen smirking.

Victory Pose 2
Absol is seen looking into the sky, he then glares at the screen with a smirk.

Victory Pose 3
Absol fires two Psycho Cuts at the screen, and jumps, before smirking at the screen.

( I'll try >.< )

Absol v.s. Link: 65/35 Absol's Favor

Link relies a lot on his boomerangs and arrows at a distance, and Absol can easily wall them out with Psycho Cut. Absol can rush in with Sucker Punch, and can start going for combos. Also if you get him off the stage, since his recovery is gimpable, Absol can go for a Dair, or a Super Luck to Bair, to try and get a KO. If Link can get up close and start to use his sword, Absol can have some trouble. Link can KO Absol with F-Smash in the 90s, so he has to get him there without going over so he doesn't trigger disaster approaching.

Absol v.s. Sonic: 30/70 Sonic's Favor

Absol's wide hitbox allows sonic to get him in the range of his attacks easily, and he can rack up damage on him pretty easily. Psycho cut can be troubling, but it's not very troubling as soon as Sonic gets in close. Sucker Punch can also be troubling, but if Sonic predicts it, he can easily punish it. Absol doesn't have much times to Super Luck either. One thing Absol can do is use Dair to stop his recovery, or try to get an early KO with Bair.

Absol v.s. Mewtwo: 50/50 Nobody's Favor

Absol's Bair is very threatening against Mewtwo. It can get a KO at early percents. Psycho Cut isn't much of a threat for Mewtwo thanks to confusion. They're pretty even when it comes to close combat, but Sucker Punch can be a surprise for Mewtwo. If Mewtwo predicts it though, he can deal out a lot of damage. They both have threatening meteors though, making it a close call for the favor.

I hope you enjoyed it ^~^ This is my first MYM moveset, so feel free to criticize it and try to help me improve.


Smash Lord
Apr 26, 2007
Las Vegas, Nevada
Switch FC
Forgot to mention it, but the Halloween Iron MYMer's one week ofc expired, although I am going to count Grunty since it was only off by one day and I hadn't posted the message. (Detheroc is being counted as part of Halloween due to the fact it was only posted when it was due to me being unclear in my Memer wording)

The November Iron MYMer is ofc still going strong. Get out those last month sets!


Smash Rookie
Nov 11, 2016
Forgot to mention it, but the Halloween Iron MYMer's one week ofc expired, although I am going to count Grunty since it was only off by one day and I hadn't posted the message. (Detheroc is being counted as part of Halloween due to the fact it was only posted when it was due to me being unclear in my Memer wording)

The November Iron MYMer is ofc still going strong. Get out those last month sets!
So, does my Absol set count?


Smash Lord
Apr 26, 2007