Sucy Manbavaran is one of the protagonists from Trigger's
Little Witch Academia. Hailing from Southeast Asia to attend classes at Luna Nova Magical Academy, Sucy looks most like a stereotypical witch of stories, with pale skin, eerie purple hair, a constant stoop, and has a fascination with mushrooms, potions, and poisons. Sucy gets in misadventures with her friends and classmates Lotte and Akko, the latter of which serves as Sucy's guinea pig for many experiments. Sucy is the most level-headed of the three witches, despite her occasional sadistic nature, and seems unfazed by Akko's emotional outbursts. While of average skills at spellcasting and broom-riding, Sucy is gifted at chemistry, able to create hyper-potent potions capable of melting minotaurs into puddles.
STATS
Sucy's stats match what one expects from a spooky magical schoolgirl; small, light, and fairly fast, Sucy tends to prefer not being hit to the alternate. While technically taller than Toon Link, due to her slouch she levels out at about the same height. At 92 units, Sucy weighs just between Palutena and Diddy Kong, a little on the light side for her size. While walking, Sucy's arms seem to disappear into her cloak, amplifying her spectral appearance, and she travels along slowly at Ryu's walk speed. While running, she does pick up a fair bit of speed luckily, giving Rosalina a run for her money. Sucy's ground jump is fairly average, at about Ness' abilities, but Sucy's aerial jump is covetable, similar to Zero Suit Samus' double jump. In the air, Sucy is mobile, on par with Mewtwo's airspeed, but floats slowly back down to the stage like Kirby does.
SPECIALS
NEUTRAL SPECIAL - HARVEST
By holding this move, Sucy will wave her wand in a harmless motion towards the ground. Around her feet, three mushrooms sprout up from the stage: on the left will be a tall, thin mushroom, topped with a blue cap, which is an
Air Shroom; in the middle, a small mushroom, uniformly dark purple in color, which is a
Tox Shroom; on the right, a stocky mushroom with the classic red and white pattern, known as a
Life Shroom. Sucy will reach down and pluck one of the mushrooms depending on the next input used; down has Sucy choose the Tox Shroom, left will pick the Air Shroom, and right will have her snatch up the Life Shroom. Outside of specific inputs, Sucy will hold onto this mushroom, acting more of a cosmetic difference than a true item, and the mushroom cannot be knocked or otherwise removed from her hand.
As a fungus fanatic, simply holding one of these mushrooms will enthuse Sucy and provide her a latent buff to her stats. The buffs aren't game-changing, but are still a boon to Sucy with no trade-offs outside of her ability to only hold one mushroom at a time. The Tox Shroom gives Sucy a damage buff to all of her offensive moves of 1.1 times, rounded up so every move gains a minimum boost of 1% damage. Moves that explicitly increase in damage by using the Tox Shroom are unaffected by this buff. While carrying the Life Shroom, the inverse of this is true, and Sucy will receive a small protection from attacks that filters out .1 times the damage dealt, again with a minimum of 1% removed from hits on her. The Air Shroom acts a bit different while held by Sucy, giving her a buff to her jumps and a debuff to her fall speed. Sucy's ground jump is boosted to Pikachu's, her double jump to Falco's, and her fall speed drops to Jigglypuff's, having the largest impact out of all the mushrooms.
If this move is tapped, rather than held, Sucy will swoop down to the ground and pick her favorite, a Tox Shroom, off the ground, which serves as the default mushroom for this set. Similarly, if used in the air Sucy will quickly locate and extract a Tox Shroom from her robes. Both instances are much faster to grab a mushroom, but don't allow Sucy to handpick the best mushroom for the situation. Should Sucy use this move while holding a mushroom already, she will discard the old one harmlessly as she picks a new one.
SIDE SPECIAL - ENLARGE
Used on its own, Sucy points her wand forward and casts a hex, predated by a bright light from the tip of Sucy's wand that lasts for 22 frames. The spell manifests itself as a jagged bolt of magical energy, traveling roughly two-thirds of a BFP from the tip of the wand directly ahead of Sucy. The spell has some gentle homing, but will not adjust in wild directions from its path. If the spell connects with a foe, they will take 6% damage and suffer from an unpleasant... side effect. For a brief moment, the struck foe will expand as though they had collected a Super Mushroom. They are still flinching while large, so this won't backfire on Sucy, and will last 10 frames, enough to cover Sucy's recovery from the spell and throw out a fast move to start up a combo. Used in the air, this move comes off faster, at 18 frames, giving Sucy some aerial leverage. The opponent, however, is merely a guinea pig for this spell, not the intended recipient. Rather, this spell is designed for use on Sucy's mushrooms, and gains different effects whenever Sucy is carrying a mushroom. These variations also come off much faster at 17 frames on the ground and 15 frames in the air. With the exception of the Tox Shroom, tapping the input will have the move continue until canceled or hit out of.
While grounded and carrying a
Tox Shroom, Sucy will cast her hex on the mushroom and hold it forward as it quickly expands. Covering Sucy's middle half, this mushroom will stay expanded for 25 frames before quickly shrinking back to its normal size. The massive mushroom acts as a counter for Sucy, making up for a long startup time with a solid number of active frames to counter with. Should the mushroom be struck by an attack, a spray of toxic spores will erupt outwards from it, similar to Peach's counter. The cloud of spores, which only last a few frames, deals the same damage it takes with flinch. The size of the cloud, however, is dependent on the damage of the attack that activated the counter. If struck by a 1% damage hit, the cloud is half the size of Peach's counter, and increases all the way up to a cap at 50% damage and above to having a diameter half the size of Final Destination. Of course, this is a rare treat only gifted by the strongest of the strong in Make Your Move. Hitting Sucy behind while this counter is active is safe, activating the counter on the opposite side of her.
When used in the air, after the mushroom expands Sucy will swing it around in a circle for an additional 15 frames. While spinning the mushroom, Sucy can move left or right a BFP, giving a bit of horizontal recovery. Sucy's fall is only marginally slowed, though, limiting this move as a recovery option. The mushroom itself is more elongate than wide, compared to the grounded version, stretching from Sucy about half a BFP. The mushroom itself hits foes for 10% damage with weak knockback, better for giving Sucy breathing room than killing. In addition to the damage of the raw mushroom, a trail of toxic spores is left behind Sucy as she travels, dealing 5% flinchless damage to any foe who inhales them. After spinning once, Sucy is left in her helpless state as the mushroom shrinks back to normal.
On the ground, using this move while Sucy holds an
Air Shroom will have her cast her spell as the mushroom creates a shield in front of her. Rather than blocking physical attacks, as the Tox Shroom does, the Air Shroom will reflect any projectiles back away from Sucy. The projectile's speed will remain the same as when it hit the mushroom, and the damage of the projectile will be increased by 1.5 times should it hit an opponent. The mushroom will also block physical attacks, but not counter them, and will only take up to 25% damage from non-projectile moves. This move can also be held indefinitely, unlike the Tox Shroom, but has 20 frames of recovery as the mushroom deflates back to its former self.
When used in the air with an Air Shroom, the mushroom will expand rapidly as it's hexed, held above Sucy and turning into a parachute. This mushroom greatly slows Sucy's fall speed, as one would expect, and lasts until Sucy cancels out of it or is hit by a move. The top of the parachute deals 5% damage on the top of the mushroom, but very minor knockback. The parachute provides decent horizontal control, allowing Suzy to move a BFP in either direction for each drop in her height she falls.
When the
Life Shroom is held by Sucy when used on the ground, she will cast her spell on the mushroom as it expands, lifting the larger mushroom over her head and shoulder like an umbrella. Unlike the other versions of this move, this doesn't block or reflect any damage sent at Sucy. Instead, while this move is used Sucy will twirl the mushroom above her head as green spores fall from it over her body. As long as this move is used, this dust will heal Sucy slowly; every 20 frames, Sucy will have 1% damage alleviated from her. Healing is a powerful ability, of course, and there are a few caveats to this. The recovery when ending the move is more extreme than the other forms of this move, taking a full 32 frames from ending the move to the FAF. This might not be as terrible if the mushroom provided any protection, but given that Sucy is more or less helpless, this move will see more sparing use.
Used in the air, the Life Shroom provides an entirely different effect. As the mushroom expands, Sucy swings it under her body and stands on the underside of the mushroom. Cosmetic green spores spill over the mushroom under Sucy as the mushroom slows her decent, though not as much as the Air Shroom does, but provides exceptional horizontal control beyond what either the Tox or Air Shrooms give. Excellent for horizontal recovery, this move does not have any hitboxes, once again meaning that Sucy is very vulnerable while using the move. The recovery on this move is fairly expeditious, luckily, though it ultimately puts Sucy back in helpless should she not land back on the stage.
DOWN SPECIAL - WITCH'S BREW
When used, Sucy will wave her wand as the tip begins to glow. 22 frames later, a cast iron witch's cauldron spawns in the air in front of her, immediately plummeting down due to its massive weight. On the purely offensive side, this cauldron does decent damage when it slams into opponents, at a very nice 11%. The knockback is even better, at base able to KO at 90% and beyond, though with very low scaling. Once on the stage, the cauldron loses its hitbox and becomes solid, acting as a barrier on either side and can be stood on safely. Should the stage under the cauldron for any reason vanish the cauldron will fall again, reactivating the hitbox.
The cauldron is about Kirby's size, and remains as a construction on the stage until its 50 health is depleted. The cauldron shows visual indication of its damage, becoming more cracked as it takes hits. When the cauldron is destroyed, it explodes in a splash of mysterious green brew, scalding nearby foes for 5% damage. As long as a cauldron remains on the stage, Sucy is unable to spawn a second one, so picking a good spot to deploy her cauldron is essential. When used in the air, Sucy will aim her wand straight down and spawn the cauldron underneath her., and this actually saves 2 frames from the grounded version. If truly desired, this move can be held on reserve to give Sucy a great off-stage gimp, as once off-screen Sucy can produce another freely. However, this strategy misses out on a big aspect of Sucy; potion creation.
Sucy can use the cauldron to combine ingredients to create poisons and potions to use. Sucy can use this input while within arms reach of her cauldron while holding a mushroom, and she will drop her current mushroom in the cauldron in a very quick motion that takes 5 frames. By dropping any two mushrooms into the cauldron, the surface of the liquid inside will begin to bubble. After a second of this boiling, the fluid inside of the cauldron will have changed color based on the ingredients used. From this point on, Sucy can use this move with empty hands next to a cauldron and she will quickly fill a vial with the concoction. Each combination of mushrooms creates a unique potion, a total of six options, but the general function of the potions are the same; they act as throwing items equivalent to capsules, which explode on impact with anything and deal a default 3% damage to any opponents. Opponents hit by a potion will have a faint color around them for the following five seconds, matching whatever potion they were hit by. A nice bonus to the potions is that they work hand in hand with the mushrooms from Harvest, as the shrooms do not count as normal items. The different combinations of mushrooms and the potions they produce are listed below.
As the Tox Shroom is Sucy's favorite of the mushrooms, the
Toxic Potion, made from solely Tox Shroom, is her go to for corrosive cocktails. In addition to the 3% damage dealt from the hit of the bottle, the foe will flinch from the hit as they take another 10% damage from being drenched in the toxic mixture. Additionally, for the next five seconds foes will have their damage taken multiplied by 1.1 times, with a minimum of the 1% increase. A mix of a Tox Shroom and a Life Shroom will produce a
Poison Potion, a slow damaging poison. Once soaked in this potion, the opponent will take rapid damage over the next five seconds. Foes will take 1% damage every 20 frames, dealing up a total of 18% damage when the vial is included in this. However, the foe suffers from no hitstun from being hit by one of these potions, meaning this mixture is terrible for interrupting attacks.
A combination of a Tox Shoom and an Air Shroom, the
Petrifying Potion will inflict flinch on the opponent and give them a temporary buff on their weight, adding 10 units of weight to the foe. In addition to the increase in weight, foes have their jumps weakened to 80% of their normal height. This effect lasts for a full five seconds.
Two Air Shrooms combined will create an
Air Potion. This potion deals great knockback in addition to the 3% damage from simply hitting the foe, vertically launching the opponent with enough force to 90% and above, making this potion one of Sucy's best option for killing foes. Additionally, for the next five seconds the foe will take increased base knockback from attacks by 15 units.
A combination of an Air Shroom and a Life Shroom will create a
Cloud Potion, which acts opposite of the Petrifying Potion. For five seconds after being hit, foes will become lighter by 10 units, and will have their jump height increased by 20%. While this makes it more difficult for Sucy to combo the opponents, she can better KO them while affected by this potion. Finally, two Life Shrroms combined will create a beautiful
Life Potion. This potion can be thrown straight down and will actually affect Sucy herself, as she will heal 8% of her damage. This potion can also be thrown at opponents, where it will deal 3% damage on impact and immediately heal off 8%, a net loss of 5% damage for the opponent. For the next five seconds, the opponent will also heal 1% damage per second. Surely there's no benefit to using this potion on foes, right?
Well, in addition to the immediate and lingering effects of the potion, as long as the opponent is discolored from a potion they will be susceptible to certain effects from some of Sucy's other attacks. In particular, opponents affected by the Life Potion are susceptible to the most potent of these effects, and Sucy may very well want to capitalize on these effects. The additional effects from potions all last five seconds as listed, but can be overwritten by a second potion effect. However, the timer on any single potion cannot be extended, and there's a three second cooldown before the same potion can affect the foe. Once a cauldron has a potion in it, it will remain that mixture until changed, and should the cauldron be broken it will splash the elixir as though it were a larger potion.
UP SPECIAL - BROOMSTICK
Sucy waves her wand and in a matter of 8 frames a broomstick appears beneath her. Like any respectable witch, Sucy flies around on a broomstick, and when used on the ground, Sucy will kick off the ground and launch herself upwards. Similar to Charizard's Fly when used from the ground, this provides mostly vertical distance with poor horizontal control, lifting Sucy two and a half BFPs into the air. When used from the air, the startup is increased, taking 15 frames to launch. However, Sucy can then input a direction similar to Fox's Fire Fox, allowing her a greater range of recovery. Sucy becomes a hitbox while using this move, soaring into foes to deal 6% damage with alright knockback, which KO's starting at 155%. Sucy is left helpless after this move, so she must make a choice when recovering to use either her broomstick or Enlarge.
If Sucy has a potion in her hand while using this move, she can choose to use it at any point by entering either the Standard or Special input. The former will have her throw the potion directly ahead of her. This can be useful on approaches, getting Sucy in close so she can hit the foe with both a potion and her broom. Additionally, if used on the very tail end of the move, Sucy can give this move phenomenal range in any direction. Use the latter input and Sucy will instead smash the potion over herself. Sucy will be unharmed, but will be surrounded by a small cloud of the potion for the remainder of the move. If Sucy runs into any foes while surrounded by this cloud, they will take an additional 1% damage from the attack and will be enchanted by the potion's effect. This gives Sucy good coverage, deterring foes from interrupting her recovery, but also lacks the strength of being struck by a vial and has more finite range, trading off utility for safety.
This move also changes a bit depending on whether or not Sucy is holding one of her mushrooms. The move listed above is how the move functions on its own with no mushroom in hand. The
Tox Shroom gives the move more power when held by Sucy, plowing into opponents for 10% damage
after the Tox Shroom boost. The knockback also gains a buff, allowing her to to KO foes from 140% onward. While holding an
Air Shroom, this movie carries Sucy farther, giving her a whole three BFPs of recovery. Additionally, Sucy gains more horizontal control when used from the ground. The
Life Shroom bulks Sucy's attack up while held, and gives her armor during the flight of the move. She can still be knocked out of the move during the startup of the move, but her actual recovery cannot be interrupted while holding the Life Shroom.
SMASHES
FORWARD SMASH - SLINGSHOT
Sucy pulls out a small wooden slingshot as she charges this attack. By default, she will load the weapon with a small rock during the charging animation. Sucy then releases the slingshot, catapulting the rock forward. This move has excellent range, launching a fast projectile that covers three-fourths the distance of Final Destination. The rock is also small, however, making it a hard projectile to hit with. Sucy can adjust the angle of the move slightly up and down as well, but with a very finite range that limits the move to in front of her. The rock deals between 10% and 15% damage, depending on charge, and lacks a bit in the knockback department, starting to KO at a relatively lofty 155%. This is an excellent ranged Smash as one can tell, and on top of the high speed
and range projectile, Sucy recovers quickly from the move. While holding a potion, Sucy can and will load the vial in place of the rock as she charges the move. Once released, the move is functionally identical until hitting a foe. The vial shatters as if thrown, dealing an additional 3% damage with the damage from the Smash, and soaking the opponent with whatever effect the potion delivers. Should the Air Potion be used for this move, the knockback from the move will be overwritten by the potion's higher knockback.
Any mushrooms held by Sucy will also help contribute to this move, altering how the slingshot behaves. The
Tox Shroom gives the slingshot a bit more
oomph on the release. Not only does this provide a damage boost of 2% to the projectile, but the slingshot will fire the rock or potion farther as well, allowing Sucy to pinpoint foes from an entire Final Destination away, giving her supreme control over the ground. If Sucy instead has an
Air Shroom in her hand, she will gain significantly more vertical range with this move, able to aim anywhere within a 90 degree arc in front of her. In addition to this wider range, the projectile will also deal more knockback on a hit, launching foes vertically with force to KO at a much nicer 120% damage and above. If the potion used during this is the Air Potion itself, the KO threshold is lowered even further, allowing KOs as low as
75%, making this Sucy's absolute best killing move should she hit with it. Finally, the
Life Shroom gives the property seen from Broomstick, giving Sucy armor on the charge of the move while holding it.
UP SMASH - ARC LIGHT
Sucy stoops close to the ground as she charges magic in her wand. As the move gains power, the tip of the wand glows, with its aura of light increasing with charge. Sucy lowers her height a fair deal while charging this move, which might help her avoid some high reaching projectiles. Upon release, Sucy springs back up, swinging her wand over her head. Sucy drags her wand through the air for a total of 15 active frames, leaving a faint trail of magic behind it. The actual wand will deal between 14% and 19% damage when striking foes, throwing them vertically with the force to KO starting from 135%. The trail left behind the wall deals a static 5% non-flinching damage to any opponent that makes contact with it, covering Sucy fully from the top side. Sucy has 14 frames of recovery from this animation, which can leave her vulnerable to counterattacks.
In a vacuum, this is Sucy's strongest smash in terms of both strength and knockback, but in practice comes off as the weakest, as both the other smashes can depend on bonus damage through the use of potions. To make up for this handicap, this move can utilize mushrooms in a manner similar to Enlarge. Should Sucy be holding a mushroom when using this move, she will stoop down and, instead of charging her wand, will begin waving it in circles around the mushroom, casting her enlargement spell on it. The mushrooms do have increased startup
and recovery compared to the default form of this move, but it's mostly negligible and remains constant between all mushroom forms.
When the
Tox Shroom form of this move is released, Sucy will swing it like she would her wand. The mushroom is comparable in size to a Home Run Bat topped with a Green Shell, to give perspective on its hitbox. The swinging on the mushroom, as well as the active frames on the other mushroom variants, is increased to 20 frames as it is swung, taking a bit more time to finish. Similar to the wand, the mushroom leaves behind a trail, though its trail is made from toxic spores and not magical dust. The actual hit from the mushroom has increased strength, swinging into opponents and dealing between 18% and 25% damage. Knockback from the move gains a very slight buff, but the damage is the big plus with the Tox Shroom. The mushroom's hitbox is also generous, giving a decent range both vertically and horizontally above Sucy.
Holding an
Air Shroom, Sucy will stand back up and, rather than swinging the mushroom, will 'stab' it straight into the air above her. The Air Shroom starts off tall and thin, with the cap of the mushroom tightly bound to the bottom of the stem. This initial hit of the move comes off very fast, but the thin hitbox can be hard to hit with. When it does hit, it will deal a slight increase in damage from the default of the move, ranging between 16% and 22% damage. The knockback on this move is much greater, however, launching foes vertically with force to KO from 95% damage, a good reward for hitting a small hitbox. After the initial hit, the mushroom will quiver for a few frames before the cap unfolds, giving the mushroom an umbrella-like appearance that covers a the same range as the previous versions of this move above Sucy. This part of the mushroom deals a bit less damage on hit, dealing the same as the default form of this move (14% - 19%). The knockback on this form of the move takes a bit of a hit as well, starting to KO at 110% and beyond.
While using a
Life Shroom, Sucy will cast her spell on the fungus and lift it in the air directly above her. Visually, this is similar to the startup for the Air Shroom variant, though the stem of the mushroom is shorter and the cap slightly wider than the initial portion of the aforementioned version. Unlike the Air Shroom, this mushroom only hits above Sucy and will not expand like the former does. This mushroom has a slight increase in damage, 15% - 21% damage, and a small buff to knockback, KOing at 125%. While this variation may seem pointless compared to the others, simply a harder to hit and slightly better version of the default, the Life Shroom gives a neat property for this move. Should the Life Shroom connect with a foe, not only will it damage them but will actually sap a bit of health, incentivizing this mushroom over others. Specifically, the mushroom will drain a third of the damage it deals as it launches the foe, healing Sucy between 3% and 7% of her damage.
DOWN SMASH - MAGIC MISSILE
Sucy lifts her wand up above her head, pointing it to the stage in front of her. As she charges the move, magical energy manifests in the tip of the wand. Upon release, Sucy fires a blast of magic from this position at the stage directly in front of her. This blast is similar to Enlarge, a bolt of energy, and Sucy will aim her wand and drag this spell across the stage up to a half of a Battlefield Platform from her. This animation takes 10 frames to complete, and little recovery on Sucy's side. This magical bolt deals solid damage, compared to the two other default smashes, dealing between 12% and 17% damage. The bolt also has good knockback, throwing foes at the Sakurai angle with the ability to kill starting from 135% damage.
The mushrooms Sucy can hold provide some unique utilities to this move, though the move stays more or less the same. With the Tox Shroom out, this move gains more power, boosting the strength up to 16%-22% damage. The Air Shroom increases knockback, as expected, allowing this move to KO at 120% and above. The Life Shroom gives a more unique effect, and Sucy will instead start from the end of the range of the attack and end the move at her feet. While not a power boost in any way, this helps to eliminate the telegraphing of the move. As a small cosmetic effect, the spell will change color to match the mushroom used.
This spell has volatile effects when used on foes who had recently been affected by one of Sucy's potions, which is where the true power of this attack lays. The effect varies from potion to potion wildly, giving Sucy reason to brew to the situation. When this is exploited, the potion effect on the opponent will be used up, no matter how much time they still had.
When an opponent affected by a
Toxic Potion is hit by this move, the magic will amplify the lingering toxic nature of the potion, melting through the opponent to deal a burst of potent damage on top of the hit from the attack. This manifests as a splash of purple liquid bursting from the target, dealing an additional 10% damage to the target and they are launched as normal. The splash surrounding the foe will also hit nearby opponents, dealing a weak 3% damage to them with only minor flinching. While the foe suffers from the effects of the
Poison Potion, hitting them with this move will agitate the poisons. This will cause the foe to suffer from several small bursts of poison as it pulses through their body. This will affect foes over the course of three seconds. At the beginning of each second, a small cosmetic splash of green poison will emanate from the foe, dealing 3% flinching damage each time. In addition to more damage, this is great for interrupting foes and leaving them open to Sucy's attacks.
When an opponent is struck by this move while still under the influence of the
Petrifying Potion, they will take no extra damage and will take no knockback at all. This is because they are quickly turned to solid stone as the spell increases the potions effect, a unique 60 frame state that prevents the foe from moving or being knocked back from attacks. This leaves the foe entirely open to as many combos as Sucy can fit in a second. Opponents who are petrified cannot be affected by any of Sucy's potions or other effects, only able to be damaged. Should this move hit an aerial opponent, they will turn to stone and plummet straight down. If Sucy can manage to hit an offstage opponent, this this move becomes a very potent edge guarding tool.
While still affected by the
Cloud Potion, opponents will take the normal damage and knockback from the smash. In addition, the foe will be obscured by a cloud, similar to the Smoke Ball, a light blue in color. This cloud lasts for five seconds, during which the opponent, and any other foes the cloud touches, will take 2% flinchless damage per hit. The
Air Potion will make the opponent far more susceptible to knockback when hit by this move, as a result of the purebred nature of the potion. While not a fun, cutesy effect like some of the other variations, this makes this move very threatening, as foes will be launched with far more force vertically, able to KO foes from 95% and beyond. While this number might not seem absurd compared to some of Sucy's other options, this combines with the increased knockback from the foe being affected by the Air Potion already, giving a solid kill potential.
Finally, being affected by a
Life Potion and being struck by this move has the most potent effect, as described earlier. After being struck by the move, opponents will be frozen for a 15 frame period as red magic swirls around their body, able to be damaged but not knocked around as seen earlier. After this period the magic reenters the opponent, creating a small burst of magic that deals 5% damage to anyone around the foe. The foe will take 10% damage in addition to the initial hit of the move, and will be launched vertically with force to KO from 90% damage. A very powerful move, this depends on Sucy hitting a foe with a healing potion and then following up on it.
STANDARDS
JAB - WAVE OF A WAND
Sucy begins her jab with a simple downward swish of her wand in front of her. A quick motion, this strikes foes for 2% damage with minor stun. Ultimately a very standard move, inputting it repeatedly will allow Sucy to place a levitation spell on her wand and let it go in front of her. With each further use of this move, the wand will rotate in a a very fast circle, dealing an additional 2% to anyone struck. Every time the move is used the wand will travel farther from Sucy, leaving a trail of magic behind it. Sucy's wand can travel up to a maximum of one and a half BFP from her before reaching the cap on its distance. The trail left behind the wand deals a flinchless 2% damage to anyone in it every second. The finisher on this jab is an uppercut performed by the wand, a quick upward stab that deals a final 3% damage and weak vertical knockback. The reach on this jab is great but the farther the wand has traveled from Sucy the longer it will take to return to her, ranging from nearly instantly to 10 frames. As the wand flies straight back to Sucy, it remains a hitbox that deals 2% damage and knocks opponents towards Sucy. If Sucy is disrupted while using this move in any way, the wand will poof into nothing and reappear in Sucy's hand, eliminating the magical trail.
As par for the course, Sucy's mushrooms change how this move acts. The trail left behind the wand will match the color of the mushroom held by Sucy, indicating a change in the effect of the spell. The
Tox Shroom will increase the damage of the trail, upping from 2% to 4%, though still without any flinch. The Tox Shroom also allows Sucy to use the move more rapidly, shaving a few frames off all the animations. This allows Sucy to send this out with more speed, eliminating a bit of the risk. The
Air Shroom actually adds some heft to the trail, adding hitstun to the magical hitbox, giving more protection from counterattacks. The Air Shroom will also increase the general range of the attack, allowing Sucy to use this move for up two 2 BFPs.
The
Life Shroom has more unique effects than the other mushrooms. The trail left behind the wand will actually heal foes at a rate of 2% per second, rather than harming them. All is not useless, however, as the foe will sustain the slight discoloration for the next five seconds as though hit by a Life Potion. This does mean the gradual healing over time, but it also gives Sucy a foothold for her potent spells that demolish opponents affected by the Life Potion. The other aspect of this mushroom is that when the wand reaches its maximum range it will double back and return to Sucy, rather than lingering at maximum range. If the wand reaches Sucy again, she can continue to use the move to send it back out, creating a never-ending oscillation.
FORWARD TILT - POINT BLANK
Sucy performs a sudden jab forward with her wand, brandishing it as a tiny sword. This initial stabbing portion deals 10% damage before any buffs, a decent chunk given the speed of the move. The tip of her wand acts as a sweetspot for this move, dealing the same damage but powerful horizontal knockback capable of KOing at 75% damage, making this a great move for ending a stock. Hits on other parts of the wand having negligible knockback. However, Sucy's small, slow stature combined with her short disjoint on her wand make this less effective than other tippers such as Marth. In addition to this stabbing maneuver, Sucy will follow up the move with a short, close range blast of magic, giving a little safety on the move. This magical burst emanates directly from the tip of Sucy's wand in a fraction of a moment after the initial stab and takes up the space of a Smart Bomb (
NOT its explosion). Foes hit will take less damage, as it deals 6%, and knockback that launches foes a short distance, KOing around the 200% range. One of Sucy's most reliable and consistent moves, hitting the foe in any capacity (aside from on a counter obviously) tends to be safe, with high knockback on a sweetspot or extended hitbox following the ultra-low knockback sourspot.
While Sucy's mushrooms do not come in to play for this move aside from the buffs they provide, the opponent suffers a static effect should they be coated in any of Sucy's potions when hit by the magical burst of this move. For the first five potions, Sucy will deal a little extra damage (8%) and knockback to the opponent, allowing her to KO in the mid hundreds range. However, as mentioned the
Life Potion effects are more potent, and here the foe will take an increased 10% damage and much higher knockback, allowing KOs around 90%. If Sucy can get the foe coated in her Life Potion, she can easily perform a quick KO with either portion of this move, making it a staple for her set.
UP TILT - FIREWORKS
Sucy points her wand to the sky, acting as a short range jab for a weak 4% damage should foes be within range. Following this initial point, Sucy fires a spell from her wand a little similar to her DSmash. This orb of magic produced flies up one Sucy above herself at a fast speed before erupting into a burst of energy. The initial bolt deals 11% damage with mediocre knockback, making it a decent choice earlier in a stock for close range attacks. The real power of the move comes from the explosion, roughly the range of an expanded Hothead, which hits foes for a weaker 8% damage but good knockback away from the epicenter of the explosion, allowing her to KO foes from 125%, giving Sucy some more variety for her kill moves and making a great follow up for some of her later moves such as her Back and Up Throws.
While Sucy holds one of her mushrooms, she will alter the spell a bit to make it both more fun and more powerful. Holding a
Tox Shroom will have Sucy fire a purple orb of magic which will create a skull shaped explosion. The radius, while a little abnormally shaped, will also be a bit larger, making for an easier hit. The damage on the move will increase, allowing the initial orb to deal 15% damage and the explosion to deal 12%. On the other hand, the knockback on the move is decreased and only begins KOing around 140%. The
Air Shroom will create a blue ball of magic which ultimately erupts into a mushroom-shaped explosion, again with a slight range increase. While the damage on the move is decreased to 8% and 6% respectively, the knockback on the move sees a drastic increase, allowing the explosion to KO from 85% on hit. Finally, a held
Life Shroom will create an adorable heart-shaped explosion from a pink-red ball of magic. The damage and knockback on the initial burst of magic remains unchanged, but the explosion becomes a fast two-stage move. The first half, as the heart appears, deals the same damage and knockback as the standard form of this move, but will heal all the damage dealt to the foe back to Sucy as the foe is knocked away. Following the formation of the heart, it will crack down the middle, falling to either side a little bit as the damage and knockback see a significant increase to their max available in this move, making it highly potent. However, this no longer retains the health sapping abilities.
DOWN TILT - OVERGROW
Sucy stoops over and prods at the stage in front of her with her wand lazily in a quick and harmless motion. A few frames later an entanglement of grass and thistles grows from the ground, coming up to about half of Kirby's height. On its own, this bundle of foliage will hit foes for 7% damage. The upward growth of the plants will also launch opponents vertically with high scaling and low base knockback, starting to KO at 145% damage and above. There's a bit of ending lag as Sucy examines the growth of the plant for research, only able to act again once the plant has retreated back into the ground. This is a fairly average tilt on its own but gains its utility from the compounded effects from Sucy's alchemy.
While holding any of her mushrooms, the weeds this attack produces will be swapped out with mushrooms of the same variety.
Tox Shrooms deal increased damage and knockback, upping the hit to 11% damage that can KO from 125% and above. The
Air Shroom will also deal increased damage, though only boosted to 9%, and rather than increased knockback will deal some solid hitstun with minor knockback, keeping foes locked in place for another hit. Of course, the foe will be knocked out of this move eventually, preventing infinite mushrooming. With the
Life Shroom, this move becomes another health-stealing move, though the move gains no damage or knockback boost. Sucy will simply recover half the damage she deals with this move, not a gameplay changer but a nice bonus.
This move has unique properties should the opponent be covered in any of Sucy's potions while she holds a mushroom in her hand. The opponent will find themselves overgrown by the mushroom of that type, a cosmetic effect which places tiny mushrooms across the body of the foe. This treats the opponent as being coated in a potion for seven seconds, though only the Tox Potion, Air Potion, and Life Potion are represented as their corresponding mushrooms are available for this move. This move is the only way to reset the timer on a potion effect, and unlike potion effects being exhausted the mushrooms will remain after being hit from moves like the Down Smash until the timer is up. While mushroomed, foes cannot be affected by a second potion effect. After the seven seconds are up, the mushrooms will fall off from the body and disappear, giving the opponent the same effect invincibility as the potions.
DASH ATTACK - LOW RIDER
Out of her dash, Sucy will perform a short leap into the air as her broomstick materializes under her. Sucy then zooms forward at an increased speed, body low to her broom, becoming a hitbox that deals 10% damage to foes. At the very beginning of the move, Sucy actually deals slightly less damage, only 8%, as her broomstick materializes. Foes are also knocked upwards with high knockback, able to KO from 130% onward. Sucy travels around one and a fourth BFP with this move, giving some fair distance. At the end of the move, Sucy hops off her broom and regains her composure as the broom vanishes, giving this move 15 frames of ending lag to be punished with.
Sucy can actually perform a 180 degree change in direction during the move should she wish by tapping the opposite direction. Sucy will spin around and lose her momentum as she faces the camera, dropping the damage done by the attack to 3% with very little knockback. During this sensitive period Sucy is vulnerable to counter attacks, but if timed properly gives Sucy an escape method should she change her mind on attack. This pivot isn't quite fast enough to catch foes off of a dodge on reaction, but a predicted dodge can give Sucy the upper hand. After pivoting, Sucy will travel a distance of one BFP before the move ends. Sucy can only pivot one time over the course of the move.
Naturally, having mushrooms equipped gives a few advantages to Sucy's moves. The
Tox Shroom provides this move the most obvious buffs; while equipped Sucy will fly farther and hit harder, making this the obvious offensive option. As for the specifics, Sucy will now fly a distance of one and three fourths BFP before ending the move, a nearly 50% increase in range. On the turnaround, Sucy will continue flying one and a fourth BFP in the opposite direction, a smaller buff on her backpedaling range but still an increase.
With the
Air Shroom equipped, this move gets a little funky. In addition to the knockback increase from the mushroom, Sucy will gain vertical range, beginning to fly upwards over the course of the move on an exponential path. The distance Sucy travels remains the same, but the path bends upwards and lifts Sucy into the air. At the end of the range, Sucy will be nearly twice her height off the ground, after which her broom will vanish and drop Sucy down to the stage
not in helpless. If Sucy reverses direction while in the air, she will perform a spin around at a slightly increased speed and fly back her path with
additional range on the return trip rather than less, taking her a fourth of a BFP further. This can be nice for knocking foes up into the air, though followups are tricky to achieve with this, or for smacking a vertical opponent with high knockback.
The
Life Shroom has the most familiar effect of all the mushrooms, replicating the armored buff from Broomstick. Obviously armor on attacks is objectively a positive buff, but here Sucy can effectively hit and run, as this eliminates the risk in performing a 180 against opponents. Additionally, Sucy now has the ability to continue pivoting, losing a fourth of a BFP each time she does so. After the range is depleted, Sucy will be forced to dismount. While Sucy enjoys having a sustainable move with armor, she can accrue plenty of damage if she relies on this for too long.
AERIALS
NEUTRAL AERIAL - MAGICAL BAT
Sucy holds her wand to her side as though preparing to hit a baseball with a bat. As she swings her wand in front of her, a magic-based bat of energy will extend from her wand, giving the move Marth's Falchion range. The move is quick, though Sucy wants a little range from the foe as her wand acts as a sour spot that only deals 5% damage with minor knockback. The bat itself will deal 9% damage with great horizontal knockback, allowing KOs from 135% and above. Sucy shakes her wand once to clear the bat from it, giving a chunk of ending lag on which she can be punished. Like similar bat moves, Sucy can actually reflect projectiles with this, a useful move in air fights given the high number of BAir projectiles in MYM. Once again, Sucy can replace her wand with one of her mushrooms when she holds them, giving more power, range, etc. The mushrooms are fairly simple in this instance; all three give the same shape and size mushroom, the same length as the original bat but with a cap that gives greater vertical range on the move. The
Tox Shroom will deal increased damage but lesser knockback, allowing Sucy to dole out 14% on a hit but only KOing around 155% (still not shabby!). The
Air Shroom acts the opposite, only dealing 7% damage but enough knockback to KO from 90% damage, another of Sucy's great kill moves. Finally, the
Life Shroom has a slight buff to both damage and knockback, dealing 11% with the force to KO at 120%, but will also provide armor throughout all of the attack, giving her a powerful and safe aerial.
FORWARD AERIAL - BOTTLE ROCKET
In a nearly lagless motion, Sucy brings her wand up with both hands, preparing a quick spell that takes a further 10 frames to fire. Once fired, a luminous white orb, a little larger than a Pokeball, will be emitted and fired from the tip of the wand. Traveling at a pace and trajectory similar to the Luigi's Fireball, though begins to dip towards the end of its trail downward. With an effective range of one BFP, this is a relatively short-range projectile, and upon hit with an opponent will dole out a mediocre 6% damage with some minor knockback. However, at the end of the move this magic orb will 'detonate', creating a slightly larger burst of energy which deals 9% damage and stronger knockback, capable of KOing from 155%. While not truly unsafe, Sucy benefits from proper distancing from the opponent to hit the spell's sweetspot.
Given the bottle-themed name of this move, this aerial naturally benefits from Sucy holding a potion when used. With no additional startup, Sucy slaps her potion onto the tip of her wand and fires the potion forward as though it were the spell from the normal version of the move. The range on this is the same as the default version, so Sucy may want to mix it up by throwing the potion in the air rather than using this move, exchanging the damage for a greater range. Once at the end of its flight, the potion will explode in a small explosion which varies based on the potion used, giving a few tactical options to choose from. The potions will soak opponents hit in the respective color regardless if the bottle or the explosion hits, but the secondary effects are exclusive to the explosion portion of the attack. Given that this uses up whichever potion Sucy has, good distance from the opponent
The
Toxic Potion has the most standard of all the effects, exploding into a cloud of purple liquid with about the same range as the normal variation of the move. The cloud deals more damage as expected, a total of 8% when the bottle is flying and the explosion dealing 13% damage, decent for a fairly safe aerial. The knockback is unchanged however. With the
Poison Potion, there's actually a slight damage decrease, dealing 5% on the bottle hit. The explosion at the end consists of three blobs of green potion, each slightly smaller than a gooey bomb, which perform a short arc upwards and drop infinitely downwards in a semi-random pattern. Opponents hit by a blob will take 5% damage and a small bit of knockback. If hit by all three, opponents will take 15% damage, but the timer on the poison effect will not be added onto, and for this to occur opponents typically must be right at the potion when it detonates.
A
Petrifying Potion will deal increased knockback on the first half of the move, a significant increase which allows KOs starting from 115% damage. The actual explosion of the move will produce a burst of gravel, similar to Charizard's Rock Smash but in greater number, with each rock dealing 6% damage and decent, though not killing, knockback. At lower percentages it's easy for foes to be battered around by multiple rocks, but tend to be pushed out quickly at higher percentages making this variant more useful early on in a foe's stock. The rocks vanish fairly quickly, only traveling out half a BFP in any direction. With an
Air Potion, the knockback on both parts of the move is increased, and the explosion is identical to that of the Toxic Potion's. The bottle portion can begin KOing from 125%, while the explosion itself can actually KO as early as 85%, making it a very potent hit when landed.
The
Cloud Potion, as its name might suggest, will create a cloud as it explodes. The bottle's damage and knockback are unchanged, but the 'explosion' loses its explosive nature, dealing no knockback to opponents. Instead, the potion will leave a lingering cloud of magic for three seconds, dealing 7% damage every 20 frames an opponent touches the cloud. As an aerial, Sucy may find it difficult to manipulate the opponent to stay in the cloud, but the damage can rack up quickly if she can. Finally, the
Life Potion will have a few weird changes as customary for this wild card potion. First off, the damage on the move is unchanged, but the bottle portion has a life stealing effect as seen in other moves. Secondly, the opponent is not thrown away from the knockback on the explosion, but is rather pulled into the center if hit and held there for a few frames. This is not a proper stun but gives just enough time for Sucy to follow up, though the foe is free to act during this time.
UP AERIAL - CONDENSE
Sucy points her wand into the air and produces an array of magical bolts above her. The bolts are small and create a regular two by two array of magic. The bolts deal virtually no knockback and hit foes for a piddling 3% on hit, making this an incredibly weak move to start with. The array will rotate fully over the course of the next 15 frames (Sucy is free to move and act after summoning the bolts) and will move towards their central point as they do so. Once the bolts connect, they will create a burst of magic which deals superior damage (12%) and knockback which can KO from 135% damage. While fairly potent, the positioning and timing on this move is tricky, and should Sucy hold one of her potions she gains a more consistently useful move to use as she tosses the potion a very short distance above her, the same as the standard variation of this move. The vial shatters, and what happens after depends on the potion used. All the potions with the exception of the
Life Potion act as they do in the above FAir; the Life Potion will instead give a weak spike down instead of the inward gravity, sending the foe below Sucy and allowing her follow ups with moves like her DAir.
BACK AERIAL - AGITATE
Sucy performs a rapid spin in a circle in midair, launching a small bolt of magic behind her while she does so. This spell is small and doesn't travel far, only going the range of Marth's Falchion, but travels very fast, making it hard for opponents to react to. Opponents hit by the bolt will take 10% damage and take alright knockback, with KOs starting from 130% damage. Given the speed of this move and the fact that neither Sucy's mushrooms or held potions change it, this is a great move to fire off often as there are few downsides. On top of that, this move has bonus effects on opponents should they be under the influence of her potions, as will be detailed. The
Toxic Potion has a familiar effect in the linear increase in damage it sees in exchange for a bit of knockback. In a burst of purple energy, the foe will take 15% damage with backwards knockback to KO from 145%. The
Air Potion has the same inverse as it always has, and the foe will take 8% damage and high knockback capable of KOs from 85%. The
Life Potion takes the best of both worlds, dealing both the massive 15% damage and the ability to KO from 85%, making it a devastating move to land on the foe.
The
Poison Potion and the
Cloud Potion will deal the standard damage and knockback for this move, adding in their opposite effects as well. The Poison Potion will increase opponent fall speed by a scale of 25% until they land again, making this a good gimping tool if Sucy can land it, while the Cloud Potion will decrease fall speed by 25% until the opponent lands, giving Sucy opportunities for aerial combos. Finally, the
Petrifying Potion will, as with the DSmash, turn the foe into stone for a brief period of time. The foe takes normal damage but no knockback, instead being forced into their own unique stall-and-fall that travels half the distance of Sheik's DAir. With great positioning, Sucy can force KOs on offstage opponents, and the foe will actually serve as a hitbox against other opponents while stoned. This will deal 6% damage to any other foe and strong knockback that can KO from 140% damage. This is unaffected by Sucy's Tox and Air Shroom buffs. Due to the potion timer, this can be tricky for Sucy to land in time, and is actually best used after her BThrow to maximize the chance of pulling the move successfully.
DOWN AERIAL - TOADSTOOL
Sucy performs a midair squat to set up this move, taking very little time, before slamming both her feet down and stretching her body, something akin to an imitation of a frog leaping from a lily pad. Sucy drops in the air a small bit, giving her some 'aim' on this aerial. One of Sucy's hardest to hit moves, should she tread on a foe despite their protest to such an act she will deal a decent 9% damage and send them careening downward as she meteor smashes them. The recovery is a little long given the move itself as she returns to her normal position 18 frames following the start of the move. While a potent gimping move, it requires Knee Smash levels of precision without the sourspot hit or the forward momentum, and as the name suggests mushrooms can help make these problems go away (much like real life).
While holding a
Tox Shroom, Sucy will point the mushroom under her, which magically expands to create a platform she stands upon briefly about a crate wide. The startup and ending for this (and the other mushrooms) takes a slight hit in exchange for more versatility. Sucy loses the sweetspot on this move in exchange for a wider range and a slight increase in power, dealing 12% damage with downward knockback. Other aspects of this move, including her momentum in the air, remain unchanged. While holding an
Air Shroom, Sucy will perform the same animation as above as the mushroom expands length wise, creating a long, thin stem capped with a small shroom. The mushroom reaches about a Beam Sword under Sucy, giving extended range. The move is split into two hitboxes, the stem sourspot and the cap sweetspot. The stem deals a weak 5% damage with minor knockback, while the cap acts in the same way as the original move's sweetspot, giving her more versatility and range on the meteor smash in exchange for increased lag. Finally, the
Life Shroom will create a mushroom platform under Sucy in the same way the Tox Shroom does, which performs a classic stall-and-fall amplified by armor from the Life Shroom. Hit foes will take 10% damage and decent knockback away from Sucy, capable of killing from 155%.
GRAB GAME
Sucy performs a fairly standard grab for a magically inclined character, swishing her wand to cast a binding spell which holds opponents in place. The range is above average for a grab, but comes at the cost of an extended grab recovery on miss. While held, Sucy can choose to pummel the opponent as most fighters can, and she will quickly rotate the foe around in the air, battering them for 2% each hit, which is affected by the effects of the Tox Potion. Different mushrooms also play a role in the pummel, allowing Sucy some flexibility. The
Tox Shroom will perform its normal function, adding 1% damage to each of Sucy's pummels, the
Air Shroom will cause Sucy to lift her foes into the as she pummels them, giving a different, sometimes better vantage point for her throws, and the
Life Shroom, undoubtedly the most useful in this instance, will heal Sucy for the same amount as she deals with her pummels.
FORWARD THROW - SPORE MAGIC
Sucy rotates her want around in rapid circles while the opponent is held captive by magic. Above them, several magical spores appear from the ether, glittering with energy. The spores descend onto the opponent, dealing steady damage over the course of a second which adds up to 7% total. Following the foe being spored, Sucy will flick her wand to launch the opponent away from her, dealing an extra 3% damage and popping the foe into a parabola unlikely to KO until very high percentages. Sucy can act very quickly following the throw, giving her some follow up options. Like many of her moves, mushrooms once again change how this move functions a bit. However, this is reliant on the opponent having mushrooms, as depicted in the DTilt, making these effects more work to get.
If the opponent has mushrooms over their body, they will suffer additional effects which will overwrite the previous ones for an additional three seconds. If covered in
Tox Shrooms, the foe will suffer from a toxin in their system, dealing out DoT. The foe will take non-flinching hits of 2% damage every 30 frames, doling out a total of 12% when all is said. With
Air Shrooms, the foes will find themselves sluggish as they are slowed down in a manner similar to a Timer. This gives Sucy an edge to predict and react to the opponent's moves, but the effect will only last the three seconds, and the speed decrease can be underwhelming compared to other slowdowns in Smash. Finally, the
Life Shroom performs the health stealing that should be expected, dealing 1% damage every 30 frames and healing Sucy for 2% each time, allowing her to simultaneously deal 6% and heal 12% over the course of the effect. Unlike most of her health stealing moves, the foe is fully capable of moving and attacking Sucy as their health is sapped, acting more of a damage block rather than a full on heal.
UP THROW - LEVITATION
No magical set could be complete without a generic levitating throw, and Sucy isn't here to disappoint (or she is, she really doesn't care). One of the most straightforward moves in Sucy's kit, she bounces the opponent once against the ground, doing an initial 3% damage before launching them up into the air with an added 5% damage. The foe takes vertical knockback, though Sucy can DI it a bit to manipulate the foe to make it a little easier to hit with a move like her UTilt. The actual knockback on the move is middling; KO's only begin around the mid hundreds, keeping the foe in the same general area when the move is used throughout the fight. If holding a
Tox Shroom while performing this throw, Sucy will exchange the knockback on this move for power, as she will slam the foe three times against the floor for 2% damage a hit, giving a total of 11% damage. However, the knockback only KOs up and around 200%. The
Air Shroom, conversely, will lower the damage dealt while increasing the knockback. Sucy will skip the slam against the ground, using all of her power to launch to opponent up into the air with force to KO from 105% damage, making this another viable kill move. Finally, the
Life Shroom provides Sucy with far greater DI when launching the foe, giving her 180 degree choice which can give her incredible positioning power.
BACK THROW - TELEPORTATION
Sucy spins the opponent through her magic before launching them ahead of her. Strange, given this is her
back throw, but it becomes clear how as the opponent vanishes in a poof of smoke. Immediately they reappear behind Sucy in a similar cloud as they launch with high horizontal knockback. Any third-party foe (sorry Sonic and co.) hit by either cloud will take a weak hit of 6% damage as they are knocked slightly away. The targeted foe will take 7% damage as they travel from one cloud to another, and will start being killed at percentages around 110% and beyond. Given Sucy's weakness to pressure, this higher knockback, while near impossible to follow up on aside from a potion, allows her to get her shop set back up. Of course, it can also be used for simple killing as well!
If Sucy has her Cauldron out (which most likely she will at all times), the forward input can be used while Sucy spins the opponent to have her change the location of the teleport. As the prerequisite might suggest, the foe will launch straight out of Sucy's cauldron, taking slightly more damage at 9%. Visually, this is similar to fighters flying out of Cook Kirby's pot from Brawl, but vertical. The knockback on the throw is significantly dropped, however, starting to KO at 175%. Depending on the positioning, Sucy can use this to send the opponent miles away, giving her breathing and preparation room. On the flipside, Sucy can send the opponent into the cauldron right at her feet, giving her the opportunity for free followups. On well positioned maps, Sucy can even find platforms to stand on above her cauldron, allowing her to smack a foe with an uncharged Smash or Tilt as the opponent flies from the cauldron. If the cauldron currently contains a potion, again a likely scenario, the foe will find themselves coated in that potion as per the normal rules.
DOWNTHROW - EXTRACTION
Sucy drops the opponent prone onto the stage in front of her as she points her wand directly down at them. The foe is surrounded by a magical energy as they take a couple of hits, totaling to three hits of 3% damage each before any damage manipulation. After this particular spell has been cast, Sucy launches a blast of magical energy downward for another hit of 3% damage and knockback that bounces the foe off the stage into the air, typically above Sucy. Should Sucy be holding a potion, she will hold the opponent on the ground with her spell and pour the potion over them, dealing an additional 1% per hit except for the final blast, as well as coating them in the potion effect.
If Sucy is not holding a potion, however, and the foe is affected by a statistical buff / debuff, a glass vial will form in her hands through magic and begin to fill up over the course of the throw. Additionally, the first three hits of the move will deal an extra 2% damage per hit. Sucy is extracting the modifications from the opponent directly and concentrating them into her own potion, which can be thrown at the opponent or herself. Foes will receive both buffs and debuffs in this way, as will Sucy, so caution should be used with the potions she creates this way. Within Sucy's own kit, this is a good way to reuse powerful potions like the Toxic Potion or Air Potion, or to remove an accidental healing buff from the Life Potion. However, possibilities are endless with other fighter kits involved, giving Sucy access to some strong buffs. This being said, Sucy has no way to remove debuffs placed on her, meaning she should not use this move haphazardly. Potions created this way, unless they are strictly from Sucy's kit, don't have special unique effects for moves like DTilt or FAir, though they can be used with generic damage effects and stat changes.
FINAL SMASH
TRANSMOGRIFICATION
Sucy begins laughing maniacally like any proper witch has practiced to a T as a unique cauldron poofs in front of her. This will stop Sucy's fall in midair when used, though can't be effectively used as a recovery (I mean it's just a Final Smash so maybe don't use them as recoveries anyways). Sucy lifts up a particularly toxic looking mushroom in one hand and a small brownie in the other (the household fairy, not the delicious baked good). Tossing them in, she says in a nonchalant voice contrasting her laugh '
Hope this works...' A moment later, the cauldron and Sucy are enveloped in a large cloud of magical energy as the cauldron disappears. In its place is a mushroom monster, as tall as Giga Bowser but not as long. Sucy can be seen stuck in the cap of the mushroom monster, where she laughs sinisterly for the duration of the transformation.
The mushroom monster is incredibly slow and attacks against it will not damage Sucy since they are not one and the same. Foes above the monster can hit Sucy with moves to damage her, but she will obviously not take any knockback. The mushroom has two moves, the first of which is a standard and an overhead swipe with both claws. This reaches in an arc with a range of a BFP and will deal 15% damage and high knockback, KOing from 65% damage. The special input will have the monster bend down and breath a wide breath of spores ahead of it, dealing 10% damage every 20 frames opponents make contact with it, atop a bit of hitstun. The breath reaches half the distance of Final Destination, and due to a lack of needing balance for Final Smashes, will not decrease in range. The incredibly slow nature of the monster means it cannot pursue foes across the stage, so the breath is its only way to deal with distant enemies. After 8 seconds elapse, the mushroom monster will vanish in a puff of spores and leave Sucy back into the fight.
ENTRANCE - Sucy flies onto the stage on her broomstick and jumps off. The broomstick flies back off screen of its own volition while Sucy looks entirely unenthused about the battle.
BOXING RING TITLE -
Luna Nova's Mushroom Fanatic
UP TAUNT - Sucy sighs deeply as she closes her eyes and shrugs, remarking '
it's pointless...'
SIDE TAUNT - Sucy gives a sadistic grin as she pulls out her wand, asking the foe '
do you want to be my guinea pig?'
DOWN TAUNT - Sucy pulls out a mushroom from her robe if she is not carrying one and brings it close to her face as she sniffs it. She quickly puts the mushroom back away to rejoin the fight. If holding a mushroom, Sucy will perform the same action but with the mushroom she is holding and will not put it back away afterwards.
VICTORY POSE A - Sucy is seen mixing different chemicals in a test tube while wearing a gas mask. An explosion fills the screen and shows Sucy with cartoonish char across her face and hair.
VICTORY POSE B - Sucy is seen sleeping in her bed, the camera panning out to reveal her bed surrounded by a sea of mushrooms.
VICTORY POSE C -
This.
VICTORY THEME - 0:09 - 0:18 of
Chariot's Theme.