Indiana Jones
Everyone's favorite whip-cracking archaeologist, Indiana Jones, has joined the brawl!
In Smash, Indiana Jones is on the verge of being a powerful heavyweight. Unlike most of the heavyweight roster so far, Indy is best from long range. Utilizing his whip and hand-to-hand prowess to full potency, Indy is a force to be reckoned with. Although, with his age comes a price: he is a quite laggy character.
STATS
Power: 7.5/10: Over the years, Indy's established himself as a formidable fighter!
Walking Speed: 3.5/10: Nothing too fast...
Dash Speed: 5/10:Average, Indy isn't too slow, but not too fast, either.
Weight: 7/10: He's not too heavy for his size, but he can still survive for a long time
Range: 8.5/10: Although Indy's hand-to-hand moves are only above average, his whip moves are a big threat at long range
Projectile Distance: 5.5 - 10/10: Indy's main projectile isn't thrown very far, but his secondary one can cover huge distances
Fall Speed: 6/10: Above average, but not too fast
Size: 7.5/10: About the same size as Snake, but taller because of Indy's hat
First Jump: 5/10: An average jump
Second Jump: 6/10: Better than the first jump, but not by much...
Crouch: 8/10: Indy has a great crouch
Traction: 7/10: He doesn't slide very much
Combo: 5/10: Many of his attacks focus on knockback, but Indy has some moves to combo from
Wall Jump: No
Wall Cling: No
Crawl: Yes
Glide: No
Tether: Yes
BASIC
A: Punch: Indy's basic move is one strong punch. Since Indy focuses on strength, he thows a powerful punch, but doesn't combo from it. Fair range and knockback, with a hitbox on his fist. 5-6%
TILTS
Side A: Swoop Punch: Indy throws a very strong punch after a brief windup. He punches out, then moves his fist down to the ground (like Ganon's F-air on the ground). This move is one of the most powerful tilts in the game (knockback wise), but has a good deal of start and ending lag. The hitbox is his fist and most of his wrist. Fair range. 8%
Down A: Stretch Kick: From his crouching position (a bow), Indy sticks out a leg to kick the opponent hard. He holds it out for about .5 sec. Good range, but little knockback. This move is a good way to start combos. The hitbox is all along Indy's leg (more knockback towards his foot). Can trip foes 16% of the time. 6-8%
Up Tilt: Uppercut: Indy rapidly hits foes with an uppercut. This has mediocre range, however, and the knockback isn't strong at all. Although this is the weakest of his tilts, it is a great move to juggle foes with. The hitbox is Indy's fist. 8%
SMASHES
Side Smash: Machete Chop: Indy takes his machete and swings it forward in a swipe. If the input for the Side Smash is pressed again immediately after he finishes the swipe, Indy will quickly swing the machete back over his head, and bring it slicing to the ground in a one-armed motion like Marth's forward smash. This move has a hitbox along the entire machete (sweetspot on the tip), decent range, and great knockback. However, this move leaves Indy highly vulnerable if he misses with either attack. 13-35% from both hits.
Down Smash: Low Double Whip: Indy takes his bullwhip and lashes it forward, then turns and lashes backwards. The end half of the whip has a hitbox, but the closer foes are hit to where Indy's holding it, the lower damage and knockback occurs. However, if foes are hit towards the tip of the whip, they will suffer massive knockback and reasonable damage. This move has a good amount of range as well. However, this is an extremely laggy attack if missed, and can be dodged easily by jumping and air-dodging to avoid the hit. 14-25%
Up Smash: Bazooka: Indy takes a bazooka launcher and holds it above his head. Upon launching, the bazooka takes off rather quickly (but not too quickly) and goes straight up, and explodes once it loses momentum (about the same momentum of Snake's mortar). This smash has the best range of Jones' smashes. Foes are only hit with the bazooka, however (there is a slight hitbox when Indy is pulling out the launcher). Also, once released, the bazooka takes about a second before actually launching. This move has decent knockback, but is the weakest of Indy's smashes. 12-23%
AERIALS
Air A: Air Kick: Indy kicks out in midair. This move can kill if a foe has around 130%, but otherwise, the knockback is below average. The hitbox is Indy's entire foot, plus a bit around his ankles. With above average range, this move can easily be strung into combos. 9%
Forward Air A: Whip Smash: Indy pulls out his whip (all coiled up), leans forward and slams foes with a punch, while still holding the coiled whip. This is the first of Indy's two spikes; foes are spiked if they are hit close to Indy's body. The hitbox is Indy's entire arm, but if you are hit farther away from his body, you will be hit out instead of down. This move has average range, and above average knockback. With a good deal of startup lag, this is a spike that is not spammable, but if done properly, can be deadly in the hands of a pro. 11-13%
Back Air A: Back Punch: Jones turns back and punches foes in midair. This has average range, but good enough knockback to kill at higher percents. The hitbox is Indy's fist and wrist. This is a good move to finish a combo with. 9-10%
Up Air A: Overhead Whip: Indy takes out his whip (uncoiled) and whips left to right and back quickly. This move has almost no vertical range, but is devastating horizontally. If not dodged, this move can be a major bother to foes. With great range (about one-third of Final Destination), great knockback (can kill at above 75%), and a hitbox along the entire whip (sweetspot on the tip), this is Indy's best aerial for giving damage. However, he is left completely vulnerable from below. 8-17%
Down Air A: Stomp: The second of Indy's two spikes, Indy slowly pulls up his legs, then rapidly kicks down, spiking. Above average range, with a hitbox up to Indy's shins. This move is one of the most powerful spikes in the game, and can even kill off the top if a foe on the ground is stomped at a high damage level. If this move hits the ground before it's finished, Indy lags a lot. 14-15%
OTHER ATTACKS
Downed A (when he's lying facedown): 180 Degree Punch: Indy quickly leans back and punches 180 degrees around as he gets up. Good knockback and average range, with a hitbox on Indy's fist and wrist. 7-8%
Flipped A (when he's lying faceup): Double Whip: Indy leans back with his whip (hitting foes behind him), then brings it forward as he rises. Range is one-third of Final Destination, knockback is not too great (because flipped and downed attacks are not generally strong), but there is still a sweetspot on the tip of the whip (the hitbox being the entire whip). 4-10%
Ledge A: Machete Swipe: Indy hops up and swipes his machete forwards. Decent range and knockback, with a hitbox along the entire machete (no sweetspot this time). Slight ending lag. 8%
Ledge A (over 100%): Slow Kick: Indy pulls himself slowly onto the stage, sticking out his foot to kick foes as he does so. He doesn't kick very far here, and there is very little knockback. The hitbox shrinks so it only covers Jones' foot (not his ankle). 6%
Dash A: Roll Duck: Indy jumps forwards and does a quick roll. He ends in a ducking position. This is very similar to Snake's dash attack, EXCEPT that Indy's starts slower, gains almost no distance from the roll, and cannot slide with this during his Up-Smash. The hitbox starts as Indy dives, then covers his entire body as he rolls. Mediocre knockback and good range. 9%
GRAB
Indy grabs foes with his whip: This has great range (about the same as Zamus'), and is a tether recovery (one of the best in the game)
Z: Face Punch: Indy holds his foe roughly and gives them a punch in the face. 3%
Forward Throw: Nose Breaker: Indy gives the foe an extra strong punch in the face. Average knockback. A nice popping noise is heard during the punch. 12%
Back Throw: Whip Lasso Hurl: Indy spins the foe in his whip, coiling them up, then lashes them backwards. Above average knockback (the best of his throws). 8-13%
Down Throw: Face Plant: Indy quickly pulls the foe to the ground, then bashes their face against the ground rapidly three times. Little knockback but good damage (the most of all his throws). Can be escaped from if the control stick is shaken. 9-21%
Up Throw: Crotch Kick: Indy holds the foe up (as if he's about to punt them), and gives him/her a punt-style kick in the crotch. Average knockback, and fair damage. 14%
SPECIALS
B: Whip Crack: Indy takes out his famous bullwhip (all coiled up) and swings it over his head, lasso-style, charging it up. The longer you charge, the more it will uncoil, resulting in more range and power. When released, he will lash out with a powerful CRACK at foes. At full range, this move can reach half of the way across Final Destination (however, a good opponent will never allow him to charge that long). It has little startup lag, but about 1 second of ending lag if you miss. The hitbox is the entire whip (with a powerful sweetspot on the tip). Can be angled up or down by tilting the control stick DURING the charge. If timed correctly, will disarm foes with items (e.g. Super Scope). 12-29%
Side B: Pest Toss: Indy takes out a handful of the pests that are famous for appearing in his series and throws them at foes. There are four types of pests, each with varying range and damage:
Fire Ants: He underhand-tosses a handful of fire ants. He throws them an average distance. If the ants hit a foe while airborne from the throw, they will latch on and cause fire damage. If missed, they ants will hit the ground and disappear. 2-16%
Bugs: Jones underhand-tosses a handful of assorted bugs. He throws them an above average distance. If the bugs hit a foe while still airborne from the throw, they will latch on and cause minimal damage without making the victim flinch. If missed, the bugs will hit the ground and disappear as well. 1-9%
Rat: Indy throws out a single rat. The rat goes almost no where from the throw, but causes pretty great damage if it is latched on. Unlike the previous two, the rat, if missed, will walk around the confines of the stage for about 10 seconds (or until another pest is thrown), from where it can still latch on (but for less damage). 4-26%
Asp: Very rarely, Indy will pull out a poisonous asp, fumble it a bit, and yell "I HATE SNAKES!!!", throwing it a very long distance (about three-fourths of Final Destination). If the snake latches on, it will cling and cause poison damage. Since it's more rare, it clings a lot longer. If it misses, it will slither around for 15 seconds (or until another pest is thrown). However, this is the only pest that Indy has start-up lag while throwing; if he's hit during the throw, he'll drop the asp. 6-38%
Any pest can be shaken off by either spinning the control stick, or attacking the pests. The ratio of pests is 30 fire ants/15 bugs/14 rats/ 1 asp.
Down B: Holy Bow: Indy crouches into his ducking position and says "The holy one shall bow!". As he says 'bow', a poison dart will shoot over his head, hitting any foes in its path and giving them poison damage. If it misses, the dart flies until it loses momentum (about half of Final Destination), then it disappears. 3-12% Occasionally, a spear will shoot instead of a dart. The spear can travel the entire length of Final Destination, and gives above average knockback to foes. 16% Very rarely (1/275 chance), a giant boulder will fall in front of Indy and roll until it falls off a ledge or hits a wall. The boulder is about the size of two Bowsers. This is the longest ranged projectile in the game. 41-46% However, if this move is spammed too much (more than 10 times per 30 seconds), every other time the move is used from then on out, the dart/spear/boulder will hit Indy. This effect stops if Indy is KOed, or uses at least 10 other different moves. The ratio of darts/spears/boulders is 206/68/1.
Up B: Crystal Magnetism: Indy pulls out the Crystal Skull. The skull (being highly magnetic)glows and draws Indy towards the nearest ledge. This lasts for 2 seconds, before the skull vanishes and Indy is stuck in a freefall. This recovery can be edge-guarded rather easily, and Indy can still get caught under the lip of the stage (e.g. Final Destination). Foes who touch the skull while it is glowing get minor damage. 1-7%
FINAL SMASH
Lost Ark: Indy raises his hands and the Lost Ark falls from the sky, the lid falling off upon landing on the stage, and spirits coming out. As Indy (invincible) ducks and covers his eyes, foes caught in the line of vision when the lid opens get caught by a spirit, and a red spark appears on them, dealing heavy damage. After a little while, the spirits lift foes up, then slam them into the ark. The ark closes, shakes a bit, then foes are launched out with massive force. It can be avoided by dodging as the lid comes off, but there's still a chance to be stunned (as if your shield broke), trip, or go to sleep for the duration of the attack. However, since Indy can't move during his final smash, there is no need to worry. 86-92%
TAUNTS AND VICTORY / LOSS POSES
Up Taunt: Indy faces the screen and defiantly declares, "I like Ike!"
Side Taunt: Indy takes off his hat, and tosses it back onto his head, saying, "Don't touch it!"
Down Taunt: Indy folds his arms and says menacingly, "No ticket!"
Victory Pose #1: Indy spins his whip (coiled up) around his arm and gives a fist pump with the other, says, "It's not the years, it's the mileage!"
Victory Pose #2: Indy tosses the Golden Idol from Raiders hand to hand, and declares, "It belongs in a museum!"
Victory Pose #3: Indy's hat is seen sitting onscreen. Suddenly, Indy dives in, grabbing it, then stands up and cracks his whip, laughing as he puts the hat on.
Victory Theme: Clip from
Raiders March
Loss Pose: Indy claps respectfully, saying, "I told you not to touch it!"
MISC.
Icon: His hat
Alt. Costumes: Normal, red tint, blue tint, Nazi uniform, white tuxedo w/ red rose, black schoolteacher suit
Entrance: Indy falls from the sky in the inflatable raft from Temple of Doom, threatening, "You wanna talk to God? Let's go see Him!"
Kirby Hat: Kirby gets Indy's hair and hat, plus a bit of facial stubble.
Wiimote Sound: A whip crack is heard, Indy says, "Why did it have to be snakes?"
Unlocked By: Get Indiana Jones to join your team in SSE, play 400 vs. matches, win 10 matches w/ Snake
Shield: Normal, Indy crouches behind it
Idle Pose: Indy looks around the stage curiously
Forward Roll: Indy dives forward in a forwards roll
Back Roll: Indy does a quick backwards roll
Spot Dodge: Indy leans back, and shields his face with his arms sideways
Air Dodge: Indy leans back while holding his hat to his head
Dizzy: Indy kneels on one knee, groaning, putting one hand to his forehead
Sleep: Indy lies on his back, sleeping peacefully
Credits Theme: Raiders March
CODEC
Colonel: Snake! You know who that is?
Snake: You're kidding, right? It's Harrison Ford!
Colonel: Actually, it's Indiana Jones.
Snake: Good, I know just how he plays, I've seen his trilogy
Colonel: There's a fourth, you know
Snake: What?!
Colonel: In addition to the moves you know, he's packed
with some fresh modern CGI goodness
Snake: Oh, crap
Colonel: At least he doesn't have his gun
Snake: *annoyed* Sounds familiar, doesn't it
Colonel: Anyhow, watch out! His whip can put a major hurt on you from long range
Snake: Got it!
STAGE:
Cairo Marketplace
This stage takes place in the markets of Cairo, Egypt, from Raiders. You fight in a large circular arena (about the length of Bridge of Eldin), with a crowd in a circle around you. If you get knocked into the crowd on either side, they will carry you off the stage's side boundaries(about half the speed of the river on Jungle Japes). You can escape by shaking the control stick. Occasionally, a merchant will wander into the arena, holding an item or food (only if items are turned on). He can be attacked to make him drop the item for you to use and run into the crowd. Also, sometimes bandits wearing black robes and a turban will run into the arena, wielding swords. They can be attacked and sent flying, but they can damage you as well. Each one will swipe twice with their swords, for up to 17%. If not attacked, they will run into the crowd on the opposite side after attacking you. In the background, you will see several tents selling goods, some children playing in the street, some farm animals wandering about, and tall, Egyptian-esque buildings, as well part of the crowd's circle.
MUSIC
Raiders' March (Raiders of the Lost Ark)
The Basket Game (Raiders of the Lost Ark)
Airplane Fight (Raiders of the Lost Ark)
The Mine Car Chase (Temple of Doom)
X Marks the Spot/Escape from Venice (The Last Crusade)
Finale (Kingdom of the Crystal Skull)
SSE ROLE
In Indy's first scene, Timon & Pumbaa are screaming, being surrounded by hungry hyenas after a chase level. Suddenly, a loud whip crack is heard, and several hyenas yelp and retreat, while others return, scarred and pissed.
The Raiders March is heard, and Indy enters the scene heroically, and strikes a fighting pose, while Timon & Pumbaa get up, cowering slightly. A multi-man fight against the hyenas follows.
After you defeat the hyenas, Indy and Timon & Pumbaa are seen exiting the jungle, and entering the wastelands. After a brief level, they are seen meeting up with Ike, Marth, and Meta Knight. The cutscene then continues to the Halberd vs. The Great Fox cutscene.
Indy is next seen watching the great invasion.
He is also seen in the following cutscene, watching Subspace before being hit with the RROD.
His trophy is seen lying on the ground after Tabuu unleashes the RROD.
*This cutscene happens only if you rescue Snake, and Link and Zelda, therefore releasing Ganondorf* After Ganondorf is rescued by Link and Zelda, Ganondorf heads for the stairs to the Great Maze. However, on his way, he sees Indy's trophy. With a disgusting and irritated look on his face, Ganondorf revives him. Indy recognizes Ganondorf as one of the main villains behind the Great Invasion. Indy takes out his bullwhip and challenges Ganondorf. Ganondorf rolls his eyes and does his side taunt (pounds his knuckles). You play as Ganondorf here, in a stamina battle (both of you have 400 HP). Get Indy to 200 HP to trigger another cutscene.
Ganondorf is seen struggling with Indy, when Snake shows up. Snake looks confusedly and angrily between Ganondorf and Indy, then motions for Ganondorf to back off so Snake can continue the fight. Indy looks shocked and yells, "I HATE SNAKES!!" Finish the stamina battle (you play as Snake, who also starts at 200 HP) to end the level.
Indy's trophy is seen falling to the ground. Snake quickly revives it, then points the Ganondorf, who is walking up the stairs to the Great Maze. Indy realizes that Ganondorf is on the good side, and Snake helps him to his feet. Indy swoops off his hat in a bow of respect, then follows Snake up the stairs.
PROS AND CONS
PROS:
- If it connects, F-Tilt cuts through most attacks.
- All of his tilts, smashes, and aerials can be used to kill
- Up Smash has great range
- Up Air can kill at above 75%; one of the strongest vertical killers
- D-Tilt can be spammed on foes trapped with a wall for great effect, but not infinitely
- U-Tilt does great damage while juggling foes
- He has a powerful sweetspot on his F-Smash
- Almost all of his whip moves have a great sweetspot as well
- Indy has two powerful spikes (F and D-Tilt) that work at low percents
- Has great grab range
- Down Throw can be used to gain up to 21% on a foe
- Excellent range, especially on Whip Crack
- Side B can be used very well in combos if you get anything except bugs
- If not spammed earlier on, Down B is terrific when foes are at high damage levels
- Good recovery, with good Up B and tether recovery with grab
- Basic Attack has great priority and does as much damage as most tilts
CONS:
- All tilts have some ending lag
- All Smashes have a lot of lag if missed
- Large target
- Not very heavy for his size
- Slow in the air
- Predictable in the air
- Foes can escape from Down Throw, and hit him before he finishes
- Can only have one pest on stage at a time
- Up B is very predictable, and can be caped into reverse, attacked/grabbed from, and spiked out of.
- On the best pest of his side B, Indy has startup lag
- Stage edges can gimp his recovery