Baby Mario Bros.
Sorry for the double post, but I didn't really want to edit in all of this to my last one. Felt like it should be a separate post.
BABY MARIO BROS.
Depictions of Mario and Luigi when they were younger, the babies’ first appearance was in Yoshi’s Island, where both babies were kidnapped by Kamek. Baby Mario, however, was dropped over Yoshi’s Island, and then set out to save his brother with the help of Yoshi. Since then, they’ve appeared in many Mario spin-offs, most notably in recent Mario Kart games.
Notes
Baby Mario and Baby Luigi function as a team similar to the Ice Climbers. However, either of them can lead the duo. In addition to being the vital character, as Popo is for the ICs, the leader is essentially in charge of most Special and Smash attacks. In general, Baby Mario as a leader packs more power, but Baby Luigi has more range. Players can control who leads from the start of the match by selecting either Baby Mario or Baby Luigi on the character select screen. With Luigi leading, the name will change to “Baby Luigi Bros.,” both on the character select screen and on the results screen after the match.
Stats
Size: Small
Weight: Light
Jump1: Mid
Jump2: Mid-High
FallSpeed: Mid-Slow
Speed: Mid-Fast
Power: Mid-Weak
Jumps: 2
Wall-Kick: No
Wall-Cling: No
Glide: No
Crawl: Yes (although it doesn’t decrease their height much…)
Standard Attacks
Standing A -- Punch -- The babies swing their fists. Repeatedly using the move will cause them to continually swing back and forth, one punch every .25 seconds or so. Short range. 2% damage per punch per baby.
Side-Tilt A -- Kick -- The babies lift a leg and kick forward. Short range. 4% damage each.
Up-Tilt A -- Short Headbutt -- The babies jump up, headbutting opponents. Medium-short range. 4% damage each.
Down-Tilt A -- Penguin Slide -- The babies slide forward along the ground, doing damage. Goes about 1 Battlefield platform length, doing 3% damage per hit.
Running A -- Somersault -- The babies do a somersault, damaging anyone in their way. It hits low to the ground, but covers a good horizontal distance, and, as an added bonus, if you hold the control stick the direction you’re using it while you use it, the babies will break out of the somersault into a run, not a walk. 4% damage per hit.
Smash Attacks
Side Smash -- Shove -- The back baby will charge up, then shove the leader hard. The leader falls on his face and slides forward along the ground, doing damage. Baby Mario does not slide as far as Baby Luigi, but does more damage. Damages for Mario and Luigi are about 10% and 8% (+8% at full charge), respectively. Ranges are relatable to Olimar Forward Smash-ing a purple versus a red Pikmin. If only one baby is present, he will still perform this move, throwing himself forward along the ground, but he is automatically reduced to Baby Mario’s range and Baby Luigi’s damage, regardless of which baby it is.
Up Smash -- Footstool Headbutt -- The babies’ strongest smash attack, but it has considerable startup lag. The leader baby does a short hop, while the other baby runs to get under them and act as a footstool. When the leader hits the other’s head, the charge-up begins. The leader then jumps off the other’s head, smacking into anyone above. Baby Mario doesn’t jump as high, but does more damage. Damages are about 15% and 12% (+5% if fully charged). If only one baby performs this move, the jump height is shortened by about the height of either baby, and the damage is automatically reduced by 2% from what it would be with that baby as leader. This move’s knockback is strong and directly upward.
Down Smash -- Split Headbutt -- The babies crouch, the leader facing forward, the other facing backward, then jump forward, headbutting opponents in their way. Again, Baby M does more damage, but has less range. Ranges are once again comparable to a purple versus a red Pikmin in Olimar’s Down Smash. Damages are 9% and 7% for M and L, respectively. Charging adds up to 7% damage to each.
Air Attacks
Neutral Air -- Cartwheel Spin -- The babies cartwheel in the air, doing damage to anyone who touches them. This move has short range, but has a very long duration, and holds enemies in it, continuing to do damage to them, until it finishes with a blow of stronger knockback, getting opponents away from the brothers. Can do up to 10% damage.
Up Air -- Hat Toss -- The babies toss their hats up, then catch them again on their heads. Similar to Olimar’s Up Air.
Down Air -- Inverted Headbutt -- The babies quickly flip upside-down, and headbutt downward. Medium-short range. 5% damage per hit.
Forward Air -- Slap -- The babies slap forward. Short range. 5% damage per hit.
Backward Air -- Back Kick -- The babies kick both legs backward. Medium-short range. 5% damage per hit.
Grab/Throw Attacks
Grab: Extended Grab -- The back baby pushes the leader forward, where he grabs the victim. Comparable to Pikmin grabs. Without both babies, the grab becomes standard, grabbing directly in front.
Pummel: Beat -- The baby not holding runs up and kicks their prey. Takes time, making it slower than most pummels, but does 4% damage if Baby L is pummeling, 5% if Baby M is. NOTE: Without both babies, you are unable to pummel.
Forward Throw -- The leader throws the enemy forward. Nothing special. 6% damage.
Backward Throw -- The leader throws the enemy backward, where the follower baby punches them further backward, increasing damage and knockback. Damages for the throw are 6% and 5% for M and L, and for the punch, 5% and 4%, totaling 10% either way if both babies are present. With only one baby, only the initial backward throw is performed.
Up Throw -- Punt -- The leader sets the enemy, and the other baby runs from behind and punts them upward. Damage based on kicker, not leader. 10% for Baby Mario, 8% for Baby Luigi. NOTE: This throw cannot be performed without both babies.
Down Throw -- Stomp -- The leader throws the enemy to the ground, and the other baby proceeds to jump on them three times. The third jump releases them. Damages are based on the baby jumping, and totals for Baby M and L, respectively, are 12% and 9%. NOTE: This throw cannot be performed with only one baby.
Ledge Moves
NOTES:
1) As with the ICs, both babies can grab the ledge at the same time.
2) If only one baby is present, he will always perform the “Under 100%” move, at full speed.
Get Up (Under 100%): The babies quickly crawl up.
Get Up (Over 100%): The leader hops up, then grabs the other baby’s hand and helps him up.
Attack (Under 100%): The babies quickly crawl up, and slide forward to hit opponents.
Attack (Over 100%): The leader crawls up, then pulls the other baby up and swings him at the opponent.
Dodge (Under 100%): Both babies get up and somersault forward, then flip around.
Dodge (Over 100%): The leader crawls up, and then pulls the other baby up. They then roll over each other, stopping after standard dodge distance.
Jump (Under 100%): The babies hop up onto the ledge, then jump into the air.
Jump (Over 100%): The leader jumps up, then pulls the other baby up and throws him into the air. The leader jumps at the same time.
Miscellaneous Animations
Dizzy: The babies lie on the ground, obviously dazed.
Sleep: The babies lie sideways on the ground, sleeping peacefully with their thumbs in their mouths.
Sidestep Dodge: The babies duck to the side.
Forward Rolling Dodge: The babies roll forward, and then reverse directions.
Backward Rolling Dodge: The babies somersault backward.
Air Dodge: The babies spin, dodging briefly.
Special Attacks
Standard B -- Super Fireball -- If either Baby Mario or Baby Luigi is the only baby, this fireball is the same as Mario’s or Luigi’s, but only does half the damage. If both babies are present, the will shoot a blue fireball forward, that travels twice the speed of Mario’s/Luigi’s fireball, does equal damage, travels equal distance, and has moderate homing abilities.
Side B – Fire/Lightning Bros. -- Which move is performed is determined by the baby following. Baby Mario possesses fire abilities, and Baby Luigi lightning. The follower baby will either set ablaze or shock the leader, who will then run forward, with the follower baby running to stay with him and continue the move. If using Fire Bros., any enemies hit by the running Baby Luigi will be burned, suffer 8% damage, and fly directly upward. If using Lightning Bros., any opponents who contact Baby Mario will be shocked and stunned (like with ZSS’ Paralyzer) for a time about as long as the fully charged Paralyzer inflicts, and will also receive 8% damage. The babies will run directly forward until this move is stopped by letting go of the B button, and they cannot be turned around, but they can jump while using it by pressing the Jump button. With only one baby, the baby will either produce a fireball or a lightning shock (depending which baby it is), which sits in his hand, held forward, but it will only hit and burn/stun opponents who come in contact with it.
Up B -- Bounce Bros. -- The leader baby will hop up, and the follower will quickly get under him. The leader proceeds to jump quite high, with the follower baby holding his legs and being carried upward. Opponents who contact the babies during this move will be knocked directly upward, and receive 10% damage if Mario is leader, 8% if Luigi is. Baby Luigi, however, jumps higher (about the distance of Lucario’s Extreme Speed), while Mario jumps slightly lower. With only one baby, the baby will still perform this move, but its damage is automatically reduced to 5%, and the jump is about half the height of what it is with Baby Luigi as leader.
Down B -- Swap -- Switches who is the leader. In order to use this move, at least one of the babies must be on the ground. Either one can be on the ground, whether they’re the one you’re switching from or to. The baby being switched from will point in the cardinal direction closest to the position of the other, and/or the one being switched to will raise his hands and wave, as if receiving applause. The baby being switched to will also glow quickly to signify he is now the leader. This move takes about a second to perform, during which both babies are not controllable. This move cannot be used if only one baby remains. If this move is interrupted, the leader will not switch.
Final Smash
Final Smash -- Chain Chomp -- The babies disappear in a puff of smoke, and then reappear in their Mario Kart kart, pulled by a Chain Chomp about Bowser’s size. The Chomp is then controlled by the player for the duration of the Final Smash, which lasts about 15 seconds. Chomp has the following abilities: Chomp can run/walk in either direction just like normal characters. He’s about as slow as Ganondorf at either. Anyone Chomp hits while walking will be knocked back, but will take no damage. If he’s running, he does 5% damage, and has stronger knockback. Chomp also has a single jump, and any enemies he hits during his jump take 5% damage, and are knocked directly to the ground. Enemies he hits when he hits the ground take 15% damage, and are buried in the ground. His jump is just high enough to get him up onto one of the lower Battlefield platforms. Finally, pressing either attack button causes Chomp to lunge and bite in the direction he’s currently traveling for about 1/3 FD length (use with the jump for extra vertical distance). Enemies hit with his lunge-bite attack will take a whopping 30% damage, and it has a very strong knockback. This is the killer move of the babies’ Final Smash. At the end of the FS, Chomp disappears, and the babies’ kart crashes, leaving the babies as they were.
Taunts
Up Taunt -- The babies hop up and down a few times.
Down Taunt -- The babies trip and fall to the ground, crying.
Side Taunt -- The babies run around in a circle, making airplane noises.
Items
None here, since they’re a Mario character.
Stage
None needed, as a Mario character.
Victory/Loss Poses
Up Victory Pose -- The babies run in from the sides of the screen, and high-five each other.
Side Victory Pose -- Same as side taunt.
Down Victory Pose -- The babies each perform a sort of ballerina spin, then become very dizzy and fall to the ground, laughing.
Loss Pose -- The babies sit and cry.
Extras
Symbol: Mario mushroom.
Kirby Hat: Kirby is able to swallow both Baby Bros. if they’re in range of his Inhale. Kirby gains a Mario or Luigi hat if he swallows only one baby, but swallowing both will give him a blue Mario-Luigi-like hat with an “S” printed on it, allowing him to do the Super Fireball.
Entrance: The babies ride in on their Mario Kart kart, which then crashes and leaves them to fight.
Colors: Color changes affect both babies. Standard (Mario: Red, Luigi: Green), Red (Mario: Dark Red, Luigi: Pink), Blue (Mario: Blue, Luigi: Light Blue), Green (Mario: Dark Green, Luigi: Light Green), Rival (Mario: Wario Colors, Luigi: Waluigi Colors), Other (Mario, Brown & White, Luigi: Orange)
Wii Remote Sound: In unison, both babies say, "Okey dokey."
SSE Role: The Baby Mario Bros. do not play a role in the Subspace Emissary story. After Tabuu is defeated, a hidden door appears in the Sea of Clouds (Skyworld area). Entering this door will start a battle with the Baby Mario Bros.
To Unlock: Get Final Smash trophies for both Mario and Luigi.
Unlock Message: "The Baby Mario Bros., Mario and Luigi's younger counterparts, have joined the brawl!"
Solid Snake Codec Conversation
Snake: Mei Ling, these two look like Mario and Luigi, only they’re a lot younger!
Mei Ling: That’s because they are Mario and Luigi, Snake. Baby Mario and Baby Luigi are just Mario and Luigi when they were younger.
Snake: So I’m fighting against a couple of babies…
Mei Ling: They work together great as a team. A lot of their attacks are based on each other. Alone, they’re not nearly as strong or capable.
Snake: And together, they’re still just a couple of babies…
Mei Ling: Just don’t underestimate them, Snake…
Snake: I think that’d be a little hard to do…