Babe joins the Brawl!
== Basic Attacks ==
Ground Attacks:
AN: Jab-Jab-Knee - 3%-2%-6%
Babe punches whatever is in front of him. It's pretty basic,
and nothing special, with next to no knockback and no KO
potential. If you press it twice, Babe will punch with his
other hand, and three times, he'll knee his enemy.
There's nothing special to note about this move, other than it
combos into Combo Punch VERY easily.
AN extended: Combo Punch - 2%
Hold down AN and do the Jab-Jab-Knee to start punching furiously
in front of you: Babe will punch three times in front of him
at very high speeds, and continue until you release A.
This move is of little value: it leaves you open (you can't move
or shield out of it until it's over), deals little damage and is
easy to escape from, and has zero KO potential.
AF while walking: Kick - 10%
Babe kicks anything in front of him. Flashy.
This has surprising range and decent damage (little knockback,
though), but you probably won't be taking advantage of it very
often because it relies on you walking, something Babe should
never be doing. Sorry, Kick. You're just kind of inconvenient to
pull off.
AF while running: Shoulder Bash - 8%
Babe uses his shoulder and his momentum to crash into his
enemy, sending him flying. After the attack, he's sligthly
vulnerable for a moment as he regains his footing.
This is a good, solid move: it comes out almost instantly, it
takes advantage of Babe's incredible speed, and it has a decent
amount of knockback (there's no realistic chance of KOing someone
with this, however). I'd get used to using it if I were you,
because against agile enemies like Pikachu, Babe needs all the
fast attacks he has.
AD: Ground Kick - 10%
Ah, here we get to useful moves. While crouching, press A to
kick in front of you (it will NOT hit behind you) to kick about
the length of Babe's body along the ground. It won't hit
anything in the air, but if your enemy is on the ground, he'll be
hit. Or rather, kicked.
This move is pretty valuable. It deals respectable damage, is
easy to connect with (coming out pretty fast), and has more range
than it really should have. It has a fair amount of knockback,
but has no realistic chance of KOing an opponent except at
extremely high damage (300%+). Still, if you need a fast damage-
dealing attack and your enemy isn't in the air, this is a good
attack.
AU: 180 Degree Kick - 13%
Babe kicks everything in front of him, from over his head to
right beneath his ankle, in a 180 degree arc.
I'll be honest: this is not his best move. It's hard to connect,
being slightly slow, and doesn't deal enough damage to be worth
the effort. In addition, it's a non-smash AU attack, making it
somewhat irritating to even use. It's entirely possible you'll
forget you even HAVE it.
AFS: Elbow Bash - 19%-26% (Fire)
Babe takes his arms, and uses them to put his right elbow in
the enemy's face.
Babe has one of the best forward smashes in the game.
It's not very fast, but it hits HARD, has nice range, and has a
ton of of knockback. This is an excellent attack you'll need to
learn the ins and outs of. It's also useful for edge-guarding.
This is one of Babe's best finishing moves because of its
excellent knockback: hit a high-damage enemy with THIS, and he's
gone.
AUS: Double Upper Kick: 8%-11%, 13%-19%
Babe kicks upward, and then, just to be a jerk, kicks upward
again.
You'll notice this seems a bit weaker than other smashes, I hope.
It's not true. His first kick will hit for 8%-11%, and his
follow-up kick will deal the 13%-19% and the knockback. Don't
worry: no matter how damaged the enemy is, the first hit has
almost no knockback and will try to trap him for the second kick.
Notably, the first kick has SLIGHTLY greater range than the
second one, so it's possible you'll only hit for the weaker
damage and deal no knockback.
This is a great move. The second kick has knockback that is just
absolutely insane, and if your enemy is damaged enough, it WILL
launch them into the stars. If you can predict where an enemy
will land, this is a killer move. You'll be getting used to using
this particular smash, I assure you.
ADS: Double Ground Kick - 18%-25%, 16%-22%
Babe stands on one leg, and uses the other to kick in front of
him, then behind him a moment later.
This is another excellent smash. Really, when it comes to
smashes, Babe got lucky. It deals a nice bit of damage, and
once you learn how it hits (it's hard to explain) the enemy,
it'll be one of your best finishers. Because of its low blow, it
makes an excellent edge-guarding move.
It's possible to trap a lightly damaged enemy in both kicks,
dealing nearly double the damage, but it's hard to pull off and
relies on what your enemy does when he's hit.
Note that the "18%-25%" refers to the first kick, and the "16%-
22%" the second kick. The first kick is obviously slightly
stronger.
A while hanging on an edge: Recovery Kick - 10%
Press A while hanging an edge to kick in front of you as you get
back onto the stage. Every character has this.
It's nothing special. It has some knockback, but not enough to KO
someone. It's only useful for getting your enemy out of your way
as you get back up.
A while laying on the ground: Wake-up Kick - 6%
While getting up, Babe kicks in front of him, then kicks all
around him in 360 degrees.
This is a weak, "get-away-from-me" move that knocks your enemy
back JUST enough for you to get up without being killed. Really,
it's better to just roll away, this deals so little damage and so
little knockback.
Aerial Attacks:
AN: Aerial Double Kick - 4%, 6%
Babe kicks in front of him while falling, then kicks a
second time. Notably, the first kick has greater range than the
second kick.
This is not one of his better moves. Though it comes out fast, it
just lacks damage and knockback. Additionally, the first hit can
knock your enemy out of range of the second. It's also kind of
hard to hit your enemy with.
Really, this is not a move you'll be using very often except to
regain your balance in the air if you're knocked back.
AF: Knee of Justice - 3% or 19%
Babe knees the air in front of him, dealing damage to anything
directly in front of him. If you barely hit with it, you'll deal
3% damage with no knockback. If you hit directly with the knee so
it connects INSIDE the enemy, it'll deal 19% damage with much
more knockback.
Aw yeeeeeeeeaaaaah. Also known as "The Knee" and "Babe Knee",
this is one of the single best moves in the game. For real Babe
players, this move is as iconic as Babe Punch.
Despite the fact that it was nerfed from its Melee form, the Knee
of Justice is still probably the single best aerial killer in the
game. I love this move, and if you play Babe, so will
you.
Its high damage alone would make this a good move, but it has one
of the highest horizontal knockbacks in the game, period. I've
seen this KO mediumweights as low as 70%, this is just a
ridiculous move. Because its hitbox for the high damage+knockback
is kind of small, you'll have to practice to get it every time.
This is basically one of your main finishing moves.
This move, by the way, is easier to land against larger opponents
(Bowser, DK, Ganondorf), but kind of difficult against smaller
ones (Pikachu, Kirby). It's an INSANE boss killer.
AB: Reverse Punch - 14%
Babe looks behind him and punches, knocking away
anyone trying to take advantage of his vulnerable position.
Another good move, this is basically an inferior version of Knee
of Justice, with all its aspects toned down a bit: less damage,
less knockback, less range. However, it has no "crappy" version
(if you don't hit head-on with Knee of Justice, it'll deal little
damage, with this it doesn't matter), and it's not like you can
knee backwards anyway. You'll want to get used to this move,
because floaty characters like Kirby LOVE trying to attack the
backs of characters who fall kind of slowly like Babe.
This can KO someone, but don't count on it to do so, it's really
meant as a defensive attack.
AU: Crescent Kick - 13%-10%
Babe kicks in a half-circle around himself, dealing
damage to anything that gets in his legs' way. The beginning of
the kick deals more damage than the end.
This is a solid move. It hits anything above or in front of you
and has some knockback. Its knockback is enough to push away
someone trying to attack you, but not enough to KO anyone who
isn't heavily damaged. Its real advantage IS its underwhelming
knockback: wait for someone to fall, Crescent Kick him, double-
jump, and Crescent Kick him again, and if you're lucky, AGAIN.
Crescent Kick's strength is in dealing damage, not KOing people.
AD: Babe Stomp - 14%
Babe takes a second, and then kicks anything directly
below him down to the ground. It leaves him slightly vulnerable
for a moment.
Another great aerial move, this is one of the game's best meteor
smashes. For those unfamiliar with the term, a meteor smash
knocks it target directly downward, making them ideal for KOing
enemies foolish enough to be over pits (of the non-Angelic
variety). Really, this is a great move: it's not a fast meteor
smash, but it's a powerful one. One problem with it is that when
you use this move, you ARE going down with your enemy, so you'll
have to be prepared to recover or you'll lose a life.
== Special Attacks ==
B: Babe Punch - 27%-28% (Fire)
Babe prepares himself for a full second, then punches
whatever is in front of him with an epic falcon made of fire. He
also yells out "BABE PAWNCH!" as he does this. The punch is
powerful and has extreme knockback.
If you press the opposite direction of where you're facing at the
beginning of this move, while charging Babe will turn around
and perform a Reverse Babe Punch. It's marginally more powerful
than the normal version.
Babe's signature move: the Babe Punch. One of the
game's most powerful moves, newbies often assume it's useless
because of its slow speed. It's true that Babe Punch is slow,
but it as as powerful as moves get, easily capable of KOing even
medium damaged enemies with its knockback.
However, it takes strategy to use this move correctly. Simply
going up to an enemy and trying to Babe Punch him will get you
killed.
The best way to use this move is while falling: jump towards your
enemy (preferably while he's doing something: grabbing an item,
beating up another player, ect.) and punch while in the air.
Falcon will wind up in the air but punch on the ground, and
hopefully the move will connect.
B-side: Pig Boost - 7% (Fire)
On the ground: Babe runs forward and performs a fiery uppercut,
sending his enemies upwards.
In the air: Babe launches himself forward (but not upward), and
punches his enemy directly downward. He also "leapfrogs" over
him, moving further forward and allowing Babe to perform
another move.
Pig Boost may not be as flashy as Babe's other moves, but
it's no less useful. Unlike his other moves (which have
horizontal knockback), Pig Boost has vertical knockback,
though it's not powerful enough to KO an enemy by itself.
If used in the air, it instead knocks the enemy downward, acting
as one of Babe's two meteor smashes. If you use this for
recovery, it'll put Babe into helpless falling mode once it's
over UNLESS you hit someone with it, whereupon Babe will be
ready for another move (preferably Babe Dive).
Pig Boost doesn't get the respect it deserves. It's not a
KOer, it's meant for setting up enemies for air combos and
killing computer teams (both of which it does quite well).
Note that Pig Boost has strangely high priority: if you
connect with another move, more than likely it's going through.
Pig Boost will reflect most projectiles if you hit one with
it, such as Link's arrows, but not the stronger ones, like a
charge shot from Samus.
This move is notable for the lack of speech: it's Babe's only
special move that doesn't involve yelling out SOMETHING.
B-up: Babe Dive - 5%, 12% (None, Fire)
Babe dives upward (in the future, we don't need
physics). He tries to grab an enemy in the air. If he succeeds,
a moment after grabbing the target he causes an explosion that
sends his target flying while Babe jumps away.
If Babe succeeds in performing the move, he can use another
move, if he doesn't connect with anyone (say, by using it as a
recovery move) then he's put into helpless falling mode.
The grabbing part deals 5% damage, and the explosion deals 12%
fire damage. If he succeeds in the move, he yells out "Yes!"
Meet Babe's recovery move. It's nothing particularly
special as a recovery move, and indeed, there are many better
ones (freaking Pit and his freaking flying). Babe Dive is a
completely average move for recovery purposes, and there's
nothing special to say about it at all. It's not even flashy.
As an attack, it is equally lackluster. Falcon takes a moment to
actually USE the move, making it hard to hit with, and the damage
is not impressive, nor is the knockback. You might not even ever
use this as an attack.
Notably, if you use this move on something that can't be grabbed
(bosses in single-player mode), the 5% grabbing damage will be
dealt, but not the 12% fire damage.
B-down: Babe Kick - 12%-14% (Fire)
On the ground: Babe takes a moment, and charges forward with a
fiery kick while yelling out "BABE KICK!". This has some
serious ending lag.
In the air: Babe takes a moment, and charges downward with a
fiery kick while yelling out "BABE KICK!". This has some
serious landing lag if you reach the ground, otherwise you finish
the move in midair.
Babe Kick, the "other" obnoxious Babe move. It'll
place you in the direction you're looking, and deal some damage
to anything in between you and the point you stop, but not enough
to KO anyone. Babe Kick is strictly a damage-dealing move, and
not even Babe's best one. It does, however, have absolutely
insane priority: this will go through almost any other move.
EXTREMELY IMPORTANT NOTE: It is no longer possible to use the
Babe Kick-Double Jump trick like it was in Melee. Don't try,
you'll get yourself killed.
Final Smash: Blue Babe - 10%, 20%, 10%
Babe calls his racecar, the Blue Babe. It flies in
front of him, and anyone directly in front of Babe is dragged
onto it. They're then deposited onto a racetrack, and run over by
Babe at very high speeds. They are THEN launched and
killed in an overly elaborate manner.
Most Final Smashes don't meet instant death: Samus' FS, while
damaging, won't NECESSARILY kill you. Babe's will. If
you get hit by that initial 10% damage, you. Are. Dead. Period.
It doesn't matter how much you're damaged, it means death. It
might be possible to survive if you hit a wall, but I've never
seen that happen, and I play as Babe a lot.
It should be noted that nothing else happens while Babe
does this move: it's like a movie: he runs over the enemies he
hit with the Blue Babe, and the stage disappears until it's
over. It's the only one of its kind.
== Throws ==
Z: Grab
Babe grabs anyone directly in front of him. He does not have a
long grab like Samus or Link. It deals no damage by itself, but
sets up an enemy for a throw.
Z or A while grabbing someone: Knee - 2%
Babe knees the person he's grabbed for 2% damage. It's possible
to get as many as four attacks on your enemy before he escapes,
though more likely he'll escape by mashing buttons before you get
all four hits.
F while grabbing someone: Forward Throw - 4%, 5%
Babe punches the person he's holding, knocking them forwards.
The punch deals 4% damage, the letting go 5%. It knocks the enemy
back forwards.
B while grabbing someone: Backward Throw - 8%, 1%
Babe kicks the enemy he's holding backward, launching him
backwards. The kick deals 8% damage, then almost immediately 1%
more damage.
U while grabbing someone: Upward Throw - 4%, 3%
Babe uppercuts his victim, launching him upwards. It deals 4%
damage, then another 3%.
D while grabbing someone: Downward Slam - 7%
Babe slams the enemy onto the ground, knocking them forwards.
It deals some damage and some knockback, but not a lot.
== Taunts ==
L/RD-Pad: Come on!
Babe faces forward, does a hand gesture, and yells "Come on!",
presumably asking his enemies to attack him.
UD-Pad: Fiery Babe
Babe ignites fire in himself (?) and makes a "Grrrr" sound. It
lacks his signature.... coolness. Don't use this taunt.
DD-Pad: Show me your moves!
Babe faces the screen, salutes, and requests that his enemies
show him their moves.
LOL, though seriously, a moveset for Babe would be interesting, to say the least.