۞MR. SHINE & MR. BRIGHT۞
”We rule both the day and the night!
That leaves no time for you!”
SMASH APPEARANCE
Mr. Shine and Mr. Bright are a duo of two heavenly bodies that first appeared in Kirby’s Adventure as the boss of the Butter Building stage. Inseparable by nature, Mr. Shine is the crescent moon, and Mr. Bright is the fiery sun. Though they might seem to have constant conflict with each other, they actually work very well as a team, one taking to the sky while the other battles Kirby on the ground. In Smash Bros., they fight the same way, switching between the sky and the ground, with both of them always on the field of battle, utilizing teamwork to defeat their opposition.
Note: While playing as one of these characters, the other floats in the sky, and cannot be damaged or sent flying. However, they share the same damage meter. The character you are mainly playing as performs all Standard Attacks, Smash Attacks, Aerials, and Grab/Throws, while the Special Attacks and the Final Smash all involve the one currently floating in the sky, and with the exception of the Final Smash, must all recharge for 15 seconds after use. For example, if Mr. Bright is in the sky and uses his Down Special, the Helion Beam, he would then be unable to use any of his other Special Moves (if you read below, you’ll see that also means no switching) for the next 15 seconds. The sky-bound character will glow when they are charged for an attack.
۞SWITCHING MECHANIC۞
Up Special – Celestial Substitution – This move works the same for both characters. The one you’re currently controlling (let’s assume it’s Mr. Shine) jumps directly up about two Stage Builder blocks’ height. Upon reaching his peak (which takes a little under a second), Mr. Shine will stick himself in the background at that spot, as a basic moon shape, like in actual Shine and Bright battles from the Kirby games. As he does this, Mr. Bright drops from his position, wherever it was, on the field. He will perform a straight drop downward, and becomes playable immediately upon hitting solid ground.
What this means is that you can save yourself from falling once by using your Up Special, but you’ll be unable to use it again without forcing yourself into a KO. During both the jump and the drop, Mr. Shine and Mr. Bright are resistant to knockback, though they’ll still take damage. Also worthy of note is the fact that a KO on Mr. Shine or Mr. Bright does not grant opponents the normal luxury of downtime. Scoring a KO on (for example) Mr. Shine will make Mr. Bright immediately drop from his sky-bound position, this time becoming immediately playable, without having to touch the ground first. Unfortunately, in the hands of an inexperienced player, this can also lead to two quick consecutive KOs for your opponent. Position yourselves well, players!
-------------------------
A chill permeates the air, and the sky grows ever darker. . .
-------------------------
۞MR. SHINE۞
۞STATS۞
Size: Mid ~ Mr. Shine is slightly larger than a Party Ball.
Weight: Mid-Light
Power: Mid-Weak
Jumps: 3
Jump (1): Mid-High
Jump (2-3): Mid
Speed (Walk): Mid-Slow
Speed (Run): Mid
Traction: Mid
Speed (Attack): Mid
Speed (Falling): Mid-Slow
Range: Mid-Long
Crouch: High
Crawl: No
Wall-Kick: No
Wall-Cling: No
Glide: No
۞STANDARD ATTACKS۞
Standard Combo – Reflect – Mr. Shine stands in place, his body gleaming. This does no damage, but serves as a one second long reflector. For one second, while Mr. Shine is lit up, he’ll reflect all projectiles that hit him. This has virtually no startup lag, but a bit at the end. Mr. Shine is not immune in any way to melee attacks.
[0%]
Forward Tilt – Glow Shot – Mr. Shine extends his hands in front of them, and a glowing sphere formulates just beyond them. The whole time the sphere is there, it does multi-hit damage, and can reach up to 5%. He has little lag on both ends of this move, and the sphere lasts for about a second. Unfortunately, because of his short arms, it doesn’t reach very far at all, as the sphere is only about as big as one of the apples on Green Greens.
If you tap A again very close to the end of the second that the sphere is out, Mr. Shine will launch it forward about one-fourth the length of Final Destination. This adds noteworthy ending lag, but the traveling sphere greatly helps this move’s range. It goes about as fast as Lucario’s Aura Sphere, and still does multi-hit damage to opponents it hits, scoring up to 5% before it’s passed through them.
[Up to 5% + Up to 5%]
Up Tilt – Illuminate – Mr. Shine glows, damaging opponents that hit him. The hitbox consists only of his glowing body, but this move suffers minimal starting and ending lag. He glows for about half a second, very brightly, and deals 3% damage and weak knockback to anyone who touches him. This move can be good for clearing space, but not much else.
[3%]
Down Tilt – Stardust Splash – Mr Shine reaches down and slaps the ground with one hand, splashing up sparkling stardust in front of him. The dust immediately covers an area similar to what a Fire Flower’s flames cover, and remains there for about 5 seconds. Opponents who enter the stardust while it’s there take steady damage of 2% per quarter-second until the stardust fades or they exit it. This has some lag at the beginning, and a bit at the end as well, but not anything too difficult to work around.
[2%]
Dash Attack – Clamp – Mr. Shine slides about one Stage Builder block’s length, and clamps his crescent tips down on anyone he contacts during that time. This has little startup lag, but a good amount of ending lag after the clamp. If he doesn’t connect with anyone, he’ll trip at the end of his slide. As long as he connects, though, he’ll deal 10% and pretty good knockback. Use at your own risk!
[10%]
۞SMASH ATTACKS۞
Forward Smash – Crescent Cutter – Mr. Shine charges up and tosses a small whirling cutter forward. It’s slightly smaller than Link’s Gale Boomerang, and has no accompanying tornado. It travels at about the same speed, going for approximately half the length of Final Destination. Anyone struck by the cutter takes 6-10% damage and fairly weak upward knockback. The startup lag on this move is something to be aware of, but the ending lag shouldn’t be a problem except in really clinching situations.
[6% to 10%]
Up Smash – Star Spray – Mr. Shine throws his hands up, and waves of stars shoot out in rapid succession. They cover a lot of area, about two Stage Builder blocks’ distance upward and one outward to each side. The lag is pretty average as well, so what’s this move’s downfall? Damage. Each star does only 1% damage, and opponents hit are only likely to be hit by 4-5 of them (though a very close opponent can be hit up to 10 times.). Couple that with the fact that the corresponding knockback is far from great, and this move becomes much more situational.
[Up to 10%]
Down Smash – Rolling Rush – Mr. Shine charges my spinning in place, similar to Jigglypuff when she uses Rollout. Upon release, he rolls forward along the ground, a little slower than Jigglypuff does, damaging opponents in his way. Unlike Jigglypuff, he’ll pass through opponents he hits, after giving them 10% damage and good backward knockback. Additionally, he can’t pass the edge of a platform like Jigglypuff. Charging affects the distance Mr. Shine travels while rolling, with a minimum of one-fourth of Final Destination, and a maximum of the full length of it.
[10%]
۞AERIALS۞
Neutral Air – Reflection Spin – Mr. Shine spins in place, taking on the same reflective property he does for his Standard Combo. He spins for about a second, but the reflection ability only kicks in for the second half of the spin. For the first part of the spin, Mr. Shine deals 5% damage and moderate knockback to those he connects with. This has little startup lag, but a fair amount of ending lag.
[5%]
Forward Air – Moonlight Magic – Mr. Shine pauses briefly, then rushes forward about three Stage Builder blocks’ length, releasing a powerful moon dust into the air all along his path as he goes. This powder lingers in the air for about 5 seconds, and any opponents who touch it will shrink to three-fourths of their normal size. In this state, they do only three-fourths of their normal damage and knockback, and also take 1.5X the normal knockback from attacks that hit them. Even with an above average lag time before the rush, this is an excellent move. Be careful about when and where you use it, though, as it will put Mr. Shine in a freefall.
[0%]
Backward Air – Crest Pulse – Mr. Shine arcs his back quickly, and a crescent energy burst emits from it, traveling backward to damage opponents. The crest is as tall as Mr. Shine, and rather thin. It travels backward about two Stage Builder blocks’ length before vanishing. Anyone it hits receives 8% damage and flinching knockback. Lag is slightly below average on the front end of this move, but well above average at its end.
[8%]
Up Air – Low Gravity – Mr. Shine suddently begins tumbling directly upward. This attack will halt any horizontal momentum you previously had when used, pausing Mr. Shine briefly to stop him before taking him up. This makes for some startup lag, though it is relatively short. Mr. Shine tumbles upward about the height of a whopping six Stage Builder blocks! He also deals a hit of 1% damage and flinching knockback to anyone he hits on the way up, although this hit has ridiculously low priority, and is easily beaten out. Mr. Shine can cancel out of the lift early by tapping the control stick down. At the end of this move, whether canceled early or not, Mr. Shine enters freefall.
[1%]
Down Air – Lullaby Powder – Mr. Shine opens his mouth and blows a mysterious powder downward. The powder covers a small area about the size of a Party Ball, falling toward the ground at a steady pace (if used from the top platform of Battlefield, it would reach the bottom level in about 3 seconds) and lasting for about 5 seconds before disappearing. Airborne opponents who come in contact with the powder are made helpless, falling uncontrollably until they are outside the powder’s reach. Opponents on the ground will fall asleep upon contact with the powder, sleeping for about as long as they would if hit by Jigglypuff’s Sing. This has a relatively large amount of lag at the start, with a moderate amount at the end.
[0%]
۞SPECIAL ATTACKS۞
REMEMBER, MR. SHINE USES THESE WHILE MR. BRIGHT IS IN PLAY
Neutral Special – Starburst – Mr. Shine blinks rapidly for about a half-second, then sprays small stars out in every direction. He does this for about two seconds, the hitbox radius being similar to that of a Smart Bomb explosion. Opponents caught in the stream of stars receive multi-hit damage up to 20%, and the attack is excellent at catching and is hard to DI out of.
[Up to 20%]
Side Special – Selene Ray – A thin ray of light emits from Mr. Shine all the way across the screen in the direction you press. If anyone touches this ray, Mr. Shine will begin rapid-firing small stars along the ray’s path, at about the same speed that Staryu shoots them. Each star does 1% damage, and he fires 20 of them, making a total of 20% damage possible, though dealing that much in a single use isn’t guaranteed. If three seconds pass and the ray doesn't touch anyone, it will vanish. Mr. Shine has to recharge for 15 seconds whether he fires the stars or not.
[Up to 20%]
Down Special – Star Shower – Mr. Shine calls down a shower of stars that randomly pelt different areas of the field. These stars are about the size of a Warp Star, and can rain down anywhere on the field, regardless of Mr. Shine’s position, but normally deal only 5% damage, with flinching knockback. Upon impact with anything solid, however, they’ll explode (like a Warp Star), dealing 10% damage and decent diagonal knockback. They will always take a downward path, though it can be diagonal to any degree, and they travel about as fast as PK Starstorm’s stars. A total of 12 stars fall, within the span of about 5 seconds.
[5% Per Hit or 10% Per Hit]
۞FINAL SMASH۞
REMEMBER, MR. SHINE USES THIS WHILE MR. BRIGHT IS IN PLAY
Final Smash – Ecliptic Curse – Mr. Shine turns around, disappearing into the background. Mr. Bright also vanishes with him. The screen goes dark, with only a small circle of light (about half the radius of a Smart Bomb explosion) around each player, while they remain frozen in place, stunned by the abrupt change in lighting. Then a terrible curse sets in. Suddenly, behind each player, there appears a holographic-looking duplicate of himself or herself. All in all, this animation takes about three seconds, and no one can move during this time. No light appears around the holograms, who remain hidden in the darkness.
After this, all 2, 4, or 6 players on the field (the duplicates perform as separate characters, though their damage meters remain unseen) become controlled by Level 9 CPUs, and frantically fight each other. The CPU ignores any teams, and all characters have the ability to damage anyone else. Meanwhile, the actual players (or CPUs) behind the character must struggle to regain control of their characters by moving the control stick around rapidly. Generally, players will be able to regain control in about 15 seconds. As soon as someone regains control of their character, their duplicate vanishes in a puff of smoke. The remaining cursed individuals will ignore characters that no longer have duplicates. Once everyone has broken the curse, both Mr. Shine and Mr. Bright reappear directly over the respawn area, Mr. Bright dropping and becoming playable.
[Variable Damage]
۞GRAB AND THROWS۞
Grab – Normal – Mr. Shine reaches forward and grabs his opponent. His reach is similar to that of Mr. Game and Watch.
Pummel – Stab – Mr. Shine leans forward, stabbing his crescent tips into his opponent for 3% damage. This cannot be repeated at a very fast rate.
[3%]
Forward Throw – Carrier Crash – Mr. Shine grips his opponent tightly and rolls forward about a quarter of the distance across Final Destination, then appears to hit a bump in the ground, jumping slightly and then crashing to the floor. This gives this Throw considerable ending lag, but it deals a solid 10% damage, making it Mr. Shine’s most damaging throw. It has a bit of startup lag as well, and it should be noted that he will not pass edges while using this throw.
[10%]
Backward Throw – Shooting Star – Mr. Shine throws his opponent backward on a star, which explodes after it travels about three Stage Builder blocks’ length, dealing 8% damage and decent knockback. It travels about the speed of a Smash thrown item, and is incapable of damaging other players. This has little lag on both ends.
[8%]
Up Throw – Astro Boost – Mr. Shine leaps into the air about the height of the highest Battlefield platform, then throws his opponent upward with both hands, dealing 5% damage and decent upward knockback. This has a good amount of startup lag, but almost no ending lag. Mr. Shine ends this attack in the air.
[5%]
Down Throw – Lunar Lashing – Mr. Shine tosses his opponent to the ground, then points one hand at them, which releases a flurry of energy cutters (like the one in his Backward Air, only smaller). He shoots 8 of them, which each do 1% damage. This all happens within about a second. This Throw has no chaingrab potential.
[Up to 8%]
۞TAUNTS۞
Up Taunt – Mr. Shine spreads his arms out, and glows magnificently for a second or so.
Side Taunt – Mr. Shine points forward, then drags his finger across his throat.
Down Taunt – Mr. Shine folds his arms and taps his foot impatiently.
-------------------------
The world is ablaze, as a searing light burns through the sky. . .
-------------------------
۞MR. BRIGHT۞
۞STATS۞
Size: Mid ~ Mr. Bright is a little larger than a Party Ball.
Weight: Mid-Light
Power: Mid-Weak
Jumps: 3
Jump (1): Mid-High
Jump (2-3): Mid
Speed (Walk): Mid-Slow
Speed (Run): Mid
Traction: Mid
Speed (Attack): Mid
Speed (Falling): Mid-Slow
Range: Mid-Long
Crouch: High
Crawl: No
Wall-Kick: No
Wall-Cling: No
Glide: No
۞STANDARD ATTACKS۞
Standard Combo – Slow Burn – Mr. Bright sits in place, his flames encircling him and burning opponents who touch him. They don't expand all that far beyond his body, this just makes them more potent. This has pretty good priority against physical attacks, but projectiles will always go through his fiery barrier and damage him. He can hold this as long as he wants, and opponents who touch him receive 3% damage and weak diagonal knockback. There isn't very much startup lag, but the ending lag is something to be aware of.
[3%]
Forward Tilt – Fire Whip – Mr. Bright spins horizontally, his flames extending out behind him and whipping sharply forward. This attack has lag comparable to Ike’s Forward Tilt, and the hitbox only lasts for a brief moment. The majority of the “whip” does only 2% damage and weak upward knockback, but the very tip sweetspots for 8% and pretty good diagonal knockback. The tip reaches about a quarter of the way across Final Destination, so learning your spacing can make this a very effective move, while it’s fairly useless otherwise.
[2% or 8%]
Up Tilt – Power Torch – Mr. Bright’s flames burst into a tall pillar, reaching up about the height of the highest Battlefield platform. This attack also has a pretty large amount of lag, but can be held as long as you’d like. It doesn’t expand at all horizontally, so he’s entirely vulnerable from the sides, but the torch-like pillar protects him well from the top, dealing 4% damage and weak upward knockback to anyone who touches it.
[4%]
Down Tilt – Set Fire – Mr. Bright bounces on the ground quickly (he hovers just above it normally), lighting the ground his width around him on fire. He performs this in about half a second, and the fire remains there for five seconds afterward, dealing 4% damage and weak upward knockback to anyone who touches it. Performing the move multiple times in the same place will not increase the damage or knockback done when the fire is touched.
[4%]
Dash Attack – Smog Contrail – Mr. Bright rushes forward about one-third the length of Final Destination, leaving a trail of smoke behind him. He travels about as fast as he runs, with little startup or ending lag. The smoke trail remains there for about five seconds, and all opponents who touch it become unable to jump and have their left/right controls reversed until they are no longer in the smoke.
[0%]
۞SMASH ATTACKS۞
Forward Smash – Blazer – Mr. Bright charges up and launches himself forward, approximately half the length of Final Destination. He covers this distance faster or slower, depending on how much charge is put into the Smash Attack. With no charge, he’ll take about two seconds, while at full charge, he can do it in about half a second. Unlike Mr. Shine, Mr. Bright can pass the edges of platforms while using this move. Anyone he touches receives 10% damage and pretty good diagonal knockback. He’s got good priority while performing this move, but it once again has quite a bit of lag, on both ends.
[10%]
Up Smash – Smoke Puff – Mr. Bright turns upward, then blows a large puff of smoke upward. Minimal lag exists after the attack, but the startup lag is a bit above average. A foggy area two to three Stage Builder blocks’ length (depending on charge) wide and high is created, the bottom of which is on the ground. The smoke lingers for about 5 seconds, and all players (including Mr. Bright) are incapable of performing attacks while in the smog. This may seem a bit counter-productive at first, but in the hands of a good player, this can be a very effective move.
[0%]
Down Smash – Combustion Sphere – Mr. Bright clenches his fists, as a circle of flames about half the size of Luigi’s Negative Zone comes to life around him, then quickly disappears. The circle can expand through pass-through platforms, but will stop at any solid obstacle. This, like many of Bright’s attacks, has a lot of lag, and the hitbox only lasts for a split second, as the flames appear and disappear very quickly, making it very possible to spot-dodge this attack. On the plus side, this is a very powerful move, dealing 15-20% damage and good knockback directly away from Mr. Bright.
[15 to 20%]
۞AERIALS۞
Neutral Air – Arson Blast – Mr. Bright charges up for about half a second, then unleashes a burst of fire that travels outward from him at about the speed of Tabuu’s Off Waves. However, they’ll only travel about as far as a Smart Bomb’s explosion would reach before vanishing. Opponents hit receive 4% damage and flinching knockback.
[4%]
Forward Air – Rushing Embers – Mr. Bright rushes forward in mid-air for about one-third the length of Final Destination. He goes about the same speed as Captain Falcon does while using Falcon kick, and suffers similar lag. Anyone he touches while flying receives 8% damage and moderate upward knockback. Additionally, he leaves a trail of embers along his path that linger for about 4 seconds, and will damage opponents who touch them for 1% and flinching knockback. Mr. Bright enters freefall after this move’s execution.
[8% + 1%]
Backward Air – Firestorm – Mr. Bright spins around rapidly for the next second while still moving through the air however he’s controlled. All areas he touches catch fire, and will remain for three seconds, dealing multi-hit damage to anyone who touches them. A maximum of 12% damage can be reaches, though opponents are likely to only get part of that. This move has minimal startup lag, but some ending lag.
[Up to 12%]
Up Air – Afterburner – Mr. Bright turns himself upward, and his flames burn below him, pushing him upward. This can be stopped and started again similarly to R.O.B.’s Up Special, and performs similarly as well. However, two major points of difference exist. Firstly, Mr. Bright can only travel about half as far before his flames cannot carry him anymore. However, unlike R.O.B., Mr. Bright becomes a moving hitbox while using this move, dealing 5% and fairly weak upward knockback to anyone who touches him. Mr. Bright can use other attacks in the middle of this attack, but it will force him into a freefall. He’ll also enter freefall if he uses this move until his flames’ power has totally depleted.
[5%]
Down Air – Pyro Bomb – Mr. Bright turns downward and launches a dark orb about the size of a Party Ball downward. It travels about the speed of Lucario’s Aura Sphere, until it reaches about two Stage Builder blocks’ height below where it was used, or it strikes the ground. It does no damage until this time. At this point, it immediately erupts into a sphere of flames similar to Torchic’s, having roughly the same size and similar holding and damaging properties. It lasts for about two seconds, and can potentially deal a total of 12% damage during this time. Unlike Torchic’s flame, this does not launch opponents at its finish, and will simply vanish, releasing them.
[Up to 12%]
۞SPECIAL ATTACKS۞
REMEMBER, MR. BRIGHT USES THESE WHILE MR. SHINE IS IN PLAY
Neutral Special – Flame Spin – Mr. Bright hastily shoots out two flames about the size of Samus’ uncharged Charge Shot. They start at his center and quickly spiral outward, traveling indefinitely in a counter-clockwise direction, essentially hitting every part of the stage at some point. Because of this, this attack is very easy to hit with, but only deals 3% damage and flinching knockback.
[3%]
Side Special – Solar Flare – Mr. Bright flashes for about half a second, then launches a burst of flame to the side this move was used to. It travels about the speed of Lucario’s Aura Sphere. The flame starts about twice the size of Mr. Bright, but diminishes in size as it goes, reaching its smallest size after it’s traveled about the distance across Final Destination, but still continuing on its way until it goes off-screen. The size, aside from affecting the hitbox, corresponds to the damage, which ranges from 2% to 10%, though the knockback only changes slightly, always remaining rather low.
[2 to 10%]
Down Special – Helion Beam – Mr. Bright flashes for about half a second, then fires a white-hot beam of light directly downward. It’s as wide as him, and immediately extends downward until it strikes solid ground. This beam lasts for about three seconds, and is extremely powerful, dealing multi-hit damage up to 20% with heavy diagonal knockback at its end to anyone who touches it at any time.
[Up to 20%]
۞FINAL SMASH۞
REMEMBER, MR. BRIGHT USES THIS WHILE MR. SHINE IS IN PLAY
Final Smash – Heat Wave – Mr. Bright flashes rapidly as Mr. Shine vanishes. After about a second, Mr. Bright explodes in a violent rage, extending flames as far as he can in every direction. The flames will stop at any sort of solid obstacle, from crates to pass-through platforms. Opponents who are unable to position themselves so that they aren’t in the path of the flames will take multi-hit damage up to 35% from this Final Smash, as well as a finishing blow of good diagonal knockback. After this, Mr. Shine reappears over the respawn area and becomes playable again.
[Up to 35%]
۞GRAB AND THROWS۞
Grab – Normal – Mr. Bright simply reaches forward and grabs, with range similar to Kirby.
Pummel – Fire Pulse – A few of Mr. Bright’s flames jump to his victim, dealing 3% damage. This can’t be repeated very rapidly.
[3%]
Forward Throw – Kindler – Mr. Bright drops his opponent to the ground, then rushes a short distance past them, lighting them on fire. This deals only 3% damage, but causes the opponent to be lit on fire for the next five seconds, causing them to damage anything or anyone (besides Mr. Bright) they touch for 3% damage and weak knockback. This is a weak Throw on its own, but it can cause a lot more destructively in Team Battles.
[3% + 3%]
Backward Throw – Fever Flash – Mr. Bright vanishes into thin air, causing his opponent to trip forward into the spot he had previously been. As they hit the ground, he reappears in a burst of flames, launching his opponent backward with decent knockback and also dealing 5% damage. This is kind of a slow Throw, but can be useful for scoring KOs if you have the time.
[5%]
Up Throw – Furnace Blast – Mr. Bright tosses his opponent over his head, then shoots a burst of flame upward, damaging them 6% and doing decent upward knockback. The lag is average on both ends. At higher damage, this can be used to knock opponents off the top of the screen.
[6%]
Down Throw – Solar Inferno – Mr. Bright, still holding his opponent, creates a whirlwind of fire right around them. This deals 8 hits that deal 1% damage each. This is somewhat difficult to interrupt, as the flames will also deal damage to anyone else who comes into them. This takes a couple seconds to perform, and has no chaingrab potential.
[Up to 8%]
۞TAUNTS۞
Up Taunt – Mr. Bright holds up both fists victoriously, his flames flickering brightly.
Side Taunt – Mr. Bright closes his eyes, and his flames completely encircle him. As they die down again, he returns to normal.
Down Taunt – Mr. Bright’s flames completely go out. He panics, waving his arms wildly for a second, then clenches his fists hard and restarts them.
-------------------------
Together, such antipodal forces become nearly unstoppable. . .
-------------------------
۞VICTORY POSES۞
Up Victory Pose – Mr. Shine and Mr. Bright run in from opposite sides of the screen, high-fiving in the middle, then looking menacingly at the screen.
Side Victory Pose – Mr. Shine and Mr. Bright soar through the air, competing for the middle of the sky. After a couple of seconds, they collide, then collapse on the ground in the victory area.
Down Victory Pose – Mr. Shine and Mr. Bright stand on the left and right sides of the screen. They both stretch their arms out, as Mr. Shine begins to glow and Mr. Bright’s flames begin swirling around them. Both of them suddenly lift up and float a few feet off the ground.
Loss Pose – A cracked sun and moon shape lie in a heap in the background.
۞EXTRAS۞
Symbol – Warp Star
Entrance – Mr. Shine and Mr. Bright both materialize in the sky about two Stage Builder blocks’ height above where they will start. The one starting in-play (which can be chosen from the character select screen) then drops down to the ground, ready to fight!
Alternate Costumes
Kirby Hats – Kirby gains a crescent hat if he swallows Mr. Shine, and fiery headgear if he swallows Mr. Bright. Instead of gaining their Neutral Specials, Kirby gains Mr. Bright’s Down Smash or Mr. Bright’s Forward Smash, which function identically.
۞PLAYSTYLE SUMMARY۞
Mr. Shine and Mr. Bright excel in different areas, and switching between them is absolutely essential to playing effectively with the duo. Mr. Shine has a lot of quirky attacks that opponents will struggle to get used to, and Mr. Bright has quite a few good attacks for racking up the damage, especially with Mr. Shine in the sky.
Many players will find it easiest to focus on racking up damage before trying to score a KO with Mr. Shine and Mr. Bright, as neither character has very many reliable KO moves and neither is a very strong gimper. Mr. Bright is generally more effective for this, as he possessed fewer quirky moves, and more straight-up attacks. His Forward Smash, as well as his Backward and Down Air attacks can be useful for this, especially when employed after an effective Dash Attack. Additionally, you can use any of Mr. Shine’s Specials during this time to rack up some good damage.
Unless you plan on KOing with Mr. Bright’s Down Smash, you may find it useful to perform a switch. With Mr. Shine in play, you have attacks like the Forward Air, the Down Air, and the Down Tilt to force your opponents into whatever field position you’d like, as well as a ground-based and an air-based reflector system. While you’re doing this, you can use Mr. Bright’s Neutral and Side Specials for a bit of additional damage. Your main sources of KOs are going to be Mr. Shine’s Dash Attack (which should be set up due to its punishable finish if you miss), and Mr. Bright’s Down Special (easily the pair’s most powerful move).
Working toward that Down Special is probably your best bet. One effective strategy (if it gets down to the wire and you know you won’t be switching back) is to switch Mr. Bright out directly over the edge. Use Mr. Shine to push your opponent(s) off that edge, and unleash Mr. Bright’s Down Special so they can’t reach the ledge. This pretty well ensures a KO, but remember that you won’t be able to switch back.
Players may find plenty of other strategies, and only one effective one is outlined here. Proper switching is always a must, as is the use of Mr. Shine’s quirky effect moves and Mr. Bright’s powerful Aerial game. Concerning Final Smashes, Mr. Shine’s is an anytime use attack, while Mr. Bright’s often requires some repositioning before use. If you’re feeling rushed, let Mr. Shine take the sky. Otherwise, you may find it beneficial to get Mr. Bright in position and let him work his magic!
As far as recovery goes, make sure you don't let your Up+B muscle memory from most other characters kick in. You'll be relying heavily on each character's Up Air and Forward Air attacks for recovery. This makes for a tricky Aerial game, too, since both of these moves will put you in a freefall, and should be used carefully and accordingly. Mr. Shine and Mr. Bright take a bit of getting used to, both for the player using them and the player(s) facing off against them!