Ah, the cleverness of me!
PETER PAN
“Just think happy thoughts…”
* * *
◊ THE STORY ◊
Peter Pan flew away from home when he was a baby, when he heard his parents discussing what he was to be when he became a man. Horrified at the thought of ever growing up, Peter ran away to Neverland, a place where children never age and retain their youthful traits forever. Peter’s closest friend is Tinker Bell, a common fairy who is very protective of him and can be rather rude; Peter is the only one who can understand her. He’s also the leader of the Lost Boys, a group of young boys who have come to Neverland without any parents. Peter is the bravest of the Lost Boys and more than others in general due to his youthful ignorance.
Peter’s arch nemesis is Captain Hook, whom Peter defeated in a duel, chopping of his hand. Hook replaced the hand with a hook, hence his name. The hand in question fell into the mouth of a hungry crocodile, who liked the taste of Hook’s flesh so much he now follows the pirate around, his appearance always preceded by the Tick tock of an alarm clock he happened to swallow as well. Hook is a brilliant strategist, and is feared by everyone in Neverland (with the exception of Peter).
Peter Pan’s most famous story came in the novel Peter and Wendy, in which Peter and the three Darling children—Wendy, John, and Michael—fly to Neverland and Wendy tries to be a mother to Peter and the Lost Boys. Eventually they are apprehended by Captain Hook, who kidnaps the Lost Boys and the Darlings, and tries to poison Peter. Tinker Bell is poisoned instead, and is near the point of death when Peter revives her by proving to her that there are still children who believe in fairies: a fairy is born every time a baby laughs its first laugh, but when a child refuses to believe in fairies, one dies away.
After saving Tinker Bell, Peter confronts Hook on his ship and defeats him once more, sending him into the waiting mouth of the croc. Peter, Wendy, Michael, and John all flew back to London, leaving the Darling children with their parents.
Years later, Peter returned to the Darling home, only to find that Wendy had grown up. Distraught at his friend’s maturation, Peter quickly made friends with Jane, Wendy’s daughter, and the two flew to Neverland, presumably to have even more fantastic adventures.
◊ YOU CAN FLY! ◊
Peter Pan is most famous for his renowned aerial abilities, and this shows in his moveset. In Smash, Peter actually spends more time in the air then on the ground. If you press the jump button, Peter enters
Hover Mode, in which he moves horizontally above the ground (about a half of a stage builder block in height) with a steady pose, Tinker Bell floating behind him. In this state, Peter moves approximately 1.5x faster than normal running speed, and knockback taken is increased by 50%. His falling speed is also reduced by half. In addition, he cannot use his Down Tilt or Down Smash; if you do use these moves, he returns to the ground. His Dash Attack cannot be used either—instead, he uses his Forward Tilt. Finally, throws cannot be used due to Peter’s lack of strength and no ground to provide traction. If you wish to return to the ground without attacking, simply hold down on the control stick.
However, Hover Mode is merely (or usually) the transition stage. By pressing the jump button a second time, Tinker Bell releases pixie dust all over Peter and he is surrounded by a bright, momentary glow. A small bell chimes as this occurs, and Peter enters his signature
Flying Mode! This state acts remarkably similar to Pit’s Icarus Wings move, in that Peter can move freely about the stage, only that he takes on more animate poses; for instance, actually faces the direction he’s going and alters his body pose depending on whether or not you’re zooming at full speed or just leisurely floating along.
TIP!!! You can perform a fancy loop by quickly circling the control stick. This allows Peter to dodge attacks, although it can only move him forward—if you rotate the control stick backwards, Peter will flip backwards, but will not move in any direction.
Of course, this will obviously change the properties of Peter’s aerials—if his aerials existed. That’s right; all of Peter’s aerials are merely transplantations of Peter’s standard attacks, just…in the air. Peter can truly treat the air as if it were never there, making him possibly the most formidable aerial foe in Smash’s roster. This means his can use his Down Tilt and Smash, although they are slightly modified due to the fact that there is no ground. In addition, his Up Special does not grant him a recovery; this is to balance his already incredible aerial prowess. Similar to Hover Mode, Peter cannot use throws. If you try to grab, he merely spot dodges.
Now, with all these benefits Peter gets while flying, you may wonder, “Why would I ever want to stay on the ground?” It’s a common question when new players try to play Peter Pan; they get carried away with flying and don’t realize the disadvantages he has while airborne.
First off, knockback inflicted to Peter is increased almost threefold while in the air. Combined with his already light weight, Peter can sometimes be KO’ed before even reaching 100% damage! This means it is imperative that you not just rush the opponent mindlessly, but make sure you know when to retreat. Peter’s hamartia has always been pride, and don’t let it be yours, too.
Second, since Peter’s Up Special does not grant him extra recovery, you must make do with what you already have. If Peter is struck while in flying mode, he will begin freefalling; however, you can call upon Tinker Bell again and return to Flying Mode by holding the jump button. Unfortunately, if you already have taken too much damage, the chance is great that Tinker Bell will be too weak to help you and Peter will plummet to his imminent doom.
Third, you can’t just stay airborne infinitely. If you Peter merely floats in the air for more than three seconds, he begins to sink towards the ground, as Tinker Bell can’t keep him flying unless he keeps moving. If you fly too high towards the top of the stage’s boundaries, Peter can usually only last about a second of staying still before falling; the same occurs if he goes too far towards the bottom of the stage’s boundaries. This prevents players from merely floating just out of reach of their opponent’s attacks and stalling until time runs out.
◊ ANIMATIONS ◊
Idle Stance
Peter impatiently looks about, tapping his foot if he begins standing still for too long. Occasionally Tinker Bell flies around his head and he follows her with his eyes.
Walk
Peter walks rather awkwardly, swinging his arms. Normal walk, nothing too special.
Run
Peter pumps his fists and begins to dash forward, hunched over slightly. He’s clearly trying to make himself go as fast as possible. It’s not a competition, Peter!
Crouch
Peter bends his knees outward, balancing on the balls of his feet. His arms rest on his knees, hands folded.
Dizzy
Peter clutches the top of his head and shakes his head, staggering about. Tink flies around him, poking and prodding the boy in an attempt to snap him out of it.
Asleep
Peter lies prone on the ground, arms and legs sprawled out lazily. He snores softly, and Tinker Bell rests peacefully on his chest.
Hover
Peter floats above the ground; one leg is slightly bent while the other is extended downwards. He normally keeps this pose throughout his movements, although he still has idle animations such as scratching his head or playing with Tink.
Flying
If slowly flying, Peter moves in a manner similar to Hover Mode. If flying forward at full speed (tap the control stick), Peter’s legs are extended straight back and together, and his arms are held back at an angle. If flying up, Peter’s hands are held by his sides as he shoots upward.
◊ STATISTICS ◊
POWER — 3
WEIGHT — 2
GROUND SPEED — 6
AIR SPEED — 7
RANGE — 4
RECOVERY — 10
TRACTION — 2
Essentially, Peter is a typical lightweight fast-hitter. His attacks are weak, as most of them either involve his small dagger, or a fairy dust and/or stardust, which isn’t exactly powerful either. His speed on the ground is average due to him being an average boy, but his flight speed is what makes it easy for him to dance around opponents’ attacks and give him great maneuverability. Due to his small weapon and general lack of projectiles, Peter’s range is slightly subpar, forcing him to get close to opponents to do lots of damage.
Obviously, Peter’s recovery is one of the best in the game due to the fact it lasts indefinitely and he can easily recover from the bottom of the stage and even fly around it. Of course, get hit once and chances are you’re out of luck. Traction is also a problem for Peter, making him easily knocked around even while on the ground.
◊ SPECIAL ATTACKS ◊
Neutral — Wayward Fairy
Peter doesn’t do anything for this move; instead, it’s Tinker Bell who does all the work. She flies out from behind Peter and quickly goes forward one stage builder block, sprinkling pixie dust along the way. Unfortunately for the opponent, the pixie dust Tink produces during this move is rather…volatile, shall we say. It grants opponents the ability to fly, but they have no means of controlling it.
Essentially, the opponents are sent flying back one stage builder block and up the height of its bottom platforms. The trajectory of this move is curved, and the opponent cannot move while flying. At first glance, this move may seem to be a wonderful KO move, but due to the fact that the knockback is always the same regardless of damage, it doesn’t actually serve much of a purpose other than keeping your opponents away from you. Please note that this move does not work on SSE bosses.
Up — Pan Pipes
Peter brings out his signature Pan Pipes, playing the recognizable melody from the song “Following the Leader.” The animation lasts about four seconds, during which time musical notes appear around Peter, floating lazily in all directions the distance of one stage builder block. These notes come in two colors: red and blue. The red notes cause about 4% damage and stun the opponent slightly, as if they had been hit by Falco’s laser. The blue notes send opponents to sleep, the length of the sleep depending on the damage the opponent has.
This move is fun, but unfortunately, the notes move a little too slowly to be useful in any situation other than the middle of a combo. Also, please note that the sleeping effect is dispelled if a sleeping opponent is hit by a red note after falling sleep, as in all other sleeping-inducing moves. The notes disappear if the hit a solid object, like items or solid platforms.
Side — Shooting Star
When using this move, Peter is surrounded by a momentary flash of light (no doubt provided by Tink) and then shoots forward, spinning in a corkscrew like motion while glowing golden. The total distance traveled is about equal to half of Battlefield. While he flies forward, Peter lets loose a giddy laugh as he spins into opponents with his magically-amplified body. Of course, after the move is finished, he is left rather dizzy and takes a moment to regain his balance. The move scores multiple quick hits, causing about 10% damage total if all the hits connect. At the end, it sends opponents flying backward.
Although this move is one of Peter’s few KO options, it is also probably his most risky. The ending lag makes it easily punishable, and the fact that it cannot be curved makes it a horrible recovery choice—not to mention the fact that it puts Peter in helpless animation if he uses in while flying. Timing is essential with this move!
Down — Eye of the Storm
Peter’s main method of avoiding attacks, taken from his attack as a party member in Kingdom Hearts. Peter is instantly surrounded by a swirling wind vortex for five seconds, which goes up slightly above his head and below him (if hovering, this move will reach the ground). When an opponent touches this barrier, they are struck for 2% damage and no knockback or hitstun (allowing opponents to get away easily)... Seems like a rather poor way of racking up damage, don’t you think?
That’s because damaging isn’t this move’s purpose: reflection is. Any and all projectiles, regardless of size or state of matter, are deflected and sent flying back in the direction they came in with damage and speed increased by 50%. Since Peter can move while shielded, it may seem impenetrable. However, once this move’s duration is used up (once again, that’s five seconds), it can’t be used for five more seconds. Don’t use this move too recklessly.
◊ STANDARD ATTACKS ◊
A — Sprightly Stab
Peter stabs forward with his dagger. The reach is terrible, and the damage is a measly 1%. Don’t try this as a single attack unless you’re just trying to interrupt opponents’ attacks, as this strike comes out very fast.
AA — Cross Slash
Peter’s follow-up attack, he speedily slashes across the opponent with his dagger. If you’ve already gone to the second stage of his attack, might as well keep going, right? This attack deals slightly more damage at 2%.
AAA — Journey’s End
The final stage in his three-part attack, Peter sweeps his knife upward, knocking opponents up into the air slightly and causing 3% damage. Even though this combo doesn’t do much damage, it’s amazingly fast and a solid interrupting attack.
Dash — Hummingbird
While running (or flying) forward, Peter lets loose his trademark crow and flies forward, darting near his opponents and raining countless blows upon them. All the hits of this attack land—it’s impossible for an opponent to get out of it. The total damage caused is about 8%, but it doesn’t cause good knockback. This makes this a rather situational attack, as Peter is usually left right in the opponent’s face. Unless you dodge fast enough, Peter’s probably going to get it. Nevertheless, the attack is quick and an all-around solid move.
◊ TILT ATTACKS ◊
Forward — Dizzy Slicer
Peter rears back and swings his dagger horizontally, twirling around once before stopping in the same position he was before. The range is just as short as usual, and the starting lag is actually rather slow for Peter’s standards. It’s also rather weak, dealing a measly 5% damage.
However, the main purpose of this move is its ending effect; if the opponent is hit by the knife, they are dragged along in the same pattern as Peter, spinning around, although they spin around several more times than you do. Therefore, it’s well worth it if this move connects; by the time you’ve recovered from the spin, you’ll have more than enough time to strike your opponents with a well-timed smash attack. When used in the air, the same effects still occur; Peter and the target simply freeze while the animations take place.
Up — Dust Bomb
Yay, pixie dust! Unfortunately, your opponent won’t have time for happy thoughts after you use this move. Peter makes an upward tossing motion with his hands, tossing up a handful of pixie dust that travels up and then begins to float down. However, this is special pixie dust Tink has specially prepared for Smash. If an opponent comes near this dust, it wraps around the opponent quickly, flying into their body and exploding, stunning them for approximately one second and dealing about 7% damage. This is especially useful to use in the air, as the dust does not disappear until it hits the ground.
This move cannot be spammed; if Peter uses it more than three times, it takes approximately ten seconds before he can use it again. Still, the idea of showering the opponent with explosive pixie dust is quite appealing, isn’t it?
Down — Croc Clock // Pixie’s Wrath
Peter Pan’s down tilt has two different attack options, depending on whether or not he’s in the air. His Down Smash shares the same dual nature, giving him more attacking options in the air.
If used on the ground, Peter lays an alarm clock on the ground—the same alarm clock that was swallowed by the infamous crocodile who follows Captain Hook. The clock remains stationary for three seconds, making the ominous ticking noise that announce the croc’s arrival. After three seconds, it suddenly explodes, dealing 12% and good knockback. If the clock wasn’t so slow and predictable, it would be a much more viable KO option. The clock can be picked up and thrown like any item; if it hits someone, it causes 3% and low knockback.
Peter’s manner of assault takes on a much more indirect property if used in the air. Tinker Bell flies downward, homing in on the nearest enemy, as long as they aren’t more than three (3) stage builder blocks away from Peter Pan. When Tink gets close to a foe, she grips onto them tightly, mercilessly pounding them with her tiny fists, dealing in total about 6%. Afterwards, Tink lets go and flies back to her friend, completely exhausted. This move can only be used once every five seconds to give Tink time to regain her strength.
◊ SMASH ATTACKS ◊
Forward — Swashbuckler
This is Peter’s only move in which he doesn’t use his dagger; instead, he draws a thin pirate sword, which is a bit longer than Toon Link’s sword. When this smash attack is released, Peter swings the sword diagonally across his body with a flick of his wrist, and then horizontally across with the same quick movement. The second strike is the only on that deals knockback, allowing opponents to be hit by each swing.
This has much better reach than the rest of Peter’s attacks, although if the first blow is dodged (which still isn’t difficult to do) Peter can easily be punished. This move deals 12% in total and gives good knockback making it possibly his most viable killing option. Also of note is the fact that this attack possesses the only disjointed hitbox in Peter Pan’s arsenal.
Up — Starlight
If he’s currently grounded, Peter will hop slightly off the ground to use this. As soon as the smash attack is released, Peter spreads his arms and legs out wide, a glowing yellow star appearing above him and bathing the young boy in an angelic glow. The main area of effect is the star itself, which is about the size of a Pokéball and deals 14% with good knockback. However, the rest of Peter’s body is its own hitbox, dealing 6% with low knockback.
Despite this attack’s high damage, it’s rather slow compared to the rest of Peter’s moves; however, it’s a good way to keep enemies off of you. However, its low speed makes it usefulness situational. Obviously it’s good for dealing with enemies above you—but with Peter’s aerial abilities, this shouldn’t happen often. The hitbox of the star is larger than its size would imply, though, so perhaps you can find other uses for it?
Down — Low Blow // Corkscrew
Just like his Down Tilt, Peter’s Down Smash has two different attacks depending on whether or not he’s flying.
On foot, Peter uses his “Low Blow” attack, which involves him kneeling on one knee and holding his dagger up. Peter then slashes downward with his dagger, bringing the blade down the opponent’s front and onto their toe. This attack has two properties in itself; this is determined by the way the attack connects. If the whole attack hits (downward slash and all), the opponent gets thrown backwards horizontally, taking 11% damage in the process. However, if the ending blow hits—that is, the stab at the end—the opponent takes only 8% damage, but spends two seconds jumping up and down, clutching their injured foot in pain.
If used aerially, Peter flips upside down, facing the ground. As his body straightens out, he holds his dagger out and spins around several times. This attack only deals one hit, but it’s a pretty powerful one, striking for 10% damage and giving sideways knockback. While spinning, Peter does not fall. The longer this attack is charged, the longer Peter spins and the more knockback this attack gives.
◊ THROWS ◊
Grab/Pummel
Tink flies out and pushes the opponent towards Peter, who grabs them and holds them close. Slightly above average reach and no damage. This cannot be used if hovering or flying; but that’s okay, considering most of his throws aren’t exactly stellar. Pressing A during this move will make Peter give his opponent a kiss—that is, an acorn. Peter tosses the tiny seed at their face quickly, dealing 1% damage. This move comes out very fast, allowing players to spam it if they so choose.
Forward — Soaring Shove
This move is similar to Peter’s Forward Special, although it sacrifices damage for knockback. Tink holds the opponent in place momentarily with her magic while Peter flies backward, and then zooms forward through the air and pushes the opponent back. This attack does really good knockback, but only 6% damage. The knockback is at a low angle, but it’s a good KO move to use on the edge of a stage since it doesn’t send opponents up like Wayward Pixie does.
Back — Fatal Glimmer
One of Peter’s more…violent throws, we should say. Peter slings out his dagger and twists it backward, so that its facing behind him. Taking a step in front of his target, Peter suddenly thrusts backwards, stabbing the opponent with as much force as he can muster—which, amazingly, manages to cause 13% damage. Afterwards, the opponent falls to the ground and Peter brings his dagger back to his side as it glints menacingly.
However, this throw has a very important downside; it does no knockback and leaves Peter wide open for attack. The opponent’s ending location puts them in prime position to attack Peter’s exposed backside with a get-up attack (or anything else, really). Oh, Peter, why would you let your anger get the better of you?!
Up — Sky Launcher
Peter speedily flies into the air, using his momentum to swing the opponent upward and send them spiraling through the air; this causes a measly 5% damage. After this throw ends, Peter is in Flying Mode, which shows this move’s true purpose—not as a damage dealer or KO move, but a combo starter! After all, if the opponent doesn’t have enough time to recover and Peter starts flying as soon as the throw is completed, chances are you’ll be able to quickly apprehend your opponent and hit them with a well-time Smash! Fly, Peter, fly!
Down — Furious Twister
This is perhaps Peter’s most powerful throw, although—like his Back Throw—it’s actually not a throw; Peter just doesn’t seem to have the upper body strength to launch his opponents all over the field. Instead, Peter roughly shoves the opponent onto the ground and leaps into the air, turning upside down and flying to the ground as he spins violently. He lands on the opponent, spinning straight into their midsection, but soon tires and steps off. This move in total deals about 12%, making it another good damage-dealing throw, along with Fatal Glimmer.
◊ FINAL SMASH ◊
Final Smash — Second Star to the Right
Uh-oh…Peter Pan has the Smash Ball in his grasp! As he activates his most powerful move, Peter flashes with golden light and flies into the air (if you’re already in the air when he activates this, then he freezes where he is). Lifting Tink up by her wings, Peter begins to shake the fairy, sending copious amounts of pixie dust raining all down over the field. Once an opponent touches this pixie dust, the true Final Smash begins; Peter slowly flies a distance roughly equal to the length of Battlefield before he Tink runs out of pixie dust. If the dust does not come into contact with anyone else, well…you’ve just wasted your Final Smash. Way to go.
However, if some dust manages to land on the opponent, they have no way of escaping. The rest of the Final Smash is cinematic: Peter flies down to the opponents and says, “C’mon, just think happy thoughts!” as he grabs the targets’ hands and pulls them into the air (if there is a third opponent, then they hold onto the feet of another fighter). Peter lets them go as they float, clumped together, and he flies below them. Pointing to a nonspecific point in the sky, he says: “You take the second star to the right…”
After he says this, Peter rushes upward with blinding speed, slashing so quickly with his dagger it can only be seen as a blur. He makes multiple quick strikes, dealing 25% damage to his opponents. Peter finally rears back for a final attack before slamming his glowing knife into the opponents, sending them flying high into the sky with 5% more damage. As he delivers this blow, he says “And straight on ‘till morning!” While the opponents soar off the screen, Peter puts his hands on his hips proudly; Tink then flies in and quickly heals Peter for 15%.
The hardest part of Peter’s Final Smash is connecting with the initial blow. The falling pixie retains the same slow, infinite properties as Peter’s Up Tilt—that is, the dust won’t disappear until it hits the opponent or another solid object. The closer you are to your opponent before activating the attack, the better chance you have of succeeding.
Peter Pan’s main advantage in battle is his awesome aerial game. Despite the fact that he has no aerials, he makes up for this by being able to use ALL of his other attacks in the air—even his Smashes! Therefore, approaching isn’t as much of an issue for Peter as it is for other characters. It’s rather simple to just fly into the air and descend upon your opponent with a corkscrew attack.
Of course, that doesn’t mean you can KO opponents that easily. Peter has an exceedingly difficult time killing his opponents due to the low damage most of his attacks give. Only a few of his moves have good knockback—his Forward and Up smashes come to mind, but the latter takes skill to land correctly. His only other really good killing moves are his Forward Throw, which can’t even be used in the air, and Forward Special, which can’t be used in the air unless you want to be put in helpless. Therefore, with Peter you need to be able to quickly rack up damage and pull off a smash before your opponent can realize what you’ve done.
Peter has no trouble comboing attacks. Start with an Up Throw and then follow up with a Dust Bomb; chances are you’ll be close enough for the dust to explode before it begins falling down. You can then take advantage of their stunned state to sweetspot Starlight. Boom, your opponent’s flying helplessly and you can probably follow up with almost any attack you’d like. Attacks like Hummingbird are great to use in the air due to their high priority, and his neutral poke is a great way of interrupting opponent attacks.
Peter’s also got a good amount of spacing moves—that is, attacks that keep him away from harm. Eye of the Storm is a solid projectile reflector, and moves like Wayward Fairy and Soaring Shove are great for keeping opponents away from you. Don’t hesitate to use these attacks if you need to keep your opponents away; after all, that’s what they’re for. Not only that, but they allow Peter to be a useful hit-and-run character, if you are so inclined to play him that way.
You should really only play on the ground when you are forced too; being in the air generally is safer, even if you’re fighting against another aerial fighter like Jigglypuff or Pit; not even they come close to matching Peter in the sky. With that kind of mobility, you should be in the air all the time, especially for things such as edgeguarding and gimping—Peter’s quite excellent at that, as you could guess (that is, unless you are attacked by a recovery move).
The only thing you might want to be on the ground for is using a throw or two to rack up some damage, as his Back and Down throws are among the most damaging attacks in Peter’s moveset. Hover mode’s usually a good mode to be in as well, as it allows you to quickly switch between ground and sky.
Evasion is also a key point with Peter—well, it’s important for every character, but when you’re dealing with a lightweight and floaty target with above-average height, you need to be able to dodge at a moment’s notice. Luckily, Peter’s dodges are quick and take him back a long distance; he’s quite the speedster, after all. Even seemingly trivial things like his aerial flips make him that much quicker and harder to hit.
So, in conclusion, playing Peter Pan requires that you not get overly-excited with his aerial prowess. Making quick strikes and keeping opponents from hitting you are key areas of his playstyle. It’s also essential you learn when to descend to the ground for combo opportunities, and take to the skies when danger is imminent. He has two main styles: the high-risk, high-reward combo maker and a quick and flighty hit-and-runner…you must master them both to succeed.
◊ TAUNTS ◊
Up Taunt — Peter cups his hands around his mouth and crows loudly.
Side Taunt — Peter takes a handful of pixie dust and tosses it forward with a flourish. This pixie dust does nothing; it is merely a visual effect.
Down Taunt — Peter proudly puts his hands on his hips and declares loudly, “Ah, the cleverness of me!”
◊ VICTORY POSES ◊
Victory Pose #1 — Peter spins wildly while yelling, “Woo-hoo!” He floats up into the air while pixie dust flies off of him in showers. He finally stops and looks to the screen with a smile on his face and laughs before announcing, “That was fun!”
Victory Pose #2 — Peter thoughtfully rests his hands on his fists and wonders, “Wow, you’re terrible. Maybe if you think happier thoughts, you could beat me!” He pauses, and then cruelly says, “Nah!”
Victory Pose #3 — Tink flies out from behind Peter and whispers something in his ear. Peter laughs at it and looks at the screen, as if talking to his opponent: “Tink says you’re not worth our time.” He then shrugs and says, “I think she’s right.”
Loss Pose — Peter sits Indian-style on the ground, angrily looking at the ground and refusing to clap. Tink flies around his head, making annoyed, high-pitched ringing sounds constantly.
Victory Theme — The refrain from
Flying. Although it’s not from the Disney version of Peter Pan, it still appropriately fits Peter Pan’s sense of wonder.
◊ EXTRAS ◊
Symbol
A feather, identical to the one that is placed in Peter Pan’s hat.
Kirby Hat
Kirby don’s Peter Pan’s signature green hat and red feather; how adorable! However, Kirby actually takes Peter’s Up Special (Pan Pipes) as his stolen move, mostly because Kirby can’t take away Tinker Bell.
Entrance Animation
Peter flies in from the background and lands on his feet, ready for battle. Tinker Bell follows close behind, ready to follow and aid him.
Wiimote Selection Sound
“It’s off to Neverland!”
Snake CODEC Conversation
Snake: Mei Ling…this kid’s outfit is creeping me out. And he’s flying.
Mei Ling: Aw, Snake, don’t tell me you don’t recognize Peter Pan? Or Tinker Bell? C’mon, everyone knows Tinker Bell!
Snake: Oh…right…
Mei Ling: You don’t know who I’m talking about, do you?
Snake: Not a clue.
Mei Ling: Tell me, Snake…did you even have a childhood?
Alternate Outfits
Modern Interpretation - This outfit comes from the 2003 live-action version of “Peter Pan,” which was a more faithful adaptation of Barrie’s novel. This version was not a musical and had a darker theme, as well as romantic undertones between Wendy and Peter. Jeremy Sumpter played Peter Pan in this film, and appears barefoot, wearing a suit made of leaves and vines. There are no tights or feathered caps here, making it a less fanciful approach to the classic character that works well.
Unlocking Peter Pan
- Remain airborne for at least 15 seconds during a Brawl.
- Play 205 Brawls.
- Have him join your party in SSE.
Once you’ve unlocked him, you’ll receive this message:
It’s the boy who never grew up! Peter Pan joins the brawl!
◊ TROPHIES ◊
Peter Pan
The boy who never grew up, Peter Pan lives a carefree, happy lifestyle, and thinks very highly of himself. He is, in all aspects, a typical boy: boastful, reckless, and unintentionally cruel. Peter can fly, thanks to his fairy companion Tinker Bell, and can even swordfight. He leads the Darling children to Neverland and partakes in many grand adventures with them, culminating in a pirate duel with the nefarious Captain Hook.
Second Star to the Right
Peter Pan’s Final Smash. After sprinkling pixie dust on the opponents, Peter pulls his opponents into the air, misleading them with promises of a trip to Neverland. Peter then strikes his foes countless times with his knife, ending with them flying into the sky for a KO. Tinker Bell also helps Peter out by healing him for a bit of damage.
Tinker Bell
Peter Pan’s fairy friend, who is very protective of him and quite serious about it. She is “a common fairy,” as Peter puts it, and can be very jealous of other girls that Peter interacts with, especially Wendy. Her dust can make other people fly, and she is also capable of other magical feats, such as weak healing magic. Since her appearance in the 1953 film, she has become the unofficial mascot for Walt Disney pictures, appearing in many advertisements and promotions.
Neverland
A magical land that is supposedly in every child’s imagination. It’s a fantastic place with deep blue lagoons populated with mermaids, hidden forest hollows with fairies, tribes of Indians, and ships full of pirates! How do you get to this wonderful island? “Second star to the right, and straight on ‘till morning…”
Captain Hook
Peter Pan’s archenemy, whose hand was eaten by a fearsome crocodile. The aforementioned hand was replaced with a golden hook, hence the name. Hook constantly tries to defeat Peter Pan as revenge, and will use any means necessary to achieve that goal. He’s fond of deals and putting loopholes in them for his own benefit, as evidenced when he tricks Tinker Bell.
Wendy Darling
A young girl from Victorian England on the brink of adolescence. Peter Pan visits her one night, and she (along with her brothers, Michael and John) goes with him to Neverland, where she serves as a ‘mother’ of sorts to Peter and the Lost Boys. Wendy is very mature, and although she attempts to avoid growing up by going with Peter, she soon learns her lesson and accepts her maturation.
◊ STAGES ◊
Nighttime Flight
*Unlock this stage by winning 15 VS Matches with Peter Pan*
You fight on top of one flat cloud platform that is slightly longer than Battlefield. There are two smaller pass-through cloud platforms above it, set at equal distances apart. This makes this a perfectly tournament-legal stage, with no hazards whatsoever. There are, however, amazing background effects—the whole cycle takes a total of two minutes. You begin at the window of the Darling’s nursery, flying away just as Mr. and Mrs. Darling burst into the room with Nana (the family dog) at their heels. As Nana’s barks slowly fade away, you find yourself soaring over the rooftops of London, occasionally dipping lower to spy the streets and buildings in more detail. Ooh…is that
Big Ben?
Eventually you soar high into the night sky, over the clouds and into space itself which is thick with twinkling stars. The astral backgrounds become more intense, as you pass multi-colored planets and glowing orbs of light. Soon, you enter a dimensional rift, where you are in merely pure white for some time. The light speeds by, until you enter a glowing portal, and you pop out into the skies over Neverland. The view here is breathtaking; you can barely make out the features of Neverland in the distance. The sun slowly rises over the ocean horizon as you draw closer to Neverland, but…there is a sudden burst of light from the sun and you find yourself back at the Darling’s nursery.
…Was it all a dream?
Neverland
*Unlock this stage by playing 20 VS Matches on Nighttime Flight*
Of course this had to be a stage! We couldn’t just tease you with Nighttime Flight and not let you fight on Neverland! It’s a wonderful stage, although there are certainly more hazards on the mystical island. You fight on a forested segment of the island, with a clear view of the mountains and lagoons in the back. There is one main platform that is the size of Battlefield and airborne. There are three pass-through platforms on the sides: the palm trees. Occasionally the Lost Boys will pop up from the forests below, watching the battle with interest until you footstool jump off of them once (this automatically happens), at which point they sink below the foliage again.
Mermaids will swim up from the right lagoon and sing every so often, releasing sound waves that put anyone on that side of the stage to sleep (as long as they’re grounded). On the left cove, Captain Hook’s pirate ship will approach the battle field and fire cannonballs at the players. The cannonballs deal 20% and good knockback, but they move slowly. Finally, fairies will fly down from the canopy, sprinkling pixie dust on the field every so often that makes everyone remain airborne longer (similar to the Flying part of Pokémon Stadium 2). This effect lasts for about fifteen seconds.
Here’s a visual aid. The black line is the main solid platform, the green lines are pass-through, and the red square is Mario.
◊ SSE BOSS ◊
CAPTAIN HOOK
The oh-so-vile Captain Hook fights you on his ship, the Jolly Roger, alone and one on one. The ship is about the size of FD, with many more platforms and levels, as befitting of a ship. There are also some cannons in the background, but they don’t come into play until halfway through the battle.
Hook’s quite the competent swordsman; his attacks are surprisingly powerful, and, combined with his range and speed, makes him a difficult enemy to face. Not only that, but almost all of his attacks are disjointed and he’s completely invulnerable to being knocked off the side; he always manages to grab a part of the Jolly Roger before falling off. He doesn’t have as much health as some bosses, though, so just be quick and wear him down before he can do the same to you!
After you defeat Hook, he falls off the ship, straight into the mouth of the hungry crocodile that has been pursuing him so long. Hook manages to leap out of the beasts’ jaws, and runs across the water into the distance, screaming for Smee while the croc snaps at his heels.
100% Attacks
Star Cutter - This is a standard, three-hit slash attack. Hook waves his sword three times in a diagonal motion, making an X-shape in the air. As soon as those hits are done, he thrusts forward with his rapier, pushing you back. The two slashes do about 7% each, and the thrust does 8%, making a total of 22%. If you get caught in the first slash, you’re going to take all the hits, so be sure not to get too close to Hook’s face when fighting.
Piercing Tip - Hook lunges forward, the tip of his sword glinting. This is Hook’s main way of closing the gap between him and you, as he fights much better at close range. If you see him rear back, be sure to stay out of the way; this attack covers roughly the same area as half of Battlefield. He will use this if you get too far away, so be sure that you find a good balance. The only good thing about this attack is that it deals only 10%.There is also a very small hitbox: the tip of the sword. One of Hook’s less useful attacks; however, be warned that if you hit the tip of the sword, you will go FLYING.
Skyward Slash - The name speaks for itself. Hook leaps into the air, swinging his sword up with it. The whole blade is the hitbox this time, making it harder to avoid. The sword doesn’t do much knockback, but it does 13% and is very quick. Hook can easily pull off about three of these in the air if he wanted it do.
75% Attacks
Whirlwind - Hook swings his sword wildly in front of him, slashing numerous times with his blade and causing approximately 26% damage when it’s done. Despite the fact it causes a lot of damage, you can easily DI out of the strikes. It doesn’t cause much knockback either; it’s purely a damage racking technique. However, its range is deceptive and make sure you stay back when Hook starts using this move.
Blazing Pantaloons - That’s right, Hook’s pants catch on fire. He flies into the air, yelping, and when he hits the ground, runs around the stage wildly, dealing lots of knockback but only 10% damage. Hook runs around for about five seconds before the fire finally dies out, and he spends about a second afterward panting and patting his burnt rump. It’s easy enough to avoid, although Hook will sometimes leap into the air while running, potentially sending you flying off the stage.
50% Attacks
Fire! - Hook yells “Fire!” and the cannons from the background of his ship begin firing blazing cannonballs toward you. This attack is easily telegraphed and easy to avoid, but the cannonballs come out quite fast; they’re large and happen to deal 30% damage with great knockback! Don’t be foolish when you see him yell this—Hook won’t attack while the cannons are firing, and if you don’t get hit, he’ll furiously stomp the ground, leaving him open for attack.
The Hook - Ah, so he finally decided to use it…Hook swings out with his hook hand, causing 15% damage and LOTS of knockback. Be sure to avoid this attack if you can, as it does a lot of damage and is probably the captain’s most useful killing move. It also comes out very quick, and there’s nothing he does to warn you that it’s coming. Just be sure not to get too close.
25% Attacks
Final Showdown - This is a one-time attack, and is more of an event. Hook a captured fairy out from her cage, and sprinkles fairy dust on himself. He then rises into the air, ready to fight to the death; for the remainder of the battle, Hook flies around, slashing you wildly with his sword. However, shortly after Hook takes to the skies, the fairy escapes and sprinkles fairy dust on you, too! Now you can fly about as well—of course, you can only use aerial attacks, but you should be able to quickly put an end to the nefarious captain. During this final stage of the battle, Hook will use all of his attacks, with the exception of “Blazing Pantaloons.”
* * *
“Forget them, Wendy…forget them all. And we will never, never have to worry about grown-up things again.”