Warning!! 4-character Moveset Ahead!!
Four of the Helper characters from Kirby Super Star: Ultra team up and join the Brawl! Now, you may be asking, “SirKibble, didn’t you already do this?” The answer, my friends, is a resounding no! This time, the four Helpers are completely different ones from the Super Star Helpers of Make Your Move 4. Now, Blade Knight, Plasma Wisp, Rocky, and Gim comprise the Super Star Helpers: Ultra! They’re copy abilities are:
- Blade Knight – Sword
- Plasma Wisp – Plasma
- Rocky – Stone
- Gim – Yo-Yo
So what’s the trick with these four, huh? The last set of Helpers was divided by strengths and weaknesses in the categories of Speed, Power, Range, and Weight. Not so this time. These Helpers aren’t even divided into categories. They all sport their various quirky moves, but the key special piece of this moveset lies in their switching mechanic.
SWITCHING MECHANIC: TAG STAR
The “Tag Star” is a special type of Warp Star used by the Ultra team. The tag star functions on an energy supply that recharges automatically over time. While one of the Helpers is in the field of battle, the Tag Star is far away in the background with the other three, storing energy. To fly in and switch in one of the other Helpers, it requires some energy. The Tag Star can gain this amount of energy in about 20 seconds. This is the vital energy that the Star needs to fly in with one Helper and fly back to the background with the other.
However, if you let it charge longer, the Tag Star will gain additional energy. This energy goes toward a special ability called the Tag Blast, which any set of two Helpers can perform. As one is switching in and the other is switching out, if enough energy is built up, they will perform their unique Tag Blast attack. Tag Blasts become useable after about 40 seconds of charging.
Down Special | Tag Star
This switch can only be used on the ground. The Helper you’re currently using quickly stands and braces themselves, still taking damage from hits but unable to receive knockback, as the Tag Star rushes in from the background, carrying the next Helper to the field of battle. A small icon next to your damage meter will show you which Helper is slated to fight next, but you can change this through taunting (explained further in the Taunts and Victory Poses section for each character). The Star reaches the playing plane in about half a second, at which point the Helper aboard the star will hop off, onto the ground, and the one previously in play will take to the Star and return to the background. There is no punishable lag like Pokemon Trainer and Zelda / Sheik experience when switching, as the Helper becomes immediately controllable upon hitting the ground. If a Tag Blast is in order, it will take place when both Helpers are in the field of battle, before the one leaving takes to the Star.
Enough of that, though! On to the individual movesets!
~ BLADE KNIGHT ~
Blade Knight is a knight-like character possessing the Sword ability. A thick plate of armor covers most of his body, with only his arms exposed, one of which is always found gripping his trusty sword. He attacks through various sword techniques, both offensive and defensive, and his sword is also capable of firing off energy bursts in some instances.
~ STATISTICS ~
Size: Mid-Small
Weight: Mid
Power: Mid
Jumps: 2
Jump (1): Mid
Jump (2): Mid
Speed (Walk): Mid
Speed (Run): Mid-Fast
Traction: Mid-Good
Speed (Attack): Mid-Fast
Speed (Falling): Mid
Range: Mid-Short
Crouch: Mid-High
Crawl: No
Wall-Kick: No
Wall-Cling: No
Glide: No
~ STANDARD ATTACKS ~
Standard Combo | Set Slash
Blade Knight drops his sword hand behind him, ready to slash, when you press the A button. This is somewhat slow, but as long as you hold the button, he won’t release the slash. The actual slash is lightning fast, and can be released at your discretion. In addition, Blade Knight can inch forward and backward, and even perform low jumps, similar to Kirby’s movement when he’s got someone in his mouth. The slash, when released, has range similar to Meta Knight’s Forward Smash, and deals 8% damage with okay knockback. The lag after the hit is small, but not insignificant.
[ 8% ]
Forward Tilt | Parry
Blade Knight puts his sword forward, in a defensive stance. He does it quickly, and holds the stance for about half a second, then returns his sword to his side, with some ending lag. If an attack strikes his front (he’s still vulnerable from the back), he’ll block the hit, stunning his opponent, and a well-timed second press of the button will cause him to roll around back of his opponent, delivering an upward slice as he gets to his feet again, dealing 10% damage and decent upward knockback. Unfortunately, this button press has a very small window during which you can perform the roll/attack. The opponent will always be stunned long enough for you to deliver this blow if you manage to score the button input. Otherwise, you’ll just have to follow up with another attack. There is very little ending lag if the attack is performs, making it well worth your while.
[ 10% ]
Up Tilt | Intimidate
Blade Knight holds his sword up, spinning it around rapidly for about a second before gripping it firmly again. As he spins it, enemies that face him and are within about half a Smart Bomb’s explosion radius will turn and run the opposite direction, intimidated by his sword skills. If the player taps the control stick the direction their character was originally moving (toward Blade Knight), they can manage to remain still for the duration of the move, but they will be unable to advance toward Blade Knight. This move has little startup lag, but a fair amount of ending lag. Best used to throw enemies a curveball during their approach.
[ 0% ]
Down Tilt | Block
Blade Knight ducks down, holding his sword diagonally in front of him, becoming impervious to all attacks made on him. He strikes this pose quickly, and will hold it indefinitely, until he receives the button input again, which signals him to stop, at which point he’ll twirl his sword briefly and then grip it again, making for some significant ending lag. This may seem to be an ultimate defensive pose, as it’s only vulnerable to grabs, but there is a downside. Every blow Blade Knight blocks will weaken his ability to defend, by the percentage that the hit would’ve dealt him, decreasing his probability of blocking the next hit. For example, if the first hit to strike him after he uses this move deals 15% damage, then he’ll only have an 85% chance of blocking the next (100 – 15 = 85). If Blade Knight fails to block a hit, in addition to taking it, as he’s knocked into the air, he’ll automatically enter a Helpless state, so be careful about when you use this move.
[ 0% ]
Dash Attack | Fury Rush
Blade Knight halts in his tracks, quickly slashing his sword forward at short range. This slash comes out about as fast as Meta Knight’s Down Tilt, sweeping in a vertical arc and dealing 4% damage to anyone it hits. If the button is pressed again right after the first slash, Blade Knight will step forward and slash again! This can be repeated as many times as desired. At low percentages, this is a great way to rack up some damage on your opponents, and can also be used as a method of approaching, due to the repeated hitbox as you move forward.
[ 4% ]
~ SMASH ATTACKS ~
Forward Smash | Power Wave
Blade Knight lifts his sword high above him, then brings it down in a powerful slash. The slash covers an area similar to Meta Knight’s Forward Tilt (third/final hit), dealing 10 – 20% damage, but with weak knockback. The slash shoots forward a silver crest of energy, however, that travels forward about one-third the length of Final Destination, moving about as fast as a PK Thunder, and deals 5 – 8% damage, also with weak knockback. There is a fair amount of lag on both ends of this attack.
[ 10 – 20% + 5 – 8% ]
Up Smash | Blade Toss
Blade Knight throws his sword high into the air, it spinning rapidly as it flies, then catches it as it falls back down to him. The sword travels the distance in about the time it takes King Dedede to complete his Super Dedede Jump, although it travels up only about half the vertical distance. The sword spins very rapidly, though, enough to create a wave of energy around it. This energy wave makes the spinning sword about 1.5X the size of Ike’s sword during Aether, and the energy wave deals 8 - 12% damage and decent knockback to anyone it hits. On the way up, the spinning blade gives directly downward knockback, and on the way back down, the knockback is directly upward, so you can often chain this together with itself to score two hits. There is moderate lag at the beginning and end of this.
[ 8 – 12% ]
Down Smash | Power Pulse
Blade Knight stabs his sword into the ground, pulsing energy into it. The energy pulses into an area about a Battlefield platform wide around Blade Knight (just one platform’s width total, not one to each side), which can be seen by it glowing faintly. This energy remains in the ground for about five seconds, and will erupt if an opponent steps onto it, dealing 14 – 20% damage and decent upward knockback. If Blade Knight is in the eruption when it happens, he’ll also take the knockback, although he’ll be safe from damage. There is above average lag on both ends of this move.
[ 14 – 20% ]
~ AERIAL ATTACKS ~
Neutral Aerial | Spin Slash
Blade Knight performs a full circle spin with his blade outstretched, not unlike Meta Knight’s Neutral Aerial. However, he only spins around once, and doesn’t spin quite as quickly as Meta Knight. His reach is short, and the blade deals only 7% damage and weak knockback, but as soon as he finishes the spin, an energy wave shoots out, circling around him the same way his blade did, only at a slightly further radius. This energy wave deals only 1% damage, but actually does rather well in the knockback department. This does make the attack somewhat long, as Blade Knight can’t perform another attack until the energy wave is done, but there’s little lag on the ends of the move, so it’s not quite so bad.
[ 7% + 1% ]
Forward Aerial | Arc Burst
Blade Knight slashes his sword in a forward arc similar to Toon Link’s Forward Aerial. After the initial slash, he follows by slashing back over the same path, this time shooting forward a burst of energy that travels about one Battlefield platform’s length forward, damaging opponents. The sword slashes execute in about a second total, each dealing 8% damage. The energy burst deals 4% damage. There is minimal startup lag on this move, but some ending lag.
[ 8% + 8% + 4% ]
Backward Aerial | Feint
Blade Knight pulls his sword back, as if about to slash like in his Forward Aerial, but doesn’t. Aside from happening very obviously and quickly, you can cancel out of this at any time into another attack, making it a very powerful tool for mindgames.
[ 0% ]
Up Aerial | Cover Crest
Blade Knight lowers his sword, then slashes in an arc over his head. This is a slow move, but the slash leaves an energy crest over Blade Knight’s head, which remains there for the next three seconds. The actual slashes has a hitbox similar to Meta Knight’s Up Aerial, though it executes slower. The energy crest rests at the high edge of that hitbox. The slash deals 8% damage, and the crest that remains deals 3%, both with upward knockback, though the slash’s is much stronger.
[ 8% + 3% ]
Down Aerial | Thrust Drop
Blade Knight stalls in the air, then thrusts his sword downward, shooting him downward about the height of the highest Battlefield platform over the main platform. After this, he stalls again as he pulls his sword back up. While his sword is extended downward, it deals 10% damage and good diagonal knockback to anyone hit. The stalls on either end make this move somewhat laggy, but they do prevent you from being too reckless with this attack.
[ 10% ]
~ SPECIAL ATTACKS ~
Neutral Special | Power Slash
This is a chargeable, storable move. Blade Knight charges up energy in his sword, that he can release in a powerful slash. The move he charges it up, the bigger and stronger the energy burst is. When he slashes, he’s somewhat slow, but before the slash, you can angle it, controlling the direction the energy burst shoots in. The energy burst looks a lot like the one that happens during Lucario’s Force Palm, though it’s silver and potentially bigger or smaller. At weakest charge, the energy burst is so small it won’t even reach beyond the sword slash. At strongest charge, it’s about twice the size of Lucario’s Force Palm, and deals 15% damage, with weak knockback. The actual sword slash deals 10% damage, always, but it’s slow and laggy, so this should mainly be used for the extension of the energy wave.
[ 10% + 15% ]
Side Special | Valor Charge
Blade Knight lifts his sword into the air, then begins glowing a bright golden color. This takes about half a second. In this state, he charges forward, running at a normal speed, slashing at anything he comes across. While he’s glowing, he has super-armor, and he’ll charge for about half the length of Final Destination, slashing for 10% damage and good knockback at anything he strikes. He will stop if he hits a wall, but will continue running after he slashes at anything in his path. At the move’s end, Blade Knight nearly collapses from the charge, returning to a normal state with significant ending lag.
[ 10% ]
Up Special | Burst Propulsion
Blade Knight holds his sword beneath him, and it begins emitting silver energy that serves as a sort of rocket, pushing him upward. This lasts for about a second, and can get him about as high as Mario’s Super Jump Punch goes, with some horizontal control as well. After this second, the blade will erupt in a final burst of energy, pushing Blade Knight once again the same distance upward, as well as dealing damage and putting him in a Helpless state. The burst deals 10% damage, though only within a small area, as well as decent diagonal knockback.
[ 10% ]
~ GRAB / THROWS ~
Grab | Normal
Blade Knight reaches his free hand forward to grab, very similar to Meta Knight.
Pummel | Shake
Blade Knight shakes his victim about, dealing three small hits of 1% damage each. This is a somewhat slow Pummel.
[ 1% Per Hit ]
Forward Throw | Rush Release
Blade Knight runs forward, still holding his victim (who can still try to break his grip) until you press a button, at which point he’ll toss his victim forward, dealing 5% damage and weak knockback. This can potentially be used to suicide KO, but that usually won’t be a practical option.
[ 5% ]
Backward Throw | Dismiss
Blade Knight casually tosses his victim over his shoulder. This deals only 2% damage, but has surprisingly long hitstun, meaning that you can often score another hit on your victim.
[ 2% ]
Up Throw | Skewer
Blade Knight holds his victim up high, then drives his sword up through them! Don’t worry, it’s not graphic, the unlucky victim goes shooting upward, taking a good amount of upward knockback from the stab, though the 5% damage is nothing to boast about.
[ 5% ]
Down Throw | Finisher
Blade Knight tosses his opponent to the ground, then jumps over them and drives his sword into their gut (assuming they have a gut). This is his most damaging Throw, strapping on 8% damage to the victim, but is rather slow, and deals very little knockback, often leaving Blade Knight vulnerable. In 1-vs.-1 matches, though, this is usually your best option.
[ 8% ]
~ TAUNTS / VICTORY POSES ~
Up Taunt | Holy Light
Blade Knight grips his sword with both hands, as it begins to glow. He then holds it skyward for a second, then sweeps it back to his side, as it returns to normal.
Sets Next Helper: Plasma Wisp
Side Taunt | Fumble
Blade Knight accidentally drops his sword, then scrambles to pick it up again, appearing very relieved once he does.
Sets Next Helper: Gim
Down Taunt | A Short Break
Blade Knight stabs his sword into the ground, then wipes off his brow with a handkerchief he pulls out of nowhere. He then puts it back and pulls his sword from the earth, ready to fight again.
Sets Next Helper: Rocky
Up Victory Pose | Exhausted Warrior
Blade Knight appears tired, breathing heavily, then drops his sword and collapses down to his knees. Must’ve been a tough fight!
Side Victory Pose | Finish Them!
Blade Knight is nowhere to be seen, then rushes in from the side of the screen, and off the other side. He continues rushing back and forth, as if chasing someone, for the duration of this Victory Pose.
Down Victory Pose | Finished Work
Blade Knight sticks his sword into the ground and turns, facing toward the background and tilting his face upward, toward the sky.
Loss Pose | A Worthy Adversary
Blade Knight lays his sword on the ground and kneels facing his opponent, his head bowed with respect.
~ PLASMA WISP ~
Plasma Wisp is the Plasma-based Helper, a mass of flaming green electricity. The Plasma ability, which he possesses, can be charged by building up energy through movement, making its attacks more powerful. Being relatively unaffected by gravity, he moves more freely through the air than other Helpers.
Many of Plasma Wisp’s attacks in Brawl function on a charge mechanic, based upon a charge that he builds up through moving around. Every time the control stick is tilted in a direction, one “unit” of charge will be gained. “Tapping” the control stick will profit you three units. There are five levels of charge, and each is gained at a 10 unit increment, so:
- 0 – 9 Units: Level 1 Charge
- 10 – 19 Units: Level 2 Charge
- 20 – 29 Units: Level 3 Charge
- 30 – 39 Units: Level 4 Charge
- 40 Units: Level 5 Charge
Charge cannot exceed the maximum 40 units, and after every use of an attack that relies on charge, Plasma Wisp’s charge will drop back to 0. Attacks that do not rely on charge will not affect it, unless stated otherwise in the moveset. Charge is visually shown by Plasma Wisp glowing and flashing more vibrantly and more quickly as he reaches higher levels of charge. At Level 5 charge, a light-turquoise sphere will surround him, like shown in the above picture. This sphere is approximately the size of a Party Ball, and will spark once every five seconds while it remains over Plasma Wisp, dealing 1% damage and flinching knockback to anyone touching it. This isn’t a very predictably useful tool, but it may release you from a grabbing opponent’s grasp at a lucky time, or serve some other unforeseen function.
Plasma Wisp’s relative immunity to gravity is manifest in Brawl through his jumps (or rather, his single “jump”). When Plasma Wisp is ground-bound, a few thin lightning bolts will stream down from his frame to the ground below, essentially holding him down, and allowing him to use attacks like his Tilts and Smash Attacks. Upon choosing to leave the ground, however, Plasma Wisp will not “jump” like most characters. Rather, he will simply disconnect from the bolts (they will vanish into thin air as he does), and hover into the sky. This essentially forms one long jump that makes him rise up whenever the Jump button is pressed, very similar to R.O.B.’s Up Special. This jump allows him to hover upward about three times the distance and time of R.O.B., lending to a very advantageous aerial game.
~ STATISTICS ~
Size: Mid
Weight: Very Light
Power: Mid
Jumps: Special [See above paragraph]
Speed (Walk): Mid-Slow
Speed (Run): Mid-Slow
Traction: Mid [Despite how mediocre his turning is, due to the fact that he floats, Plasma Wisp can’t trip!]
Speed (Attack): Mid-Fast
Speed (Falling): Slow
Range: Long
Crouch: High
Crawl: No
Wall-Kick: No
Wall-Cling: No
Glide: No
~ STANDARD ATTACKS ~
Standard Combo | Spark
Plasma Wisp clenches his fists, sparking with electrical energy briefly. In a lot of ways, this is comparable to Mewtwo’s Neutral Aerial in Melee. He sparks for about a second, with minimal startup and ending lag, dealing multi-hit damage to those who touch him. The damage can reach up to about 6% if all the hits connect. As an added bonus, if you’re at Level 5 charge when you use this move, a final hit will be dealt by the electrical aura surrounding Plasma Wisp, dealing an additional 4% damage with decent knockback at the move’s end. What’s more, this bonus occurs at no cost to your charge!
[ Up to 6% + 4% ]
Charge Retained
Forward Tilt | Stun Grip
Plasma Wisp reaches his hands forward, holding them straight out in front of him. This has moderate lag, for a Tilt. He will grab any opponent within a fairly normal Grab range, but will not hold onto them for a follow-up Throw. Instead, he’ll pulse all his accumulated charge into them, stunning them for a period of time, during which he can use other attacks. The stun strength is proportional to the amount of charge Plasma Wisp has built up. At weakest, it will hold for an average of about a quarter-second, but at strongest, it will hold for roughly two seconds! It does no damage, but sets up other attacks well.
[ 0% ]
Charge Exhausted
Up Tilt | Lightning Rod
Plasma Wisp holds his hands skyward, and a lightning bolt crashes down into his fingertips. The bolt comes from about two Stage Builder blocks’ height above him, and shoots down quickly, giving his move minimal startup lag. The bolt deals 2% damage with directly downward knockback, which becomes useful for the second part of this move. When the lightning strikes Plasma Wisp’s hands, he keeps them above his head/body/self as they crackle with electricity. He can remain like this for as long as you want, and will stop when any other button input is given. His hands are a small hitbox, but they catch well and are hard to DI out of, dealing multi-hit damage to those who touch them. There is some ending lag when you quit this.
[ 2% + Variable Damage ]
Charge Retained
Down Tilt | Energize
Plasma Wisp stretches his hands out to either side, and the lightning bolts connecting him to the ground glow brightly and flow up into him, giving him additional energy. Unfortunately, this is a slow move, as it’s not exactly easy to just pull energy out of nowhere like that, and the lightning bolts have to reform, totaling the move’s usage time to a little more than two seconds, but it does two things that can be extremely worthwhile. First, it locks Plasma Wisp at his current Level of charge, disallowing him from dropping below it. Second, it boosts his charge by 10 units, which will always take him up one Level. For example, if he’s at Level 3 charge when he uses this move, he’ll be boosted to Level 4, and become unable to drop below Level 3 for the next 5 seconds, after which the move cannot be used for another 30 seconds. Use this wisely.
[ 0% ]
Charge Gained: 10 Units
Dash Attack | Magnet Slingshot
Plasma Wisp stops dead in his tracks, but the lightning bolts connecting him to the ground rush forward a little farther, still connected to him at a backward angle. Since they’re pulling him forward at this point, he then succumbs to the pull and catapults himself forward in an attempt to slam into foes. He stops for about half a second, then launches forward about half the distance a Fox Illusion travels, although at a slower (but still pretty fast) speed. If he collides with anyone, they’ll take 10% damage and pretty good knockback. There is moderate ending lag as he stops.
[ 10% ]
Charge Retained
~ SMASH ATTACKS ~
Forward Smash | Plasma Sphere
Plasma Wisp holds his hands out in front of him, and a sphere of electricity begins to grow. When the attack is released, he will let go of the sphere, at its current size, and it will hover for about five seconds, dealing multi-hit damage that’s difficult to DI out of to anyone who touches it. The amount you can charge the attack depends on how much plasma charge you have, and the Smash’s charge will determine how much of your plasma charge is exhausted. For example, with a Level 3 charge accumulated, you can charge the Smash attack for about half of its full charging duration. Charging beyond that point will not affect the attack. However, you could release it at weakest charge to only exhaust 10 units (or 1 Level) of charge. At weakest, the ball is about the size of Samus’ smallest Charge Shot. At largest, it’s a little bigger than a Party Ball, and catches/holds opponents who touch it much better.
[ Variable Damage ]
Variable Charge Exhausted
Up Smash | Triad Bolt
For this attack, Plasma Wisp’s current Level of charge determines exactly what he’ll do. If he’s at Level 3 or lower, he’ll stretch his hands out to his sides, and two thin lightning bolts will shoot into them from about two Stage Builder blocks’ length away on either side. These lightning bolts are full of powerful energy, which Plasma Wisp uses to charge himself up, gaining 5-10 units of charge from this, depending on how much he charges the Smash Attack. However, opponents who touch the bolts as they enter Plasma Wisp’s body will also be charged up, and will deal 1.2X normal damage and knockback on all attacks for the next 5-10 seconds (again, depending on the charge of the Smash Attack). This variation of this attack is somewhat slow, but not unbearable.
If Plasma Wisp is at Level 4 charge or higher, he’ll instead fire lightning bolts out of his hands, which he stretches out just the same. After the bolts travel out about two blocks’ distance, they’ll stop and turn sharply, angling upward and backward to meet at a point about two blocks’ height above Plasma Wisp, from which point they’ll proceed to dart downward, back into Plasma Wisp. This variation of this attack is extremely slow, but protects Plasma Wisp well, as the lightning bolts deal 10-20% damage, and also weakly stun opponents hit by them, helping the considerable ending lag a bit.
[ 10 – 20% ]
Charge Gained: 5 – 10 Units (if Level 3 or lower)
Charge Retained (if Level 4 or higher)
Down Smash | Shockwave
Plasma Wisp slowly concentrates himself into a round ball while charging this move, then slams into the ground, seeping into it and launching an electric green shockwave out from the point he hits. The startup lag on this move is moderate. The shockwave travels out quickly from Plasma Wisp through the ground, both to the front and the back, about one-fourth the length of Final Destination, stunning and dealing 5-10% damage to anyone it hits. After this, the shockwave emits a green gas into the air, which floats back to the location Plasma Wisp used the attack from and reforms as him. This causes this move to have quite a bit of ending lag. Luckily, if you hit your opponents, they’ll be stunned and probably won’t be able to punish it.
If Plasma Wisp has at least Level 4 Charge, this attack gains an extra property. A shockwave will also shoot through the air, making a full semi-circle over the area the shockwave travels along the ground. This shockwave deals no damage, but does stun opponents it hits very well, and adds to the stun that ground-bound opponents take from the attack.
[ 5 – 10% ]
Charge Exhausted for Level 4+
~ AERIAL ATTACKS ~
Neutral Aerial | Discharge
Plasma Wisp quickly releases all his built-up energy, reverting back to zero charge. While this may seem counterproductive, the energy release creates a quick, powerful concentration not unlike Jigglypuff’s Rest, which deals strong damage to anyone within the very small (and brief) hitbox as it appears. Depending on the Level of charge you have, this attack will deal 2%, 4%, 8%, 16%, or 32% damage, with proportional knockback to the damage. Obviously, it’s best to reach Level 4 or 5 charge before unleashing this attack, especially considering that despite its minimal startup lag, this move has about 2 seconds of ending lag, as the energy release takes a lot out of Plasma Wisp.
[ 2% or 4% or 8% or 16% or 32% ]
Charge Exhausted
Forward Aerial | Aurora Sweep
Plasma Wisp stops falling, hovering in the air, and rushes forward at about his running speed, for about one-fourth the length of Final Destination. After that, he returns to his original location and resumes falling. As he’s moving forward, he’ll let off a green gas that stuns opponents, trapping them inside it. When he sweeps back around, he’ll slam into all trapped opponents, dealing 8% damage with decent upward knockback. This costs him 10 units of charge and has moderate lag on both ends.
[ 8% ]
10 Units of Charge Exhausted
Backward Aerial | Fume
Plasma Wisp begins “coughing,” entering a sort of convulsive state for a time, creating a fair amount of startup lag for this move, before a final “cough” causes a flurry of green flames to start shooting out behind him. These reach almost as far as a Fire Flower’s flames, and about as high. The flames persist in shooting out for about 2 seconds, dealing damage similarly to a Fire Flower, only the flames pull opponents in more than they push them out, and have a shock effect instead of a flaming one. Plasma Wisp cannot use any other moves until the effect of this ends.
[ Variable Damage ]
Charge Retained
Up Aerial | Bad Fusion
Plasma Wisp pauses, falling even more slowly than normal for a second, then erupts in a violent explosion, damaging all opponents within a short distance of him. This is a powerful, but laggy attack, dealing 15% damage with strong upward knockback to anyone hit in the explosion, but having Ike-like lag at the beginning and end. Additionally, this exhausts all of Plasma Wisp’s built-up charge.
[ 15% ]
Charge Exhausted
Down Aerial | Grounder
Plasma Wisp extends his hands downward, attempting to form an electric current. This will fail if there is no ground directly below him, within at least 5 Stage Builder blocks’ height. If there is ground, he’ll form a stream of lightning bolts between his hands and the ground below, then be pulled quickly down it, slamming into the ground. This all happens very quickly, with little startup lag (and Plasma Wisp drops at about the speed a Falcon Kick moves), and Plasma Wisp has great priority while dropping. He’ll also deal 10% damage with weak knockback to anyone he hits while dropping. There is a fair amount of ending lag as he hits the ground, as it seems to catch him off guard slamming to the ground at such high speed. Whether the move is successful or not, it will cost him his charge.
[ 10% ]
Charge Exhausted
~ SPECIAL ATTACKS ~
Neutral Special | Plasma Shot
Plasma Wisp holds his hands forward and fires a plasma-based projectile, but the projectile fired depends entirely on your current Level of charge. Lag times are always moderate, something like Mario’s Fireball. The actual shots correspond to the Levels of charge as follows:
- Level 1 – Plasma Needle
Plasma Wisp fires forward a fast, thin needle of plasma energy, like one of Sheik’s needles. It travels a short distance (like, a Stage Builder block’s length) forward, then disappears. If it hits anyone, it’ll deal 2% damage and minimal knockback.
[ 2% ]
- Level 2 – Plasma Arrow
Plasma Wisp now fires an arrow made of sparkling plasma. This fires farther forward, about one-third the length of Final Destination, traveling about the speed of Toon Link’s arrows at full charge. Anyone hit will receive 5% damage and fairly weak knockback.
[ 5% ]
- Level 3 – Plasma Spark
If Plasma Wisp is at Level 3 charge, he’ll fire the “Plasma Spark,” a flurry of plasma sparks in a spherical formation that travel only slightly farther than the Plasma Needle, and a little slower. They also deal very little knockback, but due to their multi-hit damaging style, this attack can deal up to 15% damage, though 10-12% is more likely.
[ Up to 15% ]
- Level 4 – Plasma Laser
The Plasma Laser is a long, thin laser of plasma, surrounded by multiple rings of green plasma. It fires forward at about the speed of Link’s arrows at full charge, dealing 10% damage and okay knockback to anyone hit. It also travels indefinitely, traveling through opponents it damages until it strikes a wall or goes off the screen.
[ 10% ]
- Level 5 – Plasma Wave
The Plasma Wave is the most powerful projectile in Plasma Wisp’s arsenal, but can only be used at Level 5 charge. He fires forward a ball of plasma about the size of Samus’ fully-charged Charge Shot, and it travels about as fast, too, dealing 20% damage and good knockback to anyone it hits. What’s more, it’ll plow right through them, so you can potentially hit multiple foes with this attack!
[ 20% ]
Charge Exhausted
Side Special | Will-o’-the-Wisp
Plasma Wisp pauses in place and glows eerily, becoming somewhat transparent. He glows like this for about as long as Lucario’s counter lasts, having some lag time at the end if he isn’t hit. However, if Plasma Wisp is hit while he’s glowing, he’ll erupt in a burst of green flames, slightly larger than himself, immediately setting plasmatic fire to nearby opponents, who will be very briefly stunned (which also deals 1% damage) at two to three random times during the next five seconds, interrupting any actions they may be performing. After erupting, Plasma Wisp reappears some distance in the direction you used this move, about the distance a Fox Illusion travels. This does not put him in a Helpless state.
The plasma fire gets stronger if Plasma Wisp is at a charge of at least Level 3. If this is the case, the fire will also ignite anyone along the path he travels before reappearing, as a faint green glow moves along the path. He travels this distance in about one second, and reappearing is a slightly laggy action, but he can’t be hit when he’s just a glow, only as he’s reforming.
[ 1% per hit ]
Charge Exhausted for Level 3+
Up Special | Static Field
Plasma Wisp quickly raises his hands and creates a circular field of static energy above him. The field is proportional to his current level of charge, a Level 1 field being about the size of a Party Ball and a Level 5 one being about the size of Luigi’s Negative Zone. The bottom of the circle will always just barely cover Plasma Wisp at his current location. The static field remains for five seconds, and Plasma Wisp can move freely inside it—up, down, left, and right—unrestrained by gravity, at a speed similar to Pit’s when he’s using the Wings of Icarus. Using this move will only take away your Up Special, so Plasma Wisp can still use all his other moves without striking solid ground again, and is not put in a Helpless state. This deals no damage to opponents. In fact, opponents will enjoy the same freedom within the static field as Plasma Wisp does, so use this carefully. However, opponents will not have their state changed when they enter the field. If they are in a Helpless state when they enter it, they will still be when they exit it or when it disappears.
[ 0% ]
Charge Exhausted
~ GRAB / THROWS ~
Grab | Normal
Plasma Wisp simply reaches forward and grabs with both hands. Similar in lag and range to Mario’s Grab.
Pummel | Drain
Plasma Wisp draws energy from his victim through his hands into himself. This deals 1% damage to your opponent, and profits you a single unit of charge. Unfortunately, it’s a rather slow Pummel, and usually can’t be repeated too many times before your opponent will break your grip.
[ 1% ]
Charge Gained: 1 Unit
Forward Throw | Supercharge
Electrical energy surges around Plasma Wisp for a second, and he then pulses all of it into his victim. This attack has both a huge advantage and a huge disadvantage, and so should be used carefully, both of which are proportional to the amount of charge Plasma Wisp currently has. On the plus side, the knockback from the energy pulse is directly proportional to Plasma Wisp’s charge, meaning that at Level 4 or 5, this is a very powerful attack, and can often score KOs on foes before they reach extreme damage percentages. However, the energy, while powerful, is not hostile, and will not deal damage to Plasma Wisp’s victim. In fact, the energy will actually heal your opponent! The number of units of charge put into the blast will actually be recovered by your opponent, so while a 40 unit Throw deals incredible knockback, you’d better be sure you’ll score that KO with it before using it, as it will also restore 40% damage to your opponent!
[ Heals Opponent 0 – 40% ]
Charge Exhausted
Backward Throw | Envelopment
Plasma Wisp pulls his arms into his burning green body, pulling his victim with him. The victim will be stuck inside him for 2-3 seconds afterward, and will take damage and knockback with Plasma Wisp as long as he’s enveloping them. Plasma Wisp is free to move around with his victim during this time, until they’re released, at which point they will topple out of him, as if footstooled. This attack deals no damage, and actually, the victim can attack Plasma Wisp from within while they’re trapped, though he’ll take minimal knockback from these hits, even the most powerful. Most attacks will only deal him damage, and the most powerful of attacks will only deal flinching knockback to him. This should mainly be used to carry characters with poor recoveries over the edge, dropping them to their doom, as Plasma Wisp’s recovery outclasses much of the roster.
[ 0% ]
Charge Retained
Up Throw | Ionizer
Plasma Wisp quickly pulses some energy into his victim (exactly 10 units of charge), ionizing them such that they’ll be magnetically attracted to the top of the screen. He then releases them, and the unlucky victim goes fluttering upward, unable to control their vertical movement for the next 3 seconds. However, this cannot score KOs, as they will not float past the top edge of the screen. Additionally, this Throw does no damage, so it’s more of a stalling tactic than anything, although it can be used to force opponents with weak aerial games into a bad position. This Throw cannot be used unless Plasma Wisp is at Level 2 charge or higher, for obvious reasons.
[ 0% ]
10 Units of Charge Exhausted
Down Throw | Bond Breaker
Plasma Wisp jumps up above his victim, then throws his hands downward, toward them. The unlucky victim then shatters into a million or so microscopic pieces (okay, not really, you can see them), which revolve around the spot they were thrown at. They will remain in this broken state for the next 2 seconds, and are unable to attack, grab items, etc. while in this state. They can “walk” left and right, at Jigglypuff’s walking speed, to affect the spot where they’ll reform (diminishing chain-grab potential), but are incapable of any other actions. They also can’t be hurt in this state, though, so it’s mainly a stalling tactic, or a way of trying to set up another attack, for when they reappear.
[ 0% ]
Charge Retained
~ TAUNTS / VICTORY POSES ~
Up Taunt | Short Circuit
Plasma Wisp begins sparking in random places across his body, shaking about violently before regaining control of himself.
Sets Next Helper: Rocky
Side Taunt | Rainbow Flame
Plasma Wisp cycles through the entire spectrum of visible colors quickly, beaming brightly all the while.
Sets Next Helper: Gim
Down Taunt | Beckon
Plasma Wisp points a finger forward, then turns his hand over and does a “come here” signal with his finger.
Sets Next Helper: Blade Knight
Up Victory Pose | Power Overwhelming
Plasma Wisp shakes about violently, as an electrical charge builds up around him. After a couple of seconds, he stops, looking menacingly at the screen, with lightning bolts surrounding him as far as the screen can see.
Side Victory Pose | Frenzy Fire
Plasma Wisp turns around and around, shooting off various plasma projectiles in every direction, then finally gets dizzy and falls to the ground.
Down Victory Pose | Electric Eruption
Plasma Wisp is nowhere to be seen, as green sparks begin to cover the ground, which begins to glow faintly. Suddenly, the sparks explode violently, like a firework, and Plasma Wisp appears, holding his hands up as if accepting applause.
Loss Pose | Dissipate
Plasma Wisp hangs his head sadly, and begins to disappear, growing smaller and smaller, fainter and fainter as time goes on.
~ ROCKY ~
Rocky is the Helper for the Stone ability. A simple block-shaped stone with eyes, feet, and a sort of bandana, his primary means of attacking is by falling on and crushing opponents. He can also harden himself into various forms and structures like Stone Kirby.
~ STATISTICS ~
Size: Mid-Small
Weight: Heavy
Power: Mid-Strong
Jumps: 2
Jump (1): Mid-High
Jump (2): Low
Speed (Walk): Slow
Speed (Run): Mid
Traction: Good
Speed (Attack): Slow
Speed (Falling): Fast
Range: Mid-Short
Crouch: High
Crawl: No
Wall-Kick: No
Wall-Cling: No
Glide: No
~ STANDARD ATTACKS ~
Standard Combo | Hop
Rocky hops a short distance into the air, then crashes back to the ground. This takes about half a second to do, with little startup lag and some ending lag. Anyone near Rocky as he strikes the ground will be buried, but take no damage. This is great for setting up another move, but your opponent has to be close by for it to work.
[ 0% ]
Forward Tilt | Dust Slap
Rocky leans forward and faceplants into the ground, kicking up dust in front of him. The dust reaches about as far as a Fire Flower’s flames, and will slow down any opponent it touches, making them move at slightly slower than normal speed for the next five seconds. This attack has a fair amount of both startup and ending lag (Rocky’s got to lean back hard enough to get back on his feet), and deals no damage. The effect can be compounded if the attack is used multiple times.
[ 0% ]
Up Tilt | Pebble Spray
Rocky closes his eyes as if concentrating, and a few pieces break off of his top, flying into the air, covering a similar area as the spores that Toad spits in Peach’s Neutral Special. After they spray up, they hover for a second, then rush back down and fuse into Rocky’s body again. The rocks deal multi-hit damage up to about 12% to anyone hit, dealing damage the entire time they’re out, even during the brief time they simply float. There is moderate startup and ending lag on this move.
[ Up to 12% ]
Down Tilt | Crumble
Rocky bursts into pieces, crumbling all over the ground. While in pieces, Rocky can’t be hurt, and he remains like this for about a second, after which he reforms slowly. This essentially functions as a longer-than-normal sidestep dodge, but it’s got significantly longer ending lag. The startup lag is minimal, so you can quickly avoid things as needed, but the ending lag makes this highly punishable if used incorrectly.
[ 0% ]
Dash Attack | Heavy Slam
Rocky jumps into the air, still moving forward, then stops for a second before rushing downward, slamming into the ground hard. He goes forward about the distance Bowser does if he uses the Bowser Bomb from the ground, and stalls for a slightly longer time than that before dropping. As he drops, he deals 12% damage with good knockback. Unlike most Dash Attacks, though, this one is not sensitive to the edges of platforms, so you can potentially KO yourself with this. Use it wisely. Startup lag is minimal, but there’s quite a bit of ending lag.
[ 12% ]
~ SMASH ATTACKS ~
Forward Smash | Rumble Roll
Rocky charges this attack by vibrating violently in place. When released, he’ll rush forward on his side, causing him to roll and even sometimes bounce short distances into the air. The full distance he’ll travel is affected by the amount of charge built up before the attack is released. At weakest charge, he’ll travel only about as far as one Battlefield platform, but at full charge, he can cover about two-thirds of Final Destination’s length. He travels about as fast as characters like Mario run. If he strikes anyone while rolling and tumbling, he’ll deal 10% damage and decent knockback to them. Startup lag is moderate, and there’s quite a bit of ending lag.
[ 10% ]
Up Smash | Spire
Rocky “transforms,” becoming a large, sharp stalagmite. As he does so, he’ll damage anyone he touches, with a vertical range similar to Marth’s Up Smash, though somewhat wider to the sides. The bulk of Rocky’s frame deals 8 – 14% damage, but the very tip deals double that damage, also with dramatically increased upward knockback. Rocky remains in this form for about half a second, though he only deals damage as he transforms and shoots upward. There is some startup lag and considerable ending lag to this move.
[ 8 – 28% ]
Down Smash | Earthquake
Rocky vibrates while “charging” this move, which is the actual damaging part. Afterward, he simply stops, tired. While he’s shaking, he’ll deal multi-hit damage to all ground-bound enemies within about one Battlefield platform’s length to either side, reaching a possible total damage of about 20%. This move has quite a bit of lag on either end, but it can really be worth it if you land the early hits, racking up lots of damage. When the quake stops, the opponent will be shot up a short distance, just enough to hopefully get Rocky a little breathing room during his ending lag.
[ Up to 20% ]
~ AERIAL ATTACKS ~
Neutral Aerial | Dropper
Rocky faces the screen and clenches his eyes tightly shut, doubling his falling speed and becoming a hitbox until he strikes the ground again. Anyone he touches like this is dealt 8% damage and pretty good knockback. There’s not much startup lag, but you can’t use another Aerial afterward, and the ending lag upon striking the ground is moderate.
[ 8% ]
Forward Aerial | Spin Drop
Rocky begins spinning around, dealing multi-hit damage to those he touches. He’ll do this until he strikes the ground, at which point he’ll hit and bounce forward, about half the distance a Falcon Kick travels along the ground. During the bounce, he deals 10% damage and good knockback to anyone he hits. There is some startup lag to this move, and a fair amount of ending lag as well.
[ Variable Damage + 10% ]
Backward Aerial | Freefall
Rocky immediately enters a Helpless state, but this is no ordinary Helpless state. In this state, he’s still ready for an attack. This will have no effect until he strikes the ground, at which point he’ll pound it hard, brutally damaging opponents near the point of impact. This deals 20% damage and good knockback, but due to the nature of its setup, as well as its relatively low range, it can be difficult to pull off.
[ 20% ]
Up Aerial | Volcano
Rocky quickly transforms a bit, opening up a volcano-like hole above him, which quickly starts spewing rocks and smog, damaging opponents above him as well as propelling him downward. The rocks and smog deal multi-hit damage that will generally accumulate to about 10%, with a range similar to that of Ivysaur’s Up Aerial, though the hitbox is a bit longer-lasting. This move has relatively long startup lag, but the ending lag is minimal.
[ 10% ]
Down Aerial | Rockslide
Rocky bursts into pieces, falling to the ground. This gives him a greater range than most of his attacks, as the falling rocks will spread out, each dealing 1-2% damage. Sadly, you’re only likely to score about 4-5% damage from all of them. After they strike the ground, Rocky will reform, but no earlier, so make sure to use this above solid ground. There’s little startup lag, but the ending lag is substantial, as Rocky’s not too quick about putting himself back together.
[ Variable Damage ]
~ SPECIAL ATTACKS ~
Neutral Special | Round Off
Rocky quickly forms himself into a more round shape, so he can roll around. In this state, he can roll back and forth along platforms by simply tilting the control stick. He can move about half the speed of Yoshi’s Egg Roll, dealing 10% damage with weak knockback upon striking any (assuming he’s moving at any sort of reasonable speed). Unlike Yoshi, Rocky can actually stop rolling, staying in place, but a hard enough hit can still knock him out of it, just like Yoshi. He can exit this state manually though a second press of the button. There’s moderate startup and ending lag for this move.
[ 10% ]
Side Special | Wallraiser
Rocky stomps the ground underneath him, causing a small quake that shoots up a rock wall out of the ground! The wall is about as tall as Link, and comes up a short distance in front of Rocky. This deals no damage, but serves as a potential defense, as the wall can take 50% damage before breaking! This, however, can be utilized by other players as well, since the wall functions like normal terrain, blocking anyone and everyone’s hits that strike it until it’s destroyed. The creation of the wall has moderate startup and ending lag.
[ 0% ]
Up Special | Seismic Recoil
Rocky closes his eyes tightly and shoots a wave of energy downward. This wave will travel (about the speed of a PK Thunder) until it hits something, whether that be solid ground or the blast zone, at which point it will bounce back. When it comes back and strikes Rocky, it will launch him high into the air. How high depends on how long the wave has been traveling. It builds power as it goes, so a further distance from the ground/blast zone will give you a greater height. If used from the height of Final Destination down to the bottom blast zone, it will launch Rocky upward about the distance of five Stage Builder blocks. The traveling energy wave will deal multi-hit damage to opponents struck, usually only totaling up to about 5%. Rocky can move while the wave (which is about as wide as Bowser) travels, so he can potentially get out of its way before it strikes him, in which case it will simply keep traveling up until it goes off the screen or strikes another surface.
[ Variable Damage ]
~ GRAB / THROWS ~
Grab | Special
Rocky teeters backward, then slams down to the ground, creating a small shockwave in front of him that stuns opponents such that he has effectively “grabbed” them. This is a slow Grab, but it’s got good holding power. This also has somewhat short range, but can grab multiple opponents.
Pummel | Kick
Rocky simply reaches one foot forward and kicks his victim. A slow Pummel, and it only does 2% damage. Straight pummeling isn’t really a good option for Rocky.
[ 2% ]
Forward Throw | Quake Shove
Rocky slams down hard again, creating a shockwave that pushes his victim forward. This deals only 3% damage, but has good forward knockback, and can be useful as a finisher at times. This is a relatively slow Throw, but well worth it in many situations.
[ 3% ]
Backward Throw | Tectonic Shift
Rocky jumps into the air, as the ground begins shaking. The area his victim is standing on is suddenly shoved underneath him, but Rocky falls just in time to land on his opponent, stopping them from shooting backward! What a guy! Of course, he deals 10% damage and buries them in the process, so don’t lament too much about him effectively saving them from peril. This is a very slow Throw, but also a rather good one.
[ 10% ]
Up Throw | Jumper Quake
Rocky hops a short distance to the ground, then goes careening toward the ground, slamming into it hard and causing a quake that shoots his victim(s) upward! This also deals 7% damage, but the real key point is the great vertical knockback! This is also among Rocky’s faster Throws.
[ 7% ]
Down Throw | Dynamite Blast
Rocky closes his eyes and begins vibrating, turning a bright red color, then explodes violently! This takes a bit of time, but the ensuing explosion is powerful, dealing 14% damage and good knockback. Unfortunately, it’s extremely slow. Rocky takes a while to explode, and putting himself back together afterward is also a very slow process. Use this wisely.
[ 14% ]
~ TAUNTS / VICTORY POSES ~
Up Taunt | Near Fissure
Rocky cracks down the middle, almost all the way through! With a distressed look on his face, he forces his two halves back together! Close call!
Sets Next Helper: Blade Knight
Side Taunt | Muscle Man
Rocky transforms into a statue of a flexing man! He looks so strong! He changes back after a short time.
Sets Next Helper: Plasma Wisp
Down Taunt | Rage
Rocky stomps the ground angrily, fuming as he does.
Sets Next Helper: Gim
Up Victory Pose | Trophy Time
Rocky stands, looking around as if confused, then beams brightly as he forms himself into a stone trophy. His little eyes can still be seen on the trophy, blinking happily at his victory!
Side Victory Pose | Standing Tall
Rocky stands, looking disappointed, then perks up as he slams the ground, causing a wall to shoot up. He then leaps atop the wall and strikes a pose, winking.
Down Victory Pose | Crater Slam
From off the screen, Rocky comes crashing to the ground, forming a massive crater! What a hard hit!
Loss Pose | Broken
Rocky lies in a sad heap, a jumble of tiny rocks being seen with a loose bandana and a pair of sad eyes over them.
~ GIM ~
Gim is the Helper for the Yo-Yo ability, a robotic character with a single animate hand extending from his frame. His mechanical build also has him sporting a tinted lens for an “eye” and exhaust pipes protruding from his back. Gim attacks mainly through swings of a yo-yo and various break-dance-like moves.
~ STATISTICS ~
Size: Mid-Small
Weight: Mid-Light
Power: Mid-Weak
Jumps: 2
Jump (1): High
Jump (2): Mid-High
Speed (Walk): Mid
Speed (Run): Mid
Traction: Mid
Speed (Attack): Mid-Fast
Speed (Falling): Mid
Range: Long
Crouch: Mid-High
Crawl: No
Wall-Kick: No
Wall-Cling: No
Glide: No
~ STANDARD ATTACKS ~
Standard Combo | Break Spin
Gim performs a spin highly akin to Kirby’s Dash Attack in Brawl, though he stays in place while doing it. Gim will spin as long as the button is held down, dealing multi-hit damage to anyone who touches him. He’s fairly tough to DI out of, too, and with little startup and ending lag, this move may seem very good. If you hold this attack for more than three seconds, though, Gim will become dizzy, giving him a LOT more ending lag than you would’ve had before, whenever you decide to end the move.
[ Variable Damage ]
Forward Tilt | Pitch
A fairly basic attack, Gim tosses his yo-yo forward and then catches it as it flies back. This move has no quirky attributes, and should mainly be used for quick spacing, as it comes out fast, has little ending lag, and goes pretty far, extending fully about three Stage Builder blocks’ length forward. The spinning yo-yo deals only 3% damage and flinching knockback, but this attack definitely isn’t without its uses.
[ 3% ]
Up Tilt | Lasso Swing
Gim throws his yo-yo forward, then arcs it over his head. It reaches only about a block’s length forward before going upward, stretching to about the same distance, only above his head. At any point before Gim catches the yo-yo behind him on the way back, you can press the button again to make him swing the yo-yo forward, making it retrace its overhead path again. It loses strength every time this is done, however, so it’s best to make sure you can just hit with the first time, rather than count on a redemptive loop. The first overhead swing deals 6% damage with weak knockback, and the damage goes down 1% every swing after that, stopping at 1%. There is little startup or ending lag to this attack.
[ 6% or Lower ]
Down Tilt | Sleeper
Gim throws his yo-yo toward the ground below him, stalling it there. This is one of his few short-ranged moves, but the spinning yo-yo deals multi-hit damage and it difficult to DI out of, lasting for three seconds before jumping back up to Gim’s hand. The spinning can accumulate a total of about 10% damage, and the jump back up at the end deals 5% with weak upward knockback. The yo-yo is a small hitbox, though, so you’ll have to get up close. Luckily, this move has relatively little lag on either end, so you should be able to find some use for it.
[ Up to 10% + 5% ]
Dash Attack | Walk the Dog
Gim quickly tosses his yo-yo toward the ground, stalling it there and letting it rush forward along the ground. He continues running at the same speed he was for another one-third the length of Final Destination, with the yo-yo leading. The yo-yo deals 6% damage and weak upward knockback to anyone it hits, though this move should mainly be used for protecting yourself as you approach, as you can shield to cancel out of the run at any time, causing Gim to quickly retract the yo-yo and put up his defense. If you run the full distance, however, Gim will end with an overhead swing similar to that of his Up Tilt, effectively hitting opponents over your head (which is where the initial hit will likely set them) with another 6% damage.
[ 6% + 6% ]
~ SMASH ATTACKS ~
Forward Smash | Hammer Drop
Gim tosses his yo-yo out in front of him, stalling it about a Battlefield platform’s length away from him. Charging only makes this move wait longer, as the timing of the release is key. There is virtually no time between releasing the Smash Attack and the attack happening, so you simply have to wait for the right moment. When Gim releases this Smash Attack, he snaps the yo-yo back toward him sharply. If no one’s there, this will end the move. If someone is between him and the yo-yo as he does this, they’ll get tangled up in it, and Gim will proceed to swing the yo-yo over his head and then slam it to the ground, releasing the poor victim with an added 18% damage to their damage meter. There is moderate startup and ending lag for this move.
[ 18% ]
Up Smash | Gazer Spiral
Gim charges this Smash by stalling his yo-yo near the ground. Upon executing the move, he drops it to the ground so it lays on its side, and jumps on top of it. This causes him to spin rapidly, leaving the ground and shooting into the air. He reaches a vertical distance about the height of the tallest Battlefield platform up before shooting back downward, grabbing the yo-yo on his way down and ending the move. This is a somewhat laggy move, especially on the front end, but Gim deals 20 – 26% damage and good knockback as he shoots up and down, making this move more than a little useful. He traverses the entire distance in a little over half a second, making the middle part of this attack far from laggy.
[ 20 – 26% ]
Down Smash | Tripper
Gim swings his yo-yo around him full circle, first to the front and then the back, reaching about one-fourth the length of Final Destination to either side. If the yo-yo string strikes anyone, it will deal 1% damage and automatically trip them. However, if you don’t fully charge this attack, Gim will also trip over the string as it comes back around. If you fully charge it, Gim will jump over the string at the right time to avoid it, giving him time to attack his tripped opponent. Luckily, this is a fast attack in all regards, including charge time. It charges about twice as fast as most Smash Attacks, and coupled with low startup lag and ending lag, as well as a fast execution, this move can become somewhat spammable.
[ 1% ]
~ AERIAL ATTACKS ~
Neutral Aerial | Around the World
Gim spins his yo-yo full circle around him, starting out in front and spinning it down around the back, then up over his head to return it. The hitbox is disjointed, at a distance about Bowser’s height away from Gim except when he’s throwing the yo-yo and catching it. Lag times on both ends, as well as the execution time for this move, can be very fast. On the other hand, they can also be relatively slow. The speed at which the yo-yo is thrown and spins around Gim is directly related to how fast Gim is moving through the air when this move is used. At low speeds, such as a simple jump, there is a fair amount of lag, and the yo-yo spins slowly, dealing only 5% damage and weak knockback. When moving faster, however, such as during a fastfall (or maybe after taking a hard hit), the speed can reach insane levels, the entire move executing sometimes in less than half a second, with the yo-yo’s speed giving it the power to deal 15% damage with good knockback. Of course, that’s only at best, so expect speeds somewhere in the middle, usually.
[ 5 – 15% ]
Forward Aerial | Blender Kick
Gim tilts his legs up, to point them slightly forward, then spins rapidly, performing a multitude of kicks toward his front. These kicks have short range, but between the 10 of them, each dealing 2% damage, this move can really rack up the damage. The kicks all execute in a time of about one second, and the startup lag is minimal to boot. Unfortunately, this move doesn’t give you a lot of breathing room afterward if you do connect, and the ending lag will often leave you punished. Use this carefully.
[ Up to 20% ]
Backward Aerial | Freeze
Gim throws his hand downward, as if putting it to the ground, throwing his legs behind him. Incredibly, this works the same as this break-dancing technique would on the ground, stopping him in mid-air! It also functions as a weak “sex kick” move, dealing 5% damage to those who touch him. On top of all that, he’s got super-armor for the one second he stays frozen in the air, after which he’ll simply drop out of the pose. This move, unfortunately, takes some psyching up from Gim, and if used too frequently, it will suffer in all properties except the “sex kick,” even sometimes reaching a point where he doesn’t stall at all, and gains no super-armor, if spammed too much.
[ 5% ]
Up Aerial | Windmill
Remember Sonic’s “C’mon, step it up!” Taunt? Well, Gim basically does that in mid-air, minus the oft-annoying vocal. Minimal startup and ending lag are a plus for this move, and his spinning legs deal multi-hit damage up to about 12%, with a final hit at the end pushing opponents upward to give Gim some breathing room. As an added bonus, this move will cause Gim to fall a little more slowly, sometimes serving as a slight boost to recovery and also making it easier to score all those hits.
[ Up to 12% ]
Down Aerial | Tangle Drill
Gim quickly wraps himself up in his yo-yo, stalling in mid-air as he does. After this slightly long stall, he pulls the yo-yo string, spinning himself around rapidly, and also propelling himself downward. He rockets downward at a regular stall-then-fall pace, catching opponents he hits and dragging them down with him, dealing multi-hit damage to them all the way. If he strikes the ground before the fall ends, his opponent(s) will be shoved a fair distance away from him, which is good, because Gim gets dizzy and suffers quite a bit of ending lag from this.
[ Variable Damage ]
~ SPECIAL ATTACKS ~
Neutral Special | Dreamer
Gim tosses his yo-yo downward in effectively the same way he performs the Sleeper. As he does this, however, the yo-yo begins to sparkle and twinkle. It’s now controllable! Yes, you can steer the yo-yo all around, moving it at a speed about three-fourths that of a PK Thunder. It can move anywhere within two Negative Zones’ distance of Gim, but the string isn’t long enough to reach farther. Anyone the yo-yo touches will be dealt 8% damage, with decent knockback. Unfortunately, Gim is entirely vulnerable during this move, even falling at a normal speed. On top of that, the ending lag is horrendous, as Gim regathers the string and pulls the yo-yo back in.
[ 8% ]
Side Special | Blindside
Gim throws his hand forward, and a holographic-looking yo-yo shoots out, about the distance of a Battlefield platform. If no one is there, the yo-yo will simply vanish at the end of its path, but if it strikes someone, it will disperse in a cloud of florescent color, covering the victim. The next time Gim uses this move, a yo-yo will come out of thin air and slam into the back of the aforementioned victim’s head, dealing 8% damage and flinching knockback! If Gim can, he’ll snap his fingers to make this happen, but the button input can be received at any time, whether Gim is able to snap or not. For example, you could use this while an opponent had grabbed Gim and was holding him, to effectively release you from their grip. There is moderate lag during the yo-yo toss, but next to none when the hit comes.
[ 8% ]
Up Special | Reel In
Gim tosses his yo-yo upward as a tether recovery. If he’s near a ledge, the yo-yo will land on the tip of the ledge, spinning to automatically pull Gim toward the ledge. He’ll reel in pretty fast, but be careful, as the yo-yo can be grabbed and thrown off the ledge if your opponent is quick, ruining the recovery. As an offensive attack, this attack involves Gim tossing the yo-yo upward at a 45 degree angle, slightly slower than the Pikmin Chain, although it reaches about the same distance as one with six Pikmin. If it connects with anyone, though, it will wrap around them, and Gim will proceed to yank the string down hard, pulling the unlucky victim straight toward the ground. If there is ground for them to hit, they’ll slam into it, taking 12% damage. If there’s no ground, they’ll go rocketing downward to their doom. Unfortunately for Gim, the yo-yo’s attached to his hand as well, so he’ll be dragged down with them.
[ 12% ]
~ GRAB / THROWS ~
Grab | Extended
Gim throws his yo-yo forward in an attempt to ensnare opponents. This is a long-ranged grab, extending about one-third the length of Final Destination, but it’s got a lot of ending lag if you miss, so be careful about using it.
Pummel | Dizzy Spin
Gim pulls his yo-yo string to spin the opponent around. This deals no damage, but seems to make the victim dizzy, adding to the hitstun of any Throw that follows.
[ 0% ]
Forward Throw | Rapid Kick
Gim hops a short distance into the air, then starts spinning to pelt the victim with kicks, at the same time spinning them around to unravel them. Six kicks deal 2% damage each, executing in about a second. After the final kick, the victim is shot forward a short distance, low to the ground.
[ Up to 12% ]
Backward Throw | Twister Punt
Gim pulls his yo-yo string hard to spin his victim forward, then dashes forward and punts them backward over his head, dealing 10% damage with not-so-great knockback. This is kind of a slow throw.
[ 10% ]
Up Throw | Tornado Shot
Gim lifts his yo-yo as he pulls the string to spin his victim, who shoots into the sky above him, spinning rapidly. After a short time, they’ll stop spinning and be able to control themselves again, but until then, you’re free to follow up with another attack. This does no damage on its own, but is an excellent setup move.
[ 0% ]
Down Throw | Break It Down
Gim releases his opponent, then does one of his Taunts at random. The victim will watch as he does, and start one of their own Taunts shortly after. Assuming you’ve got someone with long Taunts against you, this can easily set up another attack, but beware of opponents with short Taunts, as they may finish before you do.
[ 0% ]
~ TAUNTS / VICTORY POSES ~
Up Taunt | Sliiide
Gim slides smoothly to the right, then back to the left, returning to his original position. This takes about as long as Sonic’s “You’re too slow!” Taunt.
Sets Next Helper: Rocky
Side Taunt | Disco Party
Gim’s colored lens begins vibrantly flashing bright colors, as he jumps up and down, dancing in a circle and pointing the lens downward to throw some colored light on the floor. This is a somewhat long Taunt, taking about as long Mario’s super mushroom Taunt.
Sets Next Helper: Plasma Wisp
Down Taunt | Sputter
Gim’s exhaust pipes sputter briefly, spitting smoke out the back. This is a quick taunt, taking about as long as Ness’ “Okay!” Taunt.
Sets Next Helper: Blade Knight
Up Victory Pose | Lights Out
Gim holds his hands up, as the screen fades darker. Suddenly, a lone spotlight appears over Gim, who performs a few quick break-dance moves.
Side Victory Pose | Stall
Gim spins around, slipping in a few quirky break-dance moves, then stalls on his hand to end, holding that position indefinitely.
Down Victory Pose | The Atomic
Gim holds his yo-yo up high, and it begins glowing vibrantly. He then throws it down, and it begins spiraling around him in
an atomic shape.
Loss Pose | All Tangled Up
Gim appears in the background, tangled up in his yo-yo string. Looks like a trick went wrong, eh, Gim?
~ FULL GROUP ~
~ TAG BLASTS ~
REMEMBER, HELPERS HAVE SUPER-ARMOR DURING TAG BLASTS
Blade Knight + Plasma Wisp | Blazing Blade
Plasma Wisp fires a wealth of energy into Blade Knight’s sword. For the next five seconds, anyone who comes within about two Stage Builder blocks’ length of Blade Knight will be slashed at viciously with lightning speed, taking 10% damage and good knockback. After the time has passed, the attack ends, with Blade Knight’s sword returning to normal.
[ 10% ]
Blade Knight + Rocky | Sword In the Stone
Rocky sits on the ground as a holographic-looking sword appears sticking out of the top of him. Blade Knight grips the hilt and pulls it out, as it emits a searing light. The area within about half a Smart Bomb’s blast radius will be affected, and opponents within that area take 20% damage and good knockback. After this, the attack ends. This attack executes in about a second.
[ 20% ]
Blade Knight + Gim | Wayward Yo-Yo
Gim attempts to do a basic Sleeper, but Blade Knight cuts the yo-yo’s string, and the yo-yo begins jumping around randomly, hopping about at insane speeds. The yo-yo deals 5% damage if it hits anyone, and who knows if it will; it’s movements are so random! After about three seconds of this, the attack ends as the yo-yo vanishes and the Helper leaving hops on the Tag Star and jets for the background.
[ 5% ]
Plasma Wisp + Rocky | Molten Inferno
Plasma Wisp begins pulsing energy into Rocky, who heats up to incredible heats and eventually melts, becoming a pool of lava that spans the entire platform this attack is used on. This takes about two seconds to happen, and Rocky remains like this for another two seconds, dealing 10% damage to anyone who touches him, before he quickly resumes his normal form, ending the attack.
[ 10% ]
Plasma Wisp + Gim | Atom Bomb
Gim begins spinning his yo-yo in the atomic symbol pattern, as Plasma Wisp charges energy. After about a second, a massive explosion occurs out of nowhere! It reaches about twice the distance of a Smart Bomb explosion, dealing multi-hit damage up to about 20%, after which the attack ends. The explosion, however, is rather brief, and can be spot-dodged entirely with precise timing.
[ Up to 20% ]
Rocky + Gim | Stone Slinger
Gim wraps his yo-yo around Rocky and starts swinging him around, in an arc that reaches about the distance of a Battlefield platform away. He swings him back and forth about half a dozen times, with knockback toward Gim (making multiple hits often a reality). Every time Rocky connects with an opponent, they’ll take 10% damage. After a few swings, Gim pulls Rocky back in, undoes the string, and the attack ends. This is among the longer Tag Blasts.
[ 10% ]
~ FINAL SMASH ~
Final Smash | Super Star Party
Before this Final Smash actually happens, the Tag Star, fueled by the Smash Ball, brings the remaining three Helpers to the field of battle. From this point, the Helpers work together to ensure total chaos. The attack begins with Gim jumping on top of Rocky, using him as a sort of pedestal, and holding a hand toward the screen, effectively slowing the motion of all other players
(“Stop! Hammer time!”), and also darkening the sky. After this, he points toward Plasma Wisp, who begins firing small energy orbs toward the sky, which explode as fireworks! This affects a rather large area overhead, with each firework dealing multi-hit damage up to about 10%. As this is happening, Blade Knight will rush along the ground, controlled by AI, striking at anyone who he comes close enough to. (Blade Knight doesn’t know how to party; he just fights.) After about five seconds and a couple dozen fireworks, Rocky gets tired of being Gim’s stage (Gim is dancing all the while the fireworks are going off), and jumps up, throwing him off. Gim tumbles into Plasma Wisp, who then accidentally fires a huge firework into the center of the sky, which explodes in a large burst that deals more multi-hit damage, this time up to about 25%. As this happens, Blade Knight rushes back to the other Helpers, pointing toward the Tag Star, which is losing its energy. The three Helpers you weren’t using hop back onto the Tag Star, and rush into the background, and gameplay returns to normal.
[ 10% per hit + 25% ]