"I'm every nightmare you ever had. I'm your worst dream come true. I'm everything you ever were afraid of."
Pennywise the Dancing Clown
***
Pennywise the Dancing Clown is the favorite (and most common) form of a malevolent shape-shifting monster, which originated in a void containing and surrounding the universe. The monster is christened "It" by the group of seven children who end up confronting It. Its true form is never truly comprehended; this form exists beyond the physical realm, and is known as the Deadlights. The Deadlights are described only as writhing, destructive orange lights, capable of driving any living being that looks upon them insane.
It hibernates under the small town of Derry, Maine, waking every 27 years and entering physical form to feed. While in physical form, It mainly takes the seemingly friendly form of Pennywise the Clown, in order to draw in children and devour them. The monster sees humans as mere lambs for him to slaughter. It preys mainly on children by taking the form of their worst fear before eating them, as children have much more simple fears than adults, and are easier to fill with terror (which It says is akin to "salting the meat"). Due to Its shape-shifting abilities and mind-gaming pranks, It can easily get into the heads of people and drive them insane. With almost unlimited power, It is said to be the essence of fear itself.
Here is a
compilation vid of Pennywise's better moments from the film version of
It.
Watch it to see just how much of a psycho this guy is.
Oh yeah, and we can't forget
his mandatory theme.
Give it a listen; it adds to the nature of the moveset.
Power: 8/10
Pennywise is a combo-oriented heavyweight, but he has a twist to his moveset that prevents him from simply KOing foes with his stronger attacks.
He'll need to put his combo moves to their maximum use first.
Walking Speed: 2/10
A standard slow walking speed...Pennywise is just clowning around right now.
Dashing Speed: 3.5/10
Although he could change forms to go much faster, Pennywise just takes it easy here.
Weight: 6.5/10
In his normal form, Pennywise has about the weight of an average human.
Range: 6/10
Pennywise generally prefers to slaughter his victims at a moderate to close range.
Projectile Distance: 5.5/10
Barely above average for a projectile; the distance of Pennywise's projectile is mediocre, but its versatility makes up for this.
Attack Speed: 5/10
Quite average, Pennywise has some faster moves, while others need time to set up.
Priority: 7/10
A lot of his attacks are assisted by his natural power, so this is generally above average.
Size: 7/10
Pennywise is about the size of an average human, if not slightly larger, due to his clown suit and big head.
First Jump: 4.5/10
His jump is rather mediocre...
most of Pennywise's games work best on the ground.
Second Jump: 5.5/10
Pennywise's jump is average in the air.
Aerial DI: 8/10
Pennywise's comical nature
allows him a great deal of aerial mobility, although it is not as great as Wario's.
Fall Speed: 5/10
An average fall speed, nothing special.
Recovery: 6/10
In most cases, Pennywise has a fair recovery, although some foes can take it down much more easily than others.
Traction: 6.5/10
Above average; Pennywise occasionally slides comically, but he's just playing around.
Crouch: 4.5/10
Not the most effective of all crouches; Pennywise is merely preparing for his D-Tilt.
Comboability: 7/10
A lot of Pennywise's game revolves around him driving foes crazy with combos before KOing them at the right time. This stat has to be above average for this to occur.
Wall Jump: No
Wall Cling: No
Crawling: No
Gliding: Yes; Pennywise has a surprisingly decent glide.
Tether: No
Standard Pose:
Pennywise stands comically, a twisted grin on his face at all times. Occasionally, he turns to face you and waves ominously. He knows you're there!
Idle Pose
Pennywise honks his nose and taunts you, calling out, "Beep beep!", before laughing maniacally.
Walking:
Pennywise widens his eyes slightly in a scary comical way, and takes over-large steps forward.
Running:
Pennywise repeats the above animation, just bending backwards slightly.
Dashing:
Pennywise bends over backwards a little bit more, raising his legs up quite high as he does a creepy-looking dash forward, pumping his arms unnecessarily as he goes. He laughs insanely as he dashes, so it can get quite unnerving to see a FFA with all Pennywises.
Jump #1:
Pennywise yells out angrily, performing a basic jump into the air.
Jump #2:
Pennywise lets out an inhuman roar, performing a simple flip in midair.
Crouching:
Pennywise crouches in a comical squat of sorts, pretending to try the laces on his over-large clown shoes.
Gliding:
Pennywise changes his form instantaneously into...a giant bird? That's right, he took on this form to scare the hell out of a black boy in the sewers before. In this form, Pennywise is as big as Charizard, but has slightly better gliding capabilities.
Ledge-Hanging:
One of Pennywise's hands turns into a big green monster claw, holding on for him.
Swimming:
Pennywise simply does a comical looking free-style stroke, after resurfacing with a maniacal laugh.
He can swim for a rather long time, due to all his floating down in the sewers.
Forward Roll:
Pennywise does a double cartwheel forward, laughing at maximum range.
Backward Roll:
Pennywise performs a simple backflip, close to the ground. His rolls are meant to imitate the acrobats at the circus.
Spot Dodge:
Pennywise disappears, reappearing in the background and waving back comically, before reappearing back.
Air Dodge:
Pennywise tucks into a cannonball-esque position and spins around once in place, with a creepy clown giggle.
Shield:
Pennywise puts his hands to his face, his mouth opening wide in a comical 'O', as the standard shield forms around him. This looks a bit like The Scream's expression.
Tripped:
Pennywise simply stumbles and lands on his buttocks, laughing maniacally despite his mishap. His insanity is sure to scare the hell out of his foes!
Dizzy:
Pennywise's eyes widen a bit, as he puts both hands to his over-sized head and spins around in place, in a comical manner. It looks as if he's not even dizzy; he's just toying with you.
Sleeping:
Pennywise doesn't visibly sleep; he instantly burrows into the ground, hibernating like the monster he is. Occasionally, distant-sounding clown laughs and children moaning are heard. Pennywise isn't just sleeping down there!
The burrow is shown as a small mound of dirt, which can still be attacked to hurt the clown.
***
Special Mechanic - Salting the Meat
As mentioned earlier, Pennywise's whole motive is scaring the living daylights out of children. He thinks this is akin to "salting the meat"; in Smash, it's only natural he'd follow through with his endless hunger. In Brawl, however, getting scared revolves around taking damage. Because of this,
Pennywise must build 150% or more on his foe before KOing them. If he accidentally KOs an opponent before dealing that total of damage to them, they respawn back at
0%, without losing a stock. While this may sound like a huge hindrance to Pennywise, he has ways to bend this rule.
First of all, he is a rather exceptional combo character for his size. He'll need every ounce of cunning he can muster up to pull off some combos, but with the proper know-how,
Pennywise becomes a very dangerous character to approach. Second, several of the crazy clown's attacks actually lower the total of damage he'll need to KO a foe, for a certain time period, at least. This means characters will have to defend themselves quite well against this onslaught of combos, and take out the clown in retaliation.
Many of Pennywise's match-ups depend on how well one character can combo the other. Learn to make this you, and you'll be able to carry out all sorts of bloodthirsty chaos onto all who oppose you.
The way Pennywise KOs foes is measured in a standard way. A KO for Pennywise counts as his attack knocking the foe out of a boundary at the right damage level. An insufficient KO counts as Pennywise knocking the foe out of a boundary with not enough damage. If a foe self-destructs, or falls to their doom on their own accord (wait for a light hit from Pennywise, then simply fall off the stage), they lose a stock, no matter how much damage they have. This means if Pennywise can edge-guard without hitting a foe, it counts as a KO for him. Still,
it is very hard to perform this as Pennywise, so this cannot be abused.
When a foe has enough damage for a successful KO, a comical sweat drop appears from them, while Pennywise tells them, "You all taste so much better when you're afraid!"
Neutral Special - Bloodlust
Pennywise bends down slightly and opens his mouth, his normal teeth sharpening into giant fangs. His mouth now becomes a hitbox with moderate priority. His mouth has somewhat close range, but
Pennywise suffers little lag on either end (about the same as Wario's chomp). If a foe gets caught in Pennywise's teeth, he grabs them, in an almost lovingly way, and begins biting into them with his razor-sharp fangs.
Pennywise can press the B Button to bite the foe multiple times, at half the speed of Wario's chomps. However, this move has several uses for Pennywise. First of all, each chomp deals
3-4% to foes. Foes can button-mash out, or Pennywise can stop biting, to release the foe, dealing
5% and below average knockback. Pennywise heals
1% per bite, due to the nourishment he is receiving.
Pennywise can usually get in two or three chomps at a time.
Most importantly,
for every bite Pennywise gives a foe, the total of damage needed to KO the foe is reduced 5%. This means Pennywise can usually lower the total
10-15% each time he lands this move. This limit can be lowered infinitely; however, if the foe damages Pennywise within ten seconds of being bitten,
the total of damage required to KO them rises up again, by however much damage they did to him. It can't pass over
150%, but if Pennywise tries biting you, make sure to retaliate before he does.
If the foe lets those ten seconds pass without hurting Pennywise, the damage needed to KO them is lowered for the rest of their stock. This move cannot be spammed too heartily; however, if Pennywise is close to his total to KO a foe, and wants to lower it quickly,
this is the move to use. It can also be used simply to build or heal damage in tight spots. If Pennywise catches a foe in midair, he can
Pennywiseicide by holding the foe all the way down, also this is hard to pull off.
Side Special - Leech Swarm
Pennywise extends his hand, about a Stage Builder block's length in front of him; out from his palm flies an odd winged leech. The leech is Pikmin-sized, and travels the length of a Pikmin Toss, flopping on the ground if it misses a foe. Leeches have below average priority and
5 HP, so they really are quite weak. However, Pennywise has very little lag starting or ending; this makes his projectile one of the most versatile moves he has.
You'll want to be using this move all around his combos for extra damage.
If a leech connects with a foe, it clings to them in a painful area, sucking away at them. This deals
1-2% per second to a foe; the leech can be shaken off, but it takes slightly more effort than shaking off a Pikmin. If a foe touches a leech on the ground, it'll attach itself; eliminate it quickly to prevent this. Multiple leeches can cling to one foe; if Pennywise manages to get three leeches on one foe,
their moving speed and jumping distance is cut in half until they get rid of the buggers. Leeches are quite a bother; they can be taken care of easily, but in swarms, you'll have to do so with caution.
Down Special - Corpse Reanimation
Pennywise points a finger to the ground in front of him; a split second later, the corpse of a random person he's killed will arise. There is moderate lag on both ends of this move, so you'll need spacing to pull it off. Corpses have the build of Captain Falcon, and meander around at Bowser's walking speed. They have
15 HP normally, so they can be defeated with ease. If a foe touches it, the corpse grows fangs and bites into them like a zombie.
This not only deals
7-8% and average knockback to the foe, it heals the same amount of damage to the corpse. Corpses can stick around longer by biting into foes. Pennywise may want to hit foes into them;
corpses serve as a meatshield for Pennywise to hide behind when he's setting up other moves. Only one corpse can be onstage at a time.
In FFAs, this move has a whole other use. If Pennywise has knocked the final stock off of a character, KOing them for good,
he pulls out the corpse of that character when he uses this move. Character corpses have the same build as the normal character, but have blurry, pale, and disgusting features to distinguish them. These have
15 HP as well, but move and attack with moderately smart character AI.
These corpses will generally not get in a whole lot of hits on your foes. However, every hit they do get in gives them the same amount of HP that the move would damage foes. Because of this,
spammy characters like Meta Knight are a real treat for Pennywise to use; he'll have to go through the trouble of building the damage and KOing the character first, though. Only one corpse can be out at a time, unless Pennywise has KOed two opponents. In this case, two can be out, but these only have
10 HP each.
One final note is that, when you're playing on a team battle with Pennywise, with team attack on, Pennywise can KO his opponent to use this move. He must build up
200% on his foe in this case (they'll respawn otherwise), but this move is worth it.
The foe won't be able to borrow a stock to respawn, but Pennywise can pull out the character's corpse, for the player to actually be able to control it. The corpse still has HP, but in the hands of a good player, you'll be able to gain enough health to stay around a decent amount of time. You can only use the corpse of your teammate once, though.
If you win 100 matches as Pennywise, you'll unlock the corpse texture for every character as an alternate costume. Sweet!
Up Special - Balloons!
Pennywise grasps a bunch of three colorful balloons in one hand, commenting, "They float...they all float!" The balloons pull the clown upwards, at Ganondorf's dashing speed for three seconds, before disappearing and leaving Pennywise helpless. Pennywise can slowly direct the balloons side to side, but it hinders his upwards momentum; vertical recovery is this move's strong point. Notable about this move is that, for windy stages (e.g. PictoChat, Green Greens),
the balloons can move against the wind without any hindrance. Creepy...
The balloons naturally have low priority; nearly attack will pop them. However,
only one balloon pops at a time, even if all three seem to be hit. This means that most characters will have to perform three rapid attacks if they want to pop them all, rendering Pennywise helpless. Characters like Fox and Meta Knight are deadly for the clown here. Pennywise can release the balloons early with a shield button, allowing him to use any jumps he has left.
This may prove useful as a last-ditch option against such characters.
If the balloons touch a foe, they pop, splattering the blood they contain all over the victim. This causes the character to
enter a footstool-jumped effect for a second, before they can move again. Attacking should never be your focus with this move, though. Pennywise can use this for a decent recovery, but in many cases,
he'll want to use his glide to get close to the stage first; this move doesn't sweetspot edges, and he's screwed if he misses the stage.
Basic Combo - Noisemaker
Pennywise takes out a spinning noisemaker, the kind you use on New Year's Eve, and spins it around crazily, bending over backwards with maniacal laughter. This move has two uses, both of which can be used for combos, to some extent.
Pennywise can continue spinning the noisemaker as long as he wants. He has below average startup and ending lag here, while the noisemaker has barely below average range and priority.
Foes who hit the noisemaker are trapped in its spinning, taking
2-3% per rapid hit. This can trap foes against walls to build damage, but it can be DIed out of. When Pennywise stops the spinning, foes who were getting hit receive low knockback. A simple, effective multi-hit combo. If foes stand on the Stage Builder block in front of Pennywise while he's using this move,
they enter their dizzy state briefly. They can break out and attack the clown back easily, but Pennywise can also follow up;
this move can be a helpful damage-racker.
Dash Attack - Haunted Fridge
An old-fashioned blue refrigerator appears in front of Pennywise and begins running forward, on its stubby legs, while Pennywise calls out, "Excuse me, ma'am! Is your refrigerator running? It is?! Well, you better catch it before it runs away!" The fridge is the height of Ganondorf, but slightly wider; it runs at Ganondorf's dashing speed, as well.
Pennywise has no startup lag as the fridge appears...but he is completely open while mocking the foe.
The fridge deals
13-14% and above average knockback to foes who hit it; among Pennywise's damage-builders,
this is a big KO move. The fridge also has decent priority, so it'll take a good hard hit to disperse this illusion. Pennywise is dangerously open while the fridge is dashing; however,
he can regain control (the fridge vanishing early) by simply pressing A again. He still has below average ending lag that can be punished, but you can now control how far the fridge goes.
The fridge can't travel infinitely, but it can travel quite a long distance, if you somehow manage to let Pennywise finish the whole quote (it vanishes after this). The fridge disappears early if it hits anything or falls off an edge. Pennywise is best off using this move at a close range,
so the fridge will hit his foe without delay. Otherwise, his foe can just roll around the fridge and punish the clown.
Forward Tilt - Big as a Beam
Pennywise points his finger forward, a short distance in front of him, laughing crazily. His finger has below average priority, but little lag on either end. If a foe hits the finger, they suffer a heart attack.
This causes them to fall into their downed position, twisting around violently for second. The victim also takes
9-10%. You'll need to close in on your foe to land this, but it can be a terrific combo set up.
In addition, Pennywise can angle his finger up or down, like several other tilts. However, for Pennywise, it actually changes the attack effect slightly. The properties stay the same, however. If his finger is angled up,
the foe gets a brain tumor; this deals
7-8% and causes them to enter their dizzy state for a second. If Pennywise points down,
the foe gets prostate cancer. This deals
2-3% accumulative damage, over a period of ten second, but it only works on males.
For females, it only serves as a closer-ranged Wario D-Tilt; this deals
4-5% plus some stun, which is pretty useless. You'll still need to be near your foe to have any chance of landing these diseases, but they can be quite helpful in different situations.
Down Tilt - Digging Your Own Grave
Pennywise takes a shovel and digs a grave for a split second, then places a tombstone behind it. If a foe walks into the grave,
they get buried alive for three seconds, covered by a small mound of dirt. The clown himself is impervious to his own graves. Pennywise has above average startup and ending lag digging, so he can't really use this without spacing and trickery. Foes attacked while buried can't be hit out,
meaning you can use multiple Smashes to build lots of damage. However, button-mashing to escape early is available to the buried victim.
Pennywise can have up to three graves out onstage at a time. However, because the graves only take up half a Stage Builder block, they can be spotted and dodged. Because of this, Pennywise should plan his strategies with this move around comboing foes helplessly into it. Buried foes take a natural
3-4% per second, from the dirt's pressure.
Finally, if multiple graves are out and a foe gets within two Stage Builder blocks' distance of one, Pennywise calls out, "Take your pick!" This subtracts
5% from the total damage needed to KO the foe.
This detraction lasts for fifteen seconds before rising back up. Because it can only be used once on a foe's stock, and you'll have trouble getting multiple graves out anyways, this is just a side effect.
Don't rely on it.
Up Tilt - Carnival Aura
Pennywise extends a hand upwards, asking the foe, "Can you smell the circus?" As he does so, a curvy whiff of air extends about Ganondorf's height into the air above the clown. It contains many of the alluring smells of the circus, including cotton candy, french fry vinegar, and wild animal dung. Pennywise has little startup or ending lag here,
but the smell has next to no priority; it's just scented air.
Pennywise can hold the smell in place as long as he wants, but if it is held for more than a second, he now has average lag as it vanishes. Also,
if he has a foe in his whiff, Pennywise can't cancel the move; this makes it dangerous to use in FFAs. Foes who hit the smell are slowly pulled toward Pennywise, who looks longingly up at them, saying, "Oh yes..." Foes in the aura take no damage;
it takes about one second to pull them to Pennywise. Of course, the foe can DI out, but it becomes harder at higher damage levels. If a foe escapes, Pennywise stops the whiff automatically; at least he can't be punished that easily.
If a foe reaches the clown, he grows his fangs and gives them a large chomp. This has high priority, is quick, and has close range (it can only hit the victim, however). The chomp deals
11-12% and high vertical knockback; hey, it needs a good reward for being that tough to land. This is definitely the KO move of Pennywise's tilts. If Pennywise uses this on a footstool-jumped foe,
they travel at their normal fall speed, right through the aura and into Pennywise's chomp. Of course, this is hard to set up, but you'll get a more guaranteed hit.
Forward Smash - The Deadlights
Pennywise simply laughs in place during this charge. Upon release, he bends over slightly, his eyes starting to glow silver and orange. He's giving foes a glimpse of his true form, which cannot be viewed by living beings without driving them insane. While this is happening, he repeatedly asks his foe,
"Don't you want it?" The range of this move depends on the charge time, changing from one to two and a half Stage Builder blocks in front of Pennywise.
There is no priority to this move; it has low startup lag, but a fair bit ending.
Foes caught in Pennywise's sights take no damage, but are stunned in place for up to two seconds. Now,
if Pennywise uses an F-Smash on the foe he just stunned, a new effect occurs. Upon the release, Pennywise turns into his final form in the physical realm; a giant spider. The spider is resized down to Bowser's size, and charges forward one to two Stage Builder blocks' distance, before turning back into the clown. The spider has high priority and below average startup lag; Pennywise lags a good deal as he turns back, however.
Only the stunned foe can be hit by the spider, so be careful in FFAs. The spider deals
15-19% and average to above average knockback. The spider travels at about Meta Knight's dashing speed, buffed up to Captain Falcon's dashing speed at maximum charge.
This is one of Pennywise's major finishing moves; you'll have to land it first to take out the victim, though. Opponents can spot dodge to avoid the beam and punish the clown. Be sure not to spam this, or it will become insanely easy to predict and avoid.
Down Smash - Blood Bath
A drain appears in front of Pennywise (who turns to face the screen), up from which a bubble of blood expands, during the charge. Upon release, Pennywise cackles as the bubble pops, spreading the blood all over the floor. The bubble changes from the size of a Pokeball to that of Kirby;
this changes the area covered by blood to half a Stage Builder block to two blocks, on either side of the clown. The bubble can be popped during the charge, leaving Pennywise with above average ending lag.
Foes who step on the blood take
3-4% per second, and have a much harder time with traction. Tripping is also a lot more likely on the blood. Because of this, Pennywise can set up blood puddles in areas foes are forced to fight;
when they slide around, he can take advantage of them with some combos. Pennywise can have two puddles out at a time. Each puddle and drain lasts for ten seconds before disappearing.
Up Smash - Hot Shower
This move only works if there is a platform above Pennywise, and only if the platform is within two Stage Builder blocks' distance to Pennywise's head. If so, he attaches a shower head to the platform's bottom, with moderate startup and ending lag. The head can have
10-25 HP, depending on the charge time. Heads are the size of a Pokeball, but slightly longer.
If a foe walks under the head, or a Stage Builder block next to it on either side, it begins spraying at them. The stream of water comes out instantly, and is as thick as a Beam Sword. It sprays right down at the foe if they are underneath it, pushing them off left or right (it depends on what side of the water you hit). If you are to the side, it sprays diagonally to the ground, spraying you off in that direction.
Hitting the water is like F.L.U.D.D., but 1.5 times as powerful. The spray has high priority, and lasts for three seconds, before the head and spray vanish.
In addition to pushing foes around, this water always beats fire attacks. One final little note here about the spray is that, if the water pushes foes onto a puddle of blood,
they trip automatically. This is one of the best uses for this move, as it deals no damage; gimping is the other major reason to put up a shower head. Two shower heads can be out at a time, with only one on each platform. Don't overlook this;
it can actually be useful at times.
Neutral Air - Laundry Illusion
Pennywise takes out a simple laundry sheet and sweeps it out in front of him, with below average lag on either end. The sheet has low priority, but reaches out a character distance in front of the clown. Foes who touch the sheet at moderate range take
6-7% and below average knockback. Although the priority and lag can be punished, Pennywise suffers little landing lag;
he can shorthop this move with ease.
If a foe hits the sheet at close range, they take the damage from the sheet, but are stunned in place for a split second.
Press A during this split second for Pennywise to teleport behind the foe and deliver a quick chomp. The chomp has average priority and close range, dealing
9-10% and average knockback. This adds a nice extra combo to this aerial, but Pennywise isn't likely to land it.
Forward Air - Cotton Candy
Pennywise takes out a puff of cotton candy, the size of a Soccer Ball, holding it in front of him as he tells foes to, "Try a bite!" The cotton candy only has mediocre range. Pennywise also has a fair deal of startup, ending, and landing lag on the move.
The priority is what makes the difference, though.
If a foe hits the stuff with a move that has less than average priority, they 'eat' the cotton candy...only to find it's laced with the deadly poison of the white nightshade mushroom. This causes the foe to take
30% poison damage over a period of fifteen seconds. Pennywise can be punished easily for using this move; however,
Pennywise should be prepared to use this in the path of weak attacks to build a great deal of damage. If the 'candy is eaten', Pennywise must wait fifteen seconds to use it again (until the poison damage stops).
Back Air - Puffball Barrage
Pennywise turns all the way around, waving comically; while he does so, the three orange buttons on his suit pop off, new ones growing in their place. The buttons fly off a character width behind the clown before vanishing. They have moderate priority, so
they create a little wall of defense behind the clown. Pennywise suffers from moderate startup lag, with a below average amount ending, so he can't exactly spam this. Yeah...be careful where you use this;
the landing lag is rather awful.
Foes who hit the buttons get them attached to their frontside, like actual buttons. Even if not all the buttons are hit, they all stick to the foe; buttons can be shaken off, but
they are slightly harder to shake than Pikmin. The buttons deal
9% to the victim; while that may not seem like that much,
they also hinder the foe from using a midair jump until the buttons are off. The foe can still use a tether or Up Special, but this is still quite annoying, especially offstage. Only one set of buttons can be on a foe at a time.
One final note about the move is that
Pennywise ends it facing in the opposite direction from where he started. Not extremely helpful, but can still be a nice F-Air set-up at times.
Up Air - They All Float!
Pennywise reaches upwards, holding out three balloons, asking his foes, "Don't you want a balloon?" The balloons can all be popped at once here, unlike Up Special; because of their low priority, this is quite likely. Pennywise takes out the balloons rapidly; he can hold them out as long as he wants,
which cuts his fall speed in half. He has low lag putting the balloons away, although if he holds them out for more than a second, the ending lag becomes average. The balloons vanish automatically if Pennywise lands, but he has no lag in doing so.
The balloons float about Luigi's height above the clown, not being affected by wind or water. If a foe touches the balloons,
they automatically tie themselves to the foe and begin carrying them up and away. The balloons float up at Ganondorf's dashing speed, while the clown comments, "Oh, how you'll float!" Foes can button-mash to cause the balloons to pop, escaping them like a grab. They deal no damage or knockback;
near a top blast line, though, Pennywise might just be able to score a KO like this.
Down Air - Moonbeam from Hell
Pennywise's body vanishes, leaving only his head...which melds into a Kirby-sized full moon? He communicated to an insane man like this before.
This move has two different uses, onstage and off. Turning into the moon is instantaneous either way, but when offstage, Pennywise floats for .75 second, before plummeting at an insanely rapid pace. Seriously, this makes Toon Link's D-Air look slow.
This move doesn't damage foes until Pennywise starts to fall; he can be hit out early.
When he falls, though, there's no stopping the priority. Pennywise will fall to his doom unless he hits a foe. If this happens,
his momentum stops upon impact, spiking the foe to their doom while the clown turns back to normal. Offstage, this move deals
22-23% fire damage and outclasses Ganondorf's D-Air, even, as the strongest spike out there. However, it is extremely difficult to set up; you're better off using it onstage.
Over solid ground, the moon doesn't float before falling. It falls at a much slower pace and has only below average priority, however, dealing multiple light hits of
4-5% to foes who touch it. Upon reaching the ground, it creates a smokey shockwave, Pennywise turning back to normal.
The shockwave has the same priority, range, and speed of the stars from Dedede's Up Special. However, this wave stuns foes for a split second, dealing rapid hits of
2-3%. Onstage, Pennywise should use this close to the ground, to minimize the risk of being stopped early. The wave can combo onstage, while the moon can dangerously spike offstage.
If Pennywise KOs himself with this move offstage,
there is a three-second delay until he respawns; during this time, his voices calls out from down below, "Kill them all...kill...them...all!" Spooky...
Glide Air - Wingspan Hurricane
As mentioned, to glide, Pennywise turns into a Charizard-sized bird. Here, the bird merely performs a motion like Charizard's F-Air. However,
Pennywise (in bird form) holds this out three times as long, blowing foes away with his wings, like Ridley. His wings have average priority, but are slightly larger than Charizard's. This gives Pennywise a bigger hurtbox during this move. There is little startup or ending lag, but while the bird flaps, he is completely open from below. Touching the wings themselves deals
7-8% and hits you into the wind. An interesting glide attack, and not one to be used lightly at that.
Grab - It Came from the Sewers
When Pennywise grabs, he simply points to the ground, causing a small drain to instantly appear at his feet. This drain covers half the distance of a Stage Builder block. A split second after appearing,
the drain gains the ability to grab any foe who walks over it; a slimy green hand reaches out and grabs its victim.
The hand has moderate priority, but has no lag on either end; it's very hard to punish.
Pennywise will need to set the drain up and hit the foe into it first, of course; he can have two drains out at a time to make this easier, though. After the hand has a foe, Pennywise can simply walk into the foe to grab them himself (the hand and drain vanishing).
Grab Attack - Terrorizing
Pennywise holds the victim up to him, whispering into the victim's ear to scare them.
Pennywise has a high amount of lag on either end of this; even if the foe has a lot of damage, the greatest amount of pummels he can get in is three. They don't even deal any damage,
but they do lower the total of damage needed to KO the foe 10% each time. This deduction lasts the whole rest of the stock; if you can pull it off, you can put yourself at a major advantage.
Pennywise speaks one of these three phrases for his pummel, in order.
- "That's it!"
- "Let go!"
- "Be afraid!"
Forward Throw - Carrion Breath
Pennywise cackles in the foe's face, letting out his awful sewer breath. This knocks the foe unconscious briefly in the clown's arms. The foe can button-mash awake, this does nothing to get them out of Pennywise's grasp. Because of this,
you can now use a grab attack on them and actually land it. You could also merely throw them, but this is less beneficial. Foes with higher damage have a harder time button-mashing out. This deals no damage, and can only be done once per grab.
Back Throw - Howl of the Werewolf
Pennywise turns around, holding the foe, as his head transforms into that of a werewolf. As he releases the victim, he lets out a terrible howl.
This makes the foe enter their dizzy animation; they take no damage or knockback. However, foes in a FFA who touch the howling werewolf take
10-11% and above average knockback. Pennywise can be punished, as he turns back with average ending lag. Don't let that discourage you from using this throw;
make a foe dizzy, then combo them up to prepare for a KO!
Down Throw - Meat-Shield
Pennywise holds the foe up to him, stepping behind the foe so as to shield his body with that of his victim. The foe can button-mash out of this like a normal grab, but it is 1.5 times harder to do so.
Pennywise can hold the foe like this for up to five seconds, although any competent foe will escape by then. He can also cancel this early by pressing A; this causes him to bite the foe's neck rapidly. This deals
5-6% and below average knockback to the foe. In FFAs, this is a nice way to shield Pennywise from taking some damage, but the foe can be attacked out of his grasp. It's not amazingly useful,
but you'll find some uses for it from time to time.
Up Throw - Sword-Swallower
Not releasing his foe, Pennywise quickly swallows a circus sword. His head enlarges slightly, as he proceeds to stick his victim's head in his mouth as well. This causes them to be stabbed by the sword he just swallowed, knocking them upwards. For a double-hitter, Pennywise then spits up the sword, into the launched foe. Neither hit can be dodged; together, they deal a nice
11%. The knockback is average, but through DI, it can be lowered to only below average.
This is the KOing knockback throw of Pennywise, as the others are just there for combos. If a foe has lower damage, Pennywise can even follow this throw up! Sweet!
Downed Attack - Down, But Not Out
As Pennywise gets up, two spider eggs appear on either side of him. These have
5 HP, and do nothing...for five seconds. If not destroyed by then, they leak out two Wario-sized spiders. These have
20 HP, and scuttle around at Mario's dashing speed. If they hit a foe, they'll chomp them, dealing
8-9% and moderate knockback. They have relatively stupid AI, as they run off ledges; they never run in the same direction to double-team a foe, either. If Pennywise can actually manage to hatch a spider or two, though,
combo foes into them for a possible KO.
Flipped Attack - Sewer Mist
Pennywise gets to his feet, as a cloud of mist 1.5 times the size of Bowser appears around him. The mist lasts for ten seconds, and does absolutely nothing to foes...
except obscure them completely. Only a character's outlines can be seen from behind the mist. Foes can't get rid of it early, but as long as you stay away from it, you'll be safe from whatever trickery Pennywise is planning behind it. If you are playing as the madman clown,
coax foes into a trap, or set up some mischief behind your little veil. What's wrong with some fun, eh?
Tripped Attack - Juggling Clown
Pennywise begins juggling three heads in front of him...the heads are that of his opponent, or the closest foe to him! These range in size slightly, but they all have terrible priority. Nearly any attack will cause Pennywise to drop the heads, giving him moderate ending lag. Otherwise, he has little lag on either end here.
The heads provide a little wall of hurt in front of him, having close range.
Hitting the heads deals three light hits; the first two deal
3% and trap the foe, while the final one does
4-5% and below average knockback. A creepy attack to land;
notable about this is that the heads deflect all non-energy projectiles. Don't go looking to do this, as you may regret the punishment that follows; still, it's a handy side effect.
Ledge Attack - New Home
Pennywise extends his hand to the foe, as if to shake it; his hand extends about half a Stage Builder block's distance. As he does so, the clown points off the stage, calling out, "That's my home now! You'll like it down there!" His hand has below average priority, but this move has little lag on either end.
If a foe walks into his hand, or hits it with a weak attack, Pennywise grasps it. His normal hand turns into a green monster hand as he tosses the foe off the stage, calling out, "We all float down here!" This deals
5% and below average knockback;
it can KO foes with high damage, but don't rely on it.
Ledge Attack (Over 100%) - Chute the Chutes
Pennywise lowers both hands down below him, as if providing a step for a friend, as he tries to seduce the foe by saying, "Down here, you'll never have to grow up!" His hands now have slightly lower priority than his normal ledge attack; Pennywise also has a bit of startup and ending lag on the move now. The move has slightly more range to make up for this, though.
If a foe touches his 'step', or hits it with a wimpy attack, he grabs the character. He then shoves them down towards the blast zone, as if they were riding a circus slide. This deals
6-7% to the victim, putting them in a footstool effect for a second. Although you'll want to be extremely cautious using this, as you have
100% or more, this is a nice way to gimp foes. Remember, even though Pennywise was the cause of the gimp that this could cause, if the victim could have recovered and fails, it counts as a self-destruct KO for them, no matter their damage. If the insufficiently-damaged foe can't recover because of this, however, they'll respawn.
Final Smash - Scared to Death
Pennywise has gotten the Smash Ball! Prepare for chaos, as Pennywise messes with the mind of his opponent. This Final Smash has two uses, depending on how much damage Pennywise has built on his foe; first, he'll need to use it properly. To activate this Final Smash,
Pennywise's foe must be facing away from him (with multiple foes, he targets the closest one). In addition, they must be within three Stage Builder blocks of the crazy clown for this to work; otherwise, Pennywise does nothing.
If the move connects, it has two effects. If the foe doesn't have enough damage for Pennywise to KO them normally, it automatically gives them the total of damage they need to be KOed, but no knockback. If the foe does have the total of damage necessary, however,
this Final Smash is an instant KO. In this case, the foe's corpse falls onto the stage, as if they were KOed in Stamina Mode. It stays out for a brief period of time, before the foe respawns normally. If it is their last stock, Pennywise can kick it around.
Pennywise turns into a wide variety of characters to mess with his foes (whether it be scaring them, using something they regret against them, or just exposing their weaknesses); here are all of them. You are far from obligated to read them all, of course, but the ones you PMed are in here for your viewing pleasure, as well as a few from the chat. Enjoy!
Code:
BRAWL CHARACTERS:
Mario: Pennywise takes the form of Shadow Peach, from Paper Mario: The Thousand-Year Door. Mario sees this and approaches the demon cautiously. Shadow Peach extends a hand, offering Mario a chance to become her servant. Mario shakes his head rapidly, for Shadow Peach to begin laughing evilly. Due to Mario not having the Crystal Stars to help him, Mario is left open. He gets down on his knees and pleads to the demon to spare him...but she merely engulfs the stage in darkness, killing Mario instantly. When the blackness clears, Pennywise is seen in normal form, feeding off of Mario's dead body.
Luigi: Pennywise vanishes, for Luigi to look relieved. However, an unearthly screech tells him otherwise. Luigi looks up just in time to see Pennywise in the form of Boolossus, the enormous Boo boss from Luigi's Mansion, to come crashing down on him. Luigi barely dives out of the way, entering a sitting position. Due to lacking his Poltergust (which should've been in Brawl), Luigi can't attack the Boo, so he desperately looks into its eyes, hoping to make it turn away like a normal Boo. This doesn't work on Boolossus; the great ghost inhales Luigi, chews him up, and spits out his corpse. Pennywise turns back and begins to feed.
Peach: Pennywise vanishes as ominous music begins playing all around. Peach looks side to side nervously, not noticing a shadow getting larger in front of her. The Koopa Clown Car lands in front of her, for Peach to let out a cry of shock. However, Bowser Jr. pops out instead of his father, calling out, "Mama Peach!" Peach looks relieved, but slightly startled as Jr. hops out to hug her. However, out of his shell, he pulls a birth certificate. Peach really is his mama! The princess faints in shock at this, for Jr. to grow a full mouth of fangs around his one small one, and begin his dinner.
Bowser: Pennywise turns into Dark Bowser, a clone-like being made by Fawful and the Dark Star in Bowser's Inside Story. Bowser chuckles evilly and begins to punch the crap out of the Bowser clone's stomach. In typical battle form, the tiny black ball of energy Fawful is comes out of the body; Bowser inhales it, just like in the game. However...Mario and Luigi aren't inside him to take care of it! Bowser realizes this just too late, as Fawful turns into a swarm of leeches and begins devouring the Koopa King from the inside out.
Donkey Kong: Pennywise vanishes, for Donkey Kong to look around, ready to continue the fight. However, a pile of bananas appear in front of DK, for him to stupidly put off his fighting and dig in. He fails to see a hulking shadow form over him, as he's chowing away. At the last second, DK turns around and lets out a scared grunt, as a monster leg stomps down next to him. It's the Bog Monster! DK begins running away, but the monster is too quick for him. It snatches him up in his claw; the screen blackens out, as we hear devouring noises and DK's Star KO cry.
Diddy Kong: Pennywise vanishes, for Diddy to let out a monkey noise of relief. However, a second later, Kackle, the bony Kremling ghost from DKC2 appears with his trademark cackle, and begins chasing Diddy around. Diddy looks frantically for a barrel to stop him, but to no avail. Kackle is gaining on Diddy, although he's still a fair bit behind. After a second, Kackle takes a new approach, and simply levitates a banana peel into Diddy's path. The young Kong slips on his own weapon, and screeches as Kackle closes in. Bony devouring sounds follow, as the screen blacks out.
Yoshi: Pennywise disappears momentarily, reappearing a second later behind Yoshi as...TheSundanceKid?! A black and white striped Yoshi with sunglasses appears, for Yoshi to look uneasy. The newcomer points to a pile of fruit, for Yoshi to cautiously go over and begin chowing down. While he's eating, Sundance goes up to Yoshi and kicks his feet out from under him, knocking him to the ground. Yoshi lets out a pained noise, but Sundance just looks down at him suggestively. The crazy Zebra Yoshi grows fangs and goes down on Yoshi, as the screen blacks out.
Wario: Wario pulls out a magic lamp, calling Nat the Genie to assist him. However, when Nat appears, Wario is surprised to see Pennywise having vanished. "Nat" extends a hand, for Wario to pull out his hard-earned treasures and give them to the "genie". Wario gets a thought bubble of a golden castle, wishing for the genie to turn the gold into a palace. Nat throws the treasure up in the air, Wario looking up expectantly. However, down with the castle comes...the Black Jewel?! Wario farts in shock, as the Jewel turns his gold into an army of enemies, closing in on the greedy thug. Nat chuckles evilly and closes in on Wario himself, revealing his mouthful of fangs.
Link: Pennywise disappears in a flash, for Link to look around angrily for the demon clown. Suddenly, Navi appears and says her trademark "Hey! Listen!" Link looks at the fairy, ready for advice, for her to keep on saying it, over and over and over again. Link lets out a yell in agony and covers his ears, getting in a fetal position. Seeing Link vulnerable, Navi flies up his nose. Link tries blowing her out, but it's too late. "Navi" has started her feast of brains.
Zelda/Sheik: Zelda/Sheik uses Din's Fire/Needles at Pennywise who is hit by the blast, and lets out a fake cry of pain. He sinks into a drain in the ground, for Zelda/Sheik to walk up to it, to make sure she finished off the monster...for a Floormaster to reach out of the drain and grab her arm! Zelda tries to use her magic to make the creature release her, but Pennywise has already ripped her arm off. Zelda lets out a cry of pain and falls dead, for the clown to let out an evil laugh and pull her entire body in.
Ganondorf: Pennywise disappears from Ganondorf's sight, for the King of Evil to take out his sword and begin searching around for the clown. Suddenly, Link appears, holding the Master Sword and ready to duel Ganondorf. The King of Evil does his Up Taunt, before rushing at Link for one final battle; he sees through the disguise, but he's still up for a duel. Both demons are fairly evenly matched, but just like in Twilight Princess, "Link" eventually knocks Ganondorf aside and uses a finishing blow to defeat him. As Ganondorf lies, yelling in pain, Pennywise turns back to normal and begins his meal.
Toon Link: Toon Link runs after Pennywise, preparing a running slash, but the clown vanishes as the young swordsman approaches. A loud cry behind Toon Link causes him to turn around, finding a Wind Waker-styled Redead. Toon Link looks scared at first (he's just a kid), but he quickly fires an arrow at it. The Redead dodges and turns to stare at the superior Link clone, before letting out another cry to stun him. Toon Link can only watch as the monster opens its mouth and begins feeding off him, sucking out his life force.
Samus: If Zero Suit Samus is being used here, she switches back to normal Samus for this cutscene. Samus prepares and launches her Zero Laser at Pennywise, who hits the blast and is seemingly dispersed. Zero Suit Samus looks around to make sure he's gone...but it turns out Pennywise has transformed, this time, into a vast swarm of Metroids. Zero Suit Samus tries to fend them off with her Paralyzer, but the sheer numbers overwhelm her. Mass chomping noises are heard, as the screen blacks out.
Pit: Pit fires an arrow at Pennywise, who spits out a long green snake to block it. His head then turns into that of Medusa (although the clown's body stays the same). Pit begins spamming arrow after arrow at the Goddess of Darkness (he does this in her boss fight, even), while she spits out a vast quantity of snakes. Although Pit does good to shoot both the snakes and Medusa at first, eventually, one of the snakes coils around Pit, causing him to drop his bow and shield. Medusa stares at Pit, turning him to stone, then approaches him. She uses her dark magic to turn only Pit's head back to flesh; Pit can only watch in terror as the demon bites into his neck.
Ice Climbers: Pennywises vanishes in front of the duo. Popo looks behind him to get a high-five from Nana, but she isn't there. Popo turns around to see Nana in front of him, in a cute little pose. Popo approaches her curiously, for her to blow a kiss to him. It turns out Popo wants to get some, as he closes in on Nana and gives her a big hug. Popo looks happy, until he sees his reflection in a puddle from some of his melted ice. His face has some white paint on it...Popo tries to jump back in shock, but Pennywise grasps his hand and yells out, "Kiss me, fat boy!", before chomping into the Ice Climber's neck.
R.O.B.: Pennywise vanishes for the robotic operating buddy to look indifferent; he's mechanical, and can't be devoured. Some flickering lights dance over R.O.B., for him to turn around and see two random kids playing a game with the NES Zapper. R.O.B. doesn't like being outdone by a more popular accessory, of course, so he approaches the children, spinning a gyro to show them what he can do. One child looks at R.O.B. for a minute, before rapidly jumping up and knocking the toy's head off. R.O.B.'s eye lights flicker briefly, then go out. The boy laughs with Pennywise's voice, and continues playing his game.
Kirby: Pennywise jumps up high into the air and comes down as...Zero Two?! Kirby jumps in shock, as the massive eye begins emitting blood at the puffball. Kirby lacks the Crystal Gun he needs to fight it, so he tries to flee in the opposite direction...only to find the enormous eye facing him that way as well. The eye flashes gold for a second, Pennywise having given it the ability of his own eye transformation; the eye shows Kirby the Deadlights, driving the puffball insane instantly. Pennywise turns back to normal with a cackle, stares at the immobile Kirby briefly, then digs in.
Meta Knight: Pennywise vanishes, for Meta Knight to scoff. Not a challenge at all. Meta Knight summons Nova to bring him the greatest warrior in the galaxy, for him to bring out Galacta Knight. Meta Knight engages his rival Knight in battle, in an intense swordfight. Both Knights are doing fairly well, but Meta Knight gets blocked off a lot more in the battle; Galacta Knight's priority is seemingly more than that of his own, due to him being even more broken! The battle takes to the air, for Galacta Knight to perform a downwards slash, knocking Meta Knight to the ground, defenseless. Pennywise falls down after him, taking off Meta Knight's mask and biting into him.
King Dedede: Pennywise doesn't waste time here; he turns into Dark Matter and possesses the penguin king (he's not an effing eagle!) before he can do more than cry out. Dark Matter's mouth appears on Dedede's stomach, but instead of attacking outside foes, it begins chomping away at Dedede himself. Dedede's Star KO cry is heard, as the screen blacks out and zooms back in to show Pennywise standing over Dedede's robes and hammer, laughing maniacally.
Olimar: Olimar tosses a Pikmin at Pennywise, for him to disappear on the spot. Olimar pauses briefly, only to hear a whistle behind him. It's the President of Hocotate Freight! Olimar shuffles nervously, and comes over to the President as he beckons. The President looks as if thinking, then hands Olimar a large sack of gold for his work. Olimar jumps around excitedly at finally getting his payment for all his troubles...he doesn't even see the President sneaking up behind him, although a few Pikmin point insistently. The President knocks off Olimar's helmet; because oxygen is poisonous to him, Olimar croaks over. After he's dead, the President cackles, before beginning to devour Olimar's corpse.
Fox: Fox dashes at Pennywise, preparing for a running kick, but Pennywise vanishes as he approaches. Suddenly, Fox hears a voice behind him. It turns out to be James McCloud, calling Fox over. Fox looks in disbelief at his father being alive, and slowly walks over, somewhat cautiously. Fox's father looks inviting at first, but Fox stops suddenly, as he sees orange clown buttons popping out on James' uniform, as well as a bunch of balloons in his hand. Fox gasps and turns to run, but James suddenly turns into Pigma, his real killer, and does an uncharacteristically able jump onto Fox. This pins him down; Pigma cackles as he takes a chomp at the helpless Fox.
Falco: Pennywise disappears, for Falco to shrug and ask, "Had enough already?" However, Fox appears behind Falco, tapping him on the shoulder. Falco looks at Fox in a relived manner, trying to talk to him, but Fox has something different in mind. Fox gets thought bubbles of him leading the Star Fox team, while Falco leaves to go out on his own. Fox is obviously the better of the two. Falco's expression turns from relief, to shock, to anger. He tries to take out his blaster on Fox, but Fox sees his chance; he gets in a strange feral stance and pounces on Falco, chowing down.
Wolf: Pennywise vanishes; a second later, Andross appears in the background in his Assist Trophy form, peering down at Wolf. The bounty hunter bows deeply, then extends his hand, hoping for some cha-chings for all his work. Andross does nothing, for Wolf to do so more insistently, getting angry. Andross laughs like Pennywise, for Wolf to come to realization on who he's talking to, and angrily begin firing shots at "Andross". However, Andross doesn't take this lightly; he lets out a vast barrage of his polygonal shots at Wolf, who has no way to dodge, as he's not in his Wolfen. Wolf is slowly killed by the storm of shapes, for Pennywise to return to the stage and commence his meal.
Captain Falcon: The manly racer dashes at Pennywise, trying to give him a Knee of Justice. Pennywise is seemingly hit, and vanishes, for Falcon to call out, "Come on!" However, Blood Falcon appears behind him and says, "No, you come on!" Falcon refuses to be outdone, and runs around, kneeing and jabbing everywhere. Blood Falcon repeats all of his actions, just as well. Falcon loses his patience and tries to Falcon Punch his clone, who sees an opening. Blood Falcon rushes in and grabs Falcon by the neck, out-prioritizing his punch with ease. Falcon is left vulnerable, as Pennywise takes off his mask, lifts the captain's arm, and bites in.
Pikachu: Lt. Surge appears in front of Pikachu, who jumps back in shock. The crude trainer points and laughs at Pikachu, for him to look intimidated. Still, Pikachu jumps forward and uses a Thunder Jolt at the lieutenant's Raichu. However, having Pennywise's power behind it, Raichu easily takes the jolt and responds with a powerful Thunderbolt attack. This knocks Pikachu unconscious, so Surge laughs with Pennywise's voice, while Raichu gets fangs and begins its meal.
Pokemon Trainer: Pennywise vanishes, for Pokemon Trainer to congratulate his Pokemon with a high-pitched, "Good job!" However, Giovanni appears in front of Pokemon Trainer, petting his trademark Persian. The PT looks worried, as Giovanni takes out a Pokeball, ready to battle. Pokemon Trainer sends out all three Pokemon to take care of Giovanni, but he responds by sending out Rhydon and Nidoking to accompany his Persian. The battle that ensues is so intense that PT loses track of Giovanni as he calls out orders; he doesn't even see it when Giovanni strikes him to the ground from behind and bites in.
Lucario: Pennywise disappears, leaving behind a balloon. When Lucario tries to pop it with an Aura Sphere, Darkrai pops out instead. Lucario is left open charging his Aura Sphere; he tries to recover, but Darkrai has already lured him to sleep. Pennywise closes in on Lucario, as a dream bubble appears over his head, containing the Deadlights.
Jigglypuff: The balloon Pokemon is seen, hip-hopping around carelessly and singing to itself. Jigglypuff fails to notice as a Haunter closes in behind her silently. Jigglypuff turns and sees it at the last minute, jumping in shock, before trying to sing it to sleep feebly. However, ghosts don't sleep; Haunter uses Lick to stun Jigglypuff. Pennywise then returns back to normal and says to the balloon Pokemon, "I'll show you how to...float!", before digging in.
Marth: Pennywise disappears, only to reappear behind Marth as Medeus, the dragon slayed by Marth (dragon being a large race of humanoids with claws, rather than the huge winged beasts). Marth gasps at seeing his old foe and barely dodges Medeus' slash. The two get into a fight, clashing sword with claws. However, Pennywise tires of fighting, and lights his claws in fire, slicing Falchion in half. Marth lets out a cry of shock, as Pennywise pins him down and delivers a swift chomp to the neck.
Ike: Ashnard appears in Pennywise's place, for Ike to let out a battle cry and charge him. The two characters lock swords and begin an epic battle. The two seem evenly matched, until Pennywise shows off some power and knocks Ike back a bit. He tries to rush Ashnard back, but Ashnard's dark wyvern comes up behind Ike and snaps him up before he can do anything. Ashnard pets his beast and laughs with Pennywise's voice.
Ness: The crazy clown vanishes, for Ness to peer around, looking for him. Suddenly...a new voice descends on the stage. "NESSNESSNESSNESSNESSNESSNESS..." it calls, for Ness to jump up; Giygas is in the background! Holy sh*t! Ness has a hopeful look on his face as he tries attacking the entity, hoping that he would receive prayers from around the world to help him. But alas, the screen merely blacks out, while Giygas is heard, laughing insanely.
Lucas: Pennywise disappears on the spot, much to Lucas' relief. A voice catches his ear, however; Lucas turns to see the Masked Man, AKA his brother Claus. Lucas can't believe his eyes...didn't he kill his brother? Lucas takes a few steps forward, making sure his brother is not being possessed again, then runs up to hug him. As soon as the two are embracing, the "Masked Man" snaps, for his army to surround Lucas, who lets out a wail. Claus takes off his mask to reveal Pennywise's face, fangs and all.
Mr. Game & Watch: Game & Watch dashes at Pennywise, for the clown to merely perform a huge leap into the air. What? But the flat man has no time to worry about this, as a giant octopus has come down onto the stage. Game & Watch runs up to attack the beast, but the octopus shoots ink. It gets on Game & Watch, who looks at his 2-D hands to realize it's not ink, it's blood! He faints in horror of this, while Pennywise extends his tentacles, pulling in the unconscious Game & Watch.
Snake: Pennywise disappears, right as a missile is about to hit him. Snake does the motion he does when he misses with his Side Special. However, footsteps behind him prompt him to turn around. It's Liquid Ocelot; he wants one last fight with his brother. Snake and Liquid Ocelot get into a fist-fight, getting in a few hits on each other. Just as Snake is about to pull out a grenade, however, Metal Gear RAY comes up behind Snake and crushes him before he can react. Pennywise laughs maniacally, caressing Snake's corpse.
Sonic: The blue blur races in on the clown at an insane speed, passing through him, where Pennywise dematerializes. A puckering sound is heard behind Sonic, however, so he turns to see...Amy! Sonic gets an 'oh sh*t' expression on his face, as Amy closes in suggestively. Sonic yells out and turns to run, but a puddle of blood is behind him, slipping him. Before Sonic can get up, Amy is upon him. She sits sexually on him for a while to torture him, then grows fangs and chows down.
MYM CHARACTERS:
BKupa666:
Pennywise: A Pennywise ditto! Oh joy! The clown who initiated the Final Smash vanishes, turning into a godly shining beacon of light from above. Pennywise laughs slightly, trying not to seem fazed, but he's hiding his uneasiness. Could there be an Other [near omnipotent being], other than It? After the Turtle (a kind-hearted good being opposite It) died, It is surely the only being of such power in the universe? Well, apparently not; the Other (assumed to be God) shines his light down on seven children; these Outcasts are known as the Losers' Club. Pennywise turns into his spider form with a roar, and charges them. The six boys and one girl step back, but don't step down. The smallest boy takes his inhaler and sprays his asthma medicine at the spider, crippling it. It tries to continue, but the girl shoots a silver slug at it from a slingshot, nailing It in the heart. The spider collapses on It's side, dead, while the children laugh...with the other clown's voice!
Hades: Pennywise taunts Hades, who gets enraged and hurls a ball of fire at him. The clown dodges, reappearing as Hercules. While Hades is not actually afraid of Hercules, the mythical hero is the only one who can stop his takeover, according to the Fates' prophecy. Tired of the incompetence of his minions and monsters, Hades teleports him and Hercules into the Underworld. They reappear on a cliff over the Pit of Souls; Hades wasting no time in going after Hercules. However, Hercules' face turns into that of the clown. Hades looks baffled for a minute; he realizes his mistake, but too late, as Pennywise punches Hades into the pit with Hercules' strength. The Lord of the Dead is swept away into the void by the souls he tortured so much, as the clown laughs.
Bowser Jr.: Jr. charges the clown, after his balloons more than anything else, for the clown to disappear. A mocking voice from behind Jr. calls out; the Koopa Prince turns to see his eldest brother Ludwig von Koopa. Jr. goes over to his sibling, but Ludwig gets a thought bubble of him composing music, while Jr. throws a tantrum. It's obvious who the true heir is. Jr. gets pissed and charges his brother, knocking him to the ground and looking hatefully into his eyes. However, before he can land the KOing blow, Pennywise's eyes glow with the Deadlights. Jr. stares in shock, as Pennywise returns to normal and prepares to dine.
Chris Lionheart:
Roy Mustang: Roy looks for Pennywise, but he's nowhere in sight. However, he has no time to search, as King Bradley gets Roy's attention from behind. Roy salutes Bradley (anything to become the fuhrer someday), for him to take out a picture of a door, and then a generic artifact. Bradley wants Roy to get it; he takes out a remote control and opens a portal for him to do so. Roy looks questioningly at Bradley, but his gaze intensifies, for Roy to hastily obey. Little does he know that the door is actually the entrance to Pennywise's lair. He enters the door to find Pennywise in spider form. The arachnid dashes out at Roy, who seems ready to fight it...but he is taken down from behind by a horde of the spider's offspring.
Darkurai:
Pennywise disappears, for Jade to begin searching for the demented clown. A sudden call prompts him to turn around and see...Professor Gelda Neblim? But Jade accidentally killed her, right? Jade looks in disbelief, slowly going up to the professor to see if she's real. He still doesn't quite believe it himself. Neblim looks inviting and all, seeming to act as a mentor to Jade. The "professor" points behind Jade, who looks. While he's turned, Pennywise alters his appearance from the good Neblim, to her evil replica. Jade's brief distraction leaves him open; he tries to recover, but Neblim has already used deadly magic to destory Jade. Pennywise turns back to normal, laughing, and closes in on the corpse.
darth_meanie:
Abomasnow: The clown disappears, and doesn't turn into anything...yet. Abomasnow looks around for his adversary, but instead finds him between two burning trees. The Pokemon tries to flee from his weakness, but more trees pop up in a circle around him, closing him in. The heat intensifies, as the screen zooms out and back in, showing Abomasnow as nothing more than a melted puddle. Pennywise's laughter echoes from the bushes, as the water evaporates.
goldwyvern:
Doc Robot: Pennywise disappears, only to reappear as one of the MM2 Robot Masters. Doc looks shocked and frightened; after all, he did steal their data. He looks apologetic and gets down on his knees to beg for forgiveness. However, this only causes the other seven RMs to appear in a circle around Doc Robot. The good doctor lets out a terrified moan as they close in, swarming him.
half_silver28:
M.Bison: The Shadowloo leader peers around for Pennywise, then calls out, "Pathetic!", striking a pose. However, a simple mirror appears in front of M.Bison, who looks into it...and sees him growing older! In the mirror, M.Bison is seen growing a gray mustache and losing hair. M.Bison yells out in shock; he can't have his body growing weaker if he is to master Psycho Power! He tears out the mustache hair as it grows out, but this only causes blood to leak from his upper lip. Bison roars in anger, not noticing Pennywise approaching him from behind, growing fangs and attacking.
Midna: Pennywise vanishes, for Midna to pant slightly, but victoriously. However, Ganondorf appears in front of Midna, laughing wickedly, then points down to his feet; bow before the King of Evil or pay the consequences. Midna refuses, and tries to fight back, but falls to her knees. She's already been weakened, and Pennywise sees this. He turns from Ganondorf into Dark Beast Ganon, and basically performs a cinematic version of Ganondorf's Final Smash, obliterating the poor imp.
kitsuneko345:
Ema Syke: Ema looks around to find herself alone, until suddenly, a generic forensic scientist boss approaches her. Ema looks excited, as she's always wanted to become one, instead of being a detective. However, the scientist takes one look at her and passes by. He comes up to Gumshoe instead, and shakes his hand, promoting him over Ema. Lost in despair at losing the job to Gumshoe, Ema begins weeping. She doesn't notice the scientist turning into Pennywise behind her, closing in for the kill.
Delibird: The crazed clown makes his exit, for Delibird to turn and look for him...and see a crowd of children. Wanting to be like his idol Santa Claus, Delibird tries to deliver its Present move to the children. However, its attempt is unsuccessful; it turns around to see its tail 'bag' missing. Delibird lets out a cry of shock, as Pennywise in bird form swoops down on him, holding his tail in its beak. The poor creature can do nothing to defend itself, as the monstrous bird tackles it to the ground and begins tearing it to shreds with its talons.
Spoink and Clamperl: Pennywise vanishes, leaving the two Pokemon to rest contentedly. However, the clown reappears behind Clamperl, holding a carnival hammer. He slams it down on Clamperl, squishing him and smashing his pearl. Because Spoink's psychic powers come mostly from said pearl, this puts him in a state of panic; this fear increases as the clown disappears, leaving Spoink alone and vulnerable. Pennywise laughs as he reappears in front of the fearful Spoink, grabbing him up and biting in.
Hyper_Ridley:
Edward Elric: Edward looks around to attack the clown, but he's nowhere in sight. However, a laugh is heard from behind Ed; he turns to see...himself, but taller. The taller "Edward" points down at normal Edward, laughing at him for being 'short'. Edward is about to yell at his taller self, but turns to see another taller Edward doing the same. He angrily runs at this Edward, only to hear more and more taller Eds laughing around him. He's surrounded by taller Eds! This infuriates Edward; he unleashes all his wrath by destroying these illusions with his various powerful attacks. After they're all gone, Ed pants, tired in place. He just used all his energy; he has none left to defend himself when Pennywise approaches him from behind.
Acid Seaforce: Pennywise jumps into the path of an acid bubble and vanishes with a scream, for Seaforce to look contented. He turns around and goes on his way...only to run into Megaman X! Oh sh*t! Seaforce and X engage in a cinematic version of his boss battle. The acidic seahorse tries using his bubble moves to take down X, but he's just too fast for him to handle. Seaforce falls after a while, for Pennywise to turn back to normal and laugh over his body (although not eat it, as he's robotic).
Lemmy Koopa: Lemmy attempts to cast a blast of magic at Pennywise with his wand, but the clown disappears at the last second. Lemmy laughs to himself; he's the top clown now...er, maybe not, but at least he's not fleeing the battle! However, a familiar high-pitched laugh behind Lemmy prompts him to turn around. He sees his younger sibling Bowser Jr., beating up Pennywise behind him. Unlike Lemmy, who just sat back and used magic, Jr. is up close on the clown, beating the snot out of him. Lemmy gets jealous, what with his sibling rivalry, and tackles Jr. As he turns Jr. over, he sees clown-makeup on his face. Lemmy looks down to see the clown Jr. was beating was just a life-sized doll. While he's doing so, the real clown bites into Lemmy.
JOE!:
Spiderman: Spiderman isn't intimidated at all by Pennywise; as he turns into his spider form, Spidey merely charges, shooting webs at the clown, who barely manages to vanish. Before Spiderman can leave after his 'victory', though, Venom appears behind him. With an evil cackle, Venom begins threatening to reveal Spidey's true identity. Spidey gets a stunned look, moaning, "No..." under his breath. He looks up for Venom, but he's nowhere in sight. Instead, Pennywise has sent an entire cloud of leeches to attack Spiderman, who tries fighting back, but the leeches are too numerous and too small. He slowly collapses, as the clown closes in.
Junahu:
Cutesy Beau: Cutesy has a rather unique cutscene here. Instead of preying on her from the getgo, Pennywise is instead seen attacking and devouring a random man. Cutesy appears next to the man, extending a hand, but withdrawing it as the screaming man reaches for help. A petal is left in its place; the man reaches, but it too vanishes, as he dies. Pennywise continues eating the corpse, as Cutesy looks indifferent; she hates both life and death. The clown sees Cutesy, but as a timeless being itself, it doesn't attack her. Instead, it shrugs, asking if it wants to see its true form. Cutesy obliges, having little else better to do, so Pennywise takes her to see the Deadlights. Although she's timeless and isn't rendered insane, this still counts as a KO for Cutesy.
Letchku:
Yami: Pennywise turns into Amaterasu, for Yami to prepare to fight his mortal enemy. However, Amaterasu upgrades into Shiranui; he's at full power now. The two begin their fight, but Shiranui manages to expose the core of the machine that Yami's first form is rather easily. The sun goddess begins attacking the core for major damage. Yami tries to change forms, but Pennywise combines his power with that of Shiranui, defeating Yami. The clown transforms back to normal, laughing as Yami fades away, crackling.
MasterWarlord:
Sloth: This time, Pennywise doesn't actually mask that it's him in disguise. He merely turns into Count Down, the clock boss from Super Mario RPG. Sloth rushes at him, but in the middle of his charge, lies down to sleep. However, Count Down merely rings his alarm, waking Sloth up. Angered, the behemoth tries to hit the hay, but the clock keeps ringing, waking him up over and over again. Sloth lets out a roar, his eyes going bloodshot, unable to get sleep, so he curls up in a fetal position, waiting for it to stop. This gives Pennywise the opening to close in on Sloth from behind and devour him.
Alphonse Elric: Pennywise disappears, turning into an unrecognizable black lump on the ground. Al approaches it to hear a yell of pain...Barry the Chopper rises from the lump, his head having been knocked off. He sticks his head back on, then pulls out a chopping knife and points it at Al. He knows Al's weakness; however, Al shrugs, knowing Barry is unaware of where it is. Barry gets infuriated at this, and charges at Al; at least he can chop him up until he finds it! Al prepares to fight, but Pennywise appears behind Al as a double, quietly enough so that he is unaware, then knocks his head off. Al's various pieces are seen flying around, as the clown's laughter is heard.
Envy: Envy turns into Bill, the boy leader of the Loser's Club. He leads the six other outcast children at the clown, the sole girl firing a silver slug at Pennywise from a slingshot. Pennywise doesn't stick around to get hit again, though; he vanishes. Envy continues toying around as Bill, until a voice behind him beckons him to turn around. Dante and a shadowed figure stand over Envy; the former tells Envy that "His services are no longer required." Envy sees that he's being replaced by another Homunculi, nodding and walking away. Behind Dante's back, he becomes overwhelmed with, well, Envy. Before he can take any action, though, Dante uses some of her broken alchemy to obliterate Envy. He turns into his parasite form, and tries wriggling away, but Pennywise's clown shoe descends on it, the clown laughing.
Plorf:
Metal Man: Metal Man tries shooting one of his Metal Blades at Pennywise, who grabs a blade, then waves goodbye and vanishes. Metal Man looks confused, but then startled, as Mega Man appears in his place a second later. Mega Man begins using Metal Man's own Blades against him; Metal Man has no defense to this, and is quickly defeated. Pennywise turns back to normal and cackles over Metal Man's body.
SmashDaddy:
Raiden: Pennywise disappears, only to reform into an army of Metal Gear RAYs. Raiden defeats several, but ends up collapsing from exhaustion. When he wakes up, he is strapped to a chair. He sees Olga standing over him. How is she still alive? Raiden looks confused, but gets a pleading look, hoping to be freed again. However, Olga's face turns into that of Pennywise, laughing at Raiden before biting into him.
Wizzerd:
Krow: Instead of vanishing before his transformation, Pennywise merely turns into Diddy and Dixie Kong right off the bat. With the agility of their monkey selves, the monkeys begin throwing Krow's eggs at her. However, it seems Krow's learned some tricks since hwe last boss fight. She grabs the eggs they throw and cracks them open, spawning Neckies to help her. Eventually, she overwhelms the Kongs; Krow leaves her underlings to pick at the corpses, while she rests in her Krow's Nest. She eventually falls asleep, not noticing her own chicks growing fangs and flying up onto her and tearing in.
Takumaru: Pennywise floats off the screen top, coming back down as the alien final boss of Nazo No Murasamejo whose name I do not know. The boss spits it various projectiles at Takumaru, who retaliates with his fireballs. However, this alien seems to have merely been a distraction; other aliens in UFOs swarm above Takumaru, one using a portal to zap him onto the ship. They all take off in one direction at warp speed, Takumaru having no control over them; they're headed for the Deadlights.
Tingle: Pennywise seemingly explodes in place, for Tingle to stupidly turn away. However, the explosion cloud turns into a swarm of mosquitoes! These guys made Tingle lose a ton of Rupees in his games! Tingle runs wildly away from them, but they're too fast. Instead of merely stealing Rupees, the mosquitoes cover the elfish man head to foot, sucking out his blood. Pennywise's laughter can be heard in the background, as the screen blacks out.
OVERALL PLAYSTYLE - EATER OF WORLDS
At first glance, Pennywise is a typical combo-focused power character, with a few traps here and there. Most of his moves revolve around follow-ups and multiple hits. Mixed in here and there is the occasional powerful KO move. However, you can't just abuse these stronger attacks to win with Pennywise. Because he must build
150% on foes before KOing them, you'll have to put your combos to good use before finishing your foe off.
Pennywise needs to start building up the required quota of damage on his foe at the start of the match, or they'll damage him up first and KO him early. One of the best ways to make this easier to do is to lower the required amount of damage. You have several ways to do so; Pennywise can use his Neutral Special, Pummel, or taunts (check them for more detail). These can take some practice, and aren't fully necessary to win as Pennywise. However, they can still provide some decent damage-dealing combos, while assisting him in this respect in the process. Kill two birds with one stone.
For the rest of his damage-building, you'll be relying on strictly combo moves. There are a few other moves that can be pulled off here and there to help with this, but most of the time, you'll be getting your foe up to
150% with your faster attacks. Side Special will usually be one of your biggest tools for building damage. Send out a few leeches at the start of the match, then maybe space yourself and dig a grave. Other than this, most basic attacks are the best at scaring the hell out of your opponents.
Now, Pennywise has his other elements among his arsenal of crazy combos. The two main deviations from his combo-oriented style are his occasional trap moves, as well as his KOing attacks. His grab is one of the more stand-out traps that lend to his combos. Maybe put some blood from a D-Smash near a drain to trip foes onto it, resulting in their capture. Pennywise has great throws; all of them can be comboed from, and his pummel can lower the required damage needed for a KO. While Pennywise should always play focusing on his more simple comboing attacks, his trap moves like this assist his damage-building even more if pulled off correctly.
Onto his stronger moves. Pennywise has a select few attacks out of his damage-builders that can be used for easy KOs. Good examples of these include his Dash Attack, F-Smash, and D-Air. You'll want to refrain from using these moves until you have the required amount of damage, so as to avoid KOing your foe early. Fortunately, once you've built the damage, Pennywise has no trouble finishing the foe off.
Most of Pennywise's combo moves are ground-based, but he still has plenty of options in the air. Other than his D-Air, his aerials can all be used for damage-racking, although they are somewhat harder to land than his ground attacks. Pennywise's best option in the air may be to use a glide attack to start things off, then combo from it with an N-Air (or an F-Air, if the foe tries retaliating). A few aerial combos can be helpful here and there, but they should not be relied on.
Another important part of Penywise's air game is gimping. Remeber that
Pennywise can only gimp if it doesn't involve attacking the foe (e.g. edge-hogging). If the foe is rendered incapable of recovering by one of Pennywise's attacks while they have insufficient damage, they respawn (although if they could recover and choose not to, or self-destruct, it KOs them). It can be risky to edge-hog or footstool jump; Pennywise's recovery balloons can be popped easily by quite a few characters, and his glide isn't exceptional. In most cases, simple damage-building is easiest; if you're a daredevil, though, gimping may just speed the match up for you.
If you learn how to land Pennywise's quirky moves, you'll have little to no trouble building up the foe's damage to KO them. Learn which moves are combo moves and KO moves, then use them in the appropriate circumstances. Beginners will most likely shun Pennywise for 'sucking', as his F-Smash KOs foes, but doesn't subtract a stock from them. However, master his combo-oriented quirks and you'll be able to take this clown a long way. Pennywise is a good character, but is held back from being a stellar character due to him having a harder time comboing some characters.
PLAYING AGAINST - DOWN WITH THE CLOWN
Expecting another character that can be defeated by pressure? Wrong! In fact, defeating Pennywise requires pretty much the opposite. Playing defensive makes everything a whole lot harder for the clown. Take up a hit-and-run approach, landing a few quick blows on the clown, before spacing yourself and repeating the process. Most of Pennywise's combos are fairly close ranged, so with enough practice, you can avoid most of them this way. Pennywise is quite slow, so he can't actually chase you down if you do this.
Pennywise may resort to traps such as his grab if you do this; you'll have to proceed with more caution if he does. His traps alone won't finish you, but if the Pennywise player knows what he's doing, he'll stick nearby to combo you out of them. Projectiles can work well against Pennywise in this situation (they do in the book, too). He may try pulling out a corpse, or setting up another mindgaming move if you camp him from far away, though. Stay at a moderate range to Pennywise to avoid this combos, but keep close enough so that you can punish him whenever you can.
If you can prevent him from damaging you too much, while you dish out the pain in retaliation, you'll be relatively safe against Pennywise...onstage, at least. If he sees that building up your damage to KO you isn't working, Pennywise may take a risk and try gimping you. If you have poor recovery, this may be hard to work against; don't let him throw you or hit you off in this case. If you do have decent aerial capabilities, though, you may just be able to score another KO on the clown. Pennywise has trouble recovering against characters with multi-hit aerials. Meta Knight, Fox, Mario, and even Bowser (with D-Air) can pop Pennywise's balloons with ease. Finish him before he even tries finishing you off here; however, you can't just self-destruct to respawn. Don't even try it.
Offstage, proper pressure will finish Pennywise. Onstage, however, keeping your distance (but not too much distance) and playing smart and defensive will win your matches against Pennywise. He'll most likely try closing the distance, which is easier on some stages than on others, but his slow speed allows most characters to escape him. Both you and the clown will need to look for openings to damage each other; the one who does so better will most likely win in the end.
Vs. Meta Knight - 10/90: Meta Knight's Favor
Meta Knight dominates Pennywise pretty hardcore. You want to face Brawl's combo character with this combo clown? Good; be prepared to watch him dominate you with combo moves with priority that far outclasses your own. Meta Knight is a perfect example of a character who can perform a hit-and-run approach against Pennywise. His small size makes him troublesome to combo, and if he takes to the air, Pennywise will have even more difficulty. You think Pennywise will have it easy due to Meta Knight's light weight? He must be even more cautious not to KO the broken knight early, while Meta Knight has no trouble gimping the clown, due to his multi-hit aerials. The bottom line is clean and simple:
don't play Pennywise against Meta Knight.
Vs. Snake - 75/25: Pennywise's Favor
The reason Pennywise performs so well in this match-up is because of how many moves he has that defeat Snake's mines and grenades. For starters, he has his leeches, corpses, refridgerator, blood, and shower water to detonate the mine early, or take the hit for him. Now that you force Snake to approach, you've got the advantage. Snake's large size makes him easy to combo around for the KO. Even if you slip up and land a powerful blow on him, his strangely heavy weight allows you some leeway. The clown can gimp Snake's Cypher, as it doesn't sweetspot edges; he shouldn't remain offstage for too long, though, as Snake's N-Air can pop his balloons. Pennywise still has to watch out for Snake's jab and F-Tilt, but he still has the advantage in this match-up.
Vs. Bowser - 45/55: Bowser's Favor
Bowser has several tools in this match-up he can use to come out on top of Pennywise (literally, in some cases). First of all, Bowser can use Bowsercide to not only KO Pennywise, but to reset his own damage as well (although he still gets KOed). Fire Breath directed offstage is instant death for Pennywise and his balloons. Finally, Bowser's strong tilts have no trouble knocking out leeches and corpses. However, it's far from easy for Bowser in this match-up. Pennywise can combo Bowser's huge mass to no end, and his insane weight means he most likely won't be KOed until Pennywise is ready. In addition, Koopa-Hopping can only space Bowser so well against Pennywise; his mediocre speed isn't enough to make this match-up solidly in his favor. A good Pennywise can still win this, despite Bowser's slight advantage.
Vs. Sonic - 15/85: Sonic's Favor
Sonic dominates this match-up, seeing as how his whole playstyle revolves around using his speed to punish everything his opponent does. Add this to his insane ease for a hit-and-run approach, and you've got a hard as hell match-up for Pennywise. To stop Sonic, you'll need to set up some traps to make it harder for him to flee; Sonic can comboed a bit if you let this happen...but why would it happen? Just punish the clown! His F-Air offstage pops balloons with ease. Sonic's light weight means Pennywise will need to be careful comboing him, which is already difficult enough. The blue blur is a nice counter to Pennywise, although because of his wimpy power, you'll need to gimp the clown in some cases. Not that he has trouble with that, though.
Vs. Dingodile - 30/70: Dingodile's Favor
Although Pennywise can break through Dingodile's crystals with little trouble with his F-Smash, Dingodile has a perfect little zone of comfort to fire away from. Pennywise is a fairly large target for Dingo's ammo, so he'll have to be careful hitting Dingodile from inside. His leeches can fly over the crystals at Dingodile, but their low HP is little cause for fear from Dingo. Pennywise can't use traps against Dingodile for the same reason as Metal Man. Dingodile is just heavy enough that he won't be KOed by a slip-up strong move by Pennywise, but his insane recovery makes it near impossible for the clown to gimp him. Pennywise can be blown up against the ground, but if Dingodile isn't playing defensive, he can combo the hell out of the Aussie. This match-up is biased towards Dingo, but it's not unwinnable for Pennywise.
Vs. Vaporeon - 60/40: Pennywise's Favor
Pennywise has little to no trouble comboing Vaporeon's large size, but Vaporeon's defensive style is perfect for evading Pennywise. It can turn into a puddle to make it harder for the clown to combo it; however, if it runs into Pennywise's blood puddles, it'll turn back to normal. Because of this, Pennywise absolutely must get the bloody puddles out to keep Vaporeon from using his puddles to his advantage. Vaporeon's defense can screw him over otherwise, but if he prevents this, the clown can win in this match-up.
Vs. Spadefox - 65/35: Pennywise's Favor
Spade being an anti-trap character only affects Pennywise's few trap moves. With F-Tilt, he can also steal Pennywise's leeches, taking a major combo tool from the clown. Otherwise, Pennywise can take advantage of Spade's poor approaches and combo his somewhat large size like crazy. Of course, once Spade's momentum is set up, Pennywise has a much harder time beating him. Spade's fairly light weight can be KOed prematurely if Pennywise isn't careful. However, Spade's Neutral Special takes away Pennywise's necessary damage total mechanic, so he can KO Spade normally with no trouble. Pennywise has the advantage in this match-up, although it isn't impossible for Spade to win.
Vs. Hades - 30/70: Hades' Favor
Hades' large size and slow speed makes it hard for him to be defensive against Pennywise, so he's screwed, right? Well, Hades will be taking a whole lot of damage against Pennywise, so he'll definitely get to take advantage of his mechanic and get some power. Once he gets said power, he can outclass Pennywise in both priority and strength; if Hades gets momentum, Pennywise will have trouble staying alive. If Pennywise goes offstage, use Pain and Panic to multi-jump after him and pop his balloons. Hades can stand up to quite a lot of damage, and recover quite easily (although it damages him in the process). Finally, if he's spaced from the clown, he can use his Up Special to heal his damage, taking away all of Pennywise's hard work. Hades has his disadvantages here and there against this clown, but this match-up is laid out plain and simple for him to win.
***
Pennywise's taunts are all among the laggiest in the game. However, if you can pull one off, it lowers the foe's necessary damage level by
15% for the rest of their stock. This can't be dodged, but foes can easily hit Pennywise out of each taunt. Pennywise should never rely on this; it's just a helpful side effect. Sometimes words are an enemy's scariest weapon, no?
Up Taunt - It's a Trap!
A bunch of balloons appears in Pennywise's hand, as he asks foes, "You want a balloon? They float...they all float! And when you're down here with me, you'll float too!" He is referring to the foes floating insanely in the Deadlights that are his true form, just so you know.
Side Taunt - Age-Old Scare
If the closest foe to Pennywise is a child, he'll tell them what will happen if they try to beat him: "You'll die if you try!" He repeats this phrase three times, relishing in the child's fear.
If the closest foe is not a child, though, Pennywise tells them something different: "You're too old to stop me! You're all too old!" He then lets out a brief maniacal laugh. Both taunts are the same length.
Down Taunt - Blood-Chiller
Pennywise waves to the foe, calling out, "It won't do any good to run, girly! See you in your dreams!" What a perfect way to taunt the spacing opponents of his!
Entrance - From the Sewers
A small drain appears onstage, up through which Pennywise's gloved hands reach. He can't fit through there, can he? Pennywise's gurgling voice comments, "Hmm, this is a little inconvinent...just hold on while I make a few adjustments." The clown then proceeds to push the sides of the drain open, widening the drain enough for him to jump up and out. He then says crazily, "Here I am!", as the drain vanishes.
Victory Pose #1 - Leaving So Soon?
Pennywise stands in the widened drain from his entrance, out up to his chest. He repeats his Down Taunt facing the losers and waving, then continues by saying, "Oh, come back anytime! Bring your friends!" Pennywise's face then grows fangs, as he turns back to face the screen and laugh evilly.
Victory Pose #2 - Literal Joke
Pennywise holds a can of tobacco, calling out, "Excuse me, ma'm! Do you have Prince Albert in a can? You do?! Well, you better let the poor guy out!" He then laughs maniacally, as screams echo from the can.
Victory Pose #3 - Clowning Around
Pennywise holds a child's leg in one hand, like a chicken drumstick, and a bunch of balloons in the other. He turns to the foes, calling out, "Come float with us! I'll show you how to flooooooaaat! We all...floooooooat down here!" He then turns back to the screen and laughs evilly.
Victory Pose with Sakurai - Balloon Time
Pennywise turns to Sundance, who looks bored, until the clown says, "Don't you want a balloon?" He hands Sundance a Yoshi balloon, for him to look excited, but not take it. Pennywise comments, "What's the matter...one balloon not enough?!" He then yells, "Try a bunch!", pumping a fist into the air. Hundreds of Yoshi balloons float down onto Sundance and the losers, Sundance looking orgasmic...until all the balloons pop, splattering blood onto everyone. Pennywise laughs evilly during all this.
Victory Theme - Circus Fanfare
Pennywise's music is a clip from
his own theme, of course. How fitting, yet insane.
Loss Pose - Hibernation
A hole appears in Pennywise's head, exposinig the writhing orange Deadlights. To escape the scene, Pennywise simply shrinks into a tiny doll version of himself, sinking into a drain for a while.
Kirby Hat - Krazy Klown Kirby
Kirby gets Pennywise's clown make-up, complete with blood around his lips, as well as Pennywise's red hair. Kirby gains Pennywise's Neutral Special; as Kirby lacks Pennywise's mechanic, this is almost exactly like Wario's Chomp, but scarier looking: Kirby grows fangs for it.
- Normal (Red Team)
- Green costume and hair (Green Team)
- Blue costume and hair (Blue Team)
- Silver costume and black hair
- Purple costume and orange hair
- Ronald McDonald suit with orange buttons
-Press Select-
Snake: Colonel, what's up with this? There's a clown out here, but...he's just waving at me.
Colonel: Strange. What is he wearing? I don't recognize him...
Snake: He's got a clown suit on...and his lips are blood red. And he has orange buttons down his front. Oh, and now, he's got a handful of balloons...they look like they float!
Colonel: Oh yes...they float, Snake, they float!
Snake: Colonel, what's up with you? Hang on...you're not Colonel! How did you hack into this channel?
Pennywise: I, Snake, am Pennywise the Dancing Clown. And you...are Snake! So now we know each other! Kee-rect?
Snake: What have you done with the Colonel?
Colonel: I'm down here with the clown, Snake. And, you know, what they say is true. We all float down here, Snake! And when you're down here with us, you'll float too! Come with us, have a balloon, feed the elephants, ride the chute-the-chutes, and floooooooaaat, oh how you'll flooooooat...
Snake: You're not Colonel, and the only floating this clown's gonna do is in his own blood...after I'm through with him, that is.
Pennywise: *maniacal laughter*
-End Transmission-
Icon - Floating Party-Favor
A simple balloon is Pennywise's icon.
Wiimote Sound - Carnival Question
Pennywise asks, "You want a balloon?" Simple and fitting, yet still so terrifying.
Crowd Chant - Undead Victims
The crowd doesn't actually cheer for Pennywise; when this occurs, children moaning is all that can be heard, as they float in the Deadlights. This unnerves foes, bringing down their required damage total by
1% each second. However, this deducted damage only lasts for ten seconds, before rising back up.
Unlocked By:
- KO ten foes with over 150%
- Play 2,700 Vs. Matches
- Pop the balloon on Smashville 20 times
Unlock Message: "You want a balloon? Pennywise the clown has floated into the Brawl. Don't get scared stiff!"
***