100th Page FTW
THE GREAT MIGHTY POO
• • • BACKGROUND • • •
The Great Mighty Poo is, well, a giant mound of sh*t. He appears in
Conker's Bad Fur Day for the N64, singing opera and throwing great balls of poo at the titular squirrel. Throughout the battle, the GMP sings a mildly popular self-anthem, which quickly turns into a swear-song as Conker throws toilet paper in his huge flapping mouth (which is filled with digested sweet corn teeth). In the end, he gets flushed out of his lair in Poo Mountain. He later reappears in Bad Fur Day's 360 remake, Conker: Live and Reloaded, although his first appearance is by far his most popular.
Here is
his famous boss battle featuring his song; watch it, as it shows off a great deal of his character, as well as showing several moves throughout this set. A clip from it also serves as his victory theme.
• • • STATISTICS • • •
Size »»» 11
Crouch »»» 9.5
Power »»» 8
Range »»» 8
Weight »»» 8
Traction »»» 7
Priority »»» 6
Attack Speed »»» 4
Comboability »»» 3.5
Jumps »»» 3
Recovery »»» 3
Movement »»» .5
Abilities: Crawl
Great Mighty Poo has an interesting new set of stats. For the most part, he plays like a normal heavyweight. You may question why such a useless stat of crouch was kept? Well, GMP has one of the best crouches in the game, due to his ability to sink into the ground. He sure needs this, seeing as how he is the largest character in the game, by far, and is still down-sized. If a foe gets up to him, especially those combo characters, he's royally screwed. The GMP has limited follow-up options at close range; he can build damage here, but it's not nearly as reliable as his excellent long-ranged projectile abilities. Finally, GMP deserves his high power stat, but...
he only has one KO move, which is vital to his playstyle. Definitely the deceiving stat of all deceiving stats.
• • • SPECIALS • • •
Neutral Special - Sloprano
The Great Mighty Poo opens his mouth and lets out an opera note in his deep, baritone voice. GMP goes up two notes before holding the third, sounding like, "Uh uh aaaaaaaaah." The opera produces a wall of sound a moderate distance in front of the GMP's mouth, albeit a rather low priority one. The hitbox of the move doesn't start until the third note; the first two notes take about half a second. The third has moderate ending lag, and can be held as long as you want. The move is quite laggy and punishable; add in the fact that the GMP opens his mouth wide, increasing his hurtbox, and you've got quite a dangerous move. At least it's useful; the third note deals
16-17% and insane knockback that can KO at
75%.
The move changes slightly when the GMP acquires over
100%. Now, he skips right to the third note, singing, "Aaaaaaah!" It has the same properties as before, but now, the nearly non-existant startup lag makes it easier to KO with. Which is a helluva good thing;
this is the GMP's only KO move besides gimping. You'll have to damage your foe before surprisingly them by singing opera for a KO, or they'll punish your enormous mass. This takes a lot of practice to do, but is vital to learn to win with GMP. As a last ditch resort, you can tank a lot of damage to gain access to the second version (this is not recommended, though).
[ 16-17% ]
Side Special - Throwing His Sh*t At You
The Great Mighty Poo pulls a ball of poo off of his body, then hurls it forward with a grunt. The lag on both ends is a bit faster than Waddle Dee Toss; during the start-up, you can angle his throw in any direction. Poo balls are Soccer Ball-sized, travelling the distance of a thrown item at the speed of one as well. They have moderate priority, dealing
8-9% a pop, with below average knockback that can KO at
195%. Because GMP is such a huge character, he'll want to fight from a distance;
this is your main tool for doing so. Space yourself, throw poo at your foe to build damage, then close the gap and KO with Sloprano. Of course, the move is near useless at close range...
[ 8-9% ]
Down Special - Sh*t Hole
The Great Mighty Poo ducks into a puddle of poo, flipping you off for low startup lag. His puddle of poo is very low to the ground (only low attacks like Hand Slap or Kirby's D-Tilt can hit it, although grabs still work), covering a Stage Builder block's distance. You can hold GMP in puddle form for as long as you want, as it is a great way to avoid campers. The real use occurs when you tilt the Control Stick to either side. A trickle of poo slides in the direction you choose at an above average pace, unable to turn around. If it or the puddle is attacked, the GMP pops up early where he initiated the move.
When you release the input, the GMP pops up again with low ending lag at the end of the trickle; he leaves a Stage Builder block-covering hole of poo where he disappeared from and where he reappeared to (two puddles can only exist on the same ground level). These holes last for thirty seconds; if the GMP stands over one and ducks, he'll automatically pop out of the other. Using Down Special again when two holes are out causes them both to vanish while the GMP relocates new ones. Extra holes can be created with D-Smash. Because the GMP's movement speed is even worse than Ganondorf and Jigglypuff's,
this is an excellent way to move around and space. Just don't pop up into a trap!
[ 0% ]
Up Special - Fecal Geyser
A pillar of poo as thick and as tall as Ganondorf appears under the Great Mighty Poo, pushing him upwards at Ganondorf's walking speed, with little lag on either end. The move lasts for three seconds before the pillar vanishes, putting the GMP in his helpless state. The pillar has moderate priority, but the GMP can be hit by anything to knock him into helpless state;
his recovery is quite gimpable when combined with his huge size. You can control the GMP left to right at Ganondorf's walking speed as he rises for some defend, but it's really not that special. Foes who hit the poo geyser take
11-12% and below average knockback that can KO at
220%. You should attempt to remain onstage at all costs, or at least over the stage when trying to gimp a foe. GMP screams to be sent into the abyss while recovering.
[ 11-12% ]
• • • BASIC ATTACKS • • •
Basic Combo - Clearing His Throat
The Great Mighty Poo coughs once, before singing, "Mimimimimiii!" to tune his voice. This produces a little soundwave from his mouth, extending forward a mediocre distance. The wave's priority isn't too spectacular, while there is a bit of lag on both ends, due to the GMP coughing and holding the last note out a bit. The first four notes deal
2% and stun foes, while the final note deals
3% and deals knockback that KOs at
225%.
Unless you use this move on an opponent against a wall, you're likely to be punished. The GMP can't cancel the move early or hold it out; he always sings five notes. If he completes all five notes, though,
the next Sloprano he uses has no startup lag (as if it was used when the GMP had over
100%). Because of this, you can clear your throat to make your KO move easier to land, even if your foe won't be caught in the combo's hits. Nifty!
[ 2-11% ]
Dash Attack - Full of Sh*t
The Great Mighty Poo stops what little momentum he gets from dashing, holds his hands to his mouth briefly, then barfs forward a chunky stream of poo. His regurgitated stream is slightly thicker than F.L.U.D.D.'s water, but travels about 3/4 its distance at full charge. The GMP has the slightly more startup lag than Dedede's dash attack, but slightly less ending. The priority on the poo is above average; foes shouldn't try to penetrate it as much as dodge then punish. Foes caught in the poo throw-up take
10-11% and below average knockback that can KO at
200%. This is a nice spacing move for the GMP, seeing as how the move won't really KO but can still push his opponent back a respectable distance.
[ 10-11% ]
• • • TILTS • • •
Forward Tilt - Dung Beetle
A dung beetle the size of Mr. Saturn crawls out from the Great Mighty Poo, beginning to roll a small ball of poo in front of it. The bug moves at Dedede's walking speed, tripping foes who touch it, while dealing a wimpy
2-3%; it lasts for ten seconds before vanishing, unless its 5 HP is lowered. Only one beetle can be out at a time. The GMP has a fair bit of lag on both ends of this move, so it's not like he can abuse it. However, he does have uses for it that don't involve mere tripping.
[ 5% ]
If the GMP touches the beetle, he'll steal its poo, causing it to vanish. Now, the next time he uses a Side Special, it will have 1.2 times its normal power. Although the GMP has trouble catching the beetle with his horrendous dash, he can just use Down Special to pop up into it. Also, if the GMP uses his grab on the beetle, he'll eat it, healing himself of
5%. This isn't as easy as it sounds, either; the GMP has to catch the beetle and take the time to grab it without being punished. Also, at the rate he'll be taking damage with his huge size, this isn't really unfair for him.
Down Tilt - Poo-Pop
Let me preface this move by saying how amazing the Great Mighty Poo's crouch is; he flows into a grounded puddle enough that only his eyes stick out as a hurtbox. His crawl isn't half bad either. Anyways, the GMP merely spreads his arms wide here and pops upwards with a yell from his poo puddle. His whole enormous body is the hitbox here, having fair priority. The GMP comes up with a bit of lag on either end, but the catch is that this looks exactly the same as him exiting his crouch/crawl normally. Hitting him deals
10-11% and vertical knockback that can KO at
175%. Foes will have to be careful approaching him from a crouch if he uses this as a mindgame along with normal crouch exits.
[ 10-11% ]
Up Tilt - How About Some Scat?
The Great Mighty Poo flicks up a little pile of scat at foes, it going up about the distance of Snake's uncharged U-Smash. The scat has moderate priority, while the GMP has a minor bit of lag on both ends. Foes who hit the scat take quite a nice bit of hitstun, as well as
7-8%. The GMP can use another U-Tilt to build light damage; since the foe will likely punish him severely afterwards, though,
why not take advantage of the stun and space yourself?
[ 7-8% ]
• • • SMASHES • • •
Forward Smash - In Deep Sh*t
The Great Mighty Poo rips a hunk of poo off of his body during charge, heaving it straight forward upon release. The poo ball's size is determined by the charge time, ranging from the size of a Soccer Ball to that of Kirby. Its range also increases from two Stage Builder blocks to four. The poo's priority is pretty nice; the poo ball deals
23-24%, but only buries opponents who hit it (it only stuns offstage foes). They're in deep sh*t now! Other than Side Special,
this is your other long-ranged damage-building move, even though it can't KO. Of course, the GMP has an above average amount of startup and ending lag, making this move useless at close range. Also,
the GMP can use this and Side Special from a crouch, helping his long-ranged game significantly.
[ 23-24% ]
Down Smash - Diarrhea
The Great Mighty Poo oozes out a puddle of poo to either side, where it forms at maximum range. He has moderate lag on both ends doing so. The range of the puddles change from one Stage Builder block's distance on either side, to three. Puddles cover one Stage Builder block each. Foes who step on the puddles take
5% per second, in addition to having significantly less traction. The puddles last from seven to twelve seconds, depending on the charge. These can seep through obstructions to hit foes, giving them some use despite their poor damage.
[ 5% per second ]
Also, if the GMP ducks over his puddle of poo,
he'll be able to pop up again in the other, just like with Down Special. Speaking of which, if Down Special puddles already exist, you'll appear in the closest one. However, you can tap the crouch input rapidly twice to pop up in the next furthest one in that direction. Face the direction of your desired puddle with multiple ones out to pop up in that one. Combine these moves for spacing options galore!
Up Smash - Outhouse Stench
The Great Mighty Poo gets a concentrated look, as thin wavy lines of stench are emitted from his head. The lines can extend up from Diddy's height to that of Marth, depending on charge. Combined with the GMP's height, this can reach up quite a ways. Although the lag isn't as bad as his other Smashes (it's below average on both ends), the stench lines have pitiful priority.
Foes who collide with them take from
9-14% and a bit of stun. This is only really nice for spacing if you have a puddle to flee into. As a nice addition, though, foes who hit the stench lines at half charge or higher get a new effect. They take no stun, but enter a footstool effect to the ground, where they enter their dizzy animation briefly. This is a perfect set-up for a spacing move, although it definitely won't be seen a whole lot.
[ 9-14% ]
• • • AERIALS • • •
Neutral Air - Rancid Repulsion
A swirl of rancid poo odor spirals around the Great Mighty Poo, having barely below average range. It lasts for three seconds; although the GMP has a fair bit of lag on both ends, if he lands, the odor continues spiraling, rather than lagging him. The priority is low, but it exists, unlike several other wind moves; otherwise, how would you land it? Foes hit by the spiral are blown backwards powerfully, spacing them a few character distances from the GMP. The stench deals
6-7% to foes who hit it, but won't KO them unless it pushes them off a boundary. Still,
this is one of the GMP's primary spacers; make good use of it whenever you're forced to fight at close range.
[ 6-7% ]
Forward Air - Breath of Sh*t
The Great Mighty Poo lets out a breath of poo, laughing subtly to himself. He creates a brown cloud of gross breath the size of Bowser in front of him, with average lag on both ends. Foes who touch the breath take
5% per half second it's out (it remains out for a bit longer than a second), but no knockback. However, if the foe hits the breath just as it appears, they enter a foostool-jumped effect for .75 second. This can gimp foes on occasion, although the horrid priority and landing lag should prevent the GMP from abusing this much at all.
[ 5-10% ]
Back Air - Chocolate Starfish
A literal small brown star shape emerges from the Great Mighty Poo's backside, spinning at a close range behind him. It has low priority, staying out as long as Samus' F-Air before merging back into the GMP. He has average lag on both ends, while suffering above average lag if he lands before finishing the move. The spinning starfish deals three rapid hits; the first two stun foes and deal
2-3%, while the final hit deals
4% and knockback that KOs at 185%. Although at can build a bit of damage on helpless recovering opponents, the lag and close range prevent this from being a viable stage attack in most cases.
[ 2-10% ]
Up Air - Flush
The Great Mighty Poo opens his mouth, saying, "Aaaah!" like he's sticking out his tongue for a doctor. He holds it open for about .75 second before closing it, having little lag on little end and a fair amount landing. His mouth has grab priority; although the hitbox is fairly sizable, the range is pretty poor. If a foe falls into his mouth, the GMP swallows them, crapping them out his underside, with light set knockback and
5-6%, a half second later. This can be used to either lead into D-Air for some aerial damage, or to crap the foe off the bottom blast line. It's a nice anti-air approach as long as you don't get too predictable.
[ 5-6% ]
Down Air - Chocolate Rain
Five Deku-Nut sized drops of poo drop from the Great Mighty Poo's underside, falling down the height of Marth at Mario's fall speed before vanishing. They have above average priority; the GMP can use them as a slight underside barrier. There is below average lag on both ends; the ending lag is surprisingly low. Each drop deals
2-3% and spikes characters with minuscule set knockback. If the GMP lands the move, the poo drops stay onstage in a Stage Builder block-sized puddle for ten seconds, tripping anyone who walks over it. This and the barrier use outclass the weak spike in many cases, and even these effects aren't enough to justify abuse of this aerial; the GMP is still insanely vulnerable from above.
[ 2-15% ]
• • • GRAB/THROWS • • •
Grab - Big Mouth
The Great Mighty Poo opens his mouth wide, leaning forward a slight distance. He has above average range with this grab, and slightly more lag on both ends than Bowser. Caught foes are held in the GMP's mouth (although he doesn't swallow them; sorry vore fans). The GMP's grab is fairly laggy, but its range makes it far from difficult to use.
[ 0% ]
Pummel - Poo Chew
The Great Mighty Poo chews his victim in a fashion nearly identical to Wario. His sweet corn teeth deal
2-3% per chomp, and are fairly easy to spam. Since the GMP's throws don't deal a whole lot of damage,
you'll want to pummel them before each throw.
[ 2-3% ]
Forward Throw - Lovely Grin
The Great Mighty Poo releases his foe in front of him, grinning a shiny grin with his sweet corn teeth. Unless the victim perfectly times a spot dodge, they trip and take
5%. The GMP can now run up to them and grab them again. This isn't a chaingrab, but is a nice set-up for his sluggish grab. Don't wait too long, though, or you'll eat a get-up attack instead.
[ 5% ]
Back Throw - Have Some More Caviar
The Great Mighty Poo releases his foe, then rips a ball of poo off his body and hurls it at the victim, calling out the move name. This deals
8-9% and deals knockback that KOs at
195%. The primary use of this throw is to space the victim away from the GMP, although it can KO off of walkoff boundaries. Its damage is the highest of his throws as well.
[ 8-9% ]
Down Throw - Up My Butt
The Great Mighty Poo grabs his victim and rams their head up his arse, causing the victim's body to struggle wildly. The stuck victim takes
3-4% each half second they're stuck. They can button-mash out with grab difficulty, but if they're held in for more than a second, they enter their stunned position upon release (it must smell in there). The GMP can now space from them pretty easily. He'll have to build some damage on the victim first for this effect; it's pretty dangerous to use in FFAs as well.
[ 3-4% per half second ]
Up Throw - Regurgitation
The Great Mighty Poo aims his head upwards and belches, launching his victim skyward. This is a fairly standard throw, dealing
7-8% and knockback that KOs at
205%. At low damage levels, the GMP can use this as an U-Smash set-up. He's better off using it as a chance to duck into a poo hole and space himself, though.
[ 7-8% ]
• • • SITUATIONALS • • •
Get-Up Attack - Down and Dirty
The Great Mighty Poo enters a pose similar to his crouch when knocked over. Before getting up, he raises his mouth from the ground and chomps downwards. This has rather nice priority, but below average range. There is little startup lag to the move; if the GMP lands the move, he suffers no ending lag as he gets up. However, if he misses, he'll get his mouth stuck in the ground, having moderate ending lag. Getting chomped deals
9-10% and a low set knockback to the victim. Use it as a surprise, or the foe will avoid it and punish the stuck poo.
[ 9-10% ]
Ledge Attack - Slippery Sh*t
The Great Mighty Poo oozes up from the ledge, not attacking, but covering the edge in poo. For seven seconds, foes other than the GMP cannot grab the slippery edge. If the GMP can get a foe with high damage off the edge now, he's likely to score a KO on them. Still, the GMP has a bit more lag on both ends than the normal ledge attack; the fact that he has no rising defense doesn't help either. The ledge poo cannot be overlapped.
[ 0% ]
Ledge Attack (Over 100%) - Sticky Sh*t
The Great Mighty Poo oozes onstage identically to the above attack, albeit with a bit more lag on both ends. Once again, he leaves poo on the ledge; it lasts for nine seconds this time. Foes other than the GMP who grab the ledge now are stuck there until a half second after their ledge invincibility has worn off. Although the GMP doesn't really have many attacks that can reach down that low while the foe is stuck, this can be yet another spacing opportunity for him. The ledge poo can't be overlapped here either.
[ 0% ]
• • • FINAL SMASH • • •
Final Smash - Opera Show
The Great Mighty Poo laughs evilly, as poo trickles down the screen. The camera reappears in the GMP's lair in Poo Mountain, a vast brown cave of poo. The characters reappear on a small stretch of land as long as Battlefield, with two Final Destination-sized puddles of poo on either side. Out of one puddle rises...the GMP himself, canonically sized. His music starts playing, and you gain control of him for twelve seconds. The GMP can duck to reappear on the other side of the bridge, although his insane range from either side doesn't really make this all that helpful. Falling into the river of poo is an instant KO.
He can use either his Neutral or Side Special to attack in this form. Sloprano now has range that covers the entire screen, dealing
31-32% and insane knockback that KOs at
75%. It is in the normal form he has below 100%, although the GMP can't take damage here. To avoid it, foes must shield all during the long third hit, then roll to avoid the whole attack. There is next to no lag on either end of the move, so it still serves as the GMP's prime KO attack. The GMP can also use his Side Special; however, the poo balls he throws are Bowser-sized, having the same effect as they do fully charged with his F-Smash. Instead of throwing them straight, the GMP can angle the poo like Yoshi's Up Special. He has little lag on either end of this move either. Because the poo buries foes,
this can be quite nice for a Sloprano set up.
Lastly, the GMP can grab to scoop up a foe in one hand. This deals no damage, as the GMP merely holds the foe above his head; the victim can escape with double grab difficulty. If they are held for more than a second,
the GMP can press the grab input to swallow them for an instant KO. There is little lag on either end of the grab, and it covers the whole platform; you'd better practice your dodges! The GMP can grab a teammate like this without damaging them to protect them from his other attacks.
• • • PLAYSTYLE • • •
The Great Mighty Poo is an interesting heavyweight to learn. He can build damage just fine, but he's only got one KO move. The GMP can perform a few follow up attacks at close range that can actually build damage, but his absolutely unholy size means you absolutely cannot slip up here. One hit basically means you've just taken
50% or more from your opponent's combos. It's much safer to space and deal damage from a range. Thankfully, the GMP is in no shortage of moves that help him in these regards.
At the match's start, the GMP can either use Down Special to set up a spacing tool (as his movement speed is absolutely pitiful), or he can cut to the chase and pegging throwing his sh*t at foes. Your main ranged damage-builders are Side Special and F-Smash. Although the moves are useless at close range, they can easily build damage from a distance. If foes try camping you, crouch and let their puny lasers zoom right over you. Because the GMP can also use his projectiles from his crouch, he has stellar defense against projectiles. Of course, this also forces foes to approach him, which is the last thing he wants during the damage-building phase.
When they approach, either escape into your sh*t hole or use spacing moves to get them away. Other than Down Special, dash attack and N-Air can clear you some space to keep up your poo-throwing tactics. Although they won't KO until insane damage levels, in essence not being KO moves, they can still contribute some damage to your foe's percentage. Of course, none of this damage-building matters if you aren't tricky enough to land a Sloprano on them for a KO...
Which is where the GMP's tricky side comes in. Quite a few of his attacks can stun or trip the foe, setting them up for Sloprano. Several require some time, such as U-Smash being at half charge or more, or D-Throw holding the foe for more than a second. Others, such as F-Tilt dung beetles and D-Air puddles, trip foes right away. Because the move has startup lag unless the GMP has over
100%, you'll probably rely on these set-ups to KO your foe. A more risky technique involves using the GMP's massive size to take said damage quantity, cutting down the lag of the move significantly. Because the GMP is so gimpable, this is quite dangerous to do.
All in all, the Great Mighty Poo takes a lot of consistency to use successfully. You must learn how to space, build ranged damage, stun foes, then KO them with one attack. This is a strict overall playstyle; deviating from it will usually spell an early end for the GMP. Foes can take advantage of his lack of mobility and huge size at close range, as his only real defense is crouching to avoid projectiles. However, master the art of spacing properly, and the others will generally come naturally. That is, unless you have sh*t for brains.
• • • MATCH-UPS • • •
Vs. Meta Knight - 35/65: Meta Knight's Favor
Let's start off with the obligatory Meta Knight dominant match-up. Side Special and F-Smash can cut through Whorenado, which somewhat hinders Meta Knight's approaching. However, his speed allows the Great Mighty Poo little time to attack with projectiles before Meta Knight is in his face. This is quite a problem, seeing as how Meta Knight's insane aerial combos eat the GMP up. If you get caught, onstage or off, you're screwed. The GMP can space easily from Meta Knight's light weight, but when you consider Meta Knight's superior priority, this is easier said than done. The only helpful thing about taking so much damage is that GMP will have no trouble using his lagless over
100% Sloprano; it's near impossible to land the normal version with Meta Knight's aerials in your face. Meta Knight takes this match-up by a fair margin.
Vs. Snake - 55/45: The Great Mighty Poo's Favor
Snake has little defense against the Great Mighty Poo's projectiles, and unlike Meta Knight, he has little speed with which to approach the GMP. In addition, the GMP has strategies such as detonating mines early with Dung Beetles, or merely using a sh*t hole to go around Snake's explosives. Snake can be annoying to space from due to his heavy weight. Also, the GMP can't let up at all at close range, or Snake's high priority tilts will spell trouble, despite him not being able to combo well. The GMP will have to take advantage of Snake during one of his laggy moves to KO him, as having high damage against Snake is suicidal. It takes practice to do, but the GMP can damage and KO Snake more easily than vice versa, earning him the match-up.
Vs. King Dedede - 5/95: Infinite's Favor
Is it any surprise that the penguin king can infinite the biggest character in the game? Despite his slow speed and large size, Dedede's excellent dodges are enough to defend him from the Great Mighty Poo's projectiles until he's closed the gap between the characters. GMP absolutely must space with Down Special to keep away from Dedede, who can still grab him out of his trickle. It's a choice between setting up Down Special puddles or tossing poo when you're distanced from the penguin king, and Dedede has ways around both. Sloprano will also take longer than usual to KO Dedede's insane weight. The GMP is thoroughly screwed in this matchup.
Vs. Pikachu - 60/40: The Great Mighty Poo's Favor
Pikachu's ranged Neutral Special would seem to be quite threatening to the Great Mighty Poo...but Dung Beetles can absorb the hits without any trouble; when one beetle is killed off by the electricity, just send out another for the next jolt. The GMP's long-ranged projectiles are much harder for Pikachu's low priority to beat. Pikachu's speed and quick attacks are annoying for the GMP at close range, but if he's successful at damaging Pikachu from a range, the electric rat's pathetic weight can easily be pushed back. Of course, landing Sloprano on Pikachu will be tough with his speed, but you'll be able to KO him earlier than most characters as well.
Vs. Bowser - 40/60: Bowser's Favor
The Great Mighty Poo doesn't suffer too horribly against Bowser from a range; in fact, he near completely dominates him from there, although Bowser's F-Tilt and F-Air require you to aim your projectiles more carefully. Bowser's average speed allows for the GMP to space and camp without much trouble. At close range, even Bowser can combo up the GMP's damage level. In particular, Fire Breath is devastating for the GMP; his pathetic aerial movement and huge size allow the fire to build damage even after its size is decreased. Because Bowser is insanely hard to space from, the GMP is in big trouble should Bowser ever get to him. The only real thing the GMP has going for him is that Sloprano can be used on Bowser if he whiffs a laggy move. Because Bowser is so heavy, though, this isn't a huge plus.
Vs. Mr. Sandman - 45/55: Mr. Sandman's Favor
At a distance, Sandman can absorb the Great Mighty Poo's projectiles with Dream Rotation, but he'll still find it difficult to approach without taking damage in the process. Once you get to the GMP, one Knuckle Sandwich is all you need to combo the GMP to death. Seriously, just land one punch, stack some hitstun, and the GMP's size seals the deal for Sandman. The GMP absolutely must play a solid defensive game with Down Special to avoid being comboed. In addition, he must be highly careful not to render himself punishable with Sloprano. Sandman can find the GMP's ranged moves irritating, but he can win so much more easily, giving him a slight advantage.
Vs. Bubbles - 50/50: Draw
Bubbles has the advantage over the Great Mighty Poo at close range, while the GMP reigns supreme at camping Bubbles. The GMP can build damage on Bubbles with Side Special; he must be careful not to get chaingrabbed while using Sloprano, as his massive size makes this all too easy for Bubbles. Using sh*t holes to escape from Bubbles is an important tactic to escape from Bubbles and keep pegging her; because of her constant superior movement, the fight will take place at close range more than long range. The GMP will have to use this strategy to win, while Bubbles needs to get to GMP and not give him any means of freeing himself.
Vs. Wheel Gator - 60/40: The Great Mighty Poo's Favor
Wheel Gator has problems with the Great Mighty Poo camping him with Side Special. While you may think that Down Special can be a great escape tool, its use is hindered by the fact that
the GMP stops his forward-trickle if he runs into a mud-hole. Still, Wheel Gator can't build damage with Spin Wheel nearly as well as the GMP can. Gator can try eating poo balls (ew!), but the GMP can just crouch to dodge the projectile he gains from this. Also, Wheel Gator will have trouble eating every projectile that comes his way. If he can get to the GMP and hold him in Buzzsaw Blur long enough for a mud-hole KO, Wheel Gator can still win. However, the GMP doesn't have too much trouble KOing with Sloprano, earning him the match-up in most cases.
Vs. TAC - 65/35: The Great Mighty Poo's Favor
TAC will be trying to steal at least a few of the Great Mighty Poo's various moves, including one or both projectiles, Down Special, a tripping move such as F-Tilt, and Sloprano, of course. Although TAC has better speed than the GMP, allowing for more ease in stealing moves, the GMP can build damage on TAC without prerequisites to get ahead in the match-up. In addition, TAC's mediocre weight is easy to KO and space from. GMP will need to use Down Special diligently, for if TAC gets enough momentum, he becomes a faster GMP (death for the regular GMP, in other words). Still, it'll take a while for TAC to get all the necessary moves to win the match, while the GMP can simply follow his normal strategies from the get-go to win.
Vs. Bleak - 35/65: Bleak's Favor
Battle of the ranged characters! Although both characters fight from a range in a similar manner, Bleak has a slight upper hand on the Great Mighty Poo. Although the GMP's crouch can dodge snowballs in many cases, it just doesn't have the efficiency of a snow fort in defending. In addition, Bleak can actually KO from a range with Side Special, while the GMP is forced to approach to do so with Sloprano. Granted, he would be able to approach fairly well by trickling Bleak's way with Down Special...but Lemguins are the perfect foil to this. Overall, Bleak's better defense earns him the win over the GMP. A deep character foiled by a mere snowman?! Blasphemy!
• • • ANIMATIONS • • •
Up Taunt - Behemoth's Laughter
The Great Mighty Poo chuckles lowly to himself, sounding more jolly than evil.
Side Taunt - Self-Anthem
The Great Mighty Poo hums a clip from his song, in a low melody.
Down Taunt - Flatulence
The Great Mighty Poo makes a large farting noise, striking a shocked pose, before laughing it off in a gross comical manner.
Entrance - Rising to Power
The Great Mighty Poo slowly rises out of a sh*t puddle, holding a struggling cob of Sweet Corn. Upon fully rising, he stuffs the corn into his mouth and strikes a menacing pose.
Victory Pose #1 - Poo Juggle
The Great Mighty Poo juggles three balls of poo with one hand, before tossing them all into the air and swallowing them with a belch. Gross!
Victory Pose #2 - Into the Depths
A single dung beetle is seen rolling a ball of poo by, not noticing a giant poo hand rising from a sh*t puddle behind it. The hand waves at the losers, grabs the beetle, and flips off the characters before sinking back into the puddle.
Victory Pose #3 - Sing-Along
The Great Mighty Poo wobbles side to side in tune with his victory theme (his own theme, if you didn't read his background info), making disgusting squelching noises as he does so.
Loss Pose - Flushed Away
The Great Mighty Poo spins around in the background, calling out angrily (albeit not drowning out the background music, "Ah, you cursed fool, look what you've done! I'm flushing, I'm flushing! Oh, what a world, what a world! Who would've thought a good little fool like you could destroy my beautiful clagginess! Ah, I'm going!" He then screams in anguish as he vanishes into the ground with a final squelch. Seems like he's been taking pages from the book of other vanquished antagonists, eh?