MORTON KOOPA JR.
Morton’s one of seven Koopalings, the children of Bowser. They appeared in Super Mario Bros. 3, Super Mario World, and Yoshi’s Safari as bosses, though the other media they appeared in was possibly what led to their being cut out of the Mario series. . .Super Mario Bros. Super Show? Mario is Missing? HOTEL MARIO?!? Really? They eventually came back in generic roles in Mario & Luigi: Superstar Saga, though their most notable comeback is in New Super Mario Bros. Wii.
Why’d Bowser lock up the Koopalings for so long while Bowser Jr. got to suck up to his father? Who knows. Perhaps Jr. is Bowser’s only real child? In any case, poor Morton is without a doubt adopted, regardless of whether all seven Koopalings are universally. His shell/skin color, unique birth mark, and his name all point to him coming from another Koopa. If Morton really was Bowser’s son, the Koopa King would be Morton Sr. In any case, the locking up of the Koopalings hasn’t left them unscarred. Lemmy shriveled up into nothing. Iggy couldn’t take it and went insane, becoming a psychopath. Morton, however, was hit the hardest. The long time spent in isolation turned Morton from a pushover blabbermouth into a mindless killing machine.
STATS
Weight:
8
Size:
7.5
Falling Speed:
7
Power:
5
Attack Speed:
5
Priority:
5
Traction:
4
Range:
3.5
Aerial Movement:
3.5
Recovery:
3
Jumps:
2.5
Movement:
2
Surprisingly for the most part Morton has a relatively average set of stats. The only part of the typical heavyweight that really caries over to him is the weight and movement. So. . .What’s the guy do if he can’t KO or damage rack? Well, he can do both quite well, but it relies on his ability to trap and stun the foe. His recovery is one of those obligatory situational recoveries. Unlike the standard portal recovery, though, he actually needs it do other things, thus he’ll be caught off-guard without a recovery more often.
SPECIALS
UP SPECIAL – Doom Pillars
Morton undergoes no animation for this move and can use other attacks immediately, though a slight warning sign briefly flashes above Morton at the top of the screen and a sound clip plays to telegraph the move. Half a second later, two pillars as wide as his father come down from the top of the screen and hastily drop down onto the ground on either side of Morton, reaching all the way to the top of the screen. There's around the space of 1.5X Bowser's width in the middle of the two pillars. If there’s no ground, they go off the bottom blast zone. The bottoms of the pillars are spiking hitboxes as powerful as Ganon’s dair, and if they hit anyone on the ground they’re trapped underneath the pillar until it retracts.
The pillars stay where they are for 5 seconds and are completely solid. While this would make it an easy way to gimp, the spiky sides of the pillars deal 5% and weak set upward knockback, meaning they can just juggle themselves on the pillars to regain their extra jumps until the pillars retract. So. . .How is this a recovery? It isn’t. Fascinating. Once the pillars retract, you can’t bring them back down for 12 seconds.
If you input this move before the pillars come down but after the warning appears, you’ll delay their coming down by another half second. You can keep delaying the move as long as you want, and there’ll be no warning as to when the pillars come down. The foe will still know –where- they’re going to come down from the initial warning, though, so they’ll still generally stay the hell away.
SIDE SPECIAL – Shell Charge
Morton tucks into his shell in what’s essentially a clone of Squirtle’s Side B, thankfully complete with the low lag. The hitbox is much larger and Morton absorbs projectiles, but it keeps in tact the horrendous power of Squirtle’s version, surprisingly. 4% and horribly weak knockback. This allows you to bypass your horrible movement, if nothing else.
If you use this move into a wall, you’ll ricochet off of it and go back in the opposite direction at double the speed and power. This maxes out after 4 ricochets for 32%, knockback that kills at 70%, and 1.2X Sonic’s run speed. Morton can keep this up as long as you want, but he’ll probably run out of stage before then and he slides forward a good bit as he comes out of it if he’s at high speeds.
Obviously the main way to use this is with your Doom Pillars. Gain some speed, then launch out at the foe when the pillars retract. That or even better, trap the foe inside the pillars with you. If this is used in the air you can angle this slightly upward and downward, allowing this to be a godly recovery as you climb your way up the pillars, ricocheting back and forth.
NEUTRAL SPECIAL – Fireball
Morton starts taking a deep-breath, rearing his head back for as long as you hold the button. This has a very slight suction effect on foes, but this part of the move has no hitbox. Once you release the button, he spits forward a single fireball with identical properties to Mario’s, though it homes in on foes. Unfortunately, it can be reflected by any attack in a Zelda-esque fashion.
While Morton is taking a deep breath at the start of an attack, he can absorb his own fireballs, so if the foe sends a fireball back at you they’ll just have a larger volley to deal with. If you’re too lazy to send them back yourself, you can always just let your Doom Pillar reflect them seeing the fireballs ricochet off walls.
DOWN SPECIAL – Claw Extension
Morton extends out his claws for as long as you hold the button. This takes as long as it does for Diddy to drop 2 banana peels to fully charge. You can make his claws extend out less by letting go of the button early, and if you press the button input when the claws are extended out their maximum they’ll retract. This largely affects his tilts. . .
STANDARDS
NEUTRAL A – Shell Shield
Morton turns around and juts out his shell like Bowser does in his bair. Around the same starting lag as said move, but no end lag. Deals 7% and knockback that KOs at 200%. More importantly, you can hold out this move indefinitely to abuse the disjointed priority to absorb projectiles. Coming out of this has no end lag, and there’s still a hitbox on the move that deals 4% and flinching. A shame most of those disjointed swords can reach past your shell and hit you, but this destroys jointed priority.
FORWARD TILT – Grinding Slash
Morton slashes forward with absolutely laughable range, average priority, 8%, knockback that kills at 200%, and as much lag as Wario’s ftilt. It might see some use if not for the range, but the Down Special can increase the length of your claws to reach out as far as Bowser’s ftilt. Unfortunately only the tip of the claws are a hitbox. . .But they’re a grab hitbox, and they still do 8% as they grab the foe. Very nice indeed, but this has tether like properties in that there’s horrible ending lag as you wait for your claws to retract after use (You don't have to re-extend them with Down Special, though). Furthermore, if a foe hits your claws as they’re retracting or with a disjointed attack as you bring them out, they’ll shatter and you'll have to use Down Special again.
If you use this move with your claws extended against a Doom Pillar, you’ll grind your claws against them and cause the pillar to start spinning around. Anyone trapped under the pillars will take 10 hits of 1% per second, though this shreds Morton’s extended claws away, shredding fully extended claws after 3 seconds.
UP TILT – Handstand
Morton does a handstand. Needless to say this is awkwardly laggy for someone as inflexible as Morton, and the little stumps that are legs have laughable priority and only do 4% with pathetic set knockback.
If Morton has his claws extended, though, he’ll use them as stilts as he performs the handstand. . .Of course, they’re not nearly strong enough to support his weight, causing them to shatter as he falls back down with a thunderous crash, having superarmor as he does so. This does 18-26% based on how far he fell, and if his claws were at least halfway extended he’ll pitfall the foe. This version of the move has less starting lag but horrible end-lag, meaning your time to capitalize on the pitfalled foe is minimal.
DOWN TILT – Skewer
Morton turns to face the camera/background, then smacks both arms out to both sides for properties identical to the slash in the ftilt but slightly weaker. With extended claws, his claws become grab hitboxes on both sides reaching out potentially as far as Bowser’s ftilt, though like Morton’s ftilt the claws have to retract after he grabs giving the move bad ending lag (Though, again, he doesn't have to re-extend them with Down Special). This also has a decent bit more starting lag then the ftilt. Foes can shatter your claws in the same manner as the ftilt. It’s possible to grab 2 foes with this move, but you can still only throw one at a time meaning one will probably escape while you’re throwing the other.
DASHING ATTACK – Temper Tantrum
Morton starts stomping forward as if he’s having a temper-tantrum, doing exaggerated strides. This makes him go a bit slower then his regular dash speed, but every time he stomps down anybody on the same platform within half of Final Destination in front of him will take a brief bit of hitstun. It’s not nearly enough to actually take advantage of, but Morton’s next stomp will come down just as the previous stomp’s hitstun expires. While this isn’t one of those “keep running” dash attacks, this move cancels into itself very, very well due to very low lag. The only downside is the long duration. If Morton actually stomps a foe, they’ll take vertical knockback and 6% and Morton will laglessly come out of the temper tantrum. What it can do, though, is give you a good approach as the foe is unable to do anything as you make your way up to them. Morton will stop this attack with a good bit of lag if he comes to a wall or edge, so don’t think you can just stomp in place to do infinites.
SMASHES
FORWARD SMASH – Headbutt
Morton slams his head down in front of him with the starting lag of Ike’s fsmash and the range of Wario’s fsmash with decent priority. This is Morton’s most powerful move, dealing 23-32% and knockback that kills at 95-65%. The ending lag is nastily high, meaning you can't afford to whiff this move. This should see very conservative use – only to finish a foe you’ve stunned.
UP SMASH – Flame Wheel
Morton rears back slightly for the move, then breathes a wheel of flame out of his mouth roughly Wario’s size. The flame wheel goes up 1-5X Ganondorf’s height based on charge and deals 10% and average set knockback on contact. The flame wheel steadily goes down at 25% Jigglypuff’s falling speed, horizontally homing towards the nearest foe at the speed of Ganon’s walk. It vanishes upon making contact with the ground, meaning charging is necessary to make this useful, making the low lag rather meaningless unless you’re sending it an off-stage foe. The charged version is more useful to try to encourage foes to stay out of the air, and it won’t vanish upon dealing it’s damage either. You can only have one flame wheel out at a time.
DOWN SMASH - Earthquake
Morton leaps Ganondorf’s height into the air during the charging animation, then rotates around 3 times in mid-air as you continue to charge. This awkward charging allows him to dodge some attacks and makes it easier to charge, but it’s still too laggy to use normally. Upon releasing the charge Morton falls down to the ground, causing the stage in front of and behind him to suddenly bulge out upwards in a cartoony fashion and travel forward/backward.
The amount of these land masses depends on how many times Morton rotated, 1 in each direction per rotation. The shockwaves are Peach’s size and travel at Bowser’s dash speed half of Battlefield. They deal 10% and a good bit of hitstun each. The last shockwave in each set does knockback that kills at 160% rather then the hitstun. These can go “under” walls and such due to them not being true projectiles as well as destroying underground traps/hitting underground characters. This means you can charge the move safely inside your two doom pillars then watch as all hell breaks loose as they go under the pillars and hit the foe.
AERIALS
NEUTRAL AERIAL – Shell Block
Morton turns to face away from the screen, then juts out his shell backwards towards the camera. This has low starting lag and creates a large disjointed hitbox that does 11% and knockback that kills at 170%. Morton continues to hold his shell out for a awkwardly long time afterwards as he stays in the stance, the shell not being a lingering hitbox. However; it’s solid like a wall and the shell absorbs any and all attacks. This move has no landing lag and can interrupt the move early, meaning this is a good move to encourage the foe to get out of the air seeing they can’t hurt you there. The main thing preventing you from spamming this to stall is the awkward lag on Morton’s first jump. Attempting to use the wall-effect of Morton’s shell to edge-guard is possible, but will likely lead to a self-destruct due to the stupidly long duration of the move.
FORWARD AERIAL – Wall Walker
Morton goes on his back mid-air quickly so that his feet face forwards, then kicks forwards for a move as fast Dedede’s bair with enough worse range, much less priority, and only 7% and weak knockback that KOs at 220%. Assuming Morton actually hits someone with this, he’ll do somewhat of a horizontal footstool, getting propelled backwards a bit.
If this is used against any form of wall (Even a ledge) Morton will cling onto it and start walking up it like his Super Mario World boss fight. This allows you to climb up your Doom Pillars much faster then with Side Special. While climbing, you can just jump off regularly of instantly cancel the move into dair by pressing A or B. You can’t cling to ceilings directly, but if you walk up a wall to reach a ceiling Morton will turn onto it. Yes, this can be used to go under the stage, but due to Morton being unable to cling to ceilings directly and having to constantly keep going forward he won’t be able to stall for long.
BACK AERIAL – Impale
Morton performs Bowser’s bair with worse range due to his size, then proceeds to turn downwards. Morton’s shell is a lingering grab hitbox all the while that impales foes on his spikes and deals 8%. The turning has an awkward bit of lag here. Whether he grabbed someone or not, Morton proceeds to do a very fast stall-then fall. If he still hasn’t grabbed anyone, his shell is still a hitbox here. Obviously this can be a suicide KO, but if you hit the ground you’ll pitfall the foe and deal a meaty 20% to them. If you miss, though, you’ll impale your shell into the ground and have to button mash out as if you were caught in a grab, leaving you laughably punishable. If nothing else, your shell is a disjointed hitbox as it goes underground that does 15% and high knockback which can destroy traps and slumbering Sloths, as well as defend against attacks coming from underground like Lightweight Female Protagonist/Gluttony’s fsmash.
UP AERIAL – 360 Slash
Morton slashes upwards, leaning forward in mid-air as he does so then eventually doing a full 360 to face forwards again. This has low lag with mediocre range and priority and only deals 6% and knockback that KOs at 200%. What’s notable about the move is that it takes Morton as far as Link’s Up B, giving him an alternate recovery to the highly gimpable Side B when he can’t use his Doom Pillars to help him recover. Unfortunately with each immediate repeated use Morton spins a bit farther then a 360 due to gaining momentum, causing him to have extra ending lag as he gets himself into a regular position, meaning he’ll eventually lose more air then he gains by performing this move (The 2nd use barely gains him any air-time, the 3rd use is futile). With extended claws from Morton’s Down Special this move gains some range and disjointed priority, but during the end lag foes can shatter Morton’s claws like with his tilts. More importantly, extended claws can help his recovery by functioning as a tether.
DOWN AERIAL – Ground Pound
Morton turns to face the screen and extends his arms out wide, then near instantly falls to the ground. While his fall speed is insanely fast, you still have control over his aerial DI, unlike the standard stall then fall. His body has generic spiking power/priority as he goes down. Once he hits the ground, he’ll stun anyone on the current platform for damage and hitstun variable based on how high he was when he iniated the move. If he used both his jumps, it’ll be 8% and a seconds of hitstun. If he’s up, say, 4.5X Ganondorf’s height, it’ll be 25% and 4 seconds of hitstun. While this hitstun might sound very scary, the only way Morton’s gonna get that high is by using his Side Special in-between his Pillars and then dropping down, meaning most of the time the foe’s stunned he’ll be trapped between the pillars. This goes straight through dodges, meaning foes –must- jump to avoid it.
THROWS
GRAB – Standard
Nothing to see here. It’s a rather mediocre grab with properties similar to Ganondorf’s, but it at least gives him the option to grab at all with unextended claws.
PUMMEL – Slam
Morton grabs the foe by their hands, then spins around as he hefts them over himself briefly and slams them down behind himself. 5% and the laggiest pummel in the game. Causes Morton to turn around.
FORWARD THROW – Butt Slam
See Dedede’s dthrow. 6%. This can chain-grabs against Doom Pillars, and while you have far better options when inside a pair of doom pillars with a foe, if you missed and you’re both next to a single pillar chain-grabbing them against it wouldn’t be a half-bad idea. This can’t chain-grab against regular walls due to the spikes on Morton’s Doom Pillars giving the foe enough hitstun for Morton to re-grab which regular walls lack.
BACK THROW – Armlock
Morton keeps his grip on the foe as he turns around to hold them in a sort of awkward reverse grab, then spins around to get the foe behind the position he was originally facing in typical bthrow fashion. Morton proceeds to fall down backwards to impale the foe on the spikes of his shell for 7%, still keeping his arms linked with the foe, leaving you both lying on the ground together. From here, both you and the foe can get up normally or use a rising attack to get out of the grip, but if either of you chooses to roll Morton will hang on and deal an additional 8% to the foe as they roll about with his spikes impaled in their back. Afterwards you’ll separate and get up, facing away from each other. Your bodies deal 6% with average priority to anyone else who happens to come by during your struggle with the victim. Getting up regularly has a bit more lag to input then rolling meaning it’s not a true option, and if the foe insists on breaking the grip via a rising attack you can predict and punish it with your own rising attack.
UP THROW – Thrust
Morton impales the grabbed foe on his claw if they weren’t already, then thrusts his claws upward to knock the foe off for 8% and vertical knockback that kills at 180%. The foe deals 8% and the same knockback to any other combatants they come into contact with on the way up. This throw will send up both foes at once if you grabbed two via dtilt, and the trajectories they’re thrown at means they’ll be thrown into each other for a glorious 16% on two foes at once.
DOWN THROW – Weights
Morton takes off his spiked armbands and fastens them around each of the foe’s legs, prevents the foe from using their first jump or dashing. This is obviously one of the easiest ways to force your foe to stay grounded for your dsmash/dair to actually make contact. This lasts forever until the foe grabs and pummels you to put the armbands back on you or waits long enough for their idle animation to occur at which point they start to take the armbands off by themselves, taking a good half second. If this happens, you can’t use this move for the rest of your stock. If you keep using dair/dsmash, though, they’ll keep having to dodge your attacks and thus won’t have enough time to take the armbands off. This helps encourage the foe to approach Morton, seeing they can’t really get away from him in this state. Without a doubt one of Morton’s most important moves.
FINAL SMASH – MORTON’S CASTLE
Morton roars as the camera zooms in on him and the Wii breaks from being unable to process a stage change for the Final Smash. You then realize that you’re playing this epic game on a half decent console that isn’t Wii.
When the screen zooms out, you see that you’re playing on his old SMW boss arena rather then the stage you were previously on. The only difference from the picture is that the walls go down all the way into the lava. It’s as wide as Battlefield’s main platform, but is entirely boxed in. While this means you can’t KO, the foe doesn’t have much of a place to run from you as you damage rack them up to all hell, abusing your fthrow, fair, dair, and Side Special. Every time you use the dair, the walls will close in closer together by Ganon’s width. Eventually, the foe won’t exactly have much of a place to run.
In addition, your Up Special is now replaced now that you have walls on either side of you already and don’t need to recover. Using it causes the platforms making up the floor to start falling apart two at a time, going from the center to the edges. The lava deals 10% per second you’re in it, but not hitstun or anything, making it essentially a bottomless pit. Morton can still recover if he’s close to the walls via fair, though generally he’ll want to get them close together via dair so he can use Side Special to stay in mid-air indefinitely and make his body a deadly hitbox in the process.
The Final Smash lasts 13 seconds. It requires some actual thought to make good use of, but skilled players will find this one of the more beastly Final Smashes available.
PLAYSTYLE
Morton ultimately wants to trap you in-between his two pillars. That’s pretty much what it all boils down to. Once inside, he can use Side Special to damage rack you to all hell. So. . .How do you get the foe to sit tight long enough to get caught in it? You bring down the pillars early to allow you time to prepare whatever as the foe can’t do a d
amn thing to stop you. Lengthen your claws, fully charge a usmash fireball, start preparing some Neutral Special fireballs to ricochet around and be unleashed on the foe as the pillars retract, whatever. With longer claws, landing a grab is considerably easier for that ever so juicy dthrow. If they insist on staying in the air where you can’t grab them, go for a bair or just spam nair to encourage them to fight on the ground. From here, you can put up a sort of defensive pressure game on the foe, camping with dsmash and dair, never giving them a chance to take off the armbands. They’ll be as slow as you and have a hellish time approaching through your shockwaves and fireballs. Seeing they’re forced to approach and on the ground in a slow predictable manner, you can just keep delaying the Up Special until the foe finally gets there to bring the Doom Pillars crashing down. This gets you damage while setting you up for your ultimate damage racker. Very nice.
This might all sound very defensive, and that’s because it is. However; once you’ve got the dthrow off you might prefer to switch to a more offensive playstyle. Namely with that dashing attack. If the foe tries to spot dodge it, they’ll just be caught in the next stomp. They’ll be left with no way whatsoever to avoid it while it’s very much possible for them to dodge all your various shockwaves. Once up close, you can start having some fun with your grab-game and with the fact that you have an air game while the foe’s doesn’t exist. You’ll be at a slight risk of the foe grabbing you and getting the armbands off, but seeing your ftilt/dtilt grabs are disjointed you shouldn’t have much problem so long as you stay a step ahead of them thanks to their horrible movement. In particular, grabbing the foe to try to keep them under where a Doom Pillar is going to come down should be a large goal. If the foe tries to run away, use your bthrow and roll towards where it’s going to come crashing down. If you keep staying up in the foe’s face, it’s very much possible to even go for a gimp kill by trapping the foe with you off-stage in your pillars. Just try to make sure that if you miss it it’s sooner rather then later to guarantee your recovery and so that the foe will take some damage from having to juggle themselves on the spikes of the doom pillar.
Morton can swap between the two styles to react to his opponent with little problem. Many characters will refuse to approach simply due to them loving being left alone and camping, in which case you’ll need to go on the offensive. On the other hand, more standard characters are able to resist Morton’s offensive pressure with their attack speed and especially their range should they shatter Morton’s claws. Thus, there’s generally little that shuts Morton out and he doesn’t shut out much anything on his own, unlike pretty much the entirety of MYM sets. Morton does tend to lean more towards the defensive side due to requiring set-up (Though it’s Dingodile esque in that he can do it very quickly and undisturbed) and relying on his claw range up when going for close combat pressure, but playing against him you’d think he’s more an offensive character then anything. He’s a great damage racker with only a couple KO moves, and it’s easy to catch him with no recovery and damage rack him thanks to his size/fall speed/weight. Glass cannon, really.
In FFAs, Morton can obviously just chicken out to try to survive to the final two, but even here there are reasons to go offensive, primairily grabbing two foes at once via dtilt followed by uthrow. In addition, it’s hard to –not- find somebody on the ground to get hit by one of your many stunning moves. While you might not be the one to follow up the stun, you’re the –real- source that’s causing everybody else to drop off like flies so
quickly.
MATCH-UPS
VS. SUBARU:
60/40
While dthrow prevents Subaru from running normally, should she shift to gear two she can run at the speed of gear one, and so on, so it thankfully doesn’t shut her out. Subaru is as good as dead should Morton trap her in-between Doom Pillars seeing all of her momentum is useless in such a tight space and she can’t destroy them, but it’s easy enough for Subaru to simply not get caught. . .Or so one would think. Even without dthrow, Subaru prefers to stay grounded to keep up her momentum. She’s easy fodder for dashing attack and dair, the former in particular. While this might all be fine and dandy, Subaru can make a barely aerial wing road over the stage for Morton to be unable to hit her with these attacks. What’s a Koopa left to do? You can always play defensively in a campy fashion, hiding behind your Doom Pillar. While dair won’t be able to hit her, Dsmash can potentially reach her on her barely aerial Wing Road and you’re given all the time you want to set-up, particularly for lengthening your claws. Subaru doesn’t have much of an answer to your long range grab that goes straight past her cute little shield. It’s not easy to get her trapped, but it’s far from impossible and with her limited gears she’ll be struggling to finish you off.
As an added bonus, Morton’s also the only character in the game without a 0/100 match-up against Subaru due to him being able to easily reach her when she just stalls forever at the top of the screen with wing road. Up Special + Side Special/Fair will make the b*tch come down and fight like she’s supposed to quickly enough.
VS. LIGHTWEIGHT FEMALE PROTAGONIST:
57.5/52.5
Lightweight Female Protagonist laughs at your attempts to box her in your own walls with Up Special as she casually slips out with Side Special. . .But why the hell would you want to waste your recovery boxing her in? She’s already kind enough to do that for you! She wants you to approach? Why would you bother making your way through that hellish invisible maze? Just spam dair/dsmash and prepare your claws, send up a usmash fireball. Go nuts. . .Until she uses her Up Special and prevents you from phasing her with those moves. Fun times. This means Morton has to approach, which in all honesty he can’t, especially without his dashing attack. Lightweight Female Protagonist will get ridiculous sums of damage on Morton as he makes his way to her, though the moment he catches her in-between some walls he’ll more then make up for it with his Side Special. While she can always just abandon ship and flee before he gets there, she’ll have to go on the ground in order to do so, leaving her vulnerable to Morton’s earthshaking attacks.
Lightweight Female Protagonist will struggle to get any profit off of boxing Morton in, seeing if she tries to take advantage of it by popping in with her Side Special she’ll just be ***** by your full momentum Side Special. This shuts out her main KO move pretty cleanly, and Morton is only all the more painfully difficult for Lightweight Female Protagonist to KO seeing his recovery is perfect when he saves it for actual recovery, though it’s possible for her to bair him to his death before the pillar comes down. . .Good thing too, seeing that’s the only way she’ll KO the fat f
uck. Morton has a much easier time KOing her seeing he doesn’t need as much damage to finish her (Though Lucy will overall get more in, no questions asked) and one landed dair makes Lightweight Female Protagonist an easy target for a fsmash.
VS. WARIO
55/45
Forcing Wario to stay on the ground with your dthrow is mind numbingly frustrating for the fat Italian. Without his air-game, Wario is utterly unspectacular. While his bike will absorb your dair and dash attack, dsmash shockwaves hit both him and his bike. The bike can limit what you can do to Wario when he’s grounded, but once it’s destroyed you’ve got a good bit of free time to mess with him before he can spawn another. In addition, he can’t take off his armbands when he’s on the bike either. Your range looks perfectly acceptable next to Wario’s, and with nice lengthy claws outranging the greedy b
astard couldn’t be easier. Without his bike or his air game. . .What’s he gonna do? Spam fsmash? Granted Fsmash is quite powerful and his bike respawns pretty quickly, and you still have to get in a grab in the first place to ground him. Getting in the grab isn’t too hard due to how much you outrange him with your claw grab, but he’ll certainly get in a decent bit of damage before you do. While Morton severely limits Wario’s options, “fsmash spam” isn’t that terrible of a strategy, considering it’s easily among the best KO moves in the game.
VS. THE COUNT:
50/50
Your dthrow does nothing to dissuade the Count. He has no aerials anyway, so why would he want to jump? His Up Special allows him to bypass your groundshaking moves anyway. Your prime target for the dthrow should be Zondark. He’s easy to pressure, and you can use him as a punching bag to rack up the duo’s damage. In addition, your dtilt is actually relevant in a 1v1 match-up in that you have two targets to grab. While the Count will just sacrifice Zondark to Godhand to heal all the damage you did, once he’s gone taking down the Count becomes much more manageable. Still, the Count’s special dsmash allows him to approach/retreat under your pillars as he wishes when you’re setting up/aiming to damage rack him, so he’s not a slouch on his own either, and his Up Special of course still allows him to bypass your ground moves. Considering how crippled he is without Zondark, though, it can still go either way. While Morton has somewhat of an advantage just due to how much the Count struggles to grab, he’ll get enough of a lead at the start while Zondark’s around before the true battle begins.
VS. THE GREAT MIGHTY POO:
50/50
GMP can flee from you in a fashion similar to the Count, meaning you can’t trap him in-between your Doom Pillars. Thus, Morton will want to use his walls to block GMP’s camping and use his own earthshaking camping to go around the walls. Rather then chasing after GMP to get him to come in-between your Doom Pillars, force him to come to you camping inside them, then punish him for his foolish mistake via Side Special. No matter where he goes to, there’s not much he can do if you’re inside the pillars, and considering how horribly he does in the air he’s highly vulnerable to Morton’s earthshaking moves in general. What GMP will want to do is to mostly just stall and abuse his sh
it holes, constantly going in-between them until the Doom Pillars retract.
This is somewhat effective (Though far from ideal), and once the pillars retract GMP can go about camping normally. While Morton can go for a dsmash to absorb the projectiles and stay in mid-air to avoid projectiles, GMP can just aim his poo to hit him as he rotates in mid-air. Once Morton gets within half Final Destination’s length, though, it’s easy enough for him to close the remaining gap via Dashing Attack. Thankfully GMP’s trap can interrupt Morton’s temper tantrum and prevent him getting that close too quickly, ensuring GMP still gets his fair share of damage before Morton gets to him. Once Morton gets there, though, his grab-game will ensure he overall gets more damage then GMP, particularly considering his Up Special will of cooled down by now. Definitely not a win for Morton, though, seeing GMP can KO much earlier with his excellent Sloprano KO move that he’ll of no doubt found time to prepare.
VS. REVOLVER OCELOT:
45/55
While Ocelot’s neutral A can go around your walls to stop you from playing defensively, it’s just one bullet at a time, easy enough to spot dodge. Just don’t expect to get a fully charged usmash off and don’t expect to fully extend your claws in one go. Climbing up your walls to prepare a dair with fair will keep you moving fast enough that Ocelot’s bullet won’t hit you anyway. When the doom pillars retract, Morton can defend himself from Ocelot’s horrific 48% camping bullets with his dsmash shockwaves, so in general Ocelot’s camping isn’t much to worry about. Those smashes of his are extremely scary, as well as Guns of the Patriots. . .So why approach him? Use your defensive earth-shaking camping. He can’t reflect it, so this is pretty much your only way to damage rack him without putting yourself at the immense risk of his smashes. Go in strictly to get your dthrow at the start and interrupt his smashes via dashing attack to get up close and for the KO at the end after you’ve successfully daired him. You want to stay up in his face as briefly as possible. Both of you will struggle to damage rack each other, and the KOing phase is even if only for how quickly Ocelot dies due to his weight/recovery but how quickly he kills you with his insane power. What makes this slightly in Ocelot’s favor is the blind spots Ocelot finds to do a bit of camping, thus getting a bit ahead in damage.
VS. SILVER:
45/55
Morton couldn’t care less about Silver walling himself in and camping thanks to his earthshaking moves, though Silver couldn’t care less about Morton walling himself in to prepare himself. Both characters have little reason to be defensive here seeing both characters shred through each other’s defenses. . .And Silver can’t really do much offense. Just be cautious of his gimps and save your Up Special for actual recovery if possible. Morton and Silver KO each other stupidly quickly, though Silver can try for KOs right off the bat while Morton has to go for damage, which more often then not means trying to trap him in his Doom Pillars. When it misses, Silver can just grab him through it then proceed to gimp him while his recovery is on the level of Link’s. Fun times. . .Though Silver doesn’t really have much of an option for getting Morton off stage in the first place outside hoping Morton goes berserk with randomized controls.
VS. LEAFEON:
40/60
Ah trap characters. . .Morton can fit into the stereotypical pressure mold quite well when the time calls for it, and he can quite easily interrupt the setting up traps and get right up to the trap character in the process with dashing attack. More often then not they’ll have to be on the ground to start building their traps, which means dthrow isn’t even necessary. For trap characters that rely on staying around a particular trap such as Gluttony’s drool puddle, you can just bring the Doom Pillars down there to have a natural lure to bring the foe there or to just block off the trap. While Tycoon can’t have his trap building interrupted, he’s garbage tier anyway. Arthas can provide problems by having traps that are built by themselves, though his dair –can- target summons despite being unable to target traps. Thankfully traps can ride out dairs and dsmashes, so Morton at least doesn’t ruin all your traps after you’ve shed so much blood and tears making them.
The one thing that Morton fears in trap characters, are ones that can make aerial traps or at least have reasons to be in the air. While Leafeon doesn’t have that much to speak of in that regard, he still has actual reasons to go there which massively frustrates Morton. In particular, fair can consistently trip Morton when he traps Leafeon in-between his doom-pillars should he get it off before Morton picks up momentum, though dthrow puts a quick end to that. Leafeon’s other aerials rely on the quantity of traps he has, and Leafeon won’t have enough traps to make much use of them for a good while anyway. While Morton can pressure Leafeon quite well to prevent him from getting that far, Morton in general does rather poorly once Leafeon has his way with the stage and against trap characters in general. Yeah, he can block off portions of the stage, but then he loses his main advantage. Considering Leafeon will be freed from Morton’s armbands after the first KO, Morton will have considerably more trouble pressuring the guy on subsequent stocks, meaning unless he wants to kill himself just for new armbands Leafeon will probably get the time to set up he needs.