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Remix!
Yes, that eponymous couple - Wiz and Kupa - finally
got together in this, what is surely to be one
of the most flowing movesets
with a great playstyle.
And a great writing style
and a great organisation.
In many ways this moveset is a
spiritual successor to Strangelove
and also Zinger, two of the greatest
movesets by each of the two MYMers used
in what shall surely be one of the greatest
reading experiences of your lifetime.
But why wait any longer?
Lets get right into the main statistics.
THIS IS TECHNICALLY A MOVESET + NO VOTE SPLIT = AUTOMATIC TOP TEN!!
People asked, people questioned: where are Wizzerd and Kupa666?
Where could they have gone for the month of May 2010?
Why did they only post three times?
People questioned them, but...
The truth is...
Where could they have gone for the month of May 2010?
Why did they only post three times?
People questioned them, but...
The truth is...
They made a moveset.
Yes, that eponymous couple - Wiz and Kupa - finally
got together in this, what is surely to be one
of the most flowing movesets
with a great playstyle.
And a great writing style
and a great organisation.
In many ways this moveset is a
spiritual successor to Strangelove
and also Zinger, two of the greatest
movesets by each of the two MYMers used
in what shall surely be one of the greatest
reading experiences of your lifetime.
But why wait any longer?
Lets get right into the main statistics.
STATS
So, as you can see, Wizzerd is
even shorter than Luigi - that's pretty short.
Kupa is roughly twice his size, but around the
same width. It should also be noted that both
travel on the same plain and are constantly holding
hands... don't ask why, it just makes sense.
They have average falling speed, walk and run speed
and jumps and mid-air jumps and such and such
no tether, no crawl, a lousy crouch tbh and some very questionable
weight around that of Lucas for Wizzerd and Marth for Kupa:
he may not look it, but Kupa's pure muscle.
Depending on the move you use, you could
end up using either Kupa or Wizzerd in the
front row, which will be stated by the icon after
each move, with either Kupa or Wizzerd's faces.
Kupa has range but Wizzerd has low hitboxes.
Automatically, Wiz is in the front row.
Both characters take knockback, but only
the player character takes damage.
Actually, thinking about it this moveset
is kind of creepy, so I recommend you don't
read this if you're under the age of 12.
*waits for Wizzerd to stop reading*
even shorter than Luigi - that's pretty short.
Kupa is roughly twice his size, but around the
same width. It should also be noted that both
travel on the same plain and are constantly holding
hands... don't ask why, it just makes sense.
They have average falling speed, walk and run speed
and jumps and mid-air jumps and such and such
no tether, no crawl, a lousy crouch tbh and some very questionable
weight around that of Lucas for Wizzerd and Marth for Kupa:
he may not look it, but Kupa's pure muscle.
Depending on the move you use, you could
end up using either Kupa or Wizzerd in the
front row, which will be stated by the icon after
each move, with either Kupa or Wizzerd's faces.
Kupa has range but Wizzerd has low hitboxes.
Automatically, Wiz is in the front row.
Both characters take knockback, but only
the player character takes damage.
Actually, thinking about it this moveset
is kind of creepy, so I recommend you don't
read this if you're under the age of 12.
*waits for Wizzerd to stop reading*
SPECIALS
OOooh, indents <3
Whoever is in the front tags the person in the back. This negates any of the tagging done after each move, purely for the sake of playstyle. If ever your opponent thinks he knows which of you is going to be in after a move, use this move with 0.35 seconds of start lag and no end lag. This move can be interrupted during the start lag.
Side Special: ***... Butt Man
Immediately with no lag, Agidius jumps out from the current front row player and starts to dance with this tune playing quietly. Any opponent who moves past Agidius automatically trips and this flows into the throw game [that's a little later ;D]. You cannot roll past or otherwise move past Agi without tripping - you have to jump over him, with him taking about an Ike's space of the platform. There can only be one Agidius out on the stage at any given time.
Down Special: Tether
Oh, I guess they do kinda have a tether...
The person in the front row connects a tether to the person behind them - be it Kupa or Wiz, we don't discriminate here, as it always takes 0.55 seconds of lag to do with some minor end lag - you need to be within 0.5 of a SSB to do this. Once you do this, you won't be separated by the side special. HOWEVER - you can no longer tag in your partner. This has obvious mind game potential, but also flows into his aerial game. Like the butt man, your tether only breaks at the end of a stock. If at any time Wiz & Kupa are more than two SSBs apart off-stage, the tether will activate and pull the inactive member toward the active member until he is on a solid platform.
Upward Special: Jet Boots
Thank you Plorf for the idea.
Whoever is in front gets ROB's recovery for 0.95 of the time ROB does, with the same fuel properties. Unfortunately, if you aren't tethered together, the person in the back will fall to their death, as Wiz and Kupa could only afford one pair or something. This affectively means that if you want to recover you need to tether.
Wiz & Kupa do not have any special smashes unfortunately.
STANDARDS
Jab: Taste Wind
Whoever is in front starts BLOWING with similar effects to Squirtle's water gun, with the visceral-nature dependant on who's in front - Kupa blows foes away by one SSB, while Wizzerd blows them two SSBs, but blows foes taller than he is at 1.75x the speed normally. The speed is about one SSB a second, but the user is static while they blow. Kupa cannot blow Wiz.
Forward Tilt: Kupa Throws
Kupa picks up Wizzerd with a minor 0.35 seconds of start lag and tosses him two SSBs in front of him - he hits once for 16% and this only KOs at extremely high percentages. It can also work as an alright gimp - Wizzerd has a downward arc if thrown off stage and causes constant flinching damage, making for some EPIC gimping KOs. It's also good if you just don't like Wizzerd.
If Kupa and Wizzerd are separated, this input operates as a taunt to anger the opponent and make them attack you for mindgames.
Upward Tilt: Wanna Balloon?
With a minimal 0.45 seconds of start lag, Kupa hands Wizzerd a balloon... and that's it. Wizzerd now has a balloon and has similar floating properties to Peach - along with his rocket boots, that's quite impressive. However, the main use of this move is that it extends Kupa's time he can carry Wizzerd on piggyback by 1.25x. The balloon has 0.5% of health [that's real] so it's really vulnerable to attacks by foes.
If they're separated, Kupa takes out the balloon with 0.35 seconds of start lag and starts to blow up a balloon in his hand for another 0.25 seconds, before bringing a pin precariously out of his shorts and popping it for a wide, disjointed hitbox that damages for 12% and KOs at around 200%, but causes flinching that lasts for a good 0.5 seconds.
Wizzerd by himself will realise the GRAVE circumstances without Kupa and starts sucking his thumb with 0.45 seconds of start lag, recovering 3% of damage for every second afterward. Wizzerd has a horrible 1.2 seconds of end lag on this by ending it normally by pressing a normal attack input, but can cancel out of it into his grab with as much lag as his grab has! Phew.
Downward Tilt: Inflation
This is where I borrowed moves from Drifblim - thanks again Plorf!
In this move, Wizzerd copies Kupa (like always amirite) and blows up a balloon - his rubber donut-y shaped thingamajig! This input can only be pressed once per five seconds, but blows up Wizzerd to the point that his rubber thing-y is, after the final fifth time, up to four times larger, making it difficult for foes to hit him at all unless by an aerial. This has the opposite effect of the balloon, making it 1.25x as difficult for Kupa to piggyback [eurgh] Wizzerd for every time he blows up his float thing. However, every input also makes Wizzerd's grab 1.2x more difficult to mash out of and 1.5x as floaty - I hear playstyle afoot~!
If just Kupa by himself, this operates as a way to hit foes on the ground - with his fsmash, but directed forty-degrees downward with fixed charge of 1.1 seconds and the same damage / horizontal knockback. Yay for mindgames!
SMASHES
This is the point when most people will start skimming.
Forward Smash: The Circle of Life
If Kupa and Wizzerd aren't together - tethered or not - this move is a generic PAUNCH by whoever is in the front row that deals 25-35% with 2.55-3.1 seconds of start lag and KOs at around 100% - with no unique properties whatsoever. Very hard to hit with, but very good at KOing.
However, if they are together, Kupa picks up Wizzerd by the stomach and puts him on his shoulders, carrying him above. The charge is when you are picking up Wizzerd, the animation being Kupa touching Wiz... that sounds wrong.
For every second held, the input translates into 0.75 of the time with Wizzerd on Kupa's back. In this form, Kupa cannot be tripped and has super armour, but can only use moves involving the legs while Wizzerd takes care of any moves involving the arms. This makes them a lot more versatile and flow better of course, but also leads to more disjointed hitboxes and less priority. However, if you are not careful, Kupa can run off the edge and will likely die - he has bad traction in this form, which is usually good btw.
Upward Smash: Throw the Baby!
Kupa, with minimal front-end lag of about 0.35, picks Wizzerd up and throws him from 1-3 SSBs depending on how much you charge. Wiz is a disjointed hitbox that has high vertical knockback for this very telegraphed move, upward on the way up and downward on the way down. If he catches someone on the way down, they will be caught in his rubber donut-y shaped thingamajig and be trapped in his grab for 1.75x as hard button mashing to get out. When caught, there is significant end lag, so don't use this move lightly.
If the two aren't together, then this move is just like the forward smash.
Downward Smash: Naughty Boy!
This move is purely to keep Wizzerd out of the way while Kupa KOs. The charge is when Kupa is again touching Wizzerd - for every second the input is held, the resulting is 0.5x times in seconds. That sounds confusing... So anyway, Kupa starts scolding Wizzerd for 0.65 seconds of lag, from then on the above applies - for that amount of time, Wizzerd sits on the floor holding his head in his hands with visible tears. After the time has elapsed, he will get up and run toward Kupa crying until he reaches him. Throughout all of this, Wizzerd is invulnerable. This basically allows Kupa to use his forward and upward smash to KO.
AERIALS
Neutral Air: Stagnant Air
I think Kupa has gas.
A puff of green smoke appears behind whoever is in control that lingers for 1.1 seconds - this deals constant damage to foes of 3% per 0.4 seconds hit, dealing flinching knockback. Its real use is obviously in stopping foes with good aerial manoeuvrability [big word D:] from attacking Wizzerd or Kupa within the confides of this smog. It also destroys projectiles / has infinite priority.
Forward/Backward Air: Revival!
Behind or in front of Wizzerd or Kupa, depending on the input, their partner will taunt in mid-air! Wow, how useless... but wait! If the other character has been KO'd somehow, they will be revived with 0.85 seconds of lag! This is why your opponent really wants to be on his toes with Wizzerd or Kupa666 in the air. This can only be used successfully once per ten seconds and obviously doing it off-stage is going to kill your partner unless you immediately tether!
Downward Air: Stall 'n' Fall!
Put simply, Kupa will start to logically drop right down in lieu of gravity, hitting foes with a severe downward knockback force and 12% damage, falling at the speed of Kirby's down special. He can slow his fall, though, by use of the up special - slowing him 1.25x per 0.5 seconds until he's motionless, with all the same stats of damage and knockback intact until that point. Remember, don't kill Wizzerd!
Without Kupa, this move will turn Wizzerd into Kupa! This takes a good five seconds, though, with each input adding one second - if interrupted - to this counter, until he turns into Kupa with full on temporary invincibility as Kupa bursts out of Wizzerd with blood everywhere! DIE WIZZERD DIE!
Upward Aerial: ???
Wizzerd or Kupa do the unthinkable - literally. They stop moving, hovering in mid-air with no animation, perfectly still for a maximum of two seconds, or until the input is let go of. This, along with their very hard-to-read aerials that are very powerful, makes them an amazing force in the air. This only effects one member of the tag team, though, so don't use it off-stage. Not that you would, but you've done some stupid things before...
THROWS
The grab is just a normal grab that doesn't deserve its own ****ing section god dammit.
Pummel: Rubber Dingy
This pummel is very significant - it's very important to read, okay? Wizzerd starts to move his rubber floaty thingy off of his body, which takes a good 0.35 seconds. If you used the up smash to grab an opponent, this is where the pummel ends and the foe is now in the donut. If not, then it takes a further 0.25 seconds to put it on the foe, with the donut going back on Wizzerd if this fails. Once the donut is on the foe, this input blows up the donut thingy regardless of who it is being controlled, with it being increased in the same manner as Wizzerd's down tilt.
With the donut on the foe, you can then disengage them with minimal end lag. From this point on, they must continue to button mash, taking from 1-3.4 seconds to pop the donut thingy depending on how much you blew it up. While it's on them, they are stuck in a standing position and perfectly open to attack from Kupa's KOing move(s). Once out of the donut, the foe can immediately input, so you gotta be fast! This is where the moveset all comes together!
If you have only Kupa, your pummel is a generic pelvis thrust into the opponent, dealing a typical 2% per 0.5 seconds.
Throws: Catch-And-Release!
Bringing together another part of this moveset, Kupa grabs a Wizzerd who is biting at him childishly and angrily, attaching them to a cartoon-y version of the foe's behind, whereby he then kicks Wizzerd off in a fashion similar to Ganondorf's forward tilt, traveling a similar distance to Kupa's forward tilt. If Wizzerd is carrying a balloon or he or the foe have blown up donut-y things, this obviously effects their trajectory and the foe cannot escape until they mash out.
Without one of the team, this turns into a generic spartan kick without the Wizzerd biting part, with 8% damage and kills at around 200%.
FINAL SMASH
Here ya go Sundance!
Wizzerd and / or Kupa step into the background, as Giant Yoshi appears! He's just like normal Yoshi, but giant and invincible for fifteen seconds!
EXTRAS
The SSE opens as Kupa types on a typewriter for a few seconds. Shortly thereafter, he throws the paper into the air, forming the title screen of the SSE. It is not until much later on that you actually see and play as Kupa and Wizzerd.
Kupa is first playable when Donkey Kong and Diddy Kong first take on the minions trying to steal the banana - after the bullet bills are deflected by the pair, BKupa stumbles out of the forest with the obvious "BKUPA" flashing across the screen. The two Kongs *facepalm* and the party carries on as normal. BKupa is not playable as such, but does assist whichever Kong you play as for as long as they're alive, acting as a sort of permanent tag member - except in boss fights.
The first time you see Wizzerd is when Captain Falcon meets up with Captain Olimar, you see the character [wearing the outfit as seen in the moveset] crying amongst the Pikmin with "WIZZERD" flashing across the screen. Captain Falcon tries to comfort him, but Wiz only pushes him away and weeps louder, until Captain Olimar hands him a flower off of the top of one of the Pikmin and he decides to come along. He is unplayable, however, except that, like Kupa, he helps whoever you are playing as.
Donkey Kong's party meets with Captain Falcon's, exchanging a brief hug before continuing on as a team, with the obligatory "KUPA AND WIZZERD" flashing across the screen. This is really where their little story arc ends, as it would be kind of difficult to give them a boss.
PLAYSTYLE
Now you're finished reading Wizzerd and Kupa, you're probably thinking to yourself, "when is the voting period?" Well, hold your horses bucko! First of all, I need to tell y'all how exactly you play this very versatile and flowing moveset.
Your first objective should be to set up butt man and your neutral air purely to nerf your opponent so you can then set yourself up to the point of actually being viable - Wizzerd and Kupa have a hard time in Smash without some minor set-up, at least. Firstly, you'll want to blow up Wiz's donut as quickly as possible and this means tagging out. Blow him up as much as possible, as this will help out later. Depending on how much time you get, you can either put Wizzerd down with down smash or throw him around some, with out without his balloon. You want to be very careful not to get him killed, however, as you really need him for any chance of KOing.
After set-up and nerfing your foe somewhat with your traps, that's when you move onto damaging - the hardest part of the game for this tag team. You'll want to use lone Kupa's throws and pummel main for damaging, which means getting close / maybe abusing butt man. If not separated, use the forward smash to get the drop on your opponent with the regular forward smash or try and grab them, at which point you can indeed put the donut on them still.
If you can damage your opponent up to that magical 100%, KOing all too easy for the well-prepared Wizzerd and Kupa player. You can even place a fully blown up Wizzerd at the stage side to keep enemies from recovering properly! You are mostly just going to want to grab them, then from there, depending on who you're fighting, you're going to want to either throw them with Wizzerd attached, at any high percentage most likely to their doom or you're going to want to put the donut on them, which is must safer but can be popped.
To KO, you're obviously going for the forward smash first after putting the donut on them, but if you screw up, Wizzerd doesn't get another donut and you're pretty much screwed. At this point, you would be smart to both throw Wizzerd with the forward tilt and use your down air in unison for the ultimate gimping force. Of course, you can also use your jab in an obvious fashion to gimp your opponent's recovery as well, and don't forget your downright broken up special - even with regular Mario stats, it's difficult to KO Wizzerd or Kupa with those.
The tether makes things a little complicated, but can be useful. If you wish to throw Wizzerd as a last shot at gimping, you could always attach a tether as well, but he's useless at that point anyway. What is recommendable is that you throw him, when blown up fully, then let him slowly recoil upward toward you and try to block the edge. This is a tremendous gimp, but actually getting your opponent off-stage while also having a fully blown Wizzerd is very difficult. And lastly, your neutral special is a flincher, so that's obviously useful against recovering opponents.
Remember that the tether cannot be broken - you're stuck with whichever member you choose and Kupa is obviously the one you want in, but if you're tethering, you're practically losing Wizzerd and thus you're going to have a hard time KOing without the donut. It's really best just to use as an absolute last resort if you try to KO, but also want to damage your foe on their new fresh stock. Remember that you can also revive your team mate with your forward or backward air, but this is very difficult.
And that's much you can do with the character, just remember that you're really always going to want to keep them together for as long as possible - abuse that down smash to your liking to get Kupa on his own.
MATCH-UPS
Vs. Axel Gear: 20/80
Against Axel Gear, you may well be screwed, as you have few ways to knock out vertically and the excessive speed of Axel is a trump card to your relative mediocrity. You're going to find it hard to set up with his projectiles and he's going to have all the time in the world to power up his resources to their max.
What you do have to your advantage is that you have several ways to gimp Axel Gear in mid-air with your neutral air which can break projectiles, Wizzerd throws and even your down air may be useful, but Axel Gear has the massive advantage of very good aerial options, which means he can bypass your butt man, neutral air or Wizzerd throws by themselves, so you'll have to get creative to stall him. Remember you can also use your jab to keep his jetpack-flying rat *** off-stage.
If you can somehow get your balloon, throws or donut up to shape, you can put up a fight - grab Axel Gear and throw him into his lightning barrier, or hit him with your forward smash whenever the given opportunity and he'll go down as easy as anyone else. The problem is definitely finding an opening, as his traps are much more powerful than your whimsical, but utterly destructive ones (when used correctly).
Remember that your up special is entirely useless if Axel goes for the vertical KO, but he isn't really supposed to do that anyway. What with how the lightning barrier really emphasizes damaging over knocking out, Axel forces your weakest playstyle out of you.
Vs. Bob-Omb: 100/0
This one's obvious enough - Bob-Omb always KOs himself first, making himself an impossibility. Ignoring that, you really do have quite a good amount of options to avoid his mindgames and super armour by abusing Wizzerd or use of your fully-powered forward smash in tandem with your balloon. With the amount of interupptions you have at your disposal, you can easily stall Bob-Omb and minimize his moveset, as he also lacks any decent aerial game.
Vs. Forretress: 60/40
This is a very interesting match-up, as both need lots of set-up time to work effectively, but Wizzerd and Kupa have the slight edge in being able to actually flinch Forretress and blow away those spikes with jab.
Before anyone asks, no, the spikes cannot pop Wizzerd and Kupa's balloons or donut. Really, this is an alright match-up for the pair - butt man can handsomely go to work on tripping over any stray Pinecos and your neutral air is useful in halting any aerial attack by Forretress, while your aforementioned jab works at pushing him away. In all of this time, you can affectively blow up Wizzerd, give him a balloon or set up however you like, but the problem will be grabbing Forretress.
With your rocket boots, you aren't that vulnerable to horizontal KOs, but those spikes are really going to screw you over if you get near enough to Forretress to grab him, which you will always need to. The fact of the matter is, though, your neutral air can destroy projectiles and those spikes are just going to be worthless while you set up.
Without the spikes, Forretress is as bad as damaging as you are, maybe even worse and you force him to approach, which, with butt man permanently out, you should be able to cut off at least half of one of the platforms. Don't under-estimate him, though - you still need to grab Forretress and you'll run into a lot of spikes this way.
OOooh, indents <3
Neutral Special: Tag
Whoever is in the front tags the person in the back. This negates any of the tagging done after each move, purely for the sake of playstyle. If ever your opponent thinks he knows which of you is going to be in after a move, use this move with 0.35 seconds of start lag and no end lag. This move can be interrupted during the start lag.
Side Special: ***... Butt Man
Immediately with no lag, Agidius jumps out from the current front row player and starts to dance with this tune playing quietly. Any opponent who moves past Agidius automatically trips and this flows into the throw game [that's a little later ;D]. You cannot roll past or otherwise move past Agi without tripping - you have to jump over him, with him taking about an Ike's space of the platform. There can only be one Agidius out on the stage at any given time.
Down Special: Tether
Oh, I guess they do kinda have a tether...
The person in the front row connects a tether to the person behind them - be it Kupa or Wiz, we don't discriminate here, as it always takes 0.55 seconds of lag to do with some minor end lag - you need to be within 0.5 of a SSB to do this. Once you do this, you won't be separated by the side special. HOWEVER - you can no longer tag in your partner. This has obvious mind game potential, but also flows into his aerial game. Like the butt man, your tether only breaks at the end of a stock. If at any time Wiz & Kupa are more than two SSBs apart off-stage, the tether will activate and pull the inactive member toward the active member until he is on a solid platform.
Upward Special: Jet Boots
Thank you Plorf for the idea.
Whoever is in front gets ROB's recovery for 0.95 of the time ROB does, with the same fuel properties. Unfortunately, if you aren't tethered together, the person in the back will fall to their death, as Wiz and Kupa could only afford one pair or something. This affectively means that if you want to recover you need to tether.
Wiz & Kupa do not have any special smashes unfortunately.
STANDARDS
Jab: Taste Wind
Whoever is in front starts BLOWING with similar effects to Squirtle's water gun, with the visceral-nature dependant on who's in front - Kupa blows foes away by one SSB, while Wizzerd blows them two SSBs, but blows foes taller than he is at 1.75x the speed normally. The speed is about one SSB a second, but the user is static while they blow. Kupa cannot blow Wiz.
Forward Tilt: Kupa Throws
Kupa picks up Wizzerd with a minor 0.35 seconds of start lag and tosses him two SSBs in front of him - he hits once for 16% and this only KOs at extremely high percentages. It can also work as an alright gimp - Wizzerd has a downward arc if thrown off stage and causes constant flinching damage, making for some EPIC gimping KOs. It's also good if you just don't like Wizzerd.
If Kupa and Wizzerd are separated, this input operates as a taunt to anger the opponent and make them attack you for mindgames.
Upward Tilt: Wanna Balloon?
With a minimal 0.45 seconds of start lag, Kupa hands Wizzerd a balloon... and that's it. Wizzerd now has a balloon and has similar floating properties to Peach - along with his rocket boots, that's quite impressive. However, the main use of this move is that it extends Kupa's time he can carry Wizzerd on piggyback by 1.25x. The balloon has 0.5% of health [that's real] so it's really vulnerable to attacks by foes.
If they're separated, Kupa takes out the balloon with 0.35 seconds of start lag and starts to blow up a balloon in his hand for another 0.25 seconds, before bringing a pin precariously out of his shorts and popping it for a wide, disjointed hitbox that damages for 12% and KOs at around 200%, but causes flinching that lasts for a good 0.5 seconds.
Wizzerd by himself will realise the GRAVE circumstances without Kupa and starts sucking his thumb with 0.45 seconds of start lag, recovering 3% of damage for every second afterward. Wizzerd has a horrible 1.2 seconds of end lag on this by ending it normally by pressing a normal attack input, but can cancel out of it into his grab with as much lag as his grab has! Phew.
Downward Tilt: Inflation
This is where I borrowed moves from Drifblim - thanks again Plorf!
In this move, Wizzerd copies Kupa (like always amirite) and blows up a balloon - his rubber donut-y shaped thingamajig! This input can only be pressed once per five seconds, but blows up Wizzerd to the point that his rubber thing-y is, after the final fifth time, up to four times larger, making it difficult for foes to hit him at all unless by an aerial. This has the opposite effect of the balloon, making it 1.25x as difficult for Kupa to piggyback [eurgh] Wizzerd for every time he blows up his float thing. However, every input also makes Wizzerd's grab 1.2x more difficult to mash out of and 1.5x as floaty - I hear playstyle afoot~!
If just Kupa by himself, this operates as a way to hit foes on the ground - with his fsmash, but directed forty-degrees downward with fixed charge of 1.1 seconds and the same damage / horizontal knockback. Yay for mindgames!
SMASHES
This is the point when most people will start skimming.
Forward Smash: The Circle of Life
If Kupa and Wizzerd aren't together - tethered or not - this move is a generic PAUNCH by whoever is in the front row that deals 25-35% with 2.55-3.1 seconds of start lag and KOs at around 100% - with no unique properties whatsoever. Very hard to hit with, but very good at KOing.
However, if they are together, Kupa picks up Wizzerd by the stomach and puts him on his shoulders, carrying him above. The charge is when you are picking up Wizzerd, the animation being Kupa touching Wiz... that sounds wrong.
For every second held, the input translates into 0.75 of the time with Wizzerd on Kupa's back. In this form, Kupa cannot be tripped and has super armour, but can only use moves involving the legs while Wizzerd takes care of any moves involving the arms. This makes them a lot more versatile and flow better of course, but also leads to more disjointed hitboxes and less priority. However, if you are not careful, Kupa can run off the edge and will likely die - he has bad traction in this form, which is usually good btw.
Upward Smash: Throw the Baby!
Kupa, with minimal front-end lag of about 0.35, picks Wizzerd up and throws him from 1-3 SSBs depending on how much you charge. Wiz is a disjointed hitbox that has high vertical knockback for this very telegraphed move, upward on the way up and downward on the way down. If he catches someone on the way down, they will be caught in his rubber donut-y shaped thingamajig and be trapped in his grab for 1.75x as hard button mashing to get out. When caught, there is significant end lag, so don't use this move lightly.
If the two aren't together, then this move is just like the forward smash.
Downward Smash: Naughty Boy!
This move is purely to keep Wizzerd out of the way while Kupa KOs. The charge is when Kupa is again touching Wizzerd - for every second the input is held, the resulting is 0.5x times in seconds. That sounds confusing... So anyway, Kupa starts scolding Wizzerd for 0.65 seconds of lag, from then on the above applies - for that amount of time, Wizzerd sits on the floor holding his head in his hands with visible tears. After the time has elapsed, he will get up and run toward Kupa crying until he reaches him. Throughout all of this, Wizzerd is invulnerable. This basically allows Kupa to use his forward and upward smash to KO.
AERIALS
Neutral Air: Stagnant Air
I think Kupa has gas.
A puff of green smoke appears behind whoever is in control that lingers for 1.1 seconds - this deals constant damage to foes of 3% per 0.4 seconds hit, dealing flinching knockback. Its real use is obviously in stopping foes with good aerial manoeuvrability [big word D:] from attacking Wizzerd or Kupa within the confides of this smog. It also destroys projectiles / has infinite priority.
Forward/Backward Air: Revival!
Behind or in front of Wizzerd or Kupa, depending on the input, their partner will taunt in mid-air! Wow, how useless... but wait! If the other character has been KO'd somehow, they will be revived with 0.85 seconds of lag! This is why your opponent really wants to be on his toes with Wizzerd or Kupa666 in the air. This can only be used successfully once per ten seconds and obviously doing it off-stage is going to kill your partner unless you immediately tether!
Downward Air: Stall 'n' Fall!
Put simply, Kupa will start to logically drop right down in lieu of gravity, hitting foes with a severe downward knockback force and 12% damage, falling at the speed of Kirby's down special. He can slow his fall, though, by use of the up special - slowing him 1.25x per 0.5 seconds until he's motionless, with all the same stats of damage and knockback intact until that point. Remember, don't kill Wizzerd!
Without Kupa, this move will turn Wizzerd into Kupa! This takes a good five seconds, though, with each input adding one second - if interrupted - to this counter, until he turns into Kupa with full on temporary invincibility as Kupa bursts out of Wizzerd with blood everywhere! DIE WIZZERD DIE!
Upward Aerial: ???
Wizzerd or Kupa do the unthinkable - literally. They stop moving, hovering in mid-air with no animation, perfectly still for a maximum of two seconds, or until the input is let go of. This, along with their very hard-to-read aerials that are very powerful, makes them an amazing force in the air. This only effects one member of the tag team, though, so don't use it off-stage. Not that you would, but you've done some stupid things before...
THROWS
The grab is just a normal grab that doesn't deserve its own ****ing section god dammit.
Pummel: Rubber Dingy
This pummel is very significant - it's very important to read, okay? Wizzerd starts to move his rubber floaty thingy off of his body, which takes a good 0.35 seconds. If you used the up smash to grab an opponent, this is where the pummel ends and the foe is now in the donut. If not, then it takes a further 0.25 seconds to put it on the foe, with the donut going back on Wizzerd if this fails. Once the donut is on the foe, this input blows up the donut thingy regardless of who it is being controlled, with it being increased in the same manner as Wizzerd's down tilt.
With the donut on the foe, you can then disengage them with minimal end lag. From this point on, they must continue to button mash, taking from 1-3.4 seconds to pop the donut thingy depending on how much you blew it up. While it's on them, they are stuck in a standing position and perfectly open to attack from Kupa's KOing move(s). Once out of the donut, the foe can immediately input, so you gotta be fast! This is where the moveset all comes together!
If you have only Kupa, your pummel is a generic pelvis thrust into the opponent, dealing a typical 2% per 0.5 seconds.
Throws: Catch-And-Release!
Bringing together another part of this moveset, Kupa grabs a Wizzerd who is biting at him childishly and angrily, attaching them to a cartoon-y version of the foe's behind, whereby he then kicks Wizzerd off in a fashion similar to Ganondorf's forward tilt, traveling a similar distance to Kupa's forward tilt. If Wizzerd is carrying a balloon or he or the foe have blown up donut-y things, this obviously effects their trajectory and the foe cannot escape until they mash out.
Without one of the team, this turns into a generic spartan kick without the Wizzerd biting part, with 8% damage and kills at around 200%.
FINAL SMASH
Here ya go Sundance!
Wizzerd and / or Kupa step into the background, as Giant Yoshi appears! He's just like normal Yoshi, but giant and invincible for fifteen seconds!
EXTRAS
The SSE opens as Kupa types on a typewriter for a few seconds. Shortly thereafter, he throws the paper into the air, forming the title screen of the SSE. It is not until much later on that you actually see and play as Kupa and Wizzerd.
Kupa is first playable when Donkey Kong and Diddy Kong first take on the minions trying to steal the banana - after the bullet bills are deflected by the pair, BKupa stumbles out of the forest with the obvious "BKUPA" flashing across the screen. The two Kongs *facepalm* and the party carries on as normal. BKupa is not playable as such, but does assist whichever Kong you play as for as long as they're alive, acting as a sort of permanent tag member - except in boss fights.
The first time you see Wizzerd is when Captain Falcon meets up with Captain Olimar, you see the character [wearing the outfit as seen in the moveset] crying amongst the Pikmin with "WIZZERD" flashing across the screen. Captain Falcon tries to comfort him, but Wiz only pushes him away and weeps louder, until Captain Olimar hands him a flower off of the top of one of the Pikmin and he decides to come along. He is unplayable, however, except that, like Kupa, he helps whoever you are playing as.
Donkey Kong's party meets with Captain Falcon's, exchanging a brief hug before continuing on as a team, with the obligatory "KUPA AND WIZZERD" flashing across the screen. This is really where their little story arc ends, as it would be kind of difficult to give them a boss.
PLAYSTYLE
Now you're finished reading Wizzerd and Kupa, you're probably thinking to yourself, "when is the voting period?" Well, hold your horses bucko! First of all, I need to tell y'all how exactly you play this very versatile and flowing moveset.
Your first objective should be to set up butt man and your neutral air purely to nerf your opponent so you can then set yourself up to the point of actually being viable - Wizzerd and Kupa have a hard time in Smash without some minor set-up, at least. Firstly, you'll want to blow up Wiz's donut as quickly as possible and this means tagging out. Blow him up as much as possible, as this will help out later. Depending on how much time you get, you can either put Wizzerd down with down smash or throw him around some, with out without his balloon. You want to be very careful not to get him killed, however, as you really need him for any chance of KOing.
After set-up and nerfing your foe somewhat with your traps, that's when you move onto damaging - the hardest part of the game for this tag team. You'll want to use lone Kupa's throws and pummel main for damaging, which means getting close / maybe abusing butt man. If not separated, use the forward smash to get the drop on your opponent with the regular forward smash or try and grab them, at which point you can indeed put the donut on them still.
If you can damage your opponent up to that magical 100%, KOing all too easy for the well-prepared Wizzerd and Kupa player. You can even place a fully blown up Wizzerd at the stage side to keep enemies from recovering properly! You are mostly just going to want to grab them, then from there, depending on who you're fighting, you're going to want to either throw them with Wizzerd attached, at any high percentage most likely to their doom or you're going to want to put the donut on them, which is must safer but can be popped.
To KO, you're obviously going for the forward smash first after putting the donut on them, but if you screw up, Wizzerd doesn't get another donut and you're pretty much screwed. At this point, you would be smart to both throw Wizzerd with the forward tilt and use your down air in unison for the ultimate gimping force. Of course, you can also use your jab in an obvious fashion to gimp your opponent's recovery as well, and don't forget your downright broken up special - even with regular Mario stats, it's difficult to KO Wizzerd or Kupa with those.
The tether makes things a little complicated, but can be useful. If you wish to throw Wizzerd as a last shot at gimping, you could always attach a tether as well, but he's useless at that point anyway. What is recommendable is that you throw him, when blown up fully, then let him slowly recoil upward toward you and try to block the edge. This is a tremendous gimp, but actually getting your opponent off-stage while also having a fully blown Wizzerd is very difficult. And lastly, your neutral special is a flincher, so that's obviously useful against recovering opponents.
Remember that the tether cannot be broken - you're stuck with whichever member you choose and Kupa is obviously the one you want in, but if you're tethering, you're practically losing Wizzerd and thus you're going to have a hard time KOing without the donut. It's really best just to use as an absolute last resort if you try to KO, but also want to damage your foe on their new fresh stock. Remember that you can also revive your team mate with your forward or backward air, but this is very difficult.
And that's much you can do with the character, just remember that you're really always going to want to keep them together for as long as possible - abuse that down smash to your liking to get Kupa on his own.
MATCH-UPS
Vs. Axel Gear: 20/80
Against Axel Gear, you may well be screwed, as you have few ways to knock out vertically and the excessive speed of Axel is a trump card to your relative mediocrity. You're going to find it hard to set up with his projectiles and he's going to have all the time in the world to power up his resources to their max.
What you do have to your advantage is that you have several ways to gimp Axel Gear in mid-air with your neutral air which can break projectiles, Wizzerd throws and even your down air may be useful, but Axel Gear has the massive advantage of very good aerial options, which means he can bypass your butt man, neutral air or Wizzerd throws by themselves, so you'll have to get creative to stall him. Remember you can also use your jab to keep his jetpack-flying rat *** off-stage.
If you can somehow get your balloon, throws or donut up to shape, you can put up a fight - grab Axel Gear and throw him into his lightning barrier, or hit him with your forward smash whenever the given opportunity and he'll go down as easy as anyone else. The problem is definitely finding an opening, as his traps are much more powerful than your whimsical, but utterly destructive ones (when used correctly).
Remember that your up special is entirely useless if Axel goes for the vertical KO, but he isn't really supposed to do that anyway. What with how the lightning barrier really emphasizes damaging over knocking out, Axel forces your weakest playstyle out of you.
Vs. Bob-Omb: 100/0
This one's obvious enough - Bob-Omb always KOs himself first, making himself an impossibility. Ignoring that, you really do have quite a good amount of options to avoid his mindgames and super armour by abusing Wizzerd or use of your fully-powered forward smash in tandem with your balloon. With the amount of interupptions you have at your disposal, you can easily stall Bob-Omb and minimize his moveset, as he also lacks any decent aerial game.
Vs. Forretress: 60/40
This is a very interesting match-up, as both need lots of set-up time to work effectively, but Wizzerd and Kupa have the slight edge in being able to actually flinch Forretress and blow away those spikes with jab.
Before anyone asks, no, the spikes cannot pop Wizzerd and Kupa's balloons or donut. Really, this is an alright match-up for the pair - butt man can handsomely go to work on tripping over any stray Pinecos and your neutral air is useful in halting any aerial attack by Forretress, while your aforementioned jab works at pushing him away. In all of this time, you can affectively blow up Wizzerd, give him a balloon or set up however you like, but the problem will be grabbing Forretress.
With your rocket boots, you aren't that vulnerable to horizontal KOs, but those spikes are really going to screw you over if you get near enough to Forretress to grab him, which you will always need to. The fact of the matter is, though, your neutral air can destroy projectiles and those spikes are just going to be worthless while you set up.
Without the spikes, Forretress is as bad as damaging as you are, maybe even worse and you force him to approach, which, with butt man permanently out, you should be able to cut off at least half of one of the platforms. Don't under-estimate him, though - you still need to grab Forretress and you'll run into a lot of spikes this way.
THIS IS TECHNICALLY A MOVESET + NO VOTE SPLIT = AUTOMATIC TOP TEN!!