El_Duderino
Smash Apprentice
Luggage
Description
The Luggage is possibly the most belligerent, bad-tempered travel accessory in the universe. Its primary abode is the Discworld, a flat planet carried on the backs of four elephants who themselves stand on the shell of a celestial turtle, and it's best not to ask what the turtle stands on. However, the Luggage has seen more exotic locales, including both the beginning and end of the universe and the inside of a commercial airliner on Earth. It was originally owned by Twoflower, the Discworld's first tourist, but he bought it from the sort of shop that isn't there when you turn around after you leave, so its true origins will probably never be known. What is known is that it's made of that rarest of wood, Sapient Pearwood, which has a mind of its own. After his travels with the wizzzard Rincewind, Twoflower gave the Luggage to him, and when a chunk of Sapient Pearwood is owned by someone it will loyally follow them literally wherever they go. If Rincewind were to die he would inevitably see the bulk of the Luggage ambling toward him at speed in the afterlife. Rincewind is a coward, and totally incompetent as a wizard, but Fate and Luck constantly fight over him, and he's always saving the world when he'd really rather be sitting on a beach somewhere eating potatoes. Unfortunately this involves a lot of involuntary inter-dimensional travel and being chased by horrible Things behind the curtain of reality, so the Luggage often has quite a lot of catching up to do, which irritates it. And when the Luggage is irritated, it turns into a homicidal madman.
The aspect of the Luggage is that of a huge treasure chest, bound with brass. It has a keyhole in front, handles on the sides, and countless little feet bristling from its underside. It has no face, but that just means it can outstare a gorgon. When stationary, it masquerades its true nature by drawing in all of its legs and staying still, but even then it exudes pure malevolence from every knot and grain. When it opens its lid, it reveals it has huge white wooden teeth, and it can and will eat potential thieves of its contents, as well as anything else that just catches it in a bad mood. Where all these meals go, none can say. The space inside the Luggage is multi-dimensioned; every time it opens up it can have something different inside, and that something can very well be larger than the actual volume of the Luggage. Mounds of treasure, clean underwear, rock-hard biscuits, 50 gallons of seawater, dead alligators with surprised looks on their faces; anything, really.
The Luggage is the creation of the author Terry Pratchett and has appeared in several books in his fantasy-humor Discworld series, as well as in three computer games based on the series.
Wikipedia Reference
Notes
The Luggage is not tall, and since it mostly fights facing its enemies it isn't terribly wide either. However, it is very heavy and very strong. If it wants to go somewhere, it goes there. If there happens to be a wall of solid diamond in the way, or a swarm of vicious sharks, or an entire tower full of wizards, they are obstacles to be crushed, trampled and bitten in short order. It can run at a good clip, but needs time to accelerate and is fairly slow to start since it needs to get all its legs pointing the right way first. It has bad traction, however, because when it tries to turn around it has to convince all of its legs to change direction as well.
The default fighting position of the Luggage is to have its front end, with its mouth and keyhole, facing its opponents. When it is described as "turning sideways" in this moveset, that means that it turns so that its mouth and keyhole are facing the player.
A Attacks
Neutral A:
The Luggage quickly rotates on its axis slightly, slamming a corner into the shins of its enemies. This attack does not chain.
Dash A:
The Luggage tips forward and rolls onto its lid, then back onto its feet. Multiple hits.
> Tilt A:
The Luggage rotates on its axis slightly and steps forward, carrying out a slower, more powerful and longer range version of its neutral A attack.
^ Tilt A:
The Luggage snaps its lid open, striking opponents with it.
V Tilt A:
The Luggage quickly turns sideways and retracts its legs, dropping heavily on the feet of those around it.
> Smash A:
The Luggage makes a short leap forward and leans into it, so that the top of its lid slams into opponents in front of it.
^ Smash A:
The Luggage flips onto its lid, then snaps the lid open so that its hundreds of feet are propelled into a single kick straight up. Opponents are struck many, many times before finally being sent flying, much like Mewtwo's ^ Smash.
V Smash A:
The Luggage quickly spins a full 360 degrees on its axis in a seriously shin-bruising attack.
Aerial Attacks
Neutral A:
The Luggage tilts slightly forward and laterally spins 360 degrees, catching enemies on both sides of it.
> A:
The Luggage rotates so that it lashes out in front of it with its full length.
< A:
The Luggage tips backwards until it is on its back. Enemies struck by the top of the lid as it descends are spiked.
^ A:
The Luggage twists in midair so that it is upside down and kicks upwards with its legs. Multiple weak hits.
V A:
The Luggage motors its hundreds of little legs, striking enemies directly below it for multiple weak hits.
B Attacks
Neutral B: Bite
The Luggage leans forward, lid open, and quickly snaps it shut, chomping down on anyone in close range.
> B: Trample
The Luggage turns sideways, gathers itself and leaps forward. If anyone is caught in its trajectory, it stops, and they are dragged underneath it and stomped on repeatedly. If this is done in the air, it acts as a meteor smash. In both cases, the Luggage will vault off of its opponent once it's done with them, making this attack its best recovery move.
^ B: Travel
The Luggage disappears into a dimensional portal of its own making and reappears a short distance away in the direction the control stick is held. If it lands on top of an enemy, that enemy is sent back through the portal to where the Luggage originally was.
V B: Rummage
The Luggage turns sideways and snaps open its lid, and something random is spat out. They are as follows.
Live Shark: 20% appearance rate, thrashes about for a short time and does damage.
Dead Gorgon: 20% appearance rate, turns surrounding enemies to stone for 2 seconds.
The Archchancellor's Hat: 10% appearance rate, a rather ornate and pointy hat which floats in the air and periodically freezes surrounding enemies.
Biscuits: 10% appearance rate, three biscuits pop out which each heal 5% damage and have the potential to break one's teeth.
Quezovercoatl: 5% appearance rate, a seven inch tall imp who timidly asks everyone to stop fighting and is immediately squashed by the Luggage. The Luggage's attack does a lot of damage in a very small range.
Random Item: 35% appearance rate, can be any normal item in the game
Grabs and Throws
Grab:
The Luggage opens and snaps shut on an opponent's arm.
Dash Grab:
The Luggage does a flying tackle and comes up with its opponent's arm locked in a vise-like grip.
Grab Attack:
The Luggage...squeezes...
> Throw:
The Luggage whirls in a full circle and releases its opponent at maximum velocity.
< Throw:
The Luggage tosses its opponent into the air over its lid, then snaps the lid open again as they descend, catching them in its backwards movement.
^ Throw:
The Luggage jumps into the air in a front flip, throwing its opponent to the ground and then landing heavily, feet first, on its enemy's back, which bounces them upwards.
V Throw:
The Luggage rolls forward on top of its enemy and rocks back and forth on its lid on top of them before snapping it open and vaulting off.
Final Smash
Bait and Switch
What's this? The Luggage is rumbling! It turns sideways, retracts its legs and snaps open, and what is inside? Gold. Masses of it. Crowns and scepters encrusted with jewels. It shines like only gold can. Everyone on the field is drawn to it, eyes opened wide in wonder. They creep up. Maybe the awful thing is asleep? For gold, it's worth the risk. They put their hands in. SNAP! SLUUUURP!! The chest shakes and bounces, then flies open again, and all of its captured prey are sent flying, heavily damaged.
Kirby Hat
Kirby has the Luggage's toothy oblong lid balanced on his head. It hinges at the back when he imitates the Luggage's Bite.
Entrance
A disembodied scream grows louder and then fainter as the Luggage drops from an inter-dimensional portal and looks from side to side for signs of its master. No such luck, just some people who want to fight. It will happily oblige.
Taunts
Taunt 1:
The Luggage turns slightly toward the camera and slightly opens its lid as a huge mahogany tongue comes out and licks its lips.
Taunt 2:
The Luggage turns sideways and does a brief, complicated tap dance.
Taunt 3:
The Luggage turns sideways and yawns lazily. It is a horrible sight.
Victory Poses
Victory Pose 1:
The Luggage rapidly snaps its lid in three different directions before settling down.
Victory Pose 2:
The Luggage slowly opens its lid, revealing a trove of gold coins and treasure.
Victory Pose 3:
The Luggage has its legs retracted and its lid closed, and is overall quite still, but it gives the distinct impression that it's staring evilly at you.
Stage
Discworld: Tower of Art
Arguably the oldest known structure on the Discworld, the Tower of Art is an 800 foot-high stone tower that forms the center of Unseen University and defines the skyline of the ancient, bustling, mud-choked and hero-visited city of Ankh-Morpork. UU is the premier wizards' college on the Disc, and its multi-dimensioned campus is so infused with old magic that strange effects grip it on a nearly daily basis. The Tower of Art is no exception to this rule. The gargoyles gripping its edges take great delight in devouring passing pigeons, the rats in its worn walls wear clothes, the ravens talk (usually about the joys of eyeballs) and the bedbugs carry their mattresses with them. Its ancient moss-covered stones are in such disrepair that it sways precipitously in the slightest of wind, but through the various ravages of fires, floods, dragons, sourcerors, and eldritch Things from the lower plane, it has never toppled.
Wikipedia Reference
The stage comes in the form described at the climax of the novel Sourcery. Fighting takes place on the wide, flat roof of the tower, separated into two level turrets connected by a short bridge, which slowly and rhythmically sways back and forth like a ship at sea. This changes the angle of the ground fairly significantly, and causes Brawlers who tend to spend more time in the air to have to worry about where the edge of the stage is from moment to moment. The KO barriers to the left and right of the stage can either be medium range to long range from the Tower's edge, depending on where it is currently swaying, and recovery can be rendered easier or more difficult based on the direction of its movement. At each end of the platform are two very low walls, just high enough that a player can't run straight off the edge. In addition to the main platform, a magic carpet can appear at random times in the areas to the sides of the stage. It moves fast, making it difficult to land on, and it moves off-screen quickly, but when the wind is against you it might be your best hope of recovery.
Behind the stage, the view is a panorama of the city of Ankh-Morpork extending off into the horizon, with a mountain range featuring a single white peak soaring high above the horizon in the center of the vista. All of this is for decorative purposes only, none of this view interacts with the players.
This form of the stage takes place during the night. The sky roils with dark clouds. A huge glowing white tower made of solidified magic is positioned behind the Tower of Art and to its right, blocking that side of the backdrop view. From the top of this tower, the Tower of Sourcery, enormous spells are cast at rival wizard towers in distant places of the world. The bolts of magic are like ICBMs whizzing through the sky, and as the Tower of Sourcery attacks, the other towers retaliate with their own massive bolts. The Tower of Art is caught in the crossfire. A spell aimed at the Tower of Sourcery from beyond the horizon can have one of two effects. It can hit the Tower of Sourcery and rebound off into the city below, in which case all that happens is fireworks. Or it can hit the Tower of Art and explode. The explosion is about the size of a Smart Bomb and, in addition to severe damage and knockback, it has the effects of a stat-changing item on everyone caught in the blast. That is to say, everyone who gets struck by a spell gains a bunny hood, metal box, mushroom, poison mushroom, etc. It's all random. Such is the nature of magic.
Stage Music
Theme from the Discworld animated series
Introduction from Discworld II (game)
The Hedgehog Song
Ankh-Morpork Anthem - BBC Scottish Symphony Orchestra
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Description
The Luggage is possibly the most belligerent, bad-tempered travel accessory in the universe. Its primary abode is the Discworld, a flat planet carried on the backs of four elephants who themselves stand on the shell of a celestial turtle, and it's best not to ask what the turtle stands on. However, the Luggage has seen more exotic locales, including both the beginning and end of the universe and the inside of a commercial airliner on Earth. It was originally owned by Twoflower, the Discworld's first tourist, but he bought it from the sort of shop that isn't there when you turn around after you leave, so its true origins will probably never be known. What is known is that it's made of that rarest of wood, Sapient Pearwood, which has a mind of its own. After his travels with the wizzzard Rincewind, Twoflower gave the Luggage to him, and when a chunk of Sapient Pearwood is owned by someone it will loyally follow them literally wherever they go. If Rincewind were to die he would inevitably see the bulk of the Luggage ambling toward him at speed in the afterlife. Rincewind is a coward, and totally incompetent as a wizard, but Fate and Luck constantly fight over him, and he's always saving the world when he'd really rather be sitting on a beach somewhere eating potatoes. Unfortunately this involves a lot of involuntary inter-dimensional travel and being chased by horrible Things behind the curtain of reality, so the Luggage often has quite a lot of catching up to do, which irritates it. And when the Luggage is irritated, it turns into a homicidal madman.
The aspect of the Luggage is that of a huge treasure chest, bound with brass. It has a keyhole in front, handles on the sides, and countless little feet bristling from its underside. It has no face, but that just means it can outstare a gorgon. When stationary, it masquerades its true nature by drawing in all of its legs and staying still, but even then it exudes pure malevolence from every knot and grain. When it opens its lid, it reveals it has huge white wooden teeth, and it can and will eat potential thieves of its contents, as well as anything else that just catches it in a bad mood. Where all these meals go, none can say. The space inside the Luggage is multi-dimensioned; every time it opens up it can have something different inside, and that something can very well be larger than the actual volume of the Luggage. Mounds of treasure, clean underwear, rock-hard biscuits, 50 gallons of seawater, dead alligators with surprised looks on their faces; anything, really.
The Luggage is the creation of the author Terry Pratchett and has appeared in several books in his fantasy-humor Discworld series, as well as in three computer games based on the series.
Wikipedia Reference
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Notes
The Luggage is not tall, and since it mostly fights facing its enemies it isn't terribly wide either. However, it is very heavy and very strong. If it wants to go somewhere, it goes there. If there happens to be a wall of solid diamond in the way, or a swarm of vicious sharks, or an entire tower full of wizards, they are obstacles to be crushed, trampled and bitten in short order. It can run at a good clip, but needs time to accelerate and is fairly slow to start since it needs to get all its legs pointing the right way first. It has bad traction, however, because when it tries to turn around it has to convince all of its legs to change direction as well.
The default fighting position of the Luggage is to have its front end, with its mouth and keyhole, facing its opponents. When it is described as "turning sideways" in this moveset, that means that it turns so that its mouth and keyhole are facing the player.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
A Attacks
Neutral A:
The Luggage quickly rotates on its axis slightly, slamming a corner into the shins of its enemies. This attack does not chain.
Dash A:
The Luggage tips forward and rolls onto its lid, then back onto its feet. Multiple hits.
> Tilt A:
The Luggage rotates on its axis slightly and steps forward, carrying out a slower, more powerful and longer range version of its neutral A attack.
^ Tilt A:
The Luggage snaps its lid open, striking opponents with it.
V Tilt A:
The Luggage quickly turns sideways and retracts its legs, dropping heavily on the feet of those around it.
> Smash A:
The Luggage makes a short leap forward and leans into it, so that the top of its lid slams into opponents in front of it.
^ Smash A:
The Luggage flips onto its lid, then snaps the lid open so that its hundreds of feet are propelled into a single kick straight up. Opponents are struck many, many times before finally being sent flying, much like Mewtwo's ^ Smash.
V Smash A:
The Luggage quickly spins a full 360 degrees on its axis in a seriously shin-bruising attack.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Aerial Attacks
Neutral A:
The Luggage tilts slightly forward and laterally spins 360 degrees, catching enemies on both sides of it.
> A:
The Luggage rotates so that it lashes out in front of it with its full length.
< A:
The Luggage tips backwards until it is on its back. Enemies struck by the top of the lid as it descends are spiked.
^ A:
The Luggage twists in midair so that it is upside down and kicks upwards with its legs. Multiple weak hits.
V A:
The Luggage motors its hundreds of little legs, striking enemies directly below it for multiple weak hits.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
B Attacks
Neutral B: Bite
The Luggage leans forward, lid open, and quickly snaps it shut, chomping down on anyone in close range.
> B: Trample
The Luggage turns sideways, gathers itself and leaps forward. If anyone is caught in its trajectory, it stops, and they are dragged underneath it and stomped on repeatedly. If this is done in the air, it acts as a meteor smash. In both cases, the Luggage will vault off of its opponent once it's done with them, making this attack its best recovery move.
^ B: Travel
The Luggage disappears into a dimensional portal of its own making and reappears a short distance away in the direction the control stick is held. If it lands on top of an enemy, that enemy is sent back through the portal to where the Luggage originally was.
V B: Rummage
The Luggage turns sideways and snaps open its lid, and something random is spat out. They are as follows.
Live Shark: 20% appearance rate, thrashes about for a short time and does damage.
Dead Gorgon: 20% appearance rate, turns surrounding enemies to stone for 2 seconds.
The Archchancellor's Hat: 10% appearance rate, a rather ornate and pointy hat which floats in the air and periodically freezes surrounding enemies.
Biscuits: 10% appearance rate, three biscuits pop out which each heal 5% damage and have the potential to break one's teeth.
Quezovercoatl: 5% appearance rate, a seven inch tall imp who timidly asks everyone to stop fighting and is immediately squashed by the Luggage. The Luggage's attack does a lot of damage in a very small range.
Random Item: 35% appearance rate, can be any normal item in the game
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Grabs and Throws
Grab:
The Luggage opens and snaps shut on an opponent's arm.
Dash Grab:
The Luggage does a flying tackle and comes up with its opponent's arm locked in a vise-like grip.
Grab Attack:
The Luggage...squeezes...
> Throw:
The Luggage whirls in a full circle and releases its opponent at maximum velocity.
< Throw:
The Luggage tosses its opponent into the air over its lid, then snaps the lid open again as they descend, catching them in its backwards movement.
^ Throw:
The Luggage jumps into the air in a front flip, throwing its opponent to the ground and then landing heavily, feet first, on its enemy's back, which bounces them upwards.
V Throw:
The Luggage rolls forward on top of its enemy and rocks back and forth on its lid on top of them before snapping it open and vaulting off.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Final Smash
Bait and Switch
What's this? The Luggage is rumbling! It turns sideways, retracts its legs and snaps open, and what is inside? Gold. Masses of it. Crowns and scepters encrusted with jewels. It shines like only gold can. Everyone on the field is drawn to it, eyes opened wide in wonder. They creep up. Maybe the awful thing is asleep? For gold, it's worth the risk. They put their hands in. SNAP! SLUUUURP!! The chest shakes and bounces, then flies open again, and all of its captured prey are sent flying, heavily damaged.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Kirby Hat
Kirby has the Luggage's toothy oblong lid balanced on his head. It hinges at the back when he imitates the Luggage's Bite.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Entrance
A disembodied scream grows louder and then fainter as the Luggage drops from an inter-dimensional portal and looks from side to side for signs of its master. No such luck, just some people who want to fight. It will happily oblige.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Taunts
Taunt 1:
The Luggage turns slightly toward the camera and slightly opens its lid as a huge mahogany tongue comes out and licks its lips.
Taunt 2:
The Luggage turns sideways and does a brief, complicated tap dance.
Taunt 3:
The Luggage turns sideways and yawns lazily. It is a horrible sight.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Victory Poses
Victory Pose 1:
The Luggage rapidly snaps its lid in three different directions before settling down.
Victory Pose 2:
The Luggage slowly opens its lid, revealing a trove of gold coins and treasure.
Victory Pose 3:
The Luggage has its legs retracted and its lid closed, and is overall quite still, but it gives the distinct impression that it's staring evilly at you.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Stage
Discworld: Tower of Art
Arguably the oldest known structure on the Discworld, the Tower of Art is an 800 foot-high stone tower that forms the center of Unseen University and defines the skyline of the ancient, bustling, mud-choked and hero-visited city of Ankh-Morpork. UU is the premier wizards' college on the Disc, and its multi-dimensioned campus is so infused with old magic that strange effects grip it on a nearly daily basis. The Tower of Art is no exception to this rule. The gargoyles gripping its edges take great delight in devouring passing pigeons, the rats in its worn walls wear clothes, the ravens talk (usually about the joys of eyeballs) and the bedbugs carry their mattresses with them. Its ancient moss-covered stones are in such disrepair that it sways precipitously in the slightest of wind, but through the various ravages of fires, floods, dragons, sourcerors, and eldritch Things from the lower plane, it has never toppled.
Wikipedia Reference
The stage comes in the form described at the climax of the novel Sourcery. Fighting takes place on the wide, flat roof of the tower, separated into two level turrets connected by a short bridge, which slowly and rhythmically sways back and forth like a ship at sea. This changes the angle of the ground fairly significantly, and causes Brawlers who tend to spend more time in the air to have to worry about where the edge of the stage is from moment to moment. The KO barriers to the left and right of the stage can either be medium range to long range from the Tower's edge, depending on where it is currently swaying, and recovery can be rendered easier or more difficult based on the direction of its movement. At each end of the platform are two very low walls, just high enough that a player can't run straight off the edge. In addition to the main platform, a magic carpet can appear at random times in the areas to the sides of the stage. It moves fast, making it difficult to land on, and it moves off-screen quickly, but when the wind is against you it might be your best hope of recovery.
Behind the stage, the view is a panorama of the city of Ankh-Morpork extending off into the horizon, with a mountain range featuring a single white peak soaring high above the horizon in the center of the vista. All of this is for decorative purposes only, none of this view interacts with the players.
This form of the stage takes place during the night. The sky roils with dark clouds. A huge glowing white tower made of solidified magic is positioned behind the Tower of Art and to its right, blocking that side of the backdrop view. From the top of this tower, the Tower of Sourcery, enormous spells are cast at rival wizard towers in distant places of the world. The bolts of magic are like ICBMs whizzing through the sky, and as the Tower of Sourcery attacks, the other towers retaliate with their own massive bolts. The Tower of Art is caught in the crossfire. A spell aimed at the Tower of Sourcery from beyond the horizon can have one of two effects. It can hit the Tower of Sourcery and rebound off into the city below, in which case all that happens is fireworks. Or it can hit the Tower of Art and explode. The explosion is about the size of a Smart Bomb and, in addition to severe damage and knockback, it has the effects of a stat-changing item on everyone caught in the blast. That is to say, everyone who gets struck by a spell gains a bunny hood, metal box, mushroom, poison mushroom, etc. It's all random. Such is the nature of magic.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
Stage Music
Theme from the Discworld animated series
Introduction from Discworld II (game)
The Hedgehog Song
Ankh-Morpork Anthem - BBC Scottish Symphony Orchestra