100% American character - no faggy anime/manga involved
KING BARBOVOR
Yes, that is a picture of Dodoria from Dragonball Z, and no, this character doesn’t actually exist – it’s an “original character”, or at least as much of one as you can have when you blatantly steal the design of an existing one. Appearance wise, Barbovor has no armor on his upper torso due to not being in Frieza’s army (Made even more unsightly by the fact he’s even –more- obese than Dodoria), has a gigantic spike sticking out of his stomach where his belly button would be, and the rest of his spikes on his arms and head are slightly larger than those of Dodoria. His racial powers include the ability to absorb his poisonous water like a sponge and shoot it at enemies, extend out his spikes to skewer his enemies and shoot the water out of said spikes, as well as simply fire the spikes out before regrowing them. If you hadn’t figured out, Barbovor’s race is essentially a bunch of humanoid pufferfish. His stomach spike is unique to him specifically and doesn’t have to extend out in a straight line.
Being simply born into “royalty” over his below average intelligence race, Barbovor was rather spoiled and developed a bit of an eating problem, not helped by the fact that the aquatic planet he ruled over, Nagosha, was in a time of plenty. During this golden age, the population of Nagosha skyrocketed. Due to the sheer numbers of the poisonous race infecting the waters of their planet, though, they began to infect their plant based food sources and caused a famine. Left with no food in the waters, they were forced to go on land and hunt the Elvish race that inhabited it. While they were far more technologically advanced than the Nagoshians and they were far weaker in combat on land, their sheer numbers enabled them to easily defeat the race and take the technology for their own to boot (Not that those outside Barbovor were particularly interested in it).
While Barbovor tried to preserve the race they conquered as a food source, his people were too stupid and eventually hunted them to extinction. Realizing that the planet was nothing but a wasteland, Barbovor attempted to reach other planets with the leftover ships. While many of his race got lost in space trying to properly operate the ships, it was hardly a loss as his race continued to breed like rabbits, as his attempts to sterilize the “mentally challenged” of his race (The vast majority) was met with attempts to overthrow him. Eventually finding planets to invade, Barbovor sent countless soldiers to the planets on suicide missions, knowing well that they couldn’t defeat their enemies. To further kill off his race, he intentionally spilled some information to one of his less stupid (And over-consumer) generals, Dodoria, causing him to take a good chunk of the race and leave of his own accord, eventually joining up with Frieza. Eventually, some of Barbovor’s scouts managed to find a planet that seemed like the ideal place to invade – not only were the planet’s inhabitants pitifully weak, but two thirds of the enormous planet was covered in water. . .
STATS
Weight: 11
Size: 10
Traction: 9
Falling Speed: 7
Aerial Movement: 5
Jumps: 4
Float: 2
Movement: 1.5
Largely unexposed to the outside world, Barbovor’s obligatory DBZ float is significantly weaker than those who have gone through countless generic training sessions – his weight doesn’t help. All his “float” does is cause Barbovor to more slowly descend towards the ground. While it slows his falling speed down all the way to Jigglypuff’s, it lasts no longer than Peach’s float, which is enough to get you laughed out of competitive MYM Brawl when double Peach’s is essentially the minimum.
SPECIALS
DOWN SPECIAL – INFLATE
King Barbovor starts inflating himself with water inside his body, puffing up like a pufferfish, for up to 5 seconds (He can enter and exit the move freely), increasing his already impressive size and weight. At max, Barbovor looks as if he’s about to explode as his size, weight, and falling speed are doubled. His “Float” also becomes less and less functional as he gets more and more inflated, to the point of being entirely unusable when fully inflated. While increasing your hurtbox to such ridiculous proportions may be awkward, you’ll probably shoot out the water before it becomes much of a problem.
SIDE SPECIAL – NAGOSHIAN GUARD
Barbovor claps his hands twice quickly as he says “Chop chop!”, causing a Nagoshian to drop like a rock from the top blast zone and land in front of him, presumably out of some off-screen space ship. This is near lagless for Barbovor regardless of it taking .3 seconds for the Nagoshian to actually spawn, and Barbovor can have up to 3 minions out at a time. The king’s minions are as tall as Ganon (Making them taller than their leader), but are incredibly skinny, only being as wide as Mario. Needless to say, they’re pretty pathetically frail, being twice as light as Jigglypuff (Though they don’t take damage). They pursue enemies at Jigglypuff’s dashing speed, mindlessly chasing enemies even off edges if necessary, and can float after enemies that take to the air for up to 2 seconds.
Their main attack is a wimpy shoulder charge where they speed up to Mario’s dash that deals 5%, but will cause them to impale the foe on the spikes on their shoulders, dealing 1% poison damage per second until they escape at half grab difficulty. The shoulder charge can be out-prioritized by anything, but if you attack the Nagoshian from the front the momentum from the charge will weaken the knockback they take significantly, cutting it in half. If you attack them from behind while they’re charging, on the other hand, they are even easier to kill. Their other attack is only used if the enemy gets above them, causing them to extend the spikes on their heads upwards a Mario height, dealing 6% and knockback that kills at 190%, but being incredibly spammable, with the minions being intelligent enough to turn their heads slightly to follow the foe, hitting them with the spikes as they come out of their obligatory air dodge.
The most obvious use of your minions comes into play when this move is input as a Smash, as it will order your nearest minion to come within a platform of you and shoot water out of their mouths at you, helping to inflate you. It takes as long as it would normally for you to inflate this way, but here the king is free to defend himself as he inflates. Unfortunately, the Nagoshians only have enough water to shoot at Barbovor for a single second before having to reinflate themselves over two seconds, and during that time they’re only half as wide as Mario with their already pathetic weight and power once again getting cut in half. If a foe gets in the way of a Nagoshian water stream, they are pushed to the end of it at Sonic’s dash speed and get infected with 5% Lip’s Stick poison damage. Like any good moveset with lots of poison damage, being hit by poison damage when some is already on you does no extra damage, but adds its’ timer to the existing one.
NEUTRAL SPECIAL – SHOOTING SPIKES
The king puts one of his arms behind himself and positioning it to face in said direction, while he puts his other arm at his side and angles it to face downwards. He then proceeds to shoot out all of his spikes at once, being completely covered from behind, above, and below himself. His stomach spike is the only one that is shot forwards, but can be angled. The spikes travel as fast as Shiek’s needles up to 3 platforms away from Barbovor. Contact with a spike causes them to impale the foe, them taking a constant 1% poison damage per second (The poison damage increasing by 1% for every 5 spikes you have in the foe) and having their ground movement/jump stats lowered by 4% for each spike they have impaled in themselves (Only the movement nerfs stack, not the poison). If foes stand still, they can automatically pick the spikes out of themselves over .15 seconds. . .1 at a time. There are 5 spikes shot out above/behind/below Barbovor, while the stomach spike is 5x as potent if it hits, including in how long it takes for foes to rip it out of themselves.
While a scarily powerful move when coupled with the fairly low lag, the king does not regrow his spikes instantly, taking 4 seconds to do so, and until then cannot use any of his many moves involving them, leaving him incredibly vulnerable.
UP SPECIAL – WATER JET
Barbovor extends out his limbs as he flails a bit in mid-air to swing his obese body to face downwards, then starts shooting out a constant stream of poisonous water downwards from his mouth. This propels Barbovor upwards at a rate of 2.5 Ganons per second at the cost of deflating twice as quickly as he inflates with his Down Special as long as he keeps shooting. Contact with the stream of poisonous water as wide as the Nagoshian King deals 5% poison damage and pushes foes downwards as fast as Sonic’s dashing speed. . .Unfortunately, the move is prevented from being an unstoppable gimping tool due to the fact that contact with the stream causes one to flinch, refreshing their jumps and recovery, meaning foes can essentially “climb” up the stream by just touching it occasionally to regain their jumps. Granted, foes can’t DI out of it –that- quickly, so if you catch them in the dead center of the stream you can pull off a gimp.
Barbovor can continue to shoot water even once he reaches his default size and weight, puking his guts up which are just as if not even more poisonous. If Barbovor pukes up all water in his body, he’ll end up looking like a shorter version of one of his Nagoshians Guards, with a token 1/10 for his weight. Inflating from this state back to normal still takes a full 5 seconds, but it’s not as impossible to re-inflate as you might think – at minimum weight, Barbovor’s float functions exactly like Peach’s, enabling him to easily flee as he does so.
Barbovor can shoot water at his minions with this move and all other water shooting move to follow in order to inflate them, inflating them as much as he deflates himself. They can potentially become as large as their king is by default at max (And with a significant water investment no less), causing their power to double (Including shoulder charge grab escape difficulty, but not including poison damage) and for them to become as heavy as Mario. Not worth the time needed to inflate them? What if I told you their newfound width and halved movement speed prevents foe from being able to roll/spot-dodge to get behind them when they use their shoulder charge – any attempt to jump over them will be met with an attempt to impale foes with their head spikes. If foes want to advance past the Nagoshians while playing it safe, they’ll have to repeatedly attack them Their priority is still pitiful) across the stage.
GRAB-GAME
GRAB – SPIKE EXTENSION
Barbovor extends out the giant spike in his stomach, you able to extend it out in any direction as fast as Ganon’s dash. When the tip comes into contact with a foe, it will impale them, dealing 10%, a brief bit of stun, and a constant 1% non poison damage per second. Foes are still able to freely move around/attack/shield/etc, albeit with their ground movement/jumps lowered by 15% while impaled.
Foes cannot fight against the pull of the spike any further once they get 3 Ganondorf heights away from where the part of the spike they are impaled on is positioned, the spike bending slightly as the foe fights against the pull. Foes –do- gain a single movement benefit, though, of being able to climb along the spike by using the taunt-pad, and regardless of the climbing movement speed being as slow as Ganon’s walk it can help if the foe needs to climb –up- a spike.
If foes can reach the tip of the spike and advance past it, they can finally get off of it – this is the
only way to get off, button mashing will do nothing but make you look like a monkey on crack.
However; if the foe is running after a spike currently extending out to try to get off it, Barbovor can just turn the spike around and impale the foe a second time, dealing another 10% and bit of stun (And no, the stun cannot combo into itself). A more clever tactic is to extend the end of the spike off-stage, though be wary you can only extend the spike out a Final Destination’s worth at max.
Pressing shield will cause the spike to stay where it currently is as Barbovor is free to use other moves, while if Barbovor is already in “grab mode”, inputting Z again will him to start retracting the spike at double its’ extension speed.
Whoever is lighter out of Barbovor and the foe impaled on his spike will find themselves tripping when they dash if the other character dashes in the opposite direction, leaving Barbovor more vulnerable if he is deflated. If that is the case or Barbovor simply doesn’t want to wait for his stomach spike to retract, he can use his Neutral Special to release the spike (Not that it will actually shoot out more than a character width, being so long)
The King can impale his disposable Nagoshian minions on his spikes, which seems impractical until you realize they don’t have HP/damage anyway and this lets you prevent them from stupidly suiciding off-stage. More importantly, if you can impale an inflated Nagoshian after the foe, they can essentially function as walls with their beefy shoulder charges to prevent the foe from getting off the spike.
PUMMEL – ABSORB
The tip of King Barbovor’s stomach spike pulsates, which does nothing if a foe is not overlapping with it – a very difficult task, as if they’re on the tip that means they can get off the spike and are inevitably trying to do so. If the undodgable hitbox connects, the foe lets out a wheeze as their model condenses briefly, causing them to not only take 8% and a bit of stun. In addition, if the foe has any poison damage racked up on them, this will cure them of that poison, but when the poison goes through the spike back to Barbovor he will inflate himself an amount relative to the amount of time the foe was going to remain poisoned – if they had 5 seconds worth of poison damage, it will be as if he inflated himself for 1.5 seconds.
SPECIAL PUMMEL – INJECTION
After charging the move for up to a second, a mass of poisonous water starts visibly going through Barbovor’s stomach spike – anywhere from Captain Falcon’s dashing speed to Ganon’s, slower based off charge. As soon as the water starts going through the spike, Barbovor is free to move. Once the mass of water arrives at the tip of the spike, it’s wasted if the foe isn’t currently overlapping with it, but if they –are- indeed overlapping with the undodgable hitbox, the poison will be injected into their body, causing them to take anywhere from 10-30 seconds of 1% poison damage per second. Aside from increasing the duration of the poison, the slower speed the poison water travels down the spike can actually be beneficial in some cases to give you more time to get the spike tip into position.
This deflates Barbovor for 1-2 seconds worth of Down Special inflation, but it’s worth it – if the foe was already poisoned, they’ll start taking 2% per second instead of 1%. There is no limit to how much this can stick, but if the poison runs out you have to start from scratch. Also keep in mind that if Barbovor absorbs poison water from a foe, how much actual damage they’re taking per second will multiply how much he inflates. . .
STANDARDS
DOWN TILT – GROUND SKEWER
***
Before we begin this move, you should know that Barbovor’s dtilt, usmash, and bair, all of which use his various spikes, have some similarities to his grab. Firstly, the spikes have the same impaling hitboxes of the grab, foes having to get to the tip of the spike to get off and taking constant damage until they do (And yes, with multiple spikes impaling the foe the passive damage will stack). Secondly, the spikes will stay extended out until Barbovor uses the input again, at which point he can either use his pummels with those specific spikes or attempt to retract the spikes – he doesn’t have to fully retract the spikes, but the spikes can only impale foes as they’re being extended out, meaning they won’t remain a hitbox for long if he doesn’t retract them enough. Lastly, Barbovor can use his Neutral Special to disconnect these spikes from himself without retracting them.
***
Barbovor brings out his right arm to face diagonally downwards towards the ground, then extends the spikes out of it, causing them to impale through the ground, meaning it’s largely impossible for the foe to get off the spike if they get impaled by the spike on its way to the ground (Which deals 10%, by the way). Barbovor is tethered to the ground with this move and can’t be move/be knocked further than half a platform from where he impaled the spike into the ground, but if an attack would knock him at least 3 platforms away his spike will be uprooted from the ground by force. Needless to say, excessive weight from over-inflation can be highly beneficial here. Better, the spike tip will be very close to the foe regardless of them not being able to get of it during this move, but you can surprise the foe by retracting it to overlap with them before pumping some of your poison into them.
NEUTRAL ATTACK – THUNDEROUS APPLAUSE
The king extends out his arms into the foreground/background, one each, before he starts pumping the water into his body into his hands. He continues to pump water into his hands until you press A again – at which point he claps them together. It always deals a static 10% and knockback that kills at 140%, but the range of the move increases dramatically with more charging. Furthermore, because of the position of Barbovor’s hands while he’s charging, foes are unable to go into the dodge planes, the hands blocking them from doing so. If they attempted to shield it, not only will they be met with good shield damage, they’ll be pushed away from Barbovor a Wario width from his hands. Needless to say, an invaluable close combat option when the foe is dead set on approaching you, most obviously when they are literally forced to do so because of your dtilt.
FORWARD TILT – THE PITS
Barbovor transfers some of the water inside himself over to his arm, inflating it further, as he gets into a position as if he was going to do a shoulder charge. Instead of imitating his minions, though, Barbovor reaches out with his arm without unclenching his fist before dragging it back to himself – realistically he’d be grabbing enemies with his arm pit in the motion. Rather than yet another grab, Barbovor’s lower arm simply becomes solid and invulnerable during the duration of the move, becoming a hitbox that deals several 10 hits of 1% and flinching over the duration all the while.
The main purpose of this is to drag foes back in who are attempting to run away from you (Especially those rolling away) – most common if they’re trying to get to the tip of your stomach spike that’s far off in the distance. The move becomes surprisingly potent when more inflated, as Barbovor’s arm will swell to ridiculous proportions during the move’s duration, giving you a larger wall. The width of the “wall” part of Barbovor’s arm is especially relevant considering that if the foe is standing where the “wall” spawns, they will be immediately pushed to whichever side they were closer to.
UP TILT – LOWER THAN DIRT
Barbovor turns to face the screen, then reels his entire massive body into the background as he stands on a single foot, raising his other foot as high as he can into the air. Only Barbovor’s leg on the battlefield is a hurtbox, and Barbovor can stay in this stance as long as he wants, transferring the water in his body to his foot, obviously increasing the move’s range. If his leg is hit with –any- attack in the charging phase, Barbovor will fall over onto his stomach prone position with horrible lag. That said, it is almost lagless to stomp down, and Barbovor can stomp at any point within half a platform of himself with his other leg, turning his body to do so as necessary. Barbovor’s stomping foot deals 8-16% based off inflation, and while it deals no knockback it will pin the foe under his foot during the move’s ending lag. This can work nicely if the foe is attempting to outrun poison that is being pumped to the end of the spike and get off it before that point – pin them down so they’re forced to take the injection.
This move’s most notable property is the ability to stomp down on your spike – the foe will be unable to go past that point on the spike if they’re impaled on it until you come out of your ending lag, with said ending lag being superarmored so they can’t just knock you off. Considering it’s untelegraphed where you’re going to stomp, this leads to plenty of potential mindgames with the foe moving back along the spike to avoid your stomp. While blocking off the foe’s escape while you’re unable to do anything may seem pointless, your minions are still perfectly capable of attacking, making this a good way to sandwich the foe between you and them. If the foe doesn’t want to get glomped by them while you’re blocking off their exit off the spike tip with your foot, they’ll have to fight them back towards the other end of the spike.
DASHING ATTACK – BODY SLAM
Barbovor leaps forward as he transfers the water inside of his body to his stomach, dealing 11-19% and knockback that KOs at 135-85% based off his weight (With the smallest amount listed being his default weight – not if he deflates himself beyond that). While the attack is rather painfully laggy, you can angle the attack while Barbovor is in mid-air briefly – when he lands on the ground, he’ll bounce up at the opposite angle that he slammed onto the ground, still a hitbox.
This can be used as an approach (Not that Barbovor would ever think of that), but is better used as a retreat - a retreating bounce can either take you horizontally backwards or up into the air (At which point you regain control of Barbovor). Barbovor’s constantly shifting position prevents him from being too vulnerable, and forces foes who want to punish him to chase after him seeing if they just wait at an area they predict Barbovor will bounce to in order to punish him, he can just bounce elsewhere.
SMASHES
FORWARD SMASH – WATER CANNON
The king opens his mouth to ridiculously wide proportions before firing out a gigantic stream of water that reaches out 3 platforms and is as tall as Barbovor rather than a generic DBZ style mouth beam. Every second foes are caught in the stream adds on another 5-12 seconds of poison damage to them based off charge. As per usual, foes are pushed away at Sonic’s dash speed while in the stream, which provides you with some decent defense with which to reinflate yourself after the move, considering Barbovor deflates twice as quickly as he inflates in Down Special as he uses this move. He has to hold it out for a second minimum, with no maximum limit other than how inflated he is. This is the main move you’ll be using to inflate your minions, as well as a simplistic spacing move to send the foe towards the tip of a spike about ready to inject some poison.
UP SMASH – NAGOSHIAN CROWN
Barbovor extends upwards 4 spikes from his head 2-4 platforms, dealing 16-26% and cutting the foe’s movement/jumps by 20% while they remain impaled. Foes have to jump up the spikes they’re impaled on to get off them, making it near impossible for a good chunk of characters to get off without having to climb up the spikes at an overly slow rate. On the other hand, considering Barbovor will have already used his usmash, his defenses to deal with the foe that’s inevitably falling down on top of him are unfortunately minimal. . .
DOWN SMASH – NAGOSHIAN PRIDE
The Nagoshian king puts his hands on his hips, leans forward on one knee, and puffs out his chest (Because his hurtbox was clearly not big enough as is), laughing deeply. If he is hit while laughing, he will take no knockback from the attack, but will instead gag on some water and vomit it out forwards, the water being as tall as tall Mario-Ganon’s height and Bowser-5x Bowser’s width. The water will deal 10% poison damage and push foes a Bowser beyond it’s width at triple Sonic’s dashing speed, though the water barely travels anywhere before hitting the ground. Barbovor uses anywhere from half a second worth of Down Special charging to 3 seconds based off how long he charges the move, and while this would normally make charging the move largely not worth it, the “charging” is simply determined by how long you hold down the input during the (Brief) starting lag, with there being no traditional smash attack charging for the move.
This is obviously an excellent tool to get foes off you in general when largely inflated and combo fodder, but your resistance to knockback can be a much larger threat when you’re rooted to the ground via dtilt, making it impossible for a foe to uproot you and thus making it impossible for the foe to get off the dtilt spike if you impaled them. As far as grabs. . .That’s what your minions are for.
AERIALS
NEUTRAL AERIAL – AXIS OF EVIL
Barbovor starts flailing his arms, doing very, very weak hits of 2% and weak set knockback. The purpose of this move is to rotate Barbovor in mid-air, him doing so for as long as you hold the button, with you able to determine whether he does so clockwise or counterclockwise at the start of this lagless move. It takes half a second for Barbovor to complete a full rotation.
The purpose of this move is to rotate the position of your spikes that are already out – primarily, those in your usmash and bair specifically. When combined with your usmash, you can turn upside down and cause a foe who was sliding down the spikes to land top of you to slide away from you back towards the tip of the spike. When they’re about to get off, you can rotate yourself back to normal and repeat – obviously mixing things up enough so that the foe doesn’t just predict what you’re going to do. There’s also always the possibility of, y’know, flipping over when the foe’s about to get off the usmash spikes to drop them off-stage.
BACK AERIAL – GOUGE
Barbovor juts out his left arm behind himself at a 90 degree diagonal downward angle before spikes extend downwards out of it 3 platforms, the tip of the spikes dealing 10% and impaling any foes they come in contact with. If a foe tries to get off the spike overly quickly, keep in mind that if they’re on the tip of the spike as it falls down onto the ground, they’ll take an additional 8% as they get knocked into their prone state, with rolling failing to get them off the spike, being unable to get off in any form until they get up (The same applies to a similar situation with a nair flipped usmash).
An obvious use of this move is to scoop a foe up, then casually turn around, causing them to be positioned 3 platforms behind you if they were at the tip of the spike. If you impale a minion, combining this move with your nair will enable you to very quickly bring them airborne to attack foes while your lazy *** stays safe on the ground.
If your grab stomach spike is impaled inside the foe, you will be unable to swing the foe around like this by turning around – your stomach spike will ultimately win against the pull of the bair spikes, causing any portion of the bair spikes impaled inside the foe to get broken off as you turn around. This causes the foe to be treated as if 5 spikes from your Neutral Special were impaled into them, while Barbovor automatically retracts the remainder of his bair spikes, unable to use his bair again for 4 seconds.
FORWARD AERIAL – TITANIC JAWS
Barbovor opens his mouth as wide as possible as he starts transferring water to his jaw, making the grab hitbox bigger and bigger. There must be enough room in your jaw for the character’s upper torso to realistically fit inside, or else your jaw won’t be a grab hitbox against them. At max Down Special inflation, you don’t have to spend any extra lag time transferring water to your jaw to successfully chomp down on Bowser, while at default you’ll have to spend .4 seconds to do so. Barbovor is very punishable from behind during this move, but he can hold his mouth open as long as he wants. Approach the foe alongside a charging minion for the best results. Barbovor can continue the move upon touching the ground if he has chomped down on the foe, but the move has bad lag if he lands before that or cancels out of the move.
Upon successfully grabbing the foe, Barbovor can crunch down on the foe with his jaws, dealing 10% and causing the foe to vomit up all of the poison Barbovor has injected into their body. As long as Barbovor holds down A, he’ll keep his grip on the foe with his teeth, absorbing the poison, but if he lets go the foe will get propelled backwards by the stream of poisonous puke they vomit up. The exact formula for how far they fly back is 1.5 platform for each 10 seconds of poison damage they have left to take, multiplied by how much damage they’re taking per second. So for example, if the foe had to take 3% for second for 12 more seconds, they’d fly back 5.4 platforms.
UP AERIAL – CLUTCH
Barbovor turns to face the screen as he extends his hands above his head, having optional lag where he transmits the water in his body to his hands as long as you hold A, increasing the size of the grab hitbox. This water transferring is faster than in other similar moves, but directly adds to the ending lag as he transfers it back to the rest of his body. Upon grabbing the foe, Barbovor throws them forwards for 8% and knockback that kills at 160%. This alone has obvious gimping potential if you tilt Barbovor’s body via nair so he grabs forwards, then throws the foe downwards.
If Barbovor grabs a foe who is impaled on a spike, then he won’t throw them and will simply keep them in his clutches until you let go of A or they escape at varying grab difficulty (Normal at default to quadruple at max inflation). If he drags the foe more than 3 Ganons away from a spike they’re impaled on, the foe will snap off the spike with them being treated as if 5 Neutral Special Spikes were shot into them like in the bair. Barbovor automatically retracts the remainder of the spike attached to his body, able to do other attacks while doing so.
If Barbovor drags the foe away from the spike 3 Ganons or less then releases his grip on the foe, they’ll attempt to snap back to the point they were on the spike with cartoon physics, but realistic physics will take over, with the foe passing up the main location of the spike and going 3 Ganons past it. After that, they’ll get launched 2 Ganons back towards where you released them, 2 Ganons away from that point, 1 Ganon towards it, 1 Ganon away, before finally getting snapped back into place and regaining control over their movement. This takes roughly 3 seconds if you dragged the foe 3 Ganons away, with the time being reduced significantly if you dragged them less far. Foes are immune to all knockback and grabs during this time. Foes are still perfectly capable of attacking and dodging as they bounce around, but it becomes pathetically easy to impale them with other spikes and prevents the foe from making any progress in getting off of the spike they’re on. Barbovor can also grab a part of a spike that doesn’t have a foe on it to cause it to constantly bounce about – if a foe moves to that part of the spike, they’ll experience the effects as if Barbovor grabbed them directly until it finishes bouncing. You’d think this would require awkward set-up with your nair to really work all that well, but your float enables you to drag foes horizontally better than you’d expect.
DOWN AERIAL – DEVIL’S DROP
King Barbovor drops down in a token stall then fall (With an actual stall, a rarity these days), speeding up to twice Sonic’s fall speed. While still entirely unusable off-stage, the move can be made significantly less predictable by activating your “float” in the middle of it, causing Barbovor’s downward momentum to slow significantly. If you can bait an air-dodge, the foe will get hit far more easily.
The move’s power varies massively based off how inflated Barbovor is. At minimum weight it does a token 5% and knockback that KOs at 180%, at default it does 15% and KOs at 120%, while at maximum weight it does 23% and KOs at 70%. All knockback is horizontal rather than the downwards kind you’d expect, meaning this is a horrific on-stage KO move when inflated enough.
FINAL SMASH
Barbovor raises his arms skyward and laughs maniacally, causing his off-screen ship to actually lower enough for the bottom of it to be visible at the top of the screen. It is as wide as the main stage before it will proceed to drop down tons upon tons of Nagoshians – roughly 40 of them or so. Barbovor then strikes a triumphant pose as he has them start shooting all of their water at him, rapidly shouting out “MORE!” as they do so. Unfortunately, Barbovor eventually gets inflated to ridiculous proportions, attempting to shout out “STOP!” before his mouth gets covered up by his absurdly inflated fat cells. While he attempts to signal them to stop with the hand motion as he lets out muffled curses, his stupid minions continue to inflate him anyway, causing him to literally explode and a gigantic tsunami to sweep across the stage. This tsunami comes towards the camera and is undodgable, smacking all of Barbovor’s minions against the camera as well as any foes for an insta KO. This obviously also KOs Barbovor, but what remains of his corpse takes a while to disintegrate, meaning he will win if they’re both on the last stock.
The only safe place to be for foes is either 5 Ganondorfs up into the air (Impossible for many chars on many stages), or under the stage. The actual water washes across the screen incredibly quickly, so characters like Link –can- survive it by going under the stage for just a split second before grabbing the edge. Of course, in a FFA, Link will get mauled horribly by the likes of Dedede, who will be busy being an assh
ole and edge hogging him. If Barbovor wants to kill said assh
oles who do that sort of thing, though, he can just impale them on his spikes so they can’t run before he activates the Final Smash. While they may be able to get off the spike while King Barbovor inflates himself, if he impaled them with a dtilt it’s a guaranteed kill, as foes will be unable to knock Barbovor away while he’s being inflated, him entirely invulnerable.
PLAYSTYLE
If you haven’t gathered that Barbovor’s primary goal is to impale foes on his various spikes then prevent them from reaching the tips of said spikes so they can’t get off, there’s little this section can do to help you. This process is without a doubt his primary damage racking mechanism with all of the passive damage foes will accumulate while trying to get off the spikes, and it’s far easier to pump some poison into the foe if their ultimate goal is to get to the area where the poison can actually be injected into them for even further passive damage. Multiple spikes impaling the foe at once also not only adds more damage, you can have the paths interfere with each other to make the foe not only ignore one spike, but be specifically going away from one spike tip to get to another spike tip. Further passive damage can be added by impaling spike tips into the foe with either your Neutral Special, bair, or uair, forcing them to either take ludicrous amounts of poison damage or stand still to take them out, giving more time for existing poison damage to rack up.
So in order to actually keep them from escaping your spikes, much less if you want to keep them on multiple ones at once, you’re going to largely be relying on minions impaled on your spikes heavily, letting them slowly delay the foe’s escape from you while you keep reeling them in with your ftilt. If the foe intends to get past both you and your minion, things will probably be too frantic for them to avoid getting injected when they reach the spike tip – utilt is immensely useful here, not only to pin them on the spike tip, but to prevent them from retreating on the spike. If they’re too cowardly to even attempt to go for the spike tip at that point/prefer to attack you directly regardless, you can just use your fsmash or jab to push cowardly foes or your dsmash and many defensive moves to deal with foes in your fat face.
An alternative approach is to race the foe to the end of your spike – while this may sound nigh impossible for a fatty like Barbovor to do, he doesn’t have to deal with his minions, and his dashing attack can help him immensely here. While your spike impalings that slow the foe’s movement are universally beneficial, they are needless to say most beneficial here, giving you more incentive to use your uair and bair to get some spikes directly embedded inside the foe. Once you –do- beat them there, you can just spam jab, fsmash, and dsmash to prevent them from ever reaching you. If you somehow have the time, use dtilt to set up camp to prevent them from knocking you away so you can’t defend the main spike tip. If you’re currently ahead but can’t beat them to the end, cause the part of the spike they’re about to run to to bounce about with uair.
If you just can’t seem to pin the foe down to prevent them from escaping due to something like Sonic’s absurd dash speed or superarmor abuse, a large goal of yours should be actually landing the dtilt, as it prevents the foe from escaping off spikes traditionally and forces them to attack you directly to get off. Barbovor’s GTFO and generally defensive options prove as useful as ever here, and if you stomp down on a spike with utilt when they’re as far away from the spike as they can go, they’ll be trapped and fodder for a minion to come impale with a shoulder charge.
Barbovor has three main options for early kills outside simply waiting for a “natural” kill when the foe is at an obscene damage percentage – the first is obligatory DBZ-esque gimping, which involves him impaling a foe with bair or usmash, then going off-stage and dumping them off. This can lead to surprisingly early KOs, as while some foes will cling onto the spike due to having hopelessly high damage, others will take the chance to get off the spike and slide off it downwards, ready for you to finish them with a fair. While it might not kill off fellow DBZ characters, when you bring minions into the mix it becomes horrific, as you can have a minion impaled on your arm impale the foe, then drop them off into the abyss. If nothing else, this will surely encourage them to DI to the bottom of the spike in a predictable manner, giving you a easy chance to inject more poison into them.
Kill option number two involves Barbovor simply inflating himself to his maximum when he doesn’t have all that much damage on the foe, not bothering to impede the progress of foes who are desperately running away from him to get off spikes and simply taking advantage of the time to himself. This gives Barbovor obscene range on many of his moves and turns his dair most specifically into a horrific killer – bring the tip of your stomach spike into the air to force them to approach into it.
Kill method three flows the most naturally from Barbovor’s normal damage racking, but puts a more heavy focus on stacking up poison damage and going for injections. Once you’ve achieved this, you will want to either get them off-stage (Or even just to the edge if you’re lazy) and kill them with your fair as they vomit out all the poison to their death, or to casually siphon out all of the poison yourself from a spike to bring yourself to max inflation instantly. In the case of the later, if you have enough poison on the foe you get the added bonus of being able to be extremely liberal with your water shooting moves before the process happens, helping you get to said goal with far less stress – you’ll forget Barbovor even has an ammo bank mechanic.
MATCH-UPS
BARBOVOR VS. VEGETA – 50/50
Barbovor has a very distinct lack of moves that can get his enemy into the air – his up inputs assume a foe is already in the air attempting to attack him from above. Barbovor’s options are almost entirely limited to his bair and uair combined with his nair to shift his position around to properly scoop a foe up from the ground and bring them into the air. How is this relevant? If Vegeta makes a fake moon on the ground, Barbovor’s incredibly slow, stallish playstyle will make it far too easy for Vegeta to turn into a great ape and curbstomp him. One method Barbovor has to prevent Vegeta from doing this while still having him impaled on his spike is again his uair, but using it on the spike Vegeta’s impaled on, dragging it up into the air, to cause him to repeatedely bounce back and forth.
While it might seem difficult, it’s quite possible if Barbovor is aware of what he has to do, as Vegeta isn’t all that great at melee defensive combat, paling in comparison to Barbovor, making it quite easy to provoke Vegeta into his much more natural mindless rushdown. From there, things go much better for Barbovor what with his assortment of defensive moves to constantly shun him away while he takes repeated poison damage. If Vegeta attempts to use his incompetent ranged game when pushed away, he’ll be taking far more damage from Barbovor’s various passive damage than he ends up dealing. The one thing Vegeta has in the bag to make him not a helpless victim against Barbovor is his Zanzoken, enabling him to “teleport” past minions on the spike he’s on as well as Barbovor’s stomped down foot from utilt (Though unfortunately, it fails to take him off the spike – we’re already being generous letting him do this much, considering it’s just him moving fast and not a teleport), as well as surprise Barbovor from behind where he’s most vulnerable.
BARBOVOR VS. NAPPA – 0/100, Nappa’s favor
Nappa’s fake moon is constantly in the air and he has to constantly direct his eyes to look at it, but unlike Vegeta, Nappa can do this in the air or on the ground and is far, far more defensively suited to defend himself properly, with projectiles that he can fire at Barbovor from a multitude of angles with his float, as well as the ability to use ground chunks to defend himself from spikes looking to impale him. This forces Barbovor to, god forbid, approach, something that is incredibly foreign to his playstyle, though his dashing attack and “float” provide some half decent options to do so with. Once Barbovor gets to Nappa, Nappa will probably have stared at his fake moon long enough to just stay up in the air for the remainder of the time he has to stare to complete his transformation, but Barbovor is able to impale Nappa much more easily in the air, as there he can’t use ground chunk shields and it’s generally more awkward for him to aim his Eye Lasers properly while still staring at the fake moon. Barbovor can consistently keep Nappa from immediately transforming, but it’s a very constant threat.
This is ignoring how much Nappa enjoys the match-up outside his ability to go Great Ape, as Nappa’s rock chunks not only function as shields but as pretty much entirely unbeatable projectiles for Barbovor to contend with, forcing him to continue to approach. While Barbovor could just use his dtilt to prevent Nappa from fleeing, Nappa can uproot the part of the stage the spike is impaled into, not only invalidating Barbovor’s attempt but enabling him to drag Barbovor around by moving the ground chunk about. Considering how much Barbovor plays into Nappa’s hand, Nappa also finds it very easy to send Barbovor off-stage, meaning his recovery will limit his water to use in other moves. Barbovor –could- inflate properly by making use of his minions, but then Nappa can casually turn into a Great Ape. Oh, and for good measure, Nappa moves forwards during his token DBZ jab, enabling him to beat the crap out of Barbovor –and- move towards the tip of a spike at the same time, should he ever actually be threatened by the Nagoshian king.
BARBOVOR VS. BURTER – 50/50
While Burter can get off non dtilt spikes with relative ease thanks to his Neutral Special, godly movement speed, and ability to attack while moving at said speeds, said dtilt spikes cause Burter very awkward problems, as he’s relatively incompetent at generic melee combat without making any use of momentum. Combined with how all his high knockback moves only have high knockback when he has momentum, he struggles to push Barbovor away far enough to uproot him, much less when he has his almighty dsmash at his disposal.
Thankfully, Burter can just largely stay in the air to avoid the dtilt, but Barbovor can have a spike tip directly in front of himself to prevent Burter from using his fair unless he wants to get impaled on Barbovor’s spike. All of Burter’s massive forwards momentum will cause him to be unable to escape the spike, and Barbovor will inevitably have a counter ready with his dsmash to avoid taking any knockback. Still, Burter’s fair will do meaty damage, and when it’s time for the actual kill Burter can just grab him out of the dsmash counter and drag him to the side blast zone for a kill.
Barbovor can prevent this otherwise highly unfavorable scenario by keeping minions around as extra hitboxes for Burter to dodge through on the way to his spike, though it’s difficult for Barbovor to keep his incompetent minions directly in front of him to form a perfect barricade and will rarelywork – though when it does, it works beautifully and can lead into a dtilt that Burter utterly loathes. If Burter is playing overly cautiously, he can attempt to cause an earthquake with his dsmash as he goes across the stage to force Barbovor up into the air, but it takes time – very precious time. See, if Barbovor gets Neutral Special (Or less likely, uair or bair) spikes into Burter, he has a constant source of passive damage that will never go away and will also weaken Burter’s otherwise meaty movement. Burter’s playstyle is definitively never coming to a stop, so he won’t have time to pick them out, meaning this will be Barbovor’s main source of damage. If Burter –does- come down to pick them out, he’s begging to be gutted by Barbovor’s dtilt.
BARBOVOR VS. RECOOME – 65/35, Barbovor’s favor
Recoome’s grab counter works against ranged grabs –if- Recoome is right next to the foe anyway, and all of Barbovor’s spike impaling moves do indeed count as grabs, going through shields and what have you. This makes it essentially impossible for Barbovor to impale Recoome at close range, forcing him to have to send Recoome away with his fsmash, dsmash, and jab – preferably having those moves force Recoome directly into a spike. Once you get Recoome on a spike, he’s very easy to stall out, though good luck getting in the dtilt against him. If you do get him in said dtilt, though, Recoome will fail miserably to get up taunts as you just knock him out of it, him taking passive damage en mass all the while. The only way Recoome will really get an early kill on Barbovor early is a gimping attempt, but if Recoome somehow got in enough taunts to do that Barbovor probably has plenty of inflation to easily recover from it. That said, any points in the match-up where Recoome isn’t impaled are extremely painful for Barbovor, and Barbovor will be attempting to push him away in a rather predictable manner – Recoome still does have a laggy regular grab he can use if Barbovor gets too predictable with the dsmash.
BARBOVOR VS. CAPTAIN GINYU – 45/55, Ginyu’s favor
Ginyu will generally find gimping Barbovor in the regular manner incredibly annoying, as considering Ginyu is so obsessed with it Barbovor will inevitably be focused on staying well inflated to foil Ginyu’s gimping attempts. However; if Ginyu can knock Barbovor under the stage, he’s a sitting duck, as his recovery is entirely vertical and his “float” can only take him so far horizontally. That and, y’know, Barbovor has the worst off-stage game of any DBZ character, hands down, much less when Ginyu is going to be primarily going to be attacked Barbovor from below, where his least usable off-stage aerial, dair, is at the fore front.
While this is very threatening, Ginyu has to knock Barbovor high enough up into the air to spike him through the stage first, and Barbovor’s immense weight gained from inflation can come in incredibly handy here, literally forcing Ginyu to have him drag him up with his levitation field. Assuming Barbovor is indeed inflated, his dair will see massive use during this time to simply get to the ground, nevermind it being such a huge threat. Ginyu can’t ignore spikes he’s impaled on and just sponge damage for a body swap, as Barbovor’s dair is too threatening to actually KO him on a regular basis. That and, y’know, Barbovor’s spikes can prevent him from even getting high enough. In addition, if Barbovor is indeed impaled Ginyu generally can’t take him all that far off-stage due to the spike holding him back, preventing him from just going for said body swap. Sound unfavorable for Ginyu? It would be, if Ginyu didn’t win if he –ever- gets Barbovor under the stage, and how he gains an additional option in taking Barbovor off-stage for a body swap at high damage. Ginyu can also get off the spikes while dragging Barbovor along with him with his levitation field, meaning he doesn’t have to forfeit any offensive advances while doing so.
BARBOVOR VS. JEICE – 45/55, Jeice’s favor
Jeice can force Barbovor to actually use up all the distance his stomach spike is allowed to travel with his ridiculous float and –two- uses of Up Special, all the while he harasses Barbovor with his godly crusher ball from above. From up high in the air, Jeice can generally see the usmash coming a mile away, though it’s pretty easy to victimize him if Barbovor can take advantage of when he –does- come down. If Barbovor gets him on a spike, Jeice can’t run from Barbovor nearly as well, him only able to go 3 Ganons into the air, much less if that leads into a dtilt, in which case Jeice is forced into close combat with Barbovor – something completely and utterly foreign to his Australian brain. Jeice is so mediocre in close combat that Barbovor will hardly even have to use his defensive moves to make up for his size, and at such a range can pressure him quite easily. If Barbovor lands a dtilt, Jeice is largely done. It’s all too easy for Jeice to get careless earlier on in the match when he’s amounting such a gigantic lead, so he making use of after-images here can be useful for Jeice if he wants to not get impaled – even if you do mess up, he might impale something that doesn’t matter anyway. If Jeice gets enough of a lead before he gets impaled, though, then he may actually get enough damage on Barbovor to force him more than 3 Ganons away from where he’s rooted and not get destroyed horribly.
BARBOVOR VS. GULDO – 35/65, Guldo’s favor
Barbovor’s fetish for the ground makes it relatively easy for Guldo to easily threaten him with his eye lasers, and Guldo will generally be approaching Barbovor to hit him with his Mind Bind, Barbovor having to use his fsmash before he gets to him to send him away. Barbovor can generally routinely dodge Guldo’s grab if he spams it, but if Guldo is also threatening with Mind Bind things become much more complicated for Barbovor. Having to rapidly jump into the air to dodge the grab is also a pain for Barbovor, seeing the eye lasers on the ground prevent him from dodging there, enabling Guldo to repeatedely approach Barbovor faster than he can inflate himself to keep sending Guldo back out. Guldo will have enough time to get an earth spear above Barbovor most probably, and from there Guldo can just keep levitating Barbovor off-stage and forcing him to waste water, repeating the process until Barbovor has nothing left to recover with.
The main thing interfering with Guldo’s otherwise guaranteed victory is Barbovor’s dtilt – if he’s that close up to Barbovor, he will struggle to make time to use his Mind Bind properly and Barbovor can keep Guldo’s annoying Eye Lasers down. At low percentages, Guldo pretty much –has- to freeze time to get out, but considering he has little other need to Barbovor will have to catch him on the dtilt spike on a regular basis for this to actually work.