Get A Load of This!
Smash Journeyman
44% is rediculous. Tone it down to the 20s.
As for Spear Waddle Dee, I'll be finishing up his set after I go to lunch, so keep an eye on this page.
Edit: And here we go! His moveset's rather generic, but it's hard to come up for one so generic himself. =P If it's hard to understand my descriptions of his motions, tell me and I'll try to detail it more.
Spear Waddle Dee
Each stat is scored out of 10 points.
Size – 1/10 – Jigglypuff size, basically.
Weight – 2/10 – Heavier than Puff and nobody else.
Walk – 2/10 – Relaxed, leisurely and slow.
Run – 4/10 – Slow. Link slow. Does have a quick initial dash though.
Power – 2/10 – Most of his moves are fairly weak pokes.
Attack Speed – 7/10 – Fairly quick, somewhere around the speed of Toon Link.
Range – 9/10 – Disjointed hitboxes and long range pokes are pretty much what the character’s about.
Priority – 5/10 – Definitely not going to beat out any of the sword users (except maybe Toon Link or Meta Knight) unless he uses his range advantage.
Air Speed – Pikachu/10 – See rating.
Has ten jumps, each lower in height. The first is about the same as Kirby’s, but the nine jumps after only add up to about the length of Ganondorf’s Dark Dive. This gives him more aerial freedom, but his recovery isn’t as broken as it sounds.
Spear Dee’s playstyle revolves around spacing and keeping the opponent at a distance. Using him is a slow jaunt, but effective if played right. Certain attacks allow for loops and tech chasing. He must keep stacking on damage, and then bait into his killing moves, which are gimmicky and there are not many of. Edgeguarding is harder to do than with the best of them, but possible. He must be able to keep those putting pressure on him at a distance, as he is weaker at close range.
Idle – A firm stance with his spear held in his right hand, spear head facing upward.
Wait1 – Looks around, one arm over his eyes like he’s trying to block the sun.
Wait2 – Quickly shuffles his feet, as if running in place.
Wait3 – Obligatory headscratch.
Jab – The first attack has him shifting his right leg behind him whilst swinging the spear a short distance in front of him, from right to left, using both hands. This pops the opponent a short, set distance in the air. The second hit has him spinning clockwise and spiking the opponent back onto the ground. The first hit does 2% while the second does 3%. This automatically floors the opponent, allowing for potential follow-ups.
F-Tilt – Holding his spear in both hands, he stalls for a moment and then jabs forward. This is the basic Spear Waddle Dee attack as seen in Kirby Super Star Ultra. Has praiseworthy reach, but has absolutely no vertical range. Does about 3% up close and 6% for a hit with the spear’s tip.
U-Tilt – He plants his spear head-down in the ground and does a flip over it. The hitbox is small but the range is comparable to Ike’s U-Smash. The knockback is great, with some noticeable endlag as he reorients himself. Does about 10%
D-Tilt – A simple slap towards the ground with the butt of the spear. Does about 4% with low knockback. Has less range than his F-Tilt but has more vertical coverage.
F-Smash – Three continuous spins, going counterclockwise. The first two hit low and pop the enemy in the air, with the last batting them away. Each spin does about 4% uncharged, and 6% fully charged. The startup is lagging and the end lag is large, but the knockback is stellar.
D-Smash – A very quick spin with large range, doing about 8% uncharged and 11% charged. Mostly a spacing move, as it has little knockback. Has a high chance of tripping and next to no lag.
U-Smash – Spins in a half-circle clockwise before swinging the spear upwards. Weak 3% hitbox on the spin, and 9% uncharged and 12% charged on the actual hit. Does not have coverage over his head.
Dash Attack – Plants his spear in the ground whilst spinning around it, akin to a pole a gymnast might use. Knocks the enemy away about the distance of a Battlefield platform. Does 6% with average range, the length of his body.
N-Air – If you know Javelin Knight, you know this move. He spins rapidly in the air, doing multiple hits for about 2% each. However, if he should land on the ground whilst performing the move, he’ll jump up again and keep spinning, doing a 10% damage single hit with KO potential. Like F-Tilt, has great horizontal range but almost none vertically.
F-Air – A short, right to left swing. Actually hits in front and below him, with the downwards range being better. Does 4% normally and 6% if tipped. Slow but the hitbox stays out long. Has killing potential around 110%.
B-Air – A VERY quick jab with the spear butt. Speed is comparable to Jigglypuff’s aerials with slightly better range. Does 3%.
U-Air – Fairly similar to the Ice Climbers’. Has good range but has no horizontal coverage. It does about 2%, 5% if tipped.
D-Air – A straight down jab that does 1%. The thing is, this move can be spammed to no end. The range is large vertically and each hit pushes the opponent down slightly. Allows a lead into other attacks If it hits a grounded opponent.
Grab – Picks the opponent up with the spear’s butt. Has moderate range, but if it whiffs, he stumbles.
Pummel – Slams the opponent into the ground, doing 4% damage. Around the same speed as Kirby’s.
F-Throw – Tosses the opponent up and then bats them away. Does 9%. Can kill around 150%.
B-Throw – Slams the enemy into the ground and then shoves them away, grinding them along the ground all the while. Does about 7% and does completely horizontal knockback.
U-Throw – Pops the enemy up, impales them on the head of the spear, and then throws the spear. Always sends them away the same distance. He then pulls out a new spear. Does 6%.
D-Throw –Jumps up and flips forward before swinging the spear and driving the enemy to the ground at an angle. Does 5% and can send opponents below the ledge if done close enough whilst facing an edge.
N-Special – Megaton Pierce– Leaps slowly into the air. If B is pressed again or if enough time passes, he’ll throw his spear to the ground, doing a shockwave about the size of a Battlefield platform. It hits only grounded foes and does 8% whilst tripping them. However, Waddle Dee flashes white at an interval of his jump. When pressed at that exact moment, both it and the spear crash down, causing a quake that puts opponents into the ground.
F-Special – Spear Toss – Spear Dee throws his spear at an angle. If the B button is held, the angle will be lower and the spear will travel farther, faster. After a certain distance, or it hits something, the spear will reappear in his hand. Trips standing opponents and is a weak spike to aerial ones. Does about 12%.
U-Special – Spear Vault – On the ground, he does a maneuver similar to his u-tilt before jumping high into the air, comparable to Falco’s initial jump. His entire body is a hitbox that does 13% with killing potential. In the air, he does the same thing, but at the end, he grabs hold of a piece of fluff (a parasol will do if there is no effect that can be used to simulate a dandelion) and slowly floats back down. In this state, he can either throw a spear a short distance with B (5% damage) or let go entirely and enter free-fall. Unlike Peach’s parasol, he cannot press up to start falling slowly again, so care is needed.
D-Special – Panic – A Golden Waddle Dee staple, he starts high tailing it faster at speeds Captain Falcon can’t catch over a short distance. The lovely thing is, this gives Spear Waddle Dee super armor for attacks that don’t do over 10%. After a long distance or reaching an edge, he stumbles and has to catch his breath, giving ample time to be punished if this escape move is not used carefully. This cannot be interrupted.
Final Smash – Big Spear Waddle Dee – Growing in size immensely, Spear Waddle Dee becomes an unflinching monstrosity akin to Giga Bowser. In this state, Waddle Dee can only walk, jump or throw a handful of spears with B, doing weak knockback (think Shiek’s Needle Storm, at a downward angle) with each spear that hits doing 3%. As he walks, the ground quakes, doing 2% to grounded opponents. Landing causes a quake with large knockback that does 7%, and touching him deals great knockback and 10%. This lasts about 12 seconds before he pops, returning to his usual self. (Optionally, Big Spear Waddle Dee despawning could summon a small troupe of regular, NPC Waddle Dees.)
Taunts:
Up – Twirls his spear as if it were a cane and hops.
Side – Grips the spear in both hands and strikes a battle pose.
Down – Flinches, as if he’s seen a ghost of some sort.
Results Screen:
Victory 1 – Kirby Dance!
Victory 2 – With his spear head down in the ground behind him, he wipes his brow, shakes himself off and strikes a victory pose.
Victory 3 – Mimicking Meta Knight, he twirls his spear once, and then spins rapidly (trying to vanish) but simply gets dizzy and falls on his face.
Lose – Actually cheers his opponent on, waving his hands and occasionally doing a fist pump.
As for Spear Waddle Dee, I'll be finishing up his set after I go to lunch, so keep an eye on this page.
Edit: And here we go! His moveset's rather generic, but it's hard to come up for one so generic himself. =P If it's hard to understand my descriptions of his motions, tell me and I'll try to detail it more.
Spear Waddle Dee
Each stat is scored out of 10 points.
Size – 1/10 – Jigglypuff size, basically.
Weight – 2/10 – Heavier than Puff and nobody else.
Walk – 2/10 – Relaxed, leisurely and slow.
Run – 4/10 – Slow. Link slow. Does have a quick initial dash though.
Power – 2/10 – Most of his moves are fairly weak pokes.
Attack Speed – 7/10 – Fairly quick, somewhere around the speed of Toon Link.
Range – 9/10 – Disjointed hitboxes and long range pokes are pretty much what the character’s about.
Priority – 5/10 – Definitely not going to beat out any of the sword users (except maybe Toon Link or Meta Knight) unless he uses his range advantage.
Air Speed – Pikachu/10 – See rating.
Has ten jumps, each lower in height. The first is about the same as Kirby’s, but the nine jumps after only add up to about the length of Ganondorf’s Dark Dive. This gives him more aerial freedom, but his recovery isn’t as broken as it sounds.
Spear Dee’s playstyle revolves around spacing and keeping the opponent at a distance. Using him is a slow jaunt, but effective if played right. Certain attacks allow for loops and tech chasing. He must keep stacking on damage, and then bait into his killing moves, which are gimmicky and there are not many of. Edgeguarding is harder to do than with the best of them, but possible. He must be able to keep those putting pressure on him at a distance, as he is weaker at close range.
Idle – A firm stance with his spear held in his right hand, spear head facing upward.
Wait1 – Looks around, one arm over his eyes like he’s trying to block the sun.
Wait2 – Quickly shuffles his feet, as if running in place.
Wait3 – Obligatory headscratch.
Jab – The first attack has him shifting his right leg behind him whilst swinging the spear a short distance in front of him, from right to left, using both hands. This pops the opponent a short, set distance in the air. The second hit has him spinning clockwise and spiking the opponent back onto the ground. The first hit does 2% while the second does 3%. This automatically floors the opponent, allowing for potential follow-ups.
F-Tilt – Holding his spear in both hands, he stalls for a moment and then jabs forward. This is the basic Spear Waddle Dee attack as seen in Kirby Super Star Ultra. Has praiseworthy reach, but has absolutely no vertical range. Does about 3% up close and 6% for a hit with the spear’s tip.
U-Tilt – He plants his spear head-down in the ground and does a flip over it. The hitbox is small but the range is comparable to Ike’s U-Smash. The knockback is great, with some noticeable endlag as he reorients himself. Does about 10%
D-Tilt – A simple slap towards the ground with the butt of the spear. Does about 4% with low knockback. Has less range than his F-Tilt but has more vertical coverage.
F-Smash – Three continuous spins, going counterclockwise. The first two hit low and pop the enemy in the air, with the last batting them away. Each spin does about 4% uncharged, and 6% fully charged. The startup is lagging and the end lag is large, but the knockback is stellar.
D-Smash – A very quick spin with large range, doing about 8% uncharged and 11% charged. Mostly a spacing move, as it has little knockback. Has a high chance of tripping and next to no lag.
U-Smash – Spins in a half-circle clockwise before swinging the spear upwards. Weak 3% hitbox on the spin, and 9% uncharged and 12% charged on the actual hit. Does not have coverage over his head.
Dash Attack – Plants his spear in the ground whilst spinning around it, akin to a pole a gymnast might use. Knocks the enemy away about the distance of a Battlefield platform. Does 6% with average range, the length of his body.
N-Air – If you know Javelin Knight, you know this move. He spins rapidly in the air, doing multiple hits for about 2% each. However, if he should land on the ground whilst performing the move, he’ll jump up again and keep spinning, doing a 10% damage single hit with KO potential. Like F-Tilt, has great horizontal range but almost none vertically.
F-Air – A short, right to left swing. Actually hits in front and below him, with the downwards range being better. Does 4% normally and 6% if tipped. Slow but the hitbox stays out long. Has killing potential around 110%.
B-Air – A VERY quick jab with the spear butt. Speed is comparable to Jigglypuff’s aerials with slightly better range. Does 3%.
U-Air – Fairly similar to the Ice Climbers’. Has good range but has no horizontal coverage. It does about 2%, 5% if tipped.
D-Air – A straight down jab that does 1%. The thing is, this move can be spammed to no end. The range is large vertically and each hit pushes the opponent down slightly. Allows a lead into other attacks If it hits a grounded opponent.
Grab – Picks the opponent up with the spear’s butt. Has moderate range, but if it whiffs, he stumbles.
Pummel – Slams the opponent into the ground, doing 4% damage. Around the same speed as Kirby’s.
F-Throw – Tosses the opponent up and then bats them away. Does 9%. Can kill around 150%.
B-Throw – Slams the enemy into the ground and then shoves them away, grinding them along the ground all the while. Does about 7% and does completely horizontal knockback.
U-Throw – Pops the enemy up, impales them on the head of the spear, and then throws the spear. Always sends them away the same distance. He then pulls out a new spear. Does 6%.
D-Throw –Jumps up and flips forward before swinging the spear and driving the enemy to the ground at an angle. Does 5% and can send opponents below the ledge if done close enough whilst facing an edge.
N-Special – Megaton Pierce– Leaps slowly into the air. If B is pressed again or if enough time passes, he’ll throw his spear to the ground, doing a shockwave about the size of a Battlefield platform. It hits only grounded foes and does 8% whilst tripping them. However, Waddle Dee flashes white at an interval of his jump. When pressed at that exact moment, both it and the spear crash down, causing a quake that puts opponents into the ground.
F-Special – Spear Toss – Spear Dee throws his spear at an angle. If the B button is held, the angle will be lower and the spear will travel farther, faster. After a certain distance, or it hits something, the spear will reappear in his hand. Trips standing opponents and is a weak spike to aerial ones. Does about 12%.
U-Special – Spear Vault – On the ground, he does a maneuver similar to his u-tilt before jumping high into the air, comparable to Falco’s initial jump. His entire body is a hitbox that does 13% with killing potential. In the air, he does the same thing, but at the end, he grabs hold of a piece of fluff (a parasol will do if there is no effect that can be used to simulate a dandelion) and slowly floats back down. In this state, he can either throw a spear a short distance with B (5% damage) or let go entirely and enter free-fall. Unlike Peach’s parasol, he cannot press up to start falling slowly again, so care is needed.
D-Special – Panic – A Golden Waddle Dee staple, he starts high tailing it faster at speeds Captain Falcon can’t catch over a short distance. The lovely thing is, this gives Spear Waddle Dee super armor for attacks that don’t do over 10%. After a long distance or reaching an edge, he stumbles and has to catch his breath, giving ample time to be punished if this escape move is not used carefully. This cannot be interrupted.
Final Smash – Big Spear Waddle Dee – Growing in size immensely, Spear Waddle Dee becomes an unflinching monstrosity akin to Giga Bowser. In this state, Waddle Dee can only walk, jump or throw a handful of spears with B, doing weak knockback (think Shiek’s Needle Storm, at a downward angle) with each spear that hits doing 3%. As he walks, the ground quakes, doing 2% to grounded opponents. Landing causes a quake with large knockback that does 7%, and touching him deals great knockback and 10%. This lasts about 12 seconds before he pops, returning to his usual self. (Optionally, Big Spear Waddle Dee despawning could summon a small troupe of regular, NPC Waddle Dees.)
Taunts:
Up – Twirls his spear as if it were a cane and hops.
Side – Grips the spear in both hands and strikes a battle pose.
Down – Flinches, as if he’s seen a ghost of some sort.
Results Screen:
Victory 1 – Kirby Dance!
Victory 2 – With his spear head down in the ground behind him, he wipes his brow, shakes himself off and strikes a victory pose.
Victory 3 – Mimicking Meta Knight, he twirls his spear once, and then spins rapidly (trying to vanish) but simply gets dizzy and falls on his face.
Lose – Actually cheers his opponent on, waving his hands and occasionally doing a fist pump.