@Stage Comments, Krow as a little mini-boss is just a dispensable side effect that would be cool, but unlikely. Still, Gankplank Galleon seems to be next in line for DK stages. And a racing stage sounds...decent, but I don't know how the reception would be. It would never be about Barrel Blast, which was pretty darn awful. They had a chance to do that in Brawl (it was out at the time), but skipped over it for Jungle Beat. Diddy Kong Racing is a cool game, but is it part of the DK series? It had no representation in Brawl as far as I know, and the DS one sucked...it might be a cool Mario Circuit replacement, but it's still a bit iffy. I'd say if not a second DKC stage, one from DK64, or a new game.
If there had to be one from a
new game, I'd think there would be something from those weird-a*s swing games. We will have to wait and see...
Items:
Maybe the Vacuum Mushroom from RPG, to give all characters a Dedede-esque inhaling move for their Neutral Special. Victims would take damage in their stomachs, then be spat out for some knockback. From Mario Sunshine, you could have the Durian (the spiky fruits that have to be kicked around). They would deal 2-3% per second you carry them, but 28-29% and insane knockback if you hit a character with it.
And finally, Animal Buddy crates. I'm leaning towards Cranky as an AT, so these fit best here. There are no DK items other than arcade-era ones. While these are still plenty important, these can add some variety. Buddies are basically controllable steeds that characters ride that can damage foes.
For example, Rambi the rhino could charge around, character on back, plowing into foes with his tusk. Winky the frog could boost the characters' jumps, or lick foes up and spit them out. Squitter the spider could sling webshots at enemies. Squawks the parrot could fly around with foes, shooting out nuts. Ellie the elephant could squirt water to push foes around, or suck items closer to her with her trunk. On and on, these have great potential, but we'll have to see. Maybe we'll just get a Lube-Coated Banana that causes characters to trip not only once, but twice in a row. Or some other lame revamp item...
Is the DK series really still selling? I wouldn't really know, since I don't pay attention to sales charts, but I would have thought the bulk of its sales would have been back in the day when Rare was messing around with the series. Also, I'd assume the original Donkey Kong migh have contributed its sales to whatever number's being made here, and in that case, Mario was the main character.
Also, I'd very much doubt that K.Rool gets the spot, even if there is a 3rd DK rep. He's really not that important overall, and his role in the series has never really evovled from where it started. (In DKC he was a evil crocodile who for some reason stole bananas and like to play dress up, and in the here and now, that's still what he is) There's also the little tidbit that Dixie Kong was intended to be the third character in the DK series. (Though not a full character most people speculate, since she was some how tied to Diddy. Odds are though that they worked in a fashion simmilar to how they worked in the games, in which one would follow the other, and using down B would have switched them. Would explain why Diddy's current down B looks so awkward. If this speculation is true though, she likely had a entire moveset planned out for her, which is a plus)
Ugg, not this again.
I was the one who said they could swap with a down B. And although K.Rool has little personal development, you can't honestly say that characters without that can't be playable *cough*ROB, Ice Climbers, Zero Suit Samus*cough*. Plus, Dixie could be a complete clone of Diddy (characters using items aren't always canon; she could use popguns and rocketbarrels, and her hair could be used in place of Diddy's tail attacks). K.Rool cannot possibly be a clone of anyone on the roster. And I believe Sakurai said something about how he tried to team up the two but it didn't work. That, I think, was also why Plusle and Minum were cut.
Bwa ha ha! One big, buff, ****** hunk of Kupa coming right up!
Aww, I'm flattered you'd spend so much time gawking over my sexy figure, but there's better stuff below, if that's possible.
BKupa666
***
Yeah, this is the part where you sit back, relax, and read one of my many biographies written about my awesome self. Learn where I came from, what I became, what makes me tick, yadda yadda yadda.
BKupa is Bowser's cloned brother. As such, his appearance is exactly the same as that of the Koopa King, although BKupa often pimps himself out in Koopa clothes. When Bowser was hatched, Kamek sought to make him a brother. He recovered a piece of Bowser's eggshell and cast it into a fiery castle pit, upon a spell of powerful magic. The spell allowed the shell's DNA to mutate into an immensely powerful Koopa being, with fiery powers way above that of the standard Fire Breath. However, when Kamek was forced by the Yoshis to flee his castle, along with Baby Bowser, he forgot about his developing brother.
By the time BKupa was mutated into a functional clone, the castle was in ruins. Rising out of the lava as a baby, BKupa was infuriated to seemingly have no purpose in life. While setting off into the wilds of Yoshi's Island, BKupa came across a group of Koopa vigilantes. At first, the group doubted the young Koopa's strength, but he quickly proved them wrong by obliterating a tribe of vicious Shy Guys. As such, BKupa became a master in crime and fighting, and quickly rose to the top of the vigilantes.
BKupa is loyal to the Koopa Troop, but kicks arse of his own accord. BKupa naturally became quite wealthy due to his vast skill, so he now dwells in a dark island in a southern sea. He owns an enormous private Volcano-Operated mansion, where he hatches his apocalyptic schemes and hangs out with his female Koopas. BKupa is quite the comedian, sharing Bowser's brutish sarcastic wit, while maintaining a devious mindset. He is also a musical genuis, as well as a word-class swimmer...in lava, that is. He
is going to take over the world someday...when he feels like it; BKupa's just chilling right now. Why should he bust his arse over a task he could do at the snap of a claw? There are chicks to hit on!
Now, you get to find out just how beastly I really am. Of course, I'm not actually fully displaying all of my skills here. These puny Brawlers have sport...and such sport is deserving of a fighting chance.
Power: 8.5/10
Do you need me to unclog your ears for you?! Like I just said, I can't actually perform to the best of my ability in Smash Bros. Still, I'm still buff enough to take down any foe easily, even when restraining myself. It takes skill to do that, you know!
Walking Speed: 2.5/10
Well, what in the Underwhere did you expect this to be?! It's a frickin' walking speed, I'm not going to go wasting my unlimited energy on mere speed.
Dashing Speed: 4.5/10
Okay, now I know you're just holding back a dam-full of insults about me being somewhat slow. Don't insult my intelligence and hide them! I'll spare you for now...I'm just taking it easy here to put some false hope into the mind of whoever is foolish enough to challenge me. So there!
Weight: 9/10
What? WHAT?! I am NOT fat! I just have a big shell! Seriously, carrying around that thing is like exercise. I actually endorse healthy eating habits, you know...
Range: /10
Projectile Distance: /10
Attack Speed: 3.5/10
Don't you dare jump to assumptions and call me a mediocre fighter just because I take time in performing my attacks properly. Good form and all, you know. Plus, I can't just whup everyone in a matter of a few seconds...where's the fun in that?
Priority: 8/10
Bwa ha ha HA! I just love the helpless expression on an enemy's face when I effortlessly cut through their futile attempts at an attack with a few simple tricks.
Size: 10/10
Well, I am the biggest, baddest brute around...by looking at my dear brother, I'd say I'm probably a bit thinner than him, but slightly taller as well. What's that you say? I'm a huge target? I'd love to see anyone daring enough to get close to my fearsome self...before I roast them for lunch.
First Jump: 5/10
Just because I'm a big, heavy machine of destruction doesn't mean I can't throw my own weight around like nobody's business. I admit, some of those other weaklings are more nimble than I, but make no mistake, they're just using their versatility as a mask to hide their true fear of me. Bwa ha ha, how utterly pathetic!
Second Jump: 3.5/10
Hey, before you complain about my slight shortcoming in this stat, try jumping in mid-air yourself and see how hard it is to pull off.
Aerial DI: 6/10
You think that just because of my weight I can't keep any mobility in the air? Bah! I'm full of surprises, so don't you go jumping to hasty conclusions on me!
Fall Speed: 8/10
My sexy shell does tend to pull me down, but what did you expect?! I'm not just going to float around like a dainty little candy-arse angel, now am I? I need plummeting speed to crush those fools who dare stand beneath me.
Recovery: /10
Traction: 4/10
I'm running around and kicking major arse like a greased monkey on steroids, and you think I'm gonna take the time to care about a slight problem with my stability?! Wow, you are in desperate need of a stomping, BKupa-style.
Crouch: 4/10
Great kings like me only crouch for defensive purposes; I haven't actually practiced getting down and dirty before...Hey! What are you snickering at? Oh...bwa ha ha...you have a decent sense of humor, I'll give you that much.
Comboability: 3.5/10
I already told you, I'm not going to waste my time with lame combos; that's my enemy's job. I'm all about power, unlimited power, SUPREME POWER, that will make me...POWERFUL!
Wall Jump:
Hey, I'm no gymnast, but bouncing off walls like those jerk Mario Bros. I hear so much about isn't much of a challenge at all.
Wall Cling:
What? You want me to frickin' stick to the wall like some d*mn dirty ape? Preposterous!
Crawling:
While I'm breaking my back down on the floor, I might as well go the extra mile and learn the tricks my men utilize. That way, I can do it better! And don't I deserve the best?
Gliding:
You're asking me, BKupa, to take to the sky? No way, that's the job of those Paratroopa pansies, not the biggest and baddest brute of them all. Who is that? Why, me, of course!
Tether:
Let's move on to what I do on the field of battle...other than beating the hide off anyone else foolish enough to oppose me, of course. Naturally, when my handsome self isn't fighting like a true beast, I'm doing something else worth gawking at. You'd better have lots of room on your SD Card for all of the gorgeous pics you'll be taking of me!
Standard Pose:
When a ruler of my stature takes his place on the battlefield, it's only natural he must strike intense fear into the hearts of his idiotic competitors. I stand with fire in my eyes, and claws clenched into fists in front of me, glowing with flame. Due to my preparation for destruction, my breath comes hard and fast. Doesn't the enemy know that I'm giving them time to run?
Idle Pose
Grrrrr...WHY AM I BEING PUT ON HOLD?! Don't keep me waiting, or I'll begin stomping up and down in place so hard that I create small fiery shockwaves. Still, my intent is more just to drive you crazy with fear, so the shockwaves won't actually hurt you...but we're getting there, oh yes!
Walking:
Time for me to make my move! I start approaching slowly and deliberately. To further intimidate those around me, I pretend to pull up my invisible sleeves, alternating arms. If I had sleeves, that is...
Running:
Now, it's time for me to start the action! I stop with the intimidation and simply hold my flaming fists in front of me. Those losers don't know what they're up against.
Dashing:
Graaaaah! Now they've done it! Here I come, fast as lightning...or, as fast as I can, I guess. I storm forward, pumping my fists dangerously, stomping the ground and causing the screen to shake. It must be as scared of me as my foes are! Bwa ha ha...
Jump #1:
Jumping is a cinch for such an awesome buff guy like me...all I need to do is crouch down for a quick sec before jumping to bound upwards. Of course, this crouch makes it harder for me to perform smaller jumps, but who cares? It's not like I need to hop around like a wussy little rabbit to dominate my opponents!
Jump #2:
To boost myself higher above the losers that call themselves Brawlers, I tuck into my shell and coat myself in fire. This boosts me a bit higher, without even spinning me around! Bwa ha ha, sometimes I even surprise myself with my ******edry!
Crouching:
Eh...I hate crouching, but I can pull some pretty smooth moves from it. So, taking my own sweet time, I lay down on my belly, limbs all stretched out. Now, if anything hits my shell, it doesn't hurt me at all! No Brawler's gonna dent this baby! Still, I should probably be careful that I don't get sniped in the face by those idiots while I'm vulnerable; I can't just get up and down that easily, you know...Bleh, I need to work out more.
Crawling:
Oh yeah, now we're talking! I tuck into my big burly shell and scoot forward along the ground! Now, this is why it's worth my while to take the effort to crouch; it looks like I'm faster than any Brawler at crawling...what wimps! Still, by watching my minions, it probably wouldn't be a good idea for me to get attacked while crawling. Yeah, I have no traction in my shell; it might send me just rocketing the opposite way. It wouldn't hurt me in the least, of course, but falling over a cliff isn't too high on my list of priorities.
Ledge-Hanging:
Bwa ha ha, time for a test of manliness! Look at all those weaklings, hanging by just one arm! I hang by one finger! Beat that, small fries!
Swimming:
Gah! I'm all wet! I only swim in lava, so naturally the water doesn't bode well with me...AT ALL! I sure can book it in the water, though; my breaststroke is second to none! I better make sure I don't stay in the water too long...something about my fiery DNA tells me I'd have a hard time staying afloat with my flames all doused.
Forward Roll:
Rolling? Pah, I already told you I'm not frickin' wasting my time with lame acrobatics! Instead, I merely disappear under the ground, in a fiery portal, and resurface about three body lengths away. What's the matter, scared of my hellish powers? Turn back now if you're too wimpy to proceed; it only gets better from here on out!
Backward Roll:
Well, why the hell should I take away from the awesomeness of my Forward Roll by doing the exact same thing when rolling backwards? Instead, I simply turn entirely into flame myself. Rolls are supposed to be speedy? Smeh...whatever; my flaming self quickly vanishes in a poof, and reappears about two body lengths away. You happy now?!
Spot Dodge:
Alright, you're really gonna piss me off now...it's bad enough that I have to put up with your pathetic efforts before obliterating you! Meanwhile, there is NO WAY I'm letting you touch my awesome form! To avoid this, I simply step backwards, catching my big loud yawn with a claw, before stepping forwards again. What a bore it is to watch my enemy's attack completely fail to hit me before I retaliate...
Air Dodge:
Yawn...I'm getting bored already...I'm ready to get on to the fighting moves section, but I'm already close to finished here, so let's press on. Those lightweight insects are trying to hurt me in midair? No problemo for BKupa! I'll simply do a barrel roll in my shell to dodge it with rapid ease. Hey, what are you all geeking out over? STOP THAT GIGGLING!
Shield:
Well, I could hold back my attackers with the blink of an eye, but no, I have to be fair to the fools that dare face me in combat. So, I simply conjure up a fiery orange shield of flame to protect myself...as if I need protection. HEY! STOP SHOOTING IT! It's turning lighter; that can't be good at all...
Tripped:
Wait...I'm approaching a weakling and...I'm suddenly squat down on my arse? WHAAAT?! I DEMAND A MEETING WITH THE NUMBSKULL ORGANIZERS OF THIS COMPETITION! WHO IN THEIR RIGHT MIND *laughs* OVER A ****** LIKE ME FALLING FOR NO REASON?!
Dizzy:
Whoa, what's happening? There are pretty Mushrooms flying everywhere...and all these colors! I must be losing it or something. Wait a second! I NEVER LOSE IT! If I catch wind of what's causing this, I'll put it in a world of hurt faster than a Koopa Shell on a raceway!
Sleeping:
Yawn...I'm so dang bored of all this non-competitive nonsense. I think I'll just lie down and dream of fighting an equal, as if one existed. I feel so peaceful, tucked into my shell and snoozing on the job. Hang on...what say you? Snoozing...on the...JOB?! WHAT?! HOW CAN THIS BE?! That's it, I'm gonna be roasting marshmallows on the culprit's arse tonight!
Basic Combo, Hit #1 - Flare Gun
Alright, you want a weak little attack? Whatever; here, I quickly open my mouth and allow a tiny orange flare to start up. Because I'm obviously holding back, the flame barely extends from my mouth, so I'll have to be in my enemy's face before breathing it. Also, it can't cut through too many enemy attacks, but what did you expect? At least I can hold out the tiny flame for as long as I want. It's so fun to watch it hold weaklings in its fiery goodness without knocking them away prematurely. [ 1-2% per second ]
Basic Combo, Hit #2 - Turning the Heat Up
Oh yeah, now here comes the action! My orange flame turns blue and extends a tiny bit further out of my mouth. It now breaks through more lame opponent attacks, and scorches weaklings from farther away. I can hold out this new flame, too, but it knocks foes away lightly instead of trapping them. By the way, I can close my mouth quickly to put out the flame, so you need not worry about me being punished. I know what I'm doing, unlike those other sluggish dorks.
[ 3-4% ]
Basic Combo, Hit #3 - Heat Seeker
Now that I have some distance from the enemy, I spit my flame out at the pathetic lightweight. Of course, I have to put my own special touch on it, so the flame turns white and hones in on my attacker. This needs some dark magic to do, so I breath in slightly before launching the fireball, and cool down for a short time afterwards. This takes energy, you know! Anyways, the fireball can't stand up to strong rival moves, but it seeks the nearest wimp at a moderately fast pace. Bwa ha ha, taste my burning rage! It only stuns the foe, however, so I'll need to follow up with a stronger move. Fortunately, I'm in no shortage of those, of course! [ 3% ]
Dash Attack - Kupa Football Player
Fun Fact: I'm an athletic Koopa, but I master selective sports, rather than throwing myself into every sport I see, like my brother. American Football is one of those sports. I play it with a gang of Chargin' Chucks when I get bored. Here, I put some football skill to good use. When I start this attack, I get down in a crouching pose briefly, stopping my momentum. A split second later, I let all hell loose and charge forward head-first, reading to skewer any losers in my path with my razor-sharp horns. They stand no chance against my awesome burliness! This tight move can put a stop to those weaklings in two ways.
If anyone collides with me as I skid to a stop, they are slammed back with massive force, but they'd have to be ******** to do such a thing. That part isn't even intentional, but my horns still cut through almost every other attack, and they don't even stick out that far! Just shows you how ****** I am! The wimps I hit had better get out of my way when I'm crouching, or my following attack will put them in a world of pain!
Of course, any fool would know that me charging into you causes some major hell. Foes literally fly up over my head as I mow them down like the pathetic weeds they are. I charge slightly faster than I do when just dashing normally, but I already told you that I'm not showing my full speed potential here. Almost no attack can stop my charge, but it takes me a sec to stop on my own accord. If you were are strong as me, you'd have trouble with this too, you critical jerk! I can charge as long as I want if the A Button is held down, but it would do me good not to get too predictable. There you go, the obligatory fourth-wall breaker. You happy now?
[ 5-6% crouch stop, 10-13% charge ]
Forward Tilt - G-G-Ghost!
Here's an attack that I employ one of my haunted minions to perform for me. Hey, if I'm forced to hold back this whole tournament, the least I can do is call one of my lesser underlings to attack for me. First, however, I need to set my foe up, so I point forwards rapidly and insistently. Hey, stupid, look over there! If any foe is facing me within a body length away, the ****** actually falls for it and turns away. This trick isn't a damaging attack, though, so if some scaredy-cat is just mindlessly trying to hit me, it might be best to wait to trick them. I don't want their scummy self knocking me around while I'm open!
If my enemy is facing away from me when I attack, one of my Ghost henchmen appears in front of me (according to my Koopa sources, it is the size of that deluded pink puffball) and quickly chomps into the idiot before disappearing with a chuckle. My ghost gets scared when anyone looks right at him for some reason, so he can only attack for me when my ******** enemies are looking away.
His sharp teeth can cut through nearly any other lame move. Also, those sweet dagger-like assets can launch my attackers easily, especially if they get chomped at close range. For you information, the Ghost can hit foes about a body length away, so no pathetic rivals of mine should ever turn their back to me. Eh, I don't care; I can just trick numbskulls into turning if they're close enough anyways, so whatever. [ 13% ]
Down Tilt - A Little Privacy, Please!
Yawn, I'll never be able to reach my full potential in stupid casual Smash Bros...so I quickly tuck into my beautiful shell in place to rest. My shell is virtually indestructible; I'd love to see any losers try and penetrate it. Actually, never mind, I don't want to be send skidding away at high speed....yeah, that would be problematic. Anyways...my shell is burly enough that only strong 'smashing' attacks could do that. If any other weak attack comes into contact with my resting self, the cowardly attacker has just crossed the line. I MEAN IT! I'M FRICKIN' PISSED NOW!
What am I gonna do about it? I quickly pop my head out of my shell and bellow in my sexy voice, "SNOOPING AS USUAL, I SEE!" to scare them away. I guess it worked, as any knee-knocking loser within a body length of my shell stumbles onto their arse in pain. While my booming deep voice won't push the enemy away at all, my powerfully awesome self is in no shortage of attacks that do, so no worries. Think my voice is weak just because of this? I'll have to call you out as WRONG! I bet half the attacks here can't even pass through the sound waves my sexy voice can make. Now that's power!
Yelling takes about a second to do, though, so it would be unwise on my part to merely scare the foe too much; they might try and fool themselves into thinking they can hurt me while I'm open. What idiots! Still, I won't attack again until after scaring; incomplete yelling is the work of a lesser villain than I. What...what are you all laughing at? It's not like I just said 'p*nis' or something...
[ 10% ]
Up Tilt - Vicious Throwdown
Bwa ha ha, trying to flee from me? I don't think so...With a burst of speed, courtesy of my sexy biceps, I thrust my hand into the air above my head. I hold it up for a split second, before lowering it with a slow stretch. Hey, I'm not gonna hold it up like some lame schoolboy, am I? My arms aren't long like that half-witted ape's, so they only reach up an average distance. Still, my catcher mitt hands can stand up to most weak to somewhat strong attacks. If a character is ******** enough to touch, fall onto, or jump into my hand, I grab them by the throat (or the closest thing for those de-evolved wimps) and hurl them to the floor, my hand catching fire for extra force.
Those spineless worms I throw down crash at my feet...unless they're one of those acrobatic twerps who know how to bounce off the floor. If they simply lie there, I can beat them again and again...and if they try and retaliate, I can read their moves and make them wish they were never born...right? Also, I have one more ****** trick that's sure to strike fear into the hearts of my wimpy opponents. If I end up grabbing a foe over an edge, I'll throw them down into the abyss in a fiery burst. Unless they have wussy-arse wings like that sackless angel, they'll have a hell of a time trying to get back to the battlefield before falling to their doom. I bet those jerks don't even have enough brains to dodge...this'll be all to easy! [ 12% ]
Forward Smash - Wrath of the Kupa King
Oh yeah, time to show you just who you're messing with! I hold my hands above my head, collecting my beast energy, then clap them together. Bwa ha ha, I love that mighty rumble, as a pillar of flame climbs into the air at my feet. Without much energy, my fire is just a wimpy bonfire, the size of that stupid puffball. Channeling firepower takes work, you idiot! With a good deal of strength behind my magic, I can make an infernal column nearly twice my height. The bonfire is always a body-length wide, though.
My ******** enemies will never be able to hit through any fire of mine! This is no ordinary fire; my godly flame stays out for three seconds, no matter my energy. If those who oppose me are stupid enough (and I have no doubt they are), they'll walk into it again and again, and keep getting burned! Then I'll watch as they go flying so far away! And I'll laugh at them! Bwa ha ha ha...I should probably save this move for when I really need it, though; it takes a lot of time to charge and release such a sexy power. But what do you nimrods expect? A wimpy little fire blast? [ 5-29% ]
Down Smash - Fire Sumo
Ha, I'm such a beast I don't even need to put effort into powering up this attack. When I unleash my strength, I merely get in a ****** sumo pose, but don't attack. My foes are getting the hell intimidated out of them now! Still, if they're stupid enough to try and hurt me, I won't hesitate to give them a taste of pain. I grab them and give them such a beastly fiery stomp that they get buried in the dirt! I can grab from up to a body length away, too, so those flimsy twerps had better watch out! Bwa ha ha! It's so satisfying to watch those losers struggle to escape the hole I put them in!
As tough as my catcher's mitt hands are, cowards can still land a powerful blow through them. Does that faze me? Hell no! The amount of power-up time I take strengthens how much pain I can stand up to. I still get hurt, but I just cut right through it. As any idiot with half a brain would know, I can't grab projectiles and stuff, but why should I need to? My beastly self can take those out in other ways! My sexy posing takes about a half second on either end...hey, stop your b*tching! Don't you want to gaze at my beautiful self for longer? [ 16-21% ]
Up Smash - Kupa's Klown Kar
Bwa ha ha, I have so many powerful attacks that I don't even need to attack here! While preparing this move, I simply take out a pump. After I'm ready, I take out my very own pimped out machine of love...er, straight love, the Kupa Klown Kar! It gets pumped up no matter how long I prepare myself, but it gets blown up with more power if I charge longer...you know what I'm saying, jerkface? You idiots better not attack it while I'm pumping it, or you'll be in for some major hell from me; you dare pop my beloved chariot of sexiness?
Anyways, the major idea of my pumping is that I need it to hurt foes in the air. Yeah, without my ride, I can't attack up there. So what? Only wussy-arse birds take to the sky; my ground-based awesomeness should be enough for you. But if you must, my Kar gives me a lot more freedom up there. I can pump for up to three seconds per charge; each second would give me...maybe two attacks up there? Yeah, if I need to teach those prissy angels a lesson, my Kar is my ticket to aerial dominance. It takes me a while to take out and put away that pump, though...don't make me look like an idiot by trying to keep me up there too much! [ 0% ]
Neutral Air - Podoboo Ring
You ready to see what kind of crazy awesomeness my ride has? Well, with the press of a button, three fireballs begin circling my Kar; these block any idiots trying to take me down. My ride vanishes after the fireballs appear, so they closely circle me instead. Aww, they're coming to their daddy! Bwa ha ha...they're only about the size of a Soccer Ball, though; they have a lot of growing up to do.
It takes a split second for them to come out; my little fire babies circle me for two seconds before leaving...unless they hit a wimp stupid enough to approach me. They'll be hit back pretty hard! They're not fully grown yet, so it wouldn't take much to push them aide. Also, it would be tough without stumbling a bit while my burning babies are out. Also, only one set of fireballs can circle me at a time, even if my Kar still has juice in it. It would do be well to use this with care, but I look sexy either way...why bother? [ 4-12% ]
KUPA'S KOLLECTION
48: King K. Rool
I definitely won't sugar-coat this at all, this K. Rool was the single worst K. Rool in any MYM, sans SBM. While many other low-placers earn their rank for having wasted material and irrelevant props, K. Rool easily wins both of these battles. Anyone could see that putting in his effing bat from Mario Sluggers and his one-hit-wonder Klaptrap pet was not original, but completely unnecessary. Not only that, but he did random out-of-character moves such as spinning around and breakdancing. MYM3 was fairly laid-back in these regards, but this was pushing it, even then. The generic-a
s specials and lack of playstyle when there was so much potential for one seal the deal for this atrocity.
47: Woody
As HR pointed out way back in the day, why does it strike me as funny that a cowboy is named Woody? Either way, Woody had potential as a set that hadn't been done, meaning he would bring more to the table than crown-throwing and blunderbuss-launching. He could have actually had playstyle with his ranged pullstring and whatnot, or a close-ranged KO system with his spurs. And what do I give him? A god
amn record player. A guitar. A yo-yo. I could rank him lower than K. Rool, but Woody barely misses the bottom spot because he has two movies to draw material from, making the props slightly more understandable than K. Rool;s, who has dozens of quality games.
46: Harry Potter
Part of the reason for this falling so low is that it originally started as a joke set under a different character. However, Harry's props really pull him down, as he really had potential for a long-ranged 'beam' style. His props are more relevant than the bottom two, IMO, but not much better at all. At least the set got a bit of recognition, over Woody, despite being nowhere near Top 50 material. Plus, unfitting rainbow colors for the lose?
45: Cranky Kong
This is easily one of my top contenders for a remake. Cranky has a lot of potential, and some of it is actually used throughout the set. However, his props, while less bountiful than other worse sets, were OOC for him. Seriously, the real Cranky would be writhing in his grave if he saw himself riding the Animal Buddies he so loathes. Granted, I still like his Potions special, in addition to the lulzly B-Throw, so Cranky is easily better than the bottom few. In the end, he brings too little to the table, too late, to rank any higher.
44: Bowser
Bowser seemed to be a large inspiration for DFM to make his Bowser two contests later, and indeed he salved some of this version's better moves. They do exist; Drill Claw and Fire Spurt are two moves that I am especially fond of, and would be totally feasible in Brawl. It is these that keep Bowser floating above the bottom-dwellers under him. However, the rest of the set was just d
amn boring. Bowser's other moves were either vague references to obscure moves, or generic slashes or chomps that lead to a very disjointed set. At least the others were consistent with their props.
43: Simba
You'd be surprised how hard it is to find a good picture of Adult Simba. Anyways, this was a rather rushed set that I did for Iron Thorn (IIRC). She was rather pleased with it, but back then, many users, including myself, just enjoyed references in attacks, not the attacks themselves, or how the moveset as a whole would work in Brawl. I have a certain fondness for characters with Simba's body design, which would be interesting to see in the game. His attacks, on the other hand, are quite a bit repetitive, or random in the extremes. Even his Proud Roar, a good move on it's own, was made stale by Rex using the same thing earlier. I would rank Simba lower, but seeing as how he was never meant to be a real set, I let him slide a bit in this ranking.
42: Captain Jack Sparrow
Captain Jack was my first realistic 'humorous' set, and he served his purpose well. He had ever abundant props, but due to being actually humorous when he uses them, Sparrow did develop a small following. The Miserable Little Pile of Secrets SM also made him much more well known than most of my other MYM3 sets, even if it did overemphasize his cowardice. The set is an eyesore, and feels a bit disjointed, but it did bring some nostalgia and lulz to the table, earning it a respectable place among my MYM3 works.
41: Doggy
Doggy and Bear were a failed attempt at a colossal MYM4 opener. It pains me that my I have to rank these guys so low, but...they were just plain bad as a set. I seriously got so bored that I couldn't finish the end of the set. Doggy was the first to be made, so he was the only one of the duo to see the entire light of day. Not only is nearly every single move superfluous to the extreme, his attacks are either boring tail attacks or random props from an underdetailed backstory (the only thing that was underdetailed). And unlike Bear, next to none of the props were interesting at all. The only one arguably even a bit funny is his electric leash, and it was nothing but a generic tether grab. The playstyle, while at least existing, unlike my MYM3 works, consisted of nothing but fast attacks and a projectile. Due to being an OC, albeit a boring one, Doggy is better than the characters with less playstyle and more potential, despite being a poor set.
40: Bear
Bear was essentially a heavyweight Doggy, just with a bit of actual creativity and humor in a few moves. By all means, he was a character revolving around his beehive due to slow attacks, but instead, he used random props and un-funny gross attacks to inflict damage. He was not nearly as dull as Doggy, but that's not saying a whole lot. His humor gives him the edge above his canine friend in my eyes. But not by much; they're both lame.
39: SamuraiPanda
A more obscure set of mine from early MYM3. For those who are unaware, SamuraiPanda was one of the hosts of the DOJO-recapping podcast, Show Me Your News!, which has unfortunately died down now. I overestimated how many users would listen to the podcast, which severely limited its appeal. However, to those who understand his various references, he's a classic Christmas Man esque set who perfectly captures the podcast's humor-filled, tangent-prone nature, while ignoring playstyle. Never really a serious set, meaning it can't rank higher, but it's easily funnier than anything below it. Plus, you gotta love that katana (hello).
38: Christmas Man
Now, the only reason a MYM7 set is ranking this low is that Christmas Man was never, ever intended to be serious. The idea sprang up after Sundance's obsessing about agi's Rudolph set (that will probably never come out) spitting anchors. So, I whipped this up on Christmas morning, and vuela! Christmas Man! He mashes together memorable moments and memes from major holiday movies, and a few lesser-known ones. He's essentially SamuraiPanda, just with a minuscule amount more playstyle that I wasn't willing to write up, and with attacks the common reader actually can know the source of. Oh, and
Angry Elf >
Rool's slaves.
37: MYM 4 Kaptain Skurvy
This was a vastly ignored MYM4 set of mine, going so far as to not get recognition as a full moveset on the Workshop, despite having all the requirements for a moveset. Anyways, Skurvy was a prop-using Kremling with projectiles and a trap, but no real flow. Of course, he had a brief fifteen minutes of pirate fandom, but was quickly forgotten, sans Royal Flush. Part of this is my fault, due to accidentally posting him halfway through development, then leaving it up and merely posting his final link. Far from my best MYM4 set, but still an improvement from Doggy or Bear.
36: YTP Arthur
The mere mention of this guy can bring (rolleyes) or (puke) to plenty of MYMers...that is if his d
ick-stroking Special doesn't already do so. I can't remember exactly where his inspiration came from (YTP was strangely appearing in chat at the time, and I do recall a conversation about a Pingas Rangers joint...back in the day when sets where made on a whim). Arthur was given full-out extras to add to his joke-seriousness, but ended up flopping more than his dad's
cake. He had no real playstyle besides randomness, and was vastly outclassed in the humor department by Sakurai. It's no question he's my worst MYM5 set, but he still brought a few funny and interesting moves, such as his item-snagging grab and slippery D-Tilt, keeping from the bottom sets.
35: Harry Houdini
Possibly my most obscure set of all time, and easily my most unknown in MYM3 (only HR even mentioned it, and only in a simple one-liner). Houdini puts nearly every single famous magic trick of his into a functional moveset. Due to having so much to pull from, it would be difficult constructing an accurate playstyle of him. Houdini wasn't one of my larger MYM3 works, instead aiming for a more historical moveset of the King of Handcuffs. Still, I was surprised how little reception he got, and this was before character bias even came into being (people only ignored you if you blew, like SBM). A few pricelessly fitting moves, such as capturing foes in a straitjacket and staying under icy water for defense, keep him a dark horse favorite of mine among my earlier sets.
34: Yau-Man
I had to have a Survivor set in my first contest, and who better to make one for than America's favorite old Asian man, Yau. Yau-Man is unique from my other prop characters (all but one other, who will appear a while later), in that he has absolutely nothing to draw from that doesn't use one Survivor prop or another, and few if any of these can be consistently used throughout a moveset. That said, I feel I flawlessly represented Yau's two appearances on the show with this set, and produced a few interesting defensive concepts in the process. His ever-present Idol gave him super armor as protection from his light weight, and his trademark fire projectile gave him a movable beam with which to hit from a range. While I don't think any Survivor but Ken would fare well in MYM, due to very few users watching the show, Yau-Man made for a cute set. Not to mention one infinitely more interesting than certain other lower prop sets...
33: Eddy
Now, we come to my next OCs on the list. I feel I did a crappy job of explaining the three characters (I just listed their hobbies relevant to the set), which may explain why they didn't quite make the Top 50. However, they were easily my best 'late' MYM3 characters, and the first one to appear here is the leader of the Trio. Eddy was nothing more than a fast character with an interesting model. He was long (hello), meaning he was a large target, but was light, fast, and low to the ground as well. None of his attacks really stand out to me now, though, and I think others will agree that his others made for much better sets. Although Sundance did find it interesting about him doing it like they do on the Discovery Channel...I wonder if he still does.
32: Reggie
Ah, don't you love the old days of five-minute sketches scanned to the computer? Good times, good times. Anyways, Reggie was a middle-weight Eddy with more of an aerial focus, which already makes him more unique. His attacks were nothing to sneeze at, although in the grand scheme of things, utilizing his saxophone for various note-related attacks brought him above Eddy. He's the middle-of-the-road character out of the Beast Trio, earning a respectable rank in between his fellow Beasts.
31: Jeffrey
The final Beast immediately caught people's attention more than the previous two, due to him being a Loch Ness Monster (I used the design from
The Water Horse movie my little cousins rented, which looked the most feasible). Rool will agree with me that Jeffrey is easily the best of the three. He not only uses more interesting props (not by much, though), but actually had a set up move that was rather important for KOs. It was doubled as an angleable projectile to make up for his atrocious speed, which made quite a few readers rank him above his companions. I agree wholeheartedly.
30: Hamm
The first of my only placing set of MYM3 to appear, Hamm was definitely not the best, and I think Slinky was better overall. His initial incarnation was loaded with generic rump-bashing and snout-shoving attacks, and while generic moves were nothing new in MYM3, users wanted more after loling their way through Rex and Potato Head. Hamm essentially became a slower, stronger character with projectiles. Blah. Looking back, his throws, all of which used a prop, were his lowest point. Also, I wish I had added more humor to the set, seeing as how Hamm is the most comedic (albeit forced) toy. I took a liking to his Neutral Special more than most, due to how well it suits him. Most people enjoyed his coin-slinging Side Special the most in the set. None of Andy's Toys had a definitive playstyle, but Hamm probably had the least. It's notable now that none of the MYM3 sets on the list from this point on were bad at the time...
29: Slinky
Slinky had nothing blatantly bad about him, but was a far cry from the humor of Rex and Potato Head. He was a fast character with range, due to his stretchy middle. Speaking of which, hindquarters-launched F-Smash was easily my favorite part of the set. Slinky's laid-back, yet assertive canine personality is all there, unlike Hamm, courtesy of his barking combos. He made for a short, sweet set that had its place among the other toys, but didn't bring anything major to the table. People didn't vote for Andy's Toys because of Hamm or Slinky.
28: Zazu
It came to me as a bit of a surprise that MYM4 Hades made it onto the Top 50 over these guys, but looking back, it's apparent why he did. Iago and Zazu lacked the originality that Hades brought to the table, and Zazu contributed far less to the set, due to having less overall playstyle. He was differentiated from his parrot pal; as I didn't want both to be featherweights, I made Zazu the lighter, more graceful character. He ended up a hodge-podge of props, wing slaps, and summons that he couldn't use advantageously (the fact that the monkey didn't throw poo doesn't help the matter). This aspect of him hurt him more than Iago, due to Zazu not having access to props in the middle of Africa. Either way, he was easily better than Doggy, Bear, or Skurvy for a character with props, and this average ranking suits him fine. Keep your eyes peeled for
subliminal messaging in Up Special...too bad I couldn't fit in,
"Good teenagers, take off your clothes!" into Iago.
27: Kaptain K. Rool
It's pathetic that I have to rank a MYM6 set this low, but there's no way around this monstrosity of a set. Sure, on the surface it appears like a combo set that would probably boost it up high in an earlier contest. But even beginning to hide how false it is futile. Kaptain tried to flow by unsuccessfully meshing sucking, needle, cannonball, and various other boring moves into a combo-playstyle. Not only does he fail miserably, it just feels plain wrong. The combo genre I was trying to fit on him just did not work on Kaptain as a character. He is easily below even a few MYM3 sets of mine, despite his conciseness.
26: Wart
Wart is essentially a superior Kaptain K. Rool, which makes him pretty da
mn bad. He is unreadable and over-detailed, not to mention having some of the most useless moves in MYM History. However, trying to give Wart combo potential is somewhat more understanding than doing so for Kaptain, due to Wart having, what, one bland attack to draw from. Although Kaptain is superior in aesthetics, Wart beats him out for having the ability for camping and hiding behind minions, despite it not being his attempted focus.
25: MYM5 Kaptain Skurvy
This iteration of Skurvy actually had a few combos to use, but it had an entirely inaccurate playstyle to the contrary. This was one of my biggest turning points in MYM, second only to MYM6 Hades. This was where I realized that describing a few generic strengths and weaknesses wouldn't work. I had to get incredibly in-depth early on and get the best playstyle I could. While it took some steam to get going, and took nearly a whole contest to refine, Skurvy's lesson worked on me. This, and a few cool moves, such as the basic attacks, keep him above the other two 'combo-characters'.
24: Tiggah
My highest-ranking OC on the list is enough to make Chris want to stab himself in the head with a fork at his mention, let alone that he marks the start of this list's upper half. However, he easily surpasses the Beast Trio for my first set with a mechanic (Timon and Pumbaa had none, despite both of them being out at once). As easily my most humorous OC, he put every gangstah (that's right, gangsta with an h!) trick in the book to use. From watermelon smashes to report card-slapping to booty meat, this guy had it all. The icing on the cake was reliance on grinding his Piglets for speed, jumping, and power. Although some statistics were off to begin with, these are easily fixable, and without as many props, I could see him gaining a fanbase today, even. Oh wait, most of us are too prude for cartoonish piles of poop, let alone anything sexual (D). Never mind.
23: Mr. Potato Head
Possibly the most playstyle-using, unique toy of the quartet. Mr. Potato Head was an average character, with ease building damage with projectiles. Although some Specials were credited as bland (e.g. Side and Up Special), I can't see how any of the others are any less original in use. Plus, you've gotta have the angry eyes. Potato Head brought his dry sense of humor into his character without missing a beat. He even gets a little horny in his victory pose (h). Him and Rex are rather close as the best toy, but the dinosaur has the easy edge from his unintentional laughos...
22: Rex
...Which brings us to the final toy, the insecure gentle giant, who marks the halfway point in this ranking. While in descriptions, Rex's attacks were nothing too original from a generic heavyweight's, they just flowed with their aura of cowardice and clumsiness. Some personal favorites of mine include spinning his head for basic combo and turning around in horror for F-Smash. His roaring Special was the most 'duh' Special of any of the toys, but was received with much praise nevertheless. Everyone loved Rex the most of the toys, especially Iron Thorn (who played with her Rex puppet as a girl) and MW (who admitted to being a huge fan of him as a lad). I believe he was the toy that sold the idea of Andy's Toys, and was also a major factor in boosting the sets all the way to 18th.
21: Iago
The near-universally more praised set of his dual-character, and the only bird that could function well alone or in a pair. Iago also had quite a bit more playstyle, revolving around using his master's lamp as a base, drawing them into its sinister range by camping and chucking crackers. Iago's taunts were also less questionable on him, due to it being somewhat in-character for him to use them. His humorous taunts (glide-taunt FTW!) cements him above Zazu for top bird. Unfortunately, I didn't realize what a gem of a playstyle I had at the time, and failed to capitalize on it. If I had, I would have no doubt that this set would have cracked the Top 50.
20: Indiana Jones
It was a shock even to me that two of my most ignored (and first two) MYM sets crack the Top 20. Indy had range and power, making him slightly broken, but as this was far from rare in MYM3, it's far from problematic. A few easily fixable stats and the removable a few minor props would make Jones a fantastic set, if not a tiny bit generic. He has a ranged playstyle with his whip and bug toss (such a nostalgic move), and a unique counter. Not to mention an epic Final Smash, and the taunt to end all taunts. Imagine in your Brawl: Ike: "Prepare yourself!" Indiana Jones: "I like Ike!" (Y) if there ever was a (Y).
19: Timon and Pumbaa
Oh my God, my first set ever was probably my most underrated set of all time, not to mention in MYM3. They got a grand total of zero comments in the thread, although the reviews (who were required to review everything back then...I doubt we'd be past Subaru if that was the case today) were incredibly positive. No one seemed to find the playstyle hidden in their prop-less attacks (which were somewhat run-of-the-mill, but funny enough anyways). Timon and Pumbaa fought together as one character, being unable to be separated. Within their moveset, both characters had solo attacks and group efforts. As a rule I didn't see at the time, Timon had faster moves, Pumbaa had slower KOing moves, and the duo together had a bit of a mix. Timon had a trap that could be used for landing Pumbaa's hits, while his warthog buddy had a chargeable beam fart that was not only relevant, but a beloved part of the set (especially to Spade (SHOCK)). These two are definitely on the top of my list for potential remakes in the future, although their playstyle and organization would be vastly different this go around.
18: MYM4 Klump and Krusha
Perhaps the most robbed duo of characters in all MYM. Both of their incarnations had playstyle and nothing worthy of being so blatantly ignored. This work was extremely rough to make, due to MW and I constructing it bit by bit via PMs (before the chat existed). In the MYM4 days before playstyle became prevalent, Klump and Krusha actually kept it in them, giving them a unique defensive mechanic. No BS on how Kremlings are overdone, please, as only K. Rool had been done once or twice before this. This by all means should have placed back in the day. It does have props, but yet again, sets entirely composed of props like Ken did place over it...
Camerupt is the evolution of Numel, hailing from Generation Three. These stout Pokemon resemble Bacterian camels, with two volcanoes on their backs in place of humps. Camerupt usually acts as a placid pack animal, until you grind his gears a little too much. When Camerupt gets pissed off, he is able to channel his fury to erupt his volcanoes and give his enemies a major whoopin'. Ouch!
Statistics
Size: 10
Weight: 10
Power: 9
Fall Speed: 7
Traction: 5
Attack Speed: 4
Aerial Movement: 3
Movement: 3
Jumps: 2
Rather standard heavyweight fare, if I do say so myself. Although Camerupt's strength does come with one major twist...
Specials
Neutral Special - Eruption
No, Camerupt isn't an Ike clone, deluded ones. He shoots up two volcanic rocks, back to back, from his 'canos, forward a character width in an arc to the ground, where they explode.
Looking at specials is no way to determine "clonage" at all. There are no real clones in Brawl, as all characters are drastically different.
I'm sick of hearing inexperienced players say Bowser/Charizard and Kirby/Dedede are clones because of Fire Breath/ Flamethrower and Inhale.
And R.O.B. will return, no doubt. Apparently, Sakurai has shown him to an audience who adored him at GDC. People thought Game & Watch wouldn't return in Brawl because he was a WTF character, as was ROB. However, he was so unique and memorable that he was brought back. And buffed like crazy. ROB will return, although he might be nerfed, as he is already a beast.
"Let's do it like they do on the Discovery Channel!"
The Beast Trio
***
~~~THE STORY BEHIND IT ALL~~~
"Hey man, what's this Smash Bros. Brawl I keep hearing about?"
*laughs* "It's a cool game; you get to play as big turtles and stuff."
"It's not nearly as good as its predecessor, Melee, but it still has its merits."
"Reggie, stop watching your laptop pornos and taste the fresh air! Do you taste what I taste? The air tastes like new opportunity!"
"That's cause you're a basilisk, dummy!"
*chuckles*
"Anyways, why did you bring up the Smash games to begin with?"
"We've received an invitation to attend the next tournament."
"It better not have any lame-a*s BS like random tripping..."
"What's that?"
*sigh* "Never mind, silly Jeffrey...Hey! Maybe there will be a kickass alligator king, a purple space dragon, and a young turtle artist there! I'd love to meet them, maybe even team up with them!"
"Reggie, Reggie, Reggie...you and your Internet world. How do you even know all these people?"
"Never mind. Sorry I even opened my beak."
"So...what do you guys think; you wanna go?"
"Sure, man...there should be some hot blondes there!"
"You and your blond fetish, Reggie..."
"Don't hide your excitement, Eddy! I know how much you like your high-heels. There should be some of those there, too. But, hey; focus guys: should we go or not?"
"I don't know about the fighting...peace is the answer; those silly Republicans just can't seem to get through their heads. Still, you know what? It sounds like fun. And what's wrong with a little fun?"
"That's what she said! Seriously, good question. What about you, Jeffrey? You've been awfully quiet, other than your standard 'LOL's."
*laughs* "I don't know if my parents would want me to. Plus, I'm not allowed to engage in more than kissing until I'm married!"
"You don't have to sacrifice your religion to clash, man. And, dude...don't worry about your parents. We're in college now, we can do whatever the f*ck we want!"
"Woah, man...chill. No F-Bombs, por favor."
"Whatever, señor. So I take it that's a yes?"
"Fine with me, but I'll have to pack my rock band stuff to practice with. We've got a gig when we get back, you know."
"I've got my laptop; I'll send the tournament organizers an e-mail confirming our appearance, right away."
"You always have your laptop, Reggie...Sometimes I don't even know why."
"I know, and I'm proud of that. Jeffrey...we're gonna be fighting for fun out there, you know. Time to show your manly side...get angry for once!"
"Rawr! I'll bring J.J. Murphy with me; he can be my motivation."
"Don't forget your wand, brother from another mother!"
*laughs* "Okey-dokey!"
"That's more like it, Jeffrey! You guys all pumped up?"
"F*ck yeah! Like Eminem says, when I bust their a*s, I'm gonna continue to rock!"
*laughs* "Okay..."
"Good. Pack your bags, boys; we've got a flight to the tournament in two hours!"
"Holy sh*t, dude, it's spring break! I'm so gonna hit on all the hot college chicks out there! I'm gonna hang out with my wang out! And I'm gonna rock out with my c*ck out! Those attendants better keep an eye out for one big motherf*cking 'snake' on that motherf*cking plane!"
*laughs* We should rent that movie sometime...
"Couldn't have said it better myself, Reggie. Let's hit the road!"
"It's Smash time, baby!"
Uh...Reggie? What's a Brawl?
***
~~~CONTROL THE URGE...ER, ERJ~~~
E. for Eddy
R. for Reggie
J. for Jeffrey
***
Eddy
The Leader of the Band
***
~~~BACKGROUND~~~
Eddy, a mythical basilisk, is the leader of the Beast Trio; although this isn't an official title amongst the Beasts, he pretty much determines what they do and where they go. Eddy is a chilled college student at Robinson University; he and Reggie are always ready to hang with any hot chicks they meet. As strange as it may sound, Eddy's love interest is actually The Chamber of Secrets itself. He's the only one who actually sees what's inside it; everyone else merely sees the stone entrance hole.
In addition to his sexual exploits, Eddy is the head of his own rock band, titled 'The Beasts'. Surprisingly enough, his fellow rockers are Reggie and Jeffrey; the Beasts perform portraits of other famous songs, which are quite popular around campus. Among Eddy's other talents are dancing and the ability to turn anyone on with his basilisk's gaze (rather than killing or petrifying them). Eddy is athletic, musically talented, and promiscuous.
~~~STATS~~~
Power: 4/10
Physically, Eddy is not as strong as Reggie or Jeffrey, due to his slighter build.
He's much more of a combo-focused character.
Walking Speed: 5.5/10
Barely above average for a walking speed...er, slithering speed.
Dashing Speed: 8/10
Eddy is the fastest Beast out there, due to him being on the college cross country team. He needs all this speed to pull off his combos.
Weight: 4/10
Unfortunately, Eddy has below average weight;
this prevents him from staying around too long during matches.
Range: 5/10
Although most of Eddy's attacks are separated from his body, their attacking range is rather average.
Projectile Distance: 0/10
Despite Eddy having many attacks separated from him, none of them serve as real projectiles.
Attack Speed: 8.5/10
Eddy has quite a few ways to combo his foes up and down, which is quite a relief for him.
Priority: 5/10
Mediocre; Eddy's melee attacks are pretty weak, but the strength he can get from his separated attacks buff this stat up a bit.
Size: 6.5/10
Surprisingly large for a lighter character; Eddy is about Bowser's length, even with his tail pulled in a little. In addition, Eddy is about as tall as Luigi;
he'll have to keep on the move to keep his size from being an issue.
First Jump: 2.5/10
Well, he is a snake, so this stat can't be very high at all.
Eddy's much better at comboing on the ground, instead of while airborne.
Second Jump: 4/10
Still pretty pitiful; Eddy needs to make use of his good recovery to make up for this low point.
Aerial DI: 6/10
Eddy can move around in the air without too much difficulty; that's not to say he's great at it, though.
Fall Speed: 6/10
Eddy falls at the fall speed of the average character.
Recovery: 7/10
A skilled Eddy player can travel great distances with his recovery; the only reason this stat isn't a bunch higher is because of how gimpable it is. In addition, if the Eddy player screws up on even one button input during it, he's pretty much boned.
Traction: 5/10
Eddy is a fairly slippery snake, due to all his time inside the dark, wet Chamber of Secrets. However, his snakey-ness keeps this stat from falling too far.
Crouch: 7/10
One of the best crouches for dodging attacks in the game; too bad Eddy's hurtbox (where he can be attacked and damaged) is extended during it,
which prevents its usability in many situations.
Comboability: 8.5/10
Comboability is where it is at for Eddy; try and play any other way with him and you'll be in deep trouble.
Wall Jump: No
Wall Cling: No
Crawling: Yes
Gliding: No
Tether: Yes
~~~BASIC ANIMATIONS~~~
Standard Pose:
Eddy picks his upper body up off the ground, but still remains hunched over slightly. He pulls his tail in slightly behind him, to keep it from being a huge open hurtbox. Eddy has a snakey grin on his face, occasionally flicking his serpentine tongue out to taste the air.
Idle Pose
Eddy turns to face the screen, widening his grin, while his red eyes flash slightly. He looks at you for a second, before turning back around.
Walking:
Eddy just slithers forward at a moderate pace, upper body still up off the ground.
Running:
Eddy stretches his tail out further behind him, while bending his upper body down more and speeding up a bit.
Dashing:
The big long basilisk lowers himself all the way to the ground, at full length. Because he has a longer (although lower to the ground) hurtbox now,
you'll need his high speed to escape foes.
Jump #1:
Eddy rapidly faces upwards while pulling his tail up below him; he now looks like a coiled vertical spring. Despite his springy-looking jump that follows, he gains little air here. However,
the springiness allows for some versatile short-hopping; it also condenses Eddy's hurtbox a good deal.
Jump #2:
Eddy uncoils himself from his spring position, looking more like a normal snake now. While this gives him more air than his prior jump, it expands his body back to normal.
Crouching:
Eddy lowers his head all the way to the ground, stretching his whole body out. He has a lot of punishable length, but Eddy's crouch is still as good as Kirby's or Game & Watch's for dodging attacks.
Crawling:
Pretty much exactly the same as his dash, but slightly slower and sneakier. Eddy still has one of the faster crawls, though.
Ledge-Hanging:
Eddy bites into the ledge to cling to it, unless he's using his tether recovery. In this case, he clings by the rattle on his tail. Why does a basilisk have a rattlesnake's rattle? Because it's ******, that's why.
Swimming:
Eddy pops up with a hiss, then slithers along the surface of the water. Due to swimming being one of his many sports, Eddy takes a long time to drown.
Forward Roll:
Eddy pulls in his tail, coiling into an 'O' shape and rolling forward a moderate distance, before stretching back out.
Backward Roll:
Eddy simply performs a rapid backwards "moonwalk" of a slither, darting back a moderate distance.
Spot Dodge:
Eddy leans into the background, resting on his chin while coiling the rest of his body over his head, in a weird gymnastic shape. After a short dodge, he slides back into place.
Eddy has fast and effective spot dodges; do not neglect these, seriously.
Air Dodge:
Eddy loosens up his tight snake body and forms a quick 'U' shape in midair, before stiffening back into normal position.
Shield:
Eddy leans backwards, his eyes widening shockingly, as the standard shield forms. As a generally chilled and peace-promoting Democrat, Eddy doesn't like unnecessary conflict...
Tripped:
Eddy doesn't really 'trip'; when he trips, Eddy slips and spins around once, fully on his side, entering an uneasy position afterwards.
Dizzy:
Eddy bends his tail around and claps it to his face, holding his head while he moans.
Sleeping:
Eddy hops into his Chamber of Secrets, a hole surrounded by ancient stones on the ground. Because it is flat and merely the size of a Stage Builder block,
Eddy is actually harder to hit when he's sleeping. That doesn't mean he should just walk into Sing, though. The basilisk pops out of his Chamber when he wakes up, it disappearing afterwards.
Other:
Unlike Reggie and Jeffrey, Eddy doesn't have means of carrying things around, right? When Eddy picks up an item or the like,
he grasps it with his rattle, lugging it around with his tail. He functions like this with just as much mobility as a normal character. How does he do that? That must take some serious tail strength; looks like all Eddy's training has paid off!
~~~MOVESET~~~
***
~~~SPECIALS~~~
Neutral Special - Stereo Speakers
Eddy takes out a square stereo speaker, placing it on the ground in front of him. He does so with as much lag as Diddy taking out a banana peel. The speaker is the size of a Stage Builder block, and does nothing...yet. Speakers have
20 HP each, so they're relatively easy to destroy. Eddy can have out two speakers at a time,
which gives them their use.
If Eddy places another speaker on even ground with the first one,
music instantly begins playing from the speakers. If they aren't on even ground, nothing happens; Eddy should destroy the out-of-place speaker to reposition it in a more helpful place. The aura of music is between the speakers, no matter how far apart they are; the music extends infinitely up and down, but does not pass the speakers. While playing music, the speakers vibrate slightly.
Music plays infinitely, until one box is destroyed, which cancels it.
Music-playing boxes have below average priority, dealing
5-6% and a lot set knockback to foes who touch them. However, the main use you'll be using the boxes for this the effects on Eddy while he's in the music zone. When he's in there,
he gets new, dance-related basic attacks and tilts. These new moves don't damage foes unless they're performed to the beat of the music. If they are done in this way, however, they are exceptional combo tools. Eddy needs these types of moves,
so setting up boxes and defending them is definitely a strategy you'll want to learn.
There are
five different songs that the stereos can play. The song chosen is random, but they all have a good beat to perform your moves to.
Side Special - Stare of the Basilisk
Eddy's eyes glow a shiny yellow, as a thin beam of light extends two characters' widths in front of him. This light has no priority, but comes out with little lag. Eddy can move around while his eyes are staring, although only at half his normal speed. Don't get carried away; you can still be punished. Foes who stand in his gaze
for more than a half second get dizzy. If Eddy uses this in the air, the foe enters a footstool-jumped effect for a second. Foes stunned or footstooled by this take
4-5% per second. Although the required half second may sound long, Eddy's mobility while staring provides for more ease in landing the move.
Eddy can hold out his gaze as long as he wants; after three seconds, he gets tired, his gaze's range dropped down to one character width. After three more seconds, his gaze only works if a foe touches Eddy directly (although in this case, one touch is all it takes, rather than a half second). If his gaze range drops,
Eddy has to wait the amount of time he gazed without using the move, before it reaches maximum range again. As long as you don't hold it out too long, this is a great set-up for a lot of his combo moves.
Down Special - Beast Swap
Eddy hops into his Chamber of Secrets on the ground, which vanishes; a split second later, a cloud appears over where Eddy just stood, dropping out Reggie. Although the natural order of Beasts is Eddy, Reggie, then Jeffrey,
Eddy can double tap this input to skip automatically to Jeffrey. In this case, a watery pool forms over where Eddy stood instead, out of which jumps Jeffrey. This switch must be initiated on the ground, but is not nearly as punishable as other swap moves; the Beasts can attack as soon as they appear, for maximum defense.
Swapping in the middle of a match is completely viable; if a Beast is KOed, they down swap upon respawning.
As a side note, the Beasts talk to the Beast they're swapping with, as they do so.
The Beasts share the damage they've attained; they have a phrase for under 100% and above 100%. Although some comments seem like they'd take a while, they don't lag the characters at all. Here are Eddy's comments:
To Reggie, Under 100%: Alright, Reggie; get out there and show some passion!
To Reggie, Over 100%: Time to step it up, man...don't get distracted by your laptop!
To Jeffrey, Under 100%: Get out there, Jeffrey! Go turn your swag on!
To Jeffrey, Over 100%: Come on, Jeffrey...get angry! I smashed your lunch, stole your hypothetical girlfriend...
Up Special - Sight-Reading
A five-lined music staff overlaps Eddy, with several notes moving across it (right to left). These notes are differently colored, each signifying a different button input. Red notes are the B Button, while A is green, Z is blue, X is gray, and Y is black (for some reason). Each note corresponds to a different bar; from the staff's bottom to top,
they are in the order listed above (unlike in actual music, notes don't appear in the staff's spaces).
Now, Eddy can float like this for two seconds before entering his helpless state. However,
press the buttons in conjunction with the music and he'll gain the ability to move around with the Control Stick. He can move in any direction at Dedede's dashing speed, and even make elaborate curves (the staff still overlapping with him). While he's doing so, notes keep appearing on the staff; Eddy needs to press these if he wants to continue moving. If you stop, he'll fall out of the staff (although not helplessly);
to cancel the move in a more strategic location, press L or R.
Eddy can move for up to an insane thirty seconds with this move. Broken, right? Well,
the longer Eddy holds out the move, the faster and more plentiful the notes become. The speed and amount increase every three seconds, bit by bit although progressively faster, after five seconds of initial movement. After about fifteen to twenty seconds, it becomes near impossible to press all the notes and move around properly. Oh, speaking of which,
missing just one note will drop Eddy in a helpless state.
Better hope your fingers don't slip! Eddy can't defend himself while recovering like this; foes can gimp him, although Eddy can move around to dodge them at times.
Play it safe and just go for the edge before it gets difficult; the move sweetspots it, and Eddy has a tether, if you have to drop out early for some reason.
As a small Easter Egg,
the song clips Eddy plays by moving with Up Special are parts from VGM OC Remixes. Eddy doesn't know these songs due to being too much of a normal college basilisk to play more than a few casual games; sight-reading is supposed to be music you haven't heard before, is it not? The song played is random, but as the notes are different every time you play one song anyways, this is no big issue.
~~~BASIC ATTACKS~~~
Basic Combo - A Little Drumroll, If You Please...
Eddy extends his tail half a Stage Builder block in front of him, gripping a wooden drumstick, then spins it around extremely rapidly. The drumstick's head is the hitbox; it has below average priority. The range is below average, but Eddy has little lag on either end of this move. Foes who hit the drumstick take very rapid light hits, but just a small set knockback. Although it only deals
1% per hit,
Eddy can hold his drumroll on foes against a wall to build some quick damage. This move also has a cool new use with Eddy's F-Smash.
Basic Combo (Dance Zone) - Bob That Head
Dance Zone is the term for the new moves Eddy gains when in between two stereo speakers. Here, Eddy simply leans forward, doing a quick head-bop. There is very little lag on either end of this move, but Eddy's head has rather low priority. Fortunately, he has slightly more range here than with his drumroll. Each bop does
2% and a bit of hitstun;
Eddy can easily chain these.
Although Eddy can't hold this combo down like his drumroll, the move is so quick that he can easily perform it to the beat of the music playing. Remember,
Dance Zone moves don't damage foes unless performed to the music's beat, but they are much better at dealing damage than their normal counterparts. This will be one of your prime damage-building tools in these circumstances; Eddy can usually get at least three bops in on most foes.
Dash Attack - Chamber Pop
A hole surrounded by ancient stones (the entrance to the Chamber of Secrets, silly) appears in front of Eddy, covering half a Stage Builder block. Eddy grins as he hops in, the entrance disappearing as he does so. A split second later, the entrance reappears a Battlefield platform's distance away; out pops Eddy, as the entrance vanishes. Eddy has little startup lag, and below average ending lag;
the hitbox is Eddy's body as he pops back out. His body has below average priority here.
Although Eddy doesn't hit foes until he pops back out,
foes who touch the entrance as Eddy dives in are buried lightly. This has no priority, and doesn't damage them, but it prevents foes from punishing the basilisk as he comes back out (at least unless they button-mash out). Eddy deals
6-7% and below average knockback to those who hit him. This attack can be a useful way to approach, as Eddy's large body can't be hit until he reappears.
It can't be used on pass-through platforms, however; the chamber needs room under the ground for Eddy to move through! All in all, this move is helpful as long as Eddy doesn't get predictable with it.
Dash Attack (Dance Zone) - Do the Worm!
Eddy gets low to the ground as he runs, doing a squirmy 'worm' motion for a Battlefield platform's distance, before rising back up to normal height. There are two hitboxes with this move; Eddy's body is a close-range low priority hitbox. However,
Eddy's movement causes a tiny shockwave in front of him. This shockwave has surprisingly decent priority; it is a bit like the waves from Bowser's D-Air into the ground. It has slightly closer range than that, but Eddy's body is decently-sized enough, so it isn't an issue.
Eddy has very little startup or ending lag doing the worm; using this to the beat is quite easy. Touching Eddy or his little wave deals
5-6%. There is very little vertical knockback;
foes with low to moderate damage will likely bounce up and fall right back into another hit. You can easily chain this move to itself, just as easily as you can to other dance moves. Expert DI can prevent the falling second hit, but this is still a great one of those new amazing dance floor combos Eddy has.
~~~TILTS~~~
Forward Tilt - Stroke of the Mallet
A simple move in description and function; Eddy takes a timpani mallet in his tail, holding it half a Stage Builder block in front of him, and swings it. He has little lag on either end of this move; the mallet head hitbox has barely below average priority. Foes who hit the mallet take
4-5% and below average knockback.
One of Eddy's prime damage-building and spacing moves, no question. That's all there really is to it...oh, wait! It has another use, when used in combination with Eddy's D-Smash; you'll have to read that for more detail.
Forward Tilt (Dance Zone) - Get Your Grind On!
Eddy shows off a bit more of his naughty side here; he extends his mid-body out a bit, in a rapid thrusting motion. This move hits at close range, but has nearly no lag on either end. Eddy's...eh, mid-area has low priority (
he suffers moderate ending lag if you hit him mid-move, in this sensitive area). Touching the grinding basilisk deals
5% fire damage and a bit of stun. This move is near useless unless you chain it to another F-Tilt, or another dance move. Against a wall to the beat,
you can build up a whole lot of damage grinding on your foe. Just use it situationally; don't get too carried away!
Down Tilt - Music Folder
Eddy places his fancy black rock folder in front of him, spilling some of his music sheets and idea papers out slightly. Eddy hastily sweeps them back in and away after this. The sheets have below average priority; because they come out a bit, they give the move decent range on the ground.
Eddy has similar to lag to Wario's D-Tilt with this move.
If the foe is standing over the folder's ground as the sheets come out, they trip and take
2-3%. Eddy can chain these trip-hits a few times; after two or so uses, the foe will slide out of this range, however, so it isn't an infinite. If the foe is farther away and merely nicks the sheets, they take
4-5% and below average horizontal knockback. Either way,
this tilt is a helpful poking tool. It'll rarely KO a foe, and the damage is negligable, but you'll still find many places to put this to good use.
Down Tilt (Dance Zone) - Maniac on the Floor
Eddy stretches himself out on the floor, covering a bit more than a Stage Builder block's area, and begins vibrating in place. He really is a maniac on the floor; he must be dancing like he's never danced before! Eddy's body has below average priority here; although the hitbox is low to the ground, Eddy's length makes it somewhat easy to land.
Eddy can hold out his 'dancing' as long as he wants; he has little lag on either end, no matter what.
Touching Eddy deals
3% and a tiny bit of vertical knockback. Like Eddy's worm dash attack, most foes will fall down get hit again. This move is easier to see this with than Eddy's dancing dash attack;
you can juggle foes quite a few times in a row with this to build damage. Because you can't just walk into foes vibrating, you'll need to pull this off when they fall onto you and such. Fortunately, because Eddy's body remains a hitbox the whole time he's vibrating, touching him is sure to land you a hit or four to the beat.
Up Tilt - Wind Chimes
Eddy holds a set of silver wind chimes up a short distance with his tail. These have low priority, and can be held out as long as Eddy wants. He was low startup lag taking them out, but below average ending lag stowing them. The chimes have close range, but are fairly wide for a tilt hitbox;
they make a nice anti-air wall above Eddy. Touching them deals multiple rapid hits, as the chimes make their, well, chime noises. Foes can take up to
8% with eight light hits; the first seven trap the foe, while the eighth does below average knockback. Eddy has quite a few uses for combos with this move; it's best for him against aerial characters.
On platform stages, Eddy has another, secondary use for this move. If a platform is Mario's height above Eddy when he uses this move,
he'll hang the chimes from the platform's underside. The chimes still have their normal properties, although any attack will knock them off and make them vanish. Opponents who touch the hanging chimes take the same damage and knockback as usual. This is only really useful on stages like Battlefield,
where foes run under platforms commonly, having a high chance of hitting the chimes. Eddy can have two sets of chimes out at a time. This isn't one of those major secondary move uses that outclasses the first move use (Eddy will definitely be using this for direct combos more often), but it can still be helpful on certain stages.
Up Tilt (Dance Zone) - Pelvic Thrust
Another rather naughty move; Eddy bends his body into an upside-down 'U', thrusting upwards with his mid-body area. Eddy has little startup or ending lag here; his priority is still low, but it won't lag him extra if you hit his mid-section here. Eddy's range here is fairly decent, him stretching up a fair distance. Foes who hit Eddy take
5-6% and low vertical knockback.
This can be used as a great juggling tool, especially to the dance beat. It has a hard time KOing foes, but the range makes it easy to land and mess around with.
~~~SMASHES~~~
Forward Smash - Snare Drum
When charging, Eddy reaches behind him for something; upon release, he takes out a snare drum, placing it in front of him. The drum is about the size of Mario, although slightly thinner at its bottom.
^ Ideally, Sakurai's efforts should be to try to include as many characters as possible. However, as seen from Brawl, he sets a limit for himself and spends a good deal of development time "distilling gameplay" a.k.a. removing what made Melee into a great game for casual and competitive players alike.
Here, I put some football skill to good use. When I start this attack, I get down in a crouching pose briefly, stopping my momentum. A split second later, I let all hell loose and charge forward head-first, reading to skewer any losers in my path with my razor-sharp horns. They stand no chance against my awesome burliness! This tight move can put a stop to those weaklings in two ways.
If anyone collides with me as I skid to a stop, they are slammed back with massive force, but they'd have to be ******** to do such a thing. That part isn't even intentional, but my horns still cut through almost every other attack, and they don't even stick out that far! Just shows you how ****** I am! Of course, any fool would know that me charging into you causes some major pain. Foes literally fly up over my head as I mow them down like the pathetic weeds they are. I charge slightly faster than I do when just dashing normally, but I already told you that I'm not showing my full speed potential here. Almost no attack can stop my charge, but it takes me a sec to stop on my own accord. If you were are strong as me, you'd have trouble with this too, you critical jerk! I can charge as long as I want if the A Button is held down, but it would do me good not to get too predictable. There you go, the obligatory fourth-wall breaker. You happy now?
BOWSER
Bwa ha ha! Did somebody page the king of awesome? What's a game without a Bowser appearance? A cruddy game, that's what! So here I present this autobiographical guide of how to play me, the Koopa King.
STATISTICS
- Power: 10
- Size : 10
- Weight: 10
That's right, three perfect 10s! I'm lean, mean, prime final boss material right here! The biggest, baddest, strongest brawler you've ever seen! No one even comes close to my awesomeness.
- Movement Speed: 4
- Attack Speed: 3
- Recovery: 3
- Air Speed: 2
- End Lag: 2
Ha, and would you look at that? No weaknesses either! Not only am I so incredibly big and strong, I'm still fast enough to keep up with the rest of the brawlers! Bwa ha ha... and who even needs to worry about wussy stuff like recovery? Nobody's going to even come close to knocking me off the stage.
TRAITS
Behold my shining shell. You think you can dent a shell this burly? You'll just bust yourself up trying. Puny enemies...they run right into my shell and spike themselves! Bwa ha ha... It'll take some real firepower to bust this beauty up.
- Bowser's shell is a constant hitbox. If an enemy touches it, they take 5% damage and set knockback a battlefield platform away.
- An attack must deal at least 10% damage in order to hit against Bowser's shell. Bowser's head, body, and tail are not invulnerable though.
And I doubt any of these morons have learned anything from that annoying plumber...but I should keep my tail safe anyways. It's just one of my many money-makers; I don't need it banged up or swung around anymore. I've had the thing beaten up more than enough already.
- Bowser has a very large tail, about the size of Mario. It is his major vulnerable point from attacks to behind.
- Bowser is also immune to grabs normally, but if he is grabbed by his tail, it is twice as hard for him to escape the grab, and throws deal about a third more knockback.
- His shell still has its hitbox though, so if he a pummel or throw hits his shell and doesn't deal at least 10% damage, he's immune to it (thankfully saving him from what would assuredly be an infinite from King Dedede).
I'll also use my shell as even more defense when I crouch down. When I take cover, enemies coming at me better look out, as my shell is even stronger!
- Bowser has a relatively slow crouch and rising animation, where he covers his head with his claws and leaves his shell pointing spikes up. His shell is completely immune to damage while still dealing 10% if landed on, but his tail and head remain vulnerable. Bowser can slowly crawl in this state.
- Game of Origin: Mario & Luigi Bowser's Inside Story
Never fear, your favorite end boss has got one new trick up his spiky sleeve. I can tread slowly forward and backwards if I move without exerting effort. I'm not just doing this to conserve my strength; I also look so powerful when I'm slowly stomping forward at my cowering enemies. Makes me much more...boss-like. Bwa ha ha... This way I can also keep my shell as a shield against my opponent. Much less important than looking hot, of course...
SPECIALS
Neutral Special - Fire Breath
My flames are hotter than the sun! I'll just hold out a stream of fire, torching anything before me, and pushing enemies away. I'll do crazy damage too, especially against enemies foolish enough to try to fight through my flames. Just don't hold it too long; I run out of breath after a while.
- Bowser's Fire Breath is very similar to the one he already has in Brawl. However, his new iteration does more damage, about 10% a second, and has greater range, but pushes opponents out of it's hitbox with an effect about half the strength of FLUDD
- Game of Origin: Super Mario 64
If you just press it though, I'll start chomping, storing all that delicious fire in my mouth. Press it again, and I spit it out in a dangerous fireball! It knocks opponents back and does a good bit of damage. And if I hold the fire in for a second, look out! Out comes a massive blue fireball that homes in on foes, immolating whatever it touches! Nobody matches my firepower!
- If you press the button instead of holding it down, Bowser will charge up a fireball. The fireball is storable, but he cannot charge it after storing it in his mouth.
- He can charge it for up to two seconds, and it deals 8-17% damage with set knockback.
- A fully charged fireball glows blue and homes in on foes. It deals 22% damage and knockback that KOs around 110%.
- Game of Origin: Super Mario Bros., New Super Mario Bros.
Side Special - Hammer Barrage
Oh yeah! Just because you haven't seen these babies in a while doesn't mean they sting any less! Here, I lob up two or three small hammers in an arc. Anyone who dares jump into my range will be knocked back by the power of my toss. Oh, and this time around, I can aim the hammers. Stay on your toes, you cute little weakling!
- Bowser hesitates briefly before tossing a barrage of hammers in an arc a Battlefield platform in front of him.
- Bowser can angle the hammers at opponents during the brief startup period. He can also toss hammers while walking forward or backwards.
- Each hammer deals 5-6% and knockback that can KO at 190%.
- Game of Origin: Super Mario Bros.
Down Special - Spike Ball
Time for 360 degrees of a top-notch protection! I tuck into a ball and begin rolling in a charge. Let go and I'll bowl forward, streamrolling anyone careless enough to resist my power. No one can even push me back; they'll all be running in fear! Oh yeah, I can also roll back onstage to help my recovery a bit.
- Bowser tucks into a shell ball and rolls in place to charge, then zooms forward at a fast pace, knocking away opponents.
- Bowser's shell prevents him from taking damage while rolling; however, foes that time a counterattack that deals more than 10% can send Bowser bowling in the opposite direction.
- Bowser deals up from 8-21% rolling, KOing as low as 90%
- Game of Origin: Mario & Luigi: Bowser's Inside Story
Up Special - Dark Claw
I deliver a ferocious spinning slash, roaring as I lift into the air from sheer force. Behold my dark powers, as my claws rend anyone near me while tracing purple fire behind me. It doesn't get me very far, but I'm built for style, not for speed.
When I hit someone, I'll give them a few of my patented slashes before grabbing them and slamming down into the ground. I pity the fool who gets hit by this when I'm recovering. I'll take us both down to the blast zone! Nobody makes a fool out of the great and mighty Bowser!
- Bowser spins as his claws glow purple. When used as a recovery, he has about the same momentum as Donkey Kong's recovery.
- On a hit, Bowser deals 9% damage with a slash, then leaps upwards like regular Bowser's Side Special. Both players can then DI, potentially netting a suicide KO or getting both of them back on stage. If Bowser slams an opponent on stage, they take another 7% damage and knockback that KOs around 145%.
- Game of Origin: Super Mario Galaxy, Super Smash Bros. Brawl
Basic Combo - Drill Claw
You're about to taste my fist, you miserable ******! I lash out and give you a sampler, before extending a fist of spinning claws to shred you over and over. And once I've had enough, I'll knock you skyward!
- Bowser performs a standard slash, similar to the jab he currently uses, then extends his fist, F-Tilt style, and drills his opponent with his claws.
- His first slash is unchanged from Brawl, dealing 5%. Bowser can hold down the second hit to drill his opponent with two hits of 2% a second, which can be escaped with fairly easy DI.
- Tapping the button one last time will deal one more hit from his claws, that deals 7% and knocks opponents away, that KOs around 110%
- Bowser can drill enemies against a wall to trap them, but should be wary of punishment nonetheless.
- Game of Origin: Super Mario RPG: Legend of the Seven Stars
Dash Attack - Shell Skid
Outta my way, fools! I tuck into my shell and dive forward along the ground, before popping out in a defensive pose. Hurgh! No one can stop the King of Koopas!
- Bowser quickly dives forward two character widths in his shell, before entering his crouch at maximum range.
- Bowser's shell still provides him with its regular defense, but he can be punished from his crouch, which he can't immediately get up from.
- Hitting his shell from the front deals 11-12%, with a bit of extra damage from contact with his spikes. This KOs at around 115%.
- Game of Origin: Mario Strikers Charged
Forward Tilt- Fuhrer Fury
Grrrr...Now I'm angry! When I'm angry, nowhere's safe! I'll stomp ya, I'll slash ya, I'll crunch you like bacon! Get outta my way, because nowhere's safe until I stop! Sometimes I just get so angry, you know!
- Bowser furiously marches forward, slashing, stomping, and biting at random. He moves forward a character space every time the button is inputted.
- Bowser deals around 10-11% with every attack, and his entire body constitutes the hitbox. However, the attack is laggy to start and leaves him vulnerable at the end. He can continuously approach forward though to avoid having to suffer from the end lag.
- Game of Origin: ???
Down Tilt- Whirlwind Shell
I pop right into my shell and spin with all my might. No one can touch me from in here, and anyone who tries gets a nice taste of my spikes. Could this be the perfect combination of offense and defense? Of course it is! Who do you think I am?
- Bowser dives into his shell from his crouch, and spins for about half a second. He is completely covered by his shell, which deals 10% damage on contact, 14% damage if the opponent touches his spikes.
- Bowser is vulnerable at the end of the attack though, with about a quarter second of ending lag, making this difficult to spam.
- Game of Origin: Super Smash Bros. Melee
Up Tilt - Throwdown
No one can flee from my wrath! I claw upwards to grab you by the ankles, then slam you down to your rightful place...at my feet!
- Bowser slashes upwards, similarly to his current U-Tilt, but slower. If he connects, he'll grab his victim and slam them to the ground.
- Getting grabbed deals 5% from the slash, while getting slammed down deals 12-13%. The victim bounces off the ground, which KOs them at around 145%. Foes can tech the ground hit, but it's difficult to pull off.
- If Bowser grabs an opponent recovering offstage and throws them down, he'll more likely than not spike them to their doom. His hand has a bit of priority to it, meaning he can grab foes out of some recoveries.
- Game of Origin: ???
Forward Smash - Crushing Blow
And for the finale, one KO punch! I rear back to power up, then let forth all of my power in one, deadly punch. No one can resist my awesome force! It drives them back along the ground, even pushing them off edges! My awesomeness just speaks for itself, eh?
- Bowser rears back, then punches forward a fair distance. Foes who get punched take a massive 26-35%, and are driven backwards along the stage.
- Bowser has a lot of lag on both ends of the move, but it is far and away his best KO move. It's an unorthodox one, though, as it can only KO by driving foes right off the edge with their momentum.
- Game of Origin: Mario & Luigi: Bowser's Inside Story
Down Smash - Sumo Crush
Looks like Fat B
astard's been taking his sumo-wrestling seriously! The bloated illegitimate child claps his hands together before striking a crouching sumo pose, with moderate lag on either end. The time he holds the pose and priority he has are determined by the charge; they range from half a second to a second and a half, and below average to high, respectively. The initial pose isn't an attack; however, if a foe runs into Fat B
astard or hits him with an attack whose priority is inferior to his, he'll roar and counter them by stomping the character into the ground. This deals
17-24%, depending on the charge, but only leaves the foe open to be grabbed. Which isn't a bad thing at all, seeing as how that's the way you'll be scoring your KOs...
[ 17-24% ]
Up Smash - Sumo Brutality
The charge of this move determines the same factors as Fat B
astard's D-Smash; in fact, it looks exactly and acts the same...at first. This time, Fat B
astard performs two very different sumo moves on his victim;
the move used depends on the victim's gender. If the grabbed character is female or genderless, Fat B
astard simply throws the character forward over his head, in an exaggerated manner. This deals a light
8-9%, but has the potential to KO at
90%; in addition, you can aim the throw anywhere in front of Fat B
astard, making it his sole real non-grab KO move.
If the victim is male, however, Fat B
astard holds them in a lock, and asks them a question: "Yeh know what me favorite Helen Hunt movie is?" In response, he reaches down and squeezes the victim's sack and yells, "TWISTEH!" As you may guess, this deals a painful
16-17% and causes the male to collapse, in a position cradling their precious pearls for a second. Another grab set-up, me thinks? Great for photos too, especially if you pause at the second the cruel b
astard clamps down.
[ 8-9% female or genderless, 16-17% male ]
AERIALS
Neutral Air - Sharing the Love
Fat B
astard spreads his arms stupidly, like Wario's N-Air without the spinning. This has better range and similar priority, with slightly more lag on either end. If the glutton comes into contact with an opponent, he yells out, "Com'mere, yeh!", squeezing them in an airborne bear hug and plummeting at a rapid pace.
There is a whole lot of landing lag, but...
you actually want to land during this move. Fat B
astard deals a mere
1-2% per second while holding his victim. If he lands, however, he stuffs the foe down his throat, automatically grabbing them. Foes can mash out of his grasp with normal difficulty, meaning you'll want to shorthop this grab. Beware the flying fatman!
[ 1-2% per second ]
Forward Air - Mah Tittehs!
Fat B
astard makes a lunging motion with his upper half, causing his saggy t
its to flop forward a moderate distance. There is very little lag at all or priority on this move, and it only stuns victims briefly. What's the use of it, then? Fat B
astard can swing his tittehs forward to rapidly interrupt any foe about to punish him from the front. Despite only dealing
4-5%, this can really help when coping with aerial-based opponents.
[ 4-5% ]
Back Air - Arse Crush
Fat B
astard casually enters a sitting position, calling out, "I think I soiled mahself!", with moderate lag on both ends. While the arse hitbox can have near unbeatable priority, this is only the case it the big lard puts his full weight behind the move by falling before executing it. The range is rather close, but provides for a devastating spike. Getting sat on deals
15-16% and insane vertical knockback to grounded foes; it can even KO off the top at
85%. Just make sure you don't whiff and crash land on the stage; landing lag is a b
itch.
[ 15-16% ]
Up Air - Flailing for Food
Fat B
astard reaches upwards, flailing his arms above his head while smacking his lips. His head and arms reach up a short distance, having a low priority grab hitbox. If the tubby man gets ahold of a victim, he chomps his way up their legs while flailing, getting them in his belly from the bottom up. Once they are all the way in, he bends his head down and pukes them out for
10% and a decent spike. Although there is a good deal of lag on both ends and landing, Fat B
astard has fair side-to-side movement mid-move; you can potentially 'grab' a foe, DI offstage in the .5 second it takes to eat a victim, then spike them to their doom.
[ 10% ]
Down Air Substitute - Fat Man Fissure
What? No D-Air? Kupa, you 'originality' wh
ore, you! Well, Fat B
astard indeed lacks a D-Air, but he far from lacks defense from his flabby underside. Whenver he lands onstage (sorry, no mid-air function), in addition to Bowser/DK/Dedede's ground-shaking rumbles on the Controller,
a small, close-ranged shockwave is caused under the big man. While you'll have to be standing right next to the landing lard if not right under him to be hit, the shockwave has high priority. In addition, Fat B
astard suffers no additional landing lag, although his normal landing isn't exactly agile. The shockwave deals
6-8% and a weak set knockback to opponents. Foes will have be careful in case fast-falling enters the b
astard's mind.
[ 6-8% ]
GRAB / THROWS
Grab - GET IN MAH BELLEH!
Here it is, the big boo-bah of Fat B
astard's playstyle. He crouches down slightly, opening his mouth wide, albeit not as disgustingly wide as Wario. Yeah, he can't eat his foes and yell the move title at the same time; that's what taunts are for. Anyways, when the glutton captures a victim with this close-ranged grab, he stuffs them down his gullet ravenously. He has around the same lag as Wario's grab, with slightly more on the end. Yeah, it's not the easiest to land; you'll need those stunners to land it consistently. Fortunately, Fat B
astard actually loses some lag from a dash. He can walk around with a captured foe identically to the penguin king, albeit slightly slower.
[ 0% ]
Pummel - Belleh Drum
Fat B
astard pounds his victim-stuffed stomach, damaging the swallowed character by
2%. This is not a very spammable pummel, but it adds a miniscule amount of knockback to each of the b
astard's throws. Seeing as how these are already excellent for KOs, you'll probably want to pound your belleh once or twice before launching your victim.
[ 2% ]
Forward Throw - Collapse
Fat B
astard performs a Bowser D-Throw motion on the ground; that sure can't feel good for his swallowed victim. After his fall, the foe is launched forward diagonally with insane knockback that KOs at
60%. Buff that with some pummels, and you've got a good reason not to be grabbed. Because the b
astard can build enough damage outside his throws, they don't deal amazing damage; this one only deals
7-8%. Use it near a walk-off edge for amazing results.
[ 7-8% ]
Back Throw - Asscrack Launch
Fat B
astard gets a shocked look on his face, pulling down his pants and yelling out, "I got a turtle 'ead pokin' out!" A split second later, the victim's head pokes out from his, er, backside, for a moment before they are sh
at out like a cork from a bottle. This is a lethal horizontal KO move that deals
9%, finishing off foes at around
70%. Not only can you KO easily with this, but before you 'throw' the character, Fat B
astard can aim his 'launch' up or down to send his victim careening into a hazard. Oh, and it's also great for pictures, seeing as how if you grab the b
astard out of it, the foe's head will remain stuck in its position until the player mashes out. If they fail to do so, the third character's throw will damage both Fat B
astard and the victim.
[ 9% ]
Down Throw - Acidic Shake
Fat B
astard shakes his stomach around, chuckling as he shakes up his stomach juices. After a split second of this, the victim drops out with...no knockback? They still take
12-13%, so it's a worthy trade. In addition, any attack the victim is hit with for the next ten seconds deals an extra
5% fire damage to them from the painful acid. Your other three throws can KO fine on their own, so this is no serious detraction from the power of the fat man.
[ 12-13% ]
Up Throw - Belch of the Beast
Fat B
astard simply aims his head upwards and belches out the victim, completing his trifecta of deadly throws with a vertical launcher. This particular throw deals
6-7%, and can KO at around
65%. As this is between the KO potentials of the other two throws, there's a variety of possibilities for this throw, not the least of which is to use it near a top blast line.
[ 6-7% ]
FINAL SMASH
Final Smash - Sumo Ring
Fat B
astard stomps with a yell, shaking the ground two character widths in front of him. Land the stomp on at least one foe to proceed with the rest of the Final Smash. The victim(s) land in a generic sumo arena (spectated by a generic Japanese crowd, no less) half the size of Final Destination, as the fat f
uck waddles in from the background in a black diaper.
For fifteen seconds, you play in this minuscule arena where Fat B
astard's throws can KO at very low percents; if you fly past the arena's ropes, you are KOed (despite the place being a bit larger). You have no buffs other than super armor, but if you (and only you) dash into a rope, you'll bounce off it. This turns your massive Warlordian body into a high-priority hitbox that deals
15% and knockback that KOs at
80%.
[ Varies ]
PLAYSTYLE
Fat B
astard brings his lethal tactics and insatiable appetite into Smash without missing a beat. Your focus when playing as the big guy absolutely must be to build damage with stunning moves, grab your opponent from the stun, and throw them for the KO. Don't get me wrong, he's just as powerful as any other heavyweight, if not moreso. He's just limited in the moves he can KO with, sans gimping. Plus, because he retains a speed reminiscent of molasses, you'll be needing your other incapacitating moves before you can launch your rival.
The obese Scot lacks amazing defense, so you'll want to approach right off the bat. Two primary forms of approach include Dash Attack and throwing D-Tilt diapers like banana peels. Both are rather easy to use, although you'll want to use their vulnerable state here to build damage, seeing as your grab won't KO them just yet. On the other hand, if you're facing a foe who needs time to prepare themselves from a range, ala Lightweight Female Protagonist, give yourself some preparations as well. Neutral Special to buff grab speed and F-Tilt to buff dashing speed immediately jump to mind. Both will help you out, seeing as the stats they buff are not that great by default, to say the least.
At close range, playing as Fat B
astard takes some strategic thought. He's loaded with stunning moves, but if you slip up and open yourself to punishment, punishment will come. Heaviest character in the game can last a long time? That may be, but his falling speed and size means he can be juggled with scary ease. Plus, once he's offstage, get him below the edge and you've just taken a stock from him. Super armor and horizontal range on his recovery do nothing for him down there.
Fortunately, there are stunners for nearly every situation that may come up. Meta Knight trying to come down on you from above with a flurry of aerials? Wave up an odorous waft to bring him to his knees...er, the ground. Bubbles gliding at you with her little ligthweight mechanic? Place a diaper in her path. F-Smash spammer trying to take advantage of you? Charge a D-Smash or U-Smas in their unsuspecting path. Really, your options are near boundless if you put your mind to it. Surprisingly enough, despite his lack of combos, you can really stack up some nice damage with the big guy. You just need to take things a step further to actually win. As good ol' Sakurai states on the DOJO!!, damage alone will not finish you in Smash.
Enter Fat B
astard's throws. After you've built enough damage, it's time to focus on landing that grab. Once you've stunned a foe now, either go for broke and rush in with a grab, or use the damaged foe's increased stun time to use Neutral Special. If you want to grab in other ways, you can always try shorthopping N-Air or dashing in with F-Smash. In the end, though, your basic grab is the best and simplest option. Your throw of choice will depend on which direction you wish to KO in. If you're on a high platform, go for an U-Throw. If you're going for the horizontal KO on a small stage, B-Throw is the one for you. F-Throw is your strongest throw, although it is not focused toward any real boundary. D-Throw and Pummel assist with damage-building and knockback, respectively.
The gluttonous b
astard has a lot going for him if he can just land that grab. Make sure you mix things up with your stunners to avoid predictability. Falling victim to the trap of using only a few moves in your vast arsenal can be a player's biggest downfall. Winning will take some creativity, strategy, and gluttony, all of which Fat B
astard's moveset is in no shortage of. Laugh and grow fat!
MATCH-UPS
Vs. Morton Koopa Jr. - 70/30: Fat Bastard's Favor
Fat B
astard can prepare his power-ups with Morton prepares his between his pillars. Getting the slow f
u between your pillars can be rather easy at times, meaning he'll take a lot more damage than Morton initially. At least Fat B
astard will be sticking around anyways with his massive bulk.
When Morton goes on the offensive, Fat B
astard will be easily prepared to grab him. After all the time you've had to buff yourself, getting rid of any armbands Morton may have trapped him with will be a cinch. Morton's claws can muscle past several jointed moves the big lard may have, but he'll be hard-pressed against the likes of a thrown diaper or an Up Special shockwave to rival his own. In fact, said Up Special can even go under pillars in a similar manner to the Koopaling's own earthquakes! When it comes down to KOs, both characters need their stunning to pull it off. As the man armed with more stunners, Fat B
astard comes out on top. Plus, his KOs are more reliable to begin with, not hindering other primary moves if he somehow whiffs it.
Vs. King Dedede - 60/40: Fat Bastard's Favor
Seen that horrible traction stat of Fat B
astard's? Yep, he can't be infinited at all, leading to an actual match-up. Despite his lack of chain-grabbing, Dedede is far from defenseless. Due to the penguin king's great range with his hammer and Waddle Dees, Fat B
astard needs to use his ranged stunners, such as a thrown diaper or Up Special stomp to stun Dedede.
B-Air is Dedede's number one KO move against Fat B
astard, when you take to mind its amazing gimping abilities. However, you'll have to catch Fat B
astard in it and carry him all the way offscreen; his Side Special can still allow him to recover if he's above the stage. Dededecide is also not advisable, seeing as how Fat B
astard can break out and use aerial Up Special for a suicide spike. Both fata
sses will be lasting a long time in this match-up, but when push comes to shove, Fat B
astard has more ways around Dedede's broken moves than vice versa.
Vs. Gluttony - 55/45: Fat Bastard's Favor
Battle of the gluttons: GO! While Gluttony is building his hunger with his drool puddle, Fat B
astard has his grab and speed to be buffing. There's sure to be a clash of titans when they actually get to each other! Fat B
astard will want to use a ranged stunner (besides a thrown diaper, which can be eaten) to incapacitate Gluttony, then get in there and knock him from his precious puddle. Once he has accomplished this, building damage is no large task. Gluttony will have trouble gimping Fat B
astard unless he grabs him and moves him below the edge, while U-Smash is futile, as the fat man doesn't need much air to land an N-Air. Fat B
astard pulls ahead in the KO phase here, although if the Gluttony player can gimp consistently, he has this in the bag.
Vs. Bowser - 45/55: Bowser's Favor
Why is Bowser among these match-ups of fatsos? He just has a big shell is all! Anyways, both characters will be fighting at close range here. Bowser's superior priority comes on top, while his range can outclass Fat B
astard's. This is where you'll have to play sneakily. If Bowser whiffs anything, you absolutely must stun him. Throw out a diaper or two, dance into him playing the bagpipes, whatever. Your only real hope for superior priority at close range is Up Special.
When it comes time to KO, Bowser's got Fire Breath to send his Warlordian opponent below the stage to his doom, not to mention a plethora of powerful Smashes. Fat B
astard must take advantage of any and all stuns he gets to KO Bowser. As a slight silver lining, Bowser's size is easy to hit continuously with stunners, even though Fat B
astard cannot combo. Either character can win, but Bowser pulls ahead more regularly due to more flexibility in terms of KO options.
Vs. Kirby - 40/60: Kirby's Favor
When Kirby sucks up Fat B
astard, speeding up his grab with chicken may seem useless, right? Well, as any true fat b
astard knows, wimpily tossing foes around is not nearly good enough. Thus, Kirby inherits the glutton's throws (albeit keeping his normal grab speed) along with his facial hair and guard's hat. Both characters will be trying to grab each other for the KO, especially Kirby, due to having significantly better KO moves now.
Kirby has infinitely more versatility than Fat B
astard in the air; he can gimp away to his little heart's delight. In addition, he still has his mediocre Smashes if he needs them. The puffball's mobility makes it annoying to land a stunner at times, although U-Tilt does shut down some of his aerial game. Kirby takes longer to KO Fat B
astard due to his weight, while Fat B
astard can easily do so to Kirby should he slip up. Kirby is able to shut down the flabby f
ucker in more ways than vice versa, though, resulting in his victory.
Vs. Dead Hand - 30/70: Dead Hand's Favor
Dead Hand's limbs are a perfect little foil to Fat B
astard's grabs. That being said, Dead Hand staying away from the big fat slob gives him plenty of time to eat chicken and speed up his grab. At close range, Fat B
astard obliterates Dead Hand with superior range and power, stunning him in the process for his grabs.
Dead Hand will be taking damage much faster than Fat B
astard; even the mini-boss' weight would be a null point if it weren't for the tubby wrestler's KO techniques. See, if Dead Hand sets up his near lagless limbs craftily, you won't be able to pull off a single grab for a KO. Having to rely on inferior methods such as a gimp or close-ranged Up Special, Fat B
astard is completely out of his element.
Vs. Bear Hugger, King Hippo, and Pennywise - 35/35/10/20
Here come the champion eaters! When the battle starts, Hippo will nearly always be the first one targeted; massive size and double hitstun in a FFA? Might as well get a 'boot me' tattoo. Either way, the other three can form a rather temporary friendship to oust Hippo. In the process, though, Bear Hugger may want to try and sticky his gloves, while Fat B
astard buffs his grab/speed, and Pennywise sits back and cackles at his opponents' damage meters slowly rising as a result of possible friendly fire attacks in this alliance.
Either way, once the characters are down to the final 3, Fat B
astard and Bear Hugger will want to turn on the dancing clown as soon as possible. Despite his feeble frame, Pennywise has frightfully threatening tactics in a FFA. The clown is free to send out corpses and leeches to bog down the other two, as well as maybe throw a strong, laggy move into the fray. If he reaches the final 2 against either Fat B
astard or Bear Hugger, he'll have built up enough damage to scare his foe into a KO, hands down earning the win. The joint effort of the other two is enough to subdue him prematurely here, so do or, it else. Pennywise's traps and props won't stand a chance. Down goes the clown!
Now, it's the Canadian fat man versus the Scottish fat man. Both characters will need some space for their respective buffs, before closing the distance for an epic clash. Both characters will be KOing from the stage, seeing as how they're both equally gimpable. Bear Hugger has more KO options outside his grab, making him the seemingly more powerful one. Both characters will be taking damage rather rapidly in this match-up, while dying off slowly due to their massive weight. When it comes down to the wire, Fat B
astard is the more versatile character with his various stunners, being able to pepper the Canadian man with them. Bear Hugger needs more of an opening to KO his opponent, while Fat B
astard can just get in a stun, throw away Bear Hugger, and snicker as his overalls do nothing for him.
Man, that one-dimensional match-up seems dull as dishwater, eh? Well, Pennywise has a few tricks up his sleeve to place higher than third. If he wants to take a harder road than obliterating Hippo right off the bat, he can actually ally with him. Set up a corpse or trap for Hippo to hide behind, so he can strike out with his powerful moves for a hopeful KO. Stick around him and fend off the fat men trying to punish the laughing islander, and you're smooth to sail to the final 2. Once one fat man is eliminated, the other has no chance with their grab-based style against two characters. Even if one is grabbed, the other is free to punish the glutton/hugger.
At the final 2, Pennywise's faster moves give him the advantage against the punishable Hippo. One strike is all he needs? Pennywise can either pepper the fat f
uck with leeches and the like (super armor doesn't defend from damage, invincibility frames do) to rack Hippo's damage up to the required amount, or even stall by floating/gliding out of his reach. Hippo will have a much harder time coming out on top due to more predictability; although it can be done in the hands of a proficient player, Pennywise isn't about to let all that hard work go to waste, now is he? A fairly interesting free-for-all that can vary drastically depending on who takes control of the social (a.k.a. alliance) game.
ANIMATIONS
Up Taunt - Pre-Grab Request
You know it, you love it; Fat B
astard yells out, "GET IN MAH BELLEH!", patting his stomach during each word. This is why taunts need to exist nowadays: sheer epicness factor. Now we can see players pull this off before landing an epic successful grab-to-throw KO combo and put the video on YouTube to get hundreds of thousands of views!
Side Taunt - Controversial Diet
Fat B
astard announces in a loud voice, "I ATE A BABEH!"
Down Taunt - Uncomfortable Attire
Fat B
astard holds his crotch and declares, "Jeepahs creepahs, this diapah's makin' mah nuts rub togethah! It's gonna start a fiyah!"
Entrance - Earthquake
Fat B
astard slowly and dramatically stomps in from the background, shaking the stage violently in the process. Upon reaching the stage, he roars, "Firs' things firs'! Where's the sh
ittah?" As Dr. Evil would put it, "Charming..."
Victory Pose #1 - Sumo Winner
Fat B
astard stands aside a generic Asian sumo judge, who announces the Scot's victory in Japanese. The big guy roars and strikes menacing poses for a while, before turning to the judge and asking, "Are we done yet? I gotta take a crap!"
Victory Pose #2 - Bathroom Break
Fat B
astard is nowhere to be seen, although offstage, his voice can be heard singing 'On Top of Spaghetti', complete with his Scottish accent we know and love. Every few words, he'll groan as if taking a dump before continuing his song. After a little while, Fat B
astard can be heard, yelling in shock: "What the...I DIDN'T HAVE ANEH CORN!"
Victory Pose #3 - Mah Milkshake
Fat B
astard gently fondles his tittehs while singing, "Mah milkshake brings all the boys to the yard..." He'll continue for a while if you actually leave the results screen on to watch. If you're bored, it may be worth doing.
Victory Pose Against a Female - Night 'O Hot Sex
Fat B
astard lies in his favorite position: between a heaping mound of chicken and the female loser. He is seen gorging on chicken, occasionally leaning over to the disgusted female and uttering comments such as, "I'm dead sexeh!" or "Do yeh want chicken? I have som'more..."
Loss Pose - Fat Man's Applause
Fat B
astard claps with a disappointed angry look on his face. It seems that his claps utter the same shockwaves that his stomping does, as the screen shakes around the other characters. Occasionally, he may whisper threateningly, "Yer luckeh, wee man! Argh!"
EASTER EGGS
- If an attack hits Fat Bastard in between the legs, he'll moan, "Ooh, right in the mommeh-daddeh button!"
- If a character grabs Fat Bastard around his chest area, he'll scream, "AWW, MAH TITTEHS!"
- Whenever Fat Bastard enters the stage against a character smaller than Mario, he'll declare in shock, "Jesus Chris', 'e's tineh! I got biggah chunks 'o corn in mah crap!
bEven though all your ideas besides the Assist Trophies are unlikely, Meta-Knight, Bowser needs the Koopa Clown Car as an entrance, Up Special, or Final Smash. Personally, Giga Bowser was so much more fun to fight as a boss in Melee. I'd prefer Bowser not have it as a Whirling Fortress replacement, however; it's too much of a staple of his ground game. Maybe but Fortress as an actually decent dash attack, and have the Clown Car as a recovery?
http://www.youtube.com/watch?v=431Bwh5fRzU
King Boo is the supreme leader of the Boos, as well as the main antagonist of
Luigi's Mansion. During the course of the game, the good king unleashed an army of ghosts from Professor E. Gadd's prized paintings and built a highly-detailed mansion out of thin air, before sending out a phony invitation to the Mario Bros. in hopes of imprisoning them. King Boo has ethereal powers far beyond those of your everyday ghost, not the least of which is increased power in the presence of his underling Boos, as well as the ability to create objects out of thin air. He'll put both of these magical strengths to good use for his foray into the Smash scene.
Would you really be satisfied if King Boo only had his default modern appearance? King Boo has two alternate costumes in the game:
his classic, 'ruby-crowned' design from
Luigi's Mansion, as well as
his 'drunken' design from
Super Mario Sunshine (sans the overlong tongue). Go crazy!
Aerial DI ~ ~ ~ ~ ~ ~ ~ ~ ~ 8
Jumps ~ ~ ~ ~ ~ ~ ~ ~ ~ 8
Range ~ ~ ~ ~ ~ ~ ~ ~ ~ 6.5
Size ~ ~ ~ ~ ~ ~ ~ ~ ~ 6.5
Power ~ ~ ~ ~ ~ ~ ~ ~ ~ 6
Attack Speed ~ ~ ~ ~ ~ ~ ~ ~ ~ 5.5
Size ~ ~ ~ ~ ~ ~ ~ ~ ~ 5.5
Priority ~ ~ ~ ~ ~ ~ ~ ~ ~ 5
Movement ~ ~ ~ ~ ~ ~ ~ ~ ~ 3
Weight ~ ~ ~ ~ ~ ~ ~ ~ ~ 3
Fall Speed ~ ~ ~ ~ ~ ~ ~ ~ ~ 2
King Boo has a fresh new mix of ghostly stats. As may be expected, he handles smoothly and floatily in the air. His attacks lack real substance, but have some range to them. The ghost king posesses a bit of power in his attacks, and the presence of his underlings provide him with even more, enough to qualify him as a heavy-hitter. However, in a change from the spin-offs, King Boo is a lightweight; he won't stand up to much damage before being launched. Use all your wicked wiliness to stick around and make your opponents d
amn afraid of ghosts!
As a slight side note, King Boo floats a tiny distance off the ground at all times unless crouching. This makes him a larger target that he would normally be, but attacks like Kirby's D-Tilt and grounded banana peels completely miss his body; it's a mixed bag, really.
Neutral Special - Boo Buddy
King Boo opens his mouth...what could he be hiding in there? With a bit of lag on both ends, he regurgitates a simple Soccer Ball-sized Boo. The shy little underling lets out a shrill cry, before floating aimlessly around the general area he was released at; he'll stay within three character widths of this area at all times without interference. You can send out up to six little ghosts out at a time under certain circumstances, each having
10 HP. Let an enemy touch one and the Boo will chomp him or her, dealing
5% and a low set knockback.
Those poor little buggers don't seem to stand a fighting chance, now do they? Well, there's a twist to their existence. Foes who stand within the circular range of the ghost(s), indicated by a slight white fog, become
fearful. This element causes foes to have annoying tripping problems due to an influx of perspiration. In addition, their priority on all jointed attacks is halved. Plus, we get a new idle animation for those who give a hoot in hell. The time periods fear effect foes differently on different moves; every second in the Boos' range here plagues foes with these effects for three seconds. Defend your minions, as the fear they inflict assists in damage-building significantly.
{ 5% }
Side Special - Scream
King Boo takes the Boos' attack from Super Mario RPG to the next level as their ruler; with a bit more lag than R.O.B.'s Laser, the good king lets out a ghastly shriek, in the form of three moderately-ranged sonic waves the height of Luigi. Although each wave is spaced closely together, it is unlikely that all three will hit a single opponent unless he or she is right next to King Boo when he screams. The waves have mediocre priority, each dealing
5% and knockback that KOs at
180%. Each wave a foe hits will give them the fear effect for five seconds. Scream can be highly effective from a short-hop, although if it is spammed, sometimes King Boo's voice will crack, giving him above average lag.
This move has one extra use to it; if used in the vicinity of Boos, they'll
teleport instantly to behind their king; they'll follow him around in whatever he does, while lending him several new offensive and defensive options. Boos cannot be attacked unless they're being used for attacks (detailed later) or King Boo takes
10%; for every
10% he takes, one Boo becomes separated. This tactic can be highly effective for safe-guarding your underlings, if worse comes to worse and you can't stick around for protection. To stop them following you, you need merely spot dodge.
{ 5 - 15% }
Down Special - Portrification
King Boo extends a stubby arm, casting a sparkle of purple light half a character width in front of him. Although it has minimal priority, in addition to a fair deal of lag on both ends, it's a rather special move. Hit a character with the sparkle, and you'll transform them into a
framed painting of themselves. Characters remain in paintings for five seconds; they can mash out at low to moderate damage levels, but they'll still take a three seconds worth of of fear for each second they're in the artwork. In addition, outside characters can bash the painting to damage the victim, although they'll take no knockback.
If used on a Boo, the poor ghost itself will be imprisoned in its own painting with a shriek. Unlike characters, Boos cannot be damaged while imprisoned in a painting. They stay trapped for ten seconds, rather than the standard five. Although they can still inflict fear upon foes in their area, the ghost automatically vanishes after ten seconds; nothing can be done to stop it. This is a great last resort, if your Boo is about to croak anyways, and you want more use out of it than it would ordinarily give. Obviously, painting Boos cannot follow their King.
{ 0% }
Up Special - Huff and Puff
King Boo inhales briefly (with a slight, yet useless, vacuum effect), before exhaling a thin stream of wind diagonally downwards in front of him. This
blows the ghost king diagonally upwards at Mario's dashing speed, while blowing foes in the stream downwards. That's right, unless you're facing away from the stage, you'll just blow yourself further away. Fortunately, King Boo has ways of doing so in mid-air, making this a fair recovery. If you hold it for more than three seconds or are attacked, King Boo becomes helpless. Shield to cancel the move prematurely if you must.
If you tap A mid-flight, you can utilize this move onstage for a secondary use. King Boo will puff himself up a bit. Although his hurtbox is enlarged slightly, King Boo can now use his aerials from his close-to-the-ground float. He can hold this bloated stance for as long as he wants; King Boo's floaty fall speed is halfed during this, in addition to him taking
1.25 times for damage from attacks. It can definitely be risky at times, but if you have a legion of Boos for defense, you may be able to get some good use from it.
{ 0% }
Basic Combo - Peek-A-Boo
King Boo covers his eyes for a split second, turning invisible, before returning and letting out a loud
shriek. Foes caught in the shriek's moderate range take seven seconds worth of fear, in addition to
5-6%. Of course, the shriek lasts priority, and has moderate lag on both ends. Yeah, not one of the King's faster moves, for sure. Fortunately, he can't be hit during the start-up period of invisibility, despite being extremely open at the end.
There is one way around this, although it takes some practice to execute. If you roll behind, and only behind, an opponent and use the move within a character block of them, you'll shriek with next to no lag on either end. As King Boo's rolls are double the length of normal characters, this takes a lot of spacing to pull off, but can be useful to startle your scurrying enemies. If Boos are following their leader, they'll perform the same action as he, each one adding a second's effect of fear to the foe.
{ 5-6% }
Dash Attack - Royal Comet
A staple attack of the Boos in
Luigi's Mansion; King Boo
darts forward two character widths, rotating around as he does so while facing forward. This is a quick and annoying attacks, although it can be shielded without much difficulty. King Boo has fair priority, and his crown has even more, in addition to a sweetspot for damage and knockback. It deals
11-12% and KOs at
135%, while the main move deals
7-8% and KOs at around
150%. If there are Boos tailing the King, they'll perform the same motion as he, staying behind him and prolonging the hitbox. Their hitbox is identical to King Boo's, just without the crown, although it is unlikely you'll hit with more than two ghosts.
{ 7-8%, 11-12% crown }
^ this, but
+1 for these characters:
K.Rool +1
Ridley + 1
Bowser Jr. + 1
Krystal + 1
BomberMan + 1
Wolf Link
Sylux
Shadow
MegaMan +1
Geno +1
Isaac +1
Samurai Goroh +1
Zant
Deoxys
Mewtwo +1
Roy +1/2 (not sure about him so i gave him half a point)
Petey Piranha
Gray Fox
Fixed
Forward Tilt - Barrel
Side Special - Scream
ARAN RYAN
Character Name
Image
Background
SkylerOcon: Your logic is good for the characters. Even Tingle. I don't know if Sakurai will follow the same logic, however. I hope so, but we never know with crazy ol' Sakurai...
Karbine
Karbines are malicious little owls from the Northern Kremisphere who enjoy using the generic Kongs invading their factory as target practice. No big loss, really. This Karbine in particular has escaped his polluted homeland in search of greener grasses and more satisfying victims.
Statistics
Fall Speed - - - 8
Aerial Movement - - - 6
Movement - - - 6
Traction - - - 4
Weight - - - 4
Jumps - - - 3
Size - - - 2
For such a pipsqueak, Karbine's cannon bulks him up to the point where he doesn't have to be paranoid about death. If you venture offstage in hope of a glide or multiple, useful jumps, though, you'll find Karbine's weapon-of-choice is a double-edged sword (figuratively, for all ye ignorant clods). With each of his three mid-air jumps, Karbine can move horizontally, but drops vertically with each jump, weighed down by his massive cannon. Imagine Pit multi-jumping with a metal box, and you'll get the picture.
Specials
Up Special - Keg Barrage
Karbine aims his cannon upwards (or whatever direction you've selected with Down Special) with minute lag and fires off a Kirby-sized steel keg. The keg travels off the blast line at Fox's dash speed, although its priority is rather low. This is a very fast move, so why should Karbine stop at one keg? By tapping Up B, Karbine can fire off as many kegs as he wishes, in a barrage of steely ammunition. He can fire as many kegs as he wants at once, with a bit of ending lag after he's done.
Kegs deal 5% and a set upwards knockback; an individual keg will never KO. However, who's to say that a barrage of kegs won't be able to carry a foe right off the top of the screen? Or out to no-man's land over an edge? Karbine can do just this by firing off a barrage of kegs. And his ammunition doesn't stop at kegs; several of his other moves can be used while firing a barrage to integrate their effects into his chain, giving opponents a load of trouble. Catch them with that initial keg, and the sky's the limit...literally. To stop a barrage, Karbine can perform a defensive maneuver, or refrain from shooting for .5 second.
It's worth noting that firing off a barrage pushes Karbine in the opposite direction he's aiming, a little bit at a time with each keg. Now, if you're trying to recover, you can aim your cannon downwards and blast back up. Onstage, aiming anywhere but directly upwards will slowly push back Karbine, unless you counter this with Side Special.
Down Special - Lock On
Karbine immediately becomes stationary; you can now use the control stick to rotate his cannon in any direction. Tap B to make your direction selection and regain mobility. Locking into any direction can be done as fast as you can move your thumbs; there is no lag starting or ending here. The direction you locked into used the next time you input Up Special; afterwards, you'll have choose another direction if you want to lock in. Not a huge deal, considering how quickly you can do so.
So just what does locking in do? Well, without doing so, Karbine is stuck with shooting straight up. Now this is all fine and dandy, but locking into another direction before shooting gives him much more potential for awesomeness. For starters, you don't have to be right under your foe to hit them. You can also blast them off the side, or even bottom of the screen. Hell, push them into a stage hazard, if you wish! If you need mobility while locked on, Side Special is your go-to move. Learn to lock onto a character and pepper them with ammo; it's a vital part of Karbine's damage-building and KOing game. Karbine can also recover in one direction safely by locking in said direction and firing kegs. Be sure not to get stuck under the stage, or Karbine will fall.
Side Special - Flap
Karbine flaps his tiny wings in place, lifting himself off the ground slightly and becoming able to flutter side-to-side at Mario's dash speed. While doing so, Karbine can use any of his ground moves, sans dash attack. He can maneuver around this way for up to seven seconds before becoming helpless (dodge to drop out, although you can't reuse the move until you land). The most obvious use for flapping is for recovery; Karbine can recover just fine horizontally, as long as he's level with the edge. Flapping buys Karbine no height, but considering he can aim down and blast back up before flapping to the edge, he has no real issue recovering.
Just as importantly as this function, Karbine can also move back and forth while locked shooting in one direction. He can aim at an opponent and move back and forth to keep them in range if they attempt to DI. Of note, Karbine is not pushed in any direction when flapping and shooting, unlike when firing his barrage normally. He can flap offstage and shoot up at an opponent without fear of being sent off the bottom blast line. Just make sure you get back to solid ground before your wings tire, or you may just suffer this fate.
Neutral Special - Barrel Blast
Karbine blasts a Kirby-sized wooden barrel in a straight line; he has .15 start-up lag, during which he can aim his shot in any direction (forward is default). Barrels travel straight off the blast line at Mario's dashing speed. Unlike their closest relative, Falco's laser, barrels' priority can be beaten without difficulty. Plus, Karbine can only have out one barrel at a time. If Karbine's barrel strikes a character, it shatters on them, dealing 7-8% and stunning them in place for .25 second.
Now, Karbine can take advantage of this stun in more ways than one. Obviously, he can stun a character before blasting them with another move (you cannot infinite a character with multiple barrels, though; barrels that hit stunned characters merely bounce them back a set distance). Karbine can also throw a barrel into a barrage of ammunition, so as to throw off a foe's timing with the barrel's slower speed, as well as stun them in your crosshairs. Finally, Karbine can just fire a barrel out in front of him for basic defense (although the lack of priority keeps this tactic a good, not great one).
Basic Attacks
Jab - Laser Beam
Karbine fires a bright red laser beam, almost as thick as R.O.B.'s fully charged, and as long as a Battlefield platform. Lasers are fired horizontally, unless Karbine has locked into a new direction. That's right, all ammo moves change to match the direction you locked into, even if they don't fire in that direction normally. These babies move just a bit slower than kegs. Like kegs and barrels, lasers travel off blast lines unless they hit a character. Foes who touch it get stuck in the beam and carried for its width, before it vanishes, leaving them with 6%.
The ideal use for a laser in a barrage is to send it out once you've knocked a character near a blast line. If they are indeed close enough, the laser will carry the hapless victim right off the map. Because lasers move slower than kegs, not to mention the fact that you're limited to one laser per barrage, you'll need to strategically mix it into your spray of ammo to get this use out of it. A possibility (among others) may be to stun characters with a barrel near the line before sending out the laser to finish the job.
And hey, don't forget that Karbine can simply carry a foe back a bit horizontally onstage without a barrage, if he needs some breathing room to lock onto a new direction.
Dash Attack - Swoop
Karbine screeches, as he scoots forward a Battlefield platform, cannon extended. He doesn't fire anything out, instead using his momentum to slam the foe with his weapon. There are two distinct hitboxes on Karbine's cannon; if a character barely nicks the weapon, they are knocked vertically. If Karbine collides more head-on with his victim, they fly off horizontally. Either way, the knockback is mediocre, and the opponent takes 7%.
Karbine has .1 second lag on both ends of the move, so he doesn't have to worry much about being punished. Make sure to watch out for shield-grabbers, though. An effective tactic may be to fire a barrel at a grounded foe to stun them. Not only will they be unable to harm you, but you'll be able to space yourself from them before attacking more effectively. That way, whether you want to send your opponent up or forward before letting loose a barrage, you'll be all set to get that result.
Forward Tilt - Spark
No, not that...set that went with Pidget.
Down Tilt - Stab
Chucky roars in fury as he stabs at his opponent's shins. That can't feel good...If this close-ranged attack connects, the victim will take
5% and begin holding their wound. Should they attempt to walk, run, or jump over the next three seconds, they'll take
1-2% and utter a pained noise. Of course, characters with good melee range will fare just fine fighting Chucky from where they are. However, characters who need to stay on the move or flee to set up traps are in for problems. Although Chucky can repeatedly stab with this quick attack to build damage, he cannot stack the wound effect.
[ 5% ]
Up Tilt - Poke
Chucky sticks his knife upwards a short distance, cackling to himself, before putting it down. Grounded enemies who hit the knife take
5-6% and a bit of hitstun. However, if an aerial enemy falls onto it, they'll leap up Marth's height in pain, before falling back down in their footstool effect. The knife has some priority to it, meaning you can catch enemies out of short-hopped aerials. Enemies can steer their fall away from a second hit at the apex of their jump, so it's not flawless. Still, what could be more fun than prodding enemies into a stage hazard or off a low ceiling boundary?
[ 5-6% ]
Smashes
Forward Smash - Ball Pump
Chucky takes out a ball pump and stabs its end forward a character width, with the lag of Shield Breaker. If it hits an opponent, the sharp pump will impale the character, dealing
8-13% and holding them there for a split second. Although the victim can mash off, Chucky can press A to press the pump, using the air to blast the victim forward a character width and into their tripped position, dealing an extra
5%. If charged halfway or higher, the victim must wait a split second before rolling or using a get-up attack, due to the stab wound. The set knockback makes conventional KOing near impossible...taking advantage of the stun with Up Special isn't conventional, though.
[ 8-18% ]
Down Smash - Lil' Slugger
Chucky extracts a child's baseball bat and slams it to the ground directly in front of him, screaming out, "Batter up!" Adorable, yes? If you get decked by Chucky's bat, you'll get knocked into your downed position, taking
12-13% initially, plus
1-10% gradual damage from concussion over the next five seconds. Chucky cannot KO with this Smash unless he hits an offstage foe; in this case, his swing will spike them with moderate strength. You deal more damage here than with F-Smash, but rather than simply punishing the foe's stun, you'll have to read their get-up options in order to follow up.
[ 12-23% ]
Up Smash - Heathen Prayer
Chucky raises his hands in prayer to the voodoo gods, surging with electricity in the process. The doll has .33 second lag on both ends, and has a very close-ranged hitbox. Like, you have to be on top of Chucky to get hit. Even then, it'll just deal three or four light hits of
4-5% and some set knockback. A Smash so drastically inferior to your others should never be used, right? Chucky's prayer hasn't been for naught, it seems. For the next seven to twelve seconds, the curse Chucky gets from using Neutral Special is nullified.
You can spam Neutral Special to your twisted heart's delight during this time; this comes in quite handy when you're in dire need to defend and your speed can't quite get you away. However, after this time period, the gods punish Chucky for perverting the voodoo magic. Chucky's curse comes into effect at double its normal rate now; one Neutral Special will cause enemy attacks to deal 1.5 damage, and another will max it out at double damage. If you use this with the curse maxed out, the curse will just carry over on your next stock. This is absolutely a last-resort move, although if it'll net you an upset KO, don't hesitate to take a risk.
[ 4-20% ]
Aerials
Neutral Air - Shredder Circle
Chucky extends his knife and spins around once, with extreme speed. There isn't too much range to the move, but the sheer speed keeps it viable. This slash deals
6-8% and knockback that KOs around
185%. This aerial has a vital use in the air; when Chucky uses Neutral Special in the air, he can't get out until he hits the ground (you can't use a get-up attack to cancel it in mid-air). If you don't want to get pummelled in the air, why not just throw your foes off with a few quick N-Airs?
[ 6-8% ]
Forward Air - Skewer Plunge
Chucky points his knife forward a short distance, pausing for a split second, before plummeting down, diagonally forward to the ground. Chucky pointing his knife forward is a stunning
2-3% hitbox, while the plummeting traps foes in multiple hits of
3%. Both hits have quite short range, but even if you don't land the hits, the move gets Chucky out of the air fast (although he lags on the ground for a brief period). It's generally not a good idea to be up there, due to his vulnerability. Offstage, this is suicide, although Chucky can bring a vicitm down with him, trapped in the multiple hits.
[ 2-15% ]
Back Air - Knife Uppercut
Chucky turns around gradually, then performs a strong upwards slash. The momentum of the slash turns Chucky around, allowing him to better position aerials that require close-range to work properly, such as the above two. The slash itself deals
8-9%, and can KO off the top around
165%. Try not to short-hop the move unless you're guaranteed a high-damage KO from it; landing lag sure isn't fun for Chucky.
[ 8-9% ]
Up Air - Trip Wire
Chucky extracts his Up Special cord, tosses it up Mario's height in a loop, before stowing it and going helpless. It a foe gets caught in the loop, Chucky tightens the rope, snagging them from the air and putting them in a footstool effect. He won't go helpless after a successful snag, so he can follow up with a F-Air if necessary. Chucky has .4 seconds of lag on both ends of this aerial, making it among his slower ones. It can tether to edges for a lousy close-ranged recovery, so don't try using it on foes near a ledge or you risk fouling up.
[ 0% ]
Down Air - Bag-Head
Chucky takes out a plastic Ziploc bag the size of Olimar's helmet and casts it downwards, where it falls down Ganondorf's height at a slow rate. If it lands on a foe, it'll seal around their head, freezing them in place as they have to mash out of the suffocating bag. Bags deal
1-2% per second, and footstool aerial characters. Like Up Special, five seconds of suffocation instantly KOs victims; if Chucky uses Up Special to grab a bagged character, the bag's suffocation time is carried over to his wire-choking time, allowing for a quicker KO. This is easier said than done, though, due to a bit of lag on both ends of the move. One bag can be out at a time.
[ 1-2% per second ]
Grab / Throws
Grab - Murderous Lunge
Chucky lunges forward a character width, trying to grab a victim by the neck and pull them to the ground. Chucky covers slightly more range from a dash-grab. He doesn't suffer too much lag if he misses either; he'll simply perform a roll back to his feet. Chucky sits on his opponent's back if he connects.
[ 0% ]
Pummel - False Hope
Chucky...releases his victim?! Is he insane? Not quite. His victim is still in their downed position, with Chucky in their vicinity. Potentially, he can read their get-up options and punish severely. He can even lock the downed victim with a basic combo up until around
40%. Just make sure to dodge get-up attacks; come now, these mistakes are elementary!
[ 0% ]
Forward Throw - Blackmail
Chucky sits himself on his victim's shoulders, puts his knife to their face and tells them to, "Move!" The victim can press A to accept, upon which you gain control of the victim for three seconds, before Chucky falls off. Move them into an obstacle, off a boundary, off the stage, or simply to a more strategic location for Chucky. Conversely, the victim can press B, refusing to submit to Chucky. This causes Chucky to stab the victim harshly, dealing
13-14% and knockback that KOs around
135%. It's win-win for him, although most foes won't give you the luxurious KO option out of this.
[ 13-14% ]
Back Throw - Backstabber
Tell me you saw that coming. Chucky releases his victim behind him, looking all smiley and innocent for a split second. The victim can attack Chucky during this time, but he can time a press of A to parry the strike and slash back, dealing
10% and stunning them for a split second. Attacking with disjointed attacks destroys this, but repeatedly blocking noobs with this can build exceptional damage. Smart players will wait out the split second of Chucky waiting to parry, then strike when the animation finishes and Chucky lags for a brief period.
[ 10% ]
Down Throw - Fatal Finisher
Chucky rolls the victim on their back, and gains the ability to mash A to repeatedly stab them. Each stab deals
3% and is fairly rapid; you'll get in three or four stabs before most foes can mash away. Aside from building damage, each stab hinders the victim's mashing ability for seven seconds. Whether they be stuck in a wire, bag, or grab, this throw is a major thorn in enemy sides. You'll be using this gem a lot.
[ 3% per stab ]
Up Throw - Butcher
The simplest of Chucky's throws; he simply tosses his victim up before slashing them three times rapidly. Each slash deals
4%; the first two trap the victim, while the third brings the character back toward the ground. Unless they tech or roll, they end up in their downed position. DIing from the first two hits can prevent this. This and D-Throw are the consistent damage-builders out of Chucky's throws, if you hadn't figured it out yet.
[ 4-12% ]
Final Smash
Final Smash - Voodoo Storm
Chucky utters a few syllables in an echoing voice, causing the skies to darken with lightning clouds, which erratically strike all over the stage frequently. These deal
14-15% and the knockback of Pikachu's Thunder to everyone but Chucky. They also stun characters on the ground when they strike. The demonic doll can spam Neutral Special to his heart's content here, without the curse affecting him like it does during U-Smash. Chucky has one final change to his moveset here. If he grabs a foe, he can't throw them. Instead, he bends over them and begins crazily reciting an ancient voodoo spell.
If he is allowed to do this for five seconds, his doll body falls lifelessly, as the character rises and laughs with Chucky's voice. He has transferred his soul into the opponent's body, KOing them instantly. The character won't respawn until the Final Smash is over and Chucky returns to his doll body, but Chucky heals
5% per second in his new host. Chucky can pull this off without much difficulty, as his escape-hindering moveset is complimented just fine with the stunning lightning here. The Final Smash lasts a whopping 25 seconds. As Chucky would say, let's play!
[ 14-15% lightning ]
Playstyle
You need to get down two facts about Chucky right off the bat...he's helluva fast, and helluva light. You can flee from attacks and punish even the shortest period of lag without trouble, but if you slip up once, you're offstage, where you'll be likely gimped or finished off. How do you combat this? By strategically defending yourself, that's how.
Chucky is in possession of powerful voodoo magic; by saving himself from damage and knockback with Neutral Special, Chucky is able to counter his miniscule weight and stick around in battle. You should never just throw out Neutral Special wherever and whenever, though. You think Chucky goes down crazily fast now? Just watch how fast this doll gets trashed when the rate he takes damage at is increased. Try to refrain from disguising yourself until your death becomes imminent, rather than to just, say, defend from campers.
In the earlier phases of the match, you've got to use your speed to avoid damage for as long as possible. Chucky can approach fairly well with moves like Down Special, Side Special, Dash Attack, or a short-hopped N-Air. He can string his speedy tilts together to build damage quite well. Oh, and if he avoids your attacks, he can nearly rush in and punish them. Basic attacks and tilts are your best bet for damage at this stage. Chucky also has some rad grab-release-thru-pummel combos. Your opponent will be taking damage at a rapid rate if you play well, make no mistake about it. The problem is, nearly any character can outlast Chucky with ease.
Once Chucky begins taking damage, his defense is limited, unless he wants to waste a Neutral Special. He can pull out Down Special for temporary safety, but he'll take damage if he begins relying on it. Chucky is incredibly vulnerable in the air, as well; N-Air can give you some space, but many characters can stay out of its range and keep on pushing the doll. Be extremely cautious when attacking; no matter how fast you can be, you want to prolong using Neutral Special for as long as possible.
When you've racked up enough damage, you'll want to try to go for the KO and get the lead before Chucky dies off. The doll's regular KO options are rather limited, as many of his attacks focus on damage-building and disabling rather than knockback. Because of this, choking is the best way to KO, by far. You'll have to set it up with stunning moves, though, because the cord is much easier to dodge than the average Z-Air. F-Smash and D-Smash are great options for this, as they rack good damage to hinder your foe from escaping, while still stunning the vicitm.
At 0%, above average button mashers will be able to hang on to their victim for just one and a half out of the five seconds necessary for a KO with Up Special. Once your victim has more damage, though, the job becomes much easier. At 120%, an average button masher can score a KO without a lot of effort. Moves like D-Air and D-Throw only lower the damage percentage needed for a KO. Overpowered at all? Chucky needs to KO as early as he can, because once his opponent respawns, he's bound to run into trouble.
Once this happens, you're best off trying to butcher your enemy up for the next stock as well as you can before you die off. If you play perfectly, you may be able to save your Neutral Special until now to last longer and possibly even score another KO before you die. As this is unlikely for the average player, though, pulling out an U-Smash to maximize your time onstage is a nice last-ditch option. You can also try suiciding-KOing with the likes of F-Air or F-Throw, although this is incredibly difficult.
In summary, Chucky has great options for damage-building, but he absolutely must rely on this in combination with his speed to get the lead as soon as possible. In most matches, the opponent will be able to deal enough damage to Chucky to force him to throw Neutral Special into the mix before he wants to. Work your assets to the best of your ability to delay your use of this defensive move, and use it very strategically when it comes time to do so. If you can get the lead early on, your survival techniques can scrape you a win, but if you fall early, it's near impossible to get back up. Matches with Chucky go down very quickly, as Chucky builds damage at an incredible rate, but dies early as well. You're in for one hellish playtime!
Match-Ups
Vs. Venusaur - 55/45
Chucky can get in Venusaur's face much more easily than it would like by catching Aflame. That said, once Chucky gets to Venusaur, he has to make sure he stays there. You'll take a lot of damage with Leech Seed if you slip up. One subtle advantage Chucky has here is that he's facing a powerful character; unless Venusaur plays in an unorthodox manner, the Chucky player can read when the Venusaur wants to KO him and use Neutral Special accordingly. Chucky can also punish the Grass Pokemon without difficulty. Heavyweights can KO Chucky easily, but Chucky can damage them more reliably, and read their predictable KO moves.
Once either character gets momentum on the other, they're likely to take a stock. A good idea for Chucky to take an early lead is to pressure Venusaur toward the edge with Side Special, then gimp his awful recovery. His disjointed cord can also snare Venusaur out of his 'aura' moves that would hurt Chucky himself. Chucky has more options for victory that Venusaur has trouble with than vice versa, earning him a close win. Keep in mind, though, that if a good Venusaur player (or any heavyweight player for that matter) can use their KO moves craftily, they can easily muscle past Chucky on the first stock and take the game.
Vs. Harbringer - 40/60
While Chucky has no problem finishing off your summons with his fast attacks, he's likely to take more damage than is good for him from them before he gets to you. Harbringer can add to this by blasting Chucky with Side Special, or by d
icking with him via Seeker Swarm. Harbringer's light weight, while generally a weakness of his, doesn't matter a whole lot in this match-up, due to Chucky not aiming to KO with knockback.
Harbringer doesn't have to worry too much about setting up defenses, and when he does, Chucky has trouble penetrating them; he'll generally have to use Down Special to do so, which when spammed, damages him. Sealing the deal for Harbringer is his F-Tilt to Husk combo KO option; because it's a fire element, it can hit Chucky out of Neutral Special. Chucky has to use fast moves to finish off Collector Drones as soon as possible, then use Down Special to break Harbringer's spacing moves and finish him before vice versa. Easier said than done for the demented doll.
Animations
Up Taunt - Maniacal Murderer
Chucky enters his innocent doll pose and proclaims, "I like being hugged!" in a high-pitched voice, before becoming his murderer self again and letting out his crazy evil laugh.
Side Taunt - Scolding
Chucky points his knife forward and tells his victims, "You've been naughty...very naughty!"
Down Taunt - Soul Seeking
Chucky wants to play! He calls out, "It's time to play hide the soul! And guess what...you're it!"
Entrance - Toy Box
Chucky's innocent and colorful cardboard box appears onstage, which he promptly shreds his way out of with a snarl.
Victory Pose #1 - Sharpening
The possessed toy pulls out his knife and begins sharpening it on a spinning stone, cackling to himself.
Victory Pose #2 - Voodoo Doll
Chucky plays around with voodoo dolls of the losers, twisting their dolls into painful positions, which the losers mirror in the background.
Victory Pose #3 - Just Dropping In
Chucky's knife is seen onstage, but the doll is nowhere in sight. A scuffling is heard, as the losers peer around nervously. With a roar, Chucky drops in from above, pulling out his knife and cackling. He turns and tells the losers, "Goodnight, a
ssholes!", before scurrying offstage and leaving them in further panic.
Loss Pose - Destruction
Chucky's flaming, blackened body is seen onstage. With one eye upon, the barely alive doll attempts to inch its way toward its knife, but it merely twitches in place, one arm outstreched.
Cheep-Cheep
http://www.youtube.com/watch?v=QQkrDpR2ooo
Cheep-Cheeps are seemingly innocuous fish that leisurely cruise above or under the sea in schools. They seem to be a rather carefree species, spending their time barrel-rolling around, cooking, and styling their rad yellow mohawks. Cheep-Cheeps are essentially the Goombas of underwater stages, albeit trickier to avoid due to the lack of underwater mobility. Although a hostile breed to tresspassers, friendly Cheeps have appeared in
Paper Mario. There are many sub-species as well, ranging from massive swallowing fish to tiny snoozing ones.
Statistics
Aerial Movement ~ ~ ~ 10
Recovery ~ ~ ~ 10
Movement ~ ~ ~ 9
Attack Speed ~ ~ ~ 8
Priority ~ ~ ~ 5.5
Traction ~ ~ ~ 4
Range ~ ~ ~ 3
Power ~ ~ ~ 2
Size ~ ~ ~ 2
Falling Speed ~ ~ ~ 1
Jumps ~ ~ ~ 1
Weight ~ ~ ~ .5
Abilities ~ ~ ~ Crawl, Glide
Zinger's stats go from stellar to laughable really quickly. He is top-notch in aerial battles, but takes a long time to KO. Zinger is difficult to catch, but it's a good thing for him; Zinger dies off insanely early and is near defenseless on the ground. In fact, the only reason he should be down their is to bog his opponent down; his few KO moves are primarily aerial. Although the wasp can win a Brawl without so much as using a grounded attack, he'll find that messing his with opponent on the stage first can be a huge safety net for him.
Specials
Neutral Special - Mud Dauber
Zinger lifts his sting slightly, tossing a ball of mud the size of a Deku Nut a character width forward. The ball has minimal priority, but Zinger can sling the mud nearly as fast as Olimar can pluck Pikmin. Foes who hit the mud ball take minute damage.
For every three balls of mud that hits a foe within ten seconds, the foe loses
1/10 from their speed stat. For every five balls that connect within ten seconds, the victim becomes slightly more likely to
trip. Finally, for every seven balls that are landed in the same time frame, the opponent becomes unable to dash or jump.
Zinger can take advantage of these liabilities with his speed, preferably by bringing the foe airborne, or using another helpful ground move on them. Mud lasts for nine seconds on a victim, although they can shake it off early with spinning moves, i.e. Spin Attack or Whirling Fortress.
{ 2-3% }
Side Special - Honey
Zinger regurgitates a spurt of honey, slightly larger than a horizontal Pikmin, forward a character width and a half. Zinger has a lag similar to Peach plucking and throwing a Veggie, and identical priority to Samus' Super Missile. The honey sticks to whatever it hits for seven seconds. If it hits an opponent, all hitstun will
stack during this time frame.
Should a foe walk onto a patch of honey on the ground, they'll be stuck there for as long as a Headbutt bury. A stuck pig can't run or dodge; they must jump out to free themselves, which has double its normal startup lag. Zinger can either toss the foe up or follow them into the air when they jump. Since stuck foes stay immobile for longer, Zinger may wish to lob on some mud or another spurt of honey before his foe escapes.
{ 4-5% }
Down Special - Envenom
Zinger curls his sting under his torso slightly, as it turns green and pulsates. This takes about as long as Diddy pulling out a peel, and is not an attack. This little charge causes Zinger's next three sting-related attacks to deal
1.25 times their normal knockback.
Also, the next three sting attacks will cause a varying amount of
poison damage over a period of five seconds, the amount of which depends on the attack strength. Zinger cannot stack these power-ups, so use them wisely to assist with KOs or accumulate enemy damage.
{ 5 - 15%, depending on attack strength }
Up Special - Flight of the Zinger
Zinger's wings enlarge slightly and begin beating faster as a blur for the next twelve seconds. For this time period, Zinger can tap B and any direction to
hover around freely; the speed at which he does so is determined by how fast you mash the button. After twelve seconds, Zinger is left with nothing but his normal jumps, if you haven't used those yet. He can attack freely while hovering, being able to move about to better position himself for his upcoming move. Flight is an amazing recovery; he's bound to need it, seeing how easily he can be launched.
His wings are close-ranged, laughable priority hitboxes that deal multiple rapid hits. Potentially, Zinger could trap a fast-falling victim in the wingbeats and hover off the screentop for a KO, but even Ganondorf can beat this. Extremely risky business indeed. After twelve seconds is over, Zinger must wait for six seconds before using this again. This is your time to stack up mud or honey, before finishing business in the air with the aid of flight.
{ 1% per wingbeat }
Basic Attacks
Basic Combo - Bristle
Zinger buzzes ominously, as his spikes
extend from his body, with quite a bit of hesitation. The spikes don't have amazing range, but their priority is enough to defend Zinger from quite a few melee attacks. Anyone gullible enough to attack the spiked wasp take set damage and knockback. Of course, Zinger can just run into foes himself for the same effect. Extended spikes also contribute to a few other moves of Zinger's. Spikes last for five seconds before retracting.
{ 5-6% }
Dash Attack - Swarm
Zinger darts forward a character width, going around whatever's in front of him by entering the background briefly. There is minimal lag on either end of the move, but it is not an attack at all...yet. If Zinger darts around a foe once, then quickly does so again, he'll cause a cartoony cloud of parasitic underling wasps to
swarm around the victim for several seconds.
These pests deal multiple rapid hits to the victim, in addition to a bit of stun here and there. You can toss mud or honey onto a swarmed character or take them to the skies out of it. Smart foes will want to punish Zinger after the first dart to ensure they don't fall victim to his swarm.
{ 15-16% }
Tilts
Forward Tilt - Mandibles
Zinger opens his mandibles, clacking down three times rapidly. These pincers have surprising range, and impressive priority, due to their sharp nature. Each clack deals fair damage and low set knockback, meaning you can never land all three. Unless, that is, if the last move Zinger used was Side Special. In this case, the foe gets
stuck in Zinger's sticky pincers, getting hit by all three clacks before being knocked back.
{ 4% per clack }
Down Tilt - Zap
As simple as it gets; Zinger quickly turns onto his back, stinging forward a mediocre distance. Like all stinging moves, this tilt has fair priority. Multiple stings can be strung together with ease, especially if you
trap a victim against a wall. Because of this, this is one tilt you won't want to use with a venemous sting. Instead of chaining D-Tilts, you'll bounce your foe out of range. Stick to venemous Smashes.
{ 5-6% }
Up Tilt - Antannae
Zinger extends his antannae forward a bit rapidly, wiggling them around in his enemy's face weakly. The antannae deal three light hits to foes, resulting in a bit of stun. Chaining U-Tilts can build damage fine and all, but there is a more subtle use. You see, antannae serve as
sensors for insects. For Zinger, they alert him as to when a foe is ready to be KOed. After Zinger has poked a foe with his antannae, he'll flash red briefly when the foe's damage level is high enough for him to finish them off. In a FFA, he only senses the closest foe to him.
{ 3-9% }
Smashes
Note:
Zinger can perform Smashes in the air. Peter Pan ripoff? Hardly. Zinger has
both aerials and airborne Smashes, aiding his aerial KOs significantly. Airborne Smashes are executed exactly the same as normal ones, although you may wish to use Flight to stay up and moving while charging; doing so won't interrupt your moves at all.
Forward Smash - Barb Barrage
Zinger flashes briefly, before spewing a stream of
barbs forward two character widths. The barb stream covers Olimar's height, trapping foes in multiple lights hits while carrying them away from Zinger. Barbs have lame priority, but the sheer quantity of them makes the stream nigh impossible to interrupt.
The last hit of the barbs deals a low set knockback, the charge only having increased damage. However, Zinger is always able to trap a mid-air foe in the barbs and let it carry them offstage to their doom. Onstage, this quick Smash is your go-to GTFO move. The knockback is increased slightly by using Basic Combo to enlarge Zinger's spikes.
{ 2-25% }
Down Smash - Paralyzer Cannon
Zinger turns onto his back, ala D-Smash, but rather than merely stinging, he
launches his pride and joy at opponents, a new one growing in its place. The move's charge increases the range, priority and speed of the sting; at maximum charge, the sting travels as far as Wolf's laser, with better speed and identical priority.
Foes jabbed by the flying sting take damage, in addition to a Paralyzer-esque stun. Instead of taking his prey back to his hive for food, Zinger should pepper the victim with mud or honey, or bring them into his aerial warzone. Foes paralyzed in mid-air don't fall until they become mobile again.
{ 9-14% }
Up Smash - Flight Pattern
Zinger merely hovers upwards Marth's height, before buzzing right back down. Boring, eh? Well, this move is a lot more intricate with the proper know-how. While charging, direct the Control Stick in a
pattern, and Zinger will follow the trail. You can move the 'trail' around at a moderate speed until maximum charge or the trail overlaps.
Zinger is a moderate-priority hitbox that KOs from
155-140%. If you're aiming for a simple KO, you'll need no more than the default vertical rise. By inputting a pattern, you open up several possibilities for aerial hell, not the least of which is forming a circular pattern to block the edge. Just remember that while charging in midair, you'll be limited to vertical Flight, due to you manuevering the trail, rather than Zinger.
{ 13-17% }
Aerials
Neutral Air - Spike Eruption
With one tap of the button, Zinger's spikes extend out, like Basic Combo without any hitbox. Upon a second input, barbs are shot out in a growing
circle around Zinger's body, extending out a moderate distance before vanishing. If your spikes are already stuck out from Basic Combo, it only takes one input to launch the barbs. These sharp pricks are a major aerial KO move; getting speared KOs at an admirable
120%. Only one set of spikes can be out at a time.
{ 5-6% per spike }
Forward Air - Berserk Pursuit
Zinger points his stinger forward a miniscule distance and begins slowly
honing in on the closest foe. Tapping B during Flight speeds up his honing slightly. If the angry hornet connects, he'll dig his sting into the hapless victim, dealing great damage and knockback that KOs around
110%. Zinger is best off using this close to a foe, as he can only hone for two seconds before dropping out of the move (cancel early by dodging). Maybe paralyze a foe or use the honey hitstun of another aerial before honing in for the KO?
{ 17-18% }
Back Air - Impale
Zinger performs an action identical to a faster Bowser B-Air, with slightly less range and priority. If he lands it, the victim will be
impaled by his back spikes. Zinger can now move at half speed with his opponent stuck to his back; foes can mash off with grab difficulty, but if Zinger's spikes are extended from Basic Combo, it will take slightly longer to do so. Tap A with an impaled foe to do a flip, hurling them off with strength enough to KO at
125%. It won't KO as early as F-Air, but is somewhat easier to land.
{ 9% impale, 8% throw }
Up Air - Insectile Loop
Zinger performs a fast manuever similar to Shuttle Loop, just with a much smaller actual loop. The wasp's underside has a close-ranged grab hitbox during the loop; connect and you'll
snare the foe out of the air before hurling them away from the flip's momentum. Zinger's sting has fair priority, and can interrupt edge-guarders nicely. The throwing movement is similar to B-Air; this time, it only requires one input, but is slightly weaker, KOing at
135%.
{ 10-11% }
Down Air - Kamikaze Sting
Zinger quickly extends his sting downwards a marginal distance and spins around like a top while
descending. His underside has decent priority at this time. By tapping the button, Zinger descends down Marth's height at a moderate pace; you can hold his descent for as long as you want. If Zinger stings a foe, they'll be impaled by his sting, as Zinger's descent speed doubles. Victims can mash off with average difficulty.
If you hit the ground with a foe in tow, they'll take knockback that KOs at
120%; Zinger suffers a lot of landing lag without a foe. Every second a foe is impaled, they take light gradual damage. Offstage, Zinger can descend down to the bottom blast line with an opponent, air dodge to cancel the move, and fly back up, leaving his helpless foe to perish. Onstage and off, this can be a great, albeit slightly situational, KO move.
{ 1-2% per second impaled, 14% landed }
Glide Air - Pincer Slash
Zinger
shreds his mandible jaws together powerfully, with Meta Knight-esque lag on either end (in other words, little to none). Enemies had better beware of this; it can KO just as easily as Meta Knight's G-Air. It's got slightly less range and priority, but when you consider Zinger has a slightly faster glide speed, the usability isn't diminished any.
{ 7-8% }
Grab / Throws
Grab - Landing
Zinger faces his belly forward while swiping with all six legs and clacking his mandibles, with a bit of lag on both ends. Should a foe touch either of these, Zinger will
land on the foe to grab them. The wasp's grab has low priority and less than impressive range.
Zinger can grab while airborne to perform his throws in mid-air. Aerial grabbing is best when used in tandem with Flight, to ensure you land the grab. Up there, their focus is gimping, as opposed to stunning onstage. Zinger can fly around when he's grabbed an opponent in mid-air, although foes will be able to escape with a bit more ease when the wasp is focused on flying. Without Flight, Zinger and his victim fall at a moderate speed.
{ 0% }
Pummel - Infect
What else could it be? Zinger daintily
pokes his sting into the victim he landed on. A very fast, weak pummel.
{ 1% }
Forward Throw - Pollinate
Zinger rubs his legs rapidly against the victim, brushing them with pollen, before pushing them forward lightly. This causes the victim to let out a massive
sneeze. This sneeze pushes the victim back as far as F.L.U.D.D., making them briefly dizzy afterwards. F-Throw is likely Zinger's worst aerial gimping throw; precise positioning is required for foes to sneeze their way beyond the blast line.
{ 5-6% }
Back Throw - Sharp Flip
Zinger performs a
'wrestling' move similar to Kirby's B-Throw, flipping over backwards to toss his victim. Just before tossing, Zinger bends his spiky backside into the opponent, launching them horizontally. Onstage and off, this is Zinger's best sans-gimp KO throw.
{ 7-8% }
Down Throw - Bee Drill
Zinger begins spinning around, identically to D-Air,
drilling his victim into the ground. His sting deals multiple light hits before leaving the foe in a brief Pitfall state...unless he's airborne. In this case, the first light hit spikes the victim with alright power. This, while not dealing much damage at all, is a foolproof gimp.
{ 2-6% }
Up Throw - Barb Laser
Zinger tosses the victim above his backside, before
firing up three rapid consecutive barbs into them. Foes cannot DI out of the three hits, but they can angle the upwards knockback of the last hit without much difficulty. Zinger should try to fly near the upper blast line to prevent this.
{ 3-9% }
Final Smash
Final Smash - Hornet Hive Horror
Zinger turns
red with anger and invincibility, buzzing to summon four
yellow drone Zingers. Each drone is the size of Zinger himself, circling their comrade at a moderate pace. Each has
30 HP, and if one is killed off, the others will tighten the circle in its place.
For fifteen seconds, any move you perform of Zingers will also be performed by the circling drones. Now, for each mud ball you toss, you'll toss four extra balls; the five wasps can easily overwhelm opponents now. Your minions provide a circling meatshield of defense, although even if they are all somehow KOed, Zinger remains invincible for the remainder of the super attack. Ah, it's good to be king.
{ Varies }
Playstyle
Zinger has a lot to accomplish during his time on the battlefield. He's one busy bee...er, wasp. His incredible speed gives him the chance to soar right into the fray and blister his opponent with sharp attacks. You'll really want to reconsider when taking this offensive approach, though. Unless you're facing noobs, the likes of whom find Link's Up Special overpowered, Zinger may very well be send flying with one solitary Smash. His beastly Flight enables him to soar all the way around Temple, if you do button-mash fast enough, but even the best lightweight recovery cannot prevent its user from early obliteration.
Or can it? Zinger uses Flight to cope with his defenselessness on the stage. Zinger's highest priority Smashes can be absorbed or shielded, and his projectiles are next to useless to defend from nearly the whole cast. Even his defensive Basic Combo is laggy to utilize. They are, however, a golden way for this small wasp to take down the biggest bullies. Slinging mud does nothing to hinder foes' approaches, but a few balls splattered on their ugly mugs will have them bogged down and sliding like a penguin.
Honey is harder to land without stunning your victim first, but it can be even more vital than mud at times. Stacking hitstun combined with Zinger's mile-a-minute antics? Sounds like a dream come true, eh? Zinger can now build the hefty damage he needs for KOing. Even if you miss, you'll create a little trap onstage for careless approachers. Of course, you can never rely on mere traps, but at least you'll have given Zinger a bit of breathing room.
The worst case scenario with these two projectiles is the opponent breaking through them. Zinger cannot tolerate any foul-ups if he is to survive until his aerial stage. Unfortunately for him, his projectiles' strength are marginal at best. You can't just breeze through with their speed, cleaning off a stock in one clean sweep. Zinger will have to use his godly aerial movement and a bit of creativity in order to successfully work his magic on rivals.
Damage-building is no easy task for Zinger, but as soon as you've gotten used to working Zinger's projectile tools advantageously, this phase tends to zoom past. Zinger can take advantage of a foe's speed decrease or trip with his blazing speed and fast moves. If a foe slips at your feet, zoom in and use a Dash Attack before your victim can react, or envenom your sting/enlarge your spikes. Smashes, while slower than Zinger's Tilts, can rack damage percents with ease, while not knocking the foe away too far. Once you've got the projectile phase down, damage-building follows easily.
When your foe's damage level has neared or passed
100%, it's time to shut them down. This is when your stage stunning should be focused on getting your foe up out of their comfort zone. Enable Flight, throw or knock the foe upwards, and go to town on them. Any of Zinger's aerials can KO an opponent once you've achieved your damage goal. Advanced Zingers will know when they can reliably KO, while beginners can check by using U-Tilt. Make sure you don't take to the skies until you're sure you can score a KO, though; it may be costly to wait out the six seconds after one full Flight.
If aerials are no-strings-attached KO moves, what purpose do aerial Smashes and throws serve? The answer...is gimping. If you care to go out on a limb (or further humilitate your noob friend/relative), you can set a lower bar for building damage. The damage you'll want to rack for a gimp depends on how far away from safety you wish to send your victim, which may vary depending on your victim's recovering abilities.
Antannae only sense the damage needed for a regular KO, so you can rely on these here. Once you want to go for the gimp, set your foe up near the edge before pushing them back off the stage. Use your move of choice, whether it be a spike or a move to push the foe back too far for a return. Unless he is utterly blasted past the boundaries, Zinger needn't worry about being gimped in return. Of course, no gimp can be performed without at least some skill, and while Zinger has more options than many characters, it isn't nearly as straightforward as a regular KO, and certainly not as recommended.
Zinger's aerial dominance is near second to none. Even Meta Knight and Wario can't remain in the skies for twelve seconds, remaining a threat all the while. Still, Meta Knight and Wario don't need to worry about using projectiles before damage-racking, or about being KOed at under
50%. Zinger takes dedication to truly master; players tend to either fly circles around opponents' heads, or flub miserably. Take some time to develop strategies in projectile usage, damage-racking, aerial KOing, and gimping, and you'll be well on your way to being top wasp.
Match-Ups
Vs. Saber - 60/40
Saber relies on spacing to outlast Zinger, but fails to defend against Zinger when he approaches from above with Flight. Granted, her wind attacks can blow back projectiles, but when you consider their speed (mud in particular), she won't be able to withstand a barrage of them. Saber should focus on screwing with Zinger via windy Smashes, which can be punishable, but effective. She can also improve her approaches when bogged down via Prana Burst. Early on, she'll want to apply Up Special as soon as possible; it puts more stress on Zinger during his ground game. It doesn't even matter that it decays her moves, seeing as how Zinger doesn't take much damage at all to die off anyways. Unfortunately for her, Saber shares Zinger's light weight, and unlike the angry wasp, she can't recover well. Her aerials can actually kill Zinger if he's careless; it's important to use stacked hitstun against Saber for a safety net. If Zinger neglects this, Saber can turn his aerial game against him. However, Zinger's mobility makes it easier for him to read Saber's mindgaming attacks, giving him a sizable advantage from the start.
Vs. Morton Koopa Jr. - 55/45
Zinger has no range, but can get up in Morton's face with ease, meaning the Koopaling has to bring down his pillars ASAP to prep his various moves. Once the pillars rise, Morton has few attacks with the speed required to defend from Zinger, although they do have vastly better priority. He'll find it beneficial to use D-Throw and eliminate Zinger's dash, although it won't keep the wasp from the skies due to Flight. Zinger has a much easier time racking damage on Morton than vice versa, but the KO phase branches off a bit more for both characters. Morton takes a long time to KO normally, due to his heavy weight, while gimping takes more effort, but is quicker. Zinger can both aspects, seemingly giving him a distinct lead. Morton can bring this match more down-to-the-wire, however; Zinger will have to perform near flawlessly to avoid Morton's damaging attacks that can KO him at silly percents. Due to Morton's adaptability, this is far from impossible. Either character can win this match-up; Zinger's dominating speed gives him a slight lead, but Morton is infinitely more durable, which keeps him in the running.
Vs. Super Macho Man - 40/60
Super Macho Man has better melee range than Zinger, so although the wasp will always reach him first, the arrogant boxer can defend without much issue. Although mud is a hindrance to Macho Man, it isn't a huge issue, when Zinger will have to stay in range of his punches to continue spamming away and eventually taking to the skies. He can still damage shield with decreased speed, after all. Zinger's shield is a rather important tool for landing projectiles, unless he's trying to do so from the skies, which is a much slower process. Chances are, Macho Man will break Zinger's lightweight shield at least once before he finishes the damage-racking stage. Although Macho Man is far inferior to Zinger in the sky, he'll more than likely have KOed the shield-stunned Zinger by then. Macho Man offers Zinger many chances of messing up, which gives a good player a moderate lead as the ripped boxer.
Vs. Fat Bastard - 20/80
The tubby scot gives Zinger a run for his money. His stunners don't exactly bode well with Zinger. Should the wasp approach from above, U-Tilt can bring him down to earth. On the ground, Up Special can interrupt Zinger's lightning speed. Even if Zinger accumulates enough damage on the fat fu...I mean, man, he'll have to be extremely cautious of that D-Air substitute. Zinger dies off incredibly early to Fat B
astard, even earlier than normal. There isn't much in his favor this time, except that if he somehow gets the obese lard offstage, he'll subtract a stock from the horizontally-recovering slob. Thaat is, if he can manage to push back a character even heavier than Bowser...
Extra Animations
Up Taunt - Melodious Hum
Zinger buzzes along to the background music absentmindedly. An even cooler addition to crouching in time with the music!
Side Taunt - Razor Jaws
Zinger clacks his mandibles together threateningly, making insect noises.
Down Taunt - Pride and Joy
Zinger turns onto his back a bit, extending his gleaming stinger forward proudly.
Entrance - Wasp's Nest
A hive appears onstage, with several tiny Zingers circling it. The hive shakes slightly, as buzzing his heard and Zinger flies out angrily.
Victory Pose #1 - Aerial Ace
Zinger performs several acrobatic flips in the air, shooting out barbs and posing afterwards.
Victory Pose #2 - Busy Bees
Zinger inspects three other smaller Zingers carrying honey into a hive, buzzing contentedly.
Victory Pose #3 - Melodious Obliviousness
Zinger obnoxiously hums along to his victory theme, seemingly oblivious to a swarm of bees chasing the losers around behind him.
Victory Theme - Bonus Room Winner
Does
this even need explanation?
Loss Pose - Broken Barb
Zinger lies on the ground, fluttering weakly and gazing mournfully at his bent sting.
Dogadon
Dogadon is a large dragon with the wings of a dragonfly. He appears twice in the course of
Donkey Kong 64, as the second and fifth boss. Dogadon has vast fiery powers, and is quite durable for such a spindly creature. Although he may appear to a ruthless brute, Dogadon actually has a much more emotional side. In addition, he's quite noble, avenging the poor victims of the Kongs' heartless insecticides. He enters Smash to finish his revenge, utilizing his nimble aerial tactics to blast those apes back to the stone age.
Statistics
Size: 10
Aerial DI: 8
Power: 8
Priority: 7
Range: 7
Recovery: 6
Weight: 5
Movement: 4
Attack Speed: 3
Jumps: 2
Abilities: Crawl, Glide
Dogadon is a massive character with power at his disposal, but you can't exactly call him a heavyweight. Oh no, he'll by dying off rather early when you take into account how da
mn easy it is to rack damage on him, combined with his delicately floaty frame. That's when he calls into play an all-new tactic that anchors the dragon to the ground and keeps him in the fight. From there, Dogadon uses a mix of close range and projectiles to defend from attackers. He's no slouch in the skies either, having three aerial jumps and some handy aerials, but the air offers him no defense from being a sitting...er, flying duck up there.
Specials
Neutral Special - Anchor
Dogadon impales his tail into the ground, with the lag of Ike's D-Taunt. Dogadon can't move beyond two Bowsers to either side, or jump past two Ganondorfs' height, while tethered to the ground.
He can, however, use his various lunging moves to un-tether his tail should he need to. This move is not an attack, but is vital to Dogadon's game.
You see, it's called an anchor for a reason. If a foe attacks Dogadon, he'll be launched away from his little zone, becoming unanchored if he surpasses his tail's range. Tap B before he passes his anchored movement range and his tail his stiffen, causing Dogadon to snap back to his anchor safely. Stopping momentum like this allows Dogadon to stick around for far longer than his light weight would otherwise allow. At higher damage levels, it becomes harder and harder to return, due to Dogadon being launched much faster. Foes can grab Dogadon's tail to remove its anchor.
{ 0% }
Side Special - Meteor
Dogadon opens his mouth for a split second, then blasts forward a meteor slightly smaller than Kirby. During the startup lag, he can aim his shot. The meteor has moderate priority, and deals a fiery
9-10% on impact. A meteor can KO upwards of
100%.
The overall lag of the move makes it highly punishable at close range, but that's just the thing. You won't be using it at close range; this is Dogadon's
primary tool for damaging (and eventually KOing) ranged opponents. Of course, it will encourage them to approach. Time to put Dogadon's melee moves to use.
{ 9-10% }
Down Special - Pounce
Dogadon jumps up Marth's height for a split second, before slamming down on all fours. This causes the ground in front of him to bulge up Mario's height and move forward in a wave three chararcter widths, at a faster-than-average speed. The moving piece of ground cannot be stopped, and deals
11-12%.
The shockwave knocks opponents back horizontally, spacing them away from Dogadon. Pounce is very valuable for defense, although it won't KO until upwards of
150%. Foes underneath Dogadon take the same damage, with slightly higher knockback. In the air, Dogadon essentially performs a less-damaging Bowser Bomb, although accompanied by a slightly taller, faster wave.
{ 11-12% }
Up Special - Dragonfly
Dogadon extends a claw upwards with little lag, flapping his wings to travel in a forward, upward arc. His vertical distance is slightly less than Dark Dive, but with a bit more horizontal range. Plus, Ganondorf lacks three aerial jumps to assist his ascent with.
Dogadon's claw has alright priority, and scoops foes upwards with multiple hits. The final hit KOs at around
175%, while the move itself deals around
7-13%. At the top of the move, Dogadon can enter his glide, if he hasn't done so prior to execution. On the stage, Dogadon can either use this as a lunging move to un-anchor himself, or as a little tool with which to poke through platforms.
{ 9-13% }
Basic Attacks
Basic Combo - Roar
Dogadon rears back like the beast he is, before leaning forward and letting out a piercing roar...In fact, it's so piercing that it can break shields if Dogadon's head hits characters at close range, like Rest. Dogadon, being the risk-taker he is, sticks his neck out a bit while roaring; although he has annoying lag on both ends of the roar, he can still hit foes with this effect. He also has a hitbox in front of him that can stun foes briefly, allowing for Dogadon to smack them away to keep his anchor in place. To cap it all off, his roar can be held for up to a second. Not the best pummel for actual damage, but still a beneficial attack.
{ 5% }
size doesn't matter. remember that.its the strength and health of the body.
You know, Toad's jumping was rather bad in SMB2...if he got in for some reason, he'd most likely be somewhat strong and fast, but bad in the air and quite light. Still, Bowser Jr. and Paper Mario are more likely than him, IMO.
ROY KOOPA
Roy Koopa is the the third eldest Koopaling, and a proud womanizer. He's an unreformed bully and a rebel, with a fondness for rock music. Roy has a Brooklyn accent and is particularly adept in Koopa football and sumo wrestling. These activities have lead to Roy being one of the strongest Koopalings, with only Ludwig to compete against for that title.
After hauling a
ss in hit games like Super Mario Bros. 3 and Super Mario World, Roy put his gang before his games, going underground for a while. He returned in New Super Mario Bros. Wii, taking a vacation to the desert to catch some rays. Roy is more than prepared to utilize the torturous tactics he's picked up on the streets to smush his foes to smithereens.
Not to mention piss off conservative groups for wearing a purple shell, therefore automatically promoting gay pride in a children's game...
STATISTICS
SIZE • • • 8
WEIGHT • • • 7.5
FALL SPEED • • • 6.5
STRENGTH • • • 6.5
JUMPS • • • 6
AERIAL SPEED • • • 5
TRACTION • • • 4
ATTACK SPEED • • • 3
GROUND SPEED • • • 2.5
Roy wants to see his enemies suffer before they kick the bucket. Therefore, he attacks slowly yet surely, building damage on enemies so they feel the burn. He's large and in charge...but takes a while to KO opponents. Roy is a whole lot faster in the air than on the ground, but does have an interesting little method of travel at his disposal. Roy must be unstoppable at this point...so he thinks.
SPECIALS
NEUTRAL SPECIAL • • • QUICKSAND
Roy aims his wand to the ground, causing an area of quicksand two Bowsers wide to open up over the period of a Falcon Punch. Quicksand lasts for as long as a C4 before vanishing. Anyone including Roy who walks into the quicksand gets stuck and begins sinking down slowly while taking
1% per second. It's essentially a Pitfall that KOs you after, say, five seconds, when your head goes under. Sounds like a hell of a long time? It is...but Roy has ways of keeping his enemies in the sand to sink them to their doom. Two quicksand beds can be out at a time.
He used Falcon Punch to describe a move's lag. It must be useless (NO).
Oh, and struggling makes you sink faster; rather than mashing or jumping out, enemies must move to the edge of the quicksand to climb out, as if from an edge. They move increasingly slower once they've sunk down a ways. It wouldn't be a problem to escape, if Roy weren't there to pester them in their moment of need. Opponents can attack, dodge, shield, and whatnot in quicksand, although they sink while doing so.
[ 1% per second ]
SIDE SPECIAL • • • BLAST OF MANLINESS
Roy casts out a Soccer Ball-sized pink sphere of light with his wand, with a bit of lag on both ends. It travels at Bowser's dash as far as Mario's fireball before fizzing out. During the startup lag, Roy can aim his magic wherever he wants. Of course, Roy can't actually KO foes with this; he prefers brawn to brains in this regard.
His magic only stuns foes for a second, dealing
5% in the process. Roy can stun opponents normally, or when they're stuck in quicksand, to hinder their escape, and even KO them if they're stuck down deep enough. You can't stack stun, though. Never fear, even if your foes repeatedly dodge, they'll still be sinking, and you can always just shoot once their dodge finishes. Once Roy's got momentum going, his opponents are in deep shi...sand.
Oh, lookee here, Kupa just said he can't stack stun. I bet he's just trying to differentiate himself from MW's Sandman.
[ 5% ]
DOWN SPECIAL • • • PIPE SHUFFLE
Roy casts a bit of magic to the ground, causing a black pipe adorned with spikes to erupt from the ground over the course of a second (no aerial summoning). The Koopaling can't move until his pipe is up; he'll be punished during the move unless his foe is occupied. The pipe is a platform Mario's height that takes up a character width of space. If Roy (and only Roy) ducks, he'll go down the pipe, as a sparkle appears next to it. Direct the sparkle anywhere along the same platform and release the input, for a second pipe to grow in its place and spit out Roy.
If you take longer than three seconds to move, the first pipe spits up Roy with a crash, giving him moderate lag. Fortunately, the sparkle moves quickly enough so that this isn't an issue. Once two pipes are out, they stay out for thirty seconds, unless dealt
30% worth of damage. If one is destroyed, the other sinks into the ground as well. Roy can hop in between the pipes to cover a good deal of ground much quicker than his crappy dash would indicate. Also, if you create a pipe near the edge of a quicksand pit (it won't sink if you put it in the sand), foes will have to knock it down to move out that side. Are you seeing the strategy now?
I bet Kupa's cloning Lemmy's side special because he can't think up anything himself (FLIP)...
[ 0% ]
UP SPECIAL • • • DESERT GEYSER
Roy sticks his wand under his arse, quickly casting a flow of orange sand into it from below to push him upwards. Roy can hold this spray for up to two seconds, and can aim his movement diagonally upwards as well. Foes who hit Roy take
4-5% and a bit of stun. Roy moves at a slow speed, with super armor to attacks that deal less than
10%. Roy can only use this once per recovery, although he can recover in a different way with it. If he's stuck in his own quicksand, one use of this move will get him out instantly.
If Roy uses this onstage, though, he'll wave his wand, causing the geyser to come out of the ground a character width in front of him. This goes up Ganondorf's height and lasts a second, trapping characters in multiple rapid hits totaling up to
15%. It won't KO, but can rack some damagee, or unearth traps. If used on anyone stuck in quicksand, it'll immediately pull them out. Why the hell would you ever want to do that? Two words: saving team partners.
Kupa's such an idiot to make these errors. IT'S NOT FUNNY!
[ 4-5% air, 15% ground ]
BASIC ATTACKS
BASIC COMBO • • • STOMP
Roy lifts a foot and brings it down hard, sending a small moving shockwave along the ground. Roy's wave is flat and yellow, travelling forward 1/3 of Battlefield at Mario's dash. Foes take
6-7% and get stunned in place for half a second upon contact with the wave. The stomp itself takes no longer than Ganondorf's jab to complete, meaning Roy can throw a 'temper-tantrum' of stomps to send out a barrage of shockwaves. Although stun cannot stack, sending multiple waves into a quicksand pit can't possibly be a bad thing, eh?
[ 6-7% ]
DASH ATTACK • • • SHELL SHOCK
Roy quickly tucks into his shell and slides forward a Battlefield platform, before popping back out. He has super armor while in his shell, but has punishable ending lag. There are a few different hitboxes to this move. The first is on Roy's shell; it deals
7-8% and moderate set knockback. In addition, if Roy's shell hits you just as it comes out, it Pitfalls characters (or buries them deeper if they're in quicksand). The second hitbox is on Roy's head as he pops back out. It deals a lesser
5-6%, and can KO upwards of
200%. At low damage levels, Roy can chain together these two hits.
[ 7-14% ]
Frosty the Snowman
***
***Background***
Frosty the snowman was a jolly happy soul,
With a corn cop pipe and a button nose,
And two eyes made out of coal.
Frosty the snowman is a fairy tale they say,
He was made out of snow,
But the children know how he came to life one day.
There must of been some magic in
That ol' silk cap they found,
For when they placed it on his head
He began to dance around.
Frosty the snowman was alive as he could be,
And the children say he could laugh and play
Just the same as you and me.
***Statistics***
Power: 7.5/10
Being a rather large snowman, Frosty has quite a collection of stronger moves. He is definitely not your typical heavyweight, though. How boring would that be?
Walking Speed: 1/10
Pretty darn pathetic...Frosty's a snowman, what do you expect?!
Dashing Speed: 2/10
If you didn't get it by now, Frosty has problems keeping up with the rest of the cast. These speeds are on the same scale, by the way.
Weight: 7.5/10
Frosty is made of snow, rather than meat and bones. He's surprisingly light for a character of his size.
Range: 8/10
Playing as Frosty is all about hitting from a distance, and spacing yourself to get yourself said range.
Projectile Distance: 8/10
Frosty's two main projectiles are the primary tools you'll be using from a distance to build damage and KO.
Attack Speed: 4/10
Frosty has some quicker attacks to space himself; still, he's a sluggish character overall.
Priority: 6/10
For a heavyweight, this stat is surprisingly low. A lot of Frosty's attacks lack brute force behind them, so his priority is only above average.
Size: 9.5/10
Frosty's top hat gives him a slightly taller height than Ganondorf, while his snowman's belly makes him slightly wider. He's a huge target for projectiles and combos.
First Jump: 2/10
Well, how do you expect him to have good jumps?!
Second Jump: 3.5/10
Frosty is much harder to use in the air than when on the stage...
Aerial DI: 8.5/10
But that doesn't mean he lacks mobility up there! He's just not an aerial-based character.
Fall Speed: 7.5/10
The standard heavyweight fall speed is not deviated from by Frosty.
Recovery: 5.5/10
Frosty's recovery needs to be angled just right, or he'll render himself absurdly easy to gimp. It can still cover good distances, it just needs care to set up right.
Traction: 5/10
Although Frosty's iciness might make you think he slides like crazy, he actually has average control on the stage. Also, like the Ice Climbers,
Frosty doesn't slide at all on icy terrain, due to being accustomed to keeping his footing.
Crouch: 2/10
This snowman's massive size renders his crouch near useless.
Comboability: 3/10
Don't try comboing with Frosty, it just doesn't work well. Long-ranged projectile attacks and spacing moves are where he is at.
Wall Jump: No
Wall Cling: No
Crawl: No
Glide: No
Hover: No
Tether: Yes
***Moveset***
JUST KIDDING!
CHRISTMAS MAN
BACKGROUND
Christmas Man is the manifestation of the holiday spirit that MYM lacks so much nowadays. He utilizes a wide variety of holiday items wherever he goes. Prop set much? Maybe, but what do you expect when you have a massive sack on your back? Christmas Man takes the form of Santa Claus, if you haven't figured it out yet. He has the stats of an average heavyweight, with poor movement and jumps, not so great attack speed, and hefty weight, size, and power.
SPECIALS
Neutral Special - Shoot Your Eye Out
Christmas Man fires a shot from his Official Red Ryder Carbine-Action Two-Hundred Shot Range Model Air Rifle. The shot has similar properties to Falco's laser, just a bit stronger and slower. In addition, if spammed too much, Christmas Man will take a bit of damage and stun, having "shot his eye out".
{ 4-5% }
Side Special - Pumpkin Launch
Christmas Man slings a flaming jack-o-lantern from Halloween Town from the sack he carries. The pumpkin is the size of a Waddle Dee, with better priority and the same toss range. It deals mediocre knockback upon contact, and if it hits the ground, it will flame for five seconds, dealing the same damage and knockback to foes who touch the flame.
{ 9-10% }
Down Special - Angry Elf
Christmas Man lowers his sack to the ground, letting
this angry ****** 'elf' charge forward out of it in a rage. The ****** is Olimar-sized, moving at Mario's dashing speed and attacking with moderately strong punches, kicks, and throws. It has 20 HP that can be lowered to subdue it. The angry man can rack damage from a distance, but if you approach it, he'll attack Christmas Man too. Beware the ******'s wrath!
{ Varies }
Up Special - Angelic Bell
Christmas Man pulls out a bell, rings it, and recites, "Every time a bell rings, an angel gets his wings." This causes winged Clarence to swoop down and give Christmas Man controllable recovery identical to Pit's. The flight time is slightly longer, due to the start-up lag. A light wind effect accompanies Clarence's appearance.
{ 0% }
BASIC ATTACKS
Basic Combo - Drummer Boy
Christmas Man takes out the little drummer boy's prized instrument and begins parum-pum-pum-pumming away on it. The drumstick and drum are the hitbox, with below average priority and range. Christmas Man starts out with a light, fast, multi-hitting drumroll, but if you tap to the beat of the song he hums, he'll hit slower and harder to deal more knockback.
{ 1-2% drumroll, 2-3% beat hit }
Dash Attack - Sadistic Sledding
Christmas Man takes a seat on the Grinch's sled, pulled by his dog, Max. The whole sled and dog take up a character width and a half. While sledding, tap A to whip Max to increase your speed slightly. Foes who get whipped take moderate knockback. Hold B while sledding for Max to lower his head and impale foes on his single antler for decent set knockback. You can turn around, but be sure to do so in a controlled manner, or you'll tumble out. Bail out early by jumping or dodging.
{ 10-11% whip, 8-9% antler }
TILTS
Forward Tilt - Refreshments
Christmas Man begins tap-dancing around in place, hurling various silverware from the Polar Express forward as far as Luigi's fireball at a slightly faster speed. The plates have fair priority; you can hold the input to throw the silverware in a flurry, although you'll suffer quite a bit of lag on both ends as Christmas Man removes his dancing shoes in favor of his boots.
{ 3-5% per silverare }
Down Tilt - Icy Steps
Christmas Man dumps a pitcher of water on the ground in front of him, freezing an area the size of a Stage Builder block. Foes who pass over this slip in an exaggerated manner, just like in
Home Alone. This causes them to roll forward double the distance of a normal trip, taking double damage in the process. Icy patches last twelve seconds; Christmas Man can have out two at a time. Although there is moderate lag on both ends, Christmas Man has a special D-Throw over patches. It's hard to pull off, but devastating if done correctly.
{ 4-5% }
Up Tilt - Pickaxe Toss
Christmas Man takes Yukon Cornelius' pickaxe and tosses it up a moderate distance, yelling out "WA-HOOOO!" When the pick hits the ground, he picks it up, licks it to check for gold, and stows it disappointedly. This is a rather laggy tilt, especially at the end. However, the pick does deal quite a bit of damage and knockback, making it ideal for a surprise KO. Very, very rarely, Christmas Man will taste gold and declare, "I'm rich! A peppermint mine!", healing
20% in the process.
{ 13-14% }
SMASHES
Forward Smash - NAUGHTY!
Christmas Man gets a murderous glow in his eyes, pulling out an axe and slamming it down in front of him while yelling the move name. It seems like the murderer from
Silent Night, Deadly Night is back! The axe shares the range and priority of Dedede's F-Smash, with even more lag, as Christmas Man pulls the axe from the ground and stows it. In return, the axe KOs at dangerously low percents. As Mother Superior would say, "Punishment is necessary, punishment is good!"
{ 25-31% }
Down Smash - Shitter Was Full!
Christmas Man takes a pipe, from which he begins emptying his chemical toilet waste onto the ground, smoking a cigar in the process. If a character approaches, he'll call out, "Merry Christmas, sh
itter was full!", just like Cousin Eddie from
National Lampoon's Christmas Vacation. The waste deals fair damage and knockback, having alright range and priority. It remains onstage in a character width-sized puddle for fifteen seconds. If anyone uses a flame-based move within a character width of it, it'll explode in a massive, intense priority explosion, KOing at unholy damage levels. Detonate it from afar with a Pumpkin Launch for real chaos.
{ 14-18% waste, 31-32% }
Up Smash - Snowball Juggle
Christmas Man begins juggling a pile of snowballs; the longer you charge, the more snowballs he'll toss up to juggle. He counts them as he tosses them: "One...two...three...nine...five...seven...four..." Snowballs have low priority, but Ganondorf's height worth of range, making it ideal to juggle through platforms. It's Christmas Man's fastest Smash, but also his weakest. The multi-hitting snowballs deal fine damage, but can't KO until the late hundreds.
{ 4-29% }
AERIALS
Neutral Air - Lights Blind
Christmas Man pulls out a massive coil of Christmas lights, plugging them in and singing the National Anthem. The spectacle of lights is so intense that foes who come near Christmas Man take damage and enter their footstool animations. Of course, there is quite a bit of lag, to say the least...
{ 7-8% }
Forward Air - Blowtorch
Christmas Man extracts a blowtorch, using it to send a stream of flame a moderate distance in front of him. The stream is slightly shorter than Bowser's, but deals damage at the same speed. The lag is comparable to Charizard's F-Air. The damage dealt is about half that of Bowser's, but it stays on the head of the victim for a few seconds after the move, dealing poison-fire damage. As a bonus, characters with hair have a burned head animation after the move.
{ Varies }
Back Air - FFFFFFFFFFFFFFFFFFFFFFFF...
Christmas Man turns around and begins yelling the move name. If nothing happens, he'll say 'Fudge!', doing absolutely nothing but tripping grounded foes. If a foe attacks the irate man during this time, however, he'll say THE big word, you know, the queen-mother of dirty words, the F-dash-dash-dash word. This deals crazy damage and knockback, with plenty of lag to compensate. This can serve as a handy counter, but absolutely cannot be relied on.
{ 18% }
Up Air - Child Support
Christmas Man pulls from his sack...Tiny Tim? Hoisting the crippled child in the air, Christmas Man lets out a jolly laugh, while Tim declares, "God bless us, every one!" Tim is a below average priority hitbox that deals fair upwards knockback. After a while, Christmas Man stows the child safely in his bag. This is a bit slow to juggle with, but can still rack damage in times of need. As an easter egg, Christmas Man will occasionally pull out miniature Kermit or Mickey from the Muppet/Disney
Christmas Carol versions.
{ 8-9% }
Down Air - A Little Weight
Christmas Man's belly grows quite a bit, ala
Santa Clause; he aims it downwards and plummets, asking, "Does this look like a little weight to you?" His stomach repels foes downwards, being a large hitbox, but not having exceptional priority. There is surprisingly low landing lag, as Christmas Man's belly bounces him back to his feet in no time. Offstage, he won't stop his fall until he hits a foe, upon which he'll bounce off of them.
{ 12-13% }
GRAB / THROWS
Grab - Mall Santa
Christmas Man pulls foes onto his lap as a sled-esque chair appears underneath him for support. The grab has slightly less range than Dedede's grab, making it amazing, despite being slower. Christmas Man acts jolly about it, but mumbles grumpily to himself, "I hate the smell of tapioca!" or "If they think I'm working a minute past nine..."
{ 0% }
Pummel - Nutcracker
Christmas Man reaches between his victim's legs and squeezes. Only damages male characters, but is a painful, fast pummel. On females and genderless characters, the pummel merely stuns them, allowing for more throw time.
{ 3% }
Forward Throw - Big Guy's Suit
Christmas Man puts Santa's suit on the victim, declaring, "You put on the suit, you're the big guy." This gives the victim a bit of damage, in addition to all the stats of Christmas Man until they shake it off (which will take a few seconds). Can be quite a shake-up for lightweight mainers.
{ 5-6% }
Back Throw - Winter Bundle
Christmas Man bundles warm winter gear on the victim in such a quantity that they tumble to the ground from the sheer weight and warmth. The bundled character takes gradual damage until they shake off the gear (see F-Throw).
{ Varies }
Down Throw - Kiss My Boot!
Christmas Man extends a boot to his foe's face, obnoxiously calling out, "Ho...ho...ho..." before kicking them away. The boot deals average damage and horizontal knockback. Christmas Man uses a different throw if he grabs a foe near a D-Tilt ice patch. He'll put his hands on his hips and say, "I TRIPLE-dog-dare ya!" There's no way out for the victim now, Christmas Man went straight for the kill! The victim sticks his or her tongue to the ice, getting stuck there and taking gradual damage. They can mash to get off, but they must do it slowly, or they'll take damage from ripping their tongue away. Time for punishment? I think so.
{ 8-9% boot, Varies }
Up Throw - Christmas Tree
Christmas Man takes out Charlie Brown's droopy little Christmas tree, bending the top back upright so it spikes the victim upwards. This throw takes a little while, as Christmas Man gently fondles the tree. Still, it's good for vertical KOs, essentially acting like a stronger Sonic U-Throw.
{ 9% }
FINAL SMASH
Final Smash - Red-Nosed Rampage
Christmas Man yells out, "Merry Christmas!", causing his sleigh to appear, all nine reindeer in front. In addition, the stage becomes entirely flooded with water, as Moby D
ick swims up to accompany his reindeer friends. This whole display takes up the length of a Landmaster, despite being slightly shorter. You have a variety of damage-dealers at your disposal now. Tap A for Rudolph (in front) to shoot a laser from his nose. The beam acts like R.O.B.'s Laser; it's thinner, but deals quite a bit more damage, and is spammable. Press B for Rudolph to spit out an anchor the size of Kirby. These act like the fireballs from Yoshi's Final Smash, but aimed downwards.
Moby D
ick swims around at a moderate speed, shooting his spout and thrashing around. His spout is a tiny no-damage stream, but serves as an instant KO off the screen top. Hitting Moby otherwise is similar to the Summit's fish, although he cannot swallow you. Finally, press A and B simultaneously for Christmas Man to drop three of the varous Misfit Toys onstage. These dash around at a rapid pace, acting like more accurate Waddle Dees from Dedede's Final Smash. Contact with the sleigh or reindeer at all will launch foes as well. This whole display lasts for as long as Giga Bowser, before the water subsides, washing away everything but Christmas Man.
{ 19-21% laser, 25-26% anchor, 27-28% whale, 15-16% toys, 14-17% sleigh } { 9% }
PLAYSTYLE
Blah blah blah heavyweight blah blah blah traps blah blah blah status effects...
HOLIDAY ANIMATIONS
Up Taunt - Bell of Belief
Christmas Man pulls out the sleigh bell Santa gave him on his trip to the North Pole, rings it, and tells you to, "Believe." He's looking at you, Plorf (D).
Side Taunt - Wrong Holiday
Christmas Man stupidly smokes a corncob pipe and calls out, "Happy Birthday!"
Down Taunt - (CHEW)
Christmas Man takes out the last can of Who-Hash...and eats it!
Victory Pose #1 - Engrish Horiday
Christmas Man stands alongside a Barbershop quartet of Japanese waiters, singing, "Deck the harrs with boughs of horry, fa ra ra ra ra...ra ra ra ra." When the exasperated manager tells them they're doing it wrong, they smoothly transition into, "Jingle berrs, jingle berrs, jingle arr the way!"
Victory Pose #2 - Electric Sex
Christmas Man stares at the lady's leg lamp he won, an orgasmic grin on his face.
Victory Pose #3 - It's a Wonderful Life
Christmas Man's various friends and family from the town of Bedford Falls give him money to help him in his time of need. After a while, they all begin singing Hark the Herald Angels Sing, celebrating his victory.
Victory Theme - Holiday Jingle
A clip from
this song plays, unless there is another song in the victory pose Christmas Man is doing.
Loss Pose - Scrooge
Christmas Man sulks around, muttering, "Bah humbug!" at the winners.
If thirteen had to make it:
Isaac
King K.Rool
Ridley
Bowser Jr.
Krystal
Some Animal Crossing character
Some retro character
A new character from a new franchise
Paper Mario
Claus
A new Fire Emblem character (preferably female and non-sword-user)
A popular Pokemon from the current gen.
Megaman
I like Diddy's down B. And I'm pretty sure it's part of his game. The running headbutt I don't know much about, though.
No it isn't, but the Chimpy Charge is one of his main moves in DK64; he can charge it and use it to push switches.
And yeah, 60 is a bit much I know, some of the characters I have, especially some of the retro ones, I can't really see. And about the 50 characters thing, Brawl has 35 (not counting transformations), so I can see Sakurai setting the next limit at 50-55, a nice balanced number.
Although I like Midna better, I can't see another TP character getting in over a much more reoccurring villain. Although if a more important villain shows up, he will take Vaati's place.
I think that Ganondorf should completely change all of his specials, and get a new forward smash, but keep the same aerials, other smashes, basic attacks, tilts, and grabs. He gets a sword and still keeps a good chunk of his old moveset.
Paper Mario = Mario.
It's as bad as having Mario and Dr. Mario as separate characters. Don't try and counter me with Link = Toon Link, because he doesn't. Smash does not need multiple smashers of the SAME CHARACTER. That would mean that Mario is literally on the roster twice. If Paper Mario gets in, then so does Paper Luigi, and Paper Peach, and Paper Bowser, because they're all the same characters. It also lays way for Warioware "paper" Wario to join, and Toon Zelda, and Toon Ganondorf, and I'm sure there are a number of other examples. If one character gets in twice, then all characters with obvious alternate, modern renditions should get in also. So, we should definitely have two Marios, two Luigis, two Peach's, two Bowsers, two Warios, two Links, two Zeldas, and two Ganondorfs. That's just a fantastic roster!
No Paper Mario - ever. It's games like those that should be represented in stages, or perhaps even AT's, but not as playable characters. Retro Donkey Kong would just be another Donkey Kong (despite technically being a different character), and hence, why retro DK got a stage rather than a character. You guys need to understand that DIVERSITY needs to bless the roster. Even though Paper Mario could have an overall different moveset than Mario, he would still be MARIO, and that's not diverse.
By diversity, do you mean of characters or movesets. Cause unlike Doc, Paper Mario could be Mario in a completely different world, with a completely different moveset. He should by all means be in.
Retro Donkey Kong = Cranky Kong (who technically has two stages now)