Name: Mime Jr.
Age: Unknown
Developer: Nintendo
First Appearance: Pokemon Diamond/Pearl
Other Notable Appearances: None
Height: 1/5
Weight: 2/5
Attack Speed: 4/5
Attack Power: 1/5
Attack Range: 2/5
Grab Range: 1/5
Running Speed: 3/5
Jump: 3/5
Falling Speed: 2/5
Regular Attacks:
A: Fake Out (A very quick attack that will break out of any A combo flurry. So if the opponent is pummelling you with repeated A taps, this will break through to hit. Almost no knockback though. Only breaks through neutral A taps. 1%)
AA: Tickle (The foe becomes incapacitated for a short moment. 2%)
AAA: Double Slap (Rapid slaps that can be repeated continuously. 2% ea.)
Dash A: Ground Slide (Mime Jr. goes into a slide across the ground. Being light and quick, he travels a good distance quickly, but deals low damage and knockback. 6%)
F Tilt: Wake-Up Slap (Mime Jr. reaches out and gives a solid backhander to anyone in his range. If they’re asleep, it does twice the regular damage and triple the regular knockback. 5%)
U Tilt: YMCA (Mime Jr. throws his hands into the air in an imitation of the Y dance move for the YMCA, hitting anyone above him or touching him on either side of him. The knockback is upwards, but it doesn’t throw people all that far. 7%)
D Tilt: Thief (Mime Jr. ducks and spins, sweeping his arms around the ground in a 360 degree turn. It knocks people up and backwards, but not all that much. If it hits a character holding an item, the item is taken. 3%)
F Smash: Focus Punch (Mime Jr. throws a powerful punch. If charged up to full, this attack is rather brutal. 14% Uncharged, 40% Charged)
U Smash: Bobble Bash (Mime Jr. flicks his head backwards, striking anyone above or immediately behind him with a reasonable blow. 12% Uncharged, 20% Charged)
D Smash: Frustration (Mime Jr. headbutts the enemy, usually in the stomach or legs due to his size. However, the more damage he has, the more damage this attack does. For every 2% damage Mime Jr. has, this attack does 1% more damage. Doesn’t charge. 3% Base)
Aerial Attacks:
N Air: Aerial Punch (Mime Jr. punches out in front of him. 4%)
F Air: Return (Mime Jr. spirals forwards briefly, surrounded by purple sparkles. For every 10% of damage Mime Jr. has, this attack deals 1% less damage. 8%)
B Air: Rear Punch (Mime Jr. punches people immediately behind him. 5%)
U Air: Secret Power (Mime Jr. sparkles purple and hits the opponent above him with his bobble-head. Depending on the level, this attack will either do its regular attack, do double its regular damage, cause an item to spawn somewhere [if items are on] or do no damage but double knockback, which is straight up. 5%)
D Air: Brick Break (Mime Jr. lags slightly, then shoots downwards at a diagonal until he hits something. Any character he hits is Meteor Smashed. 7%)
Special Attacks:
B: Hypnosis (It’s Jiggly’s move, ripped straight, since I’ve designed Mime Jr as a replacement for Jiggs.)
Smash B: Teeter Dance (Mime Jr. does a dance, and everyone within a radius about twice that of Hypnosis gets inverted controls for about the same length of time as Hypnosis lasts. Additionally, if Mime Jr. hits a ‘dancing’ character, that character takes 1.5x as much damage.)
Up B: Double Team (Mime Jr. becomes two translucent illusions, flickering back and forth between where he is and an area above him, controlled by DI. If anyone passes between the flickering images as he moves back and forth, they take some damage. However, if they are hit by the first Mime Jr. as he rushes upwards, they get knocked upwards quite far as well. At the end of the move Mime Jr. appears at the top of his path, which is a moderate jump. 4%)
Down B: Light Screen (Mime Jr. mimes a wall in front of him that nobody else can see. As long as he holds B and Down the move is sustained, but if either is let go, the Light Screen turns into a bolt of white energy and shoots forwards a reasonable distance. 10%)
Final Smash: Mime Assault (Mime Jr. performs Substitute, taking 25% damage, but then both he and the substitute perform multiple Psychics, Psybeams and Confuse Rays. The Psychic bolts hit for 30%, the Psybeams for 20% and good knockback and the Confuse Rays invert controls for twice as long as Teeter Dance. Mime Jr and the Substitute face opposite directions, and Substitute matches Mime Jr’s controls. For the duration of the move, Mime Jr. can only move and jump.)
Grab: Trick (Mime Jr pretends to grab behind him, but actually grabs in front of him.)
Grab Attack: Tickle Grip (Mime Jr. tickles the captured foe, causing them to squirm, and they break the grab easier. 5%)