SPECIALS
B {ARM CHARGE} Charges up both fists. Charge takes a third of the time as DK’s windup punch. A full charge gives elemental properties and additional damage to the next fist-attack if it connects.
Pressing B after a full charge: Throws out two curved punches simultaneously, which crash into each other at a set distance resulting in an elemental explosion.
Side B {Dash} Does a short grounded or aerial dash to the left or right. The dash is slower and goes a shorter distance if used in quick succession after a previous dash.
The initial startup creates a blue whirlwind around Spring Man, which deflects projectiles.
Down B {ARMS Throw} Pulls his arms behind his body, before launching homing hands at the closest enemy for a grab. The grab can be knocked away with a well-timed, medium-strength attack.
Once the enemy is grabbed, Spring Man pulls himself to their position. Then he slams them in the gut with one fist and uppercuts them with the other.
Up B {ARMS-copter} Shoots up vertically, spinning his arms around him. During each rotation, the arms extend a bit more and are at peak range at the top of the move. The last two swings with the fist have the most knock-back. Then Spring Man goes into free fall.
ATTACKS
A: Flip kick
Side A: Extended, ranged Punch (Pressing “A” will add a follow-up punch with the secondary arm)
Down A: While squatting, sends out a shorter, lower punch than his tilt. But the force sends him sliding a little bit backwards. (Pressing “A” will add a follow-up punch with the secondary arm)
Up A: Spins an arm in an extending arc over his head (Pressing “A” will add a follow-up punch with the secondary arm)
Dash A: Launches his extended arms behind him and pushes off the floor allowing his to spring forward quite a distance for a long drop-kick.
All Smash attacks go further the longer they are charged.
Forward Smash: Clasps his fists together and swings in an arch, crashing his fists to the ground. If used on an edge, the fists will go off the stage and swing in an arc until they hit the side of the stage.
Down Smash: Looks at the screen with fierce determination and sends out a punch at each side. The move is strongest at the apex of each punches’ full distance.
Up Smash: Punches rapidly straight above with both fists, before finishing off the move with a hard uppercut from the secondary arm (if the secondary arm is charged, it will release its elemental damage on the last hit)
AERIALS
Forward A: Sends a diagonal punch forward and down. (Pressing “A” will add a follow-up punch with the secondary arm)
Back A: A swinging backhand that goes behind him at an upward angle. (Pressing “A” will add a follow-up punch with the secondary arm)
Up A: Delivers an uppercut (Pressing “A” will add a follow-up punch with the secondary arm)
Down A: Punches straight down. One frame has a small meteor effect at the apex. If a charged fist connects the floor of the stage, an elemental ripple will result. (Pressing “A” will add a follow-up punch with the secondary arm)
Neutral A: Swings both arms around him in vertical circles at his side. First use of the move in the air stalls him a bit. Multi-weak hits.
Throws
Spring Man lunges his arms out with the longest tether grab in the game. Brings the character over to him.
A: Knee
Forward throw: Yanks the opponent behind and above his body, before heaving him forward with a ranged toss
Back Throw: Whiplashes the enemy back and forth over his head, before tossing them backwards
Down Throw: Throws the enemy onto ground, leaps up high and machine gun punches downward with extended fists. Launches enemy to the side afterwards.
Up Throw: Extends arms high above his head, pushing the enemy into the air