Veggi
Smash Champion
(image created by Danimon of the Smash amino)
WHO?
Spring Man is the main character of ARMS, one of Nintendo's newest franchises! Maybe THE newest Nintendo franchise. It definitely made a splash with it's debut. Spring Man aka "The Bouncer" is the all-around character of the game. He's a goofy gym rat who loves his famous spring-shaped pompadour and competition! His signature abilities are his shockwave that allows him knock away any incoming attacks and his ability to permanently power up in a pinch, allowing him to throw charged punches to his hearts desire. Spring Man excels on the ground where he can dash around and counter attacks, then launch high-powered fists right back at the enemy.
WHAT?
Spring Man is a human! Like many other members of his species, he woke up one day with extendable arms. No one knows why, but they are intensely studied by ARMS Lab. He decided to use his gift to participate in competitions with other people that have the same quirk. Don't ask why some of them can create shockwaves, slow down time, turn their arm into a dragon, ect. Apparently that's not important enough to be questioned.
WHERE?
Currently in ARMS, the game that should be in your Switch, and who will hopefully be in Smash. Canonically they live on Earth.
WHEN?
Hopefully on Smash Ultimate's release. If not then, as the first DLC character!
WHY?
To find out why Spring Man stands a good chance of making it into the game as DLC (or maybe even in the normal roster) let's check out Sakurai's checklist!
Sakurai's Checklist
1.) Visually much different than any other character.
2.) Would play much differently than any other character.
3.) Well known in North America, Japan, and Europe.
4.) Relevant.
5.) 1st Party Nintendo Character.
6.) From a game that has sold very well, beating out the most recent games of some characters already in Smash and being the 6th best selling game on their most recent console.
7.) Could be used easily for marketing purposes, as ARMS is from a recent Nintendo franchise not yet represented in Smash. Similar to how Fire Emblem and Xenoblades have been advertised through Smash.
8.) Has a lot of personality to show off. SPRING-A-LING!
9.) Moveset could be modified to easily add another character to the game. Ribbon Girl!
10.) Maybe a little too recent.
HOW?
Glad I asked! Here's what Spring Man could be like in Smash:
PLAYSTYLE
Spring Man excels at long range due to his attacks being able to reach from one side of Smashville to the other. However, he is not necessarily a camping character because his greatest strength is in capitalizing on the opponent being in a disadvantaged state, in which it benefits him to continuously press an advantage after the opponent is knocked down, stunned, or launched into the air. By moving toward the opponent after a successful charged punch attack, Spring Man is able to use his character-specific tools like his shockwave to cover multiple get-up options or trap landings to put the opponent right back at another disadvantage. The charge effects on all three of his equippable arms give him different opportunities to give himself the advantage. However, if Spring Man isn’t able to control the match the way he wants to, he will have a hard time taking back control of the game. In the neutral, it is all about predicting your opponent’s attacks or defensive options and then using an option that covers it from a distance. Spring Man’s greatest assets are his incredible stretching arms! Rather than Spring Man having a variety of different attacks with similar characteristics like most other characters, he has similar attacks that can be manipulated in a variety of ways! With distance, damage, knockback, direction, power, curvature, speed, lag, wind, stun, knockdown, straight, multi-shot, and lingering effects able to be modified, Spring Man's punches pack plenty of potential. Spring Man has two unique abilities that encourage him to throw as many attacks as possible!
Pros:
+Great range
+Great at edgeguarding
+Great when he has the advantage
+Can cover many of the opponent’s defensive and offensive options
+Some of his cons are less apparent when his Guts ability is active
+Rush Attack is a great way to build damage
+If Spring Man’s extending attacks hit a shield, they will stop and return to him faster than if they completely whiff.
Cons:
-Poor recovery
-Horrible disadvantage state
-Attacks have decent startup, but horrible lag
-No options to kill early outside of Fire Bomb or edgeguarding
STATS
Weight: Medium. Same as Corrin.
Fall Speed: Medium. Same as Ryu.
Air Speed: Medium-Slow. Same as Fox.
Jump Height: Medium-Low. Same as Zelda.
Dash Speed: Medium-Fast. Same as Wii Fit Trainer.
Walk Speed: Fast. Same as Wolf.
UNIQUE ABILITIES
Rush Attack
-By throwing punches, Spring Man can build his rush meter.
-When it’s completely full, he can launch a flurry of punches. If the opponent gets hit by every punch it can do 30%, but the last hit only does as much knockback as a regular charged punch. This means that it can kill, but only at about 120%.
-Rush only comes out as fast as Spring Man’s other attacks, so it is not difficult to block or jump over.
Guts
-When Spring Man gets to 100% damage he glows red and his punches become permanently charged until he is KO’d.
SPECIAL MOVES
Neutral Special: ARMS Switch
-Opens a menu like the one at the start of the match in ARMS in which the left control stick can be used to select between the Toaster, Boomerang, and Tribolt for the left or right arm.
Toaster
-Does 9% when uncharged and kills at around 150%.
-Does 12% when charged and kills around 115%.
-Fully extending and retracting takes 1.3 seconds.
-When charged it has a fire effect and sends the opponent at a steep angle, similar to Fox’s reflector.
-Incredible for edgeguarding
Boomerang
-Does 8% when uncharged and kills around 160%.
-Does 9% when charged and kills around 150%.
-Takes 1.8 seconds to fully extend and retract.
-Much of the move’s active time is spent spinning at the target distance, which is useful for catching spot dodges and air dodges.
-When charged, catches the opponent in a tornado that launches them outward and upward if it hits (think Mega Man’s up air).
Tribolt
-Does 7% uncharged and kills around 170%.
-Does 11% charged and kills around 130%.
-Takes 1.3 seconds to fully extend and retract
-When uncharged, shoots multiple shots in short succession, which makes it cover more space with active hitboxes and is especially useful for catching roll dodges.
-When charged, all shots fire simultaneously which makes a singular hitbox and stuns the opponent for 1 second.
Side Special: Charge Dash
-Dashes a set distance in the direction pressed without changing direction, even in the air to perform an air dash.
-Can interrupt the dash with any attack or a jump.
-If the special button his held past the point the dash is completed, Spring Man enters a charged stance that he can also cancel out of with any action.
-The longer Spring Man charges by holding the special button after this move, the longer he will be able to throw charged punches (up to 2.6 seconds after a max charge).
-Cancelling the charge stance makes Spring Man create a shockwave that clanks with every physical move in the game and destroys all projectiles.
-He can also activate the same charge and shockwave mechanic by holding the jump button the entire way through a full hop.
-He can charge whis punches with no shockwave by blocking.
Up Special: Special Throw
-Spring Man extends both of his arms at the same time to grab the opponent.
-This move is beaten by any hitbox.
-If Spring Man is on the ground he pulls the opponent toward him, but if used in the air he pulls himself to the opponent.
-Spring Man does his throw animation from the game (an uppercut) doing 15%.
-This move can be used to grab edges and also the drone Spring Man can call with his down special.
Down Special: Fire Bomb
-A drone carrying a large bomb will hover toward the center of the stage from whatever side Spring Man is closest to.
-Hitting the bomb it is carrying will cause the bomb to be knocked in whatever direction it is hit in.
-The bomb will explode after a few seconds, doing 20% and killing at around 90%.
-The bomb can also hit Spring Man.
-Calling the drone has a 10 second cooldown time.
-Spring Man can grab the drone and pull himself toward it with his Up Special.
NORMAL ATTACKS
Jab: Spring Man rapidly punches without extending his arms like he can do at the start of a match in ARMS, doing 3% for each hit. This move functions similarly to Villager’s jab. (Note: I tried making a gif of him mashing as fast as possible but it was so fast it couldn't be seen in a gif. Not even kidding.)
Dash Attack: Spring Man performs an overarching punch similar to Little Mac’s dash attack, but with less power and speed and more range.
SMASH ATTACKS
Using Smash attacks, Spring Man can activate the charged status on his ARMS without committing to a Charge Dash, but loses the other benefits of charging using the Charge Dash. Smash attacks use Spring Man’s right arm first. All of Spring Man’s smash attacks can be extended into a second attack, much like Link’s forward smash. Holding a Smash attack longer can make the attack do up to 5% more than each arm’s respective charged state damage.
Forward Smash: Throws his right arm forward, then pressing the attack button again causes him to throw his left arm forward while his other arm is still active. This can be angled upward to hit aerial opponents or downward to shorten the length Spring Man’s arm extends (therefore decreasing the lag).
Up Smash: Throws his right arm upward, then pressing the attack button again causes him to throw his left arm upward while his other arm is still active. Spring Man can curve the punch
Down Smash: Throws his right arm a short distance in front of him, then pressing the attack button again causes him to throw his left arm a short distance in front of him while his other arm is still active in order to decrease lag if a long range punch is not necessary.
TILT ATTACKS
Tilt Attacks have a faster startup than Smash attacks and can still be charged, but only through using Spring Man’s Charge Dash first. Tilt attacks use Spring Man’s left arm first. All of Spring Man’s tilt attacks can also be extended into two parts. Although tilts and smashes have identical animations, because of their characteristics they are used for different purposes.
AERIAL ATTACKS
Neutral Air: Spring Man spins his arms around him like a clock, functioning similarly to Corrin’s neutral air. However, Spring Man’s would have even more range and would only do 5%.
Forward Air: Functions like an aerial version of his forward tilt, being able to extend forward a long distance and be angled up or down like Simon Belmont’s forward aerial.
Back Air: Looks similar to Spring Man’s back aerial from the faked leak footage that starred Spring Man and Decidueye in which Spring Man threw his arm backward a set distance. This move still has a lot of range and lag, but not nearly as much as most of his other attacks.
Up Aerial: Functions like an aerial version of his up tilt.
Down Aerial: Punches directly downward. This move is very similar to Mega Man’s down air.
GRABS
Spring Man’s regular grab has much less range but is also much less of a commitment. It’s range and speed is similar to Zelda’s, so it’s not very good.
Grab Attack: Shakes the opponent. Average speed and does 2% per shake.
Forward Throw: Spring Man punches the opponent up into the air and then spikes them down like he’s playing V-Ball, doing 10% damage.
Back Throw: Tosses the opponent to the side like in Skill Shot.
Down Throw: Jumps up and slams the opponent on the ground like he’s performing a slam dunk in Hoops, doing 12%.
Up Throw: Does the same attack as in his Up Special. Spring Man uppercuts the opponent, launching them into the sky and doing 15% damage.
FINAL SMASH
HEDLOK LVL 8
Hedlok attaches to Spring Man’s head, giving him six arms. He then uses those arms to launch three different special throws. If the opponent is grabbed they are rapidly punched ora-ora style and launched into the air where Hedlok shoots a large ball of energy at them that hits multiple times and then explodes.
TAUNTS
Up Taunt: Punches the ground, which causes him to bounce extremely high in the air.
Down Taunt: Has absolutely no animation, but will just play a random Spring Man voice clip. Can be used in the air and during any animation.
Up Taunt: Wipes off chin like in the first ARMS trailer.
OTHER ANIMATIONS
Idle, Walk, and Jump: Literally the same as in ARMS lol.
Double Jump: Does a forward or backward flip.
Spot Dodge: Similar to his charge dash animation, but moving left or right instead of forward or backward.
Roll Dodge: Performs a back handspring similar to the one he does in his victory animation, only faster obv.
Get-Up Attacks: Honestly I'm just imagining DK's animations for all of them.
Shield Break: Looks like he does when he gets his shield broken in ARMS, complete with exclamation points over his shoulders!
Unique Shield: Spring Man's shield from ARMS with his logo on it. Cannot be shield poked!
I would put more images or gifs but I hit my limit for attachments. Oops.
Spring Man excels at long range due to his attacks being able to reach from one side of Smashville to the other. However, he is not necessarily a camping character because his greatest strength is in capitalizing on the opponent being in a disadvantaged state, in which it benefits him to continuously press an advantage after the opponent is knocked down, stunned, or launched into the air. By moving toward the opponent after a successful charged punch attack, Spring Man is able to use his character-specific tools like his shockwave to cover multiple get-up options or trap landings to put the opponent right back at another disadvantage. The charge effects on all three of his equippable arms give him different opportunities to give himself the advantage. However, if Spring Man isn’t able to control the match the way he wants to, he will have a hard time taking back control of the game. In the neutral, it is all about predicting your opponent’s attacks or defensive options and then using an option that covers it from a distance. Spring Man’s greatest assets are his incredible stretching arms! Rather than Spring Man having a variety of different attacks with similar characteristics like most other characters, he has similar attacks that can be manipulated in a variety of ways! With distance, damage, knockback, direction, power, curvature, speed, lag, wind, stun, knockdown, straight, multi-shot, and lingering effects able to be modified, Spring Man's punches pack plenty of potential. Spring Man has two unique abilities that encourage him to throw as many attacks as possible!
Pros:
+Great range
+Great at edgeguarding
+Great when he has the advantage
+Can cover many of the opponent’s defensive and offensive options
+Some of his cons are less apparent when his Guts ability is active
+Rush Attack is a great way to build damage
+If Spring Man’s extending attacks hit a shield, they will stop and return to him faster than if they completely whiff.
Cons:
-Poor recovery
-Horrible disadvantage state
-Attacks have decent startup, but horrible lag
-No options to kill early outside of Fire Bomb or edgeguarding
STATS
Weight: Medium. Same as Corrin.
Fall Speed: Medium. Same as Ryu.
Air Speed: Medium-Slow. Same as Fox.
Jump Height: Medium-Low. Same as Zelda.
Dash Speed: Medium-Fast. Same as Wii Fit Trainer.
Walk Speed: Fast. Same as Wolf.
UNIQUE ABILITIES
Rush Attack
-By throwing punches, Spring Man can build his rush meter.
-When it’s completely full, he can launch a flurry of punches. If the opponent gets hit by every punch it can do 30%, but the last hit only does as much knockback as a regular charged punch. This means that it can kill, but only at about 120%.
-Rush only comes out as fast as Spring Man’s other attacks, so it is not difficult to block or jump over.
Guts
-When Spring Man gets to 100% damage he glows red and his punches become permanently charged until he is KO’d.
SPECIAL MOVES
Neutral Special: ARMS Switch
![arms-select-arms.jpeg arms-select-arms.jpeg](https://smashboards.com/data/attachments/170/170775-5b4b64a1a908005f990bab59db5df8cb.jpg)
-Opens a menu like the one at the start of the match in ARMS in which the left control stick can be used to select between the Toaster, Boomerang, and Tribolt for the left or right arm.
Toaster
-Does 9% when uncharged and kills at around 150%.
-Does 12% when charged and kills around 115%.
-Fully extending and retracting takes 1.3 seconds.
-When charged it has a fire effect and sends the opponent at a steep angle, similar to Fox’s reflector.
-Incredible for edgeguarding
Boomerang
-Does 8% when uncharged and kills around 160%.
-Does 9% when charged and kills around 150%.
-Takes 1.8 seconds to fully extend and retract.
-Much of the move’s active time is spent spinning at the target distance, which is useful for catching spot dodges and air dodges.
-When charged, catches the opponent in a tornado that launches them outward and upward if it hits (think Mega Man’s up air).
Tribolt
-Does 7% uncharged and kills around 170%.
-Does 11% charged and kills around 130%.
-Takes 1.3 seconds to fully extend and retract
-When uncharged, shoots multiple shots in short succession, which makes it cover more space with active hitboxes and is especially useful for catching roll dodges.
-When charged, all shots fire simultaneously which makes a singular hitbox and stuns the opponent for 1 second.
Side Special: Charge Dash
-Dashes a set distance in the direction pressed without changing direction, even in the air to perform an air dash.
-Can interrupt the dash with any attack or a jump.
-If the special button his held past the point the dash is completed, Spring Man enters a charged stance that he can also cancel out of with any action.
-The longer Spring Man charges by holding the special button after this move, the longer he will be able to throw charged punches (up to 2.6 seconds after a max charge).
-Cancelling the charge stance makes Spring Man create a shockwave that clanks with every physical move in the game and destroys all projectiles.
-He can also activate the same charge and shockwave mechanic by holding the jump button the entire way through a full hop.
-He can charge whis punches with no shockwave by blocking.
Up Special: Special Throw
-Spring Man extends both of his arms at the same time to grab the opponent.
-This move is beaten by any hitbox.
-If Spring Man is on the ground he pulls the opponent toward him, but if used in the air he pulls himself to the opponent.
-Spring Man does his throw animation from the game (an uppercut) doing 15%.
-This move can be used to grab edges and also the drone Spring Man can call with his down special.
Down Special: Fire Bomb
-A drone carrying a large bomb will hover toward the center of the stage from whatever side Spring Man is closest to.
-Hitting the bomb it is carrying will cause the bomb to be knocked in whatever direction it is hit in.
-The bomb will explode after a few seconds, doing 20% and killing at around 90%.
-The bomb can also hit Spring Man.
-Calling the drone has a 10 second cooldown time.
-Spring Man can grab the drone and pull himself toward it with his Up Special.
NORMAL ATTACKS
Jab: Spring Man rapidly punches without extending his arms like he can do at the start of a match in ARMS, doing 3% for each hit. This move functions similarly to Villager’s jab. (Note: I tried making a gif of him mashing as fast as possible but it was so fast it couldn't be seen in a gif. Not even kidding.)
Dash Attack: Spring Man performs an overarching punch similar to Little Mac’s dash attack, but with less power and speed and more range.
SMASH ATTACKS
Using Smash attacks, Spring Man can activate the charged status on his ARMS without committing to a Charge Dash, but loses the other benefits of charging using the Charge Dash. Smash attacks use Spring Man’s right arm first. All of Spring Man’s smash attacks can be extended into a second attack, much like Link’s forward smash. Holding a Smash attack longer can make the attack do up to 5% more than each arm’s respective charged state damage.
Forward Smash: Throws his right arm forward, then pressing the attack button again causes him to throw his left arm forward while his other arm is still active. This can be angled upward to hit aerial opponents or downward to shorten the length Spring Man’s arm extends (therefore decreasing the lag).
Up Smash: Throws his right arm upward, then pressing the attack button again causes him to throw his left arm upward while his other arm is still active. Spring Man can curve the punch
Down Smash: Throws his right arm a short distance in front of him, then pressing the attack button again causes him to throw his left arm a short distance in front of him while his other arm is still active in order to decrease lag if a long range punch is not necessary.
TILT ATTACKS
Tilt Attacks have a faster startup than Smash attacks and can still be charged, but only through using Spring Man’s Charge Dash first. Tilt attacks use Spring Man’s left arm first. All of Spring Man’s tilt attacks can also be extended into two parts. Although tilts and smashes have identical animations, because of their characteristics they are used for different purposes.
AERIAL ATTACKS
Neutral Air: Spring Man spins his arms around him like a clock, functioning similarly to Corrin’s neutral air. However, Spring Man’s would have even more range and would only do 5%.
Forward Air: Functions like an aerial version of his forward tilt, being able to extend forward a long distance and be angled up or down like Simon Belmont’s forward aerial.
Back Air: Looks similar to Spring Man’s back aerial from the faked leak footage that starred Spring Man and Decidueye in which Spring Man threw his arm backward a set distance. This move still has a lot of range and lag, but not nearly as much as most of his other attacks.
Up Aerial: Functions like an aerial version of his up tilt.
Down Aerial: Punches directly downward. This move is very similar to Mega Man’s down air.
GRABS
Spring Man’s regular grab has much less range but is also much less of a commitment. It’s range and speed is similar to Zelda’s, so it’s not very good.
Grab Attack: Shakes the opponent. Average speed and does 2% per shake.
Forward Throw: Spring Man punches the opponent up into the air and then spikes them down like he’s playing V-Ball, doing 10% damage.
Back Throw: Tosses the opponent to the side like in Skill Shot.
Down Throw: Jumps up and slams the opponent on the ground like he’s performing a slam dunk in Hoops, doing 12%.
Up Throw: Does the same attack as in his Up Special. Spring Man uppercuts the opponent, launching them into the sky and doing 15% damage.
FINAL SMASH
HEDLOK LVL 8
Hedlok attaches to Spring Man’s head, giving him six arms. He then uses those arms to launch three different special throws. If the opponent is grabbed they are rapidly punched ora-ora style and launched into the air where Hedlok shoots a large ball of energy at them that hits multiple times and then explodes.
TAUNTS
Up Taunt: Punches the ground, which causes him to bounce extremely high in the air.
Down Taunt: Has absolutely no animation, but will just play a random Spring Man voice clip. Can be used in the air and during any animation.
Up Taunt: Wipes off chin like in the first ARMS trailer.
OTHER ANIMATIONS
Idle, Walk, and Jump: Literally the same as in ARMS lol.
Double Jump: Does a forward or backward flip.
Spot Dodge: Similar to his charge dash animation, but moving left or right instead of forward or backward.
Roll Dodge: Performs a back handspring similar to the one he does in his victory animation, only faster obv.
Get-Up Attacks: Honestly I'm just imagining DK's animations for all of them.
Shield Break: Looks like he does when he gets his shield broken in ARMS, complete with exclamation points over his shoulders!
Unique Shield: Spring Man's shield from ARMS with his logo on it. Cannot be shield poked!
I would put more images or gifs but I hit my limit for attachments. Oops.
MISC
DOUBLE WHAMMY--ALTERNATE COLORS AND VICTORY ANIMATIONS:
SPRINGTRON ALT:
ARMS STAGE AND ITEMS
SPRING STADIUM!
ITEMS
Read about the items an ARMS character could bring to the game here: (I hit the max for attachments I can post lol)
https://armswiki.org/wiki/Items
-Rush Juice could be switched to temporarily removing the end lag on all attacks due to other characters not having a rush gauge.
-The shock bomb could have the same effect as Mewtwo's disable.
BONUS
If this thread doesn't immediately get ignored or hated, I'll post costumes/colors, misc animations, win poses, taunts, his shield, stages, items, and eventually a Ribbon Girl Moveset.
SPRING MAN'S SPRING FANS FILLING THE SPRING STANDS
1.
![Veggi](/data/avatars/s/117/117818.jpg?1539214449)
2.
![Yomi's Biggest Fan](/data/avatars/s/204/204532.jpg?1536617406)
3.
![Ramen Tengoku](/data/avatars/s/405/405303.jpg?1674824174)
4.
![Penroze](/data/avatars/s/407/407014.jpg?1563413229)
5.
![GoodGrief741](/data/avatars/s/214/214501.jpg?1520659178)
6.
![NintenRob](/data/avatars/s/236/236790.jpg?1704951241)
7.
![Cosmic77](/data/avatars/s/393/393035.jpg?1572136269)
8.
![osby](/data/avatars/s/397/397738.jpg?1725011668)
9.
![VexTheHex](/data/avatars/s/396/396894.jpg?1543786464)
10. C chocolatejr9
11.
![Simplythe1](/data/avatars/s/309/309940.jpg?1609018305)
12.
![Super Bario](/data/avatars/s/408/408912.jpg?1575154779)
13.
![THE TemporaryFool](/data/avatars/s/404/404031.jpg?1534821571)
Put these in your signature if you want!
![](https://smashboards.com/proxy.php?image=https%3A%2F%2Fi.imgur.com%2Fs2cUGgl.png&hash=3d172cbd7eb208436fc544ad08045c9e)
![Cosmic77](/data/avatars/s/393/393035.jpg?1572136269)
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