Job 61: Barista Moveset
Barista stands just a little smalldf but significantly shorter in length than Dunk Hunt. He possess mediocre speed and damage output but can further increase his damage by utilizing Rhythm Beats. These are special command inputs during an attack that will either deal more damage, launch, or additional effects.
Barista utilized a 2D model along with any summoned elements.
Standard Attacks
Neutral Attack - Bark: Barista barks. Inputting a second time produces a louder bark and a third time dies the largest bark. It has a wide hitbix around Barista.
Dash - Flipper-Flop: Barista transforms into the seal from Flipper-Flop and rool’s forward. It’s a longer roll than usual and has unique hitboxes. The seal’s flipper hitboxes do slightly more base damage.
Forward Tilt - Tambourine: Barista smacks the opponent while holding a tambourine in its mouth. Short range.)
Down Tilt - Blue Birds: A long down tilt. Barista quickly transforms into a Blue Bird who then pecks downward at an angle.
Up Tilt - Working Dough: The doughy...creature..thing appears and pops up where Barista is. It has a slight disjointed hit box as it travels upwards, roughly one and ½ model Barista model upwards. It then came vanishes.
Smash Attacks
Forward Smash - Figure Fighter: Barista transforms into the Figurine Fighter. Inputting a secondary attack button according to the Conductor’s rhythm causes the figurine fighter to “buff up” which increases the output of the next attack if timed well. It can deal up to three punches per use.
Up Smash - Launch Party: A block that counts down from 10 launches. Holding the charge increases the length of the Rocket that flies up. The longer you charge it, the more damage it desks and further it travels. Inputting the attack right at the Rhythm Beat causes a larger explosion.
Down Smash -Sneaky Spirits: Barista releases a single Sneaky Spirit. The longer you charge it, the longer the spirit will travel forward. It will move along the ground in a fashion similar to its appearance in Smash Run. Hitting the Rhythm Beat as soon as the Spirit pops up, the more damage it does.
Aerials
Neutral Aerial - Dog Ninja: Barista throws a fruit, peach, or onion. The item will do minimal damage by itself but hitting the Rhythm Beat by inputting the attack button again shortly after will “cut the fruit”.
Forward Aerial - Air Rally: Barista slaps a tennis racket forward while holding it in its mouth.
Back Aerial - Love Lab: Barista pulls out a beaker full of love potion and shakes it. This attack itself has a hitbix but does the hearts that float up also do as well. On its own, it dies only one heart but hitting it on the Rhythm Beat produces four hearts; each with a hitbox.
Up Aerial - Shoot ‘Em Up: Barista summons one of the aliens from Shoot ‘Em Up. Each alien that appears is different and cycles between six varieties. The alien will vanish after dealing damage by exploding when connected to the Rhythm Beat. Otherwise, it just disappears.
Down Aerial - Fork Lifter: Barista transforms into a giant fork and does a stall-and-fall to the ground. Even the pea is connected to the fork. Inputting the attack button on the Rhythm Beat as it descends down will cause a meteor smash/spike. Inputting it right when it makes contact on the ground can bury the opponent.
Throws
Grab - Select Menu: Barista throws out a Select Menu which will grab a hold of the opponent upon contact. The cursor will be centered on “Pause” during this time.
Pummel - Select: The Select cursor will whack the opponent as it moves up and down with each pummel.
Forward throw - Sumo Brothers: One of the Sumo Brothers comes out and does a sumo stomp which launches the opponent. Inputting the Rhythm Beat can bury them.
Back throw - Bossa Nova: The Bossa Novians punts the opponent upwards like a volleyball.
Up throw See-Saw: Barista summons a seasaw and jumps on it which launches the opponent upwards.
Down throw - Crop Stomp: Varusta summons the Crop Stomp Farmer. He stomps down which will launch opponents. Inputting it on the Rhythm Beat will initiate a second attack which catches the initially stomped opponent and further launches them upwards. This is also capable of unburying opponents and launching.
Floor attack - Board Meeting: Barista spins quickly on a spawned swivel chair that’s rather close to the ground. It does give full rotations.
Ledge attack - Tambourine: Whacka the opponent with the tambourine...again.
Specials
Neutral special - Conductor: The Conductor is utilized in a way similar to Pokémon Trainer as well as Steve’s Crafting Table. The Conductor produces something called a Rhythm Beat. This dictates just how much extra damage the player can get through timed button inputs. It’s possible to see an i coming beat based on the Conductor’s movements plus an ! Mark near Barista’s HUD portrait. The visual cues for the beat is sound/beat/clash mark near the profile plus above the character’s model. Inputting the Special button will change the type of Rhythm. There’s:
- Easy (slow)
- Medium
[*]Hard
[*]Fever (extremely fast)
The default is Easy and has a .5x damage multiplier doing a timed input. Medium is a 1.2x, Hard is a 1.6x and Fever is a 2.3x. It’s extremely hard to land fully successful inputs on Fever while it’s almost child’s plain easy. You can change Rhythm once per stock or three times in a Stamina Match. Conductor shares the same level area as the Pokémon Trainer.
Side special - Built-to-Scale: Barista summons the mechanical appendage from a Built-to-Scale which has two properties: the mechanical appendage for any damage but it has a higher rate of knockback -especially when timed with a Rhythm Beat. This attack also causes a tie to shoot out which also serves as a projectile. This will deal damage based on how the timing was upon the projectile’s impact with the opponent.
Up Special - Micro-row: Barista transforms into Micro-row which allows Barista to move forward in the air. The micro-owns will push forward three times. Barista can dictate where they go by tilting the control stick before the push. Inputting the Rhythm Beat with each push further exhales the travel distance, knockback, and damage.
Down Special - Ringside: Barista summons the Wrestler and Reporter. The Reporter will thrash a microphone to the wrestler who will flex. If an attack catches this, the Wrestler will pose which will launch the opponent. Performing a successful Rhythm Beat will cause the Wrestler to flex and cause a flash photograph effect. This timed input attack Durant only acts as a counter but also can stun nearby opponents with the flashes.
Final Smash - Mega Mix: Bsrisra will fly forward while on Airboarder. This traps the opponent in a cinematic Final Smashes. This shows a montage of six rhythm games in quick succession that will deal damage to the opponent:
- opponents get trampled and “beaten on” while in the middle of Lockstrap.
- The Samurai Slicer will slice apart demons as they leave the portal which also includes Barista.
- Opponents gets tapped on while in Tap Trial.
- Cheer Readers will constantly change their signs.
- Karate Joe punches the opponent several times while hurling pots and such.
- The Double Date boy punts and kainches the opponent.