smashkirby
Smash Hero
The brave little Balloon Kid wants to Smash!
So, wait...just who in the world is Alice, anyways?
Alice is a resident of the big, fictional city of "Pencilvania and the main protagonist of Balloon Fight's "semi-sequel", Balloon Kid. She went off on an adventure to rescue her little brother, Jim, who, after tying a large amount of balloons to his body, began to float away from home, resulting in Alice having to go rescue him. Her journey took her to various places, from her home town of Pencilvania, to a forest, an ocean with a giant whale, an icy mountain, and an industrial building. She prides herself on her large collection of balloons, and wishes to be a 'Balloon Fighter' when she grows up.
Okay, so what makes her so special? I mean doesn't the Villager already utilize her main gimmick?
While I know that Villager uses balloons as their recovery, think about it, Alice can do more than that since Villager simply uses the balloons as their recovery and in no other way. This gives Alice more options to fight with her balloons, allowing her to fight in a more creative way like other fighters in the Smash games. What's more, she could borrow weapons and attacks from the bosses and enemies from her game. I mean, Ness and Lucas already do that with their partners, so why can't Alice do it with her cast of characters?
Okay, so why should Alice be a playable character in Smash?
In 2008, Sakurai talked about some criteria he usually uses when choosing characters. I'd like to refer to that here.
The first one - "The character's inclusion must make people want to play the game." This one is pretty hard to pin down. Fans of Balloon Kid would most likely be excited to finally see Alice and her world of Pencilvania again after so long, and some players may want to give Alice a chance, seeing her among more notable characters like Mario, Link, and Donkey Kong, thinking of her to be an interesting character what with her balloons and all and choose to play as her from there. However, since she comes from such an obscure game, I'll admit that she probably wouldn't pull in many people on her own.
Second - "The character must be unique." Alice actually fits the bill on this - you'll see more about her as you continue reading the post, but she has unique attacks that could be utilized in Smash, as well as having the unique and eye-catching design of being a balloon-wielding little girl fighting among Nintendo's finest.
Third - "The character must fit into the style of Super Smash Bros." This applies to Alice too - with unique attacks and abilities from her balloons and other items from the Balloon Fight series, she'd fit right in with all of the other characters on the roster.
Fourth - "They must contribute to the game balance." I'm sure it wouldn't be too difficult to balance any potential newcomer, and Alice doesn't fall into a specific, identifiable fighting style, like a swordfighter, meaning her inclusion wouldn't make for "too many swordfighters" or anything similar.
While Sakurai had admitted that during Melee's development, he couldn't make Balloon Fighter work as he couldn't think of how to make him fight without his balloons, Alice has many things to pull from such as the weapons from the bosses she fights and other items that she picks up throughout her adventure.
Basically, Alice fits MOST of Sakurai's criteria well! Besides, Sakurai is known wanting to add characters with personality to Smash, and Alice would be no different!
For anyone still not sold on her, here's some AMAZING movesets below!

So, wait...just who in the world is Alice, anyways?
Alice is a resident of the big, fictional city of "Pencilvania and the main protagonist of Balloon Fight's "semi-sequel", Balloon Kid. She went off on an adventure to rescue her little brother, Jim, who, after tying a large amount of balloons to his body, began to float away from home, resulting in Alice having to go rescue him. Her journey took her to various places, from her home town of Pencilvania, to a forest, an ocean with a giant whale, an icy mountain, and an industrial building. She prides herself on her large collection of balloons, and wishes to be a 'Balloon Fighter' when she grows up.
Okay, so what makes her so special? I mean doesn't the Villager already utilize her main gimmick?
While I know that Villager uses balloons as their recovery, think about it, Alice can do more than that since Villager simply uses the balloons as their recovery and in no other way. This gives Alice more options to fight with her balloons, allowing her to fight in a more creative way like other fighters in the Smash games. What's more, she could borrow weapons and attacks from the bosses and enemies from her game. I mean, Ness and Lucas already do that with their partners, so why can't Alice do it with her cast of characters?
Okay, so why should Alice be a playable character in Smash?
In 2008, Sakurai talked about some criteria he usually uses when choosing characters. I'd like to refer to that here.
The first one - "The character's inclusion must make people want to play the game." This one is pretty hard to pin down. Fans of Balloon Kid would most likely be excited to finally see Alice and her world of Pencilvania again after so long, and some players may want to give Alice a chance, seeing her among more notable characters like Mario, Link, and Donkey Kong, thinking of her to be an interesting character what with her balloons and all and choose to play as her from there. However, since she comes from such an obscure game, I'll admit that she probably wouldn't pull in many people on her own.
Second - "The character must be unique." Alice actually fits the bill on this - you'll see more about her as you continue reading the post, but she has unique attacks that could be utilized in Smash, as well as having the unique and eye-catching design of being a balloon-wielding little girl fighting among Nintendo's finest.
Third - "The character must fit into the style of Super Smash Bros." This applies to Alice too - with unique attacks and abilities from her balloons and other items from the Balloon Fight series, she'd fit right in with all of the other characters on the roster.
Fourth - "They must contribute to the game balance." I'm sure it wouldn't be too difficult to balance any potential newcomer, and Alice doesn't fall into a specific, identifiable fighting style, like a swordfighter, meaning her inclusion wouldn't make for "too many swordfighters" or anything similar.
While Sakurai had admitted that during Melee's development, he couldn't make Balloon Fighter work as he couldn't think of how to make him fight without his balloons, Alice has many things to pull from such as the weapons from the bosses she fights and other items that she picks up throughout her adventure.
Basically, Alice fits MOST of Sakurai's criteria well! Besides, Sakurai is known wanting to add characters with personality to Smash, and Alice would be no different!
For anyone still not sold on her, here's some AMAZING movesets below!
(From here!)
New Challenger Approaching!
ALICE TAKES TO THE SKIES!
SPECIAL MOVES----------------------------------------
Neutral Special – INFLATE BALLOONS - Pressing "B", will cause Alice to perform the special move: Inflate Balloons. Alice will take out a balloon pump when "B" is tapped, moving will cause her to put the pump away. Players must tap "B" to inflate balloons. Alice can inflate a maximum of two balloons. To fill each balloon Players must tap "B" four times each. Once Alice gains a balloon, her Special Ability "Floating Adjustment" is activated (for more information see: Special Abilities: Floating Adjustment).
DMG: 0%
Side Special – FLIPPER - Pressing "B" while also holding "left" or "right" on the directional pad, will cause Alice to perform the special move: Flipper. Alice will pull out of thin air a Flipper and toss it forward where it hangs in mid-air. Alice may only produce one Flipper at a time and cannot use another Flipper until the first Flipper vanishes from the stage. When hit, the Flipper will spin causing DMG to anyone who touches it while also knocking them back.
DMG: 2% (per hit)
Up Special – RELEASE BALLOONS - Pressing "B" while also holding "up" on the directional pad, will cause Alice to perform the special move: Release Balloons. As this Special Move's name would suggest, Alice will release any balloons she is holding- however doing this will also cause her to deploy a secret parachute this will allow her to drift slowly downward, if she is in the air. Players can also flick the Control Stick down to cause Alice to abandon her parachute and perform a crushing stomp to foes below her. This Special Move effects Alice's Special Ability: Floating Adjustment (for more information see: Special Abilities: Floating Adjustment).
DMG: 12%
Down Special – STATIC SPARK - Pressing "B" while also holding "down" on the directional pad, will cause Alice to perform the special move: Static Spark. Depending on Alice's balloon count, the animation for this Special Move varies. If Alice has no balloons, she pulls out two from nowhere. If Alice has one balloon she will grab that balloon and produce another balloon from nowhere, and if Alice has two balloons, she simply reaches up and grabs them both. Once Alice has her two balloons she strikes them together as one would a flint and steel to generate a spark and it just so happens that's exactly what Alice does: creates a Static Spark. This ball of electricity travels forward at a somewhat slow speed dealing DMG and stunning foes it comes into contact with. The force of the spark being generated is too much for the balloons to handle and both pop when it is generated leaving Alice with no balloons. This Special Move effects Alice's Special Ability: Floating Adjustment (for more information see: Special Abilities: Floating Adjustment).
DMG: 6%
Final Smash – BALLOON TRIP - After Obtaining the Smash Ball and pressing "B", the camera zooms into Alice who suddenly produces a blast of colored balloons all around her. If a Foe is within this area they will receive some DMG causing a scene to play: the different colored balloons Alice unleashed crowd the screen but quickly fly upward revealing the foes effected by the FS have been lifted high into the air by the balloons, they tumble helplessly as if they are on their way to a "star KO" the camera pans upward revealing Alice who is hanging onto a large array of balloons all in different colors. Alice sees her targets below and with a determined look oh her face she releases all her balloons at once creating a sort of balloon rainbow behind her. The scene is slowed down a bit for a dramatic flair, but soon speeds up as Alice slams down onto her target's backs leaping off them one to the other and finishes by grabbing hold of a single balloon as her enemies hurtle downward towards an open sea where a giant Fish leaps up out of the water to swallow them whole. The scene ends with the foes faces awash with horror as they enter hungry maw and the Fish's mouth slams shut dealing foes DMG. the screen fades to white. The screen fades back in as the foes effected are dealt a meteor effect causing them to violently ricochet off platforms. The FS ends with Alice touching down with her single balloon as it pops leaving her with no balloons. This Final Smash effects Alice's Special Ability: Floating Adjustment (for more information see: Special Abilities: Floating Adjustment).
DMG: 10% (Initial hit) 10% (Stomp) 35% (Swallowed) 55% (Total)
Kirby Hat - When Kirby swallows Alice, Kirby will gain a Balloon Fighter helmet while also gaining the Inflate Balloons Ability. It should be noted that this will enable Kirby the use of Alice's Special Ability: Floating Adjustment, Kirby can only get rid of balloons by taunting.
TAUNTS----------------------------------------
Taunt 1 – Alice faces the screen where she performs the "Directly to you" hand gesture made famous by the late Satoru Iwata. With a wink and a giggle, Alice re-enters fighter stance.
Taunt 2 – Alice is lifted off her feet a bit by her balloons- realizing this, Alice struggles a bit trying to touch back down onto the stage, she is successful and with a relieved sigh re-enters fighter stance. If Alice has no balloons, she will perform Taunt 1.
Taunt 3 – One of Alice's balloons pop and cause her to jump in fright. After a yelp, Alice re-enters fighter stance one balloon short. If Alice has no balloons, she will perform Taunt 1. This Taunt effects Alice's Special Ability: Floating Adjustment (for more information see: Special Abilities: Floating Adjustment).
New Challenger Approaching!
ALICE TAKES TO THE SKIES!
SPECIAL MOVES----------------------------------------
Neutral Special – INFLATE BALLOONS - Pressing "B", will cause Alice to perform the special move: Inflate Balloons. Alice will take out a balloon pump when "B" is tapped, moving will cause her to put the pump away. Players must tap "B" to inflate balloons. Alice can inflate a maximum of two balloons. To fill each balloon Players must tap "B" four times each. Once Alice gains a balloon, her Special Ability "Floating Adjustment" is activated (for more information see: Special Abilities: Floating Adjustment).
DMG: 0%
Side Special – FLIPPER - Pressing "B" while also holding "left" or "right" on the directional pad, will cause Alice to perform the special move: Flipper. Alice will pull out of thin air a Flipper and toss it forward where it hangs in mid-air. Alice may only produce one Flipper at a time and cannot use another Flipper until the first Flipper vanishes from the stage. When hit, the Flipper will spin causing DMG to anyone who touches it while also knocking them back.
DMG: 2% (per hit)
Up Special – RELEASE BALLOONS - Pressing "B" while also holding "up" on the directional pad, will cause Alice to perform the special move: Release Balloons. As this Special Move's name would suggest, Alice will release any balloons she is holding- however doing this will also cause her to deploy a secret parachute this will allow her to drift slowly downward, if she is in the air. Players can also flick the Control Stick down to cause Alice to abandon her parachute and perform a crushing stomp to foes below her. This Special Move effects Alice's Special Ability: Floating Adjustment (for more information see: Special Abilities: Floating Adjustment).
DMG: 12%
Down Special – STATIC SPARK - Pressing "B" while also holding "down" on the directional pad, will cause Alice to perform the special move: Static Spark. Depending on Alice's balloon count, the animation for this Special Move varies. If Alice has no balloons, she pulls out two from nowhere. If Alice has one balloon she will grab that balloon and produce another balloon from nowhere, and if Alice has two balloons, she simply reaches up and grabs them both. Once Alice has her two balloons she strikes them together as one would a flint and steel to generate a spark and it just so happens that's exactly what Alice does: creates a Static Spark. This ball of electricity travels forward at a somewhat slow speed dealing DMG and stunning foes it comes into contact with. The force of the spark being generated is too much for the balloons to handle and both pop when it is generated leaving Alice with no balloons. This Special Move effects Alice's Special Ability: Floating Adjustment (for more information see: Special Abilities: Floating Adjustment).
DMG: 6%
Final Smash – BALLOON TRIP - After Obtaining the Smash Ball and pressing "B", the camera zooms into Alice who suddenly produces a blast of colored balloons all around her. If a Foe is within this area they will receive some DMG causing a scene to play: the different colored balloons Alice unleashed crowd the screen but quickly fly upward revealing the foes effected by the FS have been lifted high into the air by the balloons, they tumble helplessly as if they are on their way to a "star KO" the camera pans upward revealing Alice who is hanging onto a large array of balloons all in different colors. Alice sees her targets below and with a determined look oh her face she releases all her balloons at once creating a sort of balloon rainbow behind her. The scene is slowed down a bit for a dramatic flair, but soon speeds up as Alice slams down onto her target's backs leaping off them one to the other and finishes by grabbing hold of a single balloon as her enemies hurtle downward towards an open sea where a giant Fish leaps up out of the water to swallow them whole. The scene ends with the foes faces awash with horror as they enter hungry maw and the Fish's mouth slams shut dealing foes DMG. the screen fades to white. The screen fades back in as the foes effected are dealt a meteor effect causing them to violently ricochet off platforms. The FS ends with Alice touching down with her single balloon as it pops leaving her with no balloons. This Final Smash effects Alice's Special Ability: Floating Adjustment (for more information see: Special Abilities: Floating Adjustment).
DMG: 10% (Initial hit) 10% (Stomp) 35% (Swallowed) 55% (Total)
Kirby Hat - When Kirby swallows Alice, Kirby will gain a Balloon Fighter helmet while also gaining the Inflate Balloons Ability. It should be noted that this will enable Kirby the use of Alice's Special Ability: Floating Adjustment, Kirby can only get rid of balloons by taunting.
TAUNTS----------------------------------------
Taunt 1 – Alice faces the screen where she performs the "Directly to you" hand gesture made famous by the late Satoru Iwata. With a wink and a giggle, Alice re-enters fighter stance.
Taunt 2 – Alice is lifted off her feet a bit by her balloons- realizing this, Alice struggles a bit trying to touch back down onto the stage, she is successful and with a relieved sigh re-enters fighter stance. If Alice has no balloons, she will perform Taunt 1.
Taunt 3 – One of Alice's balloons pop and cause her to jump in fright. After a yelp, Alice re-enters fighter stance one balloon short. If Alice has no balloons, she will perform Taunt 1. This Taunt effects Alice's Special Ability: Floating Adjustment (for more information see: Special Abilities: Floating Adjustment).
Entrance
Alice floats in with two balloons, and then releases them upon landing, leaving them to float away. (Based on the mechanic from Balloon Kid that does exactly this - can be seen in this video from 8:58 to 9:00!)
Additional Note
Alice can do up to five jumps, rather than two. She'll pull out two balloons when she jumps. This allows her to be a master of the skies, and use aerial moves as she sees fit!
Ground Attacks
Neutral: Alice gets into a fighting stance, and then punches twice - the third A press will make her swing her air pump forwards. Each punch deals 2%, and the pump deals 3%. (The punches and fighting stance are based on one of the game's bosses, a wolf. Can be seen in this video from 8:55 - 9:17! In addition, the air pump can be seen at 9:16 in that same video.)
Forward Tilt: Alice headbutts forward, dealing 4%. (Not based on anything in particular!)
Up Tilt: Alice hops, punching above her head. Deals 2%. (Not based on anything in particular!)
Down Tilt: Alice pulls out a balloon and deflates it, spinning around once. The air will push opponents away a bit, but will not deal damage.
Dash Attack: Alice will hop and do a kick in the air. Similar to Bowser's, but with one leg only and faster. (Not based on anything in particular!)
Smash Attacks
Forward: Pulls out a small pipe, and begins charging. When released, the pipe launches a balloon that pops upon hitting something. If that thing is an opponent, then it deals 8% uncharged, 13% charged. (Based on the bonus game from Balloon Kid - can be seen in this video from 7:45 - 8:32!)
Up: Alice will begin to bring her hand down gradually and lean forward slightly. When released, she looks up and brings her hand up, throwing a large shrimp directly above her. Deals 6% uncharged, 12% charged. (This is based on one of the game's bosses, a shrimp. Can be seen in this video from 17:10 - 17:35!)
Down: Alice will begin pumping up two balloons - one on her left, and one on her right. When released, she pops them both, dealing damage to nearby opponents. Deals 7% uncharged, 12% charged.
Aerial Attacks
Neutral: Alice swings her air pump around in a circle around her, damaging nearby opponents. Deals 16%.
Up: Throws a shrimp upward, dealing 14%. (This is based on one of the game's bosses, a shrimp. Can be seen in this video from 17:10 - 17:35!)
Forward: Alice launches a balloon out of a pipe. The balloon will explode upon contact with something. Deals 15%.
Back: Alice tosses the air pump backwards, holding the cord, and then pulls it back. Deals 12% if it connects. (Based loosely on the air pump, which can be seen at 9:16 in this video!)
Special Attacks
Neutral: When B is held, Alice will begin to crouch. When released, she spins around and tosses several spikes out! The distance, angle, and strength depend on how long it was held for. (Based on the game's final boss, a robot! Can be seen in this video from 34:40 - 35:40!)
Side: Alice pulls out a bucket and smashes it forward as a projectile. Deals 5%. (Based on the snowman boss! Can be seen in this video from 25:55 - 26:28!)
Up: When B is held, Alice will pull out an air pump, and start pumping up a balloon rapidly. When B is released, Alice will release the balloon, which will begin to deflate, sending it and Alice flying. Alice can control her direction during this. When the balloon is fully deflated, Alice begins to fall. There is no opport (Based on the air pump, which can be seen at 9:16 in this video!)
Down: Alice pulls out a large balloon and opens the bottom. The balloon will take any projectiles that it catches - these make the balloon larger. When the balloon has taken in five projectiles, Alice will tie it - it can now be used the next time you use the down special, dealing the combined damage of all of the projectiles that it took in.
Grabs
Pummel: Alice punches quickly with one hand. Deals 2% per hit.
Up Throw: Alice releases the opponent, and then pops a balloon below them, sending them upwards and dealing 6%.
Down Throw: Knocks the opponent over, then stomps on them. Deals 6%.
Forward Throw: Punches the opponent forward in the same style as the wolf boss. Deals 5%.
Back Throw: Turns around, holding onto the opponent, and then slams them with the air pump. Deals 7%.
Miscellaneous Attacks
Getting Up from a Fall: Hops up, kicking out her legs as she does so. Deals 4%.
Ledge Attack: Hops and lands face-first into the ground next to the ledge. Deals 5%.
Taunts
Up: Pulls out a Game Boy, tosses it from one hand to the other, and then back. Then she puts it away. (The level exits in Balloon Kid are Game Boys, and the game is for the Game Boy, so it seems like a good fit.)
Side: Tries to blow up a balloon using her mouth instead of the pump, but quickly starts panting.
Down: A ton of multicolored balloons appear above her, and she floats a little before pulling them back. (Based on the bunch of balloons that her brother accidentally gets carried away on!)
Final Smash
In order for the Final Smash to work, Alice must be right next to any opponents she hopes to hit. When activated, Alice will trap nearby opponents in a balloon, which floats directly above her. She then pumps up a massive amount of balloons and puts them around the opponents' balloons in a cinematic sequence similar to Mega Man and Shulk's Final Smashes. With hundreds of balloons above her, she smirks, winks at the screen, and then pops them all at once, damaging anyone she trapped inside the cluster of balloons. Deals 65% to each opponent trapped inside, and 20%-30% to any non-trapped opponents who accidentally get near the cluster when it pops. (Loosely based on the cluster of balloons that carry Alice's brother away!)
Alice floats in with two balloons, and then releases them upon landing, leaving them to float away. (Based on the mechanic from Balloon Kid that does exactly this - can be seen in this video from 8:58 to 9:00!)
Additional Note
Alice can do up to five jumps, rather than two. She'll pull out two balloons when she jumps. This allows her to be a master of the skies, and use aerial moves as she sees fit!
Ground Attacks
Neutral: Alice gets into a fighting stance, and then punches twice - the third A press will make her swing her air pump forwards. Each punch deals 2%, and the pump deals 3%. (The punches and fighting stance are based on one of the game's bosses, a wolf. Can be seen in this video from 8:55 - 9:17! In addition, the air pump can be seen at 9:16 in that same video.)
Forward Tilt: Alice headbutts forward, dealing 4%. (Not based on anything in particular!)
Up Tilt: Alice hops, punching above her head. Deals 2%. (Not based on anything in particular!)
Down Tilt: Alice pulls out a balloon and deflates it, spinning around once. The air will push opponents away a bit, but will not deal damage.
Dash Attack: Alice will hop and do a kick in the air. Similar to Bowser's, but with one leg only and faster. (Not based on anything in particular!)
Smash Attacks
Forward: Pulls out a small pipe, and begins charging. When released, the pipe launches a balloon that pops upon hitting something. If that thing is an opponent, then it deals 8% uncharged, 13% charged. (Based on the bonus game from Balloon Kid - can be seen in this video from 7:45 - 8:32!)
Up: Alice will begin to bring her hand down gradually and lean forward slightly. When released, she looks up and brings her hand up, throwing a large shrimp directly above her. Deals 6% uncharged, 12% charged. (This is based on one of the game's bosses, a shrimp. Can be seen in this video from 17:10 - 17:35!)
Down: Alice will begin pumping up two balloons - one on her left, and one on her right. When released, she pops them both, dealing damage to nearby opponents. Deals 7% uncharged, 12% charged.
Aerial Attacks
Neutral: Alice swings her air pump around in a circle around her, damaging nearby opponents. Deals 16%.
Up: Throws a shrimp upward, dealing 14%. (This is based on one of the game's bosses, a shrimp. Can be seen in this video from 17:10 - 17:35!)
Forward: Alice launches a balloon out of a pipe. The balloon will explode upon contact with something. Deals 15%.
Back: Alice tosses the air pump backwards, holding the cord, and then pulls it back. Deals 12% if it connects. (Based loosely on the air pump, which can be seen at 9:16 in this video!)
Special Attacks
Neutral: When B is held, Alice will begin to crouch. When released, she spins around and tosses several spikes out! The distance, angle, and strength depend on how long it was held for. (Based on the game's final boss, a robot! Can be seen in this video from 34:40 - 35:40!)
Side: Alice pulls out a bucket and smashes it forward as a projectile. Deals 5%. (Based on the snowman boss! Can be seen in this video from 25:55 - 26:28!)
Up: When B is held, Alice will pull out an air pump, and start pumping up a balloon rapidly. When B is released, Alice will release the balloon, which will begin to deflate, sending it and Alice flying. Alice can control her direction during this. When the balloon is fully deflated, Alice begins to fall. There is no opport (Based on the air pump, which can be seen at 9:16 in this video!)
Down: Alice pulls out a large balloon and opens the bottom. The balloon will take any projectiles that it catches - these make the balloon larger. When the balloon has taken in five projectiles, Alice will tie it - it can now be used the next time you use the down special, dealing the combined damage of all of the projectiles that it took in.
Grabs
Pummel: Alice punches quickly with one hand. Deals 2% per hit.
Up Throw: Alice releases the opponent, and then pops a balloon below them, sending them upwards and dealing 6%.
Down Throw: Knocks the opponent over, then stomps on them. Deals 6%.
Forward Throw: Punches the opponent forward in the same style as the wolf boss. Deals 5%.
Back Throw: Turns around, holding onto the opponent, and then slams them with the air pump. Deals 7%.
Miscellaneous Attacks
Getting Up from a Fall: Hops up, kicking out her legs as she does so. Deals 4%.
Ledge Attack: Hops and lands face-first into the ground next to the ledge. Deals 5%.
Taunts
Up: Pulls out a Game Boy, tosses it from one hand to the other, and then back. Then she puts it away. (The level exits in Balloon Kid are Game Boys, and the game is for the Game Boy, so it seems like a good fit.)
Side: Tries to blow up a balloon using her mouth instead of the pump, but quickly starts panting.
Down: A ton of multicolored balloons appear above her, and she floats a little before pulling them back. (Based on the bunch of balloons that her brother accidentally gets carried away on!)
Final Smash
In order for the Final Smash to work, Alice must be right next to any opponents she hopes to hit. When activated, Alice will trap nearby opponents in a balloon, which floats directly above her. She then pumps up a massive amount of balloons and puts them around the opponents' balloons in a cinematic sequence similar to Mega Man and Shulk's Final Smashes. With hundreds of balloons above her, she smirks, winks at the screen, and then pops them all at once, damaging anyone she trapped inside the cluster of balloons. Deals 65% to each opponent trapped inside, and 20%-30% to any non-trapped opponents who accidentally get near the cluster when it pops. (Loosely based on the cluster of balloons that carry Alice's brother away!)
Alice's Balloon-wearing pals!
smashkirby
kool2419
SEGAGameBoy
Arcadenik
FamicomDisk
Calane
~ Valkyrie ~
lady_sky skipper
WonderSmash
Taigiry
GillyGrime
smash puffle
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