Post by Just14 on Apr 9, 2015 20:12:04 GMT -5
AwkwardNess
Dancer from Etrian Mystery Dungeon
Neutral Special: Speed Boost- A charging move like Samus/WFT's neutral special. Instead of a projectile, using a fully charged Speed Boost increases the Dancer's speed and jump height, as well as reducing starting lag, end lag, and landing lag for 5 seconds.
Up Special: Freedom Waltz- A kick helicopter upwards. Think Hitmontop. Similar to Bowser/DK's recovery, but covers more distance at the cost of less damage and a smaller hurtbox.
Down Special: CounterChase Samba- A counter variant. When the Dancer is hit during the counter animation, he/she does not retaliate, and actualky takes all the damage of the attack. However, the Dancer is only slightly launched, and the next time the Dancer uses CounterChase Samba, he/she will perform a rushing kick forward, dealing as much damage and knockback as the attack that CounterChase Samba absorbed the first time, as well as healing the damage percentage gained from the initial attack.
Side Special: Trick Samba- Similar to Marth/Lucina's Dancing Blade. A five-hit combo with attacks whose trajectories can be slightly altered with a tilt of the joystick.
Final Smash: Beat Dance- Functions similarly to Shulk/Duck Hunt/Mega Man's FS. The Dancer charges forward a short distance in a dancing fury, ending with a kick launching the opponents into a dungeon. The Dancer, along with three other randomly chosen EMD classes, unleash powerful attacks on the enemies, until the Dancer lands a final sword slash, returning him/her to the battle and launching opponents.
Slime from Dragon Quest
Neutral Special: Kaboomie- Slime first must store up energy. While storing energy, Slime's face is heavily concentrated and some sweating can be seen. When some energy is stored, Slime can use Kaboomie. Using Kaboomie causes Slime to cast a large explosion around itself. This deals high damage, but can also hurt Slime at full charge.
Up Special: Dragon Slime: Slime briefly transforms into a Dragon Slime, growing dragon ears, wings, and a tail. Slime can freely fly around for a certain distance at a modest speed. Think Pit's Brawl recovery.
Down Special: King Slime- Slime quickly calls in other Slimes to merge together, fusing them into a large, chubby version of Slime. A crown then appears on the Slime's head in a flash. King Slime jumps up (if the attack is used from the ground), then performs a ground pound with his heavy body. When King Slime lands, the other Slimes are shaken off, and King Slime reverts back to Slime. King Slime has Super Armor and cannot be knocked back, but there is some endlag after the move.
Side Special: Elasto Blast: Slime charges energy up internally, then leaps forward at an arc, knocking away any opponent he crashes into. Similar to Ike's Quick Draw.
Final Smash: Puff!- Slime uses the spell Puff! Slime then transforms into a large dragon. Slime can fly anywhere, and can attack with fire breath or claw slashes. When the transformation ends, Slime reverts back to a Slime.
Jab: Slime creates a goo sword from his body and uses it for a 3-hit jab combo. Slime swings to the left, then to the right, then slightly hops and performs an overhead strike.
Dash Attack: Slime flings himself forward into opponents, then gets back up.
Forward Tilt: Slime creates a goo sword from his body and lazily swings it forward.
Up Tilt: Slime briefly becomes a TreeSlime and sprouts a stem and leaves from his "head" and attacks upwards with them, before calling them back.
Down Tilt: Slime briefly turns into a MagmaSlime, sprouting fire from his body.
Crouch: Slime hangs to the ground ala Kirby.
Crawl: Slime extends his body along the ground to move.
Forward Smash: A miniature knight appears riding on Slime's back while charging the attack. When released, Slime dashes forward slightly and the knight unleashes a powerful sword slash.
Up Smash: Slime charges up some sort of magic spell, then summons two Slimes above him. As they fall on Slime, opponents caught in between will take damage and get launched. The Slimes briefly form a Slime Stack, but the two other Slimes disappear very shortly after.
Down Smash: Slime sprouts sharp spikes all around his body like a SpinSlime while charging, then spins around and damages opponents. The spikes return to Slime's body afterwards.
Neutral Air: Slime rapidly spins around in the air.
Forward Air: Slime briefly turns into a Gem Slime and lunges forward, damaging opponents with its solid body.
Back Air: Slime creates a goo staff and swings it behind itself.
Up Air: Slime briefly transforms into an Angel Slime and attacks upwards with its halo.
Down Air: Slime sprouts tentacles from his lower body like a Healslime, rapidly attacks below with them, then calls the tentacles back into his body.
Edge Grab: Slime grabs the edge with short, arm-like gunks of goo from his body.
Fast Edge Recovery: Slime jumps back in, hurting anyone standing nearby.
Slow Edge Recovery: Slime pulls itself up, then slaps the ground near it with a goo appendage.
Floor Recovery- Face Down: Slime transforms into a Confetti (star-shaped Slime, like Starfy) and spins around while still face-down, damaging nearby opponent with his limbs, then reverts back to Slime and hops back up.
Floor Recovery- Face Up: Slime extends itself in both directions to attack, then comes together and gets up.
Shield: Slime sprouts a shell like a Snail Slime and hides in it while shielding. When Slime stops shielding, the shell breaks.
Roll (Both Directions): Slime slides along the ground, briefly turning into a puddle, then back into Slime.
Spotdodge: Slime spins in place, out of attacking range.
Grab: A hunk of goo stretches out from the Slime in an arm-like matter and surrounds the grabbed opponent.
Pummel: The Slime squeezes with his goo.
Forward Throw: Slime pulls the opponent towards itself and transforms into a Box Slime. The opponent hits Slime and is launched forwards.
Back Throw:
Up Throw: Slime throws the opponent above his head, then jumps up and headbutts them.
Down Throw: Slime pulls the opponent into his body, shakes him/her up a bit, then spits them out.
Reyn from Xenoblade Chronicles (Golden)
Neutral Special: Auras- Reyn, like Shulk, has 4 Auras to alter his stats. Berserker multiplies damage output and damage received by 1.5x. Rage lowers damage output and damage received by 0.5x. Anchor Chain lowers knockback dealt and received by 0.5x. Magnum Charge increases knockback dealt and received by 1.5x.
Up Special: War Swing- Reyn spins his weapon around himself rapidly, causing him to ascend. More powerful and covers more distance than similar spinning recoveries, but very hard to hit multiple times with. 15% each hit
Side Special: Sword Drive- A slow, but powerful sword stab forwards. Takes a bit longer than Flame Blitz to attack. 30%
Down Special: Guard Shift- Reyn quickly holds his gunlance forwards, parrying any attack that hits him. Similar to a counter, but heals Reyn instead, with a slight 1.15x multiplier depending on the damage.
Final Smash: Chain Attack- Nearly identical to Shulk's Final Smash. Reyn swings forward at his opponents, launching them to Satorl Marsh. There, Reyn, Melia, and Sharla team up and perform a series of powerful Arts on the opponents while calling out to their allies. Reyn ends the Chain Attack with a powerful swing, launching opponents. 40%
Standard Attack Combo: Soldier Shuffle- Reyn punches with his right fist, then his left fist, then lands an overhead gunlance swing. 2%, 3%, 5%
Dash Attack: Shield Bash- Reyn tackles the opponent with his weapon. 8%
Forward Tilt: Dive Sobat- Reyn kicks forward, clearing a path. 7%
Up Tilt: Anti-Air- Reyn swings his gunlance in an arc above himself. 8%
Down Tilt: Ground Game- Reyn punches downwards, hitting the ground. 6%
Forward Smash: Hammer Beat- Reyn raises his weapon vertically above his head, then swings forward as it crashes down. 19% uncharged, 42% fully charged
Up Smash: Bone Upper- Reyn charges an uppercut, then punches upwards. 16% uncharged, 32% fully charged
Down Smash: Wild Down- Reyn swings at his opponents' feet- forwards, than backwards. 20% uncharged, 36% fully charged for both sides
Neutral Aerial: Aura Burst- Reyn spins with his gunlance around himself. 8% front, 10% back
Forward Aerial: Lariat- Reyn swings his gunlance forwards from right to left. 9%
Backward Aerial: Defense System- Reyn dropkicks behind himself. 11%
Upward Aerial: Skyward Swing: Reyn slowly swings his gunlance above himself. 10%
Downward Aerial: Slam- Reyn swings down hard, meteor smashing opposition. 12%
Edge Recovery: Fast- Back Up- Reyn hops up and punches ahead of himself. 5%
Slow- Not Over- Reyn pulls himself up, and swings his gunlance while crawling in. 10%
Floor Recovery: Face Down- Reflex Toss- Reyn grabs his gunlance, shoves it forwards and backwards, then gets up. 9% both sides
Face Up- Reflex Punch- Reyn swings with his fist around himself, then gets up. 9% both sides
Grab: Bear Clutch- Reyn grabs his opponent with his left arm.
Pummel: Ol' Righty- Reyn socks his opponent with a right punch. 2%
Forward Throw- Furball Spike- Reyn tosses his opponent upwards, then spikes them like a volleyball. 10%
Backward Throw- Vengeance Kick- Reyn tosses the opponent to the ground behind him, then turns around and kicks them away. 9%
Up Throw- Sky Shield- Reyn hits the opponent with his gunlance at an angle. 8%
Down Throw- Crushing Blow- Reyn throws his opponent to the ground, then hits them with his gunlance. 12%
Series Icon: The Monado, same as Shulk.
Unlock Method: Play 20 Team Smashes with Shulk.
Unlock Message: Reyn, the charismatic soldier from Colony 9, joins the battle!
Description: Reyn is a member of Colony 9, located on the Bionis' shin. He's part of the Colony 9 Defense Force, but leaves to join his best friend Shulk on his quest to defeat the Mechon. In Smash Bros, Reyn reflects the tanky playstyle he has in Xenoblade Chronicles, being a very heavy but slow character. His Auras allow him to prioritize different stats while forgetting others, similarly to Shulk's Monado Arts. Despite calling himself a blokehead, Reyn takes skill to use properly.
Stats
SIZE – 7/10
POWER – 8/10
WEIGHT – 9/10
JUMP – 3/10
FALL – 6/10
SPEED – 3/10
‘Character Main Design/Pose- vignette2.wikia.nocookie.net/xenoblade/images/e/ef/Rein.png/revision/latest?cb=20110421180051
’11 Additional Colors/Alts/Costumes: Shulk color, Fiora color, Dunban color, Sharla color, Melia color, Riki color, Seven color, swimsuit, jungle outfit, mediumweight armor, heavy armor
Character Selected Animation: Reyn fist pumps with his weapon held in his right hand.
WiiMote Noise: "Now it's Reyn Time!"
Entrance Animation: Reyn walks in, rolling his right arm, then stands for battle.
Idle Animations: Reyn normally stands with his weapon on his back. After a while, Reyn will roll his right arm or look both ways around himself.
Crouch: Reyn bends his left leg under himself, and bends his right leg forwards.
Stalking & Walking Animation: Reyn walks slowly, attempting to sneak. Reyn walks normally.
‘Dashing Animation: Reyn runs normally. Reyn hops on his feet to stop. When turning, Reyn lands on one foot and then turns.
‘Jumping Animation/Double Jump Animation: Reyn jumps with his arms pointed upwards, like Shulk. Reyn spins in the air vertically to double jump.
‘Backwards Jump/Double Backwards Jump Animation: Reyn normally jumps, just moving backwards. Reyn spins horizontally when double jumping backwards.
Teetering Animation: Reyn wildly, rapidly swings his left arm clockwise and his right arm counter-clockwise as he stands on the edge with only his left foot.
‘Edge Recovery Animations
Holding onto the edge: Reyn grabs the edge with both hands, trying to pull himself up.
Roll: Fast- Reyn somersaults in. Slow- Reyn pulls himself up into a squat position, then tumbles forward.
Jump: Fast- Reyn lets go of the edge with his left arm, then pulls himself to the air with his right arm. Slow: Reyn grabs his gunlance with his right arm, throws it upwards, then jumps up and has the gunlance reattach to his back.
Climb: Fast- Reyn pulls himself up with bith arms and hops back up. Slow: Reyn pulls his left leg up, then his right, then stands.
Sleeping Animation: Reyn puts his head to his knees and sleeps on the ground, his back still unright.
Dazed Animation: Reyn puts both hands to his head and tries to focus.
Grab Animations: Standing- Reyn grabs forward with his left hand. Running- Reyn lands on his left foot and slides along the ground as he reaches forward. Pivot- Reyn hops, turns around, and lands on his right foot as he reaxhes forwards with his left hand.
Shield Animations:
Going into Shield/Going out of Shield: Reyn holds his gunlance in front of himself, then puts it back on his back.
Rolling: Forward- Reyn jumps to the side, still facing towards the screen with his gunlance in front of him. Backward- Nearly identical to the forward shield dodge, except to the other direction.
Spot Dodge Animation: Reyn sidesteps with his gunlance still held forwards.
Air Dodge Animation: Reyn spins horizontally to avoid attacks.
Flinch Animation: Reyn curls forwards slightly, like he got punched in the stomach.
‘Swimming Animations: Reyn swims normally, stroking with both arms forwards. When about to drown, Reyn uses both arms to stroke downwards to try and remain afloat. Reyn's arms reach for the surface when drowning.
‘Footstool Reaction: Reyn looks very annoyed.
‘Screen KO Reaction: www.quartertothree.com/fp/wp-content/uploads/2012/03/Three_Amigos.jpg?d748f2
‘Ground Recovery Animations
Laying down: Face-down, Reyn is literally face-down, with his limbs being parallel to each other. Face-up, Reyn lays like a turtle on top of his gunlance.
Tripped: Reyn slips and lands on both knees snd his hands. Reyn punches and kicks in both directions while getting up.
Rolling Forwards: Reyn does a somersault forwards and gets up.
Rolling Backwards: Reyn tucks in his limbs and rolls backwards, getting up.
Standing Up: Reyn pushes himself up with his arms and legs.
Item Animations…
‘Battering Weapon Animations
Neutral Attack: Reyn swings overhand.
Dash Attack: Reyn trips, but still deals a powerful blow with the weapon as he falls down.
Forward Strong/Tilt: Reyn swings the weapon like his gunlance.
Forward Smash: Reyn charges and swings like a baseball bat.
‘Projectile Weapon Animations…
Small Weapon – Reyn fully extends his right arm out and uses the item.
Medium Weapon – Reyn almost cradles the weapon and fires, one hand on the grip and the other on the trigger. Reyn fires and shakes as he shoots.
Large Weapon - Reyn carries the weapon onky with his right arm, set against his right shoulder. Reyn smacks the back of the weapon with his left hand to fire.
‘Hammer Animation: Reyn alternates between swinging the Hammer and gunlance while duel-wielding.
Shrinking/Growing Reactions: Reyn flexes when growing. He hunches over in sadness when shrinking.
‘Spicy Curry Animation: Reyn's arms flail about, and his legs seem to be performing the common high knees exercise.
‘Mount Riding Animation: Reyn hangs on for dear life, almost falling off and grabbing the vehicle with only his hands.
‘Eating Animation: Reyn puts the food to his mouh with both hands.
‘Summon Pose: Reyn holds the Item with his right arm, raised above his head.
Held Item Animations…
‘Non-heavy items/containers
Carrying Small items: Reyn holds it with his right hand.
Tossing Small Item Animations
Dropping/Over Shoulder: Reyn accidentally drops it, then forgets about it.
Forward Toss: Reyn tosses it like a baseball.
Backward Toss: Reyn underhandedly tosses it backwards.
Upward Toss: Reyn lazily tosses it upwards.
Downward Toss: Reyn tosses it downwards.
Dashing Toss: Reyn throws it overhand, like a dodgeball.
‘Heavy containers
Carrying: Reyn bends his knees and carries it with relative ease, grabbing the item by its sides rather than by the edges.
Tossing Heavy Containers
Forward Throw: Reyn tosses it over his head.
Backward Throw: Reyn turns his torso, lifts the container above his head, and throws it.
Upward Throw: Reyn quickly bench presses the container in preperation, then tosses it up.
Downward Throw: Reyn throws it downward with full force, even bending down as he throws it.
Two Sets of Custom Specials:
Set 1- Always Auras- Weaker Aura buffs and debuffs, but Reyn can keep the same Aura active forever. Peace Swing- Heavily improved recovery potential, but no damage dealt. Sword Sting- Quicker and deals less damage, but has shield break properties. 20% Shield Shift- Reyn does not heal from the counter, but he can reflect projectiles that hit him when this move is used.
Set 2- Spike Auras- Stronger Aura buffs and debuffs, but the duration they last and their cooldown afterwards is greatly impaired. Rampage Swing- The attack lasts longer and the move can now hit the same opponent multiple times for more overall damage, but recovery potential is greatly reduced. 6% each hit. Storm Drive- Deals no direct damage, but sends a large windbox in front of Reyn, blowing away opponents. Also much quicker to use. Knuckle Shift- When Reyn successfully counters an attack with this move, Reyn's next move's damage is increased by 1.25x, regardless of Auras or stat changes. If the next move misses or is Knuckle Shift again, the boost is lost.
Taunts: 1- Reyn pumps his weapon above his head and says, "Yeah! Reyn Time!"
2- Reyn puts his head behind his head and laughs.
3- Reyn taunts the opponent with the same animation as Mad Taunt from Xenoblade Chronicles.
Crowd Cheer: "REYN TIME! REYN TIME! REYN TIME!"
Victory Animations: 1- Reyn runs and tackles a Mechon with his gunlance, then remains standing in battle mode.
2- Reyn rolls his right arm, then transitions into a thumbs up.
3- Reyn walks, stretches, then allows himself to fall on the ground and relax with his arms behind his head.
Defeated Animation: Reyn heartily claps with both hands, parallel to the ground.
‘Snake Codec Call:
Snake: I already like the look of this kid just from lookin' at him.
Colonel: This opponent is named Reyn. He's part of his hometown's Defense Force and is Shulk's greatest ally.
Snake: Another soldier, huh?... And his equipment looks decked out.
Colonel: Reyn and his allies are always on constant upgrading. Without improvement, they wouldn't be surviving like they do now.
Snake: ...You know, I never really minded taking someone under my wing.
Colonel: S-Snake?! That's so unlike you!
Snake: I'm just saying the kid shows potential. Geez...
‘Palutena’s Guidance:
Pit: Whoa! Reyn on the loose, people!
Palutena: Yes, that's Reyn, one of Shulk's best friends and allies. Even without something like the Monado, Reyn still pulls his weight around.
Pit: You can say that again... This guy towers way above me! And it's like my attacks don't faze him at all!
Palutena: Focus, Pit. Reyn is a glutton for punishment. He's willing to take some bumps if it means he'll pull through. Reyn is very defense-oriented, meaning that he's very hard to launch and is near impossible to interrupt his attacks. I recommend that you go for grabs, since he can't block those.
Pit: Really? Are you SURE that'll work? Cause... This guy towers above me.
Palutena: His confidence clearly towers above yours as well, Pit.
Pit: Yeah, sorry... I'll dodge the painful stuff and attack when he's open! Ain't over yet!
Palutena: ...Is Reyn your hero or something?...
Kirby Hat- Simply Reyn's hair.
Item for them: Spicy Cabbage- Deals 20% damage upon consumption, but gradually heals up to 100% damage over a minute.
‘Stage for them- Sword Valley
‘Enemy for them- Mechon
‘Boss for them- Xord
Assist or Pokeball Pokemon for them: Colonel Vangarre- An angry colonel with a square mustache that covers the screen in Xenoblade dialogue boxes telling off the characters in the match, ala Mr. Resetti.
‘Event Match: Monado Madness- The Monado isn't functioning properly due to ether disturbances. Don't let your friend's Monado Arts mess you up! Reyn with AI Shulk versus Ness, Lucas, Mewtwo, Lucario, and Metal Face (not on team) on Gaur Plain. Shulk's Monado Arts affect both Shulk and Reyn. Keep Shulk and yourself alive and defeat the opponents on Gaur Plain to win.
Adventure Stage: Colony 9- Mechon Invasion
Newcomer Video/Reveal Trailer: A video of Shulk getting nearly defeated by various characters, then Reyn showing up and defeating opponents while showing off his moves. The first part of One Who Stands In Our Way plays during the Shulk beating, and then Mechanical Rhythm plays when Reyn shows up to the end of the trailer. His tagline is "Reyn Chimes In!".
‘Trophy (not them): Colonel Vangarre- A man with a VERY short temper, Colonel Vangarre is the leader of the Colony 9 Defense Force, despite his insanely risky offensive manuevers. In Smash Bros, he can appear as an Assist Trophy, telling the characters to perform 50,000 squat jumps and the like. Strangely enough, Vandamme from Xenoblade Chronicles X shares his Japanese name, which is Colonel Vandamme. vignette1.wikia.nocookie.net/xenoblade/images/6/66/Vangarre.png/revision/latest?cb=20111203174344
& Smash Tour version: Red/Smash- Knockback dealt to opponents is reduced by 50%.
‘Smash Tour Hazard: Mechon- A standard Mechon unit arrives on the board and moves about. If it runs into a player, it destroys one of the player's characters and launches them.
Sticker: +Defense 36 1.bp.blogspot.com/-VpzK5CrUMgk/UN-8urlt1aI/AAAAAAAAKBo/LmhOLGHPH8w/s1600/Reyn_2.jpg
‘3 Kinds of Equipment: Gunlance, Armor, Cuffs
Victory Fanfare: You Will Know Our Names, same as Shulk.
Theme Music: Mechanical Rhythm
3 Congratulation Screen Pictures: Shulk and Reyn taunting back to back on Gaur Plain, Reyn in his jungle outfit with DK and Diddy on Jungle Hijinx, Reyn in heavy armor with Samus, Ike, and R.O.B. taking on Giga Bowser on Omega Battlefield at night
Toy Pikachu from Pokemon Rumble
(For convenience's sake, I will refer to the character as TP)
Neutral Special: Bolt Strike- A charging projectile that can be stored. TP charges up electricity in its cheeks with an evil grin. When used, TP releases a ray of electricity ahead of it. It travels a long distance (about 90% of FD) before disappearing. When it connects with an opponent, the opponent is stunned for a brief period.
Side Special: Wonder Key- TP summons a Wonder Key, which it holds as a throwable item. When thrown, the Wonder Key travels horizontally at a fast pace, damaging and knocking away opponents it hits. Since it is an item, opponents may grab it or reflect it. If the Wonder Key hits the ground, it will disappear instantly. If a Wonder Key is already out, TP cannot summon another one.
Up Special: Smash Balloon- TP summons and rides a mini hot air balloon (styled in Smash Bros logos and in the color of the player slot). Once activated, its horizontal direction can be adjusted, but it will keep rising at a fairly quick pace until TP evacuates or dies. Attacking the hot air balloon can heavily veer it off course, often forcing TP to evacuate.
Down Special: Thundershock- Similar to Pikachu's Thunder, but weaker and quicker. A cloud appears way above and slightly ahead of TP, then unleashes a Thundershock. It's not meant to hit TP. Hitting TP produces no results.
Final Smash: Battle Royale- TP summons a large Wonder Key diagonally above him. It will then fall to the ground. If any opponent is hit by the Wonder Key, they will then be launched to the air and suspended there. TP whistles, and various other Toy Pokémon fly in and crash into the opponents. TP cheers on, and this lasts for about 6 seconds. When the attack ends, the Dark Rust then materializes out of nowhere above the opponents and falls on them, launching them off the ground and disappearing afterwards.
Jab Combo: Basic Attack- TP attacks with rays of electricity sent ahead of itself, flying left to right, then forwards. Similar to its Rumble basic attack.
Dash Attack: Unruly- TP performs a shoulder tackle, lands, then quickly gets up.
Forward Tilt: Tackle- TP quickly charges forward and slams into the opponent, then instantly returns to where he previously was.
Up Tilt: Flying Boost- TP swats the air above it with its tail.
Down Tilt: Ground Boost- TP spins and attacks the ground ahead of it with a tail slash coming from above, then spins to face forward again.
Crouch: TP gets on all fours.
Crawl: TP walks on all fours, with its tail in the air.
Forward Smash: Unstoppable- TP gets close to the ground and charges up internal energy, then launches itself forward. Very similar in animation to Skull Bash.
Up Smash: Acrobat- TP does a backflip, hitting opponents with its tail and legs.
Down Smash: Electric Pulse- TP charges up electricity, then creates two pillars of electricity around it. The pillars are about the height of mediumweight characters.
Neutral Air: Thunder Veil- TP spins around in the air, coating itself in electricity.
Up Air: Tail Whip- TP uses its tail to attack upwards.
Forward Air: Scratch- TP scratches forwards with its paw.
Back Air: Jolt- TP spins around, sends electricity out of its cheeks, then spins forwards.
Down Air: Thunder Crash- TP spins 90° to face the screen, clenches its face in concentration, then releases electricity shaped in a thunder bolt downwards, meteor smashing opponents.
Fast Edge Recovery Attack: Perky- TP climbs up and charges in.
Slow Edge Recovery Attack: Slow Starter- TP struggles to climb up, then tackles the enemy.
Face Down Floor Recovery Attack: Wonder Revival- A Wonder Key flies into TP's back and quickly winds it twice. The winding damages opponents, and TP hops back up afterwards.
Face Up Floor Recovery Attack: Spinner- TP spins around on its back, then gets up.
Grab: Grappler- TP leaps and latches itself to the opponent's upper body.
Pummel: Struggler- TP slaps the opponent with its right paw.
Forward Throw: Launcher- TP shocks the opponent three times, launching them the third shock.
Up Throw: Leaper- TP throws the opponent up, then headbutts them as they fall back down.
Back Throw: Roller- TP rolls backwards with the opponent about three times, then pushes them away.
Down Throw: Punisher- TP pushes the opponent down, then hops on them four times. The fourth jump launches the opponent forwards.
An Explosion
The Explosion is a compact ball of potential explosive energy that floats around to move.
Neutral Special: Detonate- Using this move, Explosion leaves a ball of energy that looks like a smaller version of itself wherever it's standing. When the move is used again, Explosion detonates the smaller ball of energy, harming opponents.
Side Special: Fireball- Explosion fires itself to the side, exploding at contact of any character. Like Charizard's Flare Blitz.
Up Special: Firework- The Explosion briefly summons a Fireworks Launcher from Brawl, enters it, and fires itself upwards, exploding afterwards. The trajectory can be aimed.
Down Special: Implode- Explosion causes an internal explosion, similar to Rest. Deals less damage and knockback than that move, but only briefly stuns Explosion.
Final Smash: Doomsday- The Explosion quickly grows in enormous size (to the same size as Jigglypuff's Puff Up). The increase in size doesn't deal damage, but anyone stuck inside the Explosion's Doomsday will be subject to many explosions, eventually being launched by a final boom as the Explosion shrinks down to normal size again.
Emperor Ing Moveset
Neutral Special: Energy Sphere- Emperor Ing charges up Phazon energy with its tentacles into a sphere of energy. The sphere is powerful, but the charge cannot be saved.
Side Special: Phazon Laser- Emperor Ing exposes its eye and fires a laser in a straight line. The laser is slow, but large and doesn't disappear until the stage's blast zone. Goes through opponents.
Up Special: Portal- Emperor Ing summons a portal and goes through it, reappearing through another portal whose location can be altered, like a teleportation recovery.
Down Special: Chrysalis- Emperor Ing encloses itself in a cocoon, healing 2% every second. The move only has slight startup and ending lag, but if the Emperor is attacked during this state, damage and knockback dealt to it is increased.
Final Smash: Exposure- Emperor Ing absorbs large amounts of Phazon and the Light of Aether, transforming into his final form from Prime 2. It transforms into a vague spider shape, with an exposed heart that changes colors from purple to white. Emperor Ing can move around freely, with increases movement capabilities. It can fire a a large, powerful laser in any direction at any time with slight starting lag. When its heart is purple, the laser freezes opponents. When its heart is white, the laser has a fire property and deals slightly less damage, but is larger.
Boney Moveset
Neutral Special: Equip- Boney pulls out a random Collar, then holds it up and equips it. This will randomly give one of Boney's next moves Super Armor (if it already doesn't have it). After it's used, the collar will fall off, and Boney will have to reequip another after 20 seconds have passed.
Side Special: Rhythm Combo- Boney dashes forwards and bites. If B is then tapped to the beat of the currently playing song, Boney will continue to move forward slightky and attack the opponent for a max combo of 16 hits. 2-3% damage for each hit
Up Special: Saturn Bean- Boney summons and hops in a large pink flying vehicle, shaped like a bean and modeled after Mr. Saturn. While in the Saturn Bean, Boney can fly in any direction fairly quickly and deal 5% damage by ramming into an opponent. The Saturn Bean can fly relatively far, but when flight time runs out, the Saturn Bean will crash to the ground and eject Boney. Attacking the Saturn Bean deals no damage to Boney, but severely lowers the amount of flight time Boney has.
Down Special: Sniff- Boney puts his head to the ground and quickly sniffs twice. If an opponent is near Boney during this move, Boney will happily bark (failing this move will cause Boney to momentarily have a ? over his head). Sniff increases the amount of damage and knockback Boney can deal to the opponent(s) that was sniffed from a range of 1.1x to 1.6x. A closer Sniff increases the buff, and the buff lasts for 12 seconds and cannot be stacked.
Final Smash: Party Pummel- Boney barks, and Flint runs in front, swinging Lighter's Timber. If he lands the hit, then the opponents will be stuck. Kumatora uses PK Teleport to appear, as well as bringing Duster. The party proceeds to wail on the opponents- Flint, Duster, and Boney attacking physically while Kumatora uses offensive PK. The attack ends with a strong swing from Flint, launching opponents forwards.
Jab Combo: Jawsome- Boney opens his mouth and chomps the opponent, then does so again for two quicker chomps. 4%, 2%, 3%
Dash Attack: Pounce- Boney jumps and lands on his front paws, harming opponents under his paws. 11%
Forward Tilt: Chomp- Boney leans forwards and bites. 8%
Up Tilt: Pawstand- Boney gets on his front paws and kicks his rear paws upwards. 5%
Down Tilt: Tail Sweep- Boney spins and whips his tail forwards. 6%
Forward Smash: Canine Menace: Boney summons his Canine Weapon and holds it in his mouth, then faces forward and concentrates. When released, Boney charges forwards, hitting twice with the weapon as he swings left, than right. 9% 1st hit uncharged, 12% 2nd hit uncharged, 15% 1st hit full charge, 18% 2nd hit full charge
Up Smash: Canine Patrol: Boney summons his Canine Weapon and holds in in his mouth, then faces upwards and charges energy. When released, Boney spits the Canine Weapon upwards, hurting opponents, then catches it back in his mouth. 12% uncharged, 17% full charge
Down Smash: Canine Tantrum: Boney summons his Canine Weapon, holds in in his front paws, and stands on his hind legs. He holds the weapon above his head to charge, then swings at the ground in front of him. 15% uncharged, 22% full charge
Neutral Air: Memento- Boney holds one of the Magypsies' Mementos (considting of a razor and lipstick) in his front paws and spins his torso around, using the Memento as weapons. 12%
Forward Air: Revenge- Boney pulls out a Doorknob and chucks it forwards with his left paw while in a traditional baseball pitch pose. The Doorknob flies in an arc. 7%
Back Air: Salsa Stomp- Salsa teleports in from seemingly nowhere. He grabs Boney's hind legs and kicks downwards, meteor smashing opponents. Salsa disappears very quickly afterwards or if Boney's attack is interrupted. 10%
Up Air: Save Me Frog!- A Save Frog jumps on Boney's head. Boney forces his head upwards, and the Save Frog quickly hops up, crashing into foes and disappearing afterwards. 8%
Down Air: Dinnertime!- Boney tosses a Doggy Biscuit behind himself without looking. Travels in an arc. 8%
Edge Recovery: Fast- Wall Biter: Boney snaps his head forwards and bites while climbing up. 5%
Slow- Plop!: Boney pulls himself up, then slams on the ground in front of him. 5%
Floor Recovery: Face Down- Canine Comeback Boney pulls out his Canine Weapon and swings it around himself, then bounces up. 6%
Face Up: Cheese Recuperation: Boney grabs a Cheese Wheel and slams it behind and in front of him, then gets up. 6% both sides
Grab: Jawboney- Boney bites the opponent and holds them in his teeth's grip.
Pummel: Munch- Boney gnaws on the part of the opponent that Boney is holding. 2%
Forward Throw: Fore!- Boney grabs a stick and swings it like a golf club, laumching the opponent. 11%
Back Throw: Drop- Boney grabs the opponent with his front paws, then throws them behind himself without turning around, and with a smug grin. 9%
Up Throw: Needle- Boney pretends to pull one of the Seven Needles, instead using the opponent as the needle. 12%
Down Throw: PK Doghouse?- PK energy randomly appears above the opponent. Boney moves out of the way as his doghouse lands on the opponent and explodes. 10%
Series Icon: The Blue Earth/Mother franchise icon, like Ness and Lucas.
Unlock Method: Unlock all Masterpieces.
Unlock Message: Boney Chews Up the Competition!
Description: Boney somewhat plays like he does in Mother 3. His speed and agility are immensely high, and he can also pack a punch with various biting and bashing attacks. Boney can also play tactfully, using moves like Sniff and Equip to improve his combat abilities. Boney is a close-range fighter, and players will want to use his quick attacks to gain an edge over the competition.
Stats:
Size- 3/10
Power- 7/10
Weight- 5/10
Jump- 8/10
Fall- 5/10
Speed- 9/10
Character Main Design/Pose: vignette3.wikia.nocookie.net/earthbound/images/d/d5/Boney.PNG/revision/latest?cb=20081111161151
11 Alt Colors: Pigmask Mask, Human Disguise, Wes's Ribbon, EarthBound 64 fur color, Duster's Clothes, Kumatora's Clothes, Flint's Clothes, King Fur Color, Masked Man's Helmet, Purple Fur Color with Ultimate Chimera birdie, Human Disguise- Grey fur color/black hat/black shirt with 16-bit Save Frog
Character Selected Animation: Boney chases around his tail, then faces forwards with his tongue out.
Wiimote Noise: Boney barks twice.
Entrance Animation: Boney rides in on a Saturn Table and hops off, like Lucas.
Idle Animation: Boney pants with his tongue out, in an upright sitting position. Boney scratches himself and looks around playfully while idling.
Crouch and Crawl: Boney puts his nose against the ground, with his tail up. Boney walks normally while crawling, just while pressed against the ground.
Stalking and Walking: Boney slowly raises his limbs and walks like a dog chasing its prey. Boney walks along normally.
Dashing: Boney runs forwards in traditional dog fashion.
Jump/Double Jump: Boney crouches and jumps with full force. Boney performs a forward tumble for his double jump.
Backwards Jump/Double Jump: Boney crouches and jumps, looking behind himself. Boney performs a backwards tumble for his double jump.
Teetering: Boney bobs between leaning over the edge and maintaining balance.
Edge Recovery: Holding onto edge- Boney holds on with his front paws.
Roll: Fast- Boney hops back on and dashes forwards. Slow- Boney pulls himself up, then somersaults forwards.
Jump: Fast- Boney pulls his weight up into the air. Slow- Boney gets his hind legs on the side of the stage, then jumps up.
Climb: Fast- Boney scurries up. Slow- Boney pulls his legs in from the side, then stands normally.
Sleeping: Boney curls up like a normal dog and naps. He pops his head up when waking, then goes back to normal.
Dazed: Boney gets on his hind legs, then starts stumbling about, keeping a paw on his forehead. He shakes himself awake afterwards.
Grabs Animations: Standing- Boney opens his mouth and closes it in an attempt to catch an opponent.
Running- Boney stops panting and opens and closes his mouth to catch an opponent.
Pivot- Boney spins in midair and chomps as he lands.
Shield Animations
Going into/out of Shield: Boney stands on his back legs and holds his front legs forwards in a cross. Boney lets himself go back to his standard standing position afterwards.
Rolling- Forward- Boney jumps low towards the ground and spins to face his previous location. Backward- Boney quickly turns around and dashes to another location.
Spot Dodge- Boney quickly runs in a circle.
Air Dodge- Boney horizontally spins.
Flinch: Boney is taken aback, almost in a sitting position.
Swimming: Boney performs a doggie paddle. When about to drown, Boney madly starts flailing his limbs. When drowning, Boney falls over to his side as he descends.
Footstool Reaction: Boney displays a surprised reaction.
Screen KO Reaction: Boney's mouth and eyes are open, as if shocked.
Ground Recovery Animations:
Laying: Face-Down- Boney lays on his side with his limbs pointing horizontally.
Face-Up- Boney lays on his back with a leg over his chest snd his other limbs layed out.
Tripped: Boney's limbs go off to the sides of his body, leaving his torso to hit the ground.
Rolling Forward: Boney recomposes himself and dashes forwards.
Rolling Backward: Boney hops onto his back and rolls backwards into a normal stance.
Standing Up: Boney gets his limbs under himself and picks himself up.
Item Animations
Battering Weapon
Neutral Attack: Boney swings the weapon horizontally in his mouth.
Dash Attack: Boney continues to run as he jerks his head, swinging the weapon sideways.
Forward Tilt: Boney swings the weapon upwards.
Forward Smash: Boney looks backwards, then quickly turns his head forwards to swing the weapon.
Projectile Weapon Animations
Small Weapon: With the weapon still held in his mouth, Boney pulls the weapon's trigger with his right paw.
Medium Weapon: Boney holds the weapon in his mouth. When Boney wants to fire the weapon, he drops it from his mouth and quickly grabs it with his front paws as he stands on his hind legs. Boney pulls the trigger with his left paw.
Large Weapon: Boney walks on his hind legs, holding the front of the weapon with his left paw and holding the rest with his right paw and shoulder. Boney hits the weapon with his head to fire.
Hammer Animation: Boney wildly swings the hammer while on his hind legs.
Shrinking/Growing Reactions: Boney eagerly hops twice when growing. He covers his eyes with his paws when shrinking.
Spicy Curry Animation: Boney repeatedly touches his face in many locations with one of his front paws while hopping in place.
Mount Riding Animation:
Eating Animation: Boney scarfs down the food in front of him.
Summon Pose: Boney stands on his hind kegs and holds the item above himself with his right paw.
Held Item Animations
Non-Heavy Items/Containers Carry: Boney carries the item in his mouth.
Dropping/Over Shoulder: Boney releases his teeth's grip.
Forward Toss: Boney strongly spits the item forwards.
Backward Toss: Boney performs a 360° jump, spitting the item as he faces behind himself.
Up Toss: Boney grabs the item from his mouth and hurls it upwards.
Down Toss: Boney looks down and spits.
Dashing Toss: Boney moves his head to the side, then forwards, and lets go of the tiem with his teeth.
Heavy Container Carry: Boney stands up and holds the container with his front paws.
Forward Toss: Boney briefly holds it above his head, then tosses it.
Backward Toss: Boney falls on his back and tosses the container backwards, then gets up.
Up Toss: Boney grabs his Canine Weapon and pushes the container upwards with it.
Down Toss: Boney drops the container, then hops on it as it's falling.
2 Sets of Custom Specials:
Super Equip: Boney takes slightly longer to equip his collar. The collar breaks off 10 seconds later, but Boney's damage dealt and defense is increased by 1.25x. After the collar breaks, Boney must wait 35 seconds to get a new one.
Franklin Collar: Equipping the Franklin Collar gives Boney various passive abilities. With the Franklin Collar, Boney can reflect projectiles and is immune to drowning, flower, sleeping, and tripping. The collar breaks off after 30 seconds, and Boney must wait 40 seconds later for another.
Rhythm Rampage: Instead of tapping B to the song's rhythm, Boney must tap B as quickly as he can in 1 second after landing the first hit. 1% each hit
Rhythm Bark: Same as the default; however, sound waves are emitted from Boney that cover the same distance as a quarter of Battlefield. These sound waves also deal damage. 1-2% each hit
Pork Bean: Boney pilots the default Pork Bean. While this Bean is slower and has less flight time, it deals more damage and knockback. 11%
Absolutely Safe Capsule: Boney pilots a miniature, flying version of the Absolutely Safe Capsule. While opponents cannot reduce its increased flight time, offensive capabilities are severely reduced; no knockback is dealt, and ramming only deals 1%.
Strategic Sniff: Instead of increasing damage towards an opponent, Boney gains extremely increased shield break properties on his attacks towards sniffed opponents. The buff lasts 20 seconds.
Dog Breath: Instead of sniffing, Boney exudes a foul odor from his mouth. This acts similarly to Sniff, and lowers an opponent's defense and knockback defense to 0.7x. This lasts for 15 seconds.
Taunts: 1- Boney digs a hole, then happily pants. 2- Boney takes out the Jar of Yummy Pickles, grabs a pickle, and throws it into his mouth. 3- Boney pulls out a smaller version of the Instant Revitalizing Machine and attempts to use it by touching it, then puts it away. 10% chance of healing Boney for 1%
Crowd Cheer: (quickly) Bo-ney! Arf-arf!
Victory Animations: 1- Boney eagerly chases his tail around, then lays down and naps. 2- Boney runs up to Flint, who gets on a knee and pets Boney on the head as Biney happily sits and wags his tail.
3- Boney starts eating a wheel of cheese on the ground with Duster, as Kumatora watches and laughs.
Defeated Animation: Boney gets on his hind legs and claps with his paws.
Snake Codec Call: Snake: A dog of war, huh?
Otacon: Far from it, actually. That's Boney, and his owners are the loving Flint and Hinawa.
S: So... This is just a house dog?
O: Actually, yes. But despite this, Boney helped his owners' son, Lucas, on a big journey to save his world. Boney's far more hardened than any old dog of war.
S: How about Snakes of war?
O: That's your call to make. But don't underestimate Boney, Snake. Not only does he pack a nasty set of chompers, he's also got a Canine Weapon hiding under his sle... Uh, fur.
S: Hmm. Does he have those weird... What is it... PSI things that those other kids have?
O: He doesn't need it to defeat a soldier. ...But no.
S: And I thought you were a cat person...
Palutena's Guidance: Pit: Aww! Who's a good doggie? You are, you are!
Viridi: Judging how you're always taking orders from Palutena, I'd say you're a better dog, Pit.
Palutena: Easy, Viridi. This is Boney, the faithful companion of Lucas on his quest.
Pit: Can he do tricks?
Viridi: Yeah, can he make Pit disappear? I'd love that. Wait, Boney doesn't know tricks! He doesn't serve humans! He's his own being!
Palutena: Lucas is a great owner. Boney only knows the tricks that he created by himself, and Lucas and his family treat him with great respect. Like another son or brother.
Pit: One that pants a lot...
Palutena: If you're not careful, you won't be breathing, period. Boney is powerful for even our standards, with those sharp teeth of his. He can also use all kinds of weird stuff against you, like doorknobs.
Viridi: Boney's still more normal than Pit.
Pit: Hey! I'm not about to have a dog on my tail! I'll just use Palutena's Bow against him.
Palutena: That's a great plan, Pit. Too bad Boney is extremely fast and can cover that distance faster than you can say fuzzy pickles. Beat him to his... Bite, and tread carefully.
Kirby Hat: Boney's brown dog ears, his nose, and Kirby's tongue sticking out like Boney's
Item for them: Happy Box- Throwing. When first grabbed, the box is off and does nothing other than be a throwing item for moderate damage. When the box is thrown, it'll turn on. If someone grabs the Happy Box when it's turned on, the user will enter a summon pose... That renders them useless for 5 seconds, until the box breaks.
Stage for them: Tazmily Village
Enemy for them: Pigmask
Boss for them: Mecha Drago
Assist Trophy/Pokéball Pokémon for them: Duster
Event Match: Dog Days- Hey, these animal buddies aren't playing nice. Show them a thing or two about playtime!
(1 Stock Team Smash on Wuhu Island, Boney as P1 and Duck Hunt as P2 on a team. Must defeat Fox and Falco, Donkey Kong and Diddy Kong, Olimar and Yoshi, and Pikachu and Greninja. All Items on, song is Bath Time Theme (Vocal Mix))
Adventure Stage: Sunshine Forest
Newcomer Reveal Trailer: Ness and Lucas are walking in New Pork City. They stop, and the camera shows a Mewtwo consistently growing while the Giygas opening from EarthBound plays. A bark is heard, and Ness and Lucas turn around. A close-up of Boney's legs, then Boney. He jumps in the air, and his tagline displays. General footage of Boney kicking butt plays out.
Trophy (Not them): Duster- Ever since Duster was little, he's been training to become a thief like his father Wess. One training even left him with a slight leg handicap. Anyways, Duster helps Flint and the princess Kumatora early on in Mother 3, but suffers amnesia and joins the DCMC. 3 years later, he regains his memory and joins Lucas and friends. In Smash Bros., Duster appears as an Assist Trophy. Summon him, and he'll run around, flipping around opponents with his signature kicks and dropping cheese when near an ally.
Smash Tour Version: Red
Smash Tour Hazard: All attacks cause opponents to turn around.
Sticker: King- +20% Bite
3 Kinds of Equipment: Canine Weapon, Ribbon, Happy Box
Victory Fanfare: The Mother Title Screen remix, same as Ness and Lucas.
Theme Music: Humoresque of a Little Dog (Brawl Remix)
3 Congratulations Screen Pictures: 1- Lucas and Boney on Omega Onett; Lucas is pointing towards a Clay Pigeon, which Boney is running towards. 2- Boney and Duck Hunt on Duck Hunt (stage), up-throwing two Mii Fighters in cat suits. 3- Ness and Lucas, and default Boney and King-colored Boney on Final Destination. All four are running towards Giant Mewtwo.
Something Extra: Final Smash Trophy: Party Pummel- With a loud bark, Boney gives his owner Flint the cue to dash in and strike. If this attack lands, then opponents will be stuck. Kumatora and Duster teleport in and assist in attacking. Kumatora uses PK abilities like PK Ground, while Duster uses his sweet kicks to... Kick. Flint's signature Power Swing launches the opponents, and Kumatora teleports everyone out as they give Boney their praise. Good dog!
Crono's Cat Moveset
Neutral Special: Cat Food- Crono's Cat pulls out a olain sack, grabs food from inside it, and eats it. This move lasts 1.5 seconds, and causes a random effect. Crono's Cat can either have its defense, knockback resistance, damage, knockback power, speed, or jump ability to have a slight 0.1x multiplier, or it can heal 1%. The move's effects can stack, and each stat boost individually lasts for 15 seconds.
Side Special: Beanbag Throw- Crono's Cat tosses a beanbag forwards, like the minigame in the Tent of Horrors. Aimable like Yoshi's Egg Toss.
Up Special: Time Portal- Crono's Cat hops into a Time Portal that appears above it and then disappears. It reappears shortly after higher up, and Crono's Cat drops through.
Down Special: Food Storage- Crono's Cat kicks a barrel full of cat food forwards. The barrel can travel at 3 different speeds, and only one barrel can be out at a time.
Final Smash: Cat Litter- Crono's Cat strikes with its paw upwards, launching opponents to Crono's house. Inside the house, Crono's Cat and its family jump at and attack the opponents.
Craig Moveset
Neutral Special: Water Cooler- A water cooler appears in front of Craig, which he headbutts. The move functions similarly to Dedede's Gordo Toss, but the water cooler is faster and doesn't bounce on the ground.
Side Special: Newspaper- Craig rolls up a newspaper and swings it in front of himself. Doesn't cause flinching, but pushes opponents away.
Up Special: Coworker- Todd appears and Craig stands on his head. Todd then tosses Craig upwards before leaving.
Down Special: Garden- Craig plants some flowers on the ground. Fighting near these flowers gives Craig a 1.4x increase in damage and knockback dealt. The flowers can be destroyed and last for 20 seconds if untouched, although Craig can immediately replant the flowers when they're gone.
Final Smash: Fired- Craig's boss Terry appears and dashes ahead. If Terry runs into an opponent, he'll munch them up in his mouth for 40% before spitting them out and launching them.
Amiibo Moveset
Neutral Special: Bonus- The amiibo earns an in-game bonus. This is randomly chosen, from an item to a temporary stat boost.
Side Special: Base Spin- The amiibo spins in place and moves forwards into opponents, racking up damage.
Up Special: Unboxing- The amiibo's original packaging appears around it, and the amiibo bursts upwards out of the packaging.
Down Special: NFC Scan- A New 3DS or GamePad appears below the amiibo. The amiibo slams down to be scanned in. It'll keep going downwards until it hits the stage, however.
Final Smash: Super amiibo- The amiibo summons a New 3DS and scans in. The amiibo then powers up and becomes golden. For 18 seconds, all of the amiibo's moves are powered up, along with its overall stats.
...Alternate Final Smash: Shortage- In the middle of the battle, another amiibo is announced. All the opponents wait outside their GameStop for 80 hours in terrible weather conditions, dealing 999%. When the store is opened, they walk in, only to be told that the amiibo has been sold out. This news launches the opponents in distress.
Ray 01 Moveset (IDK Custom Robo)
Neutral Special: Standard Bomb X- Ray fires a bomb. The Standard Bomb X travels in an arc and doesn't deal much damage, but launches opponents high up in the air.
Side Special: Charge- Ray charges ahead, slightly homing in on a nearby opponent. Due to Super Armor, Ray 01 is mostly invincible while using this move, but it cannot be used in rapid succession. It also leaves Ray open before and after.
Up Special: Air Dash- Ray quickly dashes in the air with an Air Jump, ascending him. The direction can be chosen.
Down Special: Dragon Gun- Ray fires the Dragon Gun, and the round homes in on opponents. Slow and cannot be reused in succession, but powerful and lasts for a long time.
Final Smash: Illegal Gear- Ray changes his gear to all illegal parts. This highly increases his stats. After 17 seconds, the user takes too much damage to function with the parts and swaps back in the old gear
Chibi-Robo Moveset
Neutral Special: Chibi-Blaster- Chibi pulls up the Chibi-Blaster and fires an energy shot. Chibi can either fire multiple weak blasts or charge up a more powerful blast.
Side Special: Plug Swing- Chibi uses his plug and whips it at the opponent. This move can come out fast, or it can be charged up as Chibi swings it around in the air. Charging the plug makes Chibi move slower, but increases the range and damage of the attack.
Up Special: Chibi-Copter- Chibi summons a propeller from his head. Chibi then flies as the propeller activates and carries Chibi. Repeatedly tapping B increases the distance the move can fly.
Down Special: Toothbrush- Chibi pulls out a toothbrush and scrubs the ground in front of itself as it dashes forwards. Hits 3 times, and Chibi still moves forwards in midair.
Final Smash: Super Chibi-Robo- Chibi becomes golden and poses as it transforms. Chibi’s stats are highly increased for 18 seconds. Chibi then transforms back to its original self.
(I’m talking about the Super Chibo-Robo from scanning in the Chibi-Robo amiibo in Zip Lash, not the suit.)
Jab Combo: Chibi strikes Drake Redcrest’s Justice pose as it attacks. It punches with the left, then the right, then abandons its pose and hits the opponent with an over-the-head plug swing.
Dash Attack: Chibi places the mug over itself and slides into opponents, then puts away the mug in its head.
Forward Tilt: Chibi summons a random object from its head and places it in front of itself.
Down Tilt: Chibi swipes a Frog Ring at the opponent’s legs.
Up Tilt: Chibi picks up a piece of garbage, opens up his head, and drops it in.
Forward Smash: Chibi holds a pot in one hand and the squirter in the other. It waters the pot and causes the flower to grow, launching opponents as it sprouts.
Up Smash: Chibi’s head spins in place while charging, then pops out a No sign.
Down Smash: Chibi grabs a spoon and digs three times in front of himself. Buries opponents.
Neutral Aerial: Chibi summons a bike, spins vertically in the air with it, then puts it away.
Forward Aerial: Chibi uses the squirter and fires hot coffee in front of itself.
Backward Aerial: Chibi swings a twig behind itself and lets go of it.
Upward Aerial: Chibi tosses a boom box upwards, then puts it away in its head.
Downward Aerial: Chibi throws a coffee mug downwards.
Edge Recovery Attacks
Fast Attack (<100%): Chibi grabs its plug and stabs with it as it climbs up.
Slow Attack (>100%): Chibi climbs up, falls over onto the stage, then gets up.
Floor Recovery Attacks
Face Down: Chibi grabs its plug, swings it around himself, then gets up.
Face Up: Either a pan or a can top falls and hits Chibi on the head, waking it up.
Grab: Chibi throws his plug forwards. Also acts as a tether recovery.
Pummel: Chibi zaps the opponent with the plug.
Forward Throw: Chibi pulls back its plug and throws a Monkey Burger at the opponent.
Backward Throw: Chibi shoves the opponent behind itself, then smacks a sticker on their back.
Up Throw: Chibi throws the opponent upwards, then jumps into them like a frog.
Down Throw: Chibi sucks the opponent up with a vacuum, then shoots them out.
Soma Cruz Moveset
Neutral Special: Hellfire- Soma summons three fireballs that travel straight ahead towards enemies.
Side Special: Bullet Soul- Soma uses a Bullet Soul and performs a random projectile attack. These attacks can be:
Eagle Shot: An eagle is hurled straight ahead. Medium speed and power.
Penetrator: A katana is hurled straight ahead. Fast but weak.
Plasma Blast: Lightning is shot from Soma’s hand. No knockback, but racks up damage fast.
Mud Ball: A hunk of mud is slung. Travels in an arc. Slow, but causes tripping.
Delicious Curry: A plate of hot curry is thrown. Travels in an arc. Massive damage and knockback, but gives opponents the Hot Curry status.
Skeleton Beam: A laser is fired straight ahead. Like R.O.B.’s Robo Beam.
Heavy Bomb: A huge bomb is thrown. Travels in an arc. Takes 5 seconds to explode, but deals the most damage and knockback. Can also hurt Soma.
Spinning Edge: An axe is thrown at opponents straight ahead. Close range, but repeatedly hits opponents.
Up Special: Gaibon Familiar- Soma summons a Gaibon, grabs its legs, and rides it. The Gaibon spits fireballs as Soma rides it. The fireballs are similar to Hellfire, but are singular.
Down Special: Guardian Soul- Soma uses a Guardian Soul and performs a random supporting action. These actions last for 10 seconds each, but cannot be used again in those 10 seconds, along with 10 seconds of cooldown. They can be:
Circle Fire: Two fireballs rotate around Soma. These deal damage at close range.
Magic Shield: A blue shield of light floats in front of Soma. This reflects all projectiles that Soma is facing.
Force Field: A blue aura surround Soma. All damage Soma receives is reduced to 0.8x the intended amount.
Final Guard: A purple, hexagonal shield floats in front of Soma. This reduces the knockback of moves that hit Soma from the front to 0.7x the intended knockback.
Flying Armor: Wings appear behind Soma. Soma’s fall speed is cut in half and Soma’s jumps and recovery travel higher.
Strength Booster: Red chains appear around Soma. Soma’s damage and knockback dealt is increased by 1.2x.
Final Smash: Dark Lord- Many souls fly into Soma as he transforms into the embodiment of the Dark Lord, and his appearance changes to resemble Dracula. Soma’s stats are highly raised and the transformation lasts for 25 seconds, although Soma can still receive damage, and damage received lowers the amount of time of the transformation
Dancer from Etrian Mystery Dungeon
Neutral Special: Speed Boost- A charging move like Samus/WFT's neutral special. Instead of a projectile, using a fully charged Speed Boost increases the Dancer's speed and jump height, as well as reducing starting lag, end lag, and landing lag for 5 seconds.
Up Special: Freedom Waltz- A kick helicopter upwards. Think Hitmontop. Similar to Bowser/DK's recovery, but covers more distance at the cost of less damage and a smaller hurtbox.
Down Special: CounterChase Samba- A counter variant. When the Dancer is hit during the counter animation, he/she does not retaliate, and actualky takes all the damage of the attack. However, the Dancer is only slightly launched, and the next time the Dancer uses CounterChase Samba, he/she will perform a rushing kick forward, dealing as much damage and knockback as the attack that CounterChase Samba absorbed the first time, as well as healing the damage percentage gained from the initial attack.
Side Special: Trick Samba- Similar to Marth/Lucina's Dancing Blade. A five-hit combo with attacks whose trajectories can be slightly altered with a tilt of the joystick.
Final Smash: Beat Dance- Functions similarly to Shulk/Duck Hunt/Mega Man's FS. The Dancer charges forward a short distance in a dancing fury, ending with a kick launching the opponents into a dungeon. The Dancer, along with three other randomly chosen EMD classes, unleash powerful attacks on the enemies, until the Dancer lands a final sword slash, returning him/her to the battle and launching opponents.
Slime from Dragon Quest
Neutral Special: Kaboomie- Slime first must store up energy. While storing energy, Slime's face is heavily concentrated and some sweating can be seen. When some energy is stored, Slime can use Kaboomie. Using Kaboomie causes Slime to cast a large explosion around itself. This deals high damage, but can also hurt Slime at full charge.
Up Special: Dragon Slime: Slime briefly transforms into a Dragon Slime, growing dragon ears, wings, and a tail. Slime can freely fly around for a certain distance at a modest speed. Think Pit's Brawl recovery.
Down Special: King Slime- Slime quickly calls in other Slimes to merge together, fusing them into a large, chubby version of Slime. A crown then appears on the Slime's head in a flash. King Slime jumps up (if the attack is used from the ground), then performs a ground pound with his heavy body. When King Slime lands, the other Slimes are shaken off, and King Slime reverts back to Slime. King Slime has Super Armor and cannot be knocked back, but there is some endlag after the move.
Side Special: Elasto Blast: Slime charges energy up internally, then leaps forward at an arc, knocking away any opponent he crashes into. Similar to Ike's Quick Draw.
Final Smash: Puff!- Slime uses the spell Puff! Slime then transforms into a large dragon. Slime can fly anywhere, and can attack with fire breath or claw slashes. When the transformation ends, Slime reverts back to a Slime.
Jab: Slime creates a goo sword from his body and uses it for a 3-hit jab combo. Slime swings to the left, then to the right, then slightly hops and performs an overhead strike.
Dash Attack: Slime flings himself forward into opponents, then gets back up.
Forward Tilt: Slime creates a goo sword from his body and lazily swings it forward.
Up Tilt: Slime briefly becomes a TreeSlime and sprouts a stem and leaves from his "head" and attacks upwards with them, before calling them back.
Down Tilt: Slime briefly turns into a MagmaSlime, sprouting fire from his body.
Crouch: Slime hangs to the ground ala Kirby.
Crawl: Slime extends his body along the ground to move.
Forward Smash: A miniature knight appears riding on Slime's back while charging the attack. When released, Slime dashes forward slightly and the knight unleashes a powerful sword slash.
Up Smash: Slime charges up some sort of magic spell, then summons two Slimes above him. As they fall on Slime, opponents caught in between will take damage and get launched. The Slimes briefly form a Slime Stack, but the two other Slimes disappear very shortly after.
Down Smash: Slime sprouts sharp spikes all around his body like a SpinSlime while charging, then spins around and damages opponents. The spikes return to Slime's body afterwards.
Neutral Air: Slime rapidly spins around in the air.
Forward Air: Slime briefly turns into a Gem Slime and lunges forward, damaging opponents with its solid body.
Back Air: Slime creates a goo staff and swings it behind itself.
Up Air: Slime briefly transforms into an Angel Slime and attacks upwards with its halo.
Down Air: Slime sprouts tentacles from his lower body like a Healslime, rapidly attacks below with them, then calls the tentacles back into his body.
Edge Grab: Slime grabs the edge with short, arm-like gunks of goo from his body.
Fast Edge Recovery: Slime jumps back in, hurting anyone standing nearby.
Slow Edge Recovery: Slime pulls itself up, then slaps the ground near it with a goo appendage.
Floor Recovery- Face Down: Slime transforms into a Confetti (star-shaped Slime, like Starfy) and spins around while still face-down, damaging nearby opponent with his limbs, then reverts back to Slime and hops back up.
Floor Recovery- Face Up: Slime extends itself in both directions to attack, then comes together and gets up.
Shield: Slime sprouts a shell like a Snail Slime and hides in it while shielding. When Slime stops shielding, the shell breaks.
Roll (Both Directions): Slime slides along the ground, briefly turning into a puddle, then back into Slime.
Spotdodge: Slime spins in place, out of attacking range.
Grab: A hunk of goo stretches out from the Slime in an arm-like matter and surrounds the grabbed opponent.
Pummel: The Slime squeezes with his goo.
Forward Throw: Slime pulls the opponent towards itself and transforms into a Box Slime. The opponent hits Slime and is launched forwards.
Back Throw:
Up Throw: Slime throws the opponent above his head, then jumps up and headbutts them.
Down Throw: Slime pulls the opponent into his body, shakes him/her up a bit, then spits them out.
Reyn from Xenoblade Chronicles (Golden)
Neutral Special: Auras- Reyn, like Shulk, has 4 Auras to alter his stats. Berserker multiplies damage output and damage received by 1.5x. Rage lowers damage output and damage received by 0.5x. Anchor Chain lowers knockback dealt and received by 0.5x. Magnum Charge increases knockback dealt and received by 1.5x.
Up Special: War Swing- Reyn spins his weapon around himself rapidly, causing him to ascend. More powerful and covers more distance than similar spinning recoveries, but very hard to hit multiple times with. 15% each hit
Side Special: Sword Drive- A slow, but powerful sword stab forwards. Takes a bit longer than Flame Blitz to attack. 30%
Down Special: Guard Shift- Reyn quickly holds his gunlance forwards, parrying any attack that hits him. Similar to a counter, but heals Reyn instead, with a slight 1.15x multiplier depending on the damage.
Final Smash: Chain Attack- Nearly identical to Shulk's Final Smash. Reyn swings forward at his opponents, launching them to Satorl Marsh. There, Reyn, Melia, and Sharla team up and perform a series of powerful Arts on the opponents while calling out to their allies. Reyn ends the Chain Attack with a powerful swing, launching opponents. 40%
Standard Attack Combo: Soldier Shuffle- Reyn punches with his right fist, then his left fist, then lands an overhead gunlance swing. 2%, 3%, 5%
Dash Attack: Shield Bash- Reyn tackles the opponent with his weapon. 8%
Forward Tilt: Dive Sobat- Reyn kicks forward, clearing a path. 7%
Up Tilt: Anti-Air- Reyn swings his gunlance in an arc above himself. 8%
Down Tilt: Ground Game- Reyn punches downwards, hitting the ground. 6%
Forward Smash: Hammer Beat- Reyn raises his weapon vertically above his head, then swings forward as it crashes down. 19% uncharged, 42% fully charged
Up Smash: Bone Upper- Reyn charges an uppercut, then punches upwards. 16% uncharged, 32% fully charged
Down Smash: Wild Down- Reyn swings at his opponents' feet- forwards, than backwards. 20% uncharged, 36% fully charged for both sides
Neutral Aerial: Aura Burst- Reyn spins with his gunlance around himself. 8% front, 10% back
Forward Aerial: Lariat- Reyn swings his gunlance forwards from right to left. 9%
Backward Aerial: Defense System- Reyn dropkicks behind himself. 11%
Upward Aerial: Skyward Swing: Reyn slowly swings his gunlance above himself. 10%
Downward Aerial: Slam- Reyn swings down hard, meteor smashing opposition. 12%
Edge Recovery: Fast- Back Up- Reyn hops up and punches ahead of himself. 5%
Slow- Not Over- Reyn pulls himself up, and swings his gunlance while crawling in. 10%
Floor Recovery: Face Down- Reflex Toss- Reyn grabs his gunlance, shoves it forwards and backwards, then gets up. 9% both sides
Face Up- Reflex Punch- Reyn swings with his fist around himself, then gets up. 9% both sides
Grab: Bear Clutch- Reyn grabs his opponent with his left arm.
Pummel: Ol' Righty- Reyn socks his opponent with a right punch. 2%
Forward Throw- Furball Spike- Reyn tosses his opponent upwards, then spikes them like a volleyball. 10%
Backward Throw- Vengeance Kick- Reyn tosses the opponent to the ground behind him, then turns around and kicks them away. 9%
Up Throw- Sky Shield- Reyn hits the opponent with his gunlance at an angle. 8%
Down Throw- Crushing Blow- Reyn throws his opponent to the ground, then hits them with his gunlance. 12%
Series Icon: The Monado, same as Shulk.
Unlock Method: Play 20 Team Smashes with Shulk.
Unlock Message: Reyn, the charismatic soldier from Colony 9, joins the battle!
Description: Reyn is a member of Colony 9, located on the Bionis' shin. He's part of the Colony 9 Defense Force, but leaves to join his best friend Shulk on his quest to defeat the Mechon. In Smash Bros, Reyn reflects the tanky playstyle he has in Xenoblade Chronicles, being a very heavy but slow character. His Auras allow him to prioritize different stats while forgetting others, similarly to Shulk's Monado Arts. Despite calling himself a blokehead, Reyn takes skill to use properly.
Stats
SIZE – 7/10
POWER – 8/10
WEIGHT – 9/10
JUMP – 3/10
FALL – 6/10
SPEED – 3/10
‘Character Main Design/Pose- vignette2.wikia.nocookie.net/xenoblade/images/e/ef/Rein.png/revision/latest?cb=20110421180051
’11 Additional Colors/Alts/Costumes: Shulk color, Fiora color, Dunban color, Sharla color, Melia color, Riki color, Seven color, swimsuit, jungle outfit, mediumweight armor, heavy armor
Character Selected Animation: Reyn fist pumps with his weapon held in his right hand.
WiiMote Noise: "Now it's Reyn Time!"
Entrance Animation: Reyn walks in, rolling his right arm, then stands for battle.
Idle Animations: Reyn normally stands with his weapon on his back. After a while, Reyn will roll his right arm or look both ways around himself.
Crouch: Reyn bends his left leg under himself, and bends his right leg forwards.
Stalking & Walking Animation: Reyn walks slowly, attempting to sneak. Reyn walks normally.
‘Dashing Animation: Reyn runs normally. Reyn hops on his feet to stop. When turning, Reyn lands on one foot and then turns.
‘Jumping Animation/Double Jump Animation: Reyn jumps with his arms pointed upwards, like Shulk. Reyn spins in the air vertically to double jump.
‘Backwards Jump/Double Backwards Jump Animation: Reyn normally jumps, just moving backwards. Reyn spins horizontally when double jumping backwards.
Teetering Animation: Reyn wildly, rapidly swings his left arm clockwise and his right arm counter-clockwise as he stands on the edge with only his left foot.
‘Edge Recovery Animations
Holding onto the edge: Reyn grabs the edge with both hands, trying to pull himself up.
Roll: Fast- Reyn somersaults in. Slow- Reyn pulls himself up into a squat position, then tumbles forward.
Jump: Fast- Reyn lets go of the edge with his left arm, then pulls himself to the air with his right arm. Slow: Reyn grabs his gunlance with his right arm, throws it upwards, then jumps up and has the gunlance reattach to his back.
Climb: Fast- Reyn pulls himself up with bith arms and hops back up. Slow: Reyn pulls his left leg up, then his right, then stands.
Sleeping Animation: Reyn puts his head to his knees and sleeps on the ground, his back still unright.
Dazed Animation: Reyn puts both hands to his head and tries to focus.
Grab Animations: Standing- Reyn grabs forward with his left hand. Running- Reyn lands on his left foot and slides along the ground as he reaches forward. Pivot- Reyn hops, turns around, and lands on his right foot as he reaxhes forwards with his left hand.
Shield Animations:
Going into Shield/Going out of Shield: Reyn holds his gunlance in front of himself, then puts it back on his back.
Rolling: Forward- Reyn jumps to the side, still facing towards the screen with his gunlance in front of him. Backward- Nearly identical to the forward shield dodge, except to the other direction.
Spot Dodge Animation: Reyn sidesteps with his gunlance still held forwards.
Air Dodge Animation: Reyn spins horizontally to avoid attacks.
Flinch Animation: Reyn curls forwards slightly, like he got punched in the stomach.
‘Swimming Animations: Reyn swims normally, stroking with both arms forwards. When about to drown, Reyn uses both arms to stroke downwards to try and remain afloat. Reyn's arms reach for the surface when drowning.
‘Footstool Reaction: Reyn looks very annoyed.
‘Screen KO Reaction: www.quartertothree.com/fp/wp-content/uploads/2012/03/Three_Amigos.jpg?d748f2
‘Ground Recovery Animations
Laying down: Face-down, Reyn is literally face-down, with his limbs being parallel to each other. Face-up, Reyn lays like a turtle on top of his gunlance.
Tripped: Reyn slips and lands on both knees snd his hands. Reyn punches and kicks in both directions while getting up.
Rolling Forwards: Reyn does a somersault forwards and gets up.
Rolling Backwards: Reyn tucks in his limbs and rolls backwards, getting up.
Standing Up: Reyn pushes himself up with his arms and legs.
Item Animations…
‘Battering Weapon Animations
Neutral Attack: Reyn swings overhand.
Dash Attack: Reyn trips, but still deals a powerful blow with the weapon as he falls down.
Forward Strong/Tilt: Reyn swings the weapon like his gunlance.
Forward Smash: Reyn charges and swings like a baseball bat.
‘Projectile Weapon Animations…
Small Weapon – Reyn fully extends his right arm out and uses the item.
Medium Weapon – Reyn almost cradles the weapon and fires, one hand on the grip and the other on the trigger. Reyn fires and shakes as he shoots.
Large Weapon - Reyn carries the weapon onky with his right arm, set against his right shoulder. Reyn smacks the back of the weapon with his left hand to fire.
‘Hammer Animation: Reyn alternates between swinging the Hammer and gunlance while duel-wielding.
Shrinking/Growing Reactions: Reyn flexes when growing. He hunches over in sadness when shrinking.
‘Spicy Curry Animation: Reyn's arms flail about, and his legs seem to be performing the common high knees exercise.
‘Mount Riding Animation: Reyn hangs on for dear life, almost falling off and grabbing the vehicle with only his hands.
‘Eating Animation: Reyn puts the food to his mouh with both hands.
‘Summon Pose: Reyn holds the Item with his right arm, raised above his head.
Held Item Animations…
‘Non-heavy items/containers
Carrying Small items: Reyn holds it with his right hand.
Tossing Small Item Animations
Dropping/Over Shoulder: Reyn accidentally drops it, then forgets about it.
Forward Toss: Reyn tosses it like a baseball.
Backward Toss: Reyn underhandedly tosses it backwards.
Upward Toss: Reyn lazily tosses it upwards.
Downward Toss: Reyn tosses it downwards.
Dashing Toss: Reyn throws it overhand, like a dodgeball.
‘Heavy containers
Carrying: Reyn bends his knees and carries it with relative ease, grabbing the item by its sides rather than by the edges.
Tossing Heavy Containers
Forward Throw: Reyn tosses it over his head.
Backward Throw: Reyn turns his torso, lifts the container above his head, and throws it.
Upward Throw: Reyn quickly bench presses the container in preperation, then tosses it up.
Downward Throw: Reyn throws it downward with full force, even bending down as he throws it.
Two Sets of Custom Specials:
Set 1- Always Auras- Weaker Aura buffs and debuffs, but Reyn can keep the same Aura active forever. Peace Swing- Heavily improved recovery potential, but no damage dealt. Sword Sting- Quicker and deals less damage, but has shield break properties. 20% Shield Shift- Reyn does not heal from the counter, but he can reflect projectiles that hit him when this move is used.
Set 2- Spike Auras- Stronger Aura buffs and debuffs, but the duration they last and their cooldown afterwards is greatly impaired. Rampage Swing- The attack lasts longer and the move can now hit the same opponent multiple times for more overall damage, but recovery potential is greatly reduced. 6% each hit. Storm Drive- Deals no direct damage, but sends a large windbox in front of Reyn, blowing away opponents. Also much quicker to use. Knuckle Shift- When Reyn successfully counters an attack with this move, Reyn's next move's damage is increased by 1.25x, regardless of Auras or stat changes. If the next move misses or is Knuckle Shift again, the boost is lost.
Taunts: 1- Reyn pumps his weapon above his head and says, "Yeah! Reyn Time!"
2- Reyn puts his head behind his head and laughs.
3- Reyn taunts the opponent with the same animation as Mad Taunt from Xenoblade Chronicles.
Crowd Cheer: "REYN TIME! REYN TIME! REYN TIME!"
Victory Animations: 1- Reyn runs and tackles a Mechon with his gunlance, then remains standing in battle mode.
2- Reyn rolls his right arm, then transitions into a thumbs up.
3- Reyn walks, stretches, then allows himself to fall on the ground and relax with his arms behind his head.
Defeated Animation: Reyn heartily claps with both hands, parallel to the ground.
‘Snake Codec Call:
Snake: I already like the look of this kid just from lookin' at him.
Colonel: This opponent is named Reyn. He's part of his hometown's Defense Force and is Shulk's greatest ally.
Snake: Another soldier, huh?... And his equipment looks decked out.
Colonel: Reyn and his allies are always on constant upgrading. Without improvement, they wouldn't be surviving like they do now.
Snake: ...You know, I never really minded taking someone under my wing.
Colonel: S-Snake?! That's so unlike you!
Snake: I'm just saying the kid shows potential. Geez...
‘Palutena’s Guidance:
Pit: Whoa! Reyn on the loose, people!
Palutena: Yes, that's Reyn, one of Shulk's best friends and allies. Even without something like the Monado, Reyn still pulls his weight around.
Pit: You can say that again... This guy towers way above me! And it's like my attacks don't faze him at all!
Palutena: Focus, Pit. Reyn is a glutton for punishment. He's willing to take some bumps if it means he'll pull through. Reyn is very defense-oriented, meaning that he's very hard to launch and is near impossible to interrupt his attacks. I recommend that you go for grabs, since he can't block those.
Pit: Really? Are you SURE that'll work? Cause... This guy towers above me.
Palutena: His confidence clearly towers above yours as well, Pit.
Pit: Yeah, sorry... I'll dodge the painful stuff and attack when he's open! Ain't over yet!
Palutena: ...Is Reyn your hero or something?...
Kirby Hat- Simply Reyn's hair.
Item for them: Spicy Cabbage- Deals 20% damage upon consumption, but gradually heals up to 100% damage over a minute.
‘Stage for them- Sword Valley
‘Enemy for them- Mechon
‘Boss for them- Xord
Assist or Pokeball Pokemon for them: Colonel Vangarre- An angry colonel with a square mustache that covers the screen in Xenoblade dialogue boxes telling off the characters in the match, ala Mr. Resetti.
‘Event Match: Monado Madness- The Monado isn't functioning properly due to ether disturbances. Don't let your friend's Monado Arts mess you up! Reyn with AI Shulk versus Ness, Lucas, Mewtwo, Lucario, and Metal Face (not on team) on Gaur Plain. Shulk's Monado Arts affect both Shulk and Reyn. Keep Shulk and yourself alive and defeat the opponents on Gaur Plain to win.
Adventure Stage: Colony 9- Mechon Invasion
Newcomer Video/Reveal Trailer: A video of Shulk getting nearly defeated by various characters, then Reyn showing up and defeating opponents while showing off his moves. The first part of One Who Stands In Our Way plays during the Shulk beating, and then Mechanical Rhythm plays when Reyn shows up to the end of the trailer. His tagline is "Reyn Chimes In!".
‘Trophy (not them): Colonel Vangarre- A man with a VERY short temper, Colonel Vangarre is the leader of the Colony 9 Defense Force, despite his insanely risky offensive manuevers. In Smash Bros, he can appear as an Assist Trophy, telling the characters to perform 50,000 squat jumps and the like. Strangely enough, Vandamme from Xenoblade Chronicles X shares his Japanese name, which is Colonel Vandamme. vignette1.wikia.nocookie.net/xenoblade/images/6/66/Vangarre.png/revision/latest?cb=20111203174344
& Smash Tour version: Red/Smash- Knockback dealt to opponents is reduced by 50%.
‘Smash Tour Hazard: Mechon- A standard Mechon unit arrives on the board and moves about. If it runs into a player, it destroys one of the player's characters and launches them.
Sticker: +Defense 36 1.bp.blogspot.com/-VpzK5CrUMgk/UN-8urlt1aI/AAAAAAAAKBo/LmhOLGHPH8w/s1600/Reyn_2.jpg
‘3 Kinds of Equipment: Gunlance, Armor, Cuffs
Victory Fanfare: You Will Know Our Names, same as Shulk.
Theme Music: Mechanical Rhythm
3 Congratulation Screen Pictures: Shulk and Reyn taunting back to back on Gaur Plain, Reyn in his jungle outfit with DK and Diddy on Jungle Hijinx, Reyn in heavy armor with Samus, Ike, and R.O.B. taking on Giga Bowser on Omega Battlefield at night
Toy Pikachu from Pokemon Rumble
(For convenience's sake, I will refer to the character as TP)
Neutral Special: Bolt Strike- A charging projectile that can be stored. TP charges up electricity in its cheeks with an evil grin. When used, TP releases a ray of electricity ahead of it. It travels a long distance (about 90% of FD) before disappearing. When it connects with an opponent, the opponent is stunned for a brief period.
Side Special: Wonder Key- TP summons a Wonder Key, which it holds as a throwable item. When thrown, the Wonder Key travels horizontally at a fast pace, damaging and knocking away opponents it hits. Since it is an item, opponents may grab it or reflect it. If the Wonder Key hits the ground, it will disappear instantly. If a Wonder Key is already out, TP cannot summon another one.
Up Special: Smash Balloon- TP summons and rides a mini hot air balloon (styled in Smash Bros logos and in the color of the player slot). Once activated, its horizontal direction can be adjusted, but it will keep rising at a fairly quick pace until TP evacuates or dies. Attacking the hot air balloon can heavily veer it off course, often forcing TP to evacuate.
Down Special: Thundershock- Similar to Pikachu's Thunder, but weaker and quicker. A cloud appears way above and slightly ahead of TP, then unleashes a Thundershock. It's not meant to hit TP. Hitting TP produces no results.
Final Smash: Battle Royale- TP summons a large Wonder Key diagonally above him. It will then fall to the ground. If any opponent is hit by the Wonder Key, they will then be launched to the air and suspended there. TP whistles, and various other Toy Pokémon fly in and crash into the opponents. TP cheers on, and this lasts for about 6 seconds. When the attack ends, the Dark Rust then materializes out of nowhere above the opponents and falls on them, launching them off the ground and disappearing afterwards.
Jab Combo: Basic Attack- TP attacks with rays of electricity sent ahead of itself, flying left to right, then forwards. Similar to its Rumble basic attack.
Dash Attack: Unruly- TP performs a shoulder tackle, lands, then quickly gets up.
Forward Tilt: Tackle- TP quickly charges forward and slams into the opponent, then instantly returns to where he previously was.
Up Tilt: Flying Boost- TP swats the air above it with its tail.
Down Tilt: Ground Boost- TP spins and attacks the ground ahead of it with a tail slash coming from above, then spins to face forward again.
Crouch: TP gets on all fours.
Crawl: TP walks on all fours, with its tail in the air.
Forward Smash: Unstoppable- TP gets close to the ground and charges up internal energy, then launches itself forward. Very similar in animation to Skull Bash.
Up Smash: Acrobat- TP does a backflip, hitting opponents with its tail and legs.
Down Smash: Electric Pulse- TP charges up electricity, then creates two pillars of electricity around it. The pillars are about the height of mediumweight characters.
Neutral Air: Thunder Veil- TP spins around in the air, coating itself in electricity.
Up Air: Tail Whip- TP uses its tail to attack upwards.
Forward Air: Scratch- TP scratches forwards with its paw.
Back Air: Jolt- TP spins around, sends electricity out of its cheeks, then spins forwards.
Down Air: Thunder Crash- TP spins 90° to face the screen, clenches its face in concentration, then releases electricity shaped in a thunder bolt downwards, meteor smashing opponents.
Fast Edge Recovery Attack: Perky- TP climbs up and charges in.
Slow Edge Recovery Attack: Slow Starter- TP struggles to climb up, then tackles the enemy.
Face Down Floor Recovery Attack: Wonder Revival- A Wonder Key flies into TP's back and quickly winds it twice. The winding damages opponents, and TP hops back up afterwards.
Face Up Floor Recovery Attack: Spinner- TP spins around on its back, then gets up.
Grab: Grappler- TP leaps and latches itself to the opponent's upper body.
Pummel: Struggler- TP slaps the opponent with its right paw.
Forward Throw: Launcher- TP shocks the opponent three times, launching them the third shock.
Up Throw: Leaper- TP throws the opponent up, then headbutts them as they fall back down.
Back Throw: Roller- TP rolls backwards with the opponent about three times, then pushes them away.
Down Throw: Punisher- TP pushes the opponent down, then hops on them four times. The fourth jump launches the opponent forwards.
An Explosion
The Explosion is a compact ball of potential explosive energy that floats around to move.
Neutral Special: Detonate- Using this move, Explosion leaves a ball of energy that looks like a smaller version of itself wherever it's standing. When the move is used again, Explosion detonates the smaller ball of energy, harming opponents.
Side Special: Fireball- Explosion fires itself to the side, exploding at contact of any character. Like Charizard's Flare Blitz.
Up Special: Firework- The Explosion briefly summons a Fireworks Launcher from Brawl, enters it, and fires itself upwards, exploding afterwards. The trajectory can be aimed.
Down Special: Implode- Explosion causes an internal explosion, similar to Rest. Deals less damage and knockback than that move, but only briefly stuns Explosion.
Final Smash: Doomsday- The Explosion quickly grows in enormous size (to the same size as Jigglypuff's Puff Up). The increase in size doesn't deal damage, but anyone stuck inside the Explosion's Doomsday will be subject to many explosions, eventually being launched by a final boom as the Explosion shrinks down to normal size again.
Emperor Ing Moveset
Neutral Special: Energy Sphere- Emperor Ing charges up Phazon energy with its tentacles into a sphere of energy. The sphere is powerful, but the charge cannot be saved.
Side Special: Phazon Laser- Emperor Ing exposes its eye and fires a laser in a straight line. The laser is slow, but large and doesn't disappear until the stage's blast zone. Goes through opponents.
Up Special: Portal- Emperor Ing summons a portal and goes through it, reappearing through another portal whose location can be altered, like a teleportation recovery.
Down Special: Chrysalis- Emperor Ing encloses itself in a cocoon, healing 2% every second. The move only has slight startup and ending lag, but if the Emperor is attacked during this state, damage and knockback dealt to it is increased.
Final Smash: Exposure- Emperor Ing absorbs large amounts of Phazon and the Light of Aether, transforming into his final form from Prime 2. It transforms into a vague spider shape, with an exposed heart that changes colors from purple to white. Emperor Ing can move around freely, with increases movement capabilities. It can fire a a large, powerful laser in any direction at any time with slight starting lag. When its heart is purple, the laser freezes opponents. When its heart is white, the laser has a fire property and deals slightly less damage, but is larger.
Boney Moveset
Neutral Special: Equip- Boney pulls out a random Collar, then holds it up and equips it. This will randomly give one of Boney's next moves Super Armor (if it already doesn't have it). After it's used, the collar will fall off, and Boney will have to reequip another after 20 seconds have passed.
Side Special: Rhythm Combo- Boney dashes forwards and bites. If B is then tapped to the beat of the currently playing song, Boney will continue to move forward slightky and attack the opponent for a max combo of 16 hits. 2-3% damage for each hit
Up Special: Saturn Bean- Boney summons and hops in a large pink flying vehicle, shaped like a bean and modeled after Mr. Saturn. While in the Saturn Bean, Boney can fly in any direction fairly quickly and deal 5% damage by ramming into an opponent. The Saturn Bean can fly relatively far, but when flight time runs out, the Saturn Bean will crash to the ground and eject Boney. Attacking the Saturn Bean deals no damage to Boney, but severely lowers the amount of flight time Boney has.
Down Special: Sniff- Boney puts his head to the ground and quickly sniffs twice. If an opponent is near Boney during this move, Boney will happily bark (failing this move will cause Boney to momentarily have a ? over his head). Sniff increases the amount of damage and knockback Boney can deal to the opponent(s) that was sniffed from a range of 1.1x to 1.6x. A closer Sniff increases the buff, and the buff lasts for 12 seconds and cannot be stacked.
Final Smash: Party Pummel- Boney barks, and Flint runs in front, swinging Lighter's Timber. If he lands the hit, then the opponents will be stuck. Kumatora uses PK Teleport to appear, as well as bringing Duster. The party proceeds to wail on the opponents- Flint, Duster, and Boney attacking physically while Kumatora uses offensive PK. The attack ends with a strong swing from Flint, launching opponents forwards.
Jab Combo: Jawsome- Boney opens his mouth and chomps the opponent, then does so again for two quicker chomps. 4%, 2%, 3%
Dash Attack: Pounce- Boney jumps and lands on his front paws, harming opponents under his paws. 11%
Forward Tilt: Chomp- Boney leans forwards and bites. 8%
Up Tilt: Pawstand- Boney gets on his front paws and kicks his rear paws upwards. 5%
Down Tilt: Tail Sweep- Boney spins and whips his tail forwards. 6%
Forward Smash: Canine Menace: Boney summons his Canine Weapon and holds it in his mouth, then faces forward and concentrates. When released, Boney charges forwards, hitting twice with the weapon as he swings left, than right. 9% 1st hit uncharged, 12% 2nd hit uncharged, 15% 1st hit full charge, 18% 2nd hit full charge
Up Smash: Canine Patrol: Boney summons his Canine Weapon and holds in in his mouth, then faces upwards and charges energy. When released, Boney spits the Canine Weapon upwards, hurting opponents, then catches it back in his mouth. 12% uncharged, 17% full charge
Down Smash: Canine Tantrum: Boney summons his Canine Weapon, holds in in his front paws, and stands on his hind legs. He holds the weapon above his head to charge, then swings at the ground in front of him. 15% uncharged, 22% full charge
Neutral Air: Memento- Boney holds one of the Magypsies' Mementos (considting of a razor and lipstick) in his front paws and spins his torso around, using the Memento as weapons. 12%
Forward Air: Revenge- Boney pulls out a Doorknob and chucks it forwards with his left paw while in a traditional baseball pitch pose. The Doorknob flies in an arc. 7%
Back Air: Salsa Stomp- Salsa teleports in from seemingly nowhere. He grabs Boney's hind legs and kicks downwards, meteor smashing opponents. Salsa disappears very quickly afterwards or if Boney's attack is interrupted. 10%
Up Air: Save Me Frog!- A Save Frog jumps on Boney's head. Boney forces his head upwards, and the Save Frog quickly hops up, crashing into foes and disappearing afterwards. 8%
Down Air: Dinnertime!- Boney tosses a Doggy Biscuit behind himself without looking. Travels in an arc. 8%
Edge Recovery: Fast- Wall Biter: Boney snaps his head forwards and bites while climbing up. 5%
Slow- Plop!: Boney pulls himself up, then slams on the ground in front of him. 5%
Floor Recovery: Face Down- Canine Comeback Boney pulls out his Canine Weapon and swings it around himself, then bounces up. 6%
Face Up: Cheese Recuperation: Boney grabs a Cheese Wheel and slams it behind and in front of him, then gets up. 6% both sides
Grab: Jawboney- Boney bites the opponent and holds them in his teeth's grip.
Pummel: Munch- Boney gnaws on the part of the opponent that Boney is holding. 2%
Forward Throw: Fore!- Boney grabs a stick and swings it like a golf club, laumching the opponent. 11%
Back Throw: Drop- Boney grabs the opponent with his front paws, then throws them behind himself without turning around, and with a smug grin. 9%
Up Throw: Needle- Boney pretends to pull one of the Seven Needles, instead using the opponent as the needle. 12%
Down Throw: PK Doghouse?- PK energy randomly appears above the opponent. Boney moves out of the way as his doghouse lands on the opponent and explodes. 10%
Series Icon: The Blue Earth/Mother franchise icon, like Ness and Lucas.
Unlock Method: Unlock all Masterpieces.
Unlock Message: Boney Chews Up the Competition!
Description: Boney somewhat plays like he does in Mother 3. His speed and agility are immensely high, and he can also pack a punch with various biting and bashing attacks. Boney can also play tactfully, using moves like Sniff and Equip to improve his combat abilities. Boney is a close-range fighter, and players will want to use his quick attacks to gain an edge over the competition.
Stats:
Size- 3/10
Power- 7/10
Weight- 5/10
Jump- 8/10
Fall- 5/10
Speed- 9/10
Character Main Design/Pose: vignette3.wikia.nocookie.net/earthbound/images/d/d5/Boney.PNG/revision/latest?cb=20081111161151
11 Alt Colors: Pigmask Mask, Human Disguise, Wes's Ribbon, EarthBound 64 fur color, Duster's Clothes, Kumatora's Clothes, Flint's Clothes, King Fur Color, Masked Man's Helmet, Purple Fur Color with Ultimate Chimera birdie, Human Disguise- Grey fur color/black hat/black shirt with 16-bit Save Frog
Character Selected Animation: Boney chases around his tail, then faces forwards with his tongue out.
Wiimote Noise: Boney barks twice.
Entrance Animation: Boney rides in on a Saturn Table and hops off, like Lucas.
Idle Animation: Boney pants with his tongue out, in an upright sitting position. Boney scratches himself and looks around playfully while idling.
Crouch and Crawl: Boney puts his nose against the ground, with his tail up. Boney walks normally while crawling, just while pressed against the ground.
Stalking and Walking: Boney slowly raises his limbs and walks like a dog chasing its prey. Boney walks along normally.
Dashing: Boney runs forwards in traditional dog fashion.
Jump/Double Jump: Boney crouches and jumps with full force. Boney performs a forward tumble for his double jump.
Backwards Jump/Double Jump: Boney crouches and jumps, looking behind himself. Boney performs a backwards tumble for his double jump.
Teetering: Boney bobs between leaning over the edge and maintaining balance.
Edge Recovery: Holding onto edge- Boney holds on with his front paws.
Roll: Fast- Boney hops back on and dashes forwards. Slow- Boney pulls himself up, then somersaults forwards.
Jump: Fast- Boney pulls his weight up into the air. Slow- Boney gets his hind legs on the side of the stage, then jumps up.
Climb: Fast- Boney scurries up. Slow- Boney pulls his legs in from the side, then stands normally.
Sleeping: Boney curls up like a normal dog and naps. He pops his head up when waking, then goes back to normal.
Dazed: Boney gets on his hind legs, then starts stumbling about, keeping a paw on his forehead. He shakes himself awake afterwards.
Grabs Animations: Standing- Boney opens his mouth and closes it in an attempt to catch an opponent.
Running- Boney stops panting and opens and closes his mouth to catch an opponent.
Pivot- Boney spins in midair and chomps as he lands.
Shield Animations
Going into/out of Shield: Boney stands on his back legs and holds his front legs forwards in a cross. Boney lets himself go back to his standard standing position afterwards.
Rolling- Forward- Boney jumps low towards the ground and spins to face his previous location. Backward- Boney quickly turns around and dashes to another location.
Spot Dodge- Boney quickly runs in a circle.
Air Dodge- Boney horizontally spins.
Flinch: Boney is taken aback, almost in a sitting position.
Swimming: Boney performs a doggie paddle. When about to drown, Boney madly starts flailing his limbs. When drowning, Boney falls over to his side as he descends.
Footstool Reaction: Boney displays a surprised reaction.
Screen KO Reaction: Boney's mouth and eyes are open, as if shocked.
Ground Recovery Animations:
Laying: Face-Down- Boney lays on his side with his limbs pointing horizontally.
Face-Up- Boney lays on his back with a leg over his chest snd his other limbs layed out.
Tripped: Boney's limbs go off to the sides of his body, leaving his torso to hit the ground.
Rolling Forward: Boney recomposes himself and dashes forwards.
Rolling Backward: Boney hops onto his back and rolls backwards into a normal stance.
Standing Up: Boney gets his limbs under himself and picks himself up.
Item Animations
Battering Weapon
Neutral Attack: Boney swings the weapon horizontally in his mouth.
Dash Attack: Boney continues to run as he jerks his head, swinging the weapon sideways.
Forward Tilt: Boney swings the weapon upwards.
Forward Smash: Boney looks backwards, then quickly turns his head forwards to swing the weapon.
Projectile Weapon Animations
Small Weapon: With the weapon still held in his mouth, Boney pulls the weapon's trigger with his right paw.
Medium Weapon: Boney holds the weapon in his mouth. When Boney wants to fire the weapon, he drops it from his mouth and quickly grabs it with his front paws as he stands on his hind legs. Boney pulls the trigger with his left paw.
Large Weapon: Boney walks on his hind legs, holding the front of the weapon with his left paw and holding the rest with his right paw and shoulder. Boney hits the weapon with his head to fire.
Hammer Animation: Boney wildly swings the hammer while on his hind legs.
Shrinking/Growing Reactions: Boney eagerly hops twice when growing. He covers his eyes with his paws when shrinking.
Spicy Curry Animation: Boney repeatedly touches his face in many locations with one of his front paws while hopping in place.
Mount Riding Animation:
Eating Animation: Boney scarfs down the food in front of him.
Summon Pose: Boney stands on his hind kegs and holds the item above himself with his right paw.
Held Item Animations
Non-Heavy Items/Containers Carry: Boney carries the item in his mouth.
Dropping/Over Shoulder: Boney releases his teeth's grip.
Forward Toss: Boney strongly spits the item forwards.
Backward Toss: Boney performs a 360° jump, spitting the item as he faces behind himself.
Up Toss: Boney grabs the item from his mouth and hurls it upwards.
Down Toss: Boney looks down and spits.
Dashing Toss: Boney moves his head to the side, then forwards, and lets go of the tiem with his teeth.
Heavy Container Carry: Boney stands up and holds the container with his front paws.
Forward Toss: Boney briefly holds it above his head, then tosses it.
Backward Toss: Boney falls on his back and tosses the container backwards, then gets up.
Up Toss: Boney grabs his Canine Weapon and pushes the container upwards with it.
Down Toss: Boney drops the container, then hops on it as it's falling.
2 Sets of Custom Specials:
Super Equip: Boney takes slightly longer to equip his collar. The collar breaks off 10 seconds later, but Boney's damage dealt and defense is increased by 1.25x. After the collar breaks, Boney must wait 35 seconds to get a new one.
Franklin Collar: Equipping the Franklin Collar gives Boney various passive abilities. With the Franklin Collar, Boney can reflect projectiles and is immune to drowning, flower, sleeping, and tripping. The collar breaks off after 30 seconds, and Boney must wait 40 seconds later for another.
Rhythm Rampage: Instead of tapping B to the song's rhythm, Boney must tap B as quickly as he can in 1 second after landing the first hit. 1% each hit
Rhythm Bark: Same as the default; however, sound waves are emitted from Boney that cover the same distance as a quarter of Battlefield. These sound waves also deal damage. 1-2% each hit
Pork Bean: Boney pilots the default Pork Bean. While this Bean is slower and has less flight time, it deals more damage and knockback. 11%
Absolutely Safe Capsule: Boney pilots a miniature, flying version of the Absolutely Safe Capsule. While opponents cannot reduce its increased flight time, offensive capabilities are severely reduced; no knockback is dealt, and ramming only deals 1%.
Strategic Sniff: Instead of increasing damage towards an opponent, Boney gains extremely increased shield break properties on his attacks towards sniffed opponents. The buff lasts 20 seconds.
Dog Breath: Instead of sniffing, Boney exudes a foul odor from his mouth. This acts similarly to Sniff, and lowers an opponent's defense and knockback defense to 0.7x. This lasts for 15 seconds.
Taunts: 1- Boney digs a hole, then happily pants. 2- Boney takes out the Jar of Yummy Pickles, grabs a pickle, and throws it into his mouth. 3- Boney pulls out a smaller version of the Instant Revitalizing Machine and attempts to use it by touching it, then puts it away. 10% chance of healing Boney for 1%
Crowd Cheer: (quickly) Bo-ney! Arf-arf!
Victory Animations: 1- Boney eagerly chases his tail around, then lays down and naps. 2- Boney runs up to Flint, who gets on a knee and pets Boney on the head as Biney happily sits and wags his tail.
3- Boney starts eating a wheel of cheese on the ground with Duster, as Kumatora watches and laughs.
Defeated Animation: Boney gets on his hind legs and claps with his paws.
Snake Codec Call: Snake: A dog of war, huh?
Otacon: Far from it, actually. That's Boney, and his owners are the loving Flint and Hinawa.
S: So... This is just a house dog?
O: Actually, yes. But despite this, Boney helped his owners' son, Lucas, on a big journey to save his world. Boney's far more hardened than any old dog of war.
S: How about Snakes of war?
O: That's your call to make. But don't underestimate Boney, Snake. Not only does he pack a nasty set of chompers, he's also got a Canine Weapon hiding under his sle... Uh, fur.
S: Hmm. Does he have those weird... What is it... PSI things that those other kids have?
O: He doesn't need it to defeat a soldier. ...But no.
S: And I thought you were a cat person...
Palutena's Guidance: Pit: Aww! Who's a good doggie? You are, you are!
Viridi: Judging how you're always taking orders from Palutena, I'd say you're a better dog, Pit.
Palutena: Easy, Viridi. This is Boney, the faithful companion of Lucas on his quest.
Pit: Can he do tricks?
Viridi: Yeah, can he make Pit disappear? I'd love that. Wait, Boney doesn't know tricks! He doesn't serve humans! He's his own being!
Palutena: Lucas is a great owner. Boney only knows the tricks that he created by himself, and Lucas and his family treat him with great respect. Like another son or brother.
Pit: One that pants a lot...
Palutena: If you're not careful, you won't be breathing, period. Boney is powerful for even our standards, with those sharp teeth of his. He can also use all kinds of weird stuff against you, like doorknobs.
Viridi: Boney's still more normal than Pit.
Pit: Hey! I'm not about to have a dog on my tail! I'll just use Palutena's Bow against him.
Palutena: That's a great plan, Pit. Too bad Boney is extremely fast and can cover that distance faster than you can say fuzzy pickles. Beat him to his... Bite, and tread carefully.
Kirby Hat: Boney's brown dog ears, his nose, and Kirby's tongue sticking out like Boney's
Item for them: Happy Box- Throwing. When first grabbed, the box is off and does nothing other than be a throwing item for moderate damage. When the box is thrown, it'll turn on. If someone grabs the Happy Box when it's turned on, the user will enter a summon pose... That renders them useless for 5 seconds, until the box breaks.
Stage for them: Tazmily Village
Enemy for them: Pigmask
Boss for them: Mecha Drago
Assist Trophy/Pokéball Pokémon for them: Duster
Event Match: Dog Days- Hey, these animal buddies aren't playing nice. Show them a thing or two about playtime!
(1 Stock Team Smash on Wuhu Island, Boney as P1 and Duck Hunt as P2 on a team. Must defeat Fox and Falco, Donkey Kong and Diddy Kong, Olimar and Yoshi, and Pikachu and Greninja. All Items on, song is Bath Time Theme (Vocal Mix))
Adventure Stage: Sunshine Forest
Newcomer Reveal Trailer: Ness and Lucas are walking in New Pork City. They stop, and the camera shows a Mewtwo consistently growing while the Giygas opening from EarthBound plays. A bark is heard, and Ness and Lucas turn around. A close-up of Boney's legs, then Boney. He jumps in the air, and his tagline displays. General footage of Boney kicking butt plays out.
Trophy (Not them): Duster- Ever since Duster was little, he's been training to become a thief like his father Wess. One training even left him with a slight leg handicap. Anyways, Duster helps Flint and the princess Kumatora early on in Mother 3, but suffers amnesia and joins the DCMC. 3 years later, he regains his memory and joins Lucas and friends. In Smash Bros., Duster appears as an Assist Trophy. Summon him, and he'll run around, flipping around opponents with his signature kicks and dropping cheese when near an ally.
Smash Tour Version: Red
Smash Tour Hazard: All attacks cause opponents to turn around.
Sticker: King- +20% Bite
3 Kinds of Equipment: Canine Weapon, Ribbon, Happy Box
Victory Fanfare: The Mother Title Screen remix, same as Ness and Lucas.
Theme Music: Humoresque of a Little Dog (Brawl Remix)
3 Congratulations Screen Pictures: 1- Lucas and Boney on Omega Onett; Lucas is pointing towards a Clay Pigeon, which Boney is running towards. 2- Boney and Duck Hunt on Duck Hunt (stage), up-throwing two Mii Fighters in cat suits. 3- Ness and Lucas, and default Boney and King-colored Boney on Final Destination. All four are running towards Giant Mewtwo.
Something Extra: Final Smash Trophy: Party Pummel- With a loud bark, Boney gives his owner Flint the cue to dash in and strike. If this attack lands, then opponents will be stuck. Kumatora and Duster teleport in and assist in attacking. Kumatora uses PK abilities like PK Ground, while Duster uses his sweet kicks to... Kick. Flint's signature Power Swing launches the opponents, and Kumatora teleports everyone out as they give Boney their praise. Good dog!
Crono's Cat Moveset
Neutral Special: Cat Food- Crono's Cat pulls out a olain sack, grabs food from inside it, and eats it. This move lasts 1.5 seconds, and causes a random effect. Crono's Cat can either have its defense, knockback resistance, damage, knockback power, speed, or jump ability to have a slight 0.1x multiplier, or it can heal 1%. The move's effects can stack, and each stat boost individually lasts for 15 seconds.
Side Special: Beanbag Throw- Crono's Cat tosses a beanbag forwards, like the minigame in the Tent of Horrors. Aimable like Yoshi's Egg Toss.
Up Special: Time Portal- Crono's Cat hops into a Time Portal that appears above it and then disappears. It reappears shortly after higher up, and Crono's Cat drops through.
Down Special: Food Storage- Crono's Cat kicks a barrel full of cat food forwards. The barrel can travel at 3 different speeds, and only one barrel can be out at a time.
Final Smash: Cat Litter- Crono's Cat strikes with its paw upwards, launching opponents to Crono's house. Inside the house, Crono's Cat and its family jump at and attack the opponents.
Craig Moveset
Neutral Special: Water Cooler- A water cooler appears in front of Craig, which he headbutts. The move functions similarly to Dedede's Gordo Toss, but the water cooler is faster and doesn't bounce on the ground.
Side Special: Newspaper- Craig rolls up a newspaper and swings it in front of himself. Doesn't cause flinching, but pushes opponents away.
Up Special: Coworker- Todd appears and Craig stands on his head. Todd then tosses Craig upwards before leaving.
Down Special: Garden- Craig plants some flowers on the ground. Fighting near these flowers gives Craig a 1.4x increase in damage and knockback dealt. The flowers can be destroyed and last for 20 seconds if untouched, although Craig can immediately replant the flowers when they're gone.
Final Smash: Fired- Craig's boss Terry appears and dashes ahead. If Terry runs into an opponent, he'll munch them up in his mouth for 40% before spitting them out and launching them.
Amiibo Moveset
Neutral Special: Bonus- The amiibo earns an in-game bonus. This is randomly chosen, from an item to a temporary stat boost.
Side Special: Base Spin- The amiibo spins in place and moves forwards into opponents, racking up damage.
Up Special: Unboxing- The amiibo's original packaging appears around it, and the amiibo bursts upwards out of the packaging.
Down Special: NFC Scan- A New 3DS or GamePad appears below the amiibo. The amiibo slams down to be scanned in. It'll keep going downwards until it hits the stage, however.
Final Smash: Super amiibo- The amiibo summons a New 3DS and scans in. The amiibo then powers up and becomes golden. For 18 seconds, all of the amiibo's moves are powered up, along with its overall stats.
...Alternate Final Smash: Shortage- In the middle of the battle, another amiibo is announced. All the opponents wait outside their GameStop for 80 hours in terrible weather conditions, dealing 999%. When the store is opened, they walk in, only to be told that the amiibo has been sold out. This news launches the opponents in distress.
Ray 01 Moveset (IDK Custom Robo)
Neutral Special: Standard Bomb X- Ray fires a bomb. The Standard Bomb X travels in an arc and doesn't deal much damage, but launches opponents high up in the air.
Side Special: Charge- Ray charges ahead, slightly homing in on a nearby opponent. Due to Super Armor, Ray 01 is mostly invincible while using this move, but it cannot be used in rapid succession. It also leaves Ray open before and after.
Up Special: Air Dash- Ray quickly dashes in the air with an Air Jump, ascending him. The direction can be chosen.
Down Special: Dragon Gun- Ray fires the Dragon Gun, and the round homes in on opponents. Slow and cannot be reused in succession, but powerful and lasts for a long time.
Final Smash: Illegal Gear- Ray changes his gear to all illegal parts. This highly increases his stats. After 17 seconds, the user takes too much damage to function with the parts and swaps back in the old gear
Chibi-Robo Moveset
Neutral Special: Chibi-Blaster- Chibi pulls up the Chibi-Blaster and fires an energy shot. Chibi can either fire multiple weak blasts or charge up a more powerful blast.
Side Special: Plug Swing- Chibi uses his plug and whips it at the opponent. This move can come out fast, or it can be charged up as Chibi swings it around in the air. Charging the plug makes Chibi move slower, but increases the range and damage of the attack.
Up Special: Chibi-Copter- Chibi summons a propeller from his head. Chibi then flies as the propeller activates and carries Chibi. Repeatedly tapping B increases the distance the move can fly.
Down Special: Toothbrush- Chibi pulls out a toothbrush and scrubs the ground in front of itself as it dashes forwards. Hits 3 times, and Chibi still moves forwards in midair.
Final Smash: Super Chibi-Robo- Chibi becomes golden and poses as it transforms. Chibi’s stats are highly increased for 18 seconds. Chibi then transforms back to its original self.
(I’m talking about the Super Chibo-Robo from scanning in the Chibi-Robo amiibo in Zip Lash, not the suit.)
Jab Combo: Chibi strikes Drake Redcrest’s Justice pose as it attacks. It punches with the left, then the right, then abandons its pose and hits the opponent with an over-the-head plug swing.
Dash Attack: Chibi places the mug over itself and slides into opponents, then puts away the mug in its head.
Forward Tilt: Chibi summons a random object from its head and places it in front of itself.
Down Tilt: Chibi swipes a Frog Ring at the opponent’s legs.
Up Tilt: Chibi picks up a piece of garbage, opens up his head, and drops it in.
Forward Smash: Chibi holds a pot in one hand and the squirter in the other. It waters the pot and causes the flower to grow, launching opponents as it sprouts.
Up Smash: Chibi’s head spins in place while charging, then pops out a No sign.
Down Smash: Chibi grabs a spoon and digs three times in front of himself. Buries opponents.
Neutral Aerial: Chibi summons a bike, spins vertically in the air with it, then puts it away.
Forward Aerial: Chibi uses the squirter and fires hot coffee in front of itself.
Backward Aerial: Chibi swings a twig behind itself and lets go of it.
Upward Aerial: Chibi tosses a boom box upwards, then puts it away in its head.
Downward Aerial: Chibi throws a coffee mug downwards.
Edge Recovery Attacks
Fast Attack (<100%): Chibi grabs its plug and stabs with it as it climbs up.
Slow Attack (>100%): Chibi climbs up, falls over onto the stage, then gets up.
Floor Recovery Attacks
Face Down: Chibi grabs its plug, swings it around himself, then gets up.
Face Up: Either a pan or a can top falls and hits Chibi on the head, waking it up.
Grab: Chibi throws his plug forwards. Also acts as a tether recovery.
Pummel: Chibi zaps the opponent with the plug.
Forward Throw: Chibi pulls back its plug and throws a Monkey Burger at the opponent.
Backward Throw: Chibi shoves the opponent behind itself, then smacks a sticker on their back.
Up Throw: Chibi throws the opponent upwards, then jumps into them like a frog.
Down Throw: Chibi sucks the opponent up with a vacuum, then shoots them out.
Soma Cruz Moveset
Neutral Special: Hellfire- Soma summons three fireballs that travel straight ahead towards enemies.
Side Special: Bullet Soul- Soma uses a Bullet Soul and performs a random projectile attack. These attacks can be:
Eagle Shot: An eagle is hurled straight ahead. Medium speed and power.
Penetrator: A katana is hurled straight ahead. Fast but weak.
Plasma Blast: Lightning is shot from Soma’s hand. No knockback, but racks up damage fast.
Mud Ball: A hunk of mud is slung. Travels in an arc. Slow, but causes tripping.
Delicious Curry: A plate of hot curry is thrown. Travels in an arc. Massive damage and knockback, but gives opponents the Hot Curry status.
Skeleton Beam: A laser is fired straight ahead. Like R.O.B.’s Robo Beam.
Heavy Bomb: A huge bomb is thrown. Travels in an arc. Takes 5 seconds to explode, but deals the most damage and knockback. Can also hurt Soma.
Spinning Edge: An axe is thrown at opponents straight ahead. Close range, but repeatedly hits opponents.
Up Special: Gaibon Familiar- Soma summons a Gaibon, grabs its legs, and rides it. The Gaibon spits fireballs as Soma rides it. The fireballs are similar to Hellfire, but are singular.
Down Special: Guardian Soul- Soma uses a Guardian Soul and performs a random supporting action. These actions last for 10 seconds each, but cannot be used again in those 10 seconds, along with 10 seconds of cooldown. They can be:
Circle Fire: Two fireballs rotate around Soma. These deal damage at close range.
Magic Shield: A blue shield of light floats in front of Soma. This reflects all projectiles that Soma is facing.
Force Field: A blue aura surround Soma. All damage Soma receives is reduced to 0.8x the intended amount.
Final Guard: A purple, hexagonal shield floats in front of Soma. This reduces the knockback of moves that hit Soma from the front to 0.7x the intended knockback.
Flying Armor: Wings appear behind Soma. Soma’s fall speed is cut in half and Soma’s jumps and recovery travel higher.
Strength Booster: Red chains appear around Soma. Soma’s damage and knockback dealt is increased by 1.2x.
Final Smash: Dark Lord- Many souls fly into Soma as he transforms into the embodiment of the Dark Lord, and his appearance changes to resemble Dracula. Soma’s stats are highly raised and the transformation lasts for 25 seconds, although Soma can still receive damage, and damage received lowers the amount of time of the transformation