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Make Your Move 4

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Chief Mendez

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Somehow I forgot to read the past two pages before replying just now!!

Mendez, what have you wrought???
SENSE!!!

...And I agree with your points.

poe faced
Please elaborate.

I don't understand this crazy British/Swiss-speak.

Just ask Mendez, even he loved it, I believe it's his favourite moveset in the whole contest!
In MYM3, sure. Excepting my own movesets from then, of course.

But no, not anymore. Something else's taken that title. :chuckle:

Hey Chief, what do you think of my Shadow Beast moveset?
I think I haven't read it yet, is what I think. I think.

I migh get around to it eventually? I'm entertaining company currently, and I've got a lot of non-SWF stuff eating up my time, too. :urg:
 

Tanookie

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*sends Sundance a leather harness on Dragon Apprec
A secondary example could be Peter Pan; the character doesn't really do much other than swing around his dagger, the flying mechanic really let him take off.
I like puns.

...On what? Seems like you've got this pretty well worked out. :bee:
I also love putting words in other people's mouths. Haha, you actually make a compelling case. Hm...I guess I'm leaning towards Rydia at the moment, but for now I've gotta work on Mia.
 

Smady

Smash Master
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I guess I should elaborate on this...

I'm currently working on this fellow here:



He's a generic Kirby enemy. All he does in the game is swing his axe and throw it Sir Kibble style. His body shape, abilities, and weapon of choice don't really lend themselves to anything remotely interesting in the way of individual attacks.

How should I make him into an interesting moveset, then? By installing an overarching mechanic that makes even bland attacks worthwhile. Obviously, this needs to have some thought put into it, it can't just be some random thing that pops into my head. But the fact remains that it simply won't be a fun moveset if I just make the individual attacks creative.

And why should the reason and the execution be the same? Whether you add it because it comes to mind as soon as you think of the character, or you add it because the moveset will need it, if you pull it off right, no one can tell the difference. I refer you again to Electrode, which, from its good reception, I'd assume didn't put anyone off with its mechanic.

So yeah. Just putting my thoughts out there some more. I'm a bit too argumentative these days.
Not every character deserves or can be kitted with a moveset, at the point that you start adding mechanics that are out-of-place is when you are losing focus on what the character is. I wasn't disagreeing with you originally and I'm sure the moveset you're talking about will be up to your usual quality, but I disagree that every character is viable and should be issued a mechanic ad nauseum if they are not appropriate, if that is indeed what you are suggesting.
 

goldwyvern

Smash Ace
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Nov 25, 2008
Messages
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Holy keys locked in the jet, Batman!
another NPKE preview!

prank's ^B:curse of the canvas
prank stops in midair if he's in the air and lets go of his paint brush. you now can move the paint brush around the screen like a cursor as fast as the crosshairs in snake's final smash. if you hold A, you create a solid line of rainbow that can used as a platform only by prank, simply causing 3% to an opponent if they fall through it. you have five seconds to draw before the brush returns to prank. the rainbow line(s) last for 30 seconds.
 

Pelikinesis

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Nov 11, 2008
Messages
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Somewhere in Nevada...
@ Tanookie:

Yay more FFIV characters for MYM5!!!

I don't have much to say on Rosa or Rydia. They could be interesting and cool if you do it right because you'd have a decent amount to work with.

But Palom and Porom I think would be awesome. Think about their Twincasting. Give them a bit of an Ice Climbers feel, and have them cast different spells when together or separated. And you can have them cry or turn them into stone as attacks if you really wanted to catch the vibe.
 

Tanookie

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*sends Sundance a leather harness on Dragon Apprec
@ Tanookie:

Yay more FFIV characters for MYM5!!!

I don't have much to say on Rosa or Rydia. They could be interesting and cool if you do it right because you'd have a decent amount to work with.

But Palom and Porom I think would be awesome. Think about their Twincasting. Give them a bit of an Ice Climbers feel, and have them cast different spells when together or separated. And you can have them cry or turn them into stone as attacks if you really wanted to catch the vibe.
My thoughts exactly! I think I'm pretty positive I won't do Rosa, as one healer's enough, but your statement kinda brought me back to my debate beteween P&P and Rydia...both would be awesome, and I still think P&P would be more unique.

Regardless, I have time to think it over...
 

Pelikinesis

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Somewhere in Nevada...
I actually just assumed that the MYM5 Golbez moveset would have Golbez using some of his minions for his attacks. The Four Fiends of the Elements, for one, and Kain for another.

But that's because I find it inconceivable that someone would not make a moveset like I would. Subsequently, I spend a lot of time being inconceived.

I suppose a standalone Kain moveset could work. I don't know how, except that his Up B is blindingly obvious.
 

Pelikinesis

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This is EXACTLY what I'm talking about. I guess that makes Kain up for grabs then.

My priority is Cecil because in the course of MYM4, he's the moveset idea that I pitched which received the most positive feedback (or attention at all, but perhaps that's my fault). I'm not going to seriously consider any other movesets til I'm finished with him.
 

Tanookie

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*sends Sundance a leather harness on Dragon Apprec
Can't believe I didn't see this earlier...

Someone should do Kain too, his jumping and spear could make for some interesting mechanics.
That's exactly what I was thinking when I tried to make Eric Lecarde, but it unfortunately didn't turn out so well. :(

EDIT: Wow, it took me this long to realize so many people were making FFIV sets...huh. Someone's OPS is gonna have to have a FF-themed chapter at this rate.
 

SirKibble

Smash Champion
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May 2, 2008
Messages
2,400
Enough watching this special mechanic discussion play out. I'm jumping in with my two cents.

Personally, I'd say I'm more of a proponent of special mechanics than most. I feel that a special mechanic, more often than not, makes a character more interesting. Even in the existing roster, I find myself strangely drawn to mechanics. I regularly use the Ice Climbers and Lucario, and greatly enjoy using Olimar and Pokemon Trainer as well.

A few things I think are important to a special mechanic, though. I'll do this in my typical fashion of picking it apart into components and pieces.


---------------


First and foremost, mechanics need to be Suitable to the character they're given to. We'll use the existing cast for an example of this. Lucario's Aura mechanic is perfectly suited to his character. It's a simple concept, though, and for that reason it might seem like the kind of thing you could apply to other characters. Take Ganondorf and his Darkness. You could say that his Darkness grows stronger as he takes damage or as the battle progresses, enhancing his moves, but... It just wouldn't fit him like it does Lucario and the Aura.

Another important thing concerning mechanics is that they should be Practical. As fun as it can be to write up extensive mechanics that make for insanely creative attacks and a totally ridiculous playstyle, it's best if you make sure you can still picture your character in real Smash combat. Bending the rules is okay, breaking them is not.

Special mechanics should also be Easy to understand and implement. In other words, they should be simple to the extent that you could explain them to someone who doesn't play Smash as much as people like us. Your brother or roommate, who plays with you from time to time, knows all the characters and can speak most of the lingo, should theoretically be able to understand this mechanic with ease.

Also, it's critical that special mechanics be Controlled by the player. While a mechanic that says "This character has a 10% chance that each of his/her attacks will actually perform a different, stronger attack!" could be seen as cool, the random factor is simply too much. Even in the case of something like Lucario's Aura or Pokemon Trainer's stamina, where the mechanics are not directly affected by the player, they can directly respond to them, limiting the random factor.

Of course, you all know that mechanics should always be Interesting, at least if it's going to dominate the rest of the moveset. In the case that you were writing something as simple as Lucario's Aura mechanic, a simple "Mechanic" section would work well enough, without cluttering the rest of the moveset, but if your mechanic affects the moveset such that you have to do extra writeup for all or most of the moves, then make it fun to read! Either make the mechanic simple enough to blanket statement the moveset, or make it interesting enough that having it throughout the moveset helps, rather than hinders, the execution.

On that note, the implications of a mechanic throughout a moveset should be Apparent. If not all the moves rely on the mechanic, then make it obvious which ones do and which ones don't. If you were explaining the Ice Climbers' mechanic to someone, you'd want to be very clear about how the Specials were affected in a more significant way than the rest of the attacks. This goes along with the mechanic being easy, but it's more directed toward us as moveset makers.

Gotta finish this with the cliche ending, now. If you're going to use a special mechanic, before you really get into involving it in your moveset, make absolutely sure that it's something that's Likable to you. If you hate your mechanic, and think it's a chore to include in the moveset, then chances are no one else is going to think much of it either. If it's fun for you, there's a lot better chance that it'll be fun for everyone else.
 

KingK.Rool

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Good job, Kibble. Truth that is (although it looks like you were kinda reaching to fill out your acronym :bee:).
 

dancingfrogman

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@Kibble: Agreed with the massive statement! Yeah, for a simple game such as Smash, that means it has to have "Easy to understand" mechanics is there is one. I suppose that my Chao set in MYM3 was so simple, and fits perfectly to the character. I suppose the Tails Doll set has a simple yet hard to follow mechanic with the CuRsE Enhancer, but since Tails Doll has that "haunted" feel about the character, it seem'd alright for him, while E-123 Omegas (which I understand why) switching movesets mechanic seemed out of place.
I'm thought of a strange mechanic for a future OC now... but I have to draw the character first! But since it's going to be a OC, it HAS to be true to character.

I've just realised that all mine not-egg-bellied-human-sets have some sort of mechanic in the set, although I favour Undeads command and magic count the most.
 

SparkZ

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Me like CHOCOLATE!
I am almost finished with chemistry man, only 3 moves, the math, and the stats left to go, so I have one question. Should I post it as soon as I am done, or should I wait until I also add the(long) Chemist's cookbook section? That is a section on all of the different compounds that can be created.
 

Smady

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I am almost finished with chemistry man, only 3 moves, the math, and the stats left to go, so I have one question. Should I post it as soon as I am done, or should I wait until I also add the(long) Chemist's cookbook section? That is a section on all of the different compounds that can be created.
I would definitely wait until the moveset is completely finished. After that, make sure to pick a good time to post it and I recommend starting a countdown to it to raise awareness.
 

Agi

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Hey there. Agidius checking in for my... weekly... post.

I've added another character to my roster; Kirby from Crystal Shards. I'm coming asking your opinion on something...

Since there is no way he has a shot of being completed in time for MYM4, I'm revealing his unique move now: His copy ability from Crystal Shards. For those of you who have not played the game, (which you should, it's on VC now,) Kirby was able to combine two powers from his enemies to create a whole new ability. While the ones actually taken from the game will be used as the rest of his moves, he shall retain his copy ability, with the ability to combine two powers from brawlers into one, (usually) more potent attack.

At this point, the majority of you will be realizing what this implies... 39+38+37...+3+2+1 = 780 different effects for his Standard B. While I am certainly up to the task of writing this all out... would it be a detriment to the overall quality of the set? Or is that going overboard?

PS: Simirror should be up next week.
 

Smady

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I don't think it would be deprimental, but I'd expect each to be suitably presented so it isn't gigantic in size. Fusion of Smash characters is something I probably once dreamed about, so I'd be excited to see something prevail like that in a moveset.
 

Hyper_Ridley

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Hey there. Agidius checking in for my... weekly... post.

I've added another character to my roster; Kirby from Crystal Shards. I'm coming asking your opinion on something...

Since there is no way he has a shot of being completed in time for MYM4, I'm revealing his unique move now: His copy ability from Crystal Shards. For those of you who have not played the game, (which you should, it's on VC now,) Kirby was able to combine two powers from his enemies to create a whole new ability. While the ones actually taken from the game will be used as the rest of his moves, he shall retain his copy ability, with the ability to combine two powers from brawlers into one, (usually) more potent attack.

At this point, the majority of you will be realizing what this implies... 39+38+37...+3+2+1 = 780 different effects for his Standard B. While I am certainly up to the task of writing this all out... would it be a detriment to the overall quality of the set? Or is that going overboard?

PS: Simirror should be up next week.
While it would certainly be a loooong post, I would be more than happy to see if you pull it off. I vote do it!:bee:
 

goldwyvern

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Holy keys locked in the jet, Batman!
@agi, certainly! THAT WOULD BE GRAND! if you want, you can add MYM sets too, but thats probably somethings the authors themselves should do.

@HR, cool, another chapter! ive read up to the part where... LE GASP! overdrive ostrich FTW! thanks utterly forever, man. you and warlord are the only ones who have GW sets in thier SMs. james is sad :(
 

Agi

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I don't think it would be detrimental, but I'd expect each to be suitably presented so it isn't gigantic in size. Fusion of Smash characters is something I probably once dreamed about, so I'd be excited to see something prevail like that in a moveset.
While it would certainly be a loooong post, I would be more than happy to see if you pull it off. I vote do it!:bee:
Of course, if it does get produced, I would have it link to a seperate post where the combinations would be located. Thanks for support of this idea, it will become essential when I begin to put it into production.
@agi, certainly! THAT WOULD BE GRAND! if you want, you can add MYM sets too, but thats probably somethings the authors themselves should do.
Thanks for the support, but... I doubt the authors would want to make (at least) 40 different moves for the possible combinations... I'll just leave it at the number it is now, methinks.
 

The Trophy Master

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*Sends Sundance an orange elephant on Chirstmas, a
I was thinking I would finish Pokey today, but he's not completely finished, but almost! I only have a stage, an Alt. Costume, Trophies, an Assist Trophy, an Item, the Codec and his Unlock requirements and message to do and it's finished! :bee:

I'll maybe have time. :dizzy: I'll be back working on it in a few hours. :)
 

SirKibble

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Good job, Kibble. Truth that is (although it looks like you were kinda reaching to fill out your acronym :bee:).
Shhh!!!

What acronym? You mean the first letters of the bolded words spell "SPECIAL"? Why... That's simply incredible! Call it inspiration, I suppose! :bee:
 

KingK.Rool

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Agi, I, for one, greatly anticipate that beastly set, as, of course, Shards is my favourite Kirby game. And I definitely vote go for it, that's insane AND insanely cool. Of course, it's gonna be a huge job for you, that kind of repetitive thing isn't as easy as it seems. I know from my Kawasaki cookbook (still incomplete) and from a set that I tried to do a while back and which flopped when I got bored of doing basically the same thing, but with slightly different features, over and over again.
 

Agi

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Agi, I, for one, greatly anticipate that beastly set, as, of course, Shards is my favourite Kirby game. And I definitely vote go for it, that's insane AND insanely cool. Of course, it's gonna be a huge job for you, that kind of repetitive thing isn't as easy as it seems. I know from my Kawasaki cookbook (still incomplete) and from a set that I tried to do a while back and which flopped when I got bored of doing basically the same thing, but with slightly different features, over and over again.
Well then, it's a unanimous "yes" then. I'll try to have 100 done by the time of posting, which should occur late MYM 5 to MYM 6.

...yeah. :ohwell:
 

flyinfilipino

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If you're going to use a special mechanic, before you really get into involving it in your moveset, make absolutely sure that it's something that's Likable to you. If you hate your mechanic, and think it's a chore to include in the moveset, then chances are no one else is going to think much of it either. If it's fun for you, there's a lot better chance that it'll be fun for everyone else.
Well then, it's a unanimous "yes" then. I'll try to have 100 done by the time of posting, which should occur late MYM 5 to MYM 6.

...yeah. :ohwell:
Hmm...are you sure this "special mechanic" will be Likable for you, Agi?
 

PKSkyler

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Apr 25, 2008
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San Diego
yo all, my sharks movest is comng along very slowly...school and other stuff leaves me little time to work on it.........but it IS coming along...just a lil update...


EDIT: anyone wanna play smash? go to the MYM group if so....
 

flyinfilipino

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It's not really a mechanic, more of an overly detailed move. :bee:

I sure hope it will be likable, though.
Yeah, you're right about that; sorry.

It's just that...I worry about you sometimes. Just don't hurt yourself or go crazy, okay? Promise?

@PKSkyler: I feel ya, there. I'm studying like a madman for two exams tomorrow, and that's hindering progress on my next moveset. along with waiting for a review on Yugi, etc., etc.
 

Agi

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Yeah, you're right about that; sorry.

It's just that...I worry about you sometimes. Just don't hurt yourself or go crazy, okay? Promise?
I do not make promises regarding the future. There are no certainties in life besides my own existence. :bee:

Don't worry about it...

Also, Have you been to the chat, PKSkyler? That's where all the discussion is, now.
http://xat.com/chat/room/47384259/

EDIT: Nevermind, I forgot about non-mems not being able to talk... sorry about that. :/
 

MasterWarlord

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Not wasting countless hours on a 10 man community
This character combination has both brains and brawn at their disposal! N. Gin and Koala Kong have joined the fray!


Rather then entering the world of Smash Bros. as a transformation character or an Ice Climbers type character, both characters share the same moveset. N. Gin, being the dwarf like ****** he is, rides on Koala Kong's back, his legs over his shoulders. Some of the moves feature N. Gin's technology while others involve Koala Kong's sheer muscle. Some moves even involve both characters in what usually ends up being comical, Koala Kong using N. Gin's body as a weapon or the mad scientist taking advantage of his henchman's stupidity.

Splitting Up:

Some of the various moves of the character cause the two characters to become seperated, and you'll then proceed to play as N. Gin without the aid of his gigantic mutant koala. N. Gin has a very limited arsenal of moves, and no, you can't play as Koala Kong by himself through the use of these moves (Although there is a special move that allows the use of Koala Kong alone). Koala Kong will stand around waiting for orders from his master, scratching his butt stupidly. Koala Kong can still be attacked and KOd while N. Gin is away, preventing N. Gin from meeting back up with his minion and severely crippling the character as a whole. It only counts as a lost stock if N. Gin dies, Koala Kong vanishing if he does so like Nana in the Ice Climbers. If N. Gin touches Koala Kong after the characters are separated, the mutant koala will hoist N. Gin back up onto his back and the character will resume play as normal. While the duo have several very potent moves that would normally make them imbalanced, N. Gin is generally sent flying off into the distance as a result of them. Players will want to take advantage of the first chance they have to dispose of Koala Kong or the mad scientist individually for easy kills.

Stats:

Size: 8.5/10 Koala Kong by himself obviously makes up the bulk of the size of the character, being around the height of Ganondorf. Koala Kong naturally has more girth then the king of evil, but he isn't as wide as Bowser. Koala Kong wouldn't be the tallest character if it wern't for N. Gin being mounted on his back, who makes him very slightly taller then Ganondorf. Koala Kong just barely gets above Ganondorf's height with N. Gin on his back, his nearly non existant legs sizing him down to some extent.
Weight: 7.5/10 N. Gin weighs little to nothing, adding little to the weight. Koala Kong himself isn't as heavy as some of the other heavyweights due to his ridiculously scrawny legs. He's still heavy, but he's below pretty much all the other heavy characters.
Walking Speed: 3/10 Koala Kong is far from the fastest character with his two small legs, having trouble covering long distances too quickly.
Running Speed: 5/10 Koala Kong gives it his all when he's running, able to take the burn of it quite well due to his extensive sessions of working out.
Traction: 2/10 Koala Kong has terrible traction turning around, seeing he's got N. Gin on his back weighing him down and is already pretty clumsy.
Power: 8.5/10 One of the most powerful characters in the game, Koala Kong uses his muscle to make KOing enemies with the majority of his moves little to no problem.
Attack Speed: 2/10 Several of the duo's attacks are very laggy due to them fighting each other more then their enemies at times.
Range: 9/10 Another advantage for the pair, N. Gin and Koala Kong have a projectile, the occassional disjointed hitbox, and large range on the moves in general due to Koala Kong's size. The duo are above average in pretty much all important stats, including this one, the forced splitting up on their most powerful moves being their main drawback to make up for it as well as their horrendous speed.
First Jump: 7.5/10 Koala Kong was a good jumper in his initial appearance in Crash Bandicoot 2, and that's no different here. Some realism is added in to count in for Koala Kong's virtually non existant legs, and the pair already have a good recovery with their up special anyway.
Second Jump: 5/10 Covers less distance as the previous jump, although you'll naturally use this one more often due to you not being able to use the first jump in the air.
Fall Speed: 6/10 The pair are slightly on the fast falling side due to being heavy, but are far from fast fallers. In comparison to the average heavy character, N. Gin and Koala Kong are quite floaty.
Crouch: 1/10 Koala Kong fails to get low to the ground, only being slightly closer down to it then Bowser in his crouch. What makes it worse then Bowser's is that N. Gin is on top of him, increasing the pair's total height even further, making this crouch laughable.
Crawl: 8/10 The pair have a surprisingly fast crawl, Koala Kong moving about on all fours hastily to make up for the large height of the crouch. The crawl goes as fast as their dashing speed.
Wall Jump: No.
Wall Cling: No.
Gliding: No.
Hover: No.

Basic Animations:

Basic pose: Koala Kong has his arms at his side and is standing up straight while N. Gin is mounted on him piggy back style, holding onto his ears.
Idle pose: N. Gin accidentally tugs at Koala Kong's ears too hard, causing him to turn his head back at N. Gin slightly and shake his fist angrily.
Walking: Koala Kong slowly slides his feet accross the ground without picking them up in a fashion like Dedede's walk.
Running: Koala Kong walks forward normally.
Dashing: Now that he has to actually work, Koala Kong hastily pumps his arms as he runs, although isn't very fast due to his nearly non existant legs.
Crouching: Koala Kong crouches down to the ground, unable to do so well, being at about Bowser's height. N. Gin moves to Koala Kong's back and folds his legs as he sits on Koala Kong, riding him like a real koala. When you crouch, there's a 1% chance N. Gin will say "Crouch down koala, I sense a hidden dragon!".
Crawling: N. Gin points forwards or backwards depending on which way you crawl, while Koala Kong hastily moves his limbs out in big strokes as he charges forward, his tounge slobbering out the side of his mouth like a dog. The crawl is notably slower going backwards, the process in which Koala Kong does so resembling Bowser.
Jump 1: Koala Kong crouches down low then springs up with impressive force. This jump has more starting lag then most, but is good for a heavy character.
Jump 2: Considering Crash can double jump in mid air in his games, Koala Kong has little problems defying gravity as well, able to do a standard jump in mid air without doing anything flashy.
Shield: N. Gin summons a metallic sphere over his minion and himself, the duo having a unique shield. The shield functions for the most part like Yoshi's egg shield, but to help make up for their bad sidesteps and rolls the duo have the most durable shield in the game.
Sidestep: The sphere vanishes as Koala Kong hastily leans back into the background, grabbing N. Gin as he does so to protect him as well, then proceeding to put him back on his back as the sidestep finishes. Due to having to Koala Kong having to care for N. Gin, the sidestep has bad ending lag for a sidestep.
Rolling: The metallic sphere rolls right and left, an occassional cry of pain from N. Gin being heard inside as a whamming sound from Koala Kong follows, the pair toppling over each other inside. The sphere rolls a longer way then Yoshi's egg due to it's size, but is somewhat laggy in doing so for a roll.
Air Dodge: Koala Kong pulls back on Koala Kong's ears to bring his head into the background, then Koala Kong gets the message and proceeds to lean back fully for the air dodge. Has slight starting lag for an air dodge.
Sleeping: Koala Kong sleeps standing, drooling, while N. Gin is wide awake. N. Gin angrily pulls on Koala Kong's ears violently and smacks him over the head, trying to get him to wake up.
Dizzy: N. Gin appears to be the one dizzy, and rapidly points his fingers about in random directions, giving Koala Kong various conflicting orders. Koala Kong just shrugs to this, and the animation repeats until N. Gin regains his senses.

Special Attacks:

B Down - Koala Kong the Titan:

Koala Kong flexes as he says stupidly "KOALA KONG CRUSH YOU!" for a flash to occur over him. During the flash, Koala Kong bucks N. Gin off his back, knocking him out and causing him to let out a groan of pain. After the flash stops, Koala Kong will of gained his gladiator attire from his boss fight in Crash Bandicoot Warped, having a gladiator helmet and a trident. Koala Kong is immensely powerful in this state, but N. Gin can still be hit around like a punching bag.

While you don't really need the help of N. Gin with the power of your gladiator form, if he dies you'll lose a stock, meaning you can't leave him undefended or use this ability recklessly. Koala Kong doesn't have his own unique moveset in this form, the moves simply becoming more powerful besides the ones relying on the use of N. Gin.

If you use the down special when already in titan form, it'll do nothing unless you're next to N. Gin, Koala Kong just scratching his head and questioningly saying "Master?". If you are next to him, Koala Kong will mount N. Gin on his back for him to regain conciousness as Koala Kong's gladiator gear fades away. You'll then go back to the normal N. Gin and Koala Kong form.


B - Burp Blaster: When you first use this move, N. Gin will take out a strange potion and start shaking it up, causing it to start fizzling like a bottle of soda. This charges the move up, and the charge can be held like DK's or Samus' standard special. The charge takes a good while longer to fully do, around triple the length of DK's charge time for a massive total of around 15 seconds.

Once you press B again to actually start the move, N. Gin will hand the vial down to Koala Kong and say "Drink up!" for Koala Kong to chug down the potion hastily. If the charge is at or under 33%, Koala Kong will like the potion, rubbing his tummy and saying "MNNN!", healing 1% damage. Note that the pair can only heal 3% damage per stock in this fashion, and you'd probably be better off charging the move for one of it's better effects anyway.

If the charge is over 33% but not fully charged, Koala Kong will look sick after having drank the liquid, and will then open his mouth out wide and say "YUCK!" as he spits out the liquid. The contents of the potion come out in a solid stream forward, doing no damage but pushing any enemies back for good knockback. The main purpose of this, of course, is edge guarding. The higher the charge, the longer the stream of liquid. If the charge is at 99%, the stream of liquid is around 1.5X as long as the stream of water from Mario's FLUDD.

If the move is completely charged, Koala Kong will let out a massive belch that has a gigantic hitbox in front of him. It pushes foes back with massive force in a huge range in front of Koala Kong, still doing no damage, but doing massive knockback in a manner like Mario's FLUDD. This is a godly edge guarding tool, being very easy to hit with and still allowing you to do it from the safety from the platform. The otherwise excellent move isn't without it's side effects though, at the start of the move N. Gin will peek his head over in front of Koala Kong while laughing evily, eager to see the wrath he's about to bring upon his enemies. The belch happens before N. Gin can pull himself back behind Koala Kong to hide again, causing him to also get hit by the attack, getting separated from Koala Kong in the process. While N. Gin's recovery can easily get him back to the platform, if you miss with the burp or it doesn't send the enemy into the abyss otherwise, they can punish Koala Kong back at the platform with ease. Use with caution.


Titan Koala Kong Form - Roar of the Koala: Koala Kong rears back his head when B is pressed for a good period of starting lag, taking in a deep breath of air for around 3 entire seconds, giving the attack significant wind up. Koala Kong then lets out a massive roar that has the same effect as the fully charged burp in the N. Gin and Koala Kong moveset. While this has much more starting lag then the version with both N. Gin and Koala Kong, it doesn't require the massive amount of charge time it does.

B Side - Freeze Gun:

N. Gin fires an icy blast out of his gun which goes out forward, you being able to direct it up and down with the control stick, N. Gin and Koala Kong being stationary during the move. The controlling path of the move is basically like Din's Fire, Zelda side special, but slows down as it goes farther instead of visa versa, having a lower maximum range and being harder to hit someone with, but has many more good effects to make up for it. If the blast hits someone, they'll be frozen in a block of ice like the Mr. Freezy item for 1 second and take 11% damage as well as slightly above average knockback.

Where the move gets interesting though is that if you don't hit anybody with it, a solid block of ice around the size of a stage builder block will appear where you fired it. The ice block will plummet downwards with a slow fall speed, and you can grab it's ledges as well as land on it to gain back any jumps, making this a good recovery. Only one ice block can be out at a time, and they'll vanish as soon as they touch the ground or you use the side special again. The ice block cannot be used to block ledges from being grabbed, as the ice block has it's own grabbable ledges, it's main purpose being recovery. Due to the ice block falling down, you'll have to fall down a lot to go land on it to regain your jumps, meaning this is more of a horizontal then a vertical recovery, as you'll have to fall down more then you can make your way back up, at least without losing Koala Kong. The ice block can be used to gimp enemy recoveries from the safety of the platform, as if you get hit by the underside of it as it's falling you'll take 13% damage and be meteor smashed downwards. Overall, a very versatile move.


Titan Koala Kong Form - The Master's Gladiator: This move does nothing if you're not next to N. Gin, Koala Kong just scratching his head and questioningly saying "Master?". If you are next to him, Koala Kong will mount N. Gin on his back, but unlike the down special N. Gin will stay unconcious. You can carry N. Gin around to keep him from being attacked while still using your powerful gladiator attacks as Koala Kong, making the character as a whole much less vulnerable. The catch is that if Koala Kong's hit by any attack with the exception of a non energy based projectile (Waddle Dees and Din's Fire would get through for example), N. Gin will be knocked off Koala Kong's back, making him vulnerable again. Don't expect to be able to protect N. Gin long term with this, but this is good for pulling the unconcious N. Gin away from edges where a single attack could mean the KOing of N. Gin and a lost stock.

B Up - Jetpack Blast: A jetpack forms on N. Gin's back, and then N. Gin rockets skywards. Koala Kong grabs onto N. Gin's Koala Kong feet to go along with his master, and you then have a controllable recovery. The recovery lasts as long as R.O.B.'s and requires no recharge time, but is far without draw backs. Halfway through the duration of the attack, the boots of N. Gin Koala Kong's hanging onto will slip off. Koala Kong will flap around his arms about, trying to fly comically while having an exspression of shock in his face, his eyes going wide in a comic fashion. After defying gravity for a couple of seconds, Koala Kong will fall like a rock to his doom, you getting stuck with having to use N. Gin alone.

You can still get the average recovery distance with half the duration of R.O.B.'s up special, but if you take advantage too much advantage of the move or you get knocked out too far, you'll lose Koala Kong, and thus lose the bulk of your arsenal. If Koala Kong hits anyone as he's plummeting down, he'll spike them and deal knockback and damage that matches Dedede when he's crashing down from his up special. A few seconds after the attack's over, new boots will respawn on N. Gin to replace the ones he lost to Koala Kong.


Titan Koala Kong Form - Frantic Flail: Koala Kong flails his arms about as if his life depended on it in a desperate attempt to get back to the stage. It gives him less distance then even Link's recovery, and only has potetional to do 6% damage in multiple hits. A terrible recovery to help make up for his overpowered moves. Coupeled with having to protect N. Gin, this helps Koala Kong to be brought down to the level of the rest of the cast in his titan form.

Basic Attacks:

A - Koala's Embrace: Koala Kong reaches out his arms in front of him, not affecting enemies at all, then pulls his arms back towards himself, causing foes to trip towards him and take 5-6% damage. You can proceed to follow this attack up with the AA, or follow it up with an attack like dtilt while they're tripped. This attack has slight starting lag as Koala Kong puts his arms out, but the rest of the attack has no lag, you able to follow up this move with ease. Works normally in Titan form.

AA - Big Bites: Koala Kong rapidly bites in front of him in an arc like Link's AAA, first up, in front of him, below him, then repeating endlessly so long as you hold the button or keep rapidly pressing A. Each bite only causes the enemy to flinch, doing no real knockback, and 4-5% damage. Koala Kong doesn't lean out to bite people, thus the attack has small range, but if you hit with the Koala's Embrace you'll have no problem here. If you're bit you'll be pulled in slightly towards Koala Kong, but DI will still easily get you away. This attack is notably laggier then the average rapid slash or rapid punch, but can still rack up damage fast if your enemy's up against a wall. Each bite does 1% more damage in Titan form.

Ftilt - Cranium Crush: Koala Kong picks up N. Gin off his back, reaching both hands behind him to do so, then lifts him above his head. Koala Kong proceeds to smack N. Gin down onto the ground like a club, using N. Gin's thick skull to crush enemies. The swing has very large range and deals 13-14% damage with good knockback (Excellent for a tilt, rivaling snake's ftilt), N. Gin screaming as his head is used as a weapon. After the swing, Koala Kong places N. Gin back on his shoulders, dusting him off while N. Gin mumbles "I hate you. . .".

This attack is loaded with lag as it sounds, having some starting lag and ridiculous ending lag. The actual attack though is very good, putting even Snake's ftilt to shame. The attack is even a disjointed hitbox, N. Gin being considered a "weapon". If Koala Kong is hit while performing this attack though, N. Gin will go flying out of his grasp, causing the pair to be separated and you to play as N. Gin. Use carefully.


Titan Koala Kong Form - Club Crush: Koala Kong uses his trident like a club to beat his foes with in this attack. The attack has even more insane range due to Koala Kong's trident being longer then N. Gin's small body, and there is no ending lag for the attack whatsoever, it even doing an additional 2-3% damage and slightly more knockback. This would be a ridiculously good attack if not for the fact the trident can be knocked out of Koala Kong's hands like N. Gin can. If this happens, Koala Kong will be unable to perform any of his attacks that use his trident until he goes to pick it up, although he'll automatically get a new one in 10 seconds.

Utilt - Malfunctioning Machine: N. Gin fires a single shot out of his gun upwards, but it's jammed for some reason. N. Gin curses under his breath, it being ununderstandable, then rapidly shakes the gun around, then fires a single weak shot upwards. The projectile is a small green ball that does 4-5% damage and causes a small flinch, traveling upwards off the top of the screen at an average speed. This attack obviously has ridiculous starting lag and is very weak, making you think it'd be useless, but the catch is Koala Kong can move around (At full speed, too, and he can still jump) while N. Gin tries to get the gun to fire. This is decent for poking enemies with, but little else.

Titan Koala Kong Form - Hairball: Koala Kong faces his mug upwards and opens it up, making gross sounds as if he's coughing something up, then coughs up a hairball. Koala Kong's still able to move around as he charges the projectile, it still being as laggy as ever, but the hairball is notably larger then N. Gin's projectile, being the size of a maximum size stage builder block, also doing an extra 4% damage.

Dtilt - Hunting Koala: Koala Kong opens his mouth wide and then chomps it down, grabbing anyone in front of him in his jaws, doing 3-4% damage to anyone he catches in them. This attack can be used while Koala Kong is crawling, making it a good deal more effective. Once Koala Kong chomps down on something you can continue pressing A to chomp on them like with Wario's neutral B for 2-3% damage per chomp, or you can press up on the control stick to fling the victim up out of your jaws to N. Gin. Once the victim is on Koala Kong's back alongside N. Gin, N. Gin hastily zaps them with his gun to give them 6-7% damage and decent knockback. You can DI to avoid being zapped by N. Gin with ease if you're small like Pikachu or Squirtle, but if you're a giant character such as Bowser or Dedede it's impossible.

Titan Koala Kong Form - Wild Koala: The move functions normally, but you'll fling the enemy upwards with great force if you choose to do so after you've grabbed them in your jaws instead of sending them to N. Gin (Who isn't present). The upwards fling does average upwards knockback and 8-9% damage.

Dashing Attack - Brainy Bowling Ball: Koala Kong continues running as the attack starts, picking N. Gin up off his back, then bowls him accross the ground. N. Gin will be letting out cries of pain throughout the attack as he tumbles accross the ground, Koala Kong chuckling. N. Gin's body is a hitbox as it goes accross the ground about half the length of final destination, dragging anybody he hits along with him in a "piplup effect". Anybody caught with N. Gin is dealt 4-5% damage per second, making this a good damage dealing move with high priority and nearly no lag at all. Koala Kong is perfectly vulnerable during this entire attack, and at the end N. Gin will be separated from Koala Kong, you playing as him. You won't be using this nearly as often as the average character's dashing attack, but it's a decent attack to mix things up.

Titan Koala Kong Form - Gladiator Games: Koala Kong uses his trident instead of N. Gin as the projectile for this attack, it functioning the same way as N. Gin's body does. The trident will be laying on the ground at the end of the attack, and you'll have to go pick it up or wait 10 seconds for the trident to magically reappear in your grasp before you can use any more attacks involving Koala Kong's trident.

Rising Attack (Either Side) - To the Hunt: N. Gin hops on Koala Kong's back and pulls on his ears to get his attention, Koala Kong nodding and going into the crouching stance. This happens very quickly, and while doing no direct damage it gets you ready for a better attack on any enemies who get close. You still have brief invulnerability frames as you get into this position. If Koala Kong's laying on his back when this happens, N. Gin will rolls him over and then do the rest of the animation, making this laggier.

Titan Koala Kong Form - To the Wilds: Koala Kong simply gets into the crouch position without the help of N. Gin, making this have little to no lag at all, being great to surprise your enemies with.

Ledge Attack (Under 100%) - Swift Sweep: Koala Kong hastily gets up off the ledge, letting out a loud roar and doing a large sweep of his arm. The arm swing has long range, little to no lag at all, and does good knockback for a ledge attack as well as 9% damage. The catch to the attack is due to Koala Kong getting up so fast off the ledge, N. Gin falls off his back, automatically grabbing the ledge, you playing as N. Gin. Koala Kong goes a decent bit forwards with the arm sweep, about the range of Bowser, so you'll have to go a slight ways to get back to Koala Kong. This is a great attack that's hard to counter, but if they get past Koala Kong they can take advantage of N. Gin.

Titan Koala Kong Form: There are no side effects to the attack due to you having control of Koala Kong during the entire move, making this ledge attack very powerful with no draw backs. The range of the attack is even longer due to Koala Kong using his trident with the arm sweep, making this attack absurdly useful for being so basic.

Ledge Attack (Over 100%) - Blaster Barrage: Koala Kong struggles to pull himself up to the platform, being weak from all the damage he's taken. N. Gin, realizing this, jumps up off his back to defend him as he gets up. N. Gin fires a flurry of shots from his blaster in front of him and above him that go about the length of a battlefield platform, dealing no knockback (Just a slight stun) and 4% damage each. N. Gin will more likely then not damage anyone in front of him, but if they get past him they can take advantage of Koala Kong getting up from the ledge and separate the characters.

Titan Koala Kong Form: Koala Kong simply does the regular ledge attack, although it comes out slightly slower due to Koala Kong being tired from all the damage he's taken.

Smash Attacks:

Fsmash - N. Gin Cannonball: Koala Kong grabs N. Gin up off his back for N. Gin to yell frantically "What do you think you're doing?!?", then spins him around above his head to start charging the attack, holding him with one arm. When you release the smash attack, Koala Kong throws N. Gin forward, the whole motion of the attack looking like a baseball pitcher pitching a ball. N. Gin proceeds to fly forwards after being thrown by Koala Kong, his entire body being a hit box, him screaming in terror as he flies forward. N. Gin does good knockback and 16% damage to anyone he hits, going forward at a rapid speed, about that of a shot from Fox's blaster. After having reached his destination, N. Gin will faceplant into the ground then gets up and shake his fist angrily at Koala Kong for him to shrug and laugh at his master.

Charging the attack increases the range N. Gin will be thrown instead of power, much like Snake's usmash. When uncharged, N. Gin will fly about the length of battlefield, while fully charged N. Gin will go the length of final destination. The attack has great range, priority, and speed while in motion (There being some ending lag for N. Gin's frustrated animation.), but splits up N. Gin and Koala Kong at the end of it, of course. A great attack if it hits, but if your enemy sees it coming it can be somewhat easily punished, so use with caution. In some cases you may not want the extra range bonus of charging the attack as that's more distance you'll have to tread to get back to Koala Kong, so some actual thought is required in deciding whether or not you wish to charge it.


Titan Koala Kong Form - Trident Toss: Koala Kong uses his trident instead of N. Gin as the weapon. The trident is larger then N. Gin and that thus makes it a larger hitbox, and it also does an extra 5% damage and a slight knockback bonus. This already great move is made even more insanely powerful then before in the titan form. After the trident is thrown, it simply lays at the place you put it down, and you have to go pick it up to do any attacks involving using it (Which is a decent chunk of Titan Koala Kong's better arsenal). If you don't pick it up, it'll magically come back to you after 10 seconds. If you threw it off the edge, touch luck, you'll have to wait for it to respawn.

Usmash - Suction Swallow: Koala Kong looks upward to the sky and opens his mouth up wide as he's charging the smash attack, then chomps his jaws together as you release the charge to do 18-19% (21-22% charged) damage and good upward (Naturally, more charged) knockback. While the attack is actually decently fast, the mouth doesn't have very big range at all and Koala Kong's still vulnerable from the sides. . .If not for his good friend N. Gin. As Koala Kong charges the move N. Gin hops off Koala Kong's back and comes out in front of him, taking out two suctions guns. N. Gin puts the guns at his sides and fires them for large gusts of wind to come out at the sides and push any foes at the sides of the duo away with good knockback (Though no damage) like Mario's FLUDD, keeping Koala Kong's sides from being vulneable to attack. While the move is hard to punish, it's easy to use directional influence to move away from Koala Kong's mouth to avoid the attack, making it decently hard to land. Still, it's not a bad idea to use this move if your enemy's above you, as you'll rarely get punished for this attack, and while the swallow is easy to avoid it has high priority, able to swallow Ganondorf's boots as they attempt to spike him with a dair whole.

There is an important catch as to why you shouldn't use this move that often though, and that's that at the end N. Gin accidentally blows himself away to the left with the suction gun, propelling himself away from Koala Kong about the length of one Battlefield platform away from him. This is the single part of the attack the enemy can take advantage of, attacking one of the two in the brief moment they're separated before you can run back to Koala Kong as N. Gin.


Titan Koala Kong Form - Deadly Devour: The attack functions the same as the regular usmash, but N. Gin isn't here to keep Titan's sides from being vulnerable. Instead, Koala Kong puts his arms to his sides, lowered to the ground as he's charging the smash attack, then swooshes them up and puts them up above him as he releases the smash attack. Anybody who gets hit by the arms as they swing up to Koala Kong's mouth will get grabbed by them, and once Koala Kong puts them above his head he'll drop anybody he grabbed into his mouth to devour them. The arm thrust makes the attack harder to dodge from above, and while Koala Kong's more vulnerable from the sides throughout the attack compared to the normal version he doesn't have to wait for N. Gin to come back to him at the end of the attack.

Dsmash - ****** Mauler: Koala Kong grabs N. Gin for him to say "Let go of me you idiot!" to Koala Kong, then upon releasing the charge Koala Kong will spin N. Gin around himself rapidly as a weapon to maul his enemies. The attack sucks foes in like Pikachu's dsmash, and lasts for a total of 2 seconds. The range of the attack is quite large, but you'll just take minor damage from being hit by N. Gin, as he's not that deadly of a weapon to maul somebody with. Each half a second you're caught in the attack you'll be dealt 3% damage (4% charged).

After Koala Kong is done spinning around N. Gin, he'll place him back on his back as he jumps slightly then stomps down on any unlucky enemies he managed to suck in with the first part of the dsmash. The attack has small range due to Koala Kong's small feet, meaning you pretty much have to of sucked them in with the other part of the dsmash. The stomp does 15-16% damage and above average knockback uncharged while it does 19-20% damage and good knockback fully charged.

This attack can do large damage if you hit with both parts fully, but you pretty much have to do so to get much of an effect out of it. An enemy will only be sucked in close enough to Koala Kong to get stomped if they're hit for the entire duration for the attack, assuming they use directional influence in the opposite direction. There's also some notable ending lag at the end as N. Gin holds his head from dizziness from being spun around so much.


Titan Koala Kong Form - Whirling Whammer: Koala Kong once again uses his trident instead of N. Gin as his weapon for this attack. The range of the spinning part of the attack is increased due to the trident being larger then N. Gin, it also sucking them in slightly faster. The knockback of the stomp at the end is also more notable and does 5% more damage. More importantly, the crippling ending lag of the attack isn't present on this dsmash, making it another ridiculously powerful smash attack.

Aerial Attacks:

Nair - Double Trouble: Koala Kong slashes in front of him with one of his claws while N. Gin covers Koala Kong's back as he fires out a large ball of plasma out of his plasma pistol. The attack has some starting lag before both attacks come out, both attacks having seperate hit boxes. Koala Kong's slash covers a large hitbox above and below Koala Kong in front of him, him starting with his claw above his head then slashing it downwards. If you're hit by Koala Kong's slash, it does 10-11% damage and average knockback. N. Gin's plasma shot is laggier then Koala Kong's slash, and it has a small hitbox directly behind Koala Kong, but if you're hit by it you'll take 14-15% damage and above average knockback. Both attacks are pretty laggy and decently hard to hit with, but it covers both in front of and behind the duo, leaving little space for enemies to attack, making this a good defensive move to scare enemies away.

Titan Koala Kong Form - Sweeping Slash: Koala Kong does the same motion as he does with the regular nair, but uses his trident to extend the range of the attack. This attack has more properties of an fair then a nair in this form, making it a good move to confuse your enemy with. This move has a large range in front of Koala Kong, and also does 3% extra damage and a tad bit more knockback. The attack is still slightly laggy, but it's increased range keeps it from being too hard to land.

Fair - Grappling Hook: Koala Kong grabs N. Gin and holds him out in front of him, fully extending his arms as far as he can reach, then N. Gin fires a grappling hook out of his gun that functions as a tether recovery. The grapple has absurd range, going the length of final destination, but is very hard to aim properly. The hook on the end has to directly hit the ledge or it won't count, and the line of the grappling hook doesn't come straight like your average tether recovery, it wiggling about wildly as it travels through the air. You can use directional influence to control the general direction it goes in, but the hook has a mind of it's won. The hook mainly goes out horizontally rather then vertically, meaning this move is for the most part useless if you're very much below the ledge.

Due to how risky the move is, this should only be used as a last attempt to recover, although if you have no other hope of getting Koala Kong back with you you may as well use this, as you might get lucky. A smart enemy will simply edge guard the tether recovery though, so don't get your hopes up. As far as actual damage is concerned, this attack does a mediocre 5-6% damage on the hook and an even worse 2-3% damage on the line, giving a very brief stun. This is easily the duo's worst aerial, and while you won't go into your helpless state if you miss, you have to reel back in the line which has pretty bad ending lag.


Titan Koala Kong Form - Centurion's Chains: The gladiator champion takes out a chain he uses to hold enslaved gladiators captive with and hurls it forward in the same fashion as the regular fair. The chains don't have such an unholy range, but the move is easier to aim and also has more freedom in vertical movement. This is Koala Kong's main form of recovery in titan form, as his up special is horrendous, more so then Link's. The chain does 3% more damage then the grappling hook.

Bair - Blaster Booster: Koala Kong moves over in the air so he's on his side in a pose like Rob's bair, and N. Gin hops over onto his leg. N. Gin proceeds to take out a blaster and use it to propell Koala Kong (And himself) forward by shooting out swift winds from the blaster in the opposite direction he's facing, after which N. Gin hops back on Koala Kong's back and they resume their normal aerial position. The air fired out of the gun does some knockback in a fashion like Mario's FLUDD, doing no damage. The attack can be used to give the duo some extra horizontal recovery, although it's not the best option for gimping recoveries as the range on it is rather small and it doesn't even push them back that far. While the attack is slightly laggy, if you time it right it can mean the difference in whether an enemy is able to recover or not.

Titan Koala Kong Form - Blasphemous Boot: Koala Kong does the same pose as the regular bair, but due to there being no N. Gin he can actually hit with his legs by kicking them out. It still comes out quite slow, making it hard to wall of pain with if at all, doing 13-14% damage and slightly above average knockback.

Uair - Fire Breath Blast: N. Gin takes out a potion and tosses it up above Koala Kong very slightly (Doing 1% damage if it hits anything), then Koala Kong opens his mouth for it to fall inside. Koala Kong's head turns completely red within about a second, steam coming out of his ears in a cartoon like fashion, then Koala Kong faces his head upwards as he breathes out a massive stream of flame. The stream of flame is as wide as Koala Kong's entire body and goes up off the top of the screen, giving the attack unholy range (Going about twice his total height above him). The attack will continue going if Koala Kong lands on the ground, him still spewing out the stream of fire upwards, the attack lasting a total of 5 seconds. Anybody in the stream of flame will be dealt 8% damage per second, getting caught in it for the rest of the duration.

At the end of the very awkward attack, N. Gin looks in front of Koala Kong's face to see why he stopped letting out flame for him to let out a final fireball that deals 10% damage to N. Gin and average knockback, sending him flying upwards to separate the two, you playing as N. Gin. This attack has potential to do a unholy total of 40% damage, but the attack is very laggy throughout, there being huge start up and ending lag. Koala Kong can also be attacked from the sides or below while he's doing the attack, making him extremely vulnerable. Any attack besides non energy based projectile (Such as Din's fire or a Waddle Dee) will knock Koala Kong out of the fire breath blast, and this attack even serparates the pair at the end, doing 10% damage to yourself to boot. Despite it's many drawbacks, it's more useful then something such as falcon punch due to it's range, and once you touch the stream of fire, you're trapped in it, it out prioritizing everything else in the game. A very strange move from a very strange character.


Titan Koala Kong Form - Moon Howl: Koala Kong looks up and lets out a roar, sending a sonic wave upwards. The wave strikes above him like the fire blast, with the same kind of hitbox, though instead of damage, the soundwave of the roar only deals upward knockback. However, it's possible to DI out of it, unlike the fire blast. The attack is identical to it's fiery cousin except that it lasts for only 3 seconds and the ending lag is much less, since N. Gin is absent. Less versatile then the normal version, but also a lot safer.

Dair - N. Gin Corkscrewer: Koala Kong picks up N. Gin off his back and throws him directly below him, N. Gin screaming wildly as he flies downwards towards an enemy. If he doesn't hit anything, N. Gin will fall down to his doom, taking away a stock from the character, but if he does he'll do a powerful spike to the enemy for 20% damage. N. Gin also flies downwards very fast and there's little lag in this attack, and it's a human projectile to boot, making it an excellent spike. . .If not for it's side effects.

Once you hit someone with the spike, you'll gain control of N. Gin in the air. You could go back up to safety with just N. Gin, but naturally you'll want to go up to Koala Kong. Do to N. Gin's up special alone switching the places of N. Gin and Koala Kong and N. Gin having small jumps, it'll be hard to make it up to him, as he falls much slower then N. Gin does in the attack. This means while you can take advantage of the large range of this projectile spike, you can't get Koala Kong back unless you use it directly above an enemy. You can't chase an enemy out very far to use this attack on either, as even if you reunite with Koala Kong you have to make it back to the stage with the jetpack up special before Koala Kong loses his grip on N. Gin. This attack is great when it can be used, but don't get too daring with it.


Titan Koala Kong Form - Trident Throw: The attack functions the same as the N. Gin Corkscrewer, but Koala Kong uses his trident as a projectile instead of his master. This allows you to take advantage of the move's massive range and not having to worry about Koala Kong's safety like in the version of the move N. Gin and Koala Kong share, although Koala Kong still has to stay quite close to the stage due to his mediocre up special recovery in titan form. This move has insane gimping abilities and priority, but you won't be able to use any of Koala Kong's moves involving the trident after throwing it into the abyss for 10 seconds, after which it'll respawn in his grasp. If you throw it on the ground, you can go pick up the trident to get it back early.

Grabs and Throws:

Grab: Koala Kong bites in front of him to try to grab the enemy in his jaws while N. Gin fires a grapple beam to cover Koala Kong's back. The grab is unique in that it covers both the front and rear of the character, although the grab has a decent bit of lag to compensate. Depending on who grabbed the foe out of the duo, the throws performed will be different. Koala Kong's grab has a shorter range then N. Gin's, but his throws are more powerful.

Titan Koala Kong Form: Koala Kong's grab in titan form is the same as his grab when he's with N. Gin, grabbing with his mouth, but N. Gin isn't on his back to assist him, being one of the few attacks in his arsenal that's actually worse then normal. The payoff is better though if you manage to grab them, the throws being more powerful.

N. Gin's Grab Attack - Zap: N. Gin zaps the enemy with the grapple beam he caught the enemy with. The attack deals 3% damage, but is far from spammable.

N. Gin's Fthrow - Technological Throw: N. Gin shoots 2 plasma shots out of his pistol at the enemy for 2% damage each, then flings the enemy out of the grapple beam behind him (N. Gin is facing the opposite direction of Koala Kong in his grab stance, thus the attack goes in front of the "character") for 3% damage and deal below average knockback for a throw.

N. Gin's Bthrow - Laser Lasso Throw: N. Gin spins the enemy around in the grapple beam he caught them in rapidly, winding up, then flings them out of the "lasso" ahead of him (N. Gin is facing the opposite direction of Koala Kong in his grab stance, thus the attack still goes behind the "character".) for 6% damage and slightly above average knockback for a throw, having more knockback then N. Gin's other throws.

N. Gin's Uthrow - Grapple Gutter: N. Gin flings the enemy out of his grapple beam above him for 3% damage, then fires the grapple directly upwards to hit them for another 4% damage and cause the knockback of the attack. Has below average knockback for a throw.

N. Gin's Dthrow - Dual Decimation: N. Gin zaps the enemy like his grab attack for 3% damage, then lets them go from his grapple and says to Koala Kong "Finish him off!" for Koala Kong to stomp on the enemy for another 5% damage. Unlike most dthrows, this attack actually has some knockback, the amount of it not being set, but is still only average for a throw.

Koala Kong's Grab Attack - Chew: Koala Kong chews on the enemy in his mouth. The attack deals only 1% damage, but is highly spammable. This attack does double damage in Koala Kong's titan form.

Koala Kong's Fthrow - Ferocious Fling: Koala Kong spins his head around to wind up, then flings the enemy out of his jaws forwards. Has good knockback for a throw and does 9% damage. This throw does more knockback to make it a viable KO move as well as 3% more damage in Koala Kong's titan form.

Koala Kong's Bthrow - Titan's Throw: Koala Kong smacks the enemy with his massive arms while they're still suck in his mouth, doing 5% damage, then lets them out of his mouth and grabs them with one of his arms. Koala Kong casually throws the enemy behind him without even looking back for another 5% damage and average throw knockback. N. Gin says to his hench man "Stop showing off!" as Koala Kong does the end of the attack, Koala Kong just laughing stupidly in response, giving the attack some ending lag.

Titan Koala Kong Form: Due to N. Gin not being present, there is no ending lag for the throw, and each part of the throw does an extra 2% damage.

Koala Kong's Uthrow - Dual Destruction: Koala Kong flings the enemy out of his jaws upwards for 7% damage, and N. Gin shoots the enemy as they go up with shots from his blaster twice, dealing 2% damage with each shot. Does 11% total damage, but has only average knockback for a throw, making it hard to KO with.

Titan Koala Kong Form: While N. Gin isn't around to do additional damage with his two shots, the fling does 4% extra damage that N. Gin would normally inflict, as well as having more knockback to boot.

Koala Kong's Dthrow - Pathetic Plop: Koala Kong spits the enemy out on the ground behind him for 5% damage, then plops down on his buttocks on top of the enemy for another 6% damage. Koala Kong then hastily looks around for where his enemy is, scratching his head, when in reality his enemy is still under his rump. Koala Kong stupidly farts and says "Oopsie. . .", dealing a final 1% damage to the enemy and causing them to get knocked out from under Koala Kong. N. Gin is facepalming throughout the duration of the throw. This throw is quite damaging, but very laggy, making it very bad to use in FFAs. The dthrow is a decent damage dealer in 1v1.

Titan Koala Kong Form: Instead of simply farting at the end of the attack, N. Gin does a piledriver with his shoulder into his enemy at the end of the attack while he's sitting on them. This does 6% damage and good knockback for a throw.

N. Gin (alone) attacks:

B - Feral Flailing: N. Gin turns to face Koala Kong and shouts out "Defend yourself, you idiot!" for Koala Kong to start clawing and biting about randomly. Koala Kong is surprisingly well protected while doing this, him having little to no ending lag, giving anybody who comes into contact with him average knockback and 12% damage. The hitboxes for Koala Kong are random and hard to get through, and he won't be affected by non energy projectiles (Din's fire and Gordos able to get through the move, for example) while flailing about. While Koala Kong has little lag, N. Gin has large lag for the move, meaning you can't have both characters well defended at the same time. For N. Gin's laugh animation, he's laughing evily as he watches Koala Kong tear apart his enemies.

This move prevents Koala Kong from being easily knocked off the edge while N. Gin isn't directly guiding his every move, but if the player abuses this move then the enemy can just as easily dispose of N. Gin instead. This move does nothing if Koala Kong is KOd.


B Side - Freeze Gun: Functions normally as it does when N. Gin and Koala Kong are together.

B Up - Teleportation Ray: N. Gin fires a massive ray from his blaster then looks basically like a green version of Samus' grapple beam towards Koala Kong. The beam goes at a ridiculously fast rate and will go through anything in it's path to reach Koala Kong. Once the ray hits him, N. Gin and Koala Kong will instantly switch places. The only damage the attack does is if you're hit by the beam as it's going towards Koala Kong's, in which case you'll be dealt 5% damage and very minor knockback.

N. Gin and Koala Kong are still perfectly vulnerable during the attack, hitting either of them will interrupt the move. This move gives N. Gin infinite recovery, and while Koala Kong will fall to his doom if you use this to recover, it's better then having N. Gin go down and you losing a stock. Considering N. Gin's poor jumps, he has a tough time recovering without Koala Kong while still keeping him alive. Note that you can't use this until the duo have been separated for at least 10 seconds, meaning you can't save Koala Kong with this after he drops off N. Gin in the regular up special.

If you use the up special when Koala Kong's already KOd, N. Gin will simply use his jetpack up special from when he's with Koala Kong normally. While the jetpack does give N. Gin excellent recovery seeing as he doesn't have to worry about Koala Kong, he has virtually nothing else in his favor and will want to avoid being reduced to fighting alone at any cost.


B Down - Ridiculous Rampage: N. Gin whistles and says "Here boy!" for Koala Kong to stick his tounge out, lapping like a dog stupidly, then comes running forward on all fours to his reunite with his master, his tounge flailing about outside his mouth as he runs. Koala Kong is invincible during this move, anybody who hits him taking above average knockback and 16% damage, but N. Gin cannot move during the attack, motioning Koala Kong to come to him, being extremely vulnerable. If N. Gin is hit out of the attack, Koala Kong will still run to where N. Gin was, getting up on his hind legs after the attack is over and looking around for N. Gin curiously, scratching his head and shrugging while saying "Master?" questioningly in a stupid tone.

Koala Kong will run for the most direct path straight to N. Gin, and upon getting to N. Gin the duo will go back to their basic stance. Koala Kong won't jump over anything in his way, and if something besides an enemy or item gets in his way he'll ram into it and fall on his buttocks, rubbing his head. Small yellow birds will fly around Koala Kong's head after having rammed something, chirping noises being heard as Koala Kong holds his head in pain, giving him significant ending lag and 5% damage.

While Koala Kong goes towards N. Gin quite fast once he starts rampaging (Slightly slower then Captain Falcon's running speed), the move has a good bit of starting lag, so while the move can be used for Koala Kong to cross long distances to the mad doctor faster, it would take longer if Koala Kong was already right next to him.

After Koala Kong drops off from N. Gin after using Jetpack Blast in the regular N. Gin and Koala Kong form, N. Gin can get back to safety and use this move to have a chance at saving Koala Kong from the abyss. While Koala Kong won't magically defy logic, he runs pretty fast through the air while falling, so if you had a good bit of vertical height but not enough horizontal, Koala Kong has a decent shot at making it back. Keep in mind that Koala Kong can't grab ledges though, so he'll make to actually make it onto the platform. This move does nothing if Koala Kong is KOd.


A - Blaster Barrage: N. Gin fires three shots out of his blaster directly in front of him. Instead of traveling as projectiles, there are simple green flashes in front of N. Gin where he fired the shots. The flash is the hitbox, doing 2-3% damage and a very small flinch, the flash being around the size of Pikachu. Decently quick and easy to hit with all of the attacks. This could be used decently for poking if you must fight with N. Gin alone, although it's range is quite small.

Fsmash - Plasma Pistol: N. Gin extends out his pistol and a green glow of energy forms at the end of it, slowly building up as you charge the smash. If the smash is anything but fully charged, a small plasma projectile goes out in front of N. Gin, doing 7-8% damage and flinching knockback, only going the length of a Battlefield platform before vanishing. If the smash is fully charged, the blast will have significant stun on it as if the foe were hit by Zero Suit Samus' neutral B or dsmash, and the blast will also fully destroy any shields. This has some situational uses, but you shouldn't be playing as N. Gin alone enough to find a use for it.

Nair - Laser Lasso: N. Gin only has a single aerial attack, limiting his options off the ground severely. Couple this with his already mediocre attacks on the ground, and you'll want Koala Kong back at your side as soon as possible.

For this attack, N. Gin faces the screen and shoots out his grapple beam towards it, then spins it around in a lasso in front of him, still facing the screen. This covers all sides of N. Gin, the lasso being around 1.5X bigger then N. Gin's body. It does multiple hits for a total of up to 12-13% damage if they're hit for the whole duration, although does no knockback at all, just a slight stun with each hit.

This can be used for a damage dealer to mix things up on occassion while making your way back to Koala Kong, but the main purpose of this should be for defense due to there being a slight ending lag at the end of the attack. If you hit the enemy with the last hit of the attack, they'll be in a good position to punish you due to taking no knockback at all from the attack.


Dashing Attack - N. Gin Cartwheel: Due to having plenty of energy by letting Koala Kong do most of his walking for him, N. Gin lets it out in a burst as he does a cartwheel forward. Much slower then Diddy's and smaller due to N. Gin's size, but is more powerful, this attack being possible to KO with at 200% and dealing 6% damage. The attack also has ending lag as the old man catches his breath at the end of it.

Ledge Attack (Under 100%) - Ledge Barrage: N. Gin pulls himself up onto the platform and performs his neutral A attack, being invulnerable as he pulls himself up. This gives you no time being very vulnerable, but the duration of how long you're attacking for a mere ledge attack is awkwardly long.

Ledge Attack (Over 100%) - Gray Matter Mash: N. Gin struggles to pull himself up onto the platform, moaning then crashing his large head forwards onto the platform in exhaustion. This does 4-5% damage and mediocre knockback, then weakly pulls himself onto the platform. Little starting lag, but very bad ending lag.

Rising Attack (Either side) - Spinning Shots: N. Gin spins around rapidly as he gets up off the ground, sending several weak shots from his blaster as he does so. This lasts longer then your average rising attack, but sends out two projectiles (From his blaster) out to each side as N. Gin spins around before the attack's end. The projectiles vanish quickly, going the length of a Bowser, doing 2-3% damage and a Koala Kong flinch.

Grabs and Throws: N. Gin extends out his grapple beam from his gun in front of him and then proceeds to do the throws that he normally does when Koala Kong is at his side, although mirrored due to N. Gin facing forwards rather then backwards. The bthrow becomes the fthrow and visa versa. The dthrow is the only throw that's truly changed, leaving out the part where Koala Kong stomps on the enemy to make the throw be very bad. N. Gin isn't meant to be played seriously by himself, but if you grab somebody, make sure the throw you use isn't the dthrow.

Final Smash: Gladiator and Genius

Koala Kong goes into his titan form like the down special, but N. Gin doesn't get knocked off Koala Kong and stays in a perfectly normal state, and both characters laugh maniacally during the transformation. You play as the enhanced version of Koala Kong from the down special who's already very powerful, N. Gin relaxing and letting Koala Kong do most of the work, all of the attacks still being the ones used in the titan form except for a few exceptions where both characters attack in the regular moveset, N. Gin doing his usual attack while Koala Kong has his enhanced version from the titan form (An example of this being the nair). The catch is is that Koala Kong doesn't have to worry about protecting N. Gin as he's safe on his back, unable to be knocked off. As if that wern't enough, Koala Kong still gets benefits from having N. Gin, meaning N. Gin still helps him grab, N. Gin doing his regular throws from the N. Gin and Koala Kong form if he grabs someone. More importantly, you'll have access to the regular up special and side specials from the N. Gin and Koala Kong form, N. Gin actually helping out his gladiator on occassion. Koala Kong won't ever fall off from N. Gin during the up special during this final smash, eliminating virtually all of the pair's weaknesses during the final smash. This final smash lasts 40 seconds, much longer then your average final smash, but unlike other transformations N. Gin and Koala Kong can still take damage during this final smash.

If the final smash is used when N. Gin is alone and Koala Kong is still alive, N. Gin will use his teleportation ray to bring Koala Kong to him then use the final smash as normal. If Koala Kong is KOd when the final smash is activated, he'll be revived and appear under N. Gin, the final smash having the added bonus of bringing back N. Gin's henchman from the dead.


Titan Koala Kong Form Final Smash: Koala King Of Lions

Koala Kong beats his chest and roars as a massive flash occurs over the entire screen, becoming invulnerable, a massive white flash enveloping the background. When you can see again, the stage will of changed to be in Koala Kong's gladiator arena in rome.

Koala Kong will jump into the background on top of the locked gates of the arena, which hungry lions reside behind. You control Koala Kong in the background to release the lions on the enemies, moving over above one of the five locked gates then pressing A to open them. Once a gate's opened, a never ending stream of lions will run straight forward out from it, devouring anyone in their path for an instant KO. While this may seem overpowered, the players can easily walk off away from where the lions come out to the sides, being completely safe. . .Or so they think. There's a lever on the far left and far right side of the area where Koala Kong moves about, and if you pull either of the levers spikes will come out from the walls, doing enough knockback to push anybody hiding from the lions into them to their doom. The final smash lasts 15 seconds, and it takes around 8 seconds to open up all the gates for the lions to start coming out in hordes.

N. Gin regains conciousness during the flash that changes the stage to the arena, laughing evily as the flash occurs. When the flash stops, N. Gin will be located above the area where Koala Kong is, also in the background, sitting on a throne as the emperor of rome (Having a costume change). While you can't make him do much of anything useful, you can use him to taunt your enemies with during the final smash, him having some exclusive taunts during this time.


Up Taunt - Boring Battle: N. Gin is disgusted with the gladiators merely fleeing from the lions rather then fighting them, wanting some entertainment seeing he's emperor. He takes out a tomatoe and yells "BOOOOO!!!" as he throws it down at one of the fighters at random. The tomatoe homes in on the enemy and always hits, but it's only effect is covering the target in a red tint, it splattering over them. The tomatoe slowly washes off over 30 seconds, the character is KOd. The duration can be cut short by jumping into water or being sprayed by it by Mario's FLUDD or Squirtle.

Side Taunt - Black Eyed Beauties: Three beautiful women come out from behind the curtains of N. Gin's throne. Two of them fan him, the other one hand feeding him grapes, then smooching him at the end of the taunt's duration, them going back behind the curtains.

Down Taunt - Merciless Mastermind: N. Gin does a thumbs down sign while sitting back in his throne in a roman fashion, telling his centurion, Koala Kong, that the foolish enemies are not to be allowed to live.

After the final smash is complete, Koala Kong falls back down from the sky on the stage the characters were previously playing on in his titan form, although N. Gin will be mounted on his back unconcious as if he picked him up with the side special, whether or not he was previously.

Overall Play Style: Brain over Brawn

It's very obvious from the moment you pick up these characters that their play style is unlike any other, and the duo has a large learning curve that rivals if not easily surpassing Olimar's. It takes great care to decide when to use the unholy attacks that separate the pair as well as a single decision that can determine matches: When to actually make use of Koala Kong's titan form.

N. Gin and Koala Kong have significant lag on the majority of their attacks, and the ones that don't have lag result in them getting separated. Due to this, the pair naturally have a harder time then most characters racking damage. The time to use Koala Kong's titan form is early on in the match before his terrible recovery becomes a problem and attacks start launching him out very far, as it's the only real way to rack up damage with relative ease. Just make sure you protect N. Gin while you're racking up the damage, as every single hit to him is also damage done to you, and the closer he gets to the edge the bigger a risk you're taking by not going over to pick him up. Skilled players will go right past Koala Kong to dispose of N. Gin, so you can't be too aggressive and must make sure to protect N. Gin above all else. Make your foe come to you - throw your trident if necessary to entice them to come over.

N. Gin and Koala Kong need no help from Koala Kong's titan form to KO enemies, as their most powerful attacks, such as the fsmash, are very good in all sections with the exception of N. Gin being separated from Koala Kong. Seeing as you'll KO your enemy with it, N. Gin can easily come back to his minion after the move is complete, allowing the duo somewhat safe KOs. Still, just make sure you do hit with your KO moves, or else you'll be very open.

N. Gin and Koala Kong's air game is all about the bair and dair for the most part, which allow them to score gimp KOs on a regular basis. The dair can't be used regularly, but when you can let it out it's quite a doozy. The bair more often then not means the difference between life and death, so you'll want to spam it on your recovering enemies as much as they can as they make their way back to the stage. While the bair is hard to wall of pain with, if you can manage it it's utterly beastly in it's potential to keep foes away from the stage. You can go out as far as you want from the stage and still make it back with the pair's fair, but don't count on it, as it's more luck oriented then anything else. When you're knocked off the stage, you can almost always recover with just N. Gin making it back to the stage, but Koala Kong will often fall to his doom if you have very far to recover. You can take another gamble on the fair grappling hook instead of the up special if you know Koala Kong won't make it, as if Koala Kong is KOd there's little point in trying to fight with just N. Gin.

If you don't feel like going out over the ledge where Koala Kong's in danger, you can rely on burp blaster for keeping your enemies from recovering. Fully charged, the attack's a monster at gimping enemy recoveries, and it still has it's uses when it isn't fully charged with the stream of liquid coming out from Koala Kong. This means of gimping is much safer, but means you have to find time in the middle of a fight to charge up the move for a whopping 15 seconds, and if you're hit a single time in the process you have to start charging all over again. As per usual, hard to accomplish, but superb results. Another more practical option to gimp enemies without leaving the stage is the freeze gun, although it's quite laggy and hard to use properly. If you're not careful, you'll just create an ice block for the enemy to land on and regain their recovery, which means that you, as usual, must use the move with caution.

Overall, the main problems N. Gin and Koala Kong have are damage dealing and recovery (While keeping Koala Kong in tact), while they have no problems finishing off their enemy (Unlike most heavyweights, they can gimp very well). The duo's best attacks won't deal enough knockback to keep enemies away from the duo before they reunite until high percentages, meaning your useful arsenal is limited at low percentages. Use Koala Kong's titan form if you're feeling daring and want to rack up damage quickly, or play it safe and go with a defensive play style as both N. Gin and Koala Kong as you slowly get your enemy's percentage up. The pair require caution in attacks as simple as their dashing attack, meaning that they are primairily meant for advanced players. The duo are also very tough to fight against when they're in the right hands, as the sheer amount of ways available to them to dispose of their enemies make them very unpredictable. It should be noted that the duo are also highly effective in team battles and large stages where it's harder to take advantage of N. Gin/Koala Kong as they sit around doing nothing, as your partner/the size of the stage will help protect them from being KOd.


Taunts:

Up Taunt - Eye of the Koala:

N. Gin takes out a steak and flails it in front of Koala Kong's line of vision, Koala Kong's eyes following it around, him drooling. Koala Kong claws up to try to get it, but N. Gin puts it away before he can do so, and Koala Kong ends up clawing himself in the eyes while N. Gin chuckles.

Side Taunt - Beanie Bandicoot:

N. Gin takes out a plush toy of Crash Bandicoot and tosses it up for Koala Kong to catch it into his mouth, squeaking being heard as he devours it. Koala Kong then proceeds to take out a tooth pick and pick his teeth with it, then a squeak is heard from his stomach. Koala Kong looks down at his stomach, alarmed, then shrugs and chuckles while N. Gin facepalms.

Down Taunt - Man's Best Friend: N. Gin takes out a bone for Koala Kong to let his tounge drop out of his mouth and start panting like a dog, staring up at the bone. N. Gin says "Fetch!", tossing the bone down to the ground, for Koala Kong to pick it up in his mouth and give it back to his master, N. Gin petting him then putting the bone away.

Up Taunt (Koala Kong alone) - Crash Dance:

Koala Kong does Crash Bandicoot's victory dance, Crash himself seen doing it in the picture here.

Side Taunt (Koala Kong Alone) - Sparta Kick:

Koala Kong does King Leondias' infamous sparta kick from the movie 300, yelling "THIS. IS. MY BOOT!". The kick can spike enemies in the same vein as Luigi's kick taunt, but is much more laggy, Koala Kong preparing the kick as he says the firs two words, then kicking forward as he butchers the parody. The taunt does 1% damage if it connects.

Down Taunt (Koala Kong alone) - Demented Demonstration: Koala Kong points in front of him and yells out "THIS IS YOU!", then points to his trident. Koala Kong proceeds to gnaw, stomp on, and otherwise destroy his trident with great speed, eventually breaking it in half and devouring it. After the "demonstration", Koala Kong takes out a brand new trident from behind his back, apparantely having several spares.

Up Taunt (N. Gin alone) - A man and his dog: If Koala Kong has his feet firmly planted on the stage, N. Gin will say one of three things at random, causing Koala Kong to respond in various ways.
1: N. Gin turns to face Koala Kong and says "Sit!" for Koala Kong to sit on his rump, turning his head to his master to acknoweledge him.
2: N. Gin turns to face Koala Kong and says "Stay!" for Koala Kong to nod stupidly, doing nothing out of the ordinary.
3: N. Gin turns to face Koala Kong and says "Play Dead!" for Koala Kong to instantly do his animation as if he'd run out of stamina and been KOd, then get up unharmed.
If Koala Kong is in the air or has been KOd, N. Gin will whistle and say "Here Koala Kong!", looking around for him frantically.


Side Taunt (N. Gin alone) - Robotnik Ridicule:

N. Gin shakes his fist angrily, and yells "I HATE THAT BANDICOOT!", saying it in the same tone as Robotnik exspressed his hate of a certain blue hedgehog in the Adventures of Sonic the Hedgehog cartoon, N. Gin also immitating his voice slightly.

Down Taunt (N. Gin alone) - Blofeld Blasphemey:

N. Gin puts his hat over his eyes, and the remainder of his face is shadowed out, unable to be seen. N. Gin takes out a white cat and begins stroking it, chuckling subtly, then shortly after puts the cat away and brings his hat back up. This is meant to resemble Blofeld, James Bond's most persistent enemy, and the various parodies of him, most notably Dr. Evil from the Austin Powers series and Dr. Claw from Inspector Gadget.

Entrance - Crushed N. Gin: N. Gin falls from the sky into his position, then Koala Kong follows, falling on top of and flattening him. Koala Kong gets up and pulls N. Gin off his rump, who is squashed into a pancake with feet, him shortly after regaining his normal shape and angrily mounting Koala Kong to get into the duo's standard position.

Results Screen Poses:



Win 1 - Cuddly Cat: Koala Kong tries to hug N. Gin (Who's standing in front of him), saying "Group hug!" stupidly, but N. Gin runs under his legs saying "I'm good Koala Kong. . .". Koala Kong goes to try to hug his master again, but N. Gin takes out a ball of yarn and tosses it to Koala Kong for him to start playing with it like a house cat. N. Gin sighs at the stupidity of his minion, proceeding to shake his head while Koala Kong plays with it until you leave the results screen.

Win 2 - Stupid Slumberer: Koala Kong is sleeping on top of N. Gin, N. Gin scrambling to try to get out from underneath him. N. Gin eventually gets his front half out from under him then just sighs and drums his fingers over and over until you leave the results screen, his head resting in his other hand.

Win 3 - Too high of a five: N. Gin hops off Koala Kong's back as Koala Kong flexes, Koala Kong saying as N. Gin laughs "High five!". The duo turn to face each other, Koala Kong putthing his hand out for N. Gin to high five with, but puts it up far too high for N. Gin to reach. N. Gin rapidly jumps up, trying to high five him, but to no avail, the animation repeating endlessly until you leave the results screen.

Loss - Clobbering Clap: Koala Kong claps in big slow strokes, nothing altering throughout the animation for him. However, at the start of the animation, N. Gin will hop off Koala Kong to leave, not wanting to applaud his enemy. N. Gin doesn't anticipate getting squashed by Koala Kong's clapping as he jumps off, turning into a pancake, a squashing sound being heard.

Icon: Power Crystal.


Kirby Hat (N. Gin and Koala Kong, Titan Koala Kong Form): If Koala Kong sucks up the regular form of N. Gin and Koala Kong, he'll get a hat like the Yoshi Hat, but if he inhales Koala Kong while he's alone he'll instead get Koala Kong's gladiator hat. In either case, Kirby's move functions the same as the one with N. Gin and Koala Kong, him having to shake up a bottle of liquid (Which is normal soda pop for the pink puffball) for 15 seconds to get out the full roar. The only difference as to how it performs is the roar's hitbox is smaller, and that instead of losing N. Gin as punishment for the power of the full roar Kirby loses the copy ability.

Kirby Hat (N. Gin Alone): Kirby gets N. Gin's hat and missile, them being very enlarged to fit on his proportions. When Kirby first uses the ability he's copied, he'll summon a Waddle Dee, which will stay in the spot it's in, awaiting orders from it's puffball mastermind. When B is pressed again, the Waddle Dee will lash out and attack ferally, the attack of the Waddle Dee being a toned down version of Koala Kong's from N. Gin's neutral B. To make up for how much weaker the attack is than Koala Kong's due to the small size of the creature, it has much mess less lag than N. Gin's and Koala Kong's version of the attack.

Alternate Colors:
-Default
-N. Gin's lab coat turns green while his missile and hair turn brown. Koala Kong's skin gets recolored to be green, his shoes and loin cloth turning brown. (Green Team)
-N. Gin's lab coat turns red while Koala Kong gets a slightly more blood red color. (Red Team)
-N. Gin's lab coat turns dark blue while Koala Kong becomes teal, his loin cloth and shoes turning yellow. (Blue team)
-N. Gin's missile and hair turn white with old age while Koala Kong becomes black, getting red evil eyes.
-N. Gin's face turns yellow to make him resemble his more recent design in the Crash games made by radical while Koala Kong gets black stripes all over his body to make him look more like a real koala.
-Half of N. Gin's face looks robotic and gray, his eye on that side of his head being an evil red. N. Gin's coat also gets riddeled with bullet holes, his missile and hair also turning orange. Koala Kong's right arm gets a robotic texture while the majority of his body turns brown, although his chest and face area turns tan. Koala Kong's loincloth turns to military colors and his shoes turn black. This color is meant to resemble N. Brio and Crunch Bandicoot, although it's very limited considering it's only a recolor.

Snake Codec Conversation:

PRESS SELECT

Snake: There's this ****** mad scientist who's riding a mutant koala attacking me. . .I thought I'd seen it all. These guys make the little electric rat and the giant turtle seem normal. . .
Otacon: The koala is Koala Kong, while the scientist on his back commanding him is called N. Gin. N. Gin and-
Snake: What are you smoking, Otacon?!? How is that koala Koala Kong? That thing's huge!
Otacon: Unlike -some- peopIe, I don't smoke, Snake. . .Anyway, Koala Kong is the koala's name. Koala Kong has superhuman strength, but he's also. . .Mentally challenged, to say the least.
Snake: I kind of got the hint when I realized he was constantly scratching his butt and drooling. . .
Otacon: Anyway, if you want to beat these guys, your best shot would be to split them up. Koala Kong doesn't know what to do with his strength without N. Gin's orders.
Snake: Sounds like a plan. I'll get right on it.
Offscreen (Static): KOALA KONG CRUSH YOU!
Snake: The koala just booted his master off him and got some gladiator gear. . .Guess I won't have to split them up after all. This'll be easier then I thought.
Otacon: While you can take advantage of N. Gin while Koala Kong's busy, Koala Kong's much more powerful with those additional weapons. Don't waste your time fighting him, he's too tough, even for you. Just go straight for N. Gin, Snake.
Snake: I'm not so sure. . .I wonder how koalas taste. . .I hear they're quite a delicacy.
Otacon: Snake!

End transmission

Stage: Warp Room



This stage is the warp room from Crash Bandicoot 2, but significantly enlarged to make it more playable. This is far from a viable tourney stage, being highly chaotic and something that would be impossible to get even slightly close to resembling in the stage builder.

The first warp room you'll be in will look relatively normal, the theme of it looking as if it's made of wood. In the middle of the stage is a giant platform (Embedded into the ground, but it looks different then rest of the flooring), and there are several portals in the background to the various levels of Crash Bandicoot 2, which do nothing more then look pretty. On the sides of the arena though are two massive portals which you can be knocked into, which is the main way you KO people in this part of the stage, as most of the upward KO area is blocked off by a roof. There is a big cut out for the giant platform embedded in the middle of the stage to go through in the cieling though, which you can use to star KO people. The warp room parts of the level have walk off edges, and this part as a whole is nothing special.

On rare occassions a generic enemy will come out from one of the portals in the background (Depending on the theme of the warp room you're in) to go into the fray, but it will pose little threat. The enemy that comes out is a turtle which can be flipped on it's back by jumping on it, rendering it helpless, and damages you by running into you for 5-6% damage and minimal knockback. You can dispose of these turtles easily with their measly 30 stamina, and if they're flipped over any attack will dispose of them, even a basic projectile.

After playing in the warp room for about 45 seconds, things start to get interesting. The giant platform comes out from it's socket in the middle, then goes up to go into the socket in the cieling. The platform goes up to it over the course of about 5 seconds, and anybody who isn't on the platform will be KOd as the stage moves on to the next phase. The platform carries the characters up to a boss fight, them appearing in a set order. You'll face the bosses in a random order, going back to a warp room after each boss for a break. Each boss has a corresponding warp room that goes with them so you can see which boss is coming up next, the warp rooms having slight changes, but the bosses of course being the main show. The order presented here of the bosses is from easiest to hardest. The cycle the stage goes through here is just an example, going from the weakest bosses to the strongest. The first boss you'll see is Ripper Roo.


Ripper Roo:



After the platform goes into the cieling from the previous stage, you'll find yourself on a giant platform with Ripper Roo's face painted on it at the bottom of a water fall (The boss arena for him from Crash Bandicoot 2). There's nothing to block off the edges unlike the picture, it just being a long river of water going in either direction that you can KO your enemies off of. The platform is slightly elevated so that it can be grabbable from the water, but just barely enough to do so. The water has a slight current to push you away from the stage to keep KOs from going on for too long (Though only around a quarter of the speed of the rushing water in Jungle Japes).

This would be just another arena if it wern't for Ripper Roo sleeping on a little throne in the background. At first he won't disturb the fight, but after 15 seconds of staying in this area he'll awaken from his slumber in annoyance. He'll have his top hat, bowtie and cane, being in his "Sir" Ripper Roo attire, and he'll proceed to pogo about the stage on his cane after being awakend. He'll lay TNT in the background as he goes back and forth accross the platform, coming closer and closer to where the characters are brawling, the counters on the TNT ticking more and more quickly as they get closer to detonation. Once Ripper Roo comes into the area the brawlers are playing, he himself will be an obstacle, doing 10-11% damage and below average knockback if he touches you or 15-16% damage and good knockback if he lands on you with his cane as he pogos about. He'll lay TNT in the area the brawlers are fighting as well, and if any single crate of TNT is hit for 30 stamina it will explode early, causing a chain reaction which cause all the other crates of TNT to explode. Each exploding crate has a hitbox twice it's size which does good knockback and 20% damage. If none of the crates of TNT are attacked, the first crate Ripper Roo layed in the background will eventually go off and cause a chain reaction of explosions, them going off one at a time, you having fair warning of when which ones will explode. This whole process takes around 25 seconds, but can be cut short by 10 if a player destroys one of the crates of TNT.

When the TNT crates explode, Ripper Roo will be caught in the explsosion, and all of his gentleman's gear will fall off, his cane, top hat, and bow tie, as he turns into his normal crazy self, letting out a maniacal laugh. After this, he'll jump off the top of the screen and remain absent for 20 seconds for the brawlers to fight in relative peace, but he'll then fall back down off the top of the screen in the throne in the background (Not having regained his gentleman's gear.). He'll start laying nitro crates instead of TNT crates this time in the same fashion as before, but these crates won't automatically explode on their own. Instead, once Ripper Roo lays nitro in the area the players are brawling in, a single touch of the nitro will cause trigger the explsosions, them doing 30% damage and even higher knockback. Ripper Roo will continue jumping about while he's waiting for somebody to blow up the nitro, doing the regular amount of damage if he jumps into someone, although now laughning maniacally and unable to hit people with his cane. If the nitro fails to blow up after 30 seconds, Ripper Roo, being the crazy guy he is, will get impatient and blow it up himself, diving head first into one of the nitro crates and setting off the chain reaction of explosions.

After the nitro phase, Ripper Roo won't respawn on the throne for 45 seconds, where he'll once again be in his "Sir" Ripper Roo outfit and the cycle will repeat. The cycle will go through 3 times before you'll move on to the next part of the stage. To transition back to the warp room, Ripper Roo's arena will slowly fade out as the screen turns into a blur that resembles the transiting phase from Castle Siege, but with a green color scheme. The giant platform that you used to ride to Ripper Roo's boss fight will be here, and the rest of the ground here isn't solid, meaning the platform is the arena you have to fight in. This stage transitioning phase lasts 30 seconds, giving by far the most peaceful moment of the stage.
When the time's up, anybody not on the platform will be eliminated as you enter the next warp room, the platform going up into the socket of a warp room in an indentical shape of the last one, only now with an icy theme.


The most notable change of the icy warp room is that the floor is solid ice, being very slippery, resembling the terrain the summit stage the Ice Climbers share. The enemy for the icy warp room isn't an actual enemy that you can attack. A giant polar bear will rear it's head out from one of the three portals in the background and snort angrily, giving fair warning, then will chomp in front of, doing 35% damage and massive knockback to anything he sinks his teeth into. This stage hazard is very powerful, but has small range and is very predictable. Icicles will also sometimes fall from the roof of this warp room on rare occassion, doing 15% damage and average knockback. There's good warning of the icicles as they slowly grow over time, them shining before they fall, but they drop down at a massive speed once they fall. After 45 seconds in this warp room, you'll move on to meet the next boss, Dingodile.

Dingodile:



Upon coming up out of the warp room, you'll find yourself in Dingodile's boss arena from Crash Bandicoot Warped, it being an enclosed icy cave. The area the fight takes place in is extended in this stage, there being no walls unlike the traditional boss arena, this stage having walk off edges for it's method of KOs. The cieling is thankfully higher then the limits of the stage, meaning star KOs are still possible as normal. The terrain is snow rather then ice, meaning the stage thankfully isn't slippery.

This would be your regular every day stage if not for Dingodile (Who says his signature line "Gonna make toast!" when you enter the arena.), who is in the middle of the large flat arena (Around twice the length of final destination). 3 layers of massive ice crystals will do a decent job of blocking him off from being attacked (Them not spinning around like the traditional boss fight.), and will effectively separate both sides of the arena, you having to jump over Dingodile and the deadly massive crystals to get to the other side, it being very hard for characters with bad recoveries. If you land on one of the spiky tips of the crystals, you'll be dealt above average upwards knockback and 25% damage.

Characters with bad recoveries literally can't jump over the entire length of the crystals, and must land on Dingodile in the middle, using him as a stepping stone to regain their jumps to make it to the other side. Once Dingodile is jumped on, he'll fall over as a "smack" sound is heard, and the pack on his back powering his bazooka will start flashing and beeping in the same fashion as if he were hit in his traditional boss fight. The pack will proceed to explode 5 seconds later, causing a massive explsosion that has an area of effect that reaches out as far as the crystals. Anybody caught in the explosion will be dealt 32% damage and large knockback, making it high priority to avoid, the explosion also destroying the crystals.

After the explosion, Dingodile will be covered in char and lay there for around 10 seconds, recovering from the attack, then get up and shake off the char, annoyed. New crystals will fall down from the cieling to replace the old ones, anybody hit by the sudden fast falling crystals being dealt 25% damage and good knockback. This process must repeat 4 times before Dingodile is defeated and you move on to the next boss, each "hit" not taking as long as the other bosses.

Dingodile himself, of course, does far more then just sit there inbetween the ice crystals, waiting to be pounced upon. He regularly fires out shots from his bazooka in various forms, the most common one being a beam. He'll fire the beam straight to the right or left at random, it going along the entire length of the ground on that side of the stage and lasting for 3 seconds. Dingodile has to fire through the crystals protecting him to do this, and his heated bazooka ray will cut down the length of the crystals by the size of his bazooka beam (One fifth of the crystal). IN addition to the crystals being easier to jump over, they'll also lose a fifth of their damage and knockback if you land on their tips. If Dingodile completely destroys all his crystals on both sides in this fashion, new ones will fall from the cieling as if Dingodile exploded from being jumped on.

Another of Dingodile's attacks is firing flame shots up out of his bazooka directly upwards off the top of the screen in mass, one at a time. Players can be hiy by them if they're jumping over Dingodile, but this of course is rather unlikely. The shots will then proceed to rain down off the top of the screen on both sides of the icy arena, them coming down at a fast pace, although still only one at a time like when he fired them upwards. Anyone hit by any of the shots is dealt 11% damage and below average knockback, it not being that much of a threat although being rather annoying to dodge.

To prevent this phase from going on forever, if nobody jumps on top of Dingodile to deal a "Hit" to him, he'll use the backpack as a jetpack after 60 seconds, flying up above his normal position. He'll fire one of his beams directly at one of the players on the stage out of his bazooka at random, it doing the same amount of damage, size of the beam, and knockback from his normal bazooka beam attack. He'll chase them around with the beam after firing it, moving it around slowly. After 5 seconds of this, Dingodile's bazooka will stop firing and he'll shake it around angrily, trying to get it to fire, then his jetpack will putter out, making the pre explosion noises and then proceeding to blow up as he lands on the ground from overuse of his bazooka and jet pack, it being counted as one of the 4 "hits" on him.

After defeating Dingodile, you'll go into the portal phase on the platform again like after you defeated Ripper Roo with the swirling green background. One of the portals in the background is replaced by a giant clock which matches the time your Wii is set to, ticking about. Every 5 minutes, a cuckoo bird will come out of the clock and into the playing field, damaging anything it hits as it springs out on it's platform for 25% damage and good knockback, then getting brought back inside the clock. The background isn't a wall in this warp room, and is instead clear glass. Outside through the glass you can see a clear sunny day if the time is between 6 AM and 6 PM, lightning up the arena well, or you'll see the stars and moon if it's 6 PM or later, giving the arena a dark look. Once you leave this time themed warp room, you'll find yourself up against the next boss, N. Tropy.


N. Tropy:



You'll find yourself in N. Tropy's boss arena from Crash Bandicoot Warped after taking the platform out through the top of the time warp room. You'll all spawn on a platform around the size of battlefield on the left, while N. Tropy is off on a platform of the same size at the opposite side of the arena on the right. There's a massive chasm inbetween you and N. Tropy, large enough that not even Pit could make it accross (Unless he had a bunny hood or was knocked part of the way accross, but you get the idea.). The screen is zoomed out a massive amount to show both N. Tropy and your characters fighting, resembling the maximum amount the Great Fox can be zoomed out in Melee. The clocks ticking in the background once again match your Wii's time settings, although these clocks don't affect the battle and you can't see outside, so this hardly matters.

N. Tropy will fire projectiles from his platform at you while you fight, trying to incinerate you out of his time twisting arena. He'll fire beams from his boss fight, that, unlike Dingodile's beams, face horizontally rather then vertically, coming up on your character like a wave of death. These beams do only 16-17% damage and average knockback, but N. Tropy will fire them at a rather alarming pace. Some will be low to the ground to be jumepd over while others will be high right after them, requiring you to fall back down quickly from your jump to dodge them. He fires these beams in spurts, and they take a while to get over to you, meaning you have plenty of time to fight your fellow Brawlers in relative peace, although when the beams do arrive they'll require your attention (You having plenty warning). N. Tropy's other projectile is a homing fireball. N. Tropy will fire them one at a time, and they'll home in on the closest player. The fireball will switch it's course if another player becomes closer, adding a layer of strategy into trying to get your enemies hit by the attack. If hit by the fireball, you'll be dealt average knockback and 14-15% damage, as well as an additional 5% fire damage over 2 seconds.

While N. Tropy is regularly sending attacks your way, he doesn't really disrupt the fight that much with his projectiles due to his distance away from you. Every 60 seconds though, N. Tropy will simply say "Time to die!", and all the clocks in the background will start spinning around rapidly as N. Tropy seemingly casts some sort of spell with his gigantic weapon. A bridge of platforms to come over to N. Tropy appear, and the platform the characters were fighting on will shortly fall down underneath them into ruin, forcing them to go accross the bridge. The platforms will start falling down once a character has landed on them, meaning the characters must make their way to N. Tropy as quickly as possible if they wish to survive. Once the characters make their way over to N. Tropy, they can hit him with any melee attack or footstool jump off him to "get a hit" on him. The players can choose to ignore N. Tropy, but he'll then proceed to use his projectiles right next to them, making him a major threat as he constantly barrages the characters with endless attacks. Once N. Tropy is hit, a "smack" sound will indicate he's hit as he stumbles over, and he will shake his fist angrily as he proceeds to teleport away. He'll leave the fighters in peace for 30 seconds, then the platform on the opposit side will rise up again and N. Tropy will teleport in on top of it, and the cycle will repeat. N. Tropy must take 3 hits before you move on to the phase where you travel back to the warp room with the flashy green background on the warp room platform for another 30 seconds. Upon being defeated, he says his line from Crash Bandicoot Warped in his dying breath, "My time is up. . .But yours soon will be too!".

The next warp room has large amounts of gears churning in the background, as well as the floor being made out of them. Occassionally one of the gears will blow a gasket and dislodge itself, coming onto the arena and spinning accross the stage on it's side, then falling over and being a throwable item. The gear does minimal damage if it runs into you and mimics a large wheel from Wario's bike when thrown in effects of gameplay. Oil will sometimes spill out from the background as well, causing the arena the floor of the warp room to be covered in it. The oil causes the ground to be slippery like the ice warp room, but also creates the chance to randomly trip like in the real version of Brawl (In this version of Brawl, there is no random tripping. Take that, Sakurai!). The oil doesn't go away once it spawns, but you only fight in this warp room for another 45 seconds, so it doesn't really matter. Once you've spent enough time brawling here, the platform will head through the cieling of the warp room to the next Boss, Cortex.


Cortex:



Upon leaving the mechanical warp room, you'll find yourself in the boss arena of Cortex from Crash Bandicoot 2. You'll be on a platform the size of final destination, while Cortex will be in a large hovering mech in the background, regularly doing his halfway mechanical laughs as he does his attacks. His most common attack is firing up rockets up off the top of the screen in the background that will then rain down onto the playing field. The first missle will come down on the far right side, while each missle after it will land slightly to the left of it. Once a missle lands on the far left side, it'll go back to the other one. This is Cortex's fastest attack, and the missles thankfully only do 10% damage and below average knockback. Another of Cortex's attacks has him fire missles in the same fashion as his most common attack, but he'll instead fire 5 missles which function like Snake's side b, homing in on the nearest player. The speed, damage, and knockback of the missles matches Snake's perfectly, meaning players will be more then famaliar with them.

On rare occassions Cortex will suddenly go down off the bottom of the screen in his mech, then come back up with a large green laser in the front of his machine. He'll go behind one third of the arena selected at random, either the middle, right, or left, then fire a massive laser then neutralizes the platform and does 36% damage massively large knockback to anyone it touches. The attack is thankfully slow and predictable, although it has a lasting effect in that it destroys part of the arena. There's more ending lag after this attack as Cortex goes off the bottom of the screen and comes back up again to get his mech back in his normal form, meaning you won't have to deal with constant deadly attacks. The part of the arena that was destroyed will respawn after 20 seconds pass.

Cortex will only come onto the playing field out of the background for his most deadly attack, which he'll do every 90 seconds (Although he'll wait extra time if part of the arena is currently destroyed, not doing the attack until the arena repairs itself.). He'll fly up off the top of the screen of the background, then come crashing down onto the playing field in his entire huge mech. He'll land in the middle of the arena, covering about half of it, anybody who gets crushed by the mech as it falls down getting the same effect as if they were hit by a giant missle from the mech. Players can still climb onto the mech and use it as a platform (The middle part of the platform destroyed due to Cortex crashing down), although this will cause the terrain to be slightly slanted. Cortex will open his cockpit, being in the dead center of the arena in the playing field, and proceed to take out two large plasma pistols. He'll fire them around wildly and rapidly, them sending out projectiles that are just like R.O.B.'s fully charged laser, them richocheting around, lasting around three times as long as R.O.B.'s lasers. In a single flurry of the attack, he'll send out 4 of these lasers on either sides in seperate angles, making for plenty of chaos. He'll have to take a break between each flurry of shots, taking time to reload. If Cortex is hit by a footstool jump or melee attack during this time, he'll get "hit", a smack sound being heard, then proceed to close his cockpit and head back into the background, the middle of the platform respawning in 10 seconds. If no players bother to attack Cortex while he's in this state, the missle embedded in his head will explode after 20 seconds, causing Cortex to get "hit", keeping this phase of the stage from going on forever. After taking 3 hits, Cortex will be defeated and you'll go back to the phase of the stage where you warp back to the warp room with the swirling green background and the giant platform.

After the warping, phase, you'll find yourself in the final warp room, it having a sewer like theme. The middle portal in the background is replaced by a pipe which spews out green acid liquid onto the arena, which very slightly pushes you to to the left like the treadmills in the electric version of Pokemon Stadium 2, but severely toned down. The acid forks at the pipe to the right and left as it comes out of the pipe, meaning if you're on the right half of the warp room you'll be pushed to the right, while visa versa goes for the left side. Sometimes the rate of the acid's speed will go up, although it's max speed is only half that of the treadmill on Pokemon Stadium 2, and it'll go back down shortly after. This is one of the more peaceful of the warp rooms, you able to have more conventional fighting inside here. After your time in here is up, you'll move on the final boss, N. Brio.


N. Brio:



The stage is like it's shown in the screenshot in the original Crash Bandicoot boss fight, but instead of walls on the sides of the arena (Which is strectched to be enlarged to the size of final destination), there are bottomless pits, and there's a single platform in the center. Sometimes (Every 30 seconds or so) acid will rize up out of the bottomless pits in a fashion like the lava on brinstar or norfair, possibly saving you from your doom if you can't recover, although it won't come up very high, only halfway up to the arena at most. More rarely (Every 3 minutes or so) the acid will rise up to flood the stage and wash you off in a tidal wave, although the actual amount of acid that comes over the stage is relatively little, you able to avoid being washed off the stage by the acid by jumping on the platform in the middle. The acid tidal wave will cause a king of the hill competetion over the platform as the deadly waves pass, meaning you must defend the platform at all costs.

N. Brio himself will be in the background (On a slight pedestal to avoid the acid tidal waves), unable to be attacked on a regular basis, much like N. Gin. First he'll throw a single potion at every player's position, one at a time, these potions causing small explsosions the size of Toon Link's bombs. These potions deal 13-14% damage and below average knockback. After having thrown one of these potions at every player, he'll throw the potions more quickly, but not aim at the actual players this time, just throwing them around randomly. Sometimes the explsosion of the potions will be delayed before they explode, causing confusion. If the potions don't hit anyone, they'll create a living entity of slime. The slimes will slowly patrol the stage back and forth accross the stage, unaffected by tidal waves, and having enough intelligence to not waltz off the edge. If a slime touches you, you'll be briefly stunned and dealt 4-5% damage, although they're easily destroyed by a single attack. After N. Brio throws potions for 30 seconds, any slimes still alive will come together in the center of the stage to form a humanoid shape. The slimes will go into the shape of a random character (Although it will never be Donkey Kong for reasons detailed later), and will then act as an enemy hostile to all players. The more slimes that were able to form together, the stronger the character is. To have the strength of a full character, all the potions that N. Brio throws must becomes slimes and must not be destroyed. So on average, the slime character will be very weak, only slightly more durable then an alloy in multi man brawl. The slime characters can not use any items.

Once the slime character is destroyed, N. Brio takes action himself more directly. He'll take out a potion with a vile red liquid then proceed to chug it down. N. Brio will hold his throat as if he were choking, then let out his signature sinister laugh and his eyes twitch rapidly as he transforms into his monstrous form like in his boss fight, it being somewhat of Dr. Jenkyl/Mr. Hide transformation. Once N. Brio undergoes the transformation, he'll come onto the playing field out of the background to attack, beating his chest. N. Brio will act as a giant Donkey Kong clone (Although obviously looking very different) and wreak havoc on the stage. N. Brio has permanant superarmor and thus cannot be KOd except by exploting the dumb computer AI, although he'll respawn instantly if the AI somehow messes up. N. Brio's computer AI level while in this form depends on how many "hits" he's taken. If he hasn't taken any hits, he'll be level 3, if he's taken one hit he'll be level 6, and if he's taken two hits (thus needing only one more to be defeated) he'll be level 9. N. Brio's transformation thankfully only lasts a mere 15 seconds, limiting the amount of havoc he can perform. Like his slime minions, N. Brio cannot use any items -- picture if he suddenly pulled out some bongos from the smash ball! Once the transformation is over, N. Brio will go into the background and go back to the center of the stage on his pedestal, holding his head in pain from the transformation, birds swirling around his head in a cartoon like fashion. N. Brio won't resume throwing potions for another 45 seconds, and takes the usual 3 hits to defeat.

Once N. Brio is defeated, you'll go into the usual warp area with the green swirling background as you warp back to the first warp room for Ripper Roo, the cycle finally repeating itself (This is just an example of a possible order though, it's random which bosses you see, although each boss will always have their respective warp room before them to warn you.). To see everything in this stage, you'll have to play a long match, as a 2 minute match wouldn't even let you see much of the Ripper Roo phase. This is a great stage for long matches, it always being varied. While there are occassional chaotic parts of the stage, they're rather brief and the attacks are quite predictable, allowing you to still have a good fight with your opponnents.


Music:
-Ripper Roo Boss Fight (Crash Bandicoot 2)
-Dingodile Boss Fight (Crash Bandicoot Warped)
-N. Tropy Boss Fight (Crash Bandicoot Warped)
-N. Tropy Boss Fight (Crash Bandicoot: N. Tranced)
-N. Gin Boss Fight (Crash Bandicoot 2)
-N. Brio Boss Fight (Crash Bandicoot)
-Koala Kong Boss Fight (Crash Bandicoot 2)
-Hot Air Skyway (Crash Team Racing)
-Medieval Mash (Crash Bash)
-N. Gin Boss Fight (Crash Bandicoot: The Wrath of N. Gin)
-Oxide Station (Crash Team Racing) (Only here due to his space station being in the SSE, where this music is played)

Assist Trophy: Pinstripe Potoroo



Pinstripe, the stereotypical gangster rat (Who's mutated like N. Gin's other creations, being as tall as Marth, the general human size, instead of that of a real rat) comes out of the assist trophy to do. . .Seemingly nothing? He leans against the background in a smug sort of way, his arms folded, smoking a cigar in an old fashioned gangster style.

If an enemy runs by him (They have to be dashing, not walking) or hits him, though, the cigar will be knocked out of his mouth (Revealed to be a lolipop in One Piece dub fashion for those crazy parents who think video games will make their kids smoke), and he'll get a really pissed off exspression written over his face. Pinstripe will proceed to take out his tommy gun and unload all the clips of it at the enemy oh crossed his path, laughing maniacally with a stereotypical italian gangster accent as he does so. Pinstripe will fire at you for 10 seconds, doing 5-6% damage a second as he rapidly unloads all his ammo on you, the damage racking up quickly but it doing no stun or knockback. You can't escape his firing range, although you can do some rolling to avoid some of the damage. Avoid crossing the gangster's path in any dark alley, and if you're the guy who hired Pinstripe to take somebody out for you, bring the enemy to him so he can finish the job.

If nobody crosses Pinstripe's path within 15 seconds, he'll vanish, mumbling "Aw brother. . .You aren't worth the trouble.", directed at the character who summoned him from the assist trophy, vanishing.


Item: Aku Aku Crate



This is a container item which functions like a regular crate in all respects, but has a picture of Aku Aku, Crash's guardian shaman spirit, painted on it. Upon breaking open the crate, Aku Aku will pop out of it (The character pictured on the box), saying "WHOLABAGHA!" (Random mumbo jumbo that he says in the games) and start levitating around at the side of the character who freed him. Aku Aku will cause the character to recieve no damage or knockback from the next attack they take, taking the hit for them and shattering apart afterwards. Aku Aku will absorb all projectiles like the franklin badge until broken, meaning that he must be destroyed by a melee attack.

If you bust open a mask crate while already having Aku Aku at your side, Aku will get a gold tint, his feathers turning yellow and orange. Upon being hit, he will revert back to his normal state instead of being destroyed instantly. If you open another mask crate while already having Aku Aku in golden form, he'll start glowing and the music will be replaced by the Crash Bandicoot invincibility theme. Aku Aku will go over your character's face like a mask, and you'll be totally invincible during this time period, dealing 15% damage and above average knockback to anyone you touch as well. The invincibility period lasts 10 seconds, then Aku Aku will revert back to his golden form.




If you're playing as N. Gin and Koala Kong, Bowser, Ganondorf, King Dedede, Meta Knight, Wolf, or Wario, Uka Uka (Seen above) will pop out of the crate to assist you instead of Aku Aku. He has different voice clips and looks slightly different, being the evil opposite of his brother, Aku Aku, though performs the same as Aku Aku in gameplay.

SSE Role:



N. Gin and Koala Kong are first seen rather late in the game, the scene being edited for their first appearance being the one where Ganondorf is introduced as well, giving orders to Bowser. N. Gin will also be in the computer room with Ganondorf, working his technology for him, while Koala Kong will be with Bowser. When Ganondorf gives the order to the two brutes to attack, Koala Kong sits around stupidly, causing N. Gin to have to come over to the screen and reassure him that he needs to go, asserting his authority. Koala Kong obeys his master and goes off with Bowser, Ganondorf just shaking his head while N. Gin shrugs and smirks to try to reassure the king of evil. N. Gin is also seen alongside Ganondorf in the cutscene where he's ordered by Master Hand, bowing alongside him, although N. Gin isn't smirking like Ganondorf, not having any intention of betraying Master Hand. Koala Kong is seen in the cutscenes alongside Bowser when he's raiding Dedede's fortress, using his massive jumping abilities and actually fighting the enemies off in the cutscnes with his massive trident, Bowser helping him with his fire breath. They don't actually defeat the enemies, them not being trophies, just greatly wounding them due to being so busy. They flee together in Bowser's clown car as the heroes stare after them angrily.

After Duon is defeated, the game goes back to the villians before showing the subspace bomb factory. Bowser and Koala Kong will of returned to Ganondorf and N. Gin in the little base where Ganondorf and N. Gin were giving commands, Koala Kong running up to his master, saying his name stupidly and giving him a big hug, suffocating him in a cartoon like fashion. Bowser laughs at this while Ganondorf facepalms, after which Koala Kong reluctantly releases N. Gin. N. Gin shakes his fist angrily at Koala Kong while Koala Kong droops his head down to the ground sadly, then Ganondorf uses his warlock magics to open a portal to subspace and the "Ganon Cannon" he later takes out the Halberd with. The four villians go through the portal to be on top of the great weapon together. They all look about the massive creation and laugh evily, then look out of the portal to see their way to take the deadly weapon into the land of the trophies. Ganondorf extends out his arm to order the subspace creatures working the ship to activate it, but he suddenly puts up his hand to tell them to stop as something catches his eye. The other villians look at Ganondorf questiongly when he points down to Wario, who was turned into a trophy and sucked into subspace, just happening to land in this area. Ganondorf gives a dismissive motion to the other villians, telling them to go down to get Wario, them sighing and proceed to go do so,N. Gin mounting Koala Kong and mumbling something that you can't understand under his breath angrily as they proceed down to Wario. You play a level as Bowser and N. Gin and Koala Kong, you going down the "Ganon Cannon" and fighting wild subspace enemies (Not all are under Tabuu's command) as well as an occassional malfunctioning turret on the Ganon Cannon. The turrets will sometimes actually help you dispose of the enemy, but they can still hit you, so be careful. The malfunctioning turrets will do rather awkward motions and bleep rapidly to indicate that they are indeed not under Ganondorf's command.

Once the three villians make their way down to Wario, he rubs his buttocks as he's revived from his trophy status, and eagerly shakes Bowser's hand, glad to see his old partner in crime while Bowser looks less then thrilled, rolling his eyes and snorting at the lesser villian. Wario shakes the snort from Bowser out of his face annoyed, then the villians make their way back up to Ganondorf with ease, having cleared their way of obstacles when they came down. Ganondorf remembers one final place that he needs to have raided, and opens a portal to the land of trophies in a far off place - a space station (N. Oxide's to be precise.). Ganondorf motions for the other villians to go through and they proceed to do so, Ganondorf sitting on a throne as he waits for them, drumming his fingers. He goes inside his Ganon Cannon at the controls, going past subspace enemies working it as he does so, to look at some screens to check on the progress of the subspace bomb factory. The Ancient Minister gives Ganondorf a salute, but Ganondorf points to Zero Suit Samus and Pikachu coming in the background angrily, slamming his fist down. The Ancient Minister frantically orders his troops after them, and the first subspace bomb factory level begins.




After you complete the subspace bomb factory levels except the final one where you escape the factory, you'll finally pick up where the villians left off in N. Oxide's space station. N. Gin, Koala Kong, Bowser and Wario will all gaze around the massive place in awe, Wario's jaw dropping to the floor in comic fashion. Koala Kong and Wario both fart in amazement, Wario passing the farts to Bowser and N. Gin for them to be very angered and annoyed at the two of them, Koala Kong laughing stupidly. N. Gin takes out a subpsace bomb to remind the others of their goal, laughing evily, then puts it away for the other three villians to nod. They proceed to invade the space station, and you play the level as Bowser, Wario, as well as N. Gin and Koala Kong. There are no subspace enemies here, the enemies instead being various aliens of Oxide's race.

After the level, the next cutscene cuts back to Ganondorf inside his "Ganon Cannon". He scowls as he watches the group in the Subspace Bomb Factory starting to escape the exploding fortress, pounding his fist on his desk. A primid captain comes up to Ganondorf to ask for orders, but Ganondorf is disgusted with the efforts of the primids, and smacks the primid away. Where could Ganondorf get some -real- help? The king of evil's question is answered when Wolf enters the room, his name banner flashing accross the screen. Ganondorf looks most pleased at the mercenary's arrival, and brings up Oxide Station on a screen, angered that his other fellow villians are taking so long there. Ganondorf points to the screen then to Wolf, ordering him to go there if he indeed wants to join his group. Wolf folds his arms and shakes his head, then rubs his fingers together, indiciating that he'll require a hefty sum of money. Ganondorf sighs and takes out a big bag with a dollar sign on it for Wolf's normal eye to twitch rapidly in happiness, hastily taking the bag. Ganondorf points to the space station on the screen for Wolf to nod, and he goes to leave, but Ganondorf lets out a grunt to tell him to stop, tossing him a subspace bomb and chuckling evily. Wolf nods once more and smugs slyly, then leaves the Ganon Cannon area to head for Oxide's space station. The scene stays with Ganondorf as he watches the group in the subspace bomb factory trying to escape, and you then play through that level, facing Meta Ridley at the end as normal.

After Meta Ridley is defeated and the party of the subspace bomb factory escapes, the game shows Wolf heading for the Oxide Station in his Wolfen. The cutscene cuts to the Halberd, Where most characters on the Halberd are preparing the ship for battle, Fox and Falco stare up at the Wolfen heading into space. Fox clenches his fist and motions for Falco to follow him, and they head for their arwings in the docking bay of the Halberd. They proceed to take off after Wolf, then the cutscene resumes from Wolf's perspective. Upon getting close to Oxide's space station, Wolf runs into an asteroid field. Wolf manuevers through the asteroid field skillfully, shooting up anything that gets in his way, but he suddenly gets shot down from behind. The camera goes back to reveal Fox and Falco in their arwings, who've managed to catch up with their quick action. Wolf's shop falls down and crashes onto an asteroid. Fox and Falco give a thumbs up to each other, turning to face each other to do so. Due to not paying attention to flying in the thick asteroid field, the two pilots crash into asteroids as well, falling down and crashing down on the same asteroid as Wolf. Fox groans as he gets up out of his arwing, and hastily looks around for Falco to see that he was killed by the crash, having turned into a trophy. Fox goes over to Falco to revive him, but Wolf hastily gets up and slashes Fox accross the face with his claw. He angrily motions Fox to come to him for a battle, and you select your character for a one on one duel.




After the Fox vs Wolf battle, there won't be any clear winner no matter who you choose, the outcome being the same either way. Before either can finish the other off, Fox is able to revive Falco, going off away from Wolf to do so. Fox and Wolf continue fighting, but Falco looks behind them to see that the asteroids are being sucked into a black hole. Falco hastily comes inbetween them, doing his down smash to hit both of them and get their attention, then shows them the black hole. Fox and Wolf look alarmed, and Falco leads the way to flee from the black hole. The three space animals start heading accross the asteroid field on foot toward Oxide's space station to get away from the black hole for their lives, putting apart their differences for the time being. You play as all three characters for this level, it being a scrolling one as the black hole chases you. The enemies are various mechs from Starfox, them being made by Andross.



At the end of the level, another cutscene will show up before you're able to unlock Wolf. Andross will come up to block the path of the Starfox characters to the safe space station, laughing evily, and a boss fight will ensue. The boss fight is timed as you must escape the black hole before it catches up to you. Andross isn't a true boss, not appearing in the boss battles mode. His mechanical head from the assist trophy will be in the background, being ever lasting, while you must defeat his hands, which function just like Master Hand and Crazy Hand.

After defeating Andross, you'll skip back to Wario, Bowser, as well as N. Gin and Koala Kong's trek through Oxide's space station, there being no cutscenes for it as it's just another continuation of the previous level. After that, you'll cut back to Fox, Falco, and Wolf, who have finally made it to Oxide's space station. Wolf will try to attack Fox now that they're safe from Andross and the black hole, Fox looking plenty ready for a battle as well. Falco has to once again act as the voice of reason though, pointing back down to earth and shrugging, saying that they need a way back to their planet and off the space station. Wolf sighs and gives a dismissive motion to Fox, and they proceed to head through the space station together for another level, apparantely having come in at the opposite side as the villians.

After completing the final Oxide Station level, the villians and the space animals will meet up together in the center of the space station. Wolf regognizes the villians from Ganondorf's briefing, but the villians on the other hand have no idea who Wolf is. Wolf puts up his hands to tell them to stop and takes out a subspace bomb, chuckling, for Bowser to take out his own subspace bomb and all the villians to glare at Wolf angrily, wanting the credit for sending the space station into subspace. Wolf ignores them and sets up his subspace bomb for the villians to go into a fit of rage and attack Wolf, Fox joining them without hesitation. Falco facepalms and sighs, trying to figure out a way to deactivate the subspace bomb, while all the other characters try to take down Wolf. You play as Wolf against Wario, Bowser, Fox, as well as N. Gin and Koala Kong, it being a 4 on 1 battle. You'll first face the villians three on one, then Fox will spawn afterwards for another one on one battle.

Once you defeat the other characters as Wolf, the cutscene will show the fight still raging on, Wolf barely managing to hold his own. The screen cuts to Falco, who is angrily trying to deactivate the subspace bomb to no effect, eventually resorting to beating on it pathetically. Suddenly, Nitros Oxide, the master of the space station, finally arrives, not able to take such a large threat to his base go unnoticed. He angrily attacks the larger group that are all fighting each other, firing plasma out of his turrets on his UFO at them, causing them to divert their attention to the alien overlord. Falco notices some spare ships in the docking bay and motions to Fox to them for him to nod. Fox and Falco proceed to flee the space station together in two seperate alien ships, giving up on the lost cause, while the screen cuts back to Oxide who lets out a sinister laugh. You play as Wolf, Bowser, Wario, as well as N. Gin and Koala Kong against him in a full fledged boss battle to ensure that he doesn't deactivate the subspace bomb.


Boss: Nitros Oxide



N. Oxide isn't that much bigger then the tallest of playable SSB characters (Ganondorf) in his actual body size, his UFO more then makes up for this. Oxide is still smaller then your average boss, but he's still around 1.5X the size of Bowser in height and width, being significantly bigger for you to tell him apart from the playable characters. Oxide hovers above the arena in his UFO, about a Ganondorf and a half off the ground, moving from one side of the arena back to the other constantly, him being a constantly moving target and you having to jump to hit him. Due to him being harder to damage then the average boss, Combine the fact the Oxide isn't as insanely large as the other bosses, and he's slightly harder to hit then your average boss. Many of Oxide's attacks are the items he in his boss battle in Crash Team Racing, translated into Smash Bros.

The arena itself is quite large, around 1.25X the size of final destination, there being very small pits on either side of the arena to fall into. There is no roof to the arena, but there is a wall on the left side, meaning you can't be KOd off in that direction, the wall being a closed giant clear window off staring into space. The rest of the background is made up of various parts of the Oxide Station race track from Crash Team Racing.


Attacks:

TNT Crates:

A crate of TNT around half the size of the crate item in Smash Bros falls from Oxide's UFO, a compartment opening up in the bottom of the UFO to drop it, closing after the crate's been dropped. Oxide will drop three of these in succession, one in the center of the arena and two in the center of both the right and left sides of the arena. The TNT crates will start counting down to explsosion as soon as they fall from Oxide's UFO, them having a 3 second countdown. As each second goes by, the usual "TNT" logo displayed on the crate will change to the number of seconds left to detonation, just like in the Crash games. When a TNT crate explodes, they'll have a explsosion hitbox the size of Bowser around themselves, doing 31-32% damage and very high knockback, though the attack is obviously highly predictable. If you attack a TNT crate before it's countdown ends with any attack, even a single shot of Fox's blaster, you'll blow it up early, so be cautious with these.

Brio Beakers:

Oxide takes out a bubbling potion with green liquid inside it and throws it at you, and then proceeds to throw four more potions in rapid succession. The beakers go very fast at you once he throws them, meaning an air dodge/sidestep/roll is the best option instead of fleeing from them, although they're not much of a threat. The beakers only deal 8-9% damage and low knockback, being nothing more then damage rackers, being Oxide's weakest attack. The contents of the potions will spill out when they hit the ground, assuming you dodged it, covering that part of the floor with the liquid. The liquid is slippery like the terrain on The Summit stage of the Ice Climbers, and has a large chance to induce random tripping when you transverse over it (In this version of Brawl, there is no totally random tripping.).

Titanic Turrets: Oxide fires machine gun fire out of the turrets on his UFO, firing directly at you with machine gun style bullets. The machine gun fire doesn't do any knockback or flinching at all, but deals heavy damage, 12-13% damage for every second you're in the stream of bullets, Oxide continuing to fire his guns for a total of 10 seconds. Oxide moves around his stream of fire decently slowly, meaning it's easy to dodge the majority of the attack, but it can be annoying to dodge every single shot. Oxide can blow up his own TNT crates early with this attack if he fires at them.

Attacks Used at 75% health:

Boost Pads: Oxide presses a button on his UFO to cause boost pads from Crash Team Racing to come out at the far right and left side of the arenas, them being a bunch of green and black arrows lined up against each other on the terrain. The boost pads are pointed into the pits they're right next to on either side of the arena, and if you go over the pad you'll be zipped into the pit at a massive speed that's double that of Sonic's run speed. These boost pads will last for the entire duration of the fight. You can't roll up onto the arena or use your ledge attack to get up from the ledge anymore as you'll just get zipped back into the pit to your doom by the boost pad, and therefore must jump from the ledge if you're forced to grab the ledge.

Attacks Added at 75% health:

Laser Cannon: The compartment below Oxide's UFO opens up and a laser cannon comes out of it, pointed downwards. Oxide will then proceed to fire a beam downwards, about as wide as Ganondorf and it being a constant stream between Oxide and the floor. Oxide will continue moving back and forth as he's firing the beam from the cannon, and if you get hit by it you'll get caught in it, being dragged along, it being hard but possible to use directional influence to get out of. Every second you're caught in the beam you'll be dealt 10-11% damage, and Oxide will keep firing the beam for 15 seconds. The beam will destroy any TNT crates or liquid created from potions scattered about on the ground. After Oxide is done firing his beam, he'll do a final large blast that -will- hit you if you're caught in the beam, dealing 22-23% damage and large knockback, although if you're not in the beam it's easy to dodge. This is a decent attack, but it interferes with Oxide's other attacks too much to be one of his best.

Attacks Added at 50% health:

Nitro Crate:

This functions the same as Oxide's TNT crate attack, but he'll drop Nitro crates instead of TNT crates, which are green in color. These crates will never automatically explode on their own, instead exploding upon being touched. This is very annoying as you'll constantly have to keep avoiding these, or take the time to take them out with projectiles. They'll eventually be destroyed on their own by Oxide's Bomb Blast attack, which will cause the nitro crates to blow up for even bigger damage, or the machine gun fire from his turrets.

Beaker Blast:

This functions the same as Oxide's basic Brio Beakers attack, but the potions will now be red instead of green. While the basic hit of the attack won't do any more damage or knockback, if you're hit by the potion a small invulnerable black cloud will spawn. The cloud will be thundering (which is just for graphical effect) and will follow you around, being decently slow. The cloud is constantly raining down, doing 2-3% damage per second you're in the rain, but doing no stun or knockback whatsoever. The cloud will vanish after 10 seconds, and multiple clouds can be in play at a time if you're hit by more then one of Oxide's potions. The liquid created from this potion isn't slippery, thus not causing tripping, but instead is very hot, causing 5-6% fire damage over 3 seconds if you go over it.

Bomb Blast:

Oxide fires a bomb (Complete with a skull and crossbones painted on it) out of the bottom of his UFO in the same fashion as how he lets TNT Oxide fires a bomb (Complete with a skull and crossbones painted on them) out of the bottom of his UFO in the same fashion as how he lets TNT drop out of his UFO, although he'll let out four bombs as he goes accross the stage, one every fourth of the stage, instead of three like the TNT crates. The bombs are nearly the size of Bowser, so they're quite hard to avoid. If you get by the bomb as it's falling to the down, you'll be spiked to the ground by it and take 15% damage, then still be hit by the explsosion as the bomb lands on top of you. When the bombs hits the ground, it explodes, doing 27-28% damage and high knockback, the hitbox being slightly larger (1.25X) then Bowser. The explsosion from the blasts will disintigrate any green or red liquid over the floor from potions Oxide has failed to hit with you. This is easily one of Oxide's best attacks.
Attacks added at 25% health:

Space Suction: Oxide presses a button while hovering about in his UFO for the window that makes up the left wall to open up. The suction power of space will pull you towards it, Oxide hovering over to the far right side of the screen where he's out of it's range, hovering over the boost pad. The suction has the power around 1.5X that of Dedede's neutral B, and if you're sucked out the window you're instantly KOd. After 8 seconds of this, Oxide will press the button again, closing the window, resuming the battle as normal. To be out of the attack's range, you must be at the boost pad at the right side of the arena, meaning you get zipped off into the pit on the right side of the arena. If you just hang on the ledge, Oxide will drop down a nitro crate on you so you can't so easily escape the attack.

Attacks used at 5% health:

Station Evacuation: Oxide's ship blows up, you unable to damage him beyond 5% health, him falling out of his ship. He then gets an alarmed exspression and will try to flee from you, running on foot off the right side of the screen, the stage rolling along with him. Oxide's decently fast, having extra legs to carry him along, although he's still not hard to catch up to. Various random enemies from the Oxide Station levels will get in your way, but fighting them is a lost cause, as you must defeat Oxide before he escapes or restart the boss battle. If you don't defeat Oxide in 20 seconds, he'll get into an escape pod and you'll lose the boss battle. This isn't as easy as it sounds, as the enemies are large in quantity there will also be a few enviornmental hazards along the way, not having much potential to KO you, but doing their job in slowing you down quite well, distracting you and getting in your way as you try to take Oxide out.

After defeating N. Oxide, the villians laugh evily at their accomplishment, having decided to accept Wolf as one of their own seeing he proved useful in the boss battle. They all gloat over their victory for a good while, but eventually Koala Kong notices the subspace bomb is about to explode. Koala Kong's eyes grow wide in a comic fashion and he frantically points at the bomb for the other characters to turn at him questioningly, then become as alarmed as he is as they see the bomb's about to go off. N. Gin hastily takes out some high tech device to open a portal back to the Ganon Cannon, and they all head in hastily. Koala Kong and Bowser try to go in at the same time, not able to fit together, both too stubborn to let the other go first. Bowser reluctantly lets Koala Kong go first, knowing he's too stupid to convince, rolling his eyes, then goes in after him. The bomb goes off just as the portal closes behind them, adding Oxide's space station and the sorrounding asteroid field to Tabuu's collection of worlds. . .Not that the villians know that yet.

After this lengthy additional space section with the villians, the scene where everyone gathers together on the halberd occurs. In said scene, Fox and Falco are seen coming down onto it with their alien vehicles, otherwise it's left alone. However; before the great invasion cutscene, we see the villians coming back into the Ganon Cannon throw N. Gin's portal. Ganondorf greets them, applauding their success, them all having another brief evil laughter session together. This laughter is interrupted however when Wario farts, everyone turning to glare at him, him just shrugging and smiling to try to dismiss any suspicision of him. Wolf decides this is as good a time as any to ask for his pay, rubbing his fingers together and extending his hand out, rapidly opening and closing it, demanding Ganondorf pay him further for his services. Ganondorf just laughs and shakes his head no, instead giving a bag of cash to Wario due to him having been working for him longer, his jaw dropping to the floor and his eyes turning into dollar signs. The villians all laugh at Wolf for him to scowl angrily and leave the Ganon Cannon area, Wolf removing his ties to Ganondorf's group. Ganondorf motions for the other villians to follow him as he heads up to the front of his almighty cannon, and they get up into position to command the mighty battle fortress. Ganondorf extends out his arm to have the Ganon Cannon go out into the real world, the villians doing more evil laughter, then the cutscene ends, being followed by the Great Invasion cutscene.




The Great Invasion cutscene appears normal at the start, with the exception of Fox and Falco having their alien ships from Oxide's space station. The next notable change is that Wario, N. Gin, and Koala Kong are also of course on the Ganon Cannon alongside Bowser and Ganondorf, Wario not being trophitized while N. Gin and Koala Kong are new additions to the evil team. What's less of a no brainer, though, is that Wolf breaks the Ganon Cannon with his Wolfen instead of Kirby, getting his revenge on Ganondorf's group, letting out a smug smile and glancing over at the villians scowling at him, Wolf pumping his fist in satisfaction. Ganondorf's group is forced to retreat into subspace, the characters all following after him into the entrance to subspace. Wolf joins the main party against Ganondorf, you playing through the level as normal but with Wolf being added to the group, you having the option to play as him.



After the entrance to subspace level, the cutscene where Ganondorf normally betrays Bowser plays quite differently due to the additions of Wario, N. Gin, and Koala Kong. Ganondorf still fires his trophy gun at Bowser as normal, but the other villians revive him and they all turn around to face him, staring at him hatefully. Ganondorf facepalms, angry that he must do everything himself, and gets into a battle ready position. You play as Ganondorf for the first time against the other villians, it being a three on one battle. Once Ganondorf successfully betrays the other villians, he goes up before Master Hand to ask for his help as normal. Tabuu is introduced as normal, pulling the strings on Master Hand, Ganondorf being shocked as he realizes someone else has already betrayed his master. Outraged, Ganondorf jumps up and does his forward air on Tabuu's puppet for Tabuu to have Master Hand attack Ganondorf. You play as Ganondorf in the typical Master Hand boss battle. This would normally be laughably easily considering you already faced both hands with an assist trophy to boot in the Andross boss battle, but now you only have one stock, and Master Hand is given 600 HP (On intense) to make things harder, his attacks also being significantly more powerful.

After Ganondorf's time in the spot light, the SSE resumes as normal, although N. Gin, Wario, and Koala Kong will be revived alongside Bowser automatically in Dedede's subspace level. You'll have to take all of the characters down before they'll listen to you, but it's not a three on one, as you'll be able to also play as Luigi and Ness, unlike the Dedede vs Bowser battle. Wario's awkward cutscene to himself is not removed, as that would be wasted effort, but he's not revived from his trophy status from it, him already being in his normal status, and his trophy being removed from the subspace level.




In the Great Maze, Oxide's space station is an additional area, having been sucked up by a subspace bomb. You must defeat the shadow versions of Nitros Oxide, Andross, Wolf, as well as N. Gin and Koala Kong here in their own doors. There's also part of the asteroid field that's been sucked up which you must transverse, although the Oxide Station is the meat of what you must go through in the Great Maze.

Event Matches:

It goes without saying that N. Gin and Koala Kong appear in event matches involving all characters, them appearing in #39, co-op #21, co-op #20, among others. I'm only listing the additional event matches. These event matches don't overwrite the ones that normally have their numbers, instead boosting all the others numbers of the event matches up by one.

Event Match 22: Power Protection
Play as: Zero Suit Samus
Enemy: N. Gin (Alone)
Stage: Port Town Aero Dive
Description: Quickly! Reassemble your power suit before the titan is brought in!
Special Conditions: A smash ball spawns at the start of the fight, and you have to use it to get back your power suit, otherwise N. Gin will have Koala Kong in titan form to destroy you with. It's still quite easy to get the smash ball over N. Gin due to him being such a crippeled character by himself, so he has 2 stock to make it more challenging.

Event Match 28: Sinking the Titanic
Play as: Ike
Enemy: Koala Kong (Titan Form, Giant)
Allies: Marth, Link
Stage: Castle Siege
Description: This titan serves noone, slay the beast before he burns the castle down to ashes!
Unlocks: Titan Koala Kong Trophy
Special Conditions: Win before the stage goes to the final phase, N. Gin isn't present to burden Titan Koala Kong.

Event Match 32: Gargantuans
Play as: Bowser (Giant)
Enemies: Charizard (Giant), Koala Kong (Titan Form, Giant), Yoshi (Giant) (FFA)
Stage: 75m stage
Description: Prove yourself as the greatest monster of them all and rule the construction site!
Unlocks: 75m stage (This replaces the old method of 15 Vs. matches as DK)
Special Conditions: This is a throw back to event match 25 in SSBM. There's a Koala Kong Mario and Peach on the stage, and KOing them will restore 20% health to you as you "eat" them. Other then that, this is a normal monster FFA. After defeating all the enemies, the sprite version of DK will vanish from the background, and a giant DK will spawn with 2 stock.

Event Match 35: Cowardly N. Gin
Play as: N. Gin (Alone)
Enemies: Random
Ally: Koala Kong (Titan Form, No N. Gin)
Stage: Warp Room
Description: N. Gin defeating enemies himself? Ridiculous! Make use of N. Gin's minions to dispose of your enemies!
Unlocks: Warp Room Stage
Special Conditions: You play as N. Gin without a controllable version of Koala Kong, but there's a level 9 AI Koala Kong in Titan form to assist you, not burdened by an unconcious N. Gin to protect. The enemies cycle through the whole cast randomly, and they never stop coming, them not being weakened at all. The bosses of the stage don't affect you, them being your allies, and Koala Kong has infinite lives. However, 2 enemies will always be out at a time, trying to take you down. To win, you must survive until the stage does a complete loop, which takes an exceptionally long time, making this one of the hardest event matches, you having to make use of Koala Kong and your other minions on the stage to protect you. Smash Balls are off for this event match so you can't make another Koala Kong.

Event Match 38: Monkey over Mutant
Play as: Donkey Kong
Enemies: Slime Diddy Kongs, N. Brio (Donkey Kong alt costume)
Stage: Warp Room (N. Brio's arena)
Description: You call that evolution? Prove that the original is superior!
Unlocks: N. Brio alt costume for Donkey Kong (A model for him his been made, why not make more use of it? His name is different when he wins and he has a separate voice actor, but is otherwise identical, although his final smash makes him beat his chest to make shockwaves instead of making music on bongos, the music playing for it that you have to tap A to being his boss theme.)
Special Conditions: At the start of the battle, N. Brio will just be throwing around potions like usual, there being no real "enemies". The potions will proceed to turn into slime as usual, the stage going through it's usual cycle. However; each potion will generate three slimes instead of one, and the slimes will form into three seperate entities instead of a single one. You'll have to dispose of three slime Diddy Kongs before moving on to fight the giant N. Brio, who has your moveset. You still only have one stock for this, making this quite hard, although you can make it easier on yourself by destroying the slimes to make the Diddy Kongs weaker and taking advantage of the fact that they and N. Brio can't make use of items.

Co-op Event Match 16: Teamwork Test
Play as: N. Gin (Alone), Koala Kong (Titan Form)
Enemy: N. Gin and Koala Kong (N. Gin and Crunch alt color)
Stage: Warp Room
Description: A new pair wants to steal your fighting style! Prove that you're the original dastardly duo!
Special Conditions: Neither of the two players can die here, both must survive to claim victory. The enemy has two stock. Smash balls are once again turned off for the same reason as the Cowardly N. Gin event match.

Trophies:

Koala Kong: Koala Kong is a prototype of Koala Kong, being one of N. Gin's earliest creations. N. Gin put too many of Koala Kong's cells into the muscles and too few for the brain, resulting in his creation. Koala Kong is interested in proving himself by weight lifting and smashing bandicoots. Once N. Gin made Koala Kong, he had little use for Koala Kong, preferring Koala Kong, but had to make use of Koala when Koala Kong betrayed N. Gin. (Crash Bandicoot, Crash Bash)

Dr. Neo Cortex: Cortex is the cause of all of Crash's trouble, and in more ways then just his evil plots, as he was actually Crash's creator. Cortex would like you to think that he's an evil lord, but in reality he serves a great spirit named Uka Uka, who is always ready to give him a boat load of insults. Cortex has quite the bumbling evil nature which has gotten some fans over the years, being nearly as iconic as Crash himself. (Crash Bandicoot, Crash Twinsanity)

Tiny Tiger: Tiny is one of N. Gin's favorite creations, having used him in more attempts to crush Crash then any of his other mutated minions. While Tiny's body upper torso greatly goes against his name, his small legs and brain perfectly match his title. Tiny has an undying loyalty to N. Gin, although this is mainly due to not being able to think for himself. Tiny's quite popular and is of the most recurring characters in the series. (Crash Bandicoot 2, Crash Bandicoot Warped)

Koala King of Lions (N. Gin's and Koala Kong's final smash trophy obtained by clearing All Star. The trophy shows Koala Kong releasing lions into the arena to devour Mario and Sonic while N. Gin reclines in his throne above him.): This place was once an arena used by the Romans where gladiators fought for the entertainment of the people. N. Gin decided this would be the perfect place to eliminate Crash Bandicoot, and used N. Tropy's time twister to arrive here and had Koala Kong fight him for his amusement. The koala rules over the lions here, despite it being the opposite way in the jungle. (Crash Bandicoot Warped, Super Smash Bros. Brawl)

Titan Koala Kong: Koala Kong fought as N. Gin's gladiator champion in rome in his second attempt to defeat Crash Bandicoot. In this form he gets a trident to use against his enemies, as if his gigantic arms wern't already enough. Koala Kong has full command over the arena, bringing out lions to devour any slave gladiators at will. Anyone hoping to escape from the arena or even live through a single round will have to go through this titanic koala. (Crash Bandicoot Warped, Super Smash Bros. Brawl)

Pinstripe Potoroo: Pinstripe is one of N. Gin's more intelligent creations, second only to Dingodile. Pinstripe follows in the footsteps of the greatest of gangsters, having a suit, an italian accent, and a fully loaded tommy gun. In Crash Bandicoot, Crash had to rescue his girlfriend, Tawna, from N. Gin. Mysteriously, Tawna was never seen again after this, but it was later revealed she dumped Crash for Pinstripe. (Crash Bandicoot, Crash Team Racing)

Warp Room: This is the original warp room which was made by N. Gin to send his troops through to find the crystals. N. Gin claimed to of changed to be good to get Crash to his side to help him retrieve the crystals, making use of the warp room. Crash, being as dume as he is, followed N. Gin without question, but N. Gin was unable to keep Crash isolated for long, his sister Coco and the traitor N. Brio setting him right. (Crash Bandicoot 2, Super Smash Bros Brawl.)

Aku Aku Crate: Aku Aku was trapped in a crate for centuries, so it's only naturally he'd serve the first person who finally broke him free, who happened to be Crash Bandicoot. Aku Aku does little in offense for his master, but he will protect him from a hit, sacrificing himself for him. Aku Aku is rather frail, but he can be upgraded by finding additional crates where his energy is stored to the point enemies will run in fear from him. (Crash Bandicoot, Crash Bandicoot Warped)

Ripper Roo: Ripper Roo was N. Gin's first creation, having turned out insane and having trouble following his orders. After his initial defeat, Ripper Roo apparantely gained some intelligence, reading large amounts of literature, but a good explsosion was still able to turn him back to his old hopping mad self. N. Gin doesn't particularly want to keep the loony roo around, but his experience with explsoives makes him indispensable. (Crash Bandicoot, Crash Bandicoot 2)

Dingodile: Dingodile's quite the cold character, considering incinerating a cute penguin with his bazooka amusing. While Dingodile was created by the merge of a crocodile and a dingo, the dingo half seems much more dominant, Dingodile possessing an australian accent to reflect the australian dingo. Dingodile is the most intelligent of the mutants made by N. Gin, having an intellect that rivals the doctors whom created him. (Crash Bandicoot Warped, Crash Twinsanity)

Dr. Nefarious Tropy: N. Tropy is a master of time, having powerful manipulation over it. Uka Uka was angered at N. Gin's failures to retrieve the crystals, summoning N. Tropy to create a time machine to go back to get the crystals in their times of origin. Uka Uka holds some respect for N. Tropy, having intended to rule the world with him at his side before, him being the only recurring character besides N. Gin to of been a final boss. (Crash Bandicoot Warped, Crash Banidcoot: N Tranced)

Dr. N. Gin: N. Gin had a terrible accident that caused a missle to get stuck into his head, it going off whenever he gets mad. N. Gin took him in and saved his life by turning him into a cyborg, and ever since N. Gin has had an undying loyalty to him, being N. Gin's closest associate. N. Gin has very awkward interests that are rather humorously feminine, but his mechs are some of the toughest battles Crash has to endure. (Crash Bandicoot 2, Crash Bandicoot Warped)

Dr. Nitrus Brio: N. Brio was N. Gin's original partner, and he's the genius behind the evolvo-ray which ultimately lead to create Crash and the rest of N. Gin's minions. N. Brio isn't fond of N. Gin's evil ways or a fan of his character, and seeks to dispose of him in Crash Bandicoot 2 by getting Crash to gather the gems for him to power a weapon to destroy N. Gin. In Crash Bash, he was forced to work with N. Gin again by Uka Uka. (Crash Bandicoot, Crash Bandicoot 2)

Nitros Oxide: Oxide's his name, "survival of the fastest" is his game. Oxide goes around to various planets challenging their world champion, enslaving all which cannot prove themselves fast enough by besting him in a race. He caused Crash's and N. Gin's gangs to race each other for the right to challenge Oxide, causing lots of chaos. Oxide's the only recurring character in the series to be a final boss twice besides N. Gin. (Crash Team Racing, Crash Bash)

Crash Bandicoot: A stupid orange marsupial, Crash was originally created by N. Gin to serve him. However; Crash ended up being the bane of N. Gin, single handedly stopping his plans. Ever since, Crash has continued to fight N. Gin without even knowing it half the time, being a hero who's quite uncaring about his status as one. Crash's signature ability is spinning around at fast speeds into a tornado, and he's quite the icon. (Crash Bandicoot, Crash Bandicoot Warped)

Coco Bandicoot: Coco is Crash's brainy sister, being a wizard at technology, able to match N. Gin's right hand man, N. Gin. Despite her preferring to focus on her brain rather then physical activites, Coco's still able to fight, bringing a kung fu style of fighting to the table. Considering how stupid her older brother is, she's certainly lucky to have this bandicoot by his side. Coco is one of few to regularly be playable in the series. (Crash Bandicoot 2, Crash Bandicoot Warped)

Crunch Bandicoot: Crunch was created by N. Gin as a "Secret weapon" to stop Crash once and for all. Crunch was disloyal to N. Gin, the mad doctor having to brainwash him to serve him. After defeating N. Gin, Crash frees Crunch from his mind control, and he now resides in the bandicoot home, being Crash's "big brother". Crunch sometimes calls himself "Mr. Crunch", sporting a famaliar mohawk and clothing... (Crash Bandicoot: The Wrath of N. Gin, Crash Tag Team Racing)

Polar: This adorable little polar bear cub helped Crash to find crystals, and on a few occassions helped him escape from his angry mother bear. Despite not being mutated by N. Gin's evolvo-ray to gain extra intelligence, Polar is able to drive a kart like the other more human characters, making one wonder if Polar is hiding his intelligence. Polar isn't -too- bright though, as he's been hypnotized by N. Trance to join him before. (Crash Bandicoot 2, Crash Team Racing)

Pura: This koala cub escaped being mutated by N. Gin's evolvo-ray, still being a normal animal, unlike Koala Kong Koala who perhaps resembling Pura before his transformation. Pura helped Coco find the crystals on the great wall of China, although perhaps going too fast for her at times. Pura can drive a kart quickly in addition to his quick running, it being possible that he recieved minor mutation for intelligence somehow from N. Gin. (Crash Bandicoot Warped, Crash Team Racing)

Nina Cortex: Cortex claims Nina is his niece, but the true relationship between the two is unknown. Nina looked as if she were going to originally going to have a soft heard, but Cortex couldn't stand for this and sent her off to the academy of evil to follow in his foot steps. Coming out of the academy with an evil transformation, she gained favor with Uka Uka, him having her take over Cortex's job once due to his many failures. (Crash Twinsanity, Crash of the Titans)

N. Trance: N. Trance is a master of hypnotism, and resembles an egg in form. After Uka Uka fired Cortex and only left N. Tropy at his side, N. Tropy brought in his old friend, N. Trance, to help assist in destroying the bandicoots. N. Trance hypnotized Coco and Crunch to join their side, but failed to get Crash. After his failure, N. Trance went off to be a leader of his own evil team, hypnotizing Dingodile, Polar, and Pura to join him. (Crash Bandicoot: N Tranced, Crash Nitro Kart)

Papu Papu: Papu Papu is one of the few enemies of Crash who isn't actually evil, and is the first tough fight he ever encountered. Papu Papu only wants to skewer Crash to feed his tribe, although it's possible he might want to devour the bandicoot himself, considering what a glutton he is. Papu Papu has more recently putten his weight to good use, being a infamous professional wrestler with several moves which had to be banned. (Crash Bandicoot, Crash Team Racing)

Komodo Brothers: Together, Joe and Moe are the Komodo Brothers, having a combination of bulk and brain to dispose of their enemies with. The pair mainly go by the way of the blade, but sometimes use their reptilian abilities. Joe is very cunning and sly, being a good kart racer, although Moe apparantely couldn't figure out the controls, not appearing alongside his brother again until they were bosses in Crash Bash. (Crash Bandicoot 2, Crash Bash)

Aku Aku: Crash first found Aku Aku trapped in a crate, after which he hastily broke him out and saved him. Ever since, Aku Aku has repayed that debt to Crash by fighting alongside him. Due to Crash's stupidity, Aku Aku has to act as his represenative, doing the talking for him. While he's not fond of Crash's stupidity, he knows that Crash is the only one who can defeat his evil twin brother, Uka Uka, and thus has never left his side. (Crash Bandicoot, Crash Bandicoot Warped)

Uka Uka: Aku Aku's evil twin brother is Cortex's master. Uka Uka originally gave Cortex instruction from his prison, Cortex hiding the fact he served anyone, but Uka Uka eventually broke free and revealed himself to Cortex's minions and the Bandicoots. Uka Uka has little tolerance for failure, and thus has a grudge against Cortex. Uka Uka only picks the most competent and evil people to do his bidding, having high standards. (Crash Bandicoot Warped, Crash Twinsanity)

Power Crystal: The crystals wern't discovered until Crash Bandicoot 2, in which Cortex and his right hand, Cortex, decide that they'd make an excellent power source for the Cortex Vortex. The crystals are scattered about throughout the world, but are distinctive throughout it with their vivid appearance. Cortex later attemptd to get the crystals by nabbing them when they were initially created through time travel alongside N. Tropy. (Crash Bandicoot 2, Crash Bandicoot Warped)

Power Gem: Crash and Cortex have known of the gems since the beginning of their everlasting battle, unlike the crystals. These gems are obtained when all the crates in an area are destroyed, being no easy feat. The gems are harder to find then the crystals, causing Cortex to focus on saidcrystals over the gems. N. Brio has Crash seek out gems instead of crystals after betraying Cortex to power his own machine to defeat Cortex. (Crash Bandicoot, Crash Bandicoot Warped)

Relic: Relics are ancient, as their name implies, although they're still apparantely well enough preserved to last into the present and even the distant future. One can obtain a relic by racing through time at extrordinary speeds that not even N. Tropy, the master of time, could hope to match. There are three levels of relics, sapphire, gold, and platinum. Amateurs can eventually obtain sapphire, but only the best will get platinum. (Crash Bandicoot Warped, Crash Team Racing)

Tiny Tiger (Crash of the Titans): In Crash of the titans, the main characters of the series got big resdesigns (Due to a new company working on it), Tiny going through the biggest changes. In this form, he's far more intelligent and less hostile to Crash, baring zero resemblance to his former self in appearance or personality. This Tiny resembles Mike Tyson with his awkwardly high pitched voice, contrasting his big body just like his name does. (Crash of the Titans (PS2), Crash of the Titans (DS))
 

MasterWarlord

Smash Champion
Joined
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Messages
2,902
Location
Not wasting countless hours on a 10 man community
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​

POPPY BROS. SR.



A more large incarnation of the enemy Poppy Bros Jr., a Poppy Bros. Sr. is a jester-like enemy that’s found in various places in Dream Land. While some of them have been known to wield boomerangs or roll around on apples, the majority of Poppy Bros. Sr. carry around bombs that they’ll throw at Kirby as he passes. Always wearing a jolly smile as he attacks, it would seem that Poppy Bros. Sr. does this for no other reason than that it’s fun.​

Note: All the bombs Poppy uses are the same size as the apples on Green Greens.

STATS

Size: Large
Weight: Heavy
Power: Strong – Despite those bombs looking dangerous, they do pack too much of a punch.
Jumps: 2
Jump (1): Medium
Jump (2): Medium – Poppy’s jumping abilities are matched among Smashers.
Speed (Walk): Mid-Slow
Speed (Run): Slow
Traction: Good – Poppy has about the best traction in the game. He does not slide A LOT.
Speed (Attack): Mid
Speed (Falling): Mid-Slow
Range: Long – Both in melee attacks and projectiles, Poppy reaches far.
Crouch: Mid-High
Crawl: No
Wall-Kick: Yes – Poppy’s Wall-Kick gets him straight up that wall. It gains relatively little distance horizontally, be he rockets up about twice the distance of most wall-kicking characters.
Wall-Cling: No
Glide: No

STANDARD ATTACKS

Standard Combo – Tornado Kick – Poppy slowly falls to his back as he starts running with his feet in the air. He runs similar to Sonic, with his feet making circles as they go. His feet are large, so this reaches about as far as Mr. Game & Watch’s Standard Combo, and functions similarly as well. As long as one kick hits, the next will execute automatically if the button is held, but if not, the Combo will stop. Each hit does 2% damage, and has a moderately strong pull-in for another hit. Poppy gets back up pretty slow when he’s done, so this move isn’t especially punishable, though it seems like it would be when you first see it.
[Variable Damage, 2% per hit]

Forward Tilt – Pirouette Kick – Poppy spins, leg extended, to damage opponents. He spins slow and gets two kicks off, one really powerful and the other a little stronger. Both hits have a solid range, about as long as Kirby’s Forward Tilt. Poppy spins about as slow as Jigglypuff does in her Side Taunt, so if you get hit by the first kick, which does only 2% damage and has basically no knockback, you’re guaranteed to get hit by the next one, which has a little knockback and does 5% damage. Poppy recovers slowly from this move, so it’s not punishable, except from the back during execution.
[2% + 5%]

Up Tilt – Twirl-a-Whirl – Poppy spins very slow in place. He does this for about a second. Enemies he touches receive multi-hit damage up to 8%. This is one of Poppy’s moves that, unfortunately, doesn’t have a lot of range. The hitbox only consists of his spinning body, but it has a slight horizontal suction if enemies are close. At the finish, there’s a slight knockback, just enough to clear Poppy some space as the move ends. He suffers a little ending lag on this move, posing briefly as he finishes spinning.
[Up to 8%]

Down Tilt – Foot Clap – Poppy, lying on his back, extends both feet forward and claps them together. He reaches far, about as far as Olimar does with his sliding Down Tilt, though he doesn’t move like Olimar does. There’s a slight startup lag as Poppy gets his feet stretched out, but the reward is a 10% damage-dealing hit with a sizeable hitbox. Poppy also suffers a little ending lag on this move. The knockback of the clap is about 20 degrees from the horizontal, away from Poppy, and moderately strong. This is the only one of Poppy’s Tilts that’s even remotely likely to score a KO.
[10%]

Dash Attack – Super Slide – Poppy leaps forward and slides on his stomach a good distance, damaging anyone he hits along the way. When I say “a good distance,” I mean almost half the length of Final Destination. This move has decent priority, so it can be useful for canceling powerfuler projectiles as well. While Poppy is going, his entire body is a hitbox, dealing 6% damage to those he hits. During the initial leap, however, which covers a distance of about one Battlefield platform, Poppy does 8% damage to anyone he comes in contact with. Knockback is directly upward, though not strong, during the initial leap, but during the slide, there’s no knockback. Rather, opponents are 100% guaranteed to trip if hit by Poppy while he’s sliding. Once he’s finished, Poppy slowly hops up and flips to his feet, reducing ending lag to a minimum. If you distance yourself right, he’ll be up before your tripped opponent has a chance to be.
[8% or 6%]

SMASH ATTACKS

Forward Smash – Pinwheel Spin – Poppy jumps forward, spinning like Mario does during his Down Taunt, damaging opponents as he goes. He covers a distance approximately equal to one-and-a-half Battlefield platforms. He’s barely above the ground as he goes, so you can’t duck under him. Poppy does 12% damage and moderate-powerful backward knockback (yes, it hits them straight behind him) if he hits anyone, and the damage is not affected by charging. So why charge the move? Because it make him go slower! Completely uncharged, Poppy takes about two seconds to complete the move, and has pretty bad priority. Fully charged, however, he takes only about half a second, and has much better priority. There’s not much startup lag, but the ending lag on this move is something to probably be aware of. Poppy catches his balance for almost half a second at the move’s end, so it’s a tad bit punishable.
[12%]

Up Smash – Rocket Bomb – Poppy throws a bomb upward that explodes once it reaches its peak height. The height is determined by the charge, similar to Snake’s Up Smash. Unlike Snake’s, recall that the bomb explodes at peak height, so it will not fall back down, and will not explode on any opponents it strikes on the way up. If it does hit an opponent on the way up, it has a slight upward knockback, and also deals 2% damage. The bomb goes at a speed similar to Snake’s Up Smash, and the charge-to-height ratio is very similar as well. The explosion has about half the radius of a Smart Bomb explosion, and does 12% damage, with moderately powerful knockback, directly away from the center of the explosion. Poppy suffers slight lag at the beginning of this move as he pulls a bomb out, but almost none at the end, allowing for the possibility to combo.
[2% + 12%]

Down Smash – Bomb Party – Poppy sets bombs all around him that explode when the button is released. The longer you charge, the more bombs he places, which does not increase damage, but increases the blast radius of the party, giving this Down Smash some serious range. This move has a longer charging time than most, only reaching full charge after five seconds of holding down the button. At the beginning of every second, Poppy places another bomb in the heap surrounding him. The bombs will go off at the end of the second that you release the button. For example, releasing the button at the beginning of the third second will not stop Poppy from placing the third bomb and waiting until the end of the third second to detonate. Poppy ducks down and covers his head when you release the button, signaling that the bombs will now go off. The blast radius increases at even intervals, from one bomb having about the blast radius of a Bob-omb, to five bombs having a blast radius slightly larger than that of a Smart Bomb explosion. The blast will not pass through solid platforms, but will pass through pass-through platforms, such as those hovering over Battlefield. For this reason, it’s difficult to use it for edge-guarding an opponent, since the blast will not reach below the edge. Anyone caught in the blast is dealt 14% damage, with moderate knockback away from the center of the explosion. Poppy is slightly stunned after such a massive explosion, so he suffers a moderate ending lag as he hops to his feet and shakes it off.
[14%]

AERIALS

Neutral Air – Swell Up – Poppy swells up (go figure) and bursts, presumably from a bomb (inside him, maybe?). There’s no after-effect or anything, he returns to normal after blowing up. He gets about as big as King Dedede, and damage is only done from the explosion, which takes about a second to get to. There’s pretty much no ending lag, though. The blast radius is about half that of a Smart Bomb, but the hitbox only lasts for a split second. Anyone caught in the smoggy blast receives 8% damage and moderate-powerful knockback. Poppy falls very slowly the first time this is used in the air, so you won’t have to worry about falling far during the time he’s swelling up, but if you use it again without touching the ground, you won’t have that luxury.
[8%]

Forward Air – Dud Toss – Poppy tosses a dud bomb forward. It is affected by gravity, and stops after covering a distance about half of what Mario’s Fireball does. The gravity on it is similar to throwing a crate or barrel, so it’s seemingly a pretty heavy dud, and will end up covering a lot more downward distance than forward. If the bomb hits anyone, it will do 6% damage, and do powerful downward knockback, bouncing on them when it does. Hitting someone will also double the length of time the bomb has left on the field before it will vanish. So hitting early can make the bomb drop a lot further (even though it will have to bounce a short distance up when it first hits). The downward spike of the bomb is powerful, so don’t expect many KOs from it, but it’s still a nice attack for approaching from above. When a bomb strikes the ground, it will disappear with no additional effect.
[6%]

Backward Air – Launch Kick – Poppy kicks backward with both feet. This kick is similar to those of characters like Kirby and Mario, but with a notable difference: If Poppy hits an opponent, he’ll kick himself a good distance forward in the air! His range is similar to Mario’s Backward Air. Hitting an enemy (or a crate/barrel) will shoot him forward about the distance of a Fox Illusion, and will keep him at the same vertical level while it does. The kick does 6% damage to anyone hit, and directly horizontal backward knockback. The knockback is moderate, and one of Poppy’s better Aerials for KOing opponents.
[6%]

Up Air – Juggle Bomb – Poppy tosses a bomb upward, then catches it as it falls back down. You can throw up to two bombs at a time, so you can cover yourself pretty well from overhead attacks, but there’s a lot of ending lag as Poppy’s got to catch the bombs and put them away. The peak height of the juggled bombs is about one Stage Builder block above Poppy, and the full cycle takes about a second and a half for each bomb. The bombs rise and fall as Poppy does, so they won’t stay up any higher above Poppy if he’s falling slow or anything. The bombs will do 5% damage and moderately powerful upward knockback to anyone they hit, but they’ve got great priority, so they can be used as a shield from overhead attacks quite well if you can time the throws of two bombs right.
[5%]

Down Air – Bomb Dunk – A stall-then-fall. Poppy stalls in the air, pulling a bomb out and raising it over his head. He then brings the bomb down and falls, similar to Mr. Game & Watch’s Down Air. Poppy will only fall for about the distance of 3 Stage Builder blocks before the bomb will vanish and he’ll become controllable again. If he hits an opponent, the bomb will explode. It also explodes if Poppy hits the ground. The explosion will give moderate knockback to everyone nearby, including Poppy, but only gives damage to his opponents. The blast is slightly larger than a Party Ball, and does 8% damage to anyone (besides Poppy) caught in it. The bomb explodes instantly when you hit, but won’t explode during the stall as Poppy pulls it out.
[8%]

SPECIAL ATTACKS

Neutral Special – Bomb Toss – This move functions similarly to how the Bomb ability works in Kirby games. Pressing B once will make Poppy pull out a Bomb, which has a 3-second fuse time. The bomb will not explode until the fuse is up, even if it hits something, in which case it will deal only 2% damage and minimal knockback. While Poppy is holding the Bomb, he can only walk, run, and perform both of his jumps. If the Bomb goes off in your hands, Poppy will take moderate knockback, but no damage, so make sure you get rid of it soon enough. The Bomb can be thrown with either the A or B button, and both will throw the Bomb exactly the same way. By default, he’ll throw it directly forward, and it’s highly akin to Smash-throwing a Bob-omb. The blast radius is about twice as big as a Bob-omb, but only does 10% damage, with moderate knockback directly away from the Bomb. Tilting the control stick while throwing will make Poppy throw in the direction you are tilting, or more accurately, whichever you’re closest to of the eight cardinal and intermediate directions (Up, Left, Down, and Right, and the midpoints between them). Poppy takes about a second to pull the Bomb out, but suffers almost no lag at all on the throw.
[2%, 10%]

Side Special – Spitfire – This is a chargeable move that takes about 3 seconds to reach full capacity, and cannot be held stored for later use. In other words, when you hit full charge, the move executes automatically, like a Smash Attack. Pressing Side B will make Poppy shove a Bomb into his mouth. This takes about half a second, and the charging begins after that half-second has passed. When the button is released, the Bomb goes off, and Poppy uses the explosion to shoot a concentrated stream of flames from his mouth. The stream shoots directly forward, and cannot be angled. At powerfulest charge, it shoots about as far as Bowser’s or Charizard’s fire breath. At full charge, it can reach all the way across Final Destination. Despite it’s potentially incredible horizontal range, it’s very concentrated vertically, having about the same vertical range as R.O.B.’s laser. Poppy spits the fire pretty slow when you release, slightly slower than R.O.B. fires his laser. However, the flames aren’t quite as slow as the laser, so far-away opponents may still be able to avoid it. Poppy spits fire for about one second before stopping, at which point he suffers brief, but noticeable, ending lag. The fire deals multi-hit damage to those caught in it, with possible damages ranging from 1% to 10%, depending on how long an opponent is caught in the flames. Additionally, this move pushes Poppy back when used, for about 1/3 the distance of the flames he shoots. If he is on the ground, however, it will not push him beyond the edge of the floor he’s on. This gives this move some potential for recovery, and it should be noted that this move will not put Poppy in a freefall.
[1-10%]

Up Special – Kick-Off – Poppy takes about half a second to pull out a Bomb, then kicks off of it, propelling himself through the air, at a moderate speed. The Bomb travels the exact opposite direction of Poppy, and you can tilt the control stick to make him go in any direction. Poppy launches for about the same distance that Lucario goes with his Up Special, but can’t change direction in the middle of it. If Poppy shoots such that he strikes the ground, he’ll faceplant, and take about half a second to get up. Poppy does no damage while flying, but the Bomb he kicks the opposite direction can be used to attack in some cases. The bomb travels indefinitely, only exploding on impact with something. The explosion is not as large as most of his Bombs, only slightly larger than that of a Bob-omb, but to compensate, these Bombs have a special property: They’re unaffected by gravity! The exact direction you kick the Bomb is the way it will go until it strikes someone. The bomb’s explosion is fairly powerful, only doing 8% damage, with moderately powerful knockback directly upward, but it can still be used as a great ranged attack. The Bombs’ speed is similar to that of Wolf’s blaster.
[8%]

Down Special – Firework Show – Poppy returns on the Warp Star to the exact location he left from. As he reaches the playing field, he sets off a powerful Bomb. This particular Bomb’s blast radius is about that of a Smart Bomb explosion, but it reaches that size instantly, and lasts for about a second. Players caught in the blast receive no knockback at all, but will rapidly accumulate damage, similar to the effect of Olimar’s Final Smash. The maximum damage an opponent can accumulate from this attack is 25%, if they are in the blast for its entire duration. During the explosion, Poppy will remain on the Warp Star, and is able to be hit and damaged as normal. When the explosion finishes, Poppy falls off the Warp Star slowly, and everything continues as normal.
[Up to 25%]

FINAL SMASH

Final Smash – Super Swell – To begin this Final Smash, Poppy puffs himself into a ball, roughly the size of a Party Ball. From there, you can control his next action, from a few options. You can move left and right to roll (tilting or tapping doesn’t matter, he just rolls). You can press the Jump button to bounce up about the distance from Battlefield’s base to the top platform. This is the extent of Poppy’s mobility in this state. He has no mid-air jump, and has pretty bad traction, due to rolling around, so be careful where you go. As far as this Final Smash’s power goes, you have two options. You can press B at any time to detonate Poppy, at which point he will pause where he is, implode slowly, and then explode with a blast that has a radius about 1.5X the size he was. This whole process takes about half a second, and the blast lingers for about a second to damage opponents.

However, proper use of another ability makes this Final Smash even more versatile and deadly. Pressing A during this Final Smash will also cause Poppy to pause and implode, but rather than explode, he’ll swell up even bigger. He has three sizes he can be. The first is his default size, about that of a Party Ball. If he swells up again, he’ll be a little bigger than King Dedede is while performing a mid-air jump. The final swell up makes him almost the size of a Smart Bomb’s explosion, meaning his explosion would be a bit larger than that. Damage and knockback increase if you make Poppy bigger before detonating, but you also lose a lot of mobility. In his Party Ball-sized state, he can jump from Battlefield’s base to the top platform, and he can roll as slow as he can run, but he only does 15% damage and moderately powerful knockback. In his Dedede-sized state, he can jump from Battlefield’s base to either of the lower platforms, and rolls about half the speed he can run. His explosion in this state does 30% damage and moderate knockback. In his Smart Bomb blast-sized state, his jump is practically non-existant, and he rolls about as slow as Ganondorf walks, but his explosion is large and does 45% damage with moderately high knockback. All knockbacks are directly away from Poppy. After he explodes, Poppy (now normal size) remains where he used the Final Smash, shakes himself off slowly, then returns to normal. This takes about a second, and he can be hit during this time.
[15% or 30% or 45%]

GRAB AND THROWS

Grab – Normal – Poppy reaches forward and grabs. Nothing special, and he’s got a pretty average range.

Pummel – Poppy spins a full 360 degrees while holding his opponent. He gets around once in about a fourth of a second, but only does 1% damage, since he’s not doing much of anything directly to his opponent.

Forward Throw – Hat Trick – Poppy releases his grip and pulls his hat off. He opens the base of it toward his opponent who is still in front of him, and…BOOM! An explosion comes out of the hat? Absurd, but that’s what it looks like. Knockback is moderate, forward and upward, with 8% damage. The whole throw takes about 1 second to complete.
[8%]

Backward Throw – Hurricane Toss – Poppy spins rapidly about 5 times, then releases his opponent to the back. This takes about a second to execute, but rewards with better knockback than most throws, directly horizontal. Unfortunately, the 6% damage this throw deals is not so marvelous.
[6%]

Up Throw – Topper – Poppy tosses his opponent onto his head, then spins around like a top, dealing multi-hit damage. This throw takes about a second and a half to perform, and has almost no knockback at the end, but rewards with five hits dealing a solid total 10% damage, more than any of Poppy’s other throws.
[10%]

Down Throw – Trampoline Slam – Poppy tosses his opponent to the floor, then jumps on them, using them to bounce himself into the air, where he is controllable just like if he had jumped there normally. He gets almost as high as Sonic does with his Up Special. His victim takes only 7% damage, and almost no knockback, so this throw is best used in situations where you need to avoid the possibility of being punished while throwing, particularly in free-for-alls. The throw is pretty slow, too, so you can get out of the way slow while still doing some damage.
[7%]

RECOVERY ATTACKS

Ledge Attack (Under 100%) – Poppy throws himself onto the stage slowly and swings his legs around, similar to the first part of Mario’s Down Smash. He covers a similar distance, dealing 4% damage and minimal knockback.
[4%]

Ledge Attack (Over 100%) – Poppy crawls up slowly, then performs a powerful headbutt forward. He covers a fairly average distance, and only deals 3% damage.
[3%]

Get Up Attack (From Front) – Poppy pushes off the ground into a front flip, hitting enemies as he does and then landing on his feet. He covers a further distance than most Get Up Attacks, but only does 4% damage.
[4%]

Get Up Attack (From Back) – Poppy rolls backward, onto his head, then spins horizontally (yeah, on his head) for about half a second before backflipping onto his feet. Covers an average distance, and deals multi-hit damage up to 6%.
[Up to 6%]

Get Up Attack (From Rear) – Poppy jumps onto one foot, pirouetting as he does. Opponents who touch him receive damage, but his body (which is his hitbox) isn’t extremely large, so this one doesn’t have a lot of range, and still only does 5% damage.

[5%]

TAUNTS AND VICTORY POSES

Up Taunt – Poppy pulls out a Bomb and bounces it a couple times on his head before putting it away. Takes about 2 seconds.

Side Taunt – Poppy performs a front flip, but overrotates, smacking his face on the ground instead of landing on his feet. He then gets up, appearing dazed for a second, then shakes it off. Takes about 2 seconds.

Down Taunt – Poppy jumps up and down twice, then faces the camera and winks. Takes about a second.

Up Victory Pose – Poppy, with a Bomb balanced on his head, looks left, then right, looking confused. He then looks up, sees the Bomb, and smiles, just before the Bomb explodes. Smoke fills the screen, and after it clears (about a second), Poppy can be seen in the exact same pose he was in, looking above his head and smiling, as if paralyzed by the explosion. He is covered in black, of course, since he was just in the center of an explosion.

Side Victory Pose – Poppy runs in from the right side of the screen, tries to stop in the center, but slides off the left side of the screen. Shortly after he does, a crash is heard, and Poppy rolls back into view, finally stopping as he faceplants on the ground. He remains there, not looking up, but I’m sure he must still be smiling.

Down Victory Pose – Poppy is seen juggling three Bombs. After a second or two of juggling, he throws them all up into the sky. They fall to the background, and explode as fireworks in the sky. Poppy jumps up and down as the fireworks go off.

Loss Pose – Poppy sits on his rump and looks confused.

MISCELLANEOUS ANIMATIONS

Idle 1 – Poppy hops up and down a couple times, keeping himself loose.

Idle 2 – Poppy bends over and attempts to look behind him, between his legs. His feet are low to the ground, so obviously he can’t do this, so he gets discouraged and quits after a second or two.

Crouch – Poppy falls back and lies on his back when he crouches. He’s fairly low to the ground.

Run – Poppy leans forward and flails his legs wildly behind him while he runs. There appears to be no form to his running, but it certainly makes him move!

Wall Hit – If Poppy hits a wall while running, he’ll smack his face hard and bounce off, still smiling as usual. It doesn’t appear that he’s hurt by such things.

Dizzy – Poppy falls on his face if he gets dizzy. Luckily, this makes him somewhat short while he’s dizzy.

Sleep – Poppy lies on his side and sleeps, looking very innocent and child-like.

Shield – Behind his shield, Poppy can be seen trying to pull his hat over his eyes.

EXTRAS

Symbol – Warp Star

Entrance – A Bomb swells up out of thin air, and explodes. From the smoke, Poppy emerges, ready to fight!

Alternate Costumes – Color changes affect Poppy’s jester hat and suit, as well as his shoes and buttons.
+ Standard – Sky blue hat and suit; pale green shoes and buttons
+ Blue Team – Blue hat and suit; yellow shoes and buttons
+ Red Team – Red hat and suit; silver shoes and buttons
+ Green Team – Light green hat and suit; dark green shoes and buttons
+ Brown – Tan hat and suit; brown shoes and buttons
+ Black & White – Black hat and suit; white shoes and buttons

Wii Remote Sound – A spring-like noise is heard, followed by an explosive bang.

Kirby Hat – Kirby gets Poppy’s hat. Didn’t see that one coming, did you? He also gets the Bomb Toss ability, which functions just like Poppy’s. Yes, that means Kirby’s got all of his jumps at his disposal while still carrying the Bomb. Yipes!

SOLID SNAKE CODEC CONVERSATION

SNAKE: Mei Ling, there’s a baby jester thing here.

MEI LING: That’s Poppy Bros. Sr., Snake. He’s from Dream Land.

SNAKE: Right… So, what? Is he King Dedede’s court jester or something? What’s he doing here?

MEI LING: Actually, he’s another of Kirby’s common enemies. He throws bombs and has plenty of other explosive attacks. You’ll want to keep your distance as best you can.

SNAKE: Bombs? What kind of jester carries around bombs?

MEI LING: Well, he’s not necessarily a jester, Snake. Nobody’s sure exactly what he is.

SNAKE: I’m telling you, Mei Ling, this is a jester if I’ve ever seen one.

MEI LING: Sure, Snake… Whatever you say…

PLAYSTYLE SUMMARY

Obviously, Poppy’s moveset makes him a beast when it comes to spacing. If you’re good, you can maintain a pretty safe distance from your opponent while still giving them a few good hits. His Tilts really aren’t too reliable for much, so you’ll probably be keeping your use of those to a minimum. Poppy’s Smashes all require that you do a little good prediction of your opponents’ moves, so it’s good to be able to read your opponent to set up any of those. He’s got good Aerials, so you’ll make good use of those if you want to get good with him, particularly the unique properties of the Forward Air. Edge-guarding opponents is fun there!

Poppy can be a campy character if you want him to be, but isn’t restricted to a campy playstyle by any means. He can function just as well up close, but you’ll need to stay very aware of your spacing and the distances that your various moves cover. Luckily, Poppy can get in and out of the fray with ease, due to his speed and jumping abilities, so if something goes sour up close (or far away), you should be able to adjust your situation accordingly.

Poppy’s Specials provide him his best distance game. If you’ve got to keep far away from your opponent, his Neutral, Side, and Up Specials can all be employed effectively. The Neutral has a variety of uses, as the Bombs can be thrown in almost any direction. The Up Special can be useful for attacking opponents that are well out of reach, either vertically or horizontally, and the Side Special is a powerful tool for opponents that are stuck far away on your same horizontal plane.

Poppy’s obscure moves don’t make him an ideal starting character for those just taking up the Helpers. He’s best saved for after a bit of experience and training, as his moves can take quite a bit of getting used to. It shows if you don’t know your moves with most characters, but it really shows with Poppy. Opponents will make slow work of you if you don’t know yourself inside and out.

AUTHOR’S NOTES

Range is obviously Poppy’s biggest asset. You probably noticed (or will notice) that while reading the moves, as well as the low damages and knockbacks. Any player of Poppy’s got to be a careful player, since he’s so light, making him very reliant on proper spacing. He’s a strong character if effectively mastered, but his obscure moveset and lack of power can make that difficult.
 
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